Mercenaries of Middenmark
Each skill has an attribute associated with it, some skills are referred to as cascade skills, cascade skills cover a variety of specialised tasks. The cascade skill must be taken for each of the specialities.
Weapons skills cover the use of the weapons that relate to the skill, the basic maintenance of the weapons, and basic identification and knowledge about the weapons.
Sword (One Handed) (MUS): The Sword (One Handed) skill covers the use of any blade with a slashing edge (with or without a point) usable in one hand generally longer than a foot in length.
Sword (Two Handed) (MUS): The Sword (Two Handed) skill covers the use of any blade with a slashing edge that requires two hands to use.
Sword (Fencing) (REF): The Sword (Fencing) skill covers the use of any long thin blade where the primary method of causing damage is the point.
Axe (MUS): The Axe skill covers the use of any axe designed to be used as a weapon (as opposed to a tool)
Spear (MUS): The Spear skill covers the use of any one or two-handed polearm used either in a thrusting motion or braced against a charge while on foot such as a spear or pike.polearm used either in a thrusting motion or braced against a charge while on foot such as a spear or pike.
Halberd (MUS): The Halberd skill covers the use of any polearm used in a slashing motion such as a halberd or glaive.polearm used in a slashing motion such as a halberd or glaive.
Lance (REF): The Lance skill covers the use of polarms designed to be used from horseback whether slashing or thrusting.
Mace (MUS): The Mace skill covers the use of blunted weapons that deal crushing damage such as cudgels, maces and quaterstaffs.
Unarmed (MUS): The Unarmed skill covers the use of a characters fists feet and limbs to cause damage to another.
Throwing (REF): The Throwing skill covers the use of any thrown ranged weapon such as throwing knives and javelins.
Bows (REF): The Bows skill covers the use of traditional bows such as composite bows, short bows and longbows.
Crossbows (REF): The Crossbows skill covers the use of stocked bows such as crossbows, light crossbows and pistol bows.
Combat skills are those skills used during combat in addition to weapons skills, combat skills can also have uses outside of combat but their primary use is during battle.
Command (PER): The Command skill is the art of issuing orders to social or organisational inferiors in the expectation that they will be obeyed. It also includes the ability to organise groups and to efficiently delegate group tasks.
Artillery (REA): The Artillery skill covers the use of large scale crew served weapons such as ballistas, catapults, and trebuchets.
Riding (REF): The Riding skill covers the effective use of mounts both in and out of combat.
Tactics (REA): The Tactics skill covers the effective command of military forces on a medium to large scale (100+ men).
Non-Combat skills are primarily used outside of combat, they may have combat uses but in general are used out of combat.
Agriculture (MUS): The Agriculture skill deals with the raising of crops for food or raw materials for construction or other industries. This includes planting, tending, harvesting, storage and basic land and crop preparation as well as the use of associated tools.
Animal Husbandry (FOC): The Animal Husbandry skill covers the care, feeding and breeding of animals for food, materials for industry and work.
Artisan (VARIES, CASCADE): Each Artisan cascade covers the creation of works of physical beauty or functional objects. The cascades are given below, item creation rules will be covered in the equipment section.
Basketry (REF), Blacksmithing (MUS), Bowyery (REF), Brewing (REA), Carpentry (MUS), Gem Cutting (REF), Glassblowing (REF), Glasscutting (FOC), Knitting (FOC), Leatherworking (REF), Locksmithing (FOC), Painting (REF), Sculpture (FOC), Silversmithing (REF), Stonemasonry (MUS),Tailoring (REF), Woodcarving (REF).
Climbing (MUS): The Climbing skill covers all attempts to ascend or descend surfaces and solid objects.
Deception (PER): The Deception skill covers all attempts (outside of entertainment) to intentionally distort the truth (often most for personal gain).
Fieldcraft (FOC): The Fieldcraft skill covers basic wilderness survival such as finding food and shelter, creating shelter, and avoiding terrain hazards.
Forgery (FOC): The Forgery skill covers the ability for characters to counterfeit documents, currency, or works of art.
Instruction (PER): The Instruction skill covers the ability for characters to instruct others in skills. A teacher cannot teach to a higher skill level than he himself has achieved, nor can he teach to a higher skill level then his instruction skill.
Intimidation (MUS): The Intimidation skill covers the ability for characters to force others to do their will by threats whether explicit or implicit.
Language (REA, CASCADE): Each language cascade covers the ability fo a character to make themselves known in that language. Unskilled characters cannot understand the language at all (though they may be able to recognise it). Novice characters can express simple ideas, like names, directions and the most common words. Apprentice characters can make themselves fully understood in most situations though more complex ideas and literature may open an avenue for misunderstanding. Journeyman characters are at the equivalent level of native speakers. Expert and higher characters are masters at more indepth dialects of the spoken language. A list of languages is below: