Aptitude Values (AV’s)

An Aptitude Value (AV) represents the odds in favor of the character’s success in attempting any task he wishes to accomplish. It is the player’s responsibility to have all his character’s base AV’s ready for use when the character is brought into play.

The base AV for the use of any skill or trade ability or knowledge is equal to the specific skill’s SL or the character’s TR, as applicable (GM’s discretion).

Add the score for the attribute on which the particular use or application of the skill or ability is based, according to the text of its description to the SL (or TR). (Many skills have a number of different uses that make use of different attributes.)

  • IF the skill/ability description indicates that more than one attribute applies to a given use or application of a skill, add the score for the first and the att. mod’s for any remaining attributes indicated for that use.

Att. mod’s are applied by doing what they indicate – either raising or lowering the AV to which they are applied. Positive att. mod’s are added to the SL, and the positive integers of negative attributes are subtracted.

The attributes from which the att. mod’s are taken for the various uses of a skill are usually recapped at the end of the skill/ability description, and are underlined.


 For example, the use of the Pick Locks skill is based on CRD; a character with that skill at SL 5 who has a CRD of 16, has an AV of 21 to use it, so long as he is not working under the influence of any condition that might hinder him personally (drunk, drugged, laboring under the effects of some inimical charm, Winded or Fatigued should those optional rules be in play, etc.).

IF the same character were Climbing, his AGL 14 and  CRD 16 give him a base AV of 17 (either AGL14 + CRD att. mod. +3 = 17; or CRD 16 + AGL att. mod. +1 = 17, the same); plus his Climber SL 8 gives him an AV of 25, so long as he is not working under the influence of any condition that might hinder him personally (drunk, drugged, laboring under the effects of some inimical charm, Winded or Fatigued should those optional rules be in play, etc.).

IF that same character had a CRD att. mod. of -2, his AV would be 3, instead (5 -2 = 3).


The character’s complete AV represents the character at his peak, wide-awake and fully rested, clear-minded, in optimum health, well fed and sufficiently hydrated.


5-4. Attribute/Att. Mod. Recap, by Skill

Petty Skills Att. Mod.
Boatman STR + AGL
Brawler (etc.) STR/AGL/STA (GM’s discretion)
Climber AGL + CRD
Cook (clean, salt, cure) CRD
Cook (butcher meat) STR + CRD
Cottage Crafts (any) CRD
Dancer CRD
Drover/Charioteer STR + CHM
Forager AWA
Homely Arts CRD
Horseman AGL
Linguist AWA
Literatus AWA
Lore AWA
Mathematician AWA
Musician CRD + CHM
Scrivener CRD
Scrivener (copying text) AWA + CRD
Social Graces AWA + CHM + BTY
Swimmer STR + AGL
Trade Skills Att. Mod.
Assassin Strike CRD
Assess/Examine (any applicable trade use) AWA
Combustibles AWA + CRD
Connoisseur AWA
Contortionist/Escape Artist STR + CRD or AGL + CRD
Corrosives AWA + CRD
Cosmetics CRD
Cut Purse CRD
Cut Purse (ruse) BTY + CRD + CHM
Direction Sense AWA
Dive AGL
Draughlatch CRD
Dweomer/Magick skill (any) MGA
Forger/Mimic AWA + CRD
Game Face HRT
Head-Kosh (melée) STR + CRD
Head-Kosh (hurled) CRD
Juggler CRD
Knot-Tying CRD
Knot-Tying (un-tie) CRD + STR
Masquer (all phases) CRD
Perception (all) AWA
Poisons AWA + CRD
Potion Bases AWA + CRD
Presence (social skills/influence) CHM + BTY
Presence (intimidate/interrogate) BTY + CHM + HRT
Sense Magick AWA + SPT
Shield STR + STA + AGL
Sleight-of-Hand CRD
Stealth (Padfoot, Skulker) AGL
Stealth (Stalker) AGL (- BTY above/below avg.)
Tracker AWA
Trapper (Find) AWA
Trapper (Set, Disable) CRD
Trapper (Disable, applied force) STR + CRD
Ventriloquist STR + CRD
Weapon (close, melée) STR + CRD
Weapon (ranged) CRD
Weather Sense AWA

These rosters are meant to be an aid to getting the skill AV portion of the character sheet completed relatively quickly, and also to keep things generally running smoothly and easily during play. They are NOT intended to be exhaustive for covering every possible circumstance.

The player is responsible for taking a closer look at the description of the trade or skill in question before trying to use it, before the GM decides what the modifiers for a specific and/or unusual application of a skill or ability should be in play.

  • For Open Skills, the character’s base AV is equal to the score of the attribute under which it listed, from which it is derived. This is how the Open skill is cultivated to achieve measurable SL’s.
  • In situations where the character is acting without skill, there character may be allowed an AV equal to just his att. mod. for the applicable attribute score (GM’s discretion).



Peppered throughout the text, in the race and trade descriptions and especially in the descriptions of trades, skills and magicks, are bonuses, awards or increases of some unit or measure or allowance measured at a rate of “1 per 2 SL’s/TR’s”, “1 per 3 SL’s/TR’s” or (most commonly) “1 per 4 SL’s/TR’s” are commonly employed. In these cases, the character receives the benefit of every 2, 3 or 4 SL’s or TR’s he has earned and the fraction he is currently earning. The character is granted whatever the base allotment of the units or increments in question from SL 1 to 2, 3 or 4 according to the rate, receiving another from SL 3, 4 or 5 (as applicable), again at SL 5, 7 or 9, and so on.

 For example, a character with a bonus that accrues at a rate of 1 per 2 SL’s receives the bonus point for the first 2 SL’s at SL1, and the bonus for the next 2 SL’s at SL3, and so on. If the rate is 1 per 4, the character receives the bonus for the first 4 SL’s at SL1, while the bonus for the next 4 would be awarded at SL5, the bonus for the next 4 at SL9, and so on.

The easiest method for determining the actual number of increments or bonus in these cases is to divide the SL on which the rate is based by the rate itself (per 2, per 3, or per 4), and rounding any remainder up, results of whole numbers standing as they are.

Peppered throughout the text of the trade and skill descriptions the phrase “plus a bonus based on (this or that) skill (or trade) is commonly used in reference to generating AV’s for many activities. This is a shortened notation adopted due to the frequency with which such bonuses occur, and refers to those that are granted at a rate of 1 per 4 SL’s/TR’s, unless the text specifies differently.


IF the character wishes to exercise any skills from horseback, DV penalties for moving/unstable surfaces are reduced by (character’s Horsemanship AV), and the AV(s) for any and all actions attempted are limited to no greater than his Horsemanship AV.

Acrobat and Horsemanship together govern actions while standing in the saddle of a moving mount, and in this case, the lesser of the two AV’s (Acrobat or Horsemanship) provides the governing number for the AV(s) of any actions attempted.

In the event of any PC wishing to Track or Forage from the saddle, have full access to the full range of his senses and thus full AV for his Perception skills (Search, Sentry, Savvy), the speed penalty is applied as noted above, BUT the character will also be required to be bare of head, at least to the extent of having his coif pulled back, no veils wrapped around his head, no piles of folded linen, veil and wimple which might otherwise be considered appropriate for a lady or other woman of means. Only the smaller pillbox style caps and smaller muffin caps or the little forester caps associated with Robin Hood will pose no difficulty for the use of sensory skills.


AV Modifiers

The GM makes sure that any modifiers necessary get applied, according to the circumstances at hand.

The GM must be able to deal with the characters when they are operating under less than optimum conditions fairly often in the game. Arranging such circumstances to make the events of the game more interesting and challenging is part of his job as GM, after all. When facing difficult circumstances, the characters chances for success at the tasks they attempt are going be impaired. When trying to determine whether to adjust the AV or the DV to reflect these circumstances, the GM needs only one basic rule of thumb: modifiers to a character’s AV’s are applied only when the GM determines that the character is in such a state that his own native ability to perform is impaired (wounded, exhausted, drunk, drugged, etc.); modifiers to the DV are applied when the external factors, the surrounding environmental circumstances, are such that they make the task more difficult to accomplish.

The table of AV Modifiers following represents a selection of the most common factors that affect character AV’s.

These are global modifiers, affecting ALL the character’s AV’s for any and all of the actions attempted while he is in the state indicated. These are all penalties because the full AV already represents the character at his best, as previously stated.

The only thing that can raise an AV beyond the full normal AV representing the character’s full, native knowledge, skill, and ability the character possesses is magick.

General AV Modifiers

Drunk – (POT of alcohol currently in system)
Sick – (POT of illness at current stage)
Winded * – 1 per point
Fatigued ** – 2 per point
Exhausted † – (Progressive)
Stunned in battle by pain or head trauma – (amount of Stun remaining)
Light Wounds – 1/10th AV, minimum 1
OR Seriously Wounded – 1/4th AV, minimum 1
OR Grievously Wounded – 1/2 AV, minimum 1
OR Mortally Wounded – 3/4th’s AV, minimum 1
Blinded †† AV reduced to 1/4th
Forced to use off-hand as primary hand, AV limit inc. CRD att. mod.

(CRD ÷ 2) used to determine att. mod.Struck while working- (POT) of blow

* A character is considered Winded when he has run out of Wind points. This penalty may be levied in combination with being Fatigued and Exhausted, but not with both.

** A character is considered Fatigued when he has used half his full normal amount of Fatigue points. This may be levied in combination with the penalty for being Winded when they coincide.

† A character is considered to be Exhausted when he has run out of Fatigue points and is forced to use CND, instead, which requires a successful P-RES check (see “Using WND & FTG in Play”). This may be levied in combination with the penalty for being Winded when they coincide. The previously accumulated penalties from being simply Fatigued beforehand are compounded with the further penalties from being Exhausted.

†† As human folk rely on their sight for roughly 75% of their sensory input, when robbed of it, a character’s AV’s for skills that rely on sight, especially ones like Weapons, Shield, Acrobat, fisticuffs, Masquer or Cosmetics, disarming traps, any handicraft, or the like (GM’s discretion), this penalty is imposed. This penalty remains in force until the character’s sight is restored.

Penalties for Movement

Should a character himself be moving (walking, running) while trying to accomplish some action or especially some skill, the speed of movement reduces his effective AV to complete such actions as might conceivably be attempted while moving (GM’s discretion), according to the rate or portion of his movement capacity he is using, as shown on the following table.

Movement Rate Penalty
Up to “Zero” (none)
“Zero” to “Walk” -1/4th
“Walk” to “Trot” -1/2
“Trot” to “Run” -3/4th’s
“Run” to “Sprint” (AV 1)

In these instances, the mph’s of movement are subtracted from the character’s AV. This presumes the character is moving on a stable, even surface.

When the surface the character is crossing is particularly uneven and/or pocked or rocky or littered with other sorts of debris, or the character is located on a moving cart or wagon, or riding along on his mount or standing in the saddle of a moving mount, the DV for the skill(s) attempted are then affected, rather than the AV.

This indicates a change in the circumstances his action and/or movement takes place under, not in the state of the character himself.

All the modifiers are cumulative. If a character is Fatigued, forced to use his off-hand and Seriously Wounded simultaneously, ALL those penalties apply. As the AV is primarily the player’s responsibility, it is the player who is expected to adjust his character’s AV’s to reflect the current state of his health and his physical reserves of energy.

The GM is very likely require the AV be adjusted and the d100 check be made again if the player should forget or ignore this responsibility.