TEXT: Copyright 2009 by Anthony Carter 
  Standard Skill Use Quick Reference Chart! 
  Verily, thy combat actions art in red! 
  Acrobatics(DEX) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical Failure 
   
  Balance (half 
  action/free action) 
   
  Table 2.4(p. 
  69) 
   
  ½ speed move 
   
  Character 
  doesn’t 
  move* 
   
  Full speed 
  move 
  Freeze(vs. 
  Resolve)/Random 
  movement 
  (deviation) 
   
  Break Fall (free 
  action) 
   
  DC 20 
  ½ damage 
  (minimum 1 per 
  10 ft.) 
   
  Full fall 
  damage 
  ¼ damage 
  (minimum 
  1 per 10 
  ft.) 
   
  +1 damage/10 ft. 
   
   
  Mount/Dismount 
  (full action) 
   
  DC 15 with 
  movement, 
  otherwise no 
  check 
  required 
  Character 
  assumes 
  control of 
  mount/vehicle 
  (use grapple vs. 
  unfriendly) 
  Character 
  doesn’t 
  assume 
  control of 
  mount 
   
   
  N/A 
   
   
   
  N/A 
   
  Running Horizontal  
  Jump (half action) 
   
  Desired 
  distance 
   
  Check + 5 ft. 
   
  N/A 
  Maximum 
  allowed 
  jump 
  distance 
   
  Sprawled at end 
  of jump 
   
  Standing Horizontal 
  Jump (half action) 
   
  Desired 
  distance 
   
  ½(Check + 5 ft.) 
   
  N/A 
  Maximum 
  allowed 
  jump 
  distance 
   
  Sprawled at end 
  of jump 
   
  Standing Vertical 
  Jump (Half action) 
   
  Desired 
  distance 
   
  ½(Check + 5 ft.) 
   
  N/A 
  Maximum 
  allowed 
  jump 
  distance 
   
  Sprawled at end 
  of jump 
   
  Trip (half action) 
  Opponent’s 
  Acrobatics 
  check, 
  modified by 
  size 
   
  Opponent is 
  sprawled 
  Character 
  becomes 
  flat-footed 
   
  N/A 
   
  N/A 
  Tumble(empty 
  squares only) (half 
  action) 
   
  DC 10 +5/foe 
   
  Full speed 
  move 
  Flat-footed 
  adjacent to 
  1st foe 
  1 free 
  attack per 
  action die 
  (maximum 
  1/foe) 
   
  Sprawled 
  adjacent to 1st foe 
   
  Tumble (including 
  occupied squares) 
  (half action) 
   
  DC 20 +5/foe 
   
  Full speed 
  move 
  Flat-footed 
  adjacent to 
  1st foe 
  1 free 
  attack per 
  action die 
  (maximum 
  1/foe) 
   
  Sprawled 
  adjacent to 1st foe 
  
  Copyright 2009 by Anthony Carter 
   
   
  Athletics(STR) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical Failure 
   
  Bull Rush (full 
  action) 
  Opponent’s 
  Athletics 
  check, 
  modified by 
  size 
  Opponent 
  pushed back 5 
  ft. + 5 ft. per 4 
  margin of 
  success and 
  sprawled  
   
  Character 
  becomes 
  sprawled 
   
  N/A 
   
  N/A 
   
  Climb (half 
  action) 
  Table 2.5 (p. 
  70), Fortitude 
  (DC 10 + 5 x 
  hours) each 
  hour or 1d6 
  subdual 
  damage 
   
  ¼ speed move 
  (1/2 speed 
  move with 
  climber’s gear) 
  rounded up 
   
  Character 
  doesn’t 
  progress* 
   
  Double 
  climbing 
  speed 
   
  Freeze(vs. 
  Resolve)/Random 
  Fall (vs. Climb) 
   
  Push Limit (free 
  action) 
  DC 20, each 
  push limit 
  check does 
  1d6 subdual 
  damage per  
  interval 
  +5 ft. to speed 
  for 1 minute/+1 
  MPH travel for 
  an hour/+2 to 
  encumbrance 
  for 1 minute 
   
  No 
  benefit* 
   
  Double 
  benefits of 
  success, 
  half 
  damage 
  each time 
  interval 
   
  1d6 subdual and 
  lethal damage (no 
  benefit) 
   
  Swim (half 
  action) 
  Table 2.6 (p. 
  70), Fortitude 
  (DC 10 + 5 x 
  hours) each 
  hour or 1d6 
  subdual 
  damage 
   
  ¼ speed move 
  rounded up 
   
  Character 
  treads 
  water* 
   
  Double 
  swim speed 
   
  Freeze (vs. 
  Resolve)/Submerge 
  and hold breath 
   
  Grapple (full 
  action) 
  Opponent’s 
  Athletics 
  check, 
  modified by 
  size 
  The opponent is 
  held, grapplers 
  occupy same 
  square  
  Character 
  becomes 
  flat-footed 
  in original 
  square 
   
  N/A 
   
  N/A 
   
  Grappling Action 
  (full round) 
  Opponent’s 
  Athletics 
  check, 
  modified by 
  size 
   
  Winner gains 1 
  grappling 
  benefit (p. 219) 
   
  Character 
  loses 
  control of 
  grapple 
   
  N/A 
   
  N/A 
  
  Copyright 2009 by Anthony Carter 
  Blend(CHA) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical Failure 
   
  Stealth (free 
  action) 
   
  Observer’s 
  Notice or 
  Search 
   
  Hidden from 
  observers (or 
  remains hidden) 
   
  Observers 
  become 
  aware of 
  character 
   
  Error range of 
  Search and 
  Notice 
  increase by 2 
  per action die 
  spent 
  All observers 
  notice/find the 
  target, likely at 
  an inopportune 
  moment 
   
   
  Bluff(CHA) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical Failure 
   
  Lie (full action) 
  Sense Motive, 
  modified by 
  Table 2.8 (p. 72) 
  & Disposition, 
  no shared 
  language 
  increases error 
  range +4 
   
  The falsehood 
  is believed 
   
  The 
  falsehood 
  is not 
  believed 
   
  Error ranges of 
  Sense Motive 
  increase by 2 
  per action die 
  spent 
  Observer 
  disbelieves and 
  disables 
  character’s 
  ability to lie (to 
  them) for the 
  scene 
  Distract (half 
  action)(Uses 
  DEX modifier) 
  Opponent’s 
  Sense Motive 
  Opponent’s 
  Initiative drops 
  by 2d6 this 
  round  
  Character 
  becomes 
  flat-footed 
   
  N/A⁰ 
   
  N/A⁰ 
   
   
   
  Crafting(INT) 
  Roll Versus 
  Success 
  Failure 
  Critical Success Critical Failure 
  Build/Improve 
  Object 
  (Downtime) 
  Table 2.9 (p. 
  73),  Crafting 
  + Career level 
  at least equal 
  to Complexity 
  (D, W, M) 
  Progress in 
  Silver or 
  Reputation (D, 
  W, M) 
  No progress 
  Additional 50% 
  to success 
  value (rounded 
  up) 
  50% crafting 
  value 
  (rounded 
  down) 
  Counterfeit 
  (Downtime) 
  When 
  completed, 
  observer’s 
  Notice/Search  
  DC 10 + total 
  crafting bonus 
  to detect 
  counterfeit 
  As 
  Build/Improve 
  Object 
  As 
  Build/Improve 
  Object 
  As 
  Build/Improve 
  Object 
  
  Copyright 2009 by Anthony Carter 
  Dismantle 
  (Complexity/5 
  hours, round up) 
   
  Item’s 
  complexity 
  Materials equal 
  to ½ item’s 
  market value 
  Item is not 
  destroyed but 
  nothing is 
  salvaged* 
  Materials 
  equal to 100% 
  of items 
  market value 
  Object is 
  destroyed and 
  no materials 
  gained 
   
  Improvise (full 
  action) 
   
  Item’s 
  Complexity 
  (5D or 7D 
  only) 
  Improvised 
  version that 
  functions as 
  untrained until 
  scene/damaged 
   
  Item is not 
  improvised 
  but retries are 
  possible* 
   
  Untrained 
  limitation is 
  lifted 
  Character 
  until to 
  improvise 
  same item 
  until end of 
  scene 
   
  Repair 
  (Downtime) 
  Table 2.9 (p. 
  73), costs 1.2 
  price to repair 
  an item (D, 
  W, M) 
  Progress in 
  Silver or 
  Reputation (D, 
  W, M) 
   
  No progress 
  Additional 50% 
  to success 
  value (rounded 
  up) 
  50% crafting 
  value 
  (rounded 
  down) 
  Scavenge, Table 
  7.19 (p. 356) 
  No check 
  Table 7.19 
  (p.356) 
  N/A 
  N/A 
  N/A 
   
   
  Disguise(CHA) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical Failure 
   
  Mask, Table 2.10 
  (73) 
  Observer’s 
  Notice and 
  Search when 
  attention is 
  drawn 
   
  Disguise 
  remains intact 
   
  Disguise is 
  revealed as 
  fake 
  Error Ranges 
  to detect 
  increase by 2 
  per action die 
  spent 
  All potential 
  observers 
  notice/find the 
  disguise 
   
  Haggle(WIS) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical Failure 
  Bargain (1 
  minute) 
  Buyer’s/Seller’s 
  Haggle and 
  Disposition 
  Table 2.11 (p. 
  74) 
  Table 2.11 
  (p. 74) 
  Item price is 
  25% of base 
  value 
  Item price is 
  300% of base 
  value 
  Gear Availability 
  Check, Table 4.4 
  (p. 155) 
  Highest item’s 
  complexity 
  (modified by 
  location) 
  Item is found 
  available for 
  sale 
  Item is 
  unavailable 
  for sale 
   
  N/A¹ 
   
  N/A¹ 
   
   
   
  
  Copyright 2009 by Anthony Carter 
  Impress 
  (CHA) 
  Roll Versus 
  Success 
  Failure 
  Critical Success 
  Critical 
  Failure 
   
  Influence (1 
  minute, 
  once per 
  character 
  per scene) 
  Target’s 
  Resolve & 
  Disposition, 
  no shared 
  language 
  increases 
  error range 
  +4 
   
  Disposition of 
  target changes by 
  ½ margin of 
  success 
   
  Target’s 
  Disposition 
  remains the 
  same* 
   
  Target’s Attitude 
  can be adjusted 
  twice this scene 
  Target 
  cannot be 
  Influenced 
  for 
  remainder 
  of the scene 
   
  Persuade (1  
  minute) 
   
  Target’s 
  Resolve, 
  modified by 
  Table 2.12 
  (p. 75) and 
  Disposition 
   
  Target 
  performs/supports 
  one action on 
  behalf of 
  character (PC’s 
  and villains may 
  spend an action 
  die to ignore) 
   
  Target is not 
  forced to 
  support or 
  perform an 
  action* 
   
  Standard character 
  supports PC for the 
  scene, PC or villain  
  performs/supports 
  one action or 
  spends 3 action 
  dice to ignore 
  Target 
  cannot be 
  Persuaded 
  for the 
  remainder 
  of the scene 
  and may 
  contact 
  authorities 
   
   
   
   
  Intimidate
  (WIS) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical 
  Failure 
  Browbeat 
  (full action, 
  once per 
  character per 
  scene) 
  Target’s 
  Resolve, 
  Attitude is 
  reduced by 1 
  at end of 
  scene 
   
  Disposition of target 
  changes by ¼ margin 
  of success 
   
  Target’s 
  disposition 
  remains the 
  same* 
  Target’s 
  Attitude can 
  be adjusted 
  twice this 
  scene 
  Target 
  cannot be 
  Browbeaten 
  for the 
  remainder of 
  the scene 
   
   
  Coercion (full 
  action) 
  Target’s 
  Resolve, 
  modified by 
  Table 2.12 
  (p.75) and 
  Disposition, 
  Attitude is 
  reduced by 1 
  at end of 
  scene 
   
  Target 
  performs/supports 
  one action on behalf 
  of character (PCs and 
  villains may spend an 
  action die to ignore) 
   
  Target is not 
  forced to 
  support or 
  perform an 
  action* 
  Standard 
  character 
  supports PC 
  for a  scene, 
  PC or villain  
  performs/supp
  orts one 
  action/spends 
  3 action dice 
  to ignore 
  Target 
  cannot be 
  Coerced for 
  the 
  remainder of 
  the scene 
  and may 
  contact 
  authorities 
  
  Copyright 2009 by Anthony Carter 
   
  Threaten 
  (half action) 
   
  Opponent’s 
  Resolve 
   
  Opponent suffers 1d6 
  Stress damage  
  Opponent 
  gains a +1 on 
  next attack 
  against 
  character 
   
  N/A² 
   
  N/A² 
   
  Investigate(WIS) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical 
  Failure 
   
  Canvass, Table 2.13 
  (p. 76) 
   
  Table 2.13 (p. 
  76), modified by 
  Disposition 
   
  One clue is 
  gathered 
  No clues 
  are 
  gathered, 
  but retries 
  are 
  possible* 
   
  Clue is 
  gathered in ½ 
  the time 
  Residents 
  close off and 
  cannot be 
  Canvassed for 
  remainder of 
  the scene 
   
  Decipher, Table 2.14 
  (p. 76) 
   
  Puzzle DC, Table 
  2.14 (p. 76) 
  Solution 
  attained 
  (Failure 
  increases 
  error range 
  in future by 2 
  per GM 
  action die) 
   
  Puzzle is 
  unsolved 
  but retries 
  are 
  possible* 
   
  Puzzle is 
  solved in ½ of 
  normal time 
  (rounded 
  down) 
  Character 
  cannot re-
  attempt this 
  puzzle for the 
  remainder of 
  the scene  
   
  Identify (One 
  minute/complexity, 
  OR one 
  hour/reputation 
  value, whichever is 
  greater) 
   
  DC = Complexity 
  or Reputation 
  Cost of item 
  Item 
  statistics 
  revealed 
  (Failure 
  increases 
  error range 
  in future by 2 
  per GM 
  action die) 
   
  Item is 
  unidentified 
  but retries 
  are 
  possible* 
   
  Item 
  identified in ½ 
  of normal 
  time 
  (rounded 
  down) 
   
  Character 
  cannot re-
  attempt to 
  Identify for 
  the remainder 
  of the scene 
   
  Research, Table 2.15 
  (p. 77) 
   
  DC based on 
  information 
  type/available 
  data, Table 2.15 
  (p. 77) 
   
  One clue is 
  gathered 
  (Failure 
  increases 
  error range 
  in future by 2 
  per GM 
  action die) 
   
  No clues 
  are 
  gathered 
  but retries 
  are 
  possible* 
   
  Research 
  conducted in 
  ½ time 
  (rounded 
  down) 
   
  Character 
  cannot re-
  attempt to 
  research the 
  same topic for 
  the remainder 
  of the scene 
   
   
  
  Copyright 2009 by Anthony Carter 
   
  Medicine(INT) 
  Roll Versus 
  Success 
  Failure 
  Critical Success 
  Critical Failure 
   
  Awaken (Gm’s 
  Discretion) 
   
  DC 10 
  Unconscious 
  character 
  wakes up 
  Unconscious 
  character 
  remains 
  unconscious* 
   
  N/A 
   
  N/A 
   
  Calm (1 minute) 
  DC 15, limit 
  once per 
  character per 
  day 
  Heals 2d6 
  stress damage 
  on target 
   
  Target does 
  not heal 
  Heals 4d6 
  stress damage 
  on target 
  Deals 1d6 
  stress damage 
  to target 
   
   
  Mend (1 minute) 
   
  DC 15, limit 
  once per 
  character per 
  day, stable 
  characters 
  only 
  Heals 2d6 
  damage on 
  target, divided 
  evenly 
  between 
  vitality, 
  wounds and 
  subdual 
   
   
  Target does 
  not heal 
  Heals 4d6 
  damage on 
  target, divided 
  evenly 
  between 
  vitality, wounds 
  and subdual 
  damage 
   
   
  Deals 1d6 
  lethal damage 
  to target 
   
  Stabilize dying 
  character (full 
  action) 
   
  DC 15 
  Dying 
  character 
  becomes 
  unconscious 
  and has 0 
  wounds 
   
  Dying 
  character 
  remains 
  dying* 
  Dying character 
  regains 
  consciousness 
  and 1d6 
  wounds 
   
  The dying 
  character dies 
   
  Stabilize poisoned 
  character 
   
  Poison Save 
  DC, 12+, Table 
  4.12 (p. 166) 
  Freezes one 
  character’s 
  Incubation by 
  2 hours 
   
  Poison 
  progresses as 
  normal 
   
  Incubation 
  freezes for 4 
  hours 
   
  Poison takes 
  effect 
  immediately 
  Speed up natural 
  healing 
  (Downtime) 
   
  DC 15 
  Natural 
  healing rate 
  doubles for 
  one character 
  Natural 
  healing rate 
  is normal* 
  Natural healing 
  rate triples for 
  one character 
  Character 
  suffers 1d6 
  lethal damage 
   
  Treat attribute 
  impairment 
  (Downtime) 
  DC 15 + 5 per 
  point of 
  impairment, 
  character is 
  sickened for 
  1d6 days 
  afterwards 
  Character is 
  healed for 1d4 
  points 
  temporary 
  impairment or 
  1 point 
  permanent 
  impairment 
   
  Character’s 
  impairment 
  is left 
  unhealed* 
  Character is 
  healed for all 
  temporary 
  impairment or 
  1d4 points of 
  permanent 
  impairment 
   
  Character 
  suffers an 
  additional 
  point of 
  permanent 
  impairment 
  
  Copyright 2009 by Anthony Carter 
  Treat critical 
  injury 
  (Downtime) 
  DC 20, 
  character is 
  sickened for 
  1d6 days 
  afterwards OR 
  DC 40 for 
  grave wound 
  Character’s 
  critical injury 
  recovery time 
  is reduced by 
  one month 
  Character’s 
  critical injury 
  recovers 
  normally* 
  Character’s 
  critical injury 
  recovery time 
  is reduced by 
  two months 
  Character’s 
  critical injury 
  recovery time 
  is increased by 
  two months 
   
  Notice 
  (WIS) 
  Roll Versus 
  Success 
  Failure 
  Critical Success 
  Critical Failure 
  Awareness 
  (free action 
  Subject’s Blend, 
  Disguise, 
  Prestidigitation 
  or Sneak 
  Character 
  becomes 
  aware of 
  subject 
  Subject 
  remains 
  hidden 
  Character 
  remains aware 
  of subject until 
  situation 
  changes 
  Subject is in 
  character’s 
  blind spot until 
  mentioned 
   
  Prestidigitation 
  (DEX) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical Failure 
   
  Conceal action 
  (free action) 
  Observer’s 
  Notice  or 
  Search, items 
  must be 
  smaller by two 
  sizes 
   
  Action is 
  hidden from 
  observer 
   
  Observer 
  is aware of 
  the action 
  Error ranges 
  to detect the 
  action 
  increase by 2 
  per action die 
  spent 
  Every observer 
  who could 
  become aware 
  of the action 
  does 
  Disable ( full 
  actions equal to 
  item’s 
  complexity/10, 
  rounded up) 
  Item’s 
  complexity, 
  sometimes a 
  Complex 
  Action, Table 
  4.8 (p. 161), 
  Table 7.6 (p. 
  339) 
  Item must be 
  rearmed to be 
  used and 
  portable items 
  may be 
  dismantled 
  Locks 
  remain, 
  traps do 
  not trigger 
  and may 
  be 
  retried* 
   
  The item is 
  disabled in 
  half the time 
  Trap is 
  triggered (DC 
  15 Reflex Save) 
  and cannot be 
  disabled for 
  the remainder 
  of the scene 
   
   
  Escape Bondage (1 
  minute) 
   
  DC 20(Hemp 
  Rope), DC 25 
  (Silk Rope or 
  Chain) 
   
  Bonds are 
  untied and 
  character may 
  escape 
  Bonds 
  remain but 
  character 
  can retry 
  escape* 
   
   
  N/A 
   
   
  N/A 
  Feint 
  Opponent’s 
  Notice 
  Opponent is 
  flat-footed  
  Character 
  becomes 
  flat-footed 
  N/A³ 
  N/A³ 
  
  Copyright 2009 by Anthony Carter 
   
  Stash (half action) 
  Observer’s 
  Notice  or 
  Search, 
  modified by  
  Table 2.7 (p. 
  71) 
   
  Item is hidden 
  to observers 
   
  Observers 
  are aware 
  of the 
  object 
  Error ranges 
  to detect the 
  item increase 
  by 2 per 
  action die 
  spent 
   
  Every observer 
  who would 
  notice the item 
  does 
   
  Resolve(CON) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical Failure 
   
  Concentrate (free 
  action) 
   
  DC 10, 
  modified by 
  Table 2.16 (p. 
  79) 
   
  Actions 
  continue 
  unhindered, 
  but can be 
  interrupted 
  again 
   
  Action is 
  interrupted, 
  must be 
  restarted 
   
  Action 
  cannot be 
  interrupted 
  again until 
  completed 
  Action cannot 
  be reattempted 
  until away from 
  distraction for 
  one minute 
   
  Relax (Downtime) 
   
  DC 15 
  Character’s 
  stress damage 
  heals at double 
  speed 
  Character’s 
  stress 
  damage 
  heals 
  normally* 
  Character’s 
  stress 
  damage 
  heals at triple 
  speed 
  Character 
  suffers 1d6 
  stress damage 
   
  Remove 
  Condition (free 
  action, 1/round) 
   
   
  DC 20 
   
  Character is no 
  longer 
  enraged, 
  fixated or 
  frightened  
   
  Character 
  remains 
  enraged 
  fixated or 
  frightened* 
   
   
  N/A 
   
   
  N/A 
   
  Tire (half action) 
   
  Opponent’s 
  Resolve 
  Opponent 
  suffers 1d6 
  subdual 
  damage 
  Character 
  becomes 
  flat-footed 
   
  N/A⁴ 
   
  N/A⁴ 
   
  Ride(DEX) 
  Roll Versus 
  Success 
  Failure 
  Critical Success 
  Critical Failure 
  Maneuver (half 
  action) 
  Athletics or 
  Acrobatics, 
  modified by 
  Table 2.17 (p. 
  81) 
  Mount or 
  vehicle 
  performs the 
  action as 
  intended 
  Rider loses 
  control and 
  must 
  control 
  with a  DC 
  20 Ride 
  maneuver 
  Same as 
  Athletics or 
  Acrobatics 
  check 
  Same as 
  original skill 
  check/Crash for 
  2 GM action 
  dice (1d6 lethal 
  damage per 10 
  feet of speed) 
   
  
  Copyright 2009 by Anthony Carter 
  Search(INT) 
  Roll Versus 
  Success 
  Failure 
  Critical 
  Success 
  Critical Failure 
  Perception (full 
  action) 
  Subject’s Blend, 
  Disguise, 
  Prestidigitation 
  or Sneak 
  Character 
  becomes 
  aware of 
  subject 
  Subject is 
  hidden 
  from 
  observer 
  Character 
  remains aware 
  of subject until 
  situation 
  changes 
  Subject is in 
  character’s 
  blind spot until 
  mentioned 
   
   
  Sense 
  Motive(WIS) 
   
  Roll Versus 
   
  Success 
   
  Failure 
   
  Critical Success 
   
  Critical Failure 
   
  Anticipate (half 
  action) 
   
  DC 10 + target’s 
  base attack 
  bonus 
  Character 
  gains bonus to 
  defense vs. the 
  target equal to 
  Wisdom 
  modifier for 1 
  full round 
   
  Character 
  receives 
  no bonus 
  to 
  defense* 
   
  N/A⁵ 
   
  N/A⁵ 
   
  Detect Lies (free 
  action) 
   
  Subject’s Bluff 
   
  Character 
  becomes 
  aware of the 
  lie 
   
  The lie is 
  believed 
  Character 
  automatically 
  detects lies until 
  situation 
  changes 
  Subject‘s lies 
  are in 
  character’s 
  blind spot until 
  mentioned 
   
  Taunt (half 
  action) 
   
  Opponent’s 
  Sense Motive 
   
  Opponent 
  must attack 
  character with 
  his next attack  
  Opponent 
  receives  a 
  +1 bonus 
  on next 
  attack 
  against 
  character 
   
  N/A⁶ 
   
  N/A⁶ 
   
   
  Sneak(DEX) 
  Roll Versus 
  Success 
  Failure 
  Critical Success 
  Critical Failure 
   
  Hide (full action) 
  Observer’s 
  Notice or 
  Search, 
  modified by 
  Table 2.7 (p. 
  71) 
   
  Character is 
  hidden from 
  observers 
   
  Observer is 
  aware of 
  character 
  Error ranges to 
  detect the 
  character 
  increase by 2 
  per action die 
  spent 
   
  Every observer 
  who would 
  notice the 
  character does 
   
  
  Copyright 2009 by Anthony Carter 
  Spellcasting 
  (INT) 
   
  Roll Versus 
   
  Success 
   
  Failure 
   
  Critical Success 
   
  Critical Failure 
   
  Cast Spell(Varies) 
   
  DC 13 + (Spell 
  level x 3) 
  The spell is 
  cast normally 
  and spell 
  points are 
  spent 
  The spell 
  fails and 
  spell 
  points are 
  lost 
   
  Spell succeeds 
  and its spell 
  points are 
  refunded 
  -5 on 
  Spellcasting 
  checks until  
  success on a 
  Spellcasting 
  check 
  Use Scroll(at least 
  1 full action) 
  As Cast Spell, 
  can be a spell 
  of any level 
  As Cast Spell, 
  scroll is used 
  Spell fails 
  but scroll 
  is unused 
  N/A* 
  Spell failure and 
  scroll is 
  destroyed 
   
   
  Survival 
  (WIS) 
   
  Roll Versus 
   
  Success 
   
  Failure 
   
  Critical Success 
   
  Critical Failure 
   
  Breed Animal 
  (Downtime) 
  DC 20, Survival 
  skill + Career 
  level at least 
  animal’s 
  breeding 
  value, Table 
  4.15 (p.170)  
   
  The parents 
  couple and 
  yield standard 
  offspring 
  The 
  parents fail 
  to couple, 
  but retries 
  are 
  possible* 
   
  The parents 
  couple and yield 
  a special NPC 
  offspring 
   
  Complications 
  prevent that pair 
  from attempting 
  to breed again 
   
   
  Forage (4 
  hours) 
   
   
  DCs based on 
  Table 2.18 (p. 
  82) 
   
  Food, drink and 
  shelter are 
  found for the 
  party, enough 
  for a day 
   
  Food drink 
  and shelter 
  are not 
  found* 
   
  Food, drink and 
  shelter are 
  found for the 
  party, enough 
  for a week 
  No  food or 
  water, natural 
  healing is halved 
  (round down) 
  and no foraging 
  for a week in 
  current location 
  Resist Extreme 
  Heat/Cold 
  (once every 
  hour or 4 
  hours) 
  DC 20, 
  automatic 
  failure when 
  hit by fire/cold 
  damage 
  Character takes 
  1d6 Subdual 
  damage per 
  four hours 
  Character 
  takes 1d6 
  subdual 
  damage 
  per hour 
   
  N/A 
   
  N/A 
  Track (one 
  check per mile, 
  or 100 feet if 
  indoors) 
  Target’s Blend 
  or Sneak, 
  modified by 
  Table 2.19 (p. 
  82) 
  Character 
  remains on the 
  target’s trail 
  Character 
  does not 
  progress 
  but may 
  try again* 
  Double distance 
  covered by the 
  check 
  The character 
  permanently 
  loses the trail  
  
  Copyright 2009 by Anthony Carter 
   
  Train Animal 
  (Downtime, 
  one month) 
  DC 20, 
  combined 
  survival skill + 
  career level at 
  least equal to 
  Training Value 
  A trained 
  animal may be 
  ridden, accept 
  commands and 
  receive training 
  (below) 
  Animal 
  may is not 
  trained but 
  retries are 
  possible* 
  Animal is 
  trained and 
  automatically 
  receives a 
  training benefit 
  Animal turns 
  against tamer 
  and training 
  cannot be re-
  attempted this 
  year 
   
  Advanced 
  Training 
  (Downtime, 
  one month) 
  DC 20, 
  combined 
  survival skill + 
  career level at 
  least equal to 
  Training Value 
   
  Animal gains 
  one training 
  benefit 
  Animal 
  does not 
  gain a 
  benefit 
  after a 
  month* 
   
  Animal gains 
  two training 
  benefits 
   
  Animal cannot 
  be re-trained for 
  the current year 
   
   
  Tactics(INT) 
  Roll Versus 
  Success 
  Failure 
  Critical Success 
  Critical Failure 
   
  Ambush(one 
  minute) 
   
  Observer’s 
  Notice, Search 
  or sense 
  motive 
   
  Party gains a 
  surprise round 
  against 
  opponents. 
  All forces 
  enter 
  combat 
  aware of 
  their 
  opponents* 
  Party gains 
  Sneak Attack 
  dice equal to 
  action dice 
  spent during 
  the surprise 
  round 
   
  Your party 
  suffers a -2 to 
  initiative per 
  GM action die 
  spent 
  Outmaneuver 
  (one minute), 
  once per 
  character per 
  scene 
   
  Target’s Tactics 
  Target’s error 
  ranges increase 
  by 2 on all 
  opposed checks 
  until the end of 
  the scene 
  Target’s 
  error 
  ranges 
  remain the 
  same* 
  Target’s error 
  increases by an 
  additional 1 
  per action die 
  spent 
  Character’s 
  error range 
  increases by 
  one per GM 
  action die 
  spent 
   
  *- any failure is not explicitly stated in the rulebook, but the effect is intuitive.  Retries are only possible 
  if the GM warrants. 
  Footnotes:  I thought a few more rolls could use critical success or failure rolls, so disregard these if you think there’s too many already.  These 
  are simply my house-rule suggestions..you could add your own into the file quite easily! 
  ⁰- A critical success makes the target lose a half action next turn, a critical failure means the target cannot be distracted for the remainder of 
  the scene. 
  ¹ - On a critical success, the sought-after item is sold at a 50% discount (Possibly hot or cursed?) and at 600% normal price if critically failed. 
  (Possibly rare or prized?)  I think this is particularly fitting for less population-dense locations, since alternative buyers/sellers are less likely to 
  exist, as well as items that are plot-essential. 
  ²- A critical success deals double stress damage, while a critical failure does stress damage to the character. 
  ³- A critical success means the target remains flat-footed after one instance of taking damage, the same applies to the character on a critical 
  failure.  This makes those free attacks vs. flat-footed characters even more useful. 
  ⁴- A critical success deals double subdual damage, while a critical failure does subdual damage to the character. 
  
  Copyright 2009 by Anthony Carter 
  ⁵- A critical success doubles the amount of bonus defense given, while a critical failure grants the opponent his Wisdom modifier in bonus 
  defense against the character. 
  ⁶- A critical success makes the opponent attack the character and adds 2 error range on his next attack per action die spent, while a critical 
  failure makes the character flat-footed. 
  
SOURCE: textdata/thevault/FantasyCraft/FantasyCraft Standard Skills Summary.pdf