Abyssian Languages (B)	INT/3
	The languages of the inhabitants of the Great Abyss 
and other beings originating in the world of Skakrodjar.  
Uvezije, Skraedjik, Kaltuk.

Aegeran Languages  (B)		(SOC+INT)/4
	Languages of the peoples of the northeastern parts of 
the southern continent of Arojika.  Seseta, Teca, Amaxte.

Aeromancy (A)	4
	Knowledge of the magic of air, weather and related 
powers.  The primary skill governs general knowledge.  
Secondary skills are specific spells.

Animal Affinity (B)	CHA/3
	This skill represens the relationship the character 
has developed with a particular breed or species of 
animal.   It includes all levels of knowledge of that 
species, including skill in handling animals as well as a 
certain level of raport with members of the species.  Plays 
an important role in animal-related magic by establishing 
a basic relationship between the spell caster and animals 
with which he works.  Avian, Bovine, Canine, Equine, 
Feline, Insect, Lupine, Piscean, Rodent, Saurian, Simian, 
Ursine.

Animal Husbandry (B)	(INT+CHA)/7
	Specific skills of animal management, including skills 
of managing herds and other domesticated animals.  
Animal Training (Dog, Falcon, Horse, Etc.), Herding, 
Shearing, Curriery.

Anradic Languages (B)		(SOC+INT)/5
	Languages of the peoples of the last major wave of 
southward migration in Ysgarth.  Spoken in many of the 
northern and central parts of the continent.  Most of the 
languages are regional, but Redana and Voelviga are 
secret languages used by the educated priest and shaman 
classes.  Aescan, Saesan, Vaen, Voelviga, Redana.

Aquatic (B)		(DEX+AGI)/6
	Ability to move in and through the water.  Diving, 
Hold Breath (Duration = SR% of 5 minutes), Swimming 
(Speed = SR% of 30mph).

Arcane Lore (B)		(INT+JUD)/10
	Obscure knowledge of special areas of study relating to 
magic. Includes understanding of magical theories and 
resources, but not the specifics of spell casting.  Alchemy 
(material, chemical and techniques), Demonology 
(history and characteristics of demons), Magic Research 
(investigating and discovering new magical techniquest 
and effects).

Articulated Missiles (A)	1
	Use of flexible missile weapons which entangle or 
enhance force with the use of torque.  Sling, Spear Caster, 
Bola.

Articulated  Weapons (A)	2
	Use of hand-to-hand weapons which are flexible or 
use torque to increase force. Flail, Whip.

Artistry (B)	3
	Skill in the visual arts, both graphic and plastic.  
Skill Rating is a relative value, rather than a chance of 
success.  Calligraphy, Drawing, Illumination, Painting, 
Sculpting.

Axe Weapons (A)	2
	Use of axe-type weapons in hand-to-hand combat.  
Hand Axe, Battle Axe, Double-Bladed Axe, Halberd.

Batrag Langs (B)	(SOC+INT)/5
	Knowledge of languages spoken by the Batragi, one of 
the native races of Ysgarth.  Includes regional dialects, as 
well as the ceremonial Ubragigi form of the language.  
Batraguj, Adaghru, Ubragigi.

Battle Lore (A)	3
	Skill in combat maneuvering, positioning and 
specialized techniques.  
	Backstrike: ability to sneak up behind a target and 
attack his undefended rear.  Quality Levels rolled against 
SR add to Quality Level rolled for attack.
	Berserkergang: ability to induce a state of battle rage, 
reducing sensitivity to pain and the effects of damage.  SR 
may be rolled against to suspend the effects of any wound 
not resulting in severing of a limb or immediate death.  
Effects last for duration of combat.  When combat ends 
effects of wounds resume from that point.  When combat 
ends the berserk character must also roll against SR to 
control the rage, or he will begin to attack allies and non-
combatants if available.
	Combat Reflexes: increases speed of character in 
combat.  Skill Rating is a percentage increase of the 
character's Activity Points, up to a limit of the AP cost of 
the slowest weapon or attack he uses in a round.
	Combat Tactics: offensive use of positioning and 
maneuvering in combat.  Can be rolled against to reduce 
the effectiveness of an opponent's Dodge or Parry roll in 
the same way that a defensive skill would normall reduce 
effectiveness with an attack.
	Damage Strike: increases character's effective 
damage.  SR is a percentage increase of base damage with 
a weapon.  Effective SR is limited to no more than 100- 
(Weapon Damage Modifier/5).
	Vital Strike: ability to hit a very specific vital area 
of the body and thereby increase effective damage.  
Quality Level rolled on Vital Strike is multiplied by the 
damage done by the weapon to determine final damage.  
One QL can be spent to bypass armor.  Vital Strike may 
only be used with weapons of 24 inches or less in length 
(WDM 7 or more).

Beastmaster (A)	4
	Magical ability of working with animals and animal 
powers.  Primary skill includes general knowledge.  
Secondary skills are specific spells.  Many spells are used 
in conjunction with Animal Affinity skills.

Bow Weapons (A)	2
	Attacking with missile weapons which use a bow to 
fire an arrow or bolt.  Stringing a bow generally takes 3 
times the AP it takes to fire it.  Ballista, Crossbow, 
Longbow, Shortbow.

Brewing (B)	(INT+DEX)/5
	Making fermented, alcoholic beverages from a variety 
os source materials.  Malt Brewing, Distilling, Viticulture.

Burglary (B)	DEX/5
	Removing valuable items from the premises where 
they reside by stealth and skill.  Lockpick, Open Silently, 
Set/Disarm Traps.

Caludic Langs (B)	(SOC+INT)/5
	Languages spoken by the races of the northern coastal 
nations of Ysgarth.  Caludic (Thanet, Imaly, Yniscael), 
Kaelic (Ardmacha, Bancor, Airgedelia, Galetac), 
Combrian (Combria).

Cant Langs (B)	INT/3
	Secret languages used for private communication by 
guilds, cults and secret organizations.  Closely related and 
all descended from common ancestry in early trade 
languages.  Berlag, Gamman, Hantyrka, Jennisch, Kennik.

Chitare Language (B)	3
	The universal language of the largely extinct insect-
like native race of Ysgarth.

Clerical (B)	(DEX+JUD)/7
	Advanced skills in record keeping and information 
management.  Filing, Research, Calligraphy, 
Cartography, Forgery.

Clothworking (B)	(DEX+JUD)/8
	Manufacture of cloth and cloth products from a variety 
of materials, including cotton, wool and linen.  
Clothmaking, Dying, Felting, Knitting, Papermaking, 
Quilting, Spinning, Weaving, Tailoring, Fashion, 
Embroidery, Sewing.

Club Weapons (A)	2
	Employing large, blunt objects in combat.  Under the 
general skill any blunt, found object can be used as a hand-
to-hand weapoin.  Battle Mace, Cudgel, Hammer, Mace, 
Staff.

Deceit (B)	(INT+CHA)/9
	Deceiving others by word or deed.  Conning, Disguide, 
Infiltration, Impersonation.

Demonic Langs (B)	INT/5
	Languages spoken by beings either considered demons 
(or angels), or inhabiting worlds considered to be demonic 
or angelic in character or origin.  Daevic (language of 
Daevas), Goetic (secret language of mages), Nefilim 
(language of main race of the world of Abaddon), Sheolic 
(primary language of the world of Sheol), Malachim 
(language of greater angels and demons).

Divination (A)	4
	Magic of information acquisition, including both direct 
information spells and means of obtaining information 
from spirits and beings.  Primary skill gives general 
knowledge.  Secondary skills are spells.

Dothian Langs (B)	INT/4
	Knowledge of languages spoken by the past and 
present Dothian and Dothain-descended races in Ysgarth.  
Dothian Old Tongue (ancient Dothian language), Khuzda 
(spoken by Khuzda), Koblang (spoken by Koblynau), 
Tylweidar (spoken by Uillion, Guraketh and Elylon).

Edge Weapons (A)	2
	Use of swords, knives and other edged weapons.  Each 
specific weapon type has tertiary skills of Attack, Parry, 
Dodge and potentially Disarm and Entangle as well.  See 
separate table for damages and AP costs.  Bastard Sword, 
Broadsword, Dagger, Falchion, Glaive, Greatsword, 
Scimitar, Short Sword.

Enchantment (A)	3
	Magic of manipulating beings and objects.  Very 
sophisticated and dangerous.  Primary skill gives general 
knowledge.  Secondary skill provides specific spells.

Entangling Weapons (A) 2
	Use of hand-to-hand weapons which entangle or wrap 
around the target.  Each specific weapon type has tertiary 
skills of Attack, Parry, Dodge and potentially Disarm and 
Entangle as well.  See separate table for damages and AP 
costs.  Garrote, Lariat, Net.

Equestrian (B)	(DEX+AGI)/8
	Use and maintenance of horses and other mounts, 
including their use in combat and in combination with 
vehicles.  Driving (carts, wagons, carriages, etc), Riding 
(all mounts), Charioteer (combat driving), Mounted 
Combat (fighting from horseback.  SR indicates percentage 
of AP which may be used while riding), Curriery (taking 
care of your mount).

Etralan Langs (B)	(SOC+INT)/5
	Languages of the peoples of the old Aetruvian Empire 
and the natioans which now occupy that area.  Aetruvian 
(Aetruvia, Saes Empire), Auscian (Kingdom of Auscia), 
Evarian (Evaria, Saes Empire), Old Etralan (ancient 
version of Aetruvian), Sarkosian (Sarkosia, Saes Empire)

Farming (B)	(INT+DEX)/6
	Raising crops from seed to harvest.  Harvesting, 
Irrigation, Planting.

Fishing (B)	(DEX+INT)/6
	Finding, catching and processing sea creatures for food.  
Clamming, Find Fish, Knot Tying, Line Fishing, Net 
Fishing, Net Weaving, Spear Fishing, Trap Fishing.

Gaming (B)	JUD/4
	Playing all manner of strategy games.  Skill is used 
comparatively against other players to determine victory 
or amount won based on amount wagered.  See special skill 
use example on comparative skills.  Each secondary skill 
may have tertiary skills under it for specific games.  
Boardgaming, Card Playing, Cheating (influencing the 
chance of winning a game based on skill outside of the 
rules of the game.  SR is rolled against to increase quality 
of basic gaming roll and also when attempting to detect 
other cheaters), Dicing, Wagering (skill of wagering on 
the games of others).

Geomancy (A)	4
	Magic of the earth and its powers.  Primary skill gives 
general knowledge.  Secondary skills are specific spells.

Glaziery (B)	(DEX+INT)/9
	Working in all manner of glass and 
ceramics.Brickmaking, Enameling, Glass Staining, 
Glassmaking, Mosaic, Pottery, Tilemaking.

Government (B)	(SOC+CHA)/9
	Working within the hierarchy of a national, regional 
or urban government.  Bureacracy, Diplomacy, Etiquette, 
Intrigue, Legal, Politics.

Healing (A)	3
	Magical means of healing and curing the afflicted.  
Primary skill gives general knowledge.  Secondary skills 
are specific spells.

Herbalism (A)	4
	Magic of plants and nature.  Primary skill gives 
general knowledge.  Secondary skills are specific spells.

Hieromancy (A)	ZEA/5
	Priestly skill in drawing power directly from a deity.  
Invocation (calling upon a deity for direct aid or 
intervention.  SR is only a chance that the god will get the 
message and does not guarantee intervention).  Prayer 
(used to regenerate mana points available to a priest by 
drawing points from his deity.  SR indicates percentage of 
Zeal in MP gained per 10 minutes of prayer up to a limit of 
3 x Zeal total points at any time).

Hunting (B)	(INT+DEX)/6
	Finding and catching or killing wild animals.  
Tracking, Trapping, Trail Finding.

Hydromancy (A)	4
	Magic of water and its powers.  Primary skill gives 
general knowledge.  Secondary skills are specific spells.

Ingaric Langs (B)	(SOC+INT)/5
	Languages of the tribes which invaded the eastern 
portions of the Aetruvian Empire and were partially 
assimilated prior to the Saes invasion of the main empire.  
Fersian (Fersia, Rhaetia, Rhaab), Gottian (Sarkosia, 
Gottia), Redana (secret shamanic language)

Jewelsmith (B)	(DEX+JUD)/9
	Working with jewels and previous metals.  Etching, 
Goldsmithing, Gemsmithing, Silversmithing.

Kyvenic Langs (B)	(SOC+INT)/5
	Languages of the Kyvenic kingdoms located in the 
central western coast of Ysgarth.   Kernioc (Amerioc, 
Maresk), Kyvenic (Keredigian, Morianoc, Seisiloc, 
Ustradui, Marsioc), Ocmeic (secret priestly language).

Lance Weapons (A)	2
	The use of long thrusting weapons from horseback.  
These weapons are poorly suited to defense, but do have 
the standard tertiary skills of Attack, Parry, Disarm, etc.  
Light Lance (primarily a stabbing weapon), Heavy Lance 
(used in a charging attack).

Leadership (B)	(INT+CHA)/6
	Making others follow your commands by persuasion, 
charisma or intimidation.  Commanding (giving orders and 
having them obeyed), Intimidation (bullying and coercing 
subordinates), Loyalty (developing personal attachment 
in followers), Inspiration (arousing exceptional ability in 
underlings).

Leathercraft (B)	(DEX+JUD)/6
	Making things of beauty and functionality from 
animal hides.  Bookbinding, Cobblery, Pelting, Saddlery, 
Tanning, Tooling.

Literacy (B)	(INT+TAL)/7
	Skill with the written form of the language, including 
the ability to read and write.  Literacy (basic ability to 
read and write), Calligraphy (decorative writing), 
Paleography (knowledge of antique and alternate writing 
styles).

Literary Arts (B)	(INT+TAL)/7
	Communication skill in writing or in oral form.  
Criticism, Poetry, Research, Composition, Storytelling.

Lore Skills (B)	JUD/4
	Knowledge of the past and the contemporary world 
and its content.  Tertiary skills can be determined for 
specific regions or subjects.  Folklore, Geography, History, 
Racial Lore, Regional Lore.

Magical Aiming (A)	2
	Targeting magical attacks from various different loci.  
Device, Hand, Visual.

Mana Use (A)	2
	Using and manipulating mana.   Additional secondary 
skills exist for this category, but are generally limited in 
availability to highly magical races.  Mana Gathering 
(SR is a percentage increase of Talent for purposes of 
regenerating Mana Points, up to a limit of 100% increase of 
Talent), Mana Shield (SR is a percentage reduction of 
effectiveness of magic used against the character, with 
mana negated at a cost of 1MP spent by the character per 
MP negated), Mana Sight (ability to see patterns of mana 
and relative strengths of concentrations of mana).

Manual Skill (B)	DEX/4
	Artfully moving and manipulating objects with the 
hands.  Juggling, Palming, Sleight of Hand.

Mathematics  (B)	JUD/5
	Understanding and use of numbers, including advanced 
counting, calculation and related areas os study.  
Necessary should a character wish to count beyond his 
fingers and toes.  Arithmetic, Accounting, Astronomy, Time 
Keeping.

Mechanical (B)	(DEX+INT)/9
	Building, maintaining and operating mechanical 
devices.  Machinery, Clockwork, Milling, Siege 
Engineering.

Medicine (B)	(DEX+JUD)/9
	Repairing injuries and illnesses in humans and 
animals.  Each of the secondary skills under this skill has 
a number of tertiary skills for highly specialized medical 
procedures.
	Chirurgeon: repairing bodily damage to the flesh, 
bones and organs.  Anatomy, Barbery, Bind Wounds (stop 
the flow of blood and increase survival period for 
mortally wounded character's by SR percent), Embalming, 
Set Bones, Surgery, Torture.
	Physician: treating and curing natural bodily 
disorders, diseases and the effects of poison.  Arrest 
Poison, Leeching, Midwifery, Treat Disease.
	Herbology: locating and making use of medicinal 
herbs.  Find Herbs, Herbal Curing, Herbal Healing, 
Poisoning.
	Veterinary: treating the afflictions and injuries of 
animals.  Tertiary skills apply for familiarity with each 
major species of animal.

Mental Enhancement (A)	2
	Increase the powers of the mind.  Enhance Will (SR 
percent increase of Will for purposes of contests of will.  
Limited to 100% increase), Memorization.

Merchant (B)	(INT+CHA)/7
	Doing business and making a profit.  Additional 
secondary skills include knowledge of specific areas of 
business and how they operate.  Assess Value, 
Greengrocery, Hostelry, Sales, Tapstery.

Military (B)	(INT+JUD)/7
	Fighting and winning battles and wars, as well as 
working within the military hierarchy.  Ambush, 
Generalship, Logistics, Strategy, Tactics.

Movement (B)	AGI/4
	Ability to move and maneuver beyond the normal  Cat 
Fall (falling from heights and landing to minimize 
damage - see rules section on falling damage), Climbing, 
Jumping (increase distance of jump by SR%), Running 
(increase movement speed by SR%).

Music (B)	(INT+TAL)/9
	Knowledge of the art of music from theory to 
performance.  Singing, Vocal Styles, Wind Instruments, 
String Instruments, Percussion Instruments, Composition.

Mysticism (A)	4
	Magic of the mind and the spirit.  Primary skill gives 
general knowledge.  Secondary skills are specific spells.

Nautical (B)	(INT+JUD)/6
	Mastery of ships and the sea in all its forms.  
Helmsman, Pilot, Naval Combat, Navigation, Rivercraft, 
Rowing, Sail Tending.

Necromancy (A)	3
	Magic of the dead and their spirits and powers.  
Primary skill gives general knowledge.  Secondary skills 
are specific spells.

Orzalian Langs (B)	(SOC+INT)/5
	Languages spoken by the Machari and related 
nationalities.  Houkosi (Koulo), Machari (Erdelia, 
Macharia), Marmari (Marmaria, Orvadia), Ukral 
(Ukralia), Uztari (Uztaria).

Perception (B)	(JUD+INT)/7
	Heightening awareness of events, situations and 
conditions around you.  Assess Person, Awareness, Lip 
Reading, Observation, Street Sense, Surveillance, 
Trailing.

Performance (B)	(INT+CHA)/8
	All aspects of public performance, from the most 
mundane to te most dramatic, including some secondary 
related abilities.  Acting, Memorization, Mimicry, 
Miming, Oratory, Preaching, Storytelling, Teaching.

Persuasion (B)	(INT+CHA)/8
	Getting people to do what you want with your wits 
and your words.  Begging, Bribery, Conning, Flattery.

Philology (B)	(INT+JUD)/9
	Knowledge of language and its structure and origins.  
Linguistics, Lost Scripts.

Philosophy (B)	(INT+JUD)/9
	Understanding the nature of existence and the 
existence of nature.  Aesthetics, Natural Law, 
Philosophical Schools, Rhetoric, Theology, Cosmology.

Physical Enhancement (A)	3
	Accentuate and improve the natural physical 
capabilities of the character.  Durability (SR acts as a 
percentage increase of HP up to 100%).  Endurange (SR acts 
as a percentage increase of FP up to 100%).

Prelacy (B)	(INT+JUD)/7
	Performing the basic duties and rituals of priesthood.  
Counseling (helping worshippers with their problems), 
Holy Mysteries (understanding the secets of gods and their 
churches), Liturgy (familiarity with holy writ), 
Preaching (verbally awakening the faith of the masses), 
Rituals (performing sacred ceremonies, including 
sacrificies, in the proper way).

Prophecy (B)	(TAL+JUD)/8
	Predicting the future by a variety of means.  Use of 
this skill requires substantial gamemaster latitude.  
Information can be conveyed in ways which are 
misleading or open to a variety of interpretations.  Card 
Reading, Cast Reading (throwing bones or dice), 
Palmistry, Phrenology (reading bumps on head), Trance 
Prophecy (inducing prophetic visions), Dowsing (locating 
water), Oracular Prediction (interpreting meaning of 
events or signs in the natural world).

Pyromancy (A)	4
	Magic of fire, light and associated powers.  Primary 
skill gives general knowledge.  Secondary skills are 
specific spells.

Robbery (B)	(JUD+DEX)/7
	Taking wealth from others by stealth, skill and 
violence.  Skills are generally handled comparatively 
against appropriate perception skills of the victim to 
determine if the thief gets caught.  Cut Purse, Pick Pocket.

Romance (B)	(INT+CHA)/6
	The arts of love, from the most cerebral to the most 
physical.  Cosmetics, Courtly Love, Dancing, Seduction, 
Sexual Technique.

Search (B)	(DEX+INT)/7
	Finding and hiding things, people and places.  Conceal 
Object, Search Area, Search Object, Search Person.

Shield Defense (A)	2
	Blocking and deflecting attacks with a variety of 
shields.  Buckler, Chevron Shield, Legion Shield, Round 
Shield.

Sign Language (B)	(DEX+INT)/6
	Communicating with the hands.  Hand Speech (used 
by Koulo and some seamen and merchants), Trade Signs 
(used as a basic mode of communication among the Anradic 
tribes).

Smith (B)	(DEX+JUD)/7
	Making things from metal.  Braziery (working copper 
and brass), Farriery (making metal implements for 
horses), Foundry (making metal castings), Ironsmithing 
(working iron), Tinsmithing (working tin).

Sorcery (A)	3
	Summoning, controlling and using extra-planal spirits, 
such as demons.  Primary skill covers general knowledge.  
Secondary skills are specific spells.

Spell Casting (A)	2
	The skills required to focus and use magic.  In addition 
to determining chance of success with a spell, the mage's 
choice of specific secondary skill may limit which spells 
he may cast and may adjust the speed at which he casts 
spells.  Each skill has an APR rating.  Tbis represents a 
flat percentage reduction of the total AP cost of spells cast 
with that skill.   Incantation (casting spells through 
words, APR20), Meditation (casting spells through a 
meditative trance, APR0), Ritual (casting spells through 
elaborate ritual acts, APR10), Singing (casting spells 
through the use of vocal music, APR20), Somatic (casting 
spells through hand gestures, APR30), Symbolic (casting 
spells through the use of draw symbols or runes, APR20).

Spell Effects (A)	2
	Skills used to design spells or in creating informal 
magical effects.  These elements are combined with Spell 
Elements to produce specific results.  Knowledge of these 
skills may help with formal spell casting or with learning 
spells to which they are relevant.  Information, Analysis, 
Command, Communication, Detection, Protection, 
Manipulation, Binding, Creation, Healing, 
Transformation, Movement, Destruction, Restoration, 
Summoning, Transportation.

Spell Elements (A)	3
	Fundamental elemental substances which can be 
modified or manipulated magically.  They can be 
combined with Spell Effects to produce specific results in 
informal magic, or used as the basis for the design of new 
formal spells.  Air, Earth, Fire, Flesh, Mind, Spirit, 
Water.

Spell Empowering (A)	2
	Skills used when casting spells to reduce the mana cost 
of the spell by using mana more efficiently through taking 
advantage of natural relationships between the substance 
of the spell and the target.  Most require the possession of 
special components or items which establish a 
relationship with the target.  Each secondary skill has its 
own Facility to use when rolling to determine reduction of  
Mana Point cost of the spell.  The QL of the roll is 
subtracted from each increment of 10 Mana spent, rounded 
up.  Component (requires specific objects or substances 
appropriate to the character of the spell - FAC3), 
Contagion (requires an object which has been in prolonged 
contact with the spell target - FAC3, but varies depending 
on degree of contagion), Elemental (requires the presence of 
a specific element.  Volume of available element may 
alter FAC - FAC4), Playing (use of music to increase power 
and effectiveness of magic.  The character's skill with his 
instrument is used as a percentage increase of FAC.  FAC3), 
Relative (requires a piece of the target's body, including 
discarded or expelled material.  FAC is increased based on 
size and significance of body material used.  FAC5), 
Sympathy (uses an image of the target.  The character's 
skill at making such an image increases FAC as a 
percentage.  FAC3).

Sports (B)	AGI/4
	PLaying games of skill and physical prowess.  
Bowling, Golf, Hurley, Soccer.

Stealth (B)	AGI/4
	Moving and hiding without being noticed.  Rolls are 
comparative against the Perception or Search skill of 
opposing characters.  Concealment, Silence, Sneaking.

Stoneworking (B)	(DEX+INT)/7
	Knowledge of stone and how to work it.  Masonry, 
Mining.

Survival (B)	INT/3
	Staying alive under adverse conditions.  Secondary 
skills either apply to specific types of environment, or are 
generally useful for outdoor survival.  Arctic, Desert, 
Mountain, Wilderness, Bivouac (picking good camp sites 
and setting a safe camp), Firemaking, Forage (finding 
edible wild vegetation).

Thrown Weapons (B)	2
	Using a variety of weapons which are thrown or 
otherwise propelled at a target by hand.  Axe, Dart, Disc, 
Hammer, Javelin, Knife, Pilum.

Thrust Weapons (A)	2
	Use of pointed weapons which are generally held two 
handed and thrust at an opponent.  Pike, Spear, Trident.

Trade Langs (B)	(SOC+INT)/3
	Hybrid languages used to facilitate communication 
between people of varying nationalities.  Used most by 
merchants,  sailors and in seaports.  Cansa (predominant 
dialect of coastal Ysgarth), Sapra (predominant dialect of 
the Inner Sea), Tafir (predominant dialect of the 
Cytheran coast and the east).

Trozard Langs (B)	(SOC+INT)/6
	Languages spoken by the saurian-descended races of 
Ysgarth.  Trozard (predominant in Ysgarth), Asachae 
(more ancient version of language, spoken by isolated 
tribal groups in Arojika).

Unarmed Combat (A)	2
	Fighting with those weapons naturally provided 
with one's body.  Each skill has several sub-skills for 
attack, defense, disarm and entangle.  Some of these sub-
skills don't work well against weapons or in particular 
situations.  Bite, Grapple, Hand, Head, Kick, Throw, 
Trip.
	Dodge is the unarmed combat skill of defensive body 
movement.  It is a special case and has three sub-skills of 
its own, Dodge Blow (hand weapons), Dodge Missile 
(missile weapons)  and Dodge Hazard (objects and 
dangerous situations).  At a cost of 12 AP Dodge allows a 
character to avoid dangers and attacks based on the 
relative level of his success against the roll of his 
opponent.

Victuelry (B)	(INT+DEX)/6
	Making and preparing food.  Baking, Buthery, 
Cooking, Curing.

Weaponsmith (B)	(DEX+JUD)/8
	Making weapons and armor of all types.  Armory, 
Bladesmith, Bowyery, Fletching, Hiltyery.

Wizardry (A)	3
	Magic of natural and unnatural forces and 
manipulating physical reality.  Primary skill covers 
general knowledge.  Secondary skills are spells.

Woodworking (B)	(DEX+JUD)/8
	Making useful and attractive things from wood.  
Bowyery (bows), Fletching (arrows), Carving, Carpentry 
(furniture), Coopery (barrels), Joining (buildi ng 
buildings), Shipwright, Thatching, Wainwright 
(wagons), Lumbering, Wicker Working)

NOTE: Cross-Contribution
	Some secondary skills may show up under multiple 
primary skills.  In such cases the player may assign points 
to them from both of the primary skills, so long as he does 
not assign more than half the available points from either 
primary skill.  When determining SR he may only count in 
the levels of one of the contributing primary skills, and 
must use the Facility from that same skill.  This would be 
his dominant primary skill.  Points contributed from 
another primary skill may never be more than those 
contributed from that dominant primary skill.  For 
example, a character might have 10 SL of Woodworking 
and 12 SL of Weaponsmithing, and choose to put 5 and 6 
points respectively into Bowyery, producing a total 
effective SL of 23.

EXAMPLE: Comparative Skill Use
	The skill Gaming is a good example of how 
comparative skills can be used in play.  If three players 
sat down to play a game of Talus, they would be using 
their Dicing skill (secondary skill under gaming) or 
perhaps their specific Talus skill if they had it (tertiary 
skill under dicing).  Those participating would specify an 
amount they are wagering per game, and all participating 
would have to match that amount or drop out.  Each 
player would then roll agains their skill and the pool of 
wagers would be divided based on the relative quality of 
their rolls.  The player rolling the highest Quality Level 
result would be the winner, and for each QL by which he 
exceeded the next highest roller he would get one player's 
wager value.  With 3 players three rolls of the same QL 
would leave everyone breaking even.  QLs of 1, 2 and 3 
would have the low roller's wager going to the high 
roller.  QLs of 1, 1 and 3 would have all wagers going to 
the high rolloer.  QLs of 1, 2 and 2 or 1, 3 and 3 would have 
the two higher players splitting the lower player's 
wager.  This pattern can be expanded easily an applied 
with larger numbers of players.

	Bowyery
	Carving
	Carpentry
	Coopery
	Joining
	Building
	Shipwright
	Thatching
	Wainwright
	Lumbering
	Wicker Working




