Occasionally, a hero must attempt a skill they never studied—splinting a broken leg, cracking a complex lock, or soothing a panicked stallion.
- Base chance: roll against half the governing statistic (round down). A Dexterity 13 wizard with no Sleight of Hand would test at 6 %.
- Barred fields: highly technical disciplines—Alchemy, Engineering, Medicine, and most forms of Magic—cannot be attempted untrained unless the GM decides partial success is plausible.
One‑step penalty: every untrained attempt shifts one rung tougher on the ladder; Easy becomes Routine, Challenging becomes Hard, Hard becomes Very Hard, and so on. Near‑Impossible tasks remain off‑limits until the hero gains training or specialized gear.
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File Created: 04/28/2025 Last Modified: 04/28/2025