Every character receives 2 free secondary skills, based on Class and Race. Each level a character also receives an additional secondary skill point that the player can use to take a new secondary skill (which must be taught by someone who already has at least 2 points in that particular Secondary Skill) or to upgrade an existing secondary skill at will. Upgrading secondary skills makes them more potent and useful. Secondary skills are arranged in a Rank system. Typically putting 1 additional point into a given secondary skill levels it up to the next Rank, however some particularly powerful secondary skills may require more than 1 point to level.

NOTE: No combination of skills can ever allow a PC to have more than 2 attacks (with the same weapon) on the same target, per round or 3 attacks total on the same target, per round.

Singer - Dancer - Musician


Witty rhymes, catchy tunes, sensual moves. These are the weapons of the Singer/Dancer/Musician. Skill in these arts will keep the money flowing as well as keep people spell bound; also their soothing/healing powers will always come in handy.
Singer/Dancer/Musician can only perform once/day (includes using their healing powers once per day and their charming powers)

Rank1 – See chart below. Can perform one of these skills at a basic level
Rank2 – See chart below. Have reached the skill level to ease the mind and calm the nerves. (Heals 1d6 HP to all who hear the song.) Also receive +4 when attempting to charm humanoids. Targets charmed in this manner will remain inactive so long as the music/singing continues; any damage will break the spell however.
Rank3 – See chart below. People everywhere have heard of your great skill and you are welcome in most towns and cities. Healing is increase to 1d10+2 HP. May also charm animals at +4.

Required Rank
Location/Audience
Income per Performance
Max Perf. per Week
Risk Rolls
1
Small Travelers Camp, Farm House, etc...
1d4 SP
7
1
1
Trade Caravan, Small Settlement/Hamlet, etc...
1d6 SP
6
1
2
Village, Small Wedding/Feast, etc...
1d10+1 SP
5
2
2
Town, Noble Household, Army Camp, etc...
3d8 SP
4
2
3
City, Noble/Rulers Court, etc...
1d6 GP
3
3
3
Capital, Large City, Noble Wedding, etc...
2d6 GP
2
3
*often not possible to perform maximum # of times each week, GM discretion
must take Risk Rolls after each performance, see Risk Tables

Haggler


A lost art form these days, very useful for your character. With this ability you will not only get items at a lower price, information will also find its way into your grasp, which is always good if your not a big intimidating brute.

Rank1 – Receives a up to 10% better prices when buying & selling goods and services if passing a charm test.
Rank2 – Can talk people into volunteering information they would not normal give unless forced often without them even knowing they have betrayed the information. Receives a up to 15% better prices when buying & selling goods and services if passing a charm test.
Rank3 – The mouth is a weapon. Receives a up to 25% better prices when buying & selling goods and services if passing a charm test.

Extra – Depending on the store owner buying/selling items for people other than yourself may prove to be a bad idea, the risk is yours.

Acrobat


Characters with this skill are able to move in ways that seem almost impossible to the average person. It takes much training but these agile characters can far out do there comrades in feats of Agility. As such a character must have an Agility score of 13 or higher to become an Acrobat.

Rank1 – Allows the Acrobat to jump twice as far or twice as high as he would normally would be permitted and receives +2 when rolling against Agility for jumping. Also receives +4 to Agility when attempting to climb something and allows them to climb some surfaces that would otherwise be un-scalable
Rank2 – Receives +2 Dodge, permanently (can’t be higher than a natural 20)
Rank3 – Receives +1 Movement, permanently (foot speed, does not apply when mounted or flying)

Martial Arts


Form of unarmed fighting handed down generation after generations. Developed by some families as a form of defense, also used as a weapon by rivaling families, martial arts can be an advantage in defending or attacking. Martial Arts also discipline the mind to do many strange and unexplainable things.

Rank1 – Swift Dodge: once/battle (can elect to use dodge x 5 instead of AC for 1 round of combat)
Rank2 to 6 – Awarded one Focus skill point, per martial Arts Rank beyond 1, to spend on unarmed, kick, or defense abilities only. If not a focus class the abilities may still be used however there is no focus roll (i.e. just apply the regular damage plus the effect) and limit use to once per battle per skill point. Max Rank 3 on any one ability.

Trick Rider


Those that are particularly adept at riding can utilize their mount to maximum effect, performing attacks and maneuvers from horse back (or whatever other back they are riding on) that amaze and confound opponents in combat. However this is a skill that relies heavily on the rider’s agility and as such a minimum Agility of 13 is required to take this skill. The Trick Rider skill works in tandem with the Riding Skill, you cannot use any bonus or ability from Tricker Rider if you are not capable of riding your mount into combat.
Note: Centaurs cannot take Trick Rider

Rank1 – this secondary skill is currently being reworked...
Rank2
Rank3
Rank4

Ladies Man - Femme Fatale


If looks could kill you’d be a mass murderer, but instead you just seem to always get your way with the opposite sex. This makes you extremely dangerous in the right circumstances. A character must have Charm 13 or higher in order to take this skill.

Rank1 – Adds +1 to the characters Charm stat permanently, up to a maximum of 20
Rank2 – Love Struck: (Once/battle, counts as an action) If you pass a charm test you may charm a humanoid target of the opposite sex. While love struck they cannot take any actions and must always move to stay within 2” of you, for up to one day. Any damage done to the love struck target will cancel the effect
Rank3 – Seduce: (Once/day, counts as an action) If you pass a charm test you may seduce a humanoid target of the opposite sex. While seduced they will obey any command it is given but if it they take damage you must pass another charm test in order to retain control. Last for up to one day.