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 |
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 |
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.