Body Control
Use Body Control to jump far, sprint fast, roll after a fall, balance on a tightrope, or push your body to its limits. Also covers acrobatic actions, athletic challenges, and escaping from ropes, nets, or tentacles. Playing very competitive sports, such as imman, is a complex use of Body Control. …
Carousing
Aventurians commonly consume alcohol when celebrating, toasting a contract, playing drinking games, and for many other reasons. The beverage might be wine, fermented milk, ale, or brandy. You can use this skill for all other kinds of intoxicants as well. To avoid losing self-control in public or suffering a bad hangover, which in Aventuria is called a ‘wolf’ (or sometimes a ‘werewolf,’ in the worst cases), make a check using Carousing (Resist Drug Intoxication). …
Climbing
A hero who wants to climb a castle wall or a steep cliff must make a Climbing check. Failed checks don’t automatically lead to falls; they can mean the hero didn’t dare begin the climb, suffered an injury, or simply took much longer to reach the destination. …
Dancing
Whether attending a formal ball at the Imperial Court, a Witches’ Night, or a humble peasant celebration, it is useful to know how to dance. Make a check with this skill when performing complicated group and pair dances (though one could manage to take part in a Punin polonaise even if thoroughly drunk). …
Feat of Strength
Sometimes heroes must kick open doors, prove themselves by arm-wrestling Thorwalers, or lift heavy weights. Use Feat of Strength for all such tasks. …
Flying
Make a Flying check to actively control a flying instrument like a witch’s broom or a magic carpet, and even guide it, for example, through a narrow urban canyon or an open window. This skill also applies to flying mounts, flying demons, or other creatures that can move the hero through the air. Most heroes won’t need to make checks with this skill too often, but witches who fly brooms probably will. Complex flying instruments include magic carpets, which require a magic word or a certain gesture to activate. …
Perception
The skill Perception covers all situations that involve the five physical senses. Failed checks could mean that heroes haven’t noticed anything or else misinterpreted what they did notice. The GM may roll Perception checks for players to find out if their heroes perceive a hidden person or a secret detail without revealing that they missed something because of a failed check. Searching a room is purposeful, whereas spotting something is intuitive. Checks with this skill should be rolled as a hidden check (see page 384). If you use your tactile sense, make the roll using SGC/INT/DEX instead. …
Pickpocket
This skill allows a character to steal small items such as purses, keys, or amulets, or cut holes in moneybags without getting caught. There are several ways to use this skill. The common pickpocket typically steals from people by taking their money pouches, and the burglar steals items from drawers, dressers, or other containers. Distractions are important for a pickpocket. This skill also allows a character to slip an item to somebody else without being noticed. Crowded areas and money pouches worn openly at the belt may grant bonuses to the check, while alert guards and several layers of clothing might make picking pockets more difficult. The check is always made as a competitive check using Pickpocket (application depending on the action) against the victim’s Perception (Spot). Note that a check using Perception (Spot) may suffer penalties due to distractions, crowds, and noise, or receive bonuses for high alertness or quiet surroundings. …
Riding
To guide a mount, and not simply hold on for dear life while it runs, you need the skill Riding. Riding slowly, without a specific direction in mind, requires no check. If you want the animal to canter, gallop, spin around, or kick and bite, you must make a skill check. Complex uses of this skill involve riding extremely unusual mounts, such as war boars or giant horned saurians. …
Self-Control
The skill Self-Control allows heroes to resist great physical pain, whether due to wounds or forced marches, and also to ignore distractions. A mage can concentrate on casting combat spells and ignore the goblins throwing rocks at him, for example. For more information about Pain and other conditions, see Chapter 2: Basic Rules on page 31. …
Singing
A beautiful voice can help with Singing, but with the right training, anybody can sing a tune, be it a heroic epic, a song of praise in the temple, or a lullaby. …
Stealth
Sneaking up on somebody or hiding requires Stealth. Apply bonuses for darkness, dark clothing, and good cover, and also for noise or distractions. Alert guards and creaky floors make hiding and sneaking more difficult. Remember that even a master of stealth cannot hide in an empty, well-lit room. …
Swimming
Swimming quickly from one place to another, diving into water, dragging somebody out of the water, or fighting under water requires a Swimming check. Strong currents and other adverse conditions could make the task more difficult. …
Trickery
If you want to earn some silver coins juggling in a tavern, use the skill Gaukelei. You can also perform shell games and minor magic tricks using this skill. Gaukelei is especially useful for hiding small items about your person. …