Wilderness Skills

Agriculture
Boat Building
Branding
Breaking/Taming a Wild Horse
Carpentry
Construction (Wood)
Desert Survival
Dog Sled
Dowsing
Falconry
Fashion Tools and Weapons
Herding Cattle
Horsemanship, General
Horsemanship: Cowboy
Horsemanship: Exotic
Horsemanship - Knight
Horsemanship - Paladin
Horse: Teamster/Wagoner
Hunting
Identify Plants & Fruits
Jungle Survival
Land Navigation
Logging
Lore - Cattle/Animals
Oceanic Survival
Preserve Food
Rope Works
Sense of Direction
Tame Animals
Track Animals
Track & Hunt Sea Animals
Trap Construction
Trick Riding
Undersea & Sea Survival
Winter Survival
 

Agriculture: This is the science and art of farming. Training explores the cultivation of the ground, preparing the soil, sowing, plant seeds, caring for plants and harvesting the crops for the purpose of producing vegetables and fruits. Base Skill: 34% + 5% per level of experience.

 

Animal Husbandry: This area of study provides the character with a knowledge of the care, feeding, breeding, reproduction, treatment and behaviour of domestic animals, as well as very basic veterinary skills for minor illness, setting a broken leg and giving birth. The animals included under this skill are cattle, sheep, goats, horses, mules, donkeys, ducks, chickens, and similar livestock and domesticated animals like dogs (see horsemanship for breeding horses and breeding animals for dogs). The percentile number indicates the degree of knowledge and skill one has about animals and their care. Reduce the skill ability by half when caring for captive or injured wild animals. Base Skill: 35% + 5% per level of experience.


Boat Building: This skill enables the character to build a variety of rafts, small rowboats, large flatbed boats, and canoes. A small raft (two man) can be made within 1D6+1 hours if the lumber or other suitable materials and tools are readily available. A large raft will take about 4D6 hours, a canoe 2D6 days, rowboat, 4D4 days, large flatbed 1D4x10 days. Time is doubled or tripled if trees must be cut down and wood prepared. Of course, the time can be reduced if several knowledgeable people are working on the construction. A failed skill roll means the boat has leaks. Trying to patch it will require 4D4 hours. Base Skill: 25% + 5% per level of experience.
 

Branding: The techniques and methods for tethering, controlling and marking, or "branding," animals. A brand is a mark burned on the skin to identify and show ownership of an animal - typically used on horses and cattle, sometimes on humans and D-bee slaves. This skill also includes a basic knowledge of common and notable insignias and emblems. Base Skill: 50% + 5% per level of experience.



Breaking/Taming a Wild Horse: To "break a horse, first the trainer must get the horse used to being around people, then used to having a saddle on its back (this takes 3D4 days), and then you "bit" train it (gets used to having a bit in its mouth and reins). Finally, the trainer must get the horse used to having a rider on its back. Depending on the horse, this can take a couple weeks (making an attempt every day) or several weeks with moderate success. It takes a lot of skill to stay on a wild horse when he wants you off. Some horses are never completely tame, and some will allow certain people to ride it, while bucking and throwing other riders. During this initial training period the rider must hang on for dear life while the horse does everything it its power to throw him. This battle of wills can last hours and take up to 12 weeks. Base Skill: 20% + 5% per level of experience. Also includes riding wild bulls (cannot be broken), wild broncos, and other wild animals, as well as steer wrestling, but all at -15%.

 

Carpentry: A fundamental knowledge of working with wood. The character knows how to prepare, treat, and preserve wood, recognize quality craftsmanship, can repair damaged wood and wood items, and build (chests, chairs, tables, cabinets, houses, etc.). Adds a +5% bonus to the Boat Building skill if taken. Base Skill: 25% + 5% per level of experience.


Construction (Wood): This is the knowledge on how to build and frame houses, decks, storage sheds, and so on. This also gives the character the knowledge of how to use certain machinery only used for wood. Base Skill: 30% + 5% per level of experience.

 

Desert Survival: Specifically, the ability to find water out in the desert. Also includes survival to exposure, path finding and other desert survival skills. Base Skill: 50%+5% per level of experience.

 

Dog Sled: This skill covers the operation of a Dog sled, harnessing animals to pull the sled and the commands to give to the animals and to pack the sled properly, a failed roll could mean one of the animals breaking loose, or the sled being overloaded etc. Base Skill: 30% + 5% per level of experience.


Dowsing: This is the ability to locate fresh water whether it be with a divining rod or by more scientific and logical means. For some (like druids), it is a mystical ability, while for others (like rangers), it is done through deductive analysis and knowledge of nature. The percentage number indicates the success ratio of locating fresh water. A person can roll once every melee to sense water, but must roll two consecutive successful rolls to locate the water. Base Skill: 20% + 5% per level of experience.

 

Falconry: The art of training and handling falcons and other birds of prey. The use of these animals is much more limited than many fantasy gamers would believe. Falcons were used specifically for the entertainment of the rich and hunting game fowl. A standard hunt would entail a game bird (quail, pheasant, duck, etc.) being flushed out into the air by dogs, and the falcon released to strike it down. They were also used for catching small ground game, such as rabbits, but were not as god at this form of hunting as with birds. Players take note! For game purposes, let us presume that these avian predators can be trained to pursue and attack any "moving" target that they are directed at, then return to their master. In real life, this would be limited to natural prey for these animals, but for game play includes any target pointed out by the controller. This means a falcon could be sent to fly in the face of an opponent and slash at him with its claws for up to two attacks per round before returning to its master. These birds respond to hand signals and whistles, and are trained to strike and return; little more. Under no circumstance can these birds fly alongside its master or follow even simple instructions - this is a dumb bird, not a dog with wings. Also note that falcons or any other uncaged bird cannot be taken into underground dwellings or inside buildings without panicking. This is one reason they are always blinded with a leather hood when not actually in use. Another reason is that the instinctively attack any small, moving prey and are easily startled. Furthermore, it is impossible to engage in combat with a falcon on one's wrist or shoulder without injuring the falcon or oneself.Trainers must roll two out of three successful rolls to succeed in training their bird, after spending a month training the bird. Failure means the animal cannot be broken of bad habits and training is a general failure (no second attempt possible). Base Skill: 30% + 5% per level of experience.


Fashion Tools and Weapons: Useful tools and weapons can be constructed from readily available material. These crude items are usually made from wood, stone, vines, and bones, and include making a simple wood and/or stone hammer, club, hand shovel, pick, fishing hook, bone needle, wooden stake, torch, rope, string, fishing line, simple flute, blow gun, staff, wooden spear, bola, throwing stick, arrow, short bow, stone knife, and spear and axe head made from chipped stone. The ability to fashion tools is a source of pride for jungle tribesman and wilderness folk. An unsuccessful roll results in a product that is completely useless, try again. It generally takes about 1D4 hours to make a small, simple item and 2D4+1 to make a larger, more elaborate item like a stone axe, spear with a stone head, short bow, etc. Base Skill: 20% + 5% per level of experience.


Herding Cattle: The techniques and methods of leading, directing and controlling cattle in a contained and orderly herd. Also includes keeping animals calm, basic care and feeding, how to tend cattle, recognize disease and illness, give birth to young, how to survive and regain control of a stampede, gather strays, how best to pen and corral livestock, mend fences, etc. Base Skill: 30% + 5% per level of experience.

 

Horsemanship, General: A familiarity with horses, how to ride them and take care of them. Riding/care/feeding: A fundamental knowledge in the care and grooming of horses. Recognize quality/breed: The percentile number indicates the success ratio of recognizing the quality (age, speed, health, etc.) and breed (race horse, way, riding, etc.) of horses in general.
Jump: The percentile number indicates the success ratio of NOT being thrown from the horse when jumping (or backing). Character must roll under the percentage to remain in the saddle and in control.
Plus to parry and dodge: Applies to the rider, and not the horse. The rider gains a combat gains a combat advantage from height and speed of being mounted.
Charge Attack: Adds +3 to damage with any ancient weapon, -2 to strike with guns or bow and arrow.
Horse Attack: Having the horse kick and rear. Two attacks per melee; front legs do 2D6 damage, rear do 4D6 damage (SDC), unless otherwise stated.
Bonuses: Attacking while mounted on a horse gives the character the advantages of height and speed. Plus +1 to parry and dodge, +2 to damage (SDC.), unless otherwise stated.
Raise/Breeding Horses: This is a fundamental knowledge in the raising, training and breeding/mating horses. Recognize quality/breed: The percentile number also indicates the success ratio of recognizing the breed quality, age, strength, speed, health, and general attributes/capabilities (race horse, workhorse, warhorse, etc.) of the animal.
Breed horses: The second percentile number indicates the knowledge in the raising, breaking, training and breeding of horses. It includes shoeing horses, giving birth, and curing minor ailments and injuries.
Racing: The percentile number also indicates the success ratio of maintaining control and getting maximum speed while racing at full gallop. A failed roll means the horse runs quickly but 10% short of its maximum speed attribute. A successful roll not only means running at maximum speed, but the rider can coax that little extra spirit and speed out of the animal. Once every four minutes, the rider can get the horse to kick into overdrive and run at 25% faster than its normal maximum. However, this speed can only be maintained for one minute at a time and cannot be done more than three times in a 15 minute period. Maximum running speed can be maintained for a period of minutes equal to the horse's P.E. attribute. Pushing the horse beyond its endurance will cause it to slow down by 30% and after 4D4 minutes, collapse from exhaustion (requires at least a half hour rest and light activity for another hour).
Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not the horse. The rider gains a combat advantage from the height and speed of being mounted.
Skill: 40% + 4% per level of experience. A failed roll means the character fails at what he was attempting. Make control rolls for difficult moves like charge attacks, leaps, and other sudden movements. A failed roll means the rider falls off the mount.

 

Horsemanship: Cowboy: Base Skill: 66%/50% + 3% per level of experience. Not available to most O.C.C.'s. Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not the horse. he rider gains a combat advantage from the height and speed of being mounted.
+1 on initiative when on horseback at levels 2, 5, 10 & 15.
+1 to roll with fall or impact when knocked from a horse.
+2 to parry or dodge while on horseback.
Inflicts +1D4 SDC. or M.D. when on horseback, depending on the weapon (M.D. weapons like Vibro-Blades get the M.D. bonus; not applicable to ranged weapons like rifles and blasters).
Charge Attack (running horse) with a pole-arm or spear: +2D6 SDC. damage. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks.


Horsemanship: Exotic: Basically the same as the general horsemanship skill, except that the character is experienced in riding "tame" animals other than the horse. This can include elephants, camels, lamas, pegasus, gryphons, dinosaurs, giant insects, and other monstrous beasts trained (or willing) to be riding animals. Wild, untamed creatures cannot be ridden, except by Simvan and others with special animal skills or powers. Base Skill: 30%/20% + 5% per level of experience. Note: Characters with the traditional "horsemanship" skill for riding horses and other very horse-like animals can quickly figure out how to ride exotic animals and alien riding beasts, but at a skill penalty of -12% to ride ground/running animals and -16% to ride flying or tree climbing and leaping animals. Similarly, beings from other dimensions not familiar with riding the fast and sleek Earth horse are -10% to ride them.

 

Horsemanship - Knight: Base Skill: 40%/30% + 5% per level of experience.
Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not the horse. The rider gains a combat advantage from the height and speed of being mounted.
+1 on initiative when on horseback.
+1 to roll with fall or impact when knocked from a horse.
+2 to parry or dodge while on horseback.
Inflicts +1D6 to damage when on horseback.
Charge attack (running horse) with a lance, pole-arm or spear: +2D6 damage. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under second percentile number). Damage from the kick of a horse will vary with the size and breed of the animal; generally 2D6 from the front legs and 4D6 from the rear legs.


Horsemanship - Paladin: Base Skill: 45%/40% + 5% per level of experience.
Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not horse. The rider gains a combat advantage from the height and speed of being mounted.
+1 on initiative when on horseback.
+2 to roll with fall or impact when knocked from a horse.
+2 to parry or dodge while on horseback.
Inflicts +6 to damage when on horseback.
Charge attack (running horse) with a lance, pole-arm or spear: +3D6 damage. The attacker must roll under the second percentile number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks and has his horse rearing or kicking in simultaneous attack (roll under the second percentile number). Damage from the kick of a horse will vary with the size and breed of the animal; generally 2D6 from the front legs and 4D6 from the rear legs.

 

Horse: Teamster/Wagoner: Hitching and driving teams of horses is an entirely separate skill from horsemanship. Includes care and feeding of horses and mules. Base Skill: 50% + 5% per level of experience.

 

Hunting: The skill of killing and preparing an animal for food. Special Bonuses: Add the following bonuses to the appropriate skills: +2% Prowl, +5% Track Animals, +5% Skin Animals, +5% Wilderness Survival, and +5% to Cook the catch only. No base skill.


Identify Plants & Fruits: Training in the recognition of the many different types of plants and vegetation and where they grow. The emphasis is placed on edible, herbal and poisonous plants. Base Skill: 25% + 5% per level of experience.

 

Jungle Survival: Stepping into jungle, true jungle, is even more alien than swimming down into a coral reef. The main problem is with depth perception. Most characters are used to judging distance based on objects sitting in open space. The jungle turns that upside-down, so that you have to contend with objects (leaves and branches) everywhere, and just a little bit of empty space scattered here and there. Without this skill most characters will experience the following in a jungle: "...I dash in [the jungle] after them, but get instantly fouled in low-hanging vines and fall on my face. All five dogs are now in full cry and K'in Bor has vanished behind them. I think, He must see better than I do, as everything before my 20/20 vision is a dark, impenetrable mesh of leaves, vines and branches, and all else underfoot in an impediment designed to make me stumble. Somehow I claw my way through the brush..." Beyond just being able to see clearly, Jungle Survival also provides techniques for avoiding trouble and keeping alive during extended jungle travel. The character will know how to avoid dangerous plants and insects, how to find nearly-in-invisible pathways, and how to find fresh water. Base Skill: 45% + 5% per level of experience.


Land Navigation: This skill enables the person to stay on course while travelling over land by means of observation. It includes mentally marking/recognizing geographic landmarks, estimating distance and movement, recognizing sounds, night travel, and other navigational tricks. The player should roll once for approximately every three miles travelled. A failed roll means the character is drifting off course; 2D10x100 yards/meters. Consecutive failed rolls means the individual does not realize that he's off course and continues in the wrong direction.
Note: A group of average men can cover about five miles an hour at a brisk, but relaxed, pace through grassland, along dirt roads or pavement. Travel through dense forest or jungle at a cautious pace, with eyes open for danger, is about one mile an hour. Heavy rain or snow, fog, swamps, etc., will also reduce speed. Base Skill: 36% + 4% per level of experience.

 

Logging: Knowledge of the equipment, the techniques, and systems used in logging/clear cutting forests for the purpose of treating and selling the wood. The character will know the basic methods for choosing trees/forests, cutting down a tree, or a group of trees, the maintenance and use of logging equipment (chain saws, climbing gear, etc.), a general knowledge of the value of different varieties of trees, and an understanding of how to treat/store wood. Base Skill: 35% + 5% per level of experience.

 

Lore - Cattle/Animals: This is a general knowledge about cattle, horses, livestock, and other notable animals of the West. This knowledge includes what they eat, where they live in the wild, means of defence, the value of their meat, fur, hides and horns, and their natural predators, as well as the most notable tales about supernatural animals, spirits, gods and magic attributed to or involving animals (including some Indian spirit and totem lore). Base Skill: 30% + 5% per level of experience.

 

Oceanic Survival: Surviving without a ship at sea is a specialized skill, since the seas of a fantasy world are often quite hostile. Those with this skill know how to avoid being sucked down with a sinking ship, how to select and assemble the best driftwood and scrap for a raft, and how to float without exerting themselves (not the same a swimming) for hours at a time. Once the survivor has something to hold on to, it becomes possible to survive for days at a time, but only if you know how to get fresh water (from fish, certain types of seaweed and condensation of dew on cool metal surfaces), as well as how to keep from being attacked or eaten by sea predators. Characters without this skill, or without help from someone else who has the skill, will likely perish immediately, or within hours. Note: Once on land, even the tiniest island, the skill of Wilderness Survival takes over. Base Skill: 27% + 3% per level of experience.


Preserve Food: Knowledge in the preparation of foods for storage and later consumption. Includes canning fresh fruit and vegetables, making jams and honey, drying fruit, vegetables, and herbs, drying meat and fish, plus various smoking, salting, and pickling methods. Base Skill: 25% + 5% per level of experience.


Rope Works: This is a skill that takes into account the various needs and uses of rope. The character knows a variety of ways to tie knots, the advantages to various types of ropes and cords, their tensile strength and how to weave/make rope. A failed roll to tie a knot means that it is loose and sloppy and easy to untie, slip out of, or likely to unravel or snap when strained. Characters with the roping skill can expertly throw a rope to snare/lasso a cow's horns, a horses neck, or the hoofs of either, to enable a 140 pound man to capture and subdue a half ton animal! Hitched around the saddle horn, a lariat can be used to pull a mired animal out of a bog, mud or river, as well as keep a hobbled horse or other animal from straying away in the night or rain, and the rope can even be used to create an instant, make -shift corral, when stretched taut by several men, to contain and hold a herd of animals - and even for quick justice at the end of a hangman's noose. The roping skill includes knowledge and training in how to use a lariat, lasso, tie knots, expertly handle roped animals after they are snared, bring them to a stop by taking quick turns of the lariat around the saddle horn (known as "dally" or "da la vuelta"), tethering animals, and how to "hog-tie" animals (after the animal has been lassoed, the horse backs up to make the rope taut while the cowboy "tips" over the animal and ties three legs with a half shank; used in separating stubborn animals from the herd, capturing wild animals, and branding). The rope/lariat can be used for the roping and tying of animals, including cattle, horses, similar alien animals, and even small dinosaurs and people. This skill with a lariat can be executed standing on the ground, but is designed and intended to be done from horseback (or hovercycle). A failed roll to tie a knot means that it is loose, sloppy and easy to untie, slip out of, or likely to unravel or snap when strained. A failed roll to lasso an animal or stationary target, means it misses its mark or slips off. Against human and intelligent opponents, roll to lasso as if it were a combat attack to strike and ensnare. The intended victim can try to dodge; parry is not applicable. A successful strike means the character is caught in the lasso. Ensnaring a foot, leg or hand means the victim can be tripped, knocked down and pulled/dragged by hand or horse. Ensnaring the upper body means one arm is pinned (useless). Two or more lassoes around the upper body means both arms are pinned and attacks requiring the use of one's hands are impossible, and the lassoed individual can be pulled off his feet and dragged. Multiple lassoes can also be used to snare each limb and "spread-eagle" the character. It takes 1D4 melee actions to cut through a lasso, but it is impossible to draw a weapons and cut oneself loose if both arms are pinned or while being dragged. In this combat usage, the roping character is +1 to strike for every 20 points of skill, so a skill of 65% means a +3 to strike/ensnare. Base Skill: 20% + 5% per level of experience. Base Skill: 30% + 5% per level of experience. Characters bound/tied by this character are -10% to escape/slip knots.

 

Sense of Direction: A simplified version of the Land Navigation skill. The character has the ability to tell which direction he or she is travelling, relative to a specified point. Base Skill: 15% + 5% per level of experience.
Skin and Prepare Animal Hides: Training in the methods and techniques in skinning, tanning, stretching, and preserving animal hides as fur or leather. Adds a +5% bonus to the sewing skill. Base Skill: 30% + 5% per level of experience.

 

Tame Animals: Capture and/or tame creatures with animal intelligence (6 or below)
First percentile: Capture roll
Second percentile: Tame/train roll
Time Requirements: 1D4 weeks +1 week per I.Q. point.
Base Skill: 25%/30% + 5% per level of experience. Requires: Track or Track Animal, Ride Animal (if to be ridden) and the language to which it will respond.


Track Animals: This skill enables the character to identify an animal by its tracks, scent, spoor, and habits. The individual can also follow the animal's tracks and other signs. This means he can also estimate how fresh the tracks are, what direction they are heading, whether the animal is hurt or sick, and guess it's age. The habits and habitats of animals and animal behaviour are also learned. Tracking humans with this skill is also possible, but is done with a penalty of -20%. Base Skill: 20% + 5% per level of experience.


Track & Hunt Sea Animals: General knowledge of the oceans and seas, with an emphasis on undersea habitats and environments, and the types of fish and animals attracted to such places. The character knows where to look for particular types of fish and sea creatures (i.e. in coral reefs, under rocks, inside caves in warm water, cold water, etc.), the types of food the sea animals eat/prey upon, migration patterns of fish and sea mammals, and notable types of seaweed and their uses (edible, poisonous, etc.). Base Skill: 35%/35% + 5% per level of experience. The first number is the general knowledge, and the second is the character's ability to locate and capture small and large undersea creatures (crustaceans, fish, eels, sea mammals, etc.). Note: -20% when dealing with mutants and alien creatures.


Trap Construction: Training in the design and application of traps and mines used in anti- personnel and defence tactics. With readily available materials and simple tools, including shovels, knives, sticks, wire and rope, the character can build fiendish traps. Any who would scoff at the effectiveness of traps in modern mega-damage combat should reconsider. While traps may not damage M.D. equipment, unless the trap is augmented with explosives (requiring the Demolitions skill), simple pits can hamper, even immobilize, troops and robot vehicles by making them unable to climb out (will earth walls support the weight of a several ton robot trying to climb out? Not likely). Other traps can be used as alarms (triggering flares, video cameras, or simply producing noise), or even as diversions to distract the enemy while the character escapes. The greatest drawback of traps lies in the amount of time required to prepare them. It can take hours to prepare rock slides, large pits, etc., even with heavy equipment. But, even this time can be shortened with help from others, as only one character needs the skill, in order to successfully direct others in the traps' construction. Ingeniously prepared traps can, and often do, shift the advantage of a battle to the side that prepared the field for combat. See the Appendix for examples of most common types of traps. Base Skill: 20% + 4% per level of experience.



Trick Riding: Riding bareback, standing on the animal's back, hanging from the side, or under its belly (usually for rodeo tricks or to hide from enemies), side saddle, as well as quick mounts and dismounts, mounting a horse by leaping down from above or with a running start, leaping from the back of a horse onto another horse or wagon, and similar. Skill Requirement: Must know one of the horsemanship skills, or trick riding cannot be selected. Base Skill (Special): The trick riding character can attempt all tricks and stunts without penalty; roll on the first/greater of the horsemanship skill percentages for success. Note: Characters without this skill can try any of these tricks, but must roll on the second percentage number of their horsemanship skill after reducing it by half. Roll for each attempt. Likewise, these stunts can be tried while riding mounts other than a horse, but reduce the skill by half, unless the character also has the skill Horsemanship: Exotic Animals.

 

Undersea & Sea Survival: Includes a basic knowledge of what sea animals and fish are edible and easiest to find and catch, how to make simple fishing hooks and lines, dangerous predators and D-bees to avoid, how to protect oneself from the sun, water and food rationing, and fundamental survival techniques. Base Skill: 25% + 5% per level of experience. Note: At the G.M.'s option, this can be included as part of a character’s basic wilderness survival skill. This is especially likely of Navy men, sailors, pirates, sea druids, ocean wizards, and aquatic D-bees.

 

Use & Recognize Poison: People with this skill are trained in the use of poisons and toxins of all types. This includes the use and preparations of poison from plants, roots, mushrooms, animals and insect venom, and other deadly substances, as well as antidotes. Types of poisons include oral (must be eaten), contact (is absorbed through the skin) or blood (enters the bloodstream by cut or injection). The use of poison can be dangerous. The first percentile number indicates the success ration of using and administering poison carefully and properly. If the person fails to make his success ration, there is a 1-30% chance of having inflicted himself (is an antidote handy?). The second number indicates the character's ability to recognize food, drink or items that have been poisoned. Base Skill: 24%/16% + 4% per level of experience. Add +4% if the character also knows Holistic Medicine. Restriction: Only characters of an evil and anarchist alignment can use poison to inflict bodily harm on others. Also note that many poison inflict damage and cause ailments and pain, but do not automatically or instantly kill the victim.



Winter Survival: This skill involves learning to survive in arctic or Antarctic conditions, building Igloos and snow caves, spotting thin ice and crevices, and techniques to stay warm. Base Skill: 40% + 5% per level of experience.

 

 

Palladium Skills