Universal Skills of Kur
Copyright Peter Mork © 2014
Each culture on Kur has access to a variety of technologies. These technologies “unlock” access to the plethora of skills available in Rolemaster. This article enumerates the skills for which no technology prerequisite exists. I.e., these skills are available to all of the residents of Kur.
Note that there are some skills in this list peculiar to Kur. The notes column describes these new skills. An asterisk indicates a skill group (i.e., a collection of specific skills). See the notes column for more information.
| Skill Category | Skill | Note |
|---|---|---|
| Artistic • Active | Dancing | |
| Artistic • Active | Poetic Improvisation | |
| Artistic • Active | Singing | |
| Artistic • Active | Tale Telling | |
| Athletic • Brawn | Jumping | |
| Athletic • Endurance | Distance Running | |
| Athletic • Endurance | Scaling | |
| Athletic • Endurance | Sprinting | |
| Athletic • Endurance | Swimming | |
| Athletic • Gymnastics | Acrobatics | |
| Athletic • Gymnastics | Climbing | |
| Athletic • Gymnastics | Diving | |
| Athletic • Gymnastics | Flying/Gliding | |
| Athletic • Gymnastics | Tumbling | |
| Awareness • Perceptions | Alertness | |
| Awareness • Perceptions | Sense Danger | Replaces Sense Ambush |
| Awareness • Searching | Detect Traps | |
| Awareness • Searching | Observation | |
| Awareness • Searching | Surveillance | |
| Awareness • Senses | Direction Sense | |
| Awareness • Senses | Sense Awareness* | Specific skills include Infravision, Sight, Smell/Taste, Sound, and Touch |
| Awareness • Senses | Situational Awareness* | Specific skills include Combat, Emotion, Hengeyokai [1], Social, Spellcasting, Triage [2], Urban |
| Awareness • Senses | Time Sense | |
| Base Attacks | Disease Attack | [3] |
| Base Attacks | Divine Attack | [3] |
| Base Attacks | Fear Attack | [3] |
| Base Attacks | Impulse Attack | [3] |
| Base Attacks | Poison Attack | [3] |
| Base Attacks | Psychic Attack | [3] |
| Body Development | Concussion Hits | Characters automatically start with +10 in this skill. [4] |
| Body Development | Exhaustion Points | Characters automatically start with +40 in this skill. [4] |
| Combat Maneuvers | Aerial Combat | Applies to attacks made while airborne (either while flying or riding a flying mount) |
| Combat Maneuvers | Blind Fighting | Applies to attacks against opponents one cannot see |
| Combat Maneuvers | Two-weapon Combat | Applies to attacks made while wielding two weapons simultaneously |
| Combat Maneuvers | Underwater Combat | Applies to attacks made while wholly or partially submerged |
| Communications | Linguistics* | Specific skills for each language |
| Communications | Lip Reading | See Mentalism Companion |
| Crafts | Wood-crafts | [5] |
| Directed Spells | Fire Bolt | |
| Directed Spells | Hurlstone | From Glyphstones (Races & Cultures: Underground) |
| Directed Spells | Ice Bolt | |
| Directed Spells | Lightning Bolt | |
| Directed Spells | Magic Rope | From Magical Ropes (Essence Companion) |
| Directed Spells | Mana Bolt | From Mana Law (Arcane Companion) |
| Directed Spells | Shock Bolt | |
| Directed Spells | Strike | From Feel-Taste-Smell (Spell Law) |
| Directed Spells | Void Bolt | From Void Law (Arcane Companion) |
| Directed Spells | Water Bolt | |
| Influence | Diplomacy | |
| Influence | Duping | |
| Influence | Interrogation | |
| Influence | Intimidation | This skill provides a bonus for bending others to your will through direct or implied force. |
| Influence | Public Speaking | |
| Influence | Rhetoric | This skill provides a bonus for convincing others that a particular course of action is reasonable. |
| Influence | Seduction | |
| Influence | Taunting | This skill provides a bonus for eliciting a negative (often hostile) reaction from someone. |
| Influence | Trading | |
| Lore • General | Culture Lore* | Specific skills for each culture |
| Lore • General | Fauna Lore | |
| Lore • General | Flora Lore | |
| Lore • General | History* | Specific skills for each era |
| Lore • General | Region Lore* | Specific skills for each region |
| Martial Arts • Striking | Boxing | |
| Martial Arts • Striking | Tackling | |
| Martial Arts • Sweeps | Blocking | |
| Martial Arts • Sweeps | Wrestling | |
| Martial Arts Combat Maneuvers | Blind Fighting | Applies to attacks against opponents one cannot see |
| Martial Arts Combat Maneuvers | Dual Attack | Applies to attacks made while making multiple martial arts attacks simultaneously |
| Mundane Defenses | Dodge | [4] |
| Mundane Defenses | Parry | [4] |
| Mundane Defenses | Shield | [4] |
| Outdoor • Animal | Animal Training* | Specific skills include Aerial, Aquatic, Arthropods, Carnivorous, Dangerous Herbivores, Draft, Flying Monster, Hybrid Elemental, Land Monster, Passive Herbivores, Reptile/Amphibian, Unearthly, and Water Monster (see Creatures & Monsters and Fire & Ice) |
| Outdoor • Environmental | Caving | |
| Outdoor • Environmental | Fishing | |
| Outdoor • Environmental | Foraging | |
| Outdoor • Environmental | Hunting | |
| Outdoor • Environmental | Star-gazing | |
| Outdoor • Environmental | Survival* | Specific skills for each habitat code in Creatures & Monsters (A, B, C, D, F, G, H, I, J, L, M, O, P, Q, R, S, T, U, W, Z) |
| Outdoor • Environmental | Weather Watching | |
| Power Manipulation | Magic Ritual* | Specific skills for each kind of ritual (see Channeling Companion and Essence Companion) |
| Power Point Development | Power Points | [4] |
| Reflexes | Initiative | [4] |
| Resistance | Disease Resistance | [3], [4] |
| Resistance | Fear Resistance | [3], [4] |
| Resistance | Poison Resistance | [3], [4] |
| Self Control | Control Lycanthropy | Includes any kind of shape-shifting |
| Self Control | Meditation | |
| Self Control | Mnemonics | |
| Special Attacks | Bite | |
| Special Attacks | Brawling | |
| Special Attacks | Claw | |
| Special Attacks | Grapple | |
| Special Attacks | Racial Attacks* | Specific skills for each kind of racial attack (e.g., Bite or Claw) |
| Subterfuge • Attack | Ambush | |
| Subterfuge • Attack | Silent Attack | |
| Subterfuge • Mechanics | Disarming Traps | |
| Subterfuge • Mechanics | Hiding Items | |
| Subterfuge • Mechanics | Setting Traps | |
| Subterfuge • Mechanics | Trap Building | |
| Subterfuge • Stealth | Hiding | |
| Subterfuge • Stealth | Stalking | |
| Subterfuge • Stealth | Trickery | |
| Technical/Trade • General | Begging | |
| Technical/Trade • General | Drowsing | |
| Technical/Trade • General | First Aid | |
| Technical/Trade • General | Gambling | |
| Technical/Trade • General | Operating Equipment | |
| Technical/Trade • General | Trailblazing | This skill provides a bonus for leaving markers that can easily be followed by others. |
| Technical/Trade • Professional | Second Aid | |
| Technical/Trade • Professional | Surgery | |
| Technical/Trade • Vocational | Evaluate Armor | |
| Technical/Trade • Vocational | Evaluate Metal | |
| Technical/Trade • Vocational | Evaluate Stone | |
| Technical/Trade • Vocational | Evaluate Weapon | |
| Technical/Trade • Vocational | Gimmickry | |
| Technical/Trade • Vocational | Midwifery | |
| Weapon • Bow | Blowgun | Includes Blow Gun, Blowpipe [6] |
| Weapon • Chains | Net | Include Fishing Net, Gladiator's Net, Lasso [6] |
| Weapon • Crushing | Sticks | Includes Club, Jitte, Jo, Mullet, Sai, Tonfa [6] |
| Weapon • Pole Arms | Quarterstaff | Includes Quarterstaff [6] |
| Weapon • Pole Arms | Spear | Includes Boar Spear, Harpoon, Heavy Spear, Javelin, Lance, Pike, Spear, Trident [6] |
| Weapon • Thrown | Direct Thrown | Includes Dart, Harpoon, Javelin, Nodwick, Ranseur, Rope Dart, Spear, Trident [6] |
| Weapon • Thrown | Rotating Thrown | Includes Aklys, Bastard Axe, Boomerang, Club, Comet Hammer, Cutlass, Dagger, Handaxe, Knife, Jitte, Kyotetsu-shoge, Mace, Main Gauche, Mullet, Sai, Short Sword, Shuriken, Wakazashi, War Fan, War Hammer [6] |
| Weapon • Thrown | Sling | Includes Atlatl/Woomera, Bola, Sling, Staff Sling [6] |
- Situational Awareness: Hengeyokai is used to determine that a given animal or person is actually a Hengeyokai.
- Situational Awareness: Triage is used to determine a person’s relative health, including any rounds of accumulated stun, internal injuries, percentage of concussion hits or exhaustion points remaining, etc.
- On Kur, the Resistance Roll Table is not used. Instead, the attacker makes an attack using the appropriate Spell skill and the defender makes a resistance roll using the appropriate Resistance skill. Base attacks provide a bonus for talents that would otherwise use a character’s level. For example, a character with a talent that made their bite poisonous might use Poison Attack to resolve the attack.
- On Kur, nearly every vital statistic can be improved. Skills in the Body Development category determine a character’s Concussion Hits and Exhaustion Points. Skills in the Mundane Defenses category determine a character’s Defensive Bonus. The skill in the Power Point Development category determines Power Points. The skill in the Reflexes category determines Initiative Bonus. Skills in the Resistance category determine a character’s Resistance Roll modifiers. See also Ars Certo.
- On Kur, instead of specific skills for each possible kind of craft, there is a single skill for each craft medium. Without the appropriate level of technology, wood is the only available medium.
- See Ars Certo. Also, weapons in italics require more than simple wood-crafting.