On a desert island
Affinity with Animals
If you have that Skill, you can train domestic animals but also coax wild animals, such as the ferocious Dogs d'Inferno or the dreadful man-eating Poodles-Piranhas… It allows at least to better understand the animal psychology and reactions, and if not it still may give you a chance to make out of any Doberman or Underdamatrese Tiger a quiet sheep (or reversedly!). It can, for similar reasons, prove useful for hunting or fishing, not to actually make a catch but at least to devise the best time and conditions to make a catch easier.
A Speciality can be chosen by animal species. Some exotic or particularly dangerous or violent species require a Speciality and if it is not available at the time of encounter, let's say, then the Game Master will have to apply systematic Mali. That's usually the case for Poodles-Piranhas and the Underdamatrese Tiger, which are, luckily enough, not to be seen - well, at least usually! - on Curry-Bean Islands…
Quite naturally, that Skill comes in use combined to Got a Nerve! Cleverness or Perception can also become necessary in some cases, notably when hunting.
Level 0: « You should refrain from trying! That tiger looks really quick tempered, above all since you entered its cage! Ow… ow… ouch! »Level 10: You could put your head between the jaws of a crocodile without having been presented to each other. It however always contains some degree of uncertainty, that is why you do not try to prove it to any man o'the street…

Hunt
Be careful to understand that Skill in its strict meaning of knowing the techniques for hunting and tracking, which requires a good knowledge of animals but not to have any affinity with them… The latter is covered by the previous Skill you can find on the Pirate's Sheet, dear Reader.
That Skills, however, is to be understood rather widely in terms of the potential preys, including even Man. As one would agree, the techniques relevant for tracking or trapping would not be fundamentally different.
A Speciality can be taken for each animal species, including Man, which is a well spread Speciality in Guinea…
That Skill will often be used with Perception and Cleverness. The making of traps for hunting requires the use of that Skill with Cleverness or Dexterity according to the case, or both Attributes in a sequence of two Rolls.
Level 0: Don't try again! You don't but fall in your own traps! Luckily enough they are made too badly to be really dangerous…Level 10: You don't hunt for a living, you live for a Hunt! It's in your blood. Everything having hair, feathers or scales in that world is to be brought by you as soon as possible into the next…
Little Scratches
That Skill is used to implement first aid measures or heal light wounds. In a general manner, one can judge that that Skill is applicable for wounds up to the Level « Ouch, as if… », at least for emergency in wait for a more complete care. For heavier wounds, that Skill has however still an application field since it is used to stop bleedings. It also allows for emergency care in all cases when it can help avoiding that the initial wound worsens immediately (splints, bandages, etc.).
That Skill is used with Cleverness or / and Perception for the diagnostic, then with Dexterity - while you occasionally need to have Got a Nerve! - to apply the care. The Game Master shall refer to the relevant section in the Chapter Duels and Encounters to evaluate the effects of the first aid and similar care in the case of the lighter wounds. In the case of heavier wounds, the use of the Bad Wounds Skill will probably be necessary to really allow for recovery.
The specific care for Bleedings, Fainting Fits, etc. can be chosen as Specialities for that Skill.
Level 0: « Hem… Tell me, that guy here, why did you nail the splint… right in his arm?! »Level 10: You can stop almost any king of Bleeding and the wounds of which you took care heal twice as fast as the usual pace. You couldn't be the Board Surgeon but you're able to do miracles after a bloody Boarding!
Steep Little Climb

You are able to climb cliffs, ivy along houses, ropeworks On-Board, trees, in short everything which is climbable by Man.
That Skill is most often used with Nimbleness but also with Strength or even Constitution if the task happens to last longer than usual. That Skill comes also quite well in use with the rules described in the section Falls and Jumps…
Specialities can be taken for that Skill, in function of the nature of what is climbed: Trees, Rock, Curtains, etc.
Level 0: For you at least, it is not risky at all: you could not climb down that tree safely but you cannot climb it up either! Well finally, that's not so bad so far…Level 10: All the Governors of the region shqke zith feqr about the balcony(ies) and the curtains of their dolly dolly daughter when they happen to know you landed on their island!
Shark Feeding

That Skills determines if you are able to swim and how well; in case of Failure, in the best case (That is: if the Game Master is in a good mood…), you stay at the same place, Doggy-Paddling and if you were trying to escape something, you won't go far! In many cases, however, you may well have to refer quickly to the rules regarding Drowning and then you'll understand the whole meaning of that Skill's designation…
That Skill is used with Nimbleness, Strength or Constitution, according to the situation. Of course, the cases where a prolonged effort is required are managed with Constitution but that doesn't mean you don't need another Roll versus (Shark Feeding + Nimbleness) to remain on the surface… It'll be much clearer at the deep sea when a storm come close!
One can choose a specific swimming style as Speciality: Freestyle, Butterfly, Doggy-Paddling, etc. or even Medley if one wishes that!
Level 0: No need of a Roll, you swim like a Cannonball and you know it!Level 10: one hundred meter Butterfly in fifty seconds! (Well, nonetheless provided you train regularly…)