Monday, May 30, 2016

Game log 22 May 2016

Dramatis personae


Ash, squire
Kim, thief
Mayhem, short barbarian
Caleb, wizard
Anêr, swashbuckler
Yémos, cleric

Villûdē, guide

Quid occurrit


On the morning of 17 Skraptôs the gang awoke. They set forth and, after some leading astray by Mayhem on the trail, reached a hill with brush about an hour later, where the tracks stopped. Kim looked around, and found a hole under some brush. After tying up the horses, the heroes went into the hole.

Once inside, they came to a fork in the tunnel. They kept right, and found themselves in a room with a big divot in the middle of the floor. Off to the side was a big stone box with many beads in the shape of men on it, which, when anyone looked at it, seemed to move like they were tilling the ground. Villûdē put her hand to her mouth in surprise, as this was the box for which she had been looking, but sadly, it was too heavy for her to lug with her. After dragging the heavy box a few inches, the others agreed it was too heavy, and Kim lifted the lid after checking for traps.

After lifting the lid, a whoosh of air came out of the box and it shaped itself into a funnel. The funnel went up to Kim, then to Villûdē, then to Caleb. After stopping before Caleb, it darted down the hall, and a few seconds later everyone heard a crash. They walked back to the opening only to find it had fallen in on itself.

Unfazed, the gang went back down the tunnel, this time choosing the middle tunnel. It stopped in a cave that had a ring of polished stones and skulls in the middle, with four small hearths burning at the foot of the wall. Once they stepped towards the middle, a bolt of lightning shot from the middle of the floor and hit the ceiling above Ash.

From where the lightning came was now a naga, who tried to bite Anêr as he came to strike her. She missed, and took a rapier cut to her mouth as she bit. Ash tried to swing at her but pulled his muscle, his arm falling limp. Mayhem stepped forward and smote the naga, but she stayed up, even after Anêr landed another blow.

The naga turned her bite to the hapless Ash, who could not block her with his shield, but her poison did not weaken him. Kim took a shot with her bow and hit the naga, Mayhem landed another hit, Yémos cast Shield 2 on Anêr, and Caleb missed with the Fireball he tried to lob. Anêr got one last blow, and then the naga’s head fell to the floor.

In the middle of the ring of skulls of men and orcs was an egg. They didn’t know how far along the naga inside it was, but they didn’t care, and smashed the egg, forever aborting the demon inside.

The heroes went back to the crossroads and then down the left hall. The hall split, and they went right. Coins, mostly copper farthings, littered the ground in this cave. A lantern lit the cave, which Caleb thought was a magical light, so they took it. They filled their bags with the loose coins, and got 440 copper farthings, 48 silver pennies, and 12 gold pieces.

They went to the other room, and saw a fine mail suit with ringlets pressed to look like bricks and a moon on the left breast. Ash tried to see if he knew whose sign was on the mail, but he did not, though he did spot a pennant with a shark on it, which he knew to be the coat of arms of a noble out west. Ash took the mail, which, while not magical, was of high quality.

At last they turned their heed to the blocked tunnel. Kim tried to look through the caves for another way out, but she could not find any, and Caleb cast Rive to help get through the boulder. Kim made sure the hole he dug would not fall in on itself again, and Yémos cast Major Healing on Ash.

When they crawled out of the hole, it was midday. They took care to look for another way into the caves again, but could find no other. They chose to walk north until they stopped for the night, and Yémos set up camp.

The next day was hot like the last one. At midday, they met two rangers: Daútōr, a young man with warts on his face, and Ōnpátōr, a gnome with only one tooth left. The two were lost, having run into a naga while on patrol, and had lain low for a few days before trying to go back to their camp somewhere to the east, back in the swamp. After some banter back and forth, the rangers, having learnt they were speaking to outsiders who knew little about the swamp, picked up their tent and left.

Later that afternoon, the trees started to thin out, as did the land, but the gang had little time to enjoy the swamp before a big rock came flying at them. From afar, they saw a giant bellowing at them to get out of his home. They agreed that was the best idea, and moved back onto dry land.

That night, Villûdē told them that they needed to hunt and forage the next day, as she was low on food. They agreed, and went to bed. That night, Ash was on watch when he spotted a big beast with nine heads coming towards them—a hydra. As it came nearer, Ash threw a log into the tent to wake the others, and got off a shot before the hydra got up to him.

Anêr was the first one to get to the hydra, who parried its bite with a blow to its head. Ash got off another shot, and Anêr gave it another blow before the hydra turned and fled. Knowing the hydra would be a tough fight, they chose not to follow. The next day, the gang gathered food, filling their packs again.

Res aliae


This took a week for me to bother to write up. Lazy bum. I'm not sure what else to add, other than that's the last time I use a product mostly as-is without minion monsters in GURPS. "The nagas consider themselves dangerous enough without relying on defense that could conceivably harm them as well" might be their epitaph.

Saturday, May 7, 2016

Sola Scriptura XII: DF 3, Chapter 4: New Capabilities

GURPS Dungeon Fantasy 3: The Next Level
Chapter 4: New Capabilities

After crawling through DF2 and DF16 (and a few others) for skills, I'm back to this again for new stuff. Well, it was new back in 2008, and if your character doesn't have the traits, they're new to him/her/it (seriously on it; playing a robot is totally in-genre; see page 22 of Men and Magic, and the Warforged of Eberron). So a short note on a short chapter.

Mortal Foe is basically a new version of Higher Purpose for highly skilled fighters. It's the Favored Enemy of D&D 3e Rangers. Truth be told, while it's limited to fighting men with high (20+) combat skills, I don't think that wizards who know Fireball-20 taking this would break anything.

Next up, Psionics. There's a whole book dedicated to this, which puts this as part of a template. Psionics are cheap to cast—1 FP—but might bring unwanted (they're all unwanted) Elder Things when you use them. DF14 has some of the Elder Things, which makes the book more useful for GMs whose players aren't making psionic characters.

I'll make an aside, but while "cheesy psi powers are a hack-and-slash tradition," actually using them goes against that tradition. Eldritch Wizardry? That was a system bungled in the communication between Steven Marsh (the other one, not the Pyramid editor) and Gary Gygax. AD&D? I made dishonest rolls on those to have characters with über-cool psi powers, but never once played them since nobody would believe that I rolled those honestly, which was true. AD&D Second Edition? There were two versions of psionics, and I owned both, and never used either. Nobody I knew used them. Even D&D 3.0 and D&D 3.5 had fairly different psionic systems, and one of those (I think the 3.0 one) was the only time I've seen a psionic character at the table. The player got bored of it, in part because it wasn't a mighty character. I don't pretend to care about whatever psionic system there was in D&D 4; I gave up caring about that edition's magic system. Anyways, my long-winded babble's point is that having the psionic system gather dust on your shelf, real or virtual, is a hack-and-slash tradition. While I don't mind the system listed in this book (it's basically another GURPS Powers-type system), I don't need it.

Spell-Archery is the one new spell, and it's for Wizard-Scouts who have bought their Bow skill up to 20, so they're 320-point characters before they dump a point into this spell. (It's a little pricier for Scout-Wizards, who have fewer spells to dump into the arrow.) Cast a spell onto an arrow, shoot the arrow, have the spell affect the target. I've seen that before. Alright, not in play, because the Arcane Archers I saw in play ignored this ability, likely because it's limited. (And they only took a level of Wizard, only to qualify for the prestige class.)

I'd like more spells, or more uses for existing spells. A good way to add more spells would be to look through the tasks for skills, and write spells to handle some of them. Not solve them utterly, but make it easier, with some magical flair to boot.

Two-Weapon Fighting is the cheaper two-weapon fighting in GURPS Martial Arts, put in Dungeon Fantasy. It corrects a bad pricing of the Basic Set.

And now, the sidebar: Unholy Might. This is Holy Might from Adventurers, with bad stuff in place of good stuff. Looking at it, I'd throw the Dread Touch (and my dark sense of humor wants to call it Bad Touch) on an Evil Cleric, and make it leveled, just to be a bastard.

DF skill cheat sheet, redux

I'm uploading Word and PDF-versions of my DF Skill Cheat Sheet, after a comment from Dungeon Fantasy Meisterburger Peter V. Dell'Orto. A few other remarks on this sheet:

  • Obviously, some skills are more useful than others. I doubt you would have been surprised to find Climbing, Survival, Thaumatology, and Traps were more useful than Armoury and Forgery.
  • DF16 was a pain-in-the-ass to write up, not in the least because it doesn't have an index of its skills in the back, like DF2 does.
  • Speaking of DF16, I think between it and After the End 2, it shows that the Basic Set needs more detail for outdoor adventures. If there's ever another revision of the Basic Set, some of those two supplements will migrate into it.
  • Doing this sheet coincides with the reason for my Sola Scriptura series: go through Dungeon Fantasy bit-by-bit to learn it better.
Anyways, see below:

Friday, May 6, 2016

DF skill cheat sheet

Alright, I was inspired by Mark Langsdorf's After the End skills cheat sheet, so I was inspired to make one of my own for Dungeon Fantasy. This, needless to say, took awhile. Most of the work was from GURPS Dungeon Fantasy 2: Dungeons and GURPS Dungeon Fantasy 16: Wilderness Adventures. I purposely ignored GURPS Dungeon Fantasy 14: Psis, since those are new psi skills added to the system, not existing skills used in new ways. There are spells in there too; this is Dungeon Fantasy, after all. I left many advantages in there, if I thought some reference was needed.

If/when Sean Punch writes GURPS Dungeon Fantasy 23: Urban Adventures, this will need a big update, since these are keyed to situations, and situations are keyed to adventuring activity.


360° Vision (advantage)
  • Falling Rocks: Get full Dodge against rocks coming from the side or behind (DF16, p. 32)
  • Spiked Branch: Allows full Dodge against a spiked branch (DF16, p. 37)

Absolute Direction
  • Getting Lost: You don't get lost (DF16, p. 26)
  • Forest of No Return: Roll to keep from getting lost in a cursed woods, with up to -3 of any penalties ignored (DF16, p. 26)

Acrobatics
  • Balancing: Traverse something narrow (DF2, p. 7)
  • Diving: Dive through a narrow opening at -4 (DF2, p. 7)
  • Leg Up: A friend boosts you to a high area (he makes ST roll) (DF2, p. 7)
  • Running Climb: Get additional height between two obstacles (DF2, p. 8)
  • Swinging: Swing across a hazard at a penalty equal to the range penalty for that distance (DF2, p. 8)
  • Acrobatic Evade: Substitute Acrobatics for DX while evading on a Move maneuver; first dodge after doing so is an Acrobatic Dodge (DF2, p. 12)
  • Acrobatic Guard: Quick Contest vs. foe's best melee skill to give your foe a penalty to hit on his next turn equal to your margin of victory; first dodge after doing so is an Acrobatic Dodge (DF2, p. 12)
  • Acrobatic Stand: Stand from lying down in one Change Posture maneuver instead of two, at -6 plus encumbrance penalties; first dodge after doing so is an Acrobatic Dodge (DF2, p. 12)
  • Athletics in Combat: Any Dungeon Parkour (DF2, p. 7-8) can be part of a Move at full skill, or a Move and Attack at -2; first dodge after doing so is an Acrobatic Dodge (DF2, p. 12)
  • Tumbling: Cartwheel to add your Move to your foe's range to make a ranged attack; first dodge after doing so is an Acrobatic Dodge (DF2, p. 12)
  • Circumvent: Get around a known active trap (DF2, p. 19)
  • Acrobatics: Perform as an acrobat for money, apply half your reaction modifier, rounded down, to the roll; success earns $2 per point of success (DF10, p. 9)
  • Balancing: Traverse logs or tree branches (DF16, p. 29)
  • Stampede: Acrobatic Dodge works against stampeded (DF16, p. 33)
  • Spring Snare: Kip up, grab the rope, and cut it at -2 when caught in a spring snare (DF 16, p. 37)
  • Bad Footing: Terrain that slows travel grants a -2 to Acrobatics rolls in combat (DF16, p. 38)
  • Who’s the Master Now, City Boy? Combat skills while balancing on a floating log can never exceed DX-based Acrobatics (DF16, p. 39)
  • Old Elven Tree Tricks: Combat skills in a tree cannot exceed the better of Acrobatics or Climbing (DF16, p. 39)
  • Just Hangin’: Hanging by the legs reduces needed melee Reach by one but gives a -2 to Climbing rolls (DF16, p. 40)
  • Sinkhole Samba: A foe stepping through or over a known hazard turns his foe’s unopposed check at -5 into a Quick Contest of the trickster’s DX, Acrobatics, Jumping, or DX-based detection skill vs. his rival’s unpenalized detection skill (DF16, p. 40)
  • Mounting Up: Normally two consecutive Change Posture maneuvers, but a successful roll (at -3 if bareback) lowers this to one Change Posture maneuvers, with any failure means falling off (DF16, p. 41)
  • Dismounting: Takes a Change Posture maneuver; if the mount’s last maneuver was Move or Move and Attack, roll vs. Acrobatics or Jumping to avoid falling off (DF16, p. 41)
  • Falling Off: Lets a rider land harmlessly after falling off a mount (DF16, p. 41)
  • Defenses by Riders: Use the lower of Acrobatics or Riding when trying an Acrobatic Dodge (p. B375) (DF16, p. 43)

Acting
  • Trickery: Feigning injury or death to lure a foe into an ambush (DF2, p. 10)
  • Playing Dead: Acting vs. higher of IQ or Perception (DF2, p. 11)
  • Actors: Complimentary skill for acting performances (DF10, p. 9)

Acute Taste and Smell (advantage)
  • Gunk: Helps Per-based roll against Poisons or Alchemy to sniff out gunk (DF2, p. 9)

Acute Vision (advantage)
  • Gunk: Helps Per-based roll against Poisons or Alchemy to spot gunk (DF2, p. 9)
  • Detecting: Adds to Per-based Traps to detect hidden wilderness traps (DF16, p. 36)

Aerobatics
  • Movement: Tasks that require athletics skills use Aerobatics instead while flying (DF16, p. 41)
  • Arcane Arts: Replaces Acrobatics while flying (MSDM, p. 37)

Alchemy
  • Brewing: Crafting chemicals or potions at 20% off (DF2, p. 3)
  • Gunk: Per-based roll to spot acid, volatile oil, etc., IQ-based roll to wash it off (DF2, p. 9)
  • Magic Items: An hour, a backpack alchemy lab, and a roll at -2 learns an item's general abilities (DF2, p. 14)
  • Potions: Analyzes potion's effects (DF2, p. 14)
  • Detect: Per-based Poisons or Alchemy detects gunk (DF2, p. 19)
  • Treasure and Rewards: Find out which extradimensional items are worth having (DF9, p. 42)

Analyze Magic (spell)
  • Magic Items: Reveals specific enchantments (DF2, p. 14)

Animal Empathy
  • Stampede: Lets a lunatic stand in front of a stampede and try a Quick Contest of Intimidation vs. the beasts’ Will (10 to 12), with the margin of victory or loss subtracting from or adding to the number of beasts who attack said lunatic (DF16, p. 33)
  • Yippie Ki Yay! Incite a herd to stampede with Intimidation without a -5 penalty, in a Quick Contest vs. the beasts’ Will (DF16, p. 36)

Animal Handling
  • Call of the Wild: A roll at -5 (or at -10 for Giant or Dire Animals) to distract an unfriendly animals keep it from striking (DF2, p. 10)
  • Taunt and Bluster: Roll to provoke animals (DF2, p. 12)
  • Stampede: A Per-based roll against a suitable (like cattle or horses) specialty gets out of the way of a stampede (DF16, p. 33)
  • Yippie Ki Yay! Incite a herd to stampede, in a Quick Contest vs. the beasts’ Will (DF16, p. 36)
  • Unattended Mounts: Calls over an unattended mount while in battle, at -3, with a Concentrate maneuver (DF16, p. 42)

Animal Handling (Insects)
  • Not the Bees! Stir up nasty bugs to attack someone (DF16, p. 36)

Appearance (advantage/disadvantage)
  • “For you, a special price!” A reaction roll of 16+, including bonuses for Appearance and Charisma, treats a PC’s Wealth for buying and selling as one level higher (DF2, p. 15)

Aquabatics
  • Arcane Arts: Replaces Acrobatics while flying (MSDM, p. 37)

Archaeology
  • Arcane Arts: Works as Hidden Lore for anything hidden by age, not by deliberate secrecy (MSDM, p. 37)

Area Knowledge 
  • Knowing What You're Getting Into: Know a region's terrain type (DF16, p. 20)
  • Planning a Route: Get terrain type and estimated travel time to choose between several routes; made in town (DF16, p. 20)
  • Winging It: Gauge the terrain in a known area (DF16, p. 21)
  • Cutting Corners: Increase travel speed by 10%; needs basic equipment (DF16, p. 22)
  • X Marks the Spot: A scholar who gained temporary Area Knowledge from studying a map uses the higher of that Area Knowledge or Navigation with the bonus from the map (DF16, p. 23)
  • Getting Lost: Daily rolls to stay on course in known parts (DF16, p. 26)

Armoury
  • Crafting: Roll to lower price of starting arms or armor by 20% (DF2, p. 3)
  • Superior Weapons and Armor: Spots better-than-average arms and armor, including properties like “balanced,” “dwarven,” and “meteoric” (DF2, p. 14)

Armoury (Body Armor)
  • Fixer-Uppers: Refits armor to new wearers of the same SM (DF2, p. 14)

Armoury (Melee Weapons)
  • Sticks: Per-based Armoury (Melee Weapons) finds a stick suitable as a melee weapon (DF16, p. 45)
  • La-De-Dah, Mr. Caveman: Make a stick that has a weighted or pointed end, while outside of combat (DF16, p. 45)

Armoury (Missile Weapons)
  • La-De-Dah, Mr. Caveman: Make a stick that allows a ranged attack, while outside of combat (DF16, p. 45)

Artist (Calligraphy)
  • Arcane Arts: Works a complementary skill for Writing when trying to write a document for sale or a proposal for a sponsor (MSDM, p. 37)

Artist (Illusion)
  • Arcane Arts: A Quick Contest vs. enemy IQ to determine whether an illusion is effective (MSDM, p. 37)

Astronomy
  • Arcane Arts: Might tell if the stars are right for obscure rites, especially those having to do with Elder Things (MSDM, p. 37)

Bad Temper (disadvantage)
  • Them's Fightin' Words: On a failed self-control roll, treat a reaction roll in a bar fight as one step worse (DF10, p. 11)

Berserk (disadvantage)
  • Them's Fightin' Words: On a failed self-control roll, someone with both Bad Temper and Berserk starts a bar fight immediately (DF10, p. 11)

Boating
  • Forced March: One hero can roll on water while in a small boat to make good time (DF2, p. 5)
  • Boats: Pilot a small boat over water (DF16, p. 22)
  • Where Did That Come From? While Sneaking, use the lower of Boating or Stealth while piloting a boat (DF16, p. 26)
  • Boating Accidents: Critical failures on Boating rolls capsize the boat and dunks the occupants (DF16, p. 29)
  • Rough Water: Rough waters can give up to -5 (roll 1d-1 for the penalty) to Boating rolls (DF16, p. 29)
  • Water: Cross a water hazard on a boat (DF16, p. 32)
  • Freak Wave: Keeps from capsizing the boat in a freak wave; add the vehicle’s Stability Rating, subtract the intensity of the wave (a penalty of 1d) (DF16, p. 33)
  • Tornado: DX-based Boating gets out of the way of a tornado (DF16, p. 34)

Body Sense
  • Portals: Roll to not be disoriented the first turn after a teleport (DF2, p. 9)

Body Language
  • Startin': Per-based Body Language lets the target of a first attack in a bar fight know if a blow comes, letting him have full defense (DF10, p. 11)
  • Signaling: Understands a simple concept on a successful roll if the the two parties are a number of yards away equal to or less than the communicatee's Perception, modified by Vision modifiers (DF16, p. 28)

Brachiator (advantage)
  • Hand Over Hand: Crossing a gap hand over hand on a rope is at no penalty for someone with Brachiator (DF16, p. 29)
  • Old Elven Tree Tricks: Someone with Brachiator can move in combat time while in a tree (DF16, p. 39)
  • Going Ape: Swing through the trees with Move/2 and no roll (DF16, pp. 39-40)

Breaking Blow
  • Hiii-yah! Roll (-1 wood, -5 metal) to divide object DR by 5 for muscling through (DF2, p. 8)

Camouflage
  • Wilderness Camps: Successful Quick Contest of monsters’ Vision vs. party’s highest Camouflage (bonus equal to party members who have skill, penalty equal to party size) gives watch-keeper a second chance to detect monsters (DF2, p. 5)
  • Concealment: Choosing Concealment grants +1 to Camouflage and -1 to the foe's Vision rolls in the Quick Contest to detect foes (DF16, p. 24)
  • Detection: Finding many wilderness traps is a Quick Contest between Per-based Traps and the trap-setter's Camouflage skill
  • Ambushes: Lets static ambushers hide and wait for prey, vs. Vision (DF16, p. 37)
  • Backstabbing Revisited: Outdoors, DX-based Camouflage can replace Stealth for Backstabbing (DF2, pp. 11-12), at -9 and encumbrance penalties, with bad lighting being a bonus (DF16, p. 40)

Captivate
  • Trickery: Old Bardic mind tricks to fool monsters (DF2, p. 10)

Carousing
  • Rumors: Learn a rumor between adventures (DF2, p. 4)
  • Them's Fightin' Words: Defuse a potential bar fight on a Bad reaction (DF10, p. 11)
  • Psyche Out: Winning a Quick Contest at -5 vs. Will to lower your foe's attack skill for a second, or to keep him from striking you at all that second (DF10, p. 13)

Cartography
  • Mapping: Correct a map (DF2, p. 6)
  • Selling the Tale: Make a map worth selling for $100 (DF2, p. 15)
  • Aerial Mapping: Making a map from someone else's airborne observations uses the lower of his Cartography or the spotter's Observation (DF16, p. 27)
  • Mapmaker, Mapmaker, Make Me a Map: GM rolls in secret to see how well the explorers' map is (DF16, p. 27)

Charisma (advantage)
  • Finding a Sponsor: Any skill roll to find a backer includes any bonus for the mouthpiece’s Charisma (DF2, p. 4)
  • “For you, a special price!” A reaction roll of 16+, including bonuses for Appearance and Charisma, treats a PC’s Wealth for buying and selling as one level higher (DF2, p. 15)
  • Negotiation: A reaction roll of 10+ avoids a fight, assuming a basic -5, the speaker’s Charisma, and +1 for Social Chameleon (DF2, p. 10)

Claim to Hospitality (advantage)
  • Claim to Hospitality: Lets a delver find some place to stay while in town, saving $150 of living expenses for a week (DF17, pp. 4-5)

Climbing
  • Climbing: A dungeon climb requires one roll; failure means a fall from halfway up, critical failure means a fall from the top (DF2, p. 7)
  • Pull-Up: ST-based Climbing pulls you up to anything you can reach (height plus 1.5 feet) (DF2, p. 8)
  • Lets animal sidekicks save falling masters (DF16, p. 12)
  • Climbing: Climbing ordinary trees is at +5 (DF16, p. 29)
  • Hand Over Hand: Crossing a gap hand over hand on a rope is Climbing at -2, and at Move 1; if sloped downward and sliding down using a bit of rope or a belt is the higher of DX or Climbing, at -1 (DF16, p. 29)
  • Hoisting: Raising or lowering a load on a rope while planted firmly on the ground is at +4, minus the encumbrance level the load represents (DF16, p. 29)
  • All in a Day's Work: Specific obstacles need one Climbing roll each (DF16, p. 29)
  • United We Climb: When the whole party climbs together, use the lead's Climbing skill, less -1 for each person who doesn't climb better than default; use the worst encumbrance modifier (DF16, p. 29)
  • Every Man for Himself: Anyone may opt out of a group daily Climbing roll and roll for himself (DF16, p. 29)
  • United We (Hopefully Don't) Fall: If someone falls while climbing as a group, a group Climbing roll at an extra -1 saves him (DF16, p. 29)
  • Yeti Attack! The topmost climber is in the lead and makes group rolls; when Wandering Monsters attack, he'll face them alone for 1d turns until the next person in order can join him (DF16, p. 29)
  • Old Elven Tree Tricks: Combat skills in a tree cannot exceed the better of Acrobatics or Climbing (DF16, p. 39)
  • Going Ape: Use a Move maneuver to leap from tree to tree, distance is Move/2 or skill/4 yards (DF16, p. 39)
  • Just Hangin’: Hanging by the legs reduces needed melee Reach by one but gives a -2 to Climbing rolls (DF16, p. 40)

Concussion (spell)
  • Noise: Hearing rolls to hear Concussion are at +7 (DF16, p. 28)
  • Go with the Flow: Trigger a flow of mud, rock, or snow without an hour of preparation (DF16, p. 35)

Connoisseur
  • Luxury Items: Roll against suitable specialty to spot luxury items (DF2, p. 14)
  • Rare Artifacts: Roll against suitable specialty to spot potential rare valuables (DF2, p. 14)
  • Treasure and Rewards: Roll against a suitable specialty to see if an extradimensional items have value (DF9, p. 41)

Connoisseur (Weapons)
  • Sticks: Per-based Connoisseur (Weapons) finds a stick suitable as a melee weapon (DF16, p. 45)

Continual Light (spell)
  • Light Sources: Continual Light level 1 eliminates darkness penalties within 1 yard, level 2 within 2 yards, level 3 within 4 yards (DF2, p. 6)

Coolness (spell)
  • Heat: Grants a +3 to the daily HT roll to resist FP loss in extremely hot weather (DF16, p. 30)

Counterfeiting
  • Debasing Coin: Increase whatever coin you have (up to $1,000) by 10% on a roll (DF2, p. 14)

Cultural Adaptability (advantage)
  • Making Deals: Diplomacy makes a deal if everyone seems to agree, at -3 with monsters unless the bargainer has Cultural Adaptability (DF2, p. 10)

Cure Disease (spell)
  • Dredging and Mud-Larking: Cure Disease cures sewer rot (DF2, p. 4)
  • Weird Afflictions: Cure Disease is at -5 without a successful Diagnosis roll (DF2, p. 13)

Current Affairs
  • Rumors: Learn a rumor between adventures (DF2, p. 4)
  • Scrap: Learn if someone is buying scrap (DF2, p. 15)
  • Storytellers: Complimentary skill for storytelling performances (DF10, p. 9)

Damage Resistance (advantage)
  • Sunburn: Anyone with natural Damage Resistance is immune to sunburn (DF16, p. 30)

Dancing
  • Bumming, Busking, and Haranguing: Perform for cash; success earns $2 times margin of success (DF2, p. 4)
  • Dancers: Perform as a dancer for money, apply half your reaction modifier, rounded down, to the roll; success earns $2 per point of success (DF10, p. 9)

Danger Sense (advantage)
  • Skeevy Bastards: GM rolls to let the players know when someone isn't going to honor a bargain (DF2, p. 10)
  • Disasters: A GM-rolled warning allows an unpenalized Dodge roll to avoid the hazard’s effects at the last instant, even if the hazard doesn’t otherwise allow Dodge (DF16, p. 32)
  • Deadfall: Grants full Dodge to evade a deadfall (DF16, p. 37)
  • Spiked Branch: Allows full Dodge against a spiked branch (DF16, p. 37)
  • Danger Sense: Grants a Perception roll to act normally when your side loses an ambush (DF16, p. 38)

Dark Vision (spell or advantage)
  • Sneaking: Lets you sneak without a light source (DF2, p. 7)

Detect Lies
  • Skeevy Bastards: GM rolls to let the players know when someone isn't going to honor a bargain (DF2, p. 10)

Detect Magic (spell)
  • Tricks: Uncovers a magical trick (DF2, p. 9)

Dexterity (attribute)
  • Hand Over Hand: Crossing a gap a rope sloped downward and sliding down using a bit of rope or a belt is the higher of DX or Climbing, at -1 (DF16, p. 29)
  • Rough Water: Rough waters give a penalty of 1d-1 to DX rolls (DF16, p. 29)
  • If a Tree Falls in the Woods: Attack with a falling tree, at -1 per full 2d of damage (DF16, p. 35)
  • Like a Rolling Stone: Attack with a falling rock, at -1 per full 2d of damage (DF16, p. 36)
  • Circumventing: Circumvents a trigger on the path (DF16, p. 36)
  • Bad Footing: Terrain that slows travel grants a -2 to DX rolls to stay standing in combat (DF16, p. 38)
  • Sinkhole Samba: A foe stepping through or over a known hazard turns his foe’s unopposed check at -5 into a Quick Contest of the trickster’s DX, Acrobatics, Jumping, or DX-based detection skill vs. his rival’s unpenalized detection skill (DF16, p. 40)

Diagnosis
  • Weird Afflictions: Cure Disease is at -5 without a successful Diagnosis roll (DF2, p. 13)

Diplomacy
  • Making Deals: Diplomacy makes a deal if everyone seems to agree, at -3 with monsters unless the bargainer has Cultural Adaptability (DF2, p. 10)
  • Language: Diplomacy is at a penalty for those interactions that lack a common tongue at Native for both parties; when there is no common tongue between parties, negotiation between two parties happens at the lower of Diplomacy or Gesture (DF2, p. 10)
  • Startin': Stop a bar fight, at -5, plus -1 for each five people in the bar and a further -2 for each punch thrown (DF10, p. 11)
  • Them's Fightin' Words: Defuse a potential bar fight on a Bad reaction (DF10, p. 11)
  • Psyche Out: Winning a Quick Contest at -5 vs. Will to lower your foe's attack skill for a second, or to keep him from striking you at all that second (DF10, p. 13)

Discriminatory Smell
  • Active Countermeasures: Track someone who used Light Walk to cover his trail (DF16, p. 28)
  • Ambush: Use Smell to detect an ambush at +4 (DF16, p. 38)

Disguise
  • Trickery: Posing as fellow monsters (DF2, p. 10)

Disguise (Animals)
  • Trickery: Posing as fellow monsters (DF2, p. 10)
  • Yippie Ki Yay! Incite a herd to stampede with the lower of Disguise (Animals) or Mimicry (Animal Sounds) vs. the beasts’s Perception (DF16, p. 36)

Divination (spell)
  • Terra Incognita: Substitute for Area Knowledge for areas commonly held to be unexplored (DF16, p. 20)

Dodge (defense)
  • Speed is Armor! The first dodge after Acrobatic Evade, Acrobatic Guard, Acrobatic Stand, Athletics in Combat, and Tumbling is an Acrobatic Dodge (DF2, p. 12)

Doesn't Sleep (advantage)
  • All Night Long (All Night): March through the night without losing FP (DF16, p. 24)

Dreaming
  • Arcane Arts: Resist anything that affects your dreams (MSDM, p. 37)

Dropping
  • Dropping Things: Drop something from the air to hurt someone (DF16, p. 41)

Eidetic Memory (advantage)
  • Exploiting Weaknesses: If the players forget a weakness, they need to roll again against the appropriate skill unless somebody in the party has Eidetic Memory (DF2, p. 10)
  • Getting Lost: Allows an IQ roll to retrace your trail (DF16, p. 26)

Engineer (Gadgets)
  • Field Engineering: Quick Gadgeteer lets you roll against Engineer (Gadgets) to solve a major barrier to travel (DF16, p. 33)
  • The Artificer of War: Quick Gadgeteer lets you roll against Engineer (Gadgets) to make a weapon; takes a Ready maneuver for a use of Gizmo, takes 1d×5 minutes without using Gizmo, and a permanent one takes 1d×5 minutes and a use of Gizmo (DF16, p. 45)

Erotic Art
  • Dancers: Complimentary skill for dancing performances in some taverns (DF10, p. 9)

Escape
  • Squeezing: Roll to wiggle through a narrow crack (DF2, p. 6)

Esoteric Medicine
  • Medic! Combat-speed bandaging requires a Concentrate maneuver and a roll against Esoteric Medicine or First Aid at -10 (DF2, p. 11)
  • Bandaging: Bandaging takes 30 minutes, heals 1d-3 HP, and needs a roll against Esoteric Medicine or First Aid (DF2, p. 13)
  • Weird Treatments: Esoteric Medicine might treat an unusual diagnosed affliction; takes 1 day (DF2, p. 13)
  • Treatment: Treats a disease (DF16, p. 34)

Exorcism
  • Cleansing: Making a cursed area safe needs a Quick Contest of Exorcism of someone with Holy Might vs. the Will of the evil force possessing the area (DF2, p. 9)

Expert Skill (Thanatology)
  • Arcane Arts: Identifies tombs and burial goods before offending any undead therein (MSDM, p. 37)

False Tracks (spell)
  • Active Countermeasures: Use Naturalist to cover tracks, with no speed penalty (DF16, p. 28)

Fast-Talk
  • Trickery: Duping with a snake-oil pitch (DF2, p. 10)
  • Keepers: Haggle with NPCs (DF2, p. 14)
  • Them's Fightin' Words: Defuse a potential bar fight on a Bad reaction, at -3 (DF10, p. 11)
  • Psyche Out: Winning a Quick Contest at -5 vs. Will to lower your foe's attack skill for a second, or to keep him from striking you at all that second (DF10, p. 13)

Filch
  • Shoplifting: Steal any article that would fit under a shirt (3 lbs. is a rough limit) (DF2, p. 4)

Find Direction (spell)
  • Getting Lost: Keep from getting lost (DF16, p. 26)

First Aid
  • Medic! Combat-speed bandaging requires a Concentrate maneuver and a roll against Esoteric Medicine or First Aid at -10 (DF2, p. 11)
  • Bandaging: Bandaging takes 30 minutes, heals 1d-3 HP, and needs a roll against Esoteric Medicine or First Aid (DF2, p. 13)

Fishing
  • Foraging: Forage while traveling (DF2, p. 5)
  • Animal sidekicks of SM 0 or bigger can use Fishing to fish for their masters (DF16, p. 12)
  • Aquatic Terrain: Forage in aquatic terrain (DF16, p. 22)
  • Fishing: Gather two meals (at -2 with improvised gear) (DF16, p. 43)
  • Naturally Occurring Loot: Gather pearls (DF16, p. 44)

Flash (spell)
  • Smoke and Fire: Send as a flare, at -1 per yard upwards (DF16, p. 28)

Flight (spell and advantage)
  • Popping Up for a Look: Without spending a use of Serendipity, someone with Flight or the Flight spell isn't assumed to be airborne at fortuitous moments (DF16, p. 27)
  • Abyss: Go over an obstacle to travel (DF16, p. 32)

Flight (skill)
  • Arcane Arts: Lowers the maintenance cost by one of Levitation, Flight, or Hawk Flight that the wizard casts on himself (MSDM, p. 37)

Forced Entry
  • Bashing: Knowing Forced Entry at DX+1 gives +1 damage per die when striking doors or other barriers; Forced Entry at DX+2 gives +2 damage per die (DF2, p. 8)
  • Forcing: When opening a lock or hinge by making a Quick Contest of ST vs. the lock of hinge’s HP, knowing Forced Entry at DX+1 gives +1 damage per die when striking doors or other barriers; Forced Entry at DX+2 gives +2 damage per die (DF2, p. 8)
  • Cracking Chests and Vaults: Bashing open any container using Forced Entry sets off any traps on it (DF2, p. 13)
  • Go with the Flow: IQ-based Forced Entry prepares the set up the flow (DF16, p. 35)
  • If a Tree Falls in the Woods: Sets up a tree to push down, at 5 minutes per die of damage (DF16, p. 35)
  • Like a Rolling Stone: Finds a boulder to put in a foe’s path; sets up the trap, takes 5 minutes per die of damage (DF16, p. 36)

Forest Guardian (advantage)
  • If a Tree Falls in the Woods: Adds to the DX roll to attack with a falling tree (DF16, p. 35)
  • Outdoor Skills in Combat: Advantage level adds to skill use in outdoor combat (DF16, p. 40)

Forest Warning (spell)
  • Snap! Be awakened when Camouflage or Traps doesn’t stop a foe (DF16, p. 25)

Forgery
  • Rare Artifacts: Discovers whether a piece of artwork or akin rare artifact is real or fake (DF2, p. 14)

Fortune Telling (Dream Interpretation)
  • Arcane Arts: Ply passers-by for coin, $2 per point of success; help someone else resist what affects his dreams (MSDM, p. 37)

Fur (advantage)
  • Comfort: Counts as basic sleeping gear (DF16, p. 24)
  • Sunburn: Grants immunity to sunburn (DF16, p. 30)

Gambling
  • Gambling: A Quick Contest vs. generic skill lets a gambler double his money (DF2, p. 4)

Gesture
  • Signaling: Communicates a simple concept on a successful roll (DF2, p. 7)
  • Language: When there is no common tongue between parties, negotiation between two parties happens at the lower of Diplomacy or Gesture (DF2, p. 10)
  • Signaling: Communicates a simple concept on a successful roll if the the two parties are a number of yards away equal to or less than the communicatee's Perception, modified by Vision modifiers (DF16, p. 28)

Gizmo (advantage)
  • Items pulled out with Gizmo mush be no bigger than BL/10 lbs., and cannot have longer than Reach 1 if melee weapons or Bulk -4 if ranged weapons; they can be items the user owns but didn't say he was carrying, a consumable, nonmagical item that suits the user's profile, or a minor, common gadget that anyone might have (DF4, p. 4)
  • Sticks: A use of Gizmo lets you find a stick next to you (DF16, p. 45)
  • The Artificer of War: A use of Gizmo lets you pull out a small item; Quick Gadgeteer lets you roll against Engineer (Gadgets) to make a weapon; takes a Ready maneuver for a use of Gizmo, takes 1d×5 minutes without using Gizmo, and a permanent one takes 1d×5 minutes and a use of Gizmo (DF16, p. 45)

Glow (spell)
  • Light Sources: Eliminates darkness penalties over the whole area of effect (DF2, p. 6)

Green Thumb (advantage)
  • Outdoor Skills in Combat: Advantage level adds to skill use in outdoor combat (DF16, p. 40)

Hazardous Materials (Magical)
  • Treasure and Reward: Find out how some items change when moving from dimension to dimension (DF9, p. 41)

Hearing (sense)
  • Ambushes: The higher of Hearing or Vision vs. Stealth finds moving ambushers (DF16, p. 48)
  • Noise: Receive a signal (DF16, p. 28)

Health (attribute)
  • Harsh Climates: A daily roll determines how many FP down a delver is at any given moment in the day while in very high or low temperatures (DF16, p. 30)
  • Sunburn: HT roll each day in intense direct sun resists 1 HP damage from sunburn (DF16, p. 30)

Heraldry

  • Recognition: Recognize bandits, orc tribes, and other akin groups by their mark (DF2, p. 9)
  • Rare Artifacts: Deduce makers or past owners or rare artifacts if there are marks left on the item (DF2, p. 14)

Herb Lore
  • Brewing: Start with natural preparations and healing potions at half off (DF2, p. 4)
  • Stinging Plants: Per-based Herb Lore detects stinging plants (DF16, pp. 33-34)
  • Nature Provides: Works as a complimentary skill to Esoteric Medicine (Druidic) (DF16, p. 44)
  • Boil and Bubble: Makes an herbal remedy that anyone can use, takes a full day (DF16, p. 44)

Hide the Path (spell)
  • Active Countermeasures: Inflicts -8 on rolls to track you (DF16, p. 28)

Hidden Lore
  • Recognition: Appropriate speciality to recognize supernatural entities with complex cultures (DF2, p. 9)
  • Supernatural Flaws: GM’s secret roll against appropriate specialty before combat begins reveals one flaw a monster has (DF2, p. 10)
  • Archetype: Know when changing sectors in a forgotten labyrinth (DF2, p. 17)
  • Terra Incognita: Appropriate specialty might substitute for Area Knowledge for areas commonly held to be unexplored (DF16, p. 20)
  • Knowing What You're Getting Into: Know uncommon dangers in a region (DF16, p. 20)

Hidden Lore (Demons)
  • Tactical Negotiations: Get juicy secrets about a particular demon and its status in Hell (DF9, p. 38)

Hidden Lore (Magic Items)
  • Magic Items: Reveals common name and known function of legendary items; takes 4 hours (DF2, p. 14)

High Manual Dexterity (advantage)
  • Picking Locks: High Manual Dexterity bonuses apply to DX-based Lockpicking rolls (DF2, p. 8)
  • Disarming: High Manual Dexterity bonuses apply to DX-based Traps rolls (DF2, p. 9)
  • Cracking Chests and Vaults: High Manual Dexterity bonuses apply to the DX-based Traps roll at -5 while working by touch (DF2, p. 13)

Higher Purpose (advantage)
  • Higher Purpose: Having the appropriate Higher Purpose advantage gets a +1 to attack and defense rolls against the relevant foes, as well as to all active defense and resistance rolls against said foes

Hiking
  • Forced March: The worst result for a whole group applies while trying to make good time in overland travel on foot (DF2, p. 5)
  • Hiking: Travel overland via foot (DF16, p. 21)
  • Sandshoeing: Walk on sand overland with sandshoes (DF16, p. 21)
  • Snowshoeing: Walk on snow overland with snowshoes (DF16, p. 21)

History
  • Arcane Arts: Works as Hidden Lore for anything hidden by age, not by deliberate secrecy (MSDM, p. 37)

Holdout
  • Hidden Weapons: A skill roll, modified by weapon size, lets the wielder’s first strike (and only first strike) be hard to see coming and thus at -2 to defend (DF2, p. 12)

Holiness (advantage)
  • Detection: Someone with Holiness gets a Perception roll with a bonus equal to his advantage level to recognize a cursed zone before it’s too late (DF2, p. 9)
  • Blessed Items: Someone with Holiness gets a Perception roll with a bonus equal to his advantage level to spot a blessed or cursed item (DF2, p. 14)
  • Praying: Power Investiture gives a bonus to the IQ-10 roll to get last ditch divine help, equal to advantage level (DF2, p. 15)

Hypnotism
  • Trickery: Old Bardic mind tricks to fool monsters (DF2, p. 10)

Infravision (spell or advantage)
  • Sneaking: Lets you sneak without a light source (DF2, p. 7)
  • Wandering Monsters: Being cautious, like using Infravision, can give a group up to -3 on its Wandering Monsters roll (DF2, p. 20)

Interrogation
  • Whips and Thumb-Screws: Quick Contest of Interrogation vs. Will to torture monsters (DF2, p. 13)

Intimidation
  • Taunt and Bluster: Quick Contest of Intimidation vs. Will to drive off an intelligent monster (DF2, p. 12)
  • Startin': Stop a bar fight, plus -1 for each five people in the bar and a further -2 for each punch thrown (DF10, p. 11)
  • Psyche Out: Winning a Quick Contest vs. Will to lower your foe's attack skill for a second, or to keep him from striking you at all that second (DF10, p. 13)
  • Yippie Ki Yay! Incite a herd to stampede with Intimidation at -5, in a Quick Contest vs. the beasts’ Will (DF16, p. 36)

Intuition (advantage)
  • Really Winging It: Pick the best path towards a goal (DF16, p. 21)

Jumping
  • Jumping: Success allows a running jump equal to skill/2 yards (DF2, p. 7)
  • Running Climb: Get additional height between two obstacles (DF2, p. 8)
  • Circumvent: Get around a known active trap (DF2, p. 19)
  • Circumventing: Circumvents a trigger on the path (DF16, p. 36)
  • Bad Footing: Terrain that slows travel grants a -2 to Jumping rolls in combat (DF16, p. 38)
  • Going Ape: Use a Move maneuver to leap from tree to tree, distance is Move/2 or skill/4 yards (DF16, p. 39)
  • Sinkhole Samba: A foe stepping through or over a known hazard turns his foe’s unopposed check at -5 into a Quick Contest of the trickster’s DX, Acrobatics, Jumping, or DX-based detection skill vs. his rival’s unpenalized detection skill (DF16, p. 40)
  • Mounting Up: Normally two consecutive Change Posture maneuvers, but a successful roll (at -3 if bareback) lowers this to one Change Posture maneuvers, with any failure means falling off (DF16, p. 41)
  • Dismounting: Takes a Change Posture maneuver; if the mount’s last maneuver was Move or Move and Attack, roll vs. Acrobatics or Jumping to avoid falling off (DF16, p. 41)

Knot-Tying
  • Chains and Irons: Bind a target with rope or cord equal to prisoner’s BL/50 lbs. (DF2, p. 12)
  • Hoisting: Raising or lowering a load on a rope while planted firmly on the ground is at +4, minus the encumbrance level the load represents (DF16, p. 29)
  • Elven Clothesline: Sets a rope athwart a trail at riders' level (DF16, p. 37)
  • Spring Snare: Disarms a spring snare (DF16, p. 37)

Know Location (spell)
  • Getting Lost: Keep from getting lost (DF16, p. 26)

Leadership
  • Encouragement: Give +1 to your side’s Fright Checks, resistance rolls against mind control or fear, or self-control rolls for disadvantages that would affect combat (DF2, p. 11)
  • Leadership: Grant your side a +1 to wake up from Mental Stun (DF16, p. 38)

Lifting
  • Lifting: Get 5% extra BL per point of success for lifting a heavy barrier (DF2, p. 8)

Lifting ST (advantage)
  • Forcing: When opening a lock or hinge by making a Quick Contest of ST vs. the lock of hinge’s HP, add Lifting ST (DF2, p. 8)
  • Lifting: Include when figuring BL for lifting a heavy barrier (DF2, p. 8)
  • Like a Rolling Stone: Minimum ST to shove a big rock onto someone is ST plus Lifting ST of 6 +2/die (DF16, p. 36)

Light (spell)
  • Light Sources: Eliminates darkness penalties within 1 yard (DF2, p. 6)

Light Jet (spell)
  • Light Sources: Eliminates darkness penalties within 10 yards (DF2, p. 6)

Light Walk
  • Active Countermeasures: Makes tracking impossible without a sense other than sight (DF16, p. 28)
  • Treetop Duels: Roll at -8 each turn to operate at full Move and skill (DF16, p. 40)

Lip Reading
  • Information Gathering: Learn what intelligent monsters within 7 yards are saying (DF2, p. 7)

Literature
  • Arcane Arts: Works as Hidden Lore for anything hidden by a lack of widespread literacy; success identifies a valuable nonmagical book (MSDM, p. 37)

Lockpicking
  • Picking Locks: DX-based Lockpicking, with bonuses for High Manual Dexterity, picks physical locks; IQ-based Lockpicking picks puzzle locks (DF2, p. 8)
  • Cracking Chests and Vaults: The lower of Lockpicking or Traps opens a trapped lock; failure triggers the trap and leaves the lock locked (DF2, p. 13)

Luck
  • What a Beautiful Day! Reroll the day's weather (DF16, p. 30)

Mage Sight (spell)
  • Tricks: Uncovers a magical trick (DF2, p. 9)

Magic Resistance (advantage)
  • Resistance: Might add to resistance against curse-like diseases (DF16, p. 34)

Meditation
  • Seeking Guidance: Gives a small hint for what to do next (DF2, p. 15)
  • Praying: Meditation at -10 gets last ditch divine help (DF2, p. 15)

Medium (advantage)
  • Tactical Negotiation: May be needed for negotiating with demons or spirits (DF9, p. 38)

Merchant
  • Bargain Hunting: Winning a Quick Contest vs. generic skill 15 lets the roller save 10% on an item, but must pay 10% more if he loses (DF2, p. 4)
  • Stones: Tell semiprecious stones from gemstones (DF2, p. 14)
  • Haggling: Winning a Quick Contest vs. generic skill 15 treats the haggler’s Wealth as one higher for selling an item; losing treats his Wealth as one lower (DF2, p. 15)

Mimicry
  • Trickery: Make noises or voices to distract intelligent monsters (DF2, p. 10)

Mimicry (Animal Sounds or Bird Calls)
  • Signaling: Deliver an arranged signal to warn the party (DF2, p. 7)
  • Hoo, Who? Deliver a prearranged signal; the recipient must make a Hearing roll, modified for Penetrating Voice; foes must win a Quick Contest vs. Naturalist, at -3 if they do not suspect trouble, to realize something is up (DF16, p. 28)
  • Yippie Ki Yay! Incite a herd to stampede with the lower of Disguise (Animals) or Mimicry (Animal Sounds) vs. the beasts’s Perception (DF16, p. 36)

Mount
  • Grants a +1 to the rider's Riding skill, or raises effective Riding skill to the average of Mount and Riding (round up), whichever is higher (DF16, p. 12)

Musical Composition
  • Bumming, Busking, and Haranguing: Success roll in a show that includes music or song adds +1 to perform roll; failure gives -1 (DF2, p. 4)
  • Selling the Tale: Compose a ballad of an adventure for sale (DF2, p. 15)
  • Musicians: Complimentary skill for musician performances (DF10, p. 9)

Musical Influence
  • Trickery: Old Bardic mind tricks to fool monsters (DF2, p. 10)

Musical Instrument
  • Bumming, Busking, and Haranguing: Perform for cash; success earns $2 times margin of success (DF2, p. 4)
  • Musicians: Perform as a musician for money, apply half your reaction modifier, rounded down, to the roll; success earns $2 per point of success (DF10, p. 9)
  • Singers: Complimentary skill for singing performances (DF10, p. 9)

Naturalist
  • Foraging: Forage while traveling (DF2, p. 5)
  • Recognition: Recognize giant, dire, or warped variants of normal animals (DF2, p. 9)
  • Mundane Parts: Know what monster parts are useful for raw materials or medicine (DF2, p. 13)
  • Archetype: Know when changing sectors in a warren (DF2, p. 17)
  • Really Winging It: Use Scouting (DF16, pp. 25-26) to determine what terrain type lies ahead (DF16, p. 21)
  • It's Just a Mouse: Realize a beast is remarkable for the area (DF16, p. 26)
  • Active Countermeasures: The False Tracks spells allows the use Naturalist to cover tracks, with no speed penalty (DF16, p. 28)
  • Hoo, Who? Win a Quick Contest vs. Mimicry to realize when foes are using animal sounds to communicate; roll at -3 when not suspecting trouble (DF16, p. 28)
  • Falling Tree: Per-based Naturalist grants full Dodge against a falling tree (DF16, p. 32)
  • Fire: Per-based Naturalist detects a fire fast enough to only take a 20% hit to travel speed (DF16, p. 32)
  • Forest Fire: Per-based Naturalist detects a forest fire, limiting bother to a 20% loss in travel speed (DF16, p. 32)
  • Lightning Strike: Per-based Naturalist grants Dodge against a lightning strike, at -2 from an attack from above but at an optional +3 for diving for cover (DF16, p. 33)
  • Stampede: Per-based Naturalist detects a stampede fast enough to let everyone find out how to get out of the way (DF16, p. 33)
  • Stinging Plants: Per-based Naturalist detects stinging plants (DF16, pp. 33-34)
  • Swarm: Per-based Naturalist detects a swarm (DF16, p. 34)
  • Naturalist: Per-based Naturalist detects natural hazards like edgy herds, stinging plants, or territorial swarms (DF16, p. 35)
  • Burning Ring of Fire: Determine how wind and lay of land will channel fire; the lower of Naturalist or Weather Sense vs. Per-based Naturalist or Survival determines how the arsonists affect the victims (DF16, p. 35)
  • If a Tree Falls in the Woods: DX-based Naturalist sets up a tree to push down, at 5 minutes per die of damage (DF16, p. 35)
  • Not the Bees! Per-based Naturalist and a half hour will find nasty bugs; DX-based Naturalist at -5 stirs them up so the bugs will go after a particular target within yards equal to their Move (DF16, p. 36)
  • Dirty, Sandy, Leafy Tricks: DX-based Naturalist to use the environment to Feint or resist such a Feint; roll at -5 to attack instead, and success means the target is stunned for one second before recovering automatically (DF16, p. 40)
  • Sinkhole Samba: Per-based Naturalist to notice stinging plants and stinging bugs are at -5 in combat (DF16, p. 40)
  • Gathering: Gather one meal; takes one hour (DF16, p. 43)
  • Pet Food: Gather food for a beast while traveling (DF16, p. 44)
  • Antidotes: Determine whether a poison is known for purposes of counteracting it (DF16, p. 44)
  • Diseases and Parasites: Determine whether a local disease or indigenous parasite is known for purposes of counteracting it (DF16, p. 44)
  • Animal Products: Per-based Naturalist locates animals with valuable parts (DF16, p. 44)
  • Plant Products: Per-based Naturalist to recognize valuable plant products (DF16, p. 44)
  • Naturally Occurring Loot: DX-based Naturalist to chop down trees without waste (DF16, p. 44)

Navigation
  • The Golden Path: Pick the best route over terrain; needs basic equipment (DF2, p. 5)
  • Cutting Corners: Increase travel speed by 10%; needs basic equipment (DF16, p. 22)
  • X Marks the Spot: When following a map (DF4, p. 14), add its Navigation modifier, as well as any equipment modifier (DF16, p. 23)
  • Getting Lost: Keep from getting lost (DF16, p. 26)

Neutralize Poison (spell)
  • Weird Afflictions: Neutralize Poison is at -5 without a successful Poisons roll (DF2, p. 13)
  • Stinging Plants: Cures stinging plants (DF16, p. 33-34)

Noise (spell)
  • Noise: Hearing rolls to hear shouts from someone using Noise are at +5 (DF16, p. 28)

No-Smell (spell)
  • Ambush: Prevents those with Discriminatory Smell from using it to detect an ambush (DF16, p. 38)

Observation
  • Camping and Posting Watches: The higher of Perception or Observation spots a night-time encounter, letting the party act without being surprised (DF2, p. 5)
  • Secret Doors: The highest of Vision, Observation or Per-based Traps finds a secret door (DF2, p. 6)
  • Information Gathering: Reveals interesting details (DF2, p. 7)
  • Startin': Lets the target of a first attack in a bar fight know if a blow comes, letting him have full defense (DF10, p. 11)
  • Lines of Sight: Picking Lines of Sight means foes must approach over open ground, granting +1 to Perception and Observation rolls under Camping and Posting Watches (DF16, p. 24)
  • Lay of the Land: Gather terrain details for someone else: act as a complimentary skill to Cartography (DF16, p. 26)
  • I See Trouble Up Ahead: Winning a Quick Contest of Observation vs. Camouflage spots an enemy ambush (DF16, p. 26)
  • Getting Lost: Stay on course while flying (DF16, p. 26)
  • Eye in the Sky: Spot unconcealed targets while in the air (DF16, p. 27)
  • Aerial Mapping: Making a map from someone else's airborne observations uses the lower of his Cartography or the spotter's Observation (DF16, p. 27)
  • Freak Wave: Spot a freak wave while waterborne, giving enough warning to grant a +3 to Swimming (DF16, p. 33)
  • Ambushes: While in the lead of a group, winning a Quick Contest of Observation vs. Stealth or Camouflage spots an enemy ambush (DF16, pp. 37-38)

Occultism
  • Detection: Reveals a cursed zone if there is a visible altar, idol, or the like (DF2, p. 9)
  • Analysis: GM secret roll reveals effects or triggers of curses (DF2, p. 9)
  • Recognition: Identifies freaky-weird monsters (DF2, p. 9)
  • Tactical Negotiations: Provides general background on demon summoning, what the demon’s likely capabilities are (DF9, p. 38)
  • Getting There (And Getting Back): Find out where a permanent dimensional portal is (DF9, p. 41)
  • Storytellers: Complimentary skill for storytelling performances (DF10, p. 9)
  • Treatment: Identifies curse-like diseases, eliminating the -5 penalty to Remove Curse (DF16, p. 34)

Outdoorsman
  • If a Tree Falls in the Woods: Adds to the DX roll to attack with a falling tree (DF16, p. 35)
  • Outdoor Skills in Combat: Advantage level adds to skill use in outdoor combat (DF16, p. 40)

Panhandling
  • Bumming, Busking, and Haranguing: Perform for cash; success earns $2 times margin of success (DF2, p. 4)

Pathfinder (spell)
  • Getting Lost: Keep from getting lost (DF16, p. 26)

Penetrating Voice (advantage)
  • Noise: Hearing rolls to hear shouts from someone with Penetrating Voice are at +3 (DF16, p. 28)

Perception (secondary characteristic)
  • Camping and Posting Watches: The higher of Perception or Observation spots a night-time encounter, letting the party act without being surprised (DF2, p. 5)
  • Lines of Sight: Picking Lines of Sight means foes must approach over open ground, granting +1 to Perception and Observation rolls under Camping and Posting Watches (DF16, p. 24)

Perfect Balance (advantage)
  • Balancing: Anyone with Perfect Balance doesn’t need a roll (DF16, p. 29)
  • Fording: Anyone with Perfect Balance need not roll to wade in water (DF16, p. 29)
  • No Room for Error: Perfect Balance gives a +4 to DX rolls on slippery footing (DF16, p. 39)

Performance
  • Bumming, Busking, and Haranguing: Perform for cash; success earns $2 times margin of success (DF2, p. 4)
  • Actors: Perform as an actor for money, apply half your reaction modifier, rounded down, to the roll; success earns $2 per point of success (DF10, p. 9)

Peripheral Vision (advantage)
  • Falling Rocks: Get full Dodge against rocks coming from the side (DF16, p. 32)
  • Spiked Branch: Allows full Dodge against a spiked branch (DF16, p. 37)

Persuade
  • Trickery: Old Bardic mind tricks to fool monsters (DF2, p. 10)

Pharmacy (Herbal)
  • Antidotes: Cooks up an antidote for a known toxin in an hour (DF2, p. 13; DF16, p. 44)
  • Treatment: Brews a treatment for a disease from local ingredients (DF16, p. 34)
  • Diseases and Parasites: Cures a local natural disease, if known (DF16, p. 44)

Philosophy
  • Arcane Arts: Ply passers-by for coin, $2 per point of success (MSDM, p. 37)

Photographic Memory (advantage)
  • Getting Lost: Get the party back on track after one day, no roll required (DF16, p. 26)
  • The Forest of No Return: Roll to get back on track with no penalty (DF16, p. 26)

Physiology
  • Vitals: Reveals where the equivalent of the brain, vitals, or other akin areas are on an unusual monster (DF2, p. 10)
  • Mundane Parts: Know what internal monster parts are useful for raw materials or medicine (DF2, p. 13)

Pickaxe Penchant
  • Like a Rolling Stone: Adds to the DX roll to attack with a falling rock (DF16, p. 36)

Pickpocket
  • Working the Crowd: Pickpocket in town to earn $5 times margin of success; any failure means a beating (DF2, p. 4)

Poetry
  • Bumming, Busking, and Haranguing: Perform for cash; success earns $2 times margin of success (DF2, p. 4)
  • Selling the Tale: Write an epic poem about an adventure for sale (DF2, p. 15)
  • Poets: Perform as a poet for money, apply half your reaction modifier, rounded down, to the roll; success earns $2 per point of success (DF10, p. 9)

Poisons
  • Brewing: Craft any poison for 20% off (DF2, p. 3)
  • Gunk: Per-based Poisons spots toxins; IQ-based Poisons to wash it off (DF2, p. 9)
  • Practical Poisoning: Lets multiple doses of poison on a weapon work together; failure means they work as only one dose (DF2, p. 12)
  • Weird Afflictions: Neutralize Poison is at -5 without a successful Poisons roll (DF2, p. 13)
  • Detect: Per-based Poisons or Alchemy detects gunk (DF2, p. 19)
  • Poisons: Finds and makes a poison (DF16, p. 45)

Power Blow
  • Hiii-yah! Roll (-1 wood, -5 metal) to double ST for muscling through (DF2, p. 8)

Power Investiture (advantage)
  • Detection: Someone with Power Investiture gets a Perception roll with a bonus equal to his advantage level to recognize a cursed zone before it’s too late (DF2, p. 9)
  • Blessed Items: Someone with Power Investiture gets a Perception roll with a bonus equal to his advantage level to spot a blessed or cursed item (DF2, p. 14)
  • Praying: Power Investiture gives a bonus to the IQ-10 roll to get last ditch divine help, equal to advantage level (DF2, p. 15)

Power Investiture (Druidic) (advantage)
  • Resistance: Might add to resistance against curse-like diseases (DF16, p. 34)

Predict Weather (spell)
  • Walking Between the Raindrops: Shift the effects of weather one level up (DF16, pp. 30-31)

Professional Skill (Mortician)
  • Arcane Arts: Collect useful bits from defeated undead; prepare a badly broken corpse into one suitable for animation by the Zombie spell (MSDM, p. 37)

Propaganda
  • Advertising: Advertises the party’s services for an adventure, success brings an adventure (DF2, p. 4)

Prospecting
  • Naturally Occurring Money: Identifies possibly valuable ores (DF2, p. 14)
  • Archetype: Know when changing sectors in a mine (DF2, p. 17)
  • Hole-Ism: Find shelter in a cave (DF16, p. 25)
  • Fire: Per-based Prospecting finds an active volcano, lose 20% of travel speed to avoid danger (DF16, p. 32)
  • Flow: Per-based Prospecting finds a possible avalanche, mudflow, or rockslide, lose 20% of travel speed to avoid danger; DX-based Prospecting to find cover from a moving flow (DF16, p. 32)
  • Sinkhole: Per-based Prospecting to spot and avoid a sinkhole (DF16, p. 33)
  • Detour Ahead: Per-based Prospecting to detect sinkholes, flows, and falling rocks (DF16, p. 35)
  • Go with the Flow: Per-based Prospecting finds a mass of mud, rock, or snow to put in the path of a foe, and takes an hour; IQ-based Prospecting prepares the set up the flow (DF16, p. 35)
  • Like a Rolling Stone: Per-based Prospecting finds a boulder to put in a foe’s path; DX-based Prospecting set up the trap, takes 5 minutes per die of damage (DF16, p. 36)
  • Minerals: Per-based Prospecting to find valuable minerals (DF16, p. 44)
  • Naturally Occurring Money: Mine minerals (DF16, p. 44)

Protected Senses
  • Tornado: Adds +5 to the HT roll to avoid blindness or deafness from getting caught in a tornado (DF16, pp. 34-35)

Psychology
  • Trickery: Appropriate specialty exploits the appetites or fears of a monster (DF2, p. 10)
  • Taunt and Bluster: Appropriate speciality distracts monsters (DF2, p. 12)

Public Speaking
  • Bumming, Busking, and Haranguing: Perform for cash; success earns $2 times margin of success (DF2, p. 4)
  • Actors: Complimentary skill for acting performances (DF10, p. 9)
  • Poets: Complimentary skill for poet performances (DF10, p. 9)
  • Storytellers: Perform as a storyteller for money, apply half your reaction modifier, rounded down, to the roll; success earns $2 per point of success (DF10, p. 9)

Quick Gadgeteer
  • Quick Gadgeteers can have any number of Gizmos (i.e., not limited to three), and can use Engineer (Gadgets) to adapt existing items to serve as similar ones (DF4, p. 4)

Rank (advantage)
  • Rank: Rank adds to skill rolls when death with a guild to get it as a sponsor for a quest (DF2, p. 4), to reaction rolls for Negotiation or to skill rolls for negotiating (DF2, p. 10); increases effective Wealth for selling loot of interest and lowers the cost of training (DF3, p. 43; DF11, p. 8), professional goods, and henchmen (DF15, p. 5) (DF17, p. 5)

Religious Ritual
  • Taunt and Bluster: Aggravate evil monsters (DF2, p. 12)
  • Blessed Items: Get the full details on a blessed or cursed item after four hours of prayer (DF2, p. 14)
  • Altars and Shrines: Someone with Clerical Investment can take an hour to sanctify an altar with a Religious Ritual roll; at a shrine, roll Religious Ritual at -10, plus Holiness or Power Investiture level, to get last-ditch divine help for the whole party (DF2, p. 15)

Remember Path (spell)
  • Getting Lost: Retrace your trail (DF16, p. 26)

Remove Curse (spell)
  • Magic: Cleanses a spot or treats a person of a curse; Quick Contest vs. Will of the evil force; takes an hour and costs 20 FP (DF2, p. 9)
  • Treatment: Cures curse-like diseases, at -5 without an Occultism roll (DF16, p. 34)

Reputation (advantage)
  • Reputation: Adds to reaction rolls for Negotiation (DF2, p. 10), selling loot (DF2, pp. 14-15), for handling tavern information (DF10, p. 10) and fights (DF10, p. 11) (DF17, p. 5)

Research
  • Details: Unearth useful information about a dungeon (DF2, p. 4)
  • Getting There (And Getting Back): Find out where a permanent dimensional portal is (DF9, p. 41)
  • Terra Incognita: Substitute for Area Knowledge for areas commonly held to be unexplored (DF16, p. 20)
  • Knowing What You're Getting Into: One PC with access to books and maps learn what a regions's terrain type is and current travel conditions and common dangers therein (DF16, p. 20)
  • Planning a Route: Get terrain type and estimated travel time to choose between several routes; made in town (DF16, p. 20)

Resist Cold (spell)
  • Cold: Waives the daily HT to avoid FP loss in extremely cold weather (DF16, p. 30)

Resist Fire (spell)
  • Heat: Waives the daily HT to avoid FP loss in extremely hot weather (DF16, p. 30)
  • Fire: Traverse fire, if also immune to inhaled poison (DF16, p. 32)

Resistant to Disease (advantage)
  • Resistance: Adds to the HT roll to resist (DF16, p. 34)

Resistant to Poison (advantage)
  • Stinging Plants: Adds to the HT roll to resist (DF16, pp. 33-34)

Riding
  • Forced March: The worst result for a whole group applies while trying to make good time in overland travel while mounted (DF2, p. 5)
  • Mount grants a +1 to the rider's Riding skill, or raises effective Riding skill to the average of Mount and Riding (round up), whichever is higher (DF16, p. 12)
  • Travel Fatigue: HT-based Riding to have no travel fatigue while on horseback (DF16, p. 24)
  • Where Did That Come From? While Sneaking, use the lower of Riding or Stealth while riding beasts (DF16, p. 26)
  • Tornado: DX-based Riding gets out of the way of a tornado (DF16, p. 34)
  • Circumventing: Circumvent a trap in a path that DX or Jumping can circumvent (DF16, p. 36)
  • Handling: All combat Riding rolls are at -1 with only one hand on the reins, or -3 with no hands (DF16, p. 41)
  • Mounting Up: Normally two consecutive Change Posture maneuvers, but a successful roll (at -3 if bareback) lowers this to one Change Posture maneuvers, with any failure means falling off (DF16, p. 41)
  • Stunts: Pull off a stunt like jumping, climbing stairs, or stop faster than Move allows (DF16, p. 41)
  • Being Unhorsed: Roll to keep from being falling off whenever the mount tries any resistance roll or Fright Check, or a DX-based roll to negotiate terrain, obstacles, etc.; also to resist a takedown (p. B370) (DF16, p. 41)
  • Even Worse! Roll to keep the mount from falling on you when it falls (DF16, p. 41)
  • Passengers: Passengers give a -1 to Riding rolls (DF16, p. 42)
  • Attacks by Riders: Riders attack at the lower of their combat skill or Riding skill (DF16, p. 43)
  • Defenses by Riders: Use the lower of Acrobatics or Riding when trying an Acrobatic Dodge (p. B375) (DF16, p. 43)

Running
  • Tornado: DX-based Running gets out of the way of a tornado (DF16, p. 34)

Savoir-Faire
  • Finding a Sponsor: Seek merchant or noble backing for an adventure (DF2, p. 4)
  • Treasure and Rewards: Get into a buyer’s house (DF9, p. 41)

Scrounging
  • Scrounging: Finds $10 worth of non-magical items for free (DF2, p. 3)
  • Scrap: Roll at adventure's end to see if hauled-off dungeon parts really have value (DF2, p. 15)

Seamanship
  • Forced March: One hero can roll on water while in a large boat to make good time (DF2, p. 5)
  • Boats: Pilot a big boat or a sailboat over water (DF16, p. 22)
  • You Have the Conn: Somebody skilled must man the helm to make progress (DF16, p. 25)
  • A Little Help Here: Someone piloting a boat while traveling at night is at a penalty of up to -4 to Seamanship and either Observation or Perception (distribute as the pilot wishes) if he pilots and keeps watch at the same time (DF16, p. 25)
  • Rough Water: Rough waters can give up to -5 (roll 1d-1 for the penalty) to Seamanship rolls (DF16, p. 29)
  • Freak Wave: Keeps from capsizing the boat in a freak wave; add the vehicle’s Stability Rating, subtract the intensity of the wave (a penalty of 1d) (DF16, p. 33)

Search
  • Searching the Bodies: Loot the bodies (DF2, p. 13)

See Invisible (advantage)
  • Tactical Negotiation: Seeing invisible demons or spirits might be needed to negotiate with them (DF9, p. 38)

Seeker (spell)
  • Getting Separated: Find your allies (DF16, p. 26)

Serendipity (advantage)
  • Scrounging: Treat an ordinary success on Scrounging as a critical success and find a more valuable item (DF2, p. 3)
  • Bonanza: Find a spot where the foraging modifier is the better of +5 or its normal maximum (DF16, p. 22)
  • Sites: Stumble upon a campsite that offers comfort, concealment, and lines of sight (DF16, p. 24)
  • Popping Up for a Look: Be fortuitously airborne (if he has some means of being airborne) when something interesting is visible (DF16, p. 27)
  • What a Beautiful Day! Get perfect weather for the day (DF16, p. 30)
  • Antidotes: Allows an instant roll on Pharmacy (Herbal) to make an antidote at no penalty (DF16, p. 44)
  • Sticks: Find a stick usable as a weapon (DF16, p. 45)
  • The Artificer of War: Finds a permanent, non-makeshift weapon (DF16, p. 45)

Sex Appeal
  • Trickery: Show some skin to fool monsters (DF2, p. 10)
  • Dancers: Complimentary skill for dancing performances (DF10, p. 9)
  • Psyche Out: Winning a Quick Contest at -5 vs. Will to lower your foe's attack skill for a second, or to keep him from striking you at all that second (DF10, p. 13)

Shade (spell)
  • Sunburn: Grants immunity to sunburn a +1 to HT rolls vs. heat (DF16, p. 30)

Shadowing
  • Dogging: Win a Quick Contest vs. Vision to follow a monster back to its lair without it noticing (DF2, p. 7)

Shape Earth (spell)
  • Go with the Flow: Trigger a rock flow without an hour of preparation (DF16, p. 35)
  • Covered Pit: Cuts time to make a covered pit to 1/10 normal (DF16, p. 36)

Shape Water (spell)
  • Go with the Flow: Trigger a snow flow without an hour of preparation (DF16, p. 35)

Singing
  • Bumming, Busking, and Haranguing: Perform for cash; success earns $2 times margin of success (DF2, p. 4)
  • Taunt and Bluster: Taunt foes smart enough to understand insults (DF2, p. 12)
  • Singers: Perform as a singer for money, apply half your reaction modifier, rounded down, to the roll; success earns $2 per point of success (DF10, p. 9)

Skating
  • Skating: Travel on ice overland with skates (DF16, p. 21)
  • Skidding: Cross ice on a DX or DX-based Skating roll in combat, at the combat penalty for bad footing (DF2, p. 8; DF16, p. 29)
  • Thin Ice: Per-based Skating spots thin ice (DF16, p. 34) 
  • Sinkhole Samba: Per-based Skating rolls to spot thin ice are at -5 in combat (DF16, p. 40)
  • Who's the Master Now, City Boy? Effective fighting skills while skating can never exceed DX-based Skating (DF16, p. 39)

Skiing
  • Forced March: The worst result for a whole group applies while trying to make good time in overland travel on skis (DF2, p. 5)
  • Skidding: Cross ice on a DX or DX-based Skiing roll in combat, at the combat penalty for bad footing (DF2, p. 8)
  • Skiing: Travel on snow overland with skis (DF16, p. 21)
  • Who's the Master Now, City Boy? Effective fighting skills while skiing can never exceed DX-based Skiing (DF16, p. 39)

Sleight of Hand
  • Gambling: A successful Sleight of Hand roll lets a gambler cheat, and add +3 to his Gambling skill roll (DF2, p. 4)
  • Magicians: Perform as an magician for money, apply half your reaction modifier, rounded down, to the roll; success earns $2 per point of success (DF10, p. 9)

Smuggling
  • Shoplifting: Leave town with stolen goods (DF2, p. 4)

Social Chameleon (advantage)
  • Negotiation: A reaction roll of 10+ avoids a fight, assuming a basic -5, the speaker’s Charisma, and +1 for Social Chameleon (DF2, p. 10)

Social Stigma (Criminal Record) (disadvantage)
  • Scum and Villainy: Social Stigma (Criminal Record) gives a -2 to rolls to buy or sell, beg for alms, advertise for quests, or engage future backers (DF2, p. 4)

Sound Vision (spell)
  • Sneaking: Lets you sneak without a light source (DF2, p. 7)

Speed-Reading
  • Magic Items: A successful roll cuts the time needed to reveal common name and known function of legendary items from 4 hours to an hour-and-a-half (DF2, p. 14)

Spirit Empathy (advantage)
  • Tactical Negotiation: Your influence skills work normally on spirits (DF9, p. 38)

Status (advantage)
  • Status: Determines what arms and armor you can bear in town; high Status may waive Cost of Living and give a bonus of Status-2 to Quick Contests against living folks in any town in your land (DF17, pp. 5-6)

Stealth
  • Sneaking: Sneak ahead; becomes a Quick Contest vs. the better of his Hearing or Vision if you come across a sentry (DF2, p. 7)
  • Backstabbing: Roll at -5 and encumbrance penalties when combat starts to attack your nearest foe from behind (DF2, pp. 11-12)
  • Wandering Monsters: Being cautious, like using Stealth, can give a group up to -3 on its Wandering Monsters roll (DF2, p. 20)
  • Sneaking: A group scouting in force will use its lowest Stealth, at -5 for haste (DF16, p. 25)
  • Where Did That Come From? Anyone handling a mount or vehicle uses the lower of Stealth or appropriate Boating, Riding, or Teamster skill (DF16, p. 26)
  • Size Matters: Against an active sentry, Stealth becomes a Quick Contest of Vision vs. Stealth, and SM modifies Vision (DF16, p. 26)
  • The Hills Have Ears: Winning a Quick Contest of Stealth vs. Hearing lets a scout get near enough to his foe for a Hearing roll (DF16, p. 26)
  • Ambushes: Lets moving ambushers stalk prey vs. the higher of the prey's Hearing or Vision (DF16, p. 37)
  • Backstabbing Revisited: Backstabbing outdoors is at -9 instead of -5, with bad lighting being a bonus (DF16, p. 40)

Strategy
  • Observation: Learn the foe's general plan in a fight (DF2, p. 11)

Streetwise
  • Finding a Sponsor: Seek Thieves' Guild backing for an adventure (DF2, p. 4)
  • Black Market: Haggle on the black market; failure leaves open selling to a merchant (DF2, p. 15)
  • Archetype: Know when changing sectors in a prison (DF2, p. 17)
  • Psyche Out: Winning a Quick Contest at -5 vs. Will to lower your foe's attack skill for a second, or to keep him from striking you at all that second (DF10, p. 13)

Strength (attribute)
  • Pulling Your Weight: when combining ST scores for a roll, use the highest plus 1/5 the others; when lifting a weight, add all Basic Lift scores (DF2, p. 11)
  • Like a Rolling Stone: Minimum ST to shove a big rock onto someone is ST plus Lifting ST of 6 +2/die (DF16, p. 36)

Subsonic Speech (advantage)
  • Noise: Shouts using Subsonic Speech go twice as far and get a +1 to the Hearing roll to hear, but only those who can hear subsonics can make the roll (DF16, p. 28)

Suggest
  • Trickery: Old Bardic mind tricks to fool monsters (DF2, p. 10)

Sunlight (spell)
  • Light Sources: Eliminates darkness penalties over the whole area of effect (DF2, p. 6)

Surgery
  • Mundane Parts: Remove the internal organs of a dead monster (DF2, p. 13)
  • Magical Parts: Remove internal mana organs after a Thaumatology roll to find and know how to extract (DF2, p. 13)
  • Diseases and Parasites: Cures a local natural parasite, if known (DF16, p. 44)

Survival
  • Starving: Camp outside town for a week and avoid Cost of Living (DF2, p. 4)
  • Foraging: Forage while traveling (DF2, p. 5)
  • Mundane Parts: Remove the pelt or yank the claws of a dead monster (DF2, p. 13)
  • Animal sidekicks of SM 0 or bigger can use Survival to forage for their masters (DF16, p. 12)
  • Knowing What You're Getting Into: Elaborate on current travel conditions and common dangers in a region (DF16, p. 20)
  • Planning a Route: Get terrain type and estimated travel time to choose between several routes; made in town (DF16, p. 20)
  • Winging It: Estimate travel time over a given area while in the field (DF16, p. 21)
  • Really Winging It: Use Scouting (DF16, pp. 25-26) to determine what terrain type lies ahead (DF16, p. 21)
  • Mixed Terrain: When crossing more than one terrain type, all applicable Survivals will work for the day's rolls (DF16, p. 22)
  • Daily Travel Time: If nobody in the group has Survival, there is up to 8 hours/day for travel; if even one person knows Survival (or 1 in 10 for big groups); travel time is up to 12 hours/day (DF16, p. 23)
  • Lean-To, Too: Make a makeshift shelter (DF16, p. 25)
  • Snap! A Quick Contest of the higher of Survival or Traps of the person who sets noisemakers vs. foe’s Vision awakens a sleeping party (DF16, p. 25)
  • Falling Tree: Grants full Dodge against a falling tree (DF16, p. 32)
  • Fire: Detects a fire fast enough to only take a 20% hit to travel speed (DF16, p. 32)
  • Sinkhole: Finds and avoids a sinkhole (DF16, p. 33)
  • Burning Ring of Fire: The lower of Naturalist or Weather Sense vs. Per-based Naturalist or Survival determines how the arsonists affect the victims (DF16, p. 35)
  • Detour Ahead: Detect terrain risks like avalanches, falling trees, fires, quicksand, sinkholes, stampedes, and thin ice (DF16, p. 35)
  • Setting: Set up wilderness traps aimed at trapping IQ 1-5 beasts (DF16, p. 36)
  • Dirty, Sandy, Leafy Tricks: DX-based Survival to use the environment to Feint or resist such a Feint; roll at -5 to attack instead, and success means the target is stunned for one second before recovering automatically (DF16, p. 40)
  • Sinkhole Samba: Spotting sinkholes is at -5 in combat (DF16, p. 40)
  • Gathering: Gather a meal of food; takes an hour (DF16, p. 43)
  • Trapping: Captures small game on land (DF16, p. 43)
  • Pet Food: Gather food for a beast while traveling (DF16, p. 44)
  • Naturally Occurring Loot: Traps birds or fur animals (DF16, p. 44)

Survival (Arctic)
  • Igloo You: Build an igloo (DF16, p. 25)
  • Cold: Substitute HT-based Survival (Arctic) for the daily HT roll to stay warm (DF16, p. 30)
  • Thin Ice: Finds thin ice; helps save someone to save someone who fell through thin ice (DF16, p. 34)
  • Sinkhole Samba: Detect thin ice (DF16, p. 40)

Survival (Desert)
  • Heat: Substitute HT-based Survival (Desert) for the daily HT roll to keep cool (DF16, p. 30)
  • Sunburn: HT-based Survival (Desert) each day resists 1 HP damage from sunburn (DF16, p. 30)
  • Water Supplies: Gather water in desert terrain, if you forgot water supplies (DF16, p. 43(

Survival (Island/Beach)
  • Freak Wave: Spot a freak wave while on land, giving enough warning to grant a +3 to Swimming (DF16, p. 33)
  • Quicksand: Keep from stepping in quicksand (DF16, p. 33)
  • Sinkhole Samba: Keep from stepping in quicksand is at -5 in combat (DF16, p. 40)

Survival (Jungle)
  • Swinging: Finds a vine suitable for swinging (DF16, p. 29)
  • Heat: Substitute HT-based Survival (Jungle) for the daily HT roll to keep cool (DF16, p. 30)
  • Quicksand: Keep from stepping in quicksand (DF16, p. 33)
  • Sinkhole Samba: Keep from stepping in quicksand is at -5 in combat (DF16, p. 40)

Survival (Mountain)
  • Flow: Finds a possible avalanche, mudflow, or rockslide, lose 20% of travel speed to avoid danger; DX-based Survival finds cover from a moving flow (DF16, p. 32)
  • Go with the Flow: Finds a mass of mud, rock, or snow to put in the path of a foe, and takes an hour (DF16, p. 35)

Survival (Plains)
  • Stampede: Detects a stampede fast enough to let everyone find out how to get out of the way (DF16, p. 33)

Survival (Swampland)
  • Quicksand: Keep from stepping in quicksand (DF16, p. 33)
  • Sinkhole Samba: Keep from stepping in quicksand is at -5 in combat (DF16, p. 40)

Survival (Woodlands)
  • Swinging: Finds a vine suitable for swinging (DF16, p. 29)

Sway Emotions
  • Trickery: Old Bardic mind tricks to fool monsters (DF2, p. 10)

Swimming
  • Lets animal sidekicks save drowning masters (DF16, p. 12)
  • Boating Accidents: Critical failures on Swimming rolls capsize the boat and dunks the occupants (DF16, p. 29)
  • Rough Water: Rough waters give a penalty of 1d-1 to Swimming rolls (DF16, p. 29)
  • Water: Cross a stream, river, or the like without a boat (DF16, p. 32)
  • Freak Wave: Get back to land after a freak wave (DF16, p. 33)
  • Quicksand: Get safety; roll each second (DF16, p. 33)
  • Who's the Master Now, City Boy? Combat skills are limited to DX-based Swimming in deep water (DF16, p. 39)

Symbol Drawing
  • Arcane Arts: Identifies what Evil Runes do if activated (MSDM, p. 37)

Tactics
  • Advice: Lets you grant a +1 to a teammate's attack and defense rolls for a turn (DF2, p. 11)
  • Startin': Per-based Tactics lets the target of a first attack in a bar fight know if a blow comes, letting him have full defense (DF10, p. 11)

Teamster
  • Wheels: Drive a beast pulling a land vehicle overland (DF16, p. 21)
  • Where Did That Come From? While Sneaking, use the lower of Teamster or Stealth while driving beasts (DF16, p. 26)
  • Tornado: DX-based Teamster gets out of the way of a tornado (DF16, p. 34)

Telescopic Vision (advantage)
  • Smoke and Fire: Halve effective distance to see a signal for each level of Telescopic Vision (DF16, p. 28)

Temperature Tolerance (advantage) 
  • Adaption: Grants a bonus to the daily HT to resist extremely hot or cold weather, as appropriate, equal to advantage level (DF16, p. 30)

Tenure (advantage)
  • Tenure: Grants a 1-point Claim to Hospitality and a 5-point Legal Immunity in one town (DF17, p. 6)

Terrain Adaption (advantage)
  • Bad Footing: Avoid penalties for bad footing in the appropriate terrain (DF16, p. 38)

Thaumatology
  • Evil Runes: Distinguish Evil Runes from normal graffiti (DF2, p. 9)
  • Recognition: Recognize golems and other wizardly automata (DF2, p. 9)
  • Recognizing Magic: Identify an unknown enemy spell (DF2, p. 11)
  • Weird Afflictions: Learn what spells are needed to cure an ongoing magical effect (DF2, p. 13)
  • Magical Parts: Know how to find and properly extract mana organs (DF2, p. 13)
  • Magical Writing: Learn what a spell scroll casts (DF2, p. 14)
  • Detect: Per-based Thaumatology to detect Evil Runes (DF2, p. 19)
  • Getting There (And Getting Back): Find out where a permanent dimensional portal is (DF9, p. 41)
  • Tactical Negotiation: Analyze a summoning spell and find out ways to send a demon back (DF9, p. 38)
  • Treasure and Rewards: Find out which extradimensional items are worth having (DF9, p. 42)

Theology
  • Bumming, Busking, and Haranguing: Perform for cash; success earns $2 times margin of success (DF2, p. 4)
  • Analysis: GM secret roll reveals effects or triggers of curses (DF2, p. 9)
  • Seeking Guidance: Gives a small hint for what to do next (DF2, p. 15)
  • Praying: Theology at -10 gets last ditch divine help (DF2, p. 15)
  • Archetype: Know when changing sectors in a tomb (DF2, p. 17)
  • Treasure and Rewards: See if any writing contradicts religious scripture (DF9, p. 41)

Throwing
  • Bridging Hazards: Toss a line (DF2, p. 8)

Thunderclap (spell)
  • Noise: Hearing rolls to hear Thunderclap are at +7 (DF16, p. 28)
  • Go with the Flow: Trigger a flow of mud, rock, or snow without an hour of preparation (DF16, p. 35)

Tracking
  • Tracking: Follow tracks; use the best roll of a group (DF2, p. 5)
  • Information Gathering: Notice monster tracks (DF2, p. 7)
  • Animal sidekicks can track for their masters (DF16, p. 12)
  • Look, Footprints! Find a trail, modified for terrain (DF16, p. 26)
  • Getting Lost: Retrace your trail (DF16, p. 26)
  • Days on the Trail: Roll Tracking daily while following a trail (DF16, p. 27)
  • Active Countermeasures: Taking mundane precautions to keep from being followed lowers travel speed by 10% and turns attempts to follow you into a Quick Contest of Tracking (DF16, p. 28)
  • Detour Ahead: Using hazards to throw someone off your trail is a Quick Contest of IQ-based Tracking (DF16, p. 35)

Traps
  • Dungeon Camps: Set simple noisemakers (DF2, p. 5)
  • Secret Doors: The highest of Vision, Observation or Per-based Traps finds a secret door; it might take IQ-based Traps to open (DF2, p. 6)
  • Information Gathering: Detect traps (DF2, p. 7)
  • Finding: Find a trap on a Per-based Traps roll (DF2, p. 8)
  • Disarming: DX-based Traps to disarm a trap (DF2, p. 9)
  • Rearming: Sone traps can be rearmed by the same DX-based Traps roll to disarm (DF2, p. 9)
  • Stealing: IQ-based Traps steals those traps that can be stolen (DF2, p. 9)
  • Traps: Sets a trap for ambush (DF2, p. 12)
  • Cracking Chests and Vaults: The lower of Lockpicking or Traps opens a trapped lock; failure triggers the trap and leaves the lock locked (DF2, p. 13)
  • Cracking Chests and Vaults: DX-based Traps at -5 opens traps while working by touch; High Manual Dexterity bonuses apply (DF2, p. 13)
  • Detecting: Finding many wilderness traps is a Quick Contest between Per-based Traps and the trap-setter's Camouflage skill (DF16, p. 36)
  • Snap! A Quick Contest of the higher of Survival or Traps of the person who sets noisemakers vs. foe’s Vision awakens a sleeping party (DF16, p. 25)
  • I See Trouble Up Ahead: Winning a Quick Contest of Per-based Traps vs. Camouflage spots enemy traps (DF16, p. 26)
  • Detecting: Spotting a wilderness trap is a Quick Contest of Per-based Traps, modified by vision and at -5 if rushed, vs. the setter’s Camouflage skill (DF16, p. 36)
  • Setting: Sets up wilderness traps aimed at trapping IQ 6+ beings (DF16, p. 36)

True Faith (Turning) (advantage)
  • Turning: Quick Contest of Will between someone with True Faith (Turning) and an undead keeps the undead yards away equal to the turner's margin of victory for as long as the turner concentrates plus 1d seconds; needs a Concentrate maneuver 

Umbrella (spell)
  • Nasty Weather: Offset skill penalties due to bad weather (DF16, p. 30)

Unluckiness (disadvantage)
  • Disasters: The GM might want to inflict one disaster each session on each traveler who has Unluckiness (this can affect the rest of the party) (DF16, p. 32)

Urban Survival
  • Dredging and Mud-Larking: Finds $1 times margin of success in coins (DF2, p. 4)
  • Starving: Live like a bum in town for a week and avoid Cost of Living (DF2, p. 4)
  • Archetype: Know when changing sectors in a sewer (DF2, p. 17)

Ventriloquism
  • Trickery: Make noises or voices to distract intelligent monsters (DF2, p. 10)
  • Magicians: Complimentary skill for magic trick performances (DF10, p. 9)

Veterinary
  • Fido and Ol' Paint: Patches up animals (DF2, p. 13)

Vigil (spell)
  • All Night Long (All Night): March through the night without losing FP (DF16, p. 24)

Vision (sense)
  • Ambushes: The higher of Hearing or Vision vs. Stealth finds moving ambushers; Vision vs. Camouflage spots hidden ambushers (DF16, p. 48)
  • Stealth from Above: A flying scout can’t sneak but can use a range penalty to modify both his Vision and any sentry’s Vision (DF16, p. 26)
  • Eye in the Sky: Spot unconcealed targets while in the air (DF16, p. 27)
  • Smoke and Fire: Spot a signal, +10 if in the plain, with range penalties (DF16, p. 28)

Vow (Vegetarianism) (disadvantage)
  • Food and Water: You may not gather food via fishing, hunting, or trapping (DF16, p. 44)

Watchdog
  • Snap! Be awakened when Camouflage or Traps doesn’t stop a foe (DF16, p. 25)

Walk Through Plants (spell)
  • Active Countermeasures: Inflicts -1d on rolls to track you where there are any plants at all, with an extra -2 in jungle or woodlands (DF16, p. 28)

Warmth (spell)
  • Cold: Gives a +3 on the daily HT roll to avoid FP loss in extremely cold weather (DF16, p. 30)

Wealth (advantage/disadvantage)
  • Getting a Good Price: Wealth level determines what percentage of list cost a delver gets when selling goods (DF2, pp. 14-15)
  • Getting a Good Price: Everyone who lacks Unusual Background (Psionic) is assumed to have a Wealth one level lower than it is for selling psionic goods (DF14, p. 35)

Weather Dome (spell)
  • Sorcerous Shelter: Gives shelter to radius squared, less one, people (DF16, p. 25)

Weather Sense
  • Wind at Your Back: Avoid storms and speed up travel (DF2, p. 5)
  • Walking Between the Raindrops: Shift the effects of weather one level up (this replaces Wind at Your Back if used) (DF16, pp. 30-31)
  • Lightning Strike: Per-based Weather Sense lets someone Dodge a lightning strike, at -2 from an attack from above but at an optional +3 for diving for cover (DF16, p. 33)
  • Tornado: Get out of the way of a tornado while handling a mount or a vehicle (DF16, p. 34)
  • Detour Ahead: Realize that an expanse of land is plagued by lightning strikes or tornadoes (DF16, p. 35)
  • Burning Ring of Fire: Determine how wind and lay of land will channel fire; the lower of Naturalist or Weather Sense vs. Per-based Naturalist or Survival determines how the arsonists affect the victims (DF16, p. 35)

Writing

  • Finding a Sponsor: Seek Wizards' Guild or temple backing for an adventure (DF2, p. 4)
  • Selling the Tale: Writes a learned work on an adventure that sells for $100 (DF2, p. 15)
  • Treasure and Rewards: Write a travel guide or a journal of an extradimensional trip (DF9, p. 41)