Summary of Skills

Skill Name: the name of the Skill

Group?: If the skill belongs to one of the groups mentioned in the table after this one, it’s mentioned here. Some Careers must choose one skill from a particular group, to apply to.

Specialized?:  Some skills require a “specialization”, such as Language or Lore. These skills are listed on the Character sheet with the specialization after a colon, such as “Trade: Carpentry” or “Lore: Heraldry”.  Two Skills with different specializations apply to different things.

Page: Reference to the page of Ironclaw: Anthropomorphic Fantasy Role-Play, where applicable.

Races That Apply: Racial Traits that are always used with all tests involving this skill.

Careers That Apply: Career Traits that are always used with all tests involving this skill.

Skill Name

Group?

Special­ized?

Page

Races That Apply

Careers That Apply

Accounting

p. 69

Acrobatics

Performance

p. 69

Apes, Cats, Monkeys, Squirrels

Acting

Performance

p. 69

Administration

p. 69

Merchant

Animal Handling

Trade

p. 69

Coachman, Farmer, Herdsman, Ostler, Rustler

Architecture

Trade

Area Knowledge

p. 69

Astronomy

p. 69

Navigator, Seer

Augury

p. 69

Seer

Axe

Weapon

p. 70

Judicial Champion

Boating

p. 70

Boatman, Fisherman, Sailor

Bow

Weapon

p. 70

Hunter, Ranger

Brawling

p. 70

Apes

Laborer, Pit Fighter, Racketeer, Watchman

Breath-Holding

p. 70

Otters

Bribery

p. 70

Bawd, Merchant, Resurrectionist, Solicitor, Toll Keeper, Trader

Camouflage

p. 70

Elk / Deer

Smuggler

Carousing

p. 70

Bawd, Laborer, Marine, Pit Fighter, Sailor

Cartography

p. 70

Archeologist, Prospector, Scout

Ciphering (Mathematics)

p. 70

Engineer, Exciseman, Fence, Gambler, Merchant, Navigator, Scholar, Scribe

Climbing

p. 70

Apes, Cats, Foxes, Goats, Monkeys, Raccoons, Rams, Sheep, Squirrels

Burglar

Cloak

p. 70

Contortionist

Performance

p. 71

Ermines, Ferrets, Minks, Monkeys, Otters, Rats, Weasels

Craft

Trade

yes

p. 71, 112

Artisan, Monk, Engineer, Scribe, Prospector, Engineer

Crossbow

Weapon

p. 71

Cryptography

p. 71

Spy

Dancing

p. 71

Diplomacy

p. 71

Disguise

p. 71

Spy

Divination

Trade

p. 71

Dodge

p. 72

Ermines, Ferrets, Minks, Weasels

Etiquette

p. 72

Dilettante, Highwayman, Servant, Solicitor

Fast‑Talk

p. 72

Bawd, Beggar, Charlatan, Entertainer, Exciseman, Gambler, Pickpocket, Servant, Smuggler, Spy, Trader

Fencing

Weapon

p. 72

Dilettante, Highwayman, Judicial Champion

First Aid

p. 72

Homeopath, Pit Fighter, Torturer, Monk

Fishing

p. 72

Otters, Raccoons

Fisherman

Flail

Weapon

p. 72

Judicial Champion

Flight

p. 72

Bats

Forgery

p. 72

Charlatan, Fence

Gambling

p. 72

Gambler

Geography

p. 72

Coachman, Messenger

Gun

Weapon

p. 72

Dragoon, Highwayman

Gunsmith

Trade

Dragoon

Haggling

p. 73

Apothecary, Artisan, Fence, Mercenary, Peddler, Slaver, Smuggler, Toll Keeper, Trader, Trapper

Herbalism

p. 73

Deer, Elk, Goats, Rabbits, Rams, Sheep

Homeopath

Hiking

p. 73

Coyotes, Deer, Elk, Horses, Wild Dogs, Wolves

Ascetic, Farmer, Friar, Messenger, Ranger, Scout, Soldier, Trapper

Holdout

p. 73

Pickpocket

Intimidation

p. 73

Bandit, Jailer, Racketeer, Robber, Rustler, Slaver, Torturer, Watchman

Jumping

p. 73

Rabbits, Squirrels

Language

yes

p. 73

Scholar

Leadership

Literacy

p. 73

Apothecary, Artisan, Ascetic, Cleric, Dilettante, Elementalist, Exciseman, Friar, Green and Purple Mage, Merchant, Monk, Navigator, Necromancer, Paladin, Scholar, Scribe, Solicitor, Thaumaturge

Lock-picking

p. 73

Lore

Lore

yes

p. 74

Apothecary, Archeologist, Cavalier, Dilettante, Elementalist, Green and Purple Mage, Messenger, Necromancer, Ostler, Outrider, Scholar, Scribe, Servant, Solicitor, Thaumaturge, Toll Keeper, Witch Hunter

Mace

Weapon

p. 74

Judicial Champion

Medicine

Trade

p. 74

Apothecary, Homeopath

Meditation

p. 74

Cleric, Elementalist, Green and Purple Mage, Necromancer, Thaumaturge

Navigation

p. 74

Archeologist, Navigator, Outrider, Prospector, Ranger, Sailor, Scout

Night Speech

p. 74

Bats

Observation

p. 74

Beggar, Boatman, Bodyguard, Herdsman, Jailer, Messenger, Outrider, Road Warden, Scout, Toll Keeper, Watchman, Witch Hunter

Oratory

Performance

p. 74

Friar

Pickpocket

p. 74

Pickpocket

Psychology

p. 74

Artisan, Bodyguard, Charlatan, Entertainer, Exciseman, Gambler, Jailer, Seer, Servant, Slaver, Torturer

Resolve

p. 74

Armadillos, Badgers, Boars, Rhinoceros, Shrews, Wolverines

Ascetic, Dragoon, Marine, Mercenary, Paladin, Pit Fighter, Soldier, Vermin Catcher, Witch Hunter

Riding

p. 75

Cavalier, Highwayman, Ostler, Outrider, Road Warden, Rustler

Seduction

p. 75

Shadowing

p. 75

Bounty Hunter

Shield

p. 75

Bodyguard, Cavalier, Mercenary, Soldier

Sixth Sense

p. 75

Foxes

Bodyguard, Seer, Witch Hunter

Spear

Weapon

p. 75

Judicial Champion, Soldier, Vermin Catcher

Spell Casting

p. 75

Spell Throwing

Weapon

p. 75

Staff

Weapon

p. 76

Judicial Champion

Stealth

p. 76

Badgers, Cats, Ermines, Ferrets, Foxes, Horses, Minks, Porcupines, Rabbits, Raccoons, Rats, Shrews, Skunks, Weasels, Wolverines

Bandit, Beggar, Burglar, Hunter, Pickpocket, Resurrectionist, Robber

Streetwise

p. 76

Bandit, Bawd, Beggar, Boatman, Bounty Hunter, Burglar, Charlatan, Fence, Peddler, Racketeer, Resurrectionist, Robber, Smuggler, Spy

Survival

p. 76

Homeopath, Hunter, Prospector, Trapper

Swimming

p. 76

Otters

Boatman, Fisherman, Marine, Sailor

Sword

Weapon

p. 76

Cavalier, Dragoon, Judicial Champion

Tactics

p. 76

Coyotes, Horses, Wild Dogs, Wolves

Bandit, Road Warden, Watchman

Theology

p. 76

Ascetic, Cleric, Friar, Monk, Paladin

Thrown Weapon

Weapon

p. 76

Torture

Trade

p. 76

Racketeer, Slaver, Torturer

Tracking

p. 77

Armadillos, Badgers, Boars, Coyotes, Ermines, Ferrets, Foxes, Minks, Porcupines, Skunks, Weasels, Wild Dogs, Wolverines, Wolves

Bounty Hunter, Herdsman, Hunter, Ranger, Road Warden, Vermin Catcher

Trade

yes

p. 76, 112

Peddler

Traps

p. 77

Archeologist, Burglar, Resurrectionist, Trapper, Vermin Catcher

Weather Sense

p. 77

Farmer, Fisherman, Herdsman

Wrestling

p. 77

Apes, Bears, Monkeys

Jailer

Skill Groups

Name of Group

Examples of Skills

Careers that get to choose one of these skills to apply to

Craft / Trade

Animal Handling, Architecture, Calligrapher, Divination, Gunsmith, Jeweler, Joiner, Limner, Medicine, Optician, Silversmith, Tailor, Torture

Artisan, Monk

Lore

Heraldry, History, Magic, Poisons

Archeologist, Scholar

Performance

Acrobatics, Acting, Contortionist, Entertainment, Oratory

Entertainer

Weapon

Axe, Bow, Crossbow, Fencing, Flail, Gun, Mace, Spear, Spell Throwing, Staff, Sword, Thrown Weapon

Bounty Hunter, Marine, Mercenary

Frequently Asked Questions about Skills

When do Body, Speed, Mind, or Will apply to Skill dice?

The four “basic” traits may or may not always apply to a Skill.  For example, if one is trying to sneak past vigiliant guards, the Game Host may rule that Speed applies to Stealth … but for skulking in some darkened alcove, waiting for people to leave, that’s something else – probably Will to summon the strength to remain still.

As a general rule, here are when the four basic traits should apply:

Body: for tests involving physical size or strength, such as Intimidating folks or consuming large quantities of alcohol (I.E., Carousing).  Note that folks with the Gifts of Strength or Robustness may roll increased dice.

Speed: for all To-Hit rolls with weapons, and for all Defense Rolls (I.E., Parry, Dodge, and Block rolls).  Also for many uses of “gross motor skills”, such as Acrobatics.  Not for “fine motor skills” such as repairing watches or picking locks.

Mind: for anything involving “bookish” or learned thinking, such as doing math or puzzling through long legal documents.  Often applies to Know Tests to see to recall something.  Also, Observation Tests, Ambush Tests, and anything else involving “quick wits”.  Not for things that involve more learning than intelligence — for example, specialized Crafts or Trades.  May or may not apply to Influence Tests  -- not everyone is impressed by a “smarty” or a “nerd”.

Will: with all uses of the Resolve Skill.   To resist an Influence Test.  In general, for anything where stubbornness and willpower would apply.

Players are encouraged to come up with creative ways to apply their Traits to the uses of Skills.  Maybe you could pretend to be a pillar, using your Body to your advantage when hiding … or perhaps your Squirrel Trait could help you conceal yourself in high rafters … or maybe even your training as a Ranger gives you an edge when sneaking up on someone through thick bushes.