(This is adapted from the Skills chapter from The Ruins of Arcanum Core Rule Book.)
Skills
There are many different skills in The Ruins of Arcanum world. These include everything from weapon skills to swimming. Some of these have special rules attached to their use, and others are straightforward. This is just a list of the available basic skills. All of the rules-specific information can be found in the rulebook.
Remember, when a new skill is taken up by a character, or when he wants to increase the level of a skill, it may require training. This training can be received by anyone who has that skill at a higher level than the character. For example: Deaken the Wise wants to bring his Tracking skill from rank 2 to rank 3. He must find someone who has the Tracking skill at or above rank 3 in-game and ask if that person will train him. This other person could be another player, or it could be a reknowned master that lives in the woods. This is all information that needs to be discovered in-game.
All skills have five ranks that can be attained. Each rank will give the character more abilities to use with that skill.
If you have any questions regarding skills or their use, feel free to ask a marshal or a member of the staff at any event. Or you can always contact the staff at
info@r-of-a.com.
Combat Skills
Every weapon falls under a different skill category. To know what skill a certain weapon uses, consult the Weapon Sizes Chart at the end of the Combat chapter in the Ruins of Arcanum Core Rulebook.
1-H Edged: This weapon group includes daggers, short swords, hand axes, etc. Note that this skill may only be used up to 9th level with a Dagger and to 12th level with a Short Sword.
1-H Mass: Maces, clubs, warhammers, and the like. Note that a Club may only be used up to 9th level.
2-Handed: Great swords, great clubs, battle axes, etc.
Thrown: Throwing daggers, throwing axes, rocks, javelins, etc.
Missile: Bows and crossbows.
Polearm: Halberds, hand-held spears, glaives, etc.
Unarmed: Fighting with no weapons falls under this skill. One must use padded weapons representing fists when using this skill.
Dual Weapon: This skill enables the character to use one weapon in each hand.
Shield: This skill enables the user to wield a shield.
Maneuvers: This skill determines how well the character can move in various types of armor.
Martial Arts Skills
Martial Arts: Offensive: An aggressive style of unarmed fighting that specializes in dealing a lot of damage to an opponent.
Martial Arts: Submission: A semi-defensive style of unarmed combat that concentrates in subduing the opponent.
Martial Arts: Defensive: Evading and blocking incoming blows, and disarming an opponent is the trademark of this unarmed style.
General Skills
General skills are those that are used in everyday life. There could be a much longer list than those included here, but in an effort to keep the system simple, we only included these two.
Medicine: The knowledge of first aid procedures, healing wounds, and revival. In order to use the Medicine Skill, the player must have a Medicine Bag Phys Rep.
Body Development: This skill governs how much damage a character can take before falling unconscious or dying.
Subterfuge Skills
These are the skills used by the less savory citizens of Arcanum. These skills include such things as sneaking, hiding, picking locks and stabbing people in the back.
Ambush: The Ambush skill provides the abilities to attack from behind an enemy causing increased damage and knocking out an opponent temporarily.
Hide: The knowledge of how to conceal one's self and move silently. Hide cannot be used if the character is wearing Plate Armor, and Stealth (which is the ability to move while hiding) is not available to those wearing Chain or Plate Armors. Although those wearing Plate may be hidden by characters with the Hide Other skill.
Contraptions: This skill allows a character to pick locks and find and disarm traps.
Magic Skills
Magic plays a big part in the Ruins of Arcanum. Over the years, people have studied the ancient runes and rune stones scattered about the land. From their studies, many have been able to harness the power of the runes and cast spells of significant power. These are the skills that allow a character to use this power. Consult the Magic chapter for more details.
Rune Magic: The use of mystical, ancient rune stones which can hold magical energies and powers is governed by this skill.
Use Artifact: Using a magical item requires this skill. The higher the level the skill, the higher level of item the character can use.
Back to top