Skills

Skills, Languages, and Lores

All standard SWD skills except Guts are in play though some have been modified. Guts is not used in Shadora.

Available Skills Table

Agility
Boating, Driving, Fighting, Lock Picking, Piloting, Riding, Shooting, Stealth, Swimming, Throwing
Smarts
Gambling, Healing, Languages, Lores, Notice, Repair, Streetwise, Survival, Taunt, Tracking
Strength
Climbing
Spirit
Intimidation, Persuasion
Vigor
None

Modified Skills

Driving
The Driving skill is used to control animal-drawn wagons, Terali steam ground vehicles, and chariots.

Piloting
The Piloting skill is used to control airships, Terali steam driven air vehicles and flying carpets.

Divine Cult Skills

To advance to the level of rune master in the divine cults, the initiate candidates must demonstrate mastery of the skills held in high regard by their gods.

Fire

Notice, Fighting, Shooting, Stealth, Throwing, Persuasion

Air

Ride, Fighting, Shooting, Climb, Stealth, Throwing, Persuasion, Notice, Track

Earth

Fighting, Shooting, Throwing, Stealth, Climb Notice, Repair, Track, Healing, Persuasion, Know: Nature

Darkness

Persuasion, Fighting, Shooting, Throwing, Stealth, Notice, Climb, Track, Riding, Lock Picking, Streetwise, Gambling, Darktongue, Lore(Undead), Lore(Darkness Realm), Lore(Undead), Lore(Battle), Lore(Chaos)

Water

Persuasion, Repair, Climb, Fighting, Shooting, Throwing, Swimming, Boating, Stealth, Notice

Languages

All characters may speak (and read unless Illiterate) a number of languages equal to their Smarts divided by 2. The first 2 chosen must be Slavetongue and their native tongue. A humans native tongue is Slavetongue. These are known at d8 and may be increased like any other Smarts based skill. Other languages begin at d4. Increasing Smarts allows a character to learn a new language at d4.

The available languages in Shadora are listed below along with the native tongue for all the races

  • Darktongue = Mawla, Xern
  • Firespeech = Lazuri, Fel
  • Windspeech = Vrawk, Nein
  • Seaspeech = Agualan (no written form)
  • Earthtongue = Perali, Terali, Lir (most common written language),
  • Voidtalk = Chaos, Grall, Karg, Drithini (no written form)
  • Slavetongue = Men (no written form, most common spoken language),
  • Traveler = Journeymen, Dragons, Giants, Sorcerers
  • Alembic = Alchemists ( no spoken form )

Lores (Knowledge Skills)

For the most part, a character should be able to function with just Common Knowledge. We use the rules as described on page 23 of SWD. The races know more about their home element than others, cult members know about their god and pantheon, and sorcerers know about the Journeymen and their ways. If your character wants to specialize in certain knowledge areas, you will find a few suggestions below. Feel free to work with the GM to come up with others that might round out your character.

Nature: This lore represents biological knowledge. The user who successfully makes this lore roll can identify an animal, know what to feed an animal, tell if an animal is in good health, predict the animal’s behavior, know how it attacks or defends itself, or know its weaknesses if any. This lore is also used to understand plants and their uses. A successful lore skill roll allows the user to identify plants and know their common uses. It also allows them to determine what sort of food crops would survive in the given climate, or locate edible plants in the wilderness, seasons and cycles, weather patterns. This skill is taught by the Earth cults.

Gods: This lore represents practical and scholarly knowledge of the various pantheons of gods dominant in Shadora. The user who successfully makes this lore roll can recall cult histories, restrictions, sins, beliefs, spells, skills, and rituals, gods and goddesses, mythic history, ecclesiastic tradition, holy symbols and funeral rites. This skill is taught by all the cults.

Spirits: This lore represents knowledge of the inhabitants of the spirit plane. With a successful lore roll, a character could correctly identify a type of spirit, determine the most probable means of exorcising a spirit, know what sort of spirit is necessary for the task at hand, identify the signs of a path to the Spirit Plane, and find a location on the Spirit Plane. Ahay tribal shamen and cult spirit masters teach this skill.

Journeymen: This lore represents practical and scholarly knowledge of the lost Journeyman race and culture. The user who successfully makes this lore roll can recall their histories, their beliefs, understand the workings of their magic items, and decipher their rituals. They may gain insight into ancient mysteries, magic traditions, arcane symbols, cryptic phrases, dragons, and giants. The sorcery colleges teach this skill.

Engineering: This lore is used to understand geology, construction, and physics. A successful lore skill roll allows the user to identify types of rock formations, determine if what glitters is really gold, check soil for fertility, determine if a mine is truly valuable, or identify the general type of region where a particular mineral sample came from. It also provides knowledge of caverns, spelunking, architecture and engineering, buildings, aqueducts, bridges, siege engines and fortifications. The Terali and the Garathis cult teach this skill.

Arts: This lore includes knowledge of songs and singing styles, art and sculpture, dance and dance styles. A successful roll would allow its user to recall the name, composer, and lyrics of an obscure song, or epic poem. They could recall the name of an obscure painting or architecture, identify techniques, and identify forgeries after familiarizing themselves with real work via an Investigation roll. This lore also includes knowledge of common dances and styles. A successful lore roll would allow its user to identify a particular type of dance, recognize famous dancers. Studying a dance via Streetwise would allow a Dance lore user to perform a new dance at d4. The Bandar and Garathis cults teach this skill.

Racial: This represents psychology and sociology of the races of Shadora. With a successful lore roll an adventurer could evaluate the politics of an unfamiliar culture or race, bring to mind obscure facts about a race, nation or tribe, trace genealogies, or answer trivial questions about the racial attributes or typical customs. Members of the race in question have a +2 on their Lore skill role. This skill is taught by all the cults.

Realm: General knowledge on a given elemental realm in Shadora. A successful roll for a particular Realm means that the adventurer has the necessary knowledge about the history, politics, weather cycles, geography, rivers, superstitions and information on public organizations, lands, terrain, climate, people, royalty, wars, colonies, migrations, founding of cities, legends, personalities, inhabitants, laws, customs, traditions, humanoids, nobility and royalty, lineages, heraldry, family trees, mottoes. This skill is taught by the cults in the realm.

Battle: Ability to direct large groups of troops during a siege or pitched battle. Used in the SWD Mass Battle rules. The Lazur, Kilwin, Raranar, Garathis, and Kasharos cults teach this skill.

Chaos: This skill enables the hero to be a better chaos fighter. When they come across evidence of Chaos creatures, a hero with this skill may make a roll to identify it. Should they encounter a chaos creature, the hero may identify the creature or something of relevant interest, such as its behavior or its possessions. This skill is taught by the Vorthod and Garathis cults.

Undead: The lore represents practical or scholarly knowledge of the various forms of undead. A successful roll would allow the user to recall their capabilities, weaknesses, and formation rituals. This skill is taught by the Artol and Garathis cults.

Skills

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