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 Post subject: Talents & Skills
PostPosted: Thu Aug 11, 2016 11:28 am 
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Prince
Prince

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Posts: 5794
Talents & Skills Preamble

An excellent freeware summary is: "http://www.kersting.com/USTG.pdf"
Hackmaster 4th Ed Talents are akin to D&D 3rd Ed Feats and can only be gained during character creation and are purchased with Building Points.
Skills are d100 based (equal or under the skill level means success) in lieu of 2nd Ed NWP. These can be purchased during character creation with Building Points. If you're lucky, some skills may also be gained for free during character creation. To a minor extent, existing skills can be improved during play (if a skill roll is equal to or less than the characters "Chance to Improve Skill" which is defined by their WIS ability score.) New skills may be gained or existing ones improved during play and game downtime ("Training Time" blocks of 1 week) which requires chunks of money, a trainer or training facility and a successful Learning Ability roll (defined by the character's INT ability score.) Training centers abound and are a good way to separate adventurers from their ill-gotten gains.)
SKills for non-deities are maxed at 125%. Modifiers apply to the skill score. Any natural roll >95% is a fail. A natural roll <6% is an automatic success (to some degree). The Talents and skills detailed below are from the HM 4th Ed PHB and are to serve as an introduction for players new to the system. Additional Talents & skills are listed in the USTG link that are not detailed below. These are detailed in the "splat books" and are available to players that purchase those tomes; ("http://www.kenzerco.com/index.php?cPath=26&page=1")

Talents (BP cost)

Acrobatic Skill Suite: (5) [Elves (incl. Grunge & Dark), Half-Elves, Humans, Pixie Fairies]
A character with this talent can tumble, walk a tightrope, and attempt many types of difficult manoeuvres with his body. This talent gives the character a +1 AC bonus in melee. When falling, the character suffers 5 points less damage than characters without this talent.
Active Sense of Smell: (5) [Half-Orcs (innate), Half-Ogres]
An Active Sense of Smell will grant the character a nose sensitive enough to give him a +1 bonus to surprise rolls.
Acute (high) Alertness: (5) [Any but Half-Ogres]
Persons with this talent are almost impossible to surprise in any situation (they are only surprised on a 1 in 10 chance.). Even when such a character is asleep, he has an 8 out of 10 chance of knowing when something is amiss in his immediate vicinity.
Acute Taste: (0) [Half-Orcs (innate)]
The character’s sense of taste is so sensitive, thanks to this talent, that he gains a +2 bonus to saving throws vs. imbibed poisons. He may also complain twice as often if forced to eat iron rations for weeks at a time, and will relish the chance to feast at any quality eating establishment.
Ambidextrous: (5) [Any, (innate for Elves incl. Grunge and Dark)]
A character with this talent can use either his left or right hand equally well for weapons, writing, etc. In combat situations, a character with this talent can change weapon hands in one action. Because of his flexibility, this character can attack with two weapons with no penalty.
Animal Companion: (10) [Elves (incl. Grunge)]
The character fortunate enough to have this talent gains the constant, loyal companionship of an Elven Wardawg (See your GM for the correct details from the Hacklopedia of Beasts, Volume 3).
Animal Friendship: (10) [Gnomes (incl. Gnome Titans), Gnomelings]
Once a day the character gains an Animal Friendship spell ability, as the druid spell, with respect to burrowing animals. See the Hacklopedia of Beasts for more information on animals that burrow.
Astute Observation: (5) [Any but Half-Orcs and Half-Ogres]
Characters with this talenr notice what’s going on around them. They are quick to notice details that could be important. This character is surprised only on a 1 in 10 chance. Thieves can use this talent to gain a +10 bonus on their checks for picking pockets and +10% to notice anything that might help in performing a successful burglary.
Attack Bonus: (5) [Half-Orc, Humans, Pixie Fairies]
A character wirh rhis talent gets +1 attack bonus with any one weapon of
the player’s choice.
Axe Bonus: (5) [Dwarves]
A character with this talent gets +1 to attack rolls with hand or battle axes.
Balance Bonus: (10) [Half-Elves, Halflings, Humans]
A character with this talent gets +5% to any check involving balance-related feats including climbing, tumbling, tightrope walking, etc..
Blind Fighting: (10) [Any]
A character with a talent for blind-fighting is capable of fighting in conditions of poor or no light (but this talent docs not allow spell use). In total darkness, the character suffers only a -2 penalty to his attack roll (as compared to a -4 penalty without this skill). Under starlight or moonlight, the character incurs only a -1 penalty. The character suffers no penalties to his AC because of darkness or inability to see. Furthermore, the character retains special abilities that would normally be lost in darkness, although the effectiveness of these are reduced by one-half (skill checks are made at half the normal score, etc.). This talent is effective only against opponents or threats within melee distance of the character. Blind-fighting does not grant any special protection from missile fire or anything outside the immediate range of the character’s melee weapon. Thus, AC penalties remain for missile fire. (By the time the character hears the whoosh of the arrow, for example, it is too late for him to react.) While moving in darkness, the character suffers only half the normal movement penalty of those without this talent. Furthermore, this talent aids the character when dealing with invisible creatures, reducing the attack penalty to -2. However, it does nor enable the character to discover invisible creatures; he has only a general idea of their location and cannot target them exactly.
Bow Bonus: (5) [innate for Elves (incl. Grunge), Half-Elves]
An elven character with this talent gets +1 to attack rolls with any type of bow other than a crossbow.
Brewing: (5) [Dwarves, Gnomes (incl. Gnome Titans), Halflings]
A character with this talent gets +10 to all his brewing skill checks. (The character must have the skill to gain this benefit.)
Close to the Earth: (5) [Dwarves, Dark Elves, Gnomes (incl. Gnome Titans)]
Characters with this ability heal faster in subterranean settings. When this character is underground, he heals twice as fast as he would on the surface. If the character merely goes into a cave, he' must rest there a full day to gain any significant benefit.
Cold Resistance: (5) [Elves (incl. Grunge & Dark), Half-Elves]
A character with this talent gets +1 bonus on all his saving throws vs. cold and ice-based attacks, as the characters body is less susceptible to extremely low temperatures.
Constitution/Health Bonus: (10) [Dwarves, Dark Elves]
A character with this talent gets a Constitution bonus of + 1 when underground, because he is accustomed to the cold and often damp Underwurld.
Crossbow Bonus: (5) [Dwarves, Dark Elves]
Because dwarven characters favour crossbows, they gain a +1 attack bonus with any crossbow. (Hurled weapons are limited in tunnels and other bows require large pieces of wood which are not readily accessible.)
Dagger Bonus: (5) [Elves (incl. Grunge & Dark, Gnomes (incl. Gnome Titans), Gnomelings, Halflings (innate if thrown)]
Characters with this talent get + 1 attack roll bonus with daggers.
Damage Bonus: (5) [Half-Orcs, Half-Ogres]
Characters with this talent get a +1 bonus to damage with one weapon of the player’s choice.
Dart bonus: (5) [Gnomes (incl. Gnome Titans), Gnomelings]
Characters with this talent get +1 to attack rolls with darts, their preferred missile weapon.
Defensive bonus: (5) [Gnomes (incl. Gnome Titans), Gnomelings]
Characters with this talent get +1 to Armor Class when in their native underground environment.
Dense Skin: (10) [Dwarves, Half-Orcs, Half-ogres (innate)]
If the character is struck by a blunt weapon, he suffers only half the damage the attack would normally inflict, thanks to this talent.
Detect Evil: (5) [Dwarves, Halflings]
Once a day a character with this ability can detect evil in creatures or individuals. This talent does not function on items or locations.
Detect Poison: (5) [Dwarves]
By sniffing any food or drink, the character with this talent can determine if it has been poisoned. He successfully detects any poison on a result of 1-4 rolled on ld6.
Detect Secret Doors: (5) [innate for Elves (incl. Grunge & Dark) and Half-Elves, Humans]
The character with this talent is quick to spot concealed doors and hidden entrance ways. Merely passing within 10’ of a concealed door allows an elf a one-in-six chance (a 1 on ld6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on ld6) to find secret doors, and a three-in-six (1, 2, or 3 on ld6) to notice a concealed door.
Determine Age: (5) [Dwarves]
By examining a building or ruins, the character with this talent stands an excellent chance of determining the approximate age of the structure. The chance of success is 1-5 on 1d6.
Determine Stability: (5) [Dwarves, Dark Elves]
The character with this talent is an expert at determining if the ground is stable. By concentrating for one round, the character can determine if there will be a dangerous tremor, collapse, rock fall or rockslide when the character enters an area. The chance of success is 1-4 on ld6.
Endurance: (5) [Dwarves, Half-Orcs, Half-Ogres, Humans]
A character with Endurance is able to perform continual strenuous physical activity for twice as long as a normal character before becoming subject to the effects of fatigue and exhaustion. In those cases where extreme endurance is required, a check against Constitution must be made. Note that this talent does not enable a character to extend the length of time that he can remain unaffected by a lack of food or water.
Engineering Bonus: (5) [Gnomes (incl. Gnome Titans), Gnomelings]
If the character with this talent also has the engineering skill, he gains a +10 bonus to any engineering skill checks he must make.
Evaluate Gems: (5) [Dwarves]
A character with this ability can determine the value of any given gem within 10%, given a lull ld4 minutes of examination.
Experience Bonus: (10) [Gnomelings, Humans]
A character with this talent gets a +5% experience point bonus. This is cumulative with the 10% experience point bonus certain classes get for high primary attributes, if the character has them.
Expert Haggler: (5) [Dwarves, Halflings]
This talented character drives a hard bargain. Anything he purchases costs 10% less than the listed price. Unlike the haggling skill, no check is necessary.
Faerie Kind Martial Arts: (5) [Pixie Fairies]
A character with this talent knows the special fighting style of the wee folk. He gets +2 to-hit and damage in any combat situation.
Flutter: (2) [Pixie Fairies]
Flutter allows a pixie fairy to use the move silently skill while flying, and without penalty.
Forest Movement: (10) [Elves (incl. Grunge), Gnomes (incl. Gnome Titans), Gnomelings]
This talent affords the character the ability to pass without trace through his native woodlands, as per the druid ability.
Freeze: (10) [Gnomes (incl. Gnome Titans)]
This is the ability to “freeze” in place, anytime this gnomish character wishes, in a gnomes native underground environment. 1’his gives such a character a 60% chance to remain unnoticed by any who pass by.
Grace Under Pressure:
(5) [Elves (incl. Grunge & Dark), Humans]
This talent gives human and elven characters the ability to perform under even the most stressful of circumstances. Characters with rhis talent are less likely to crack under interrogation or torture. This gives the character a 60% chance not to break and run in battle, and the same percentage chance to not divulge any information under duress (regardless of the torturer’s skill check).
Heat Resistance: (5) [Elves (incl. Grunge & Dark), Half-Elves]
Elven and half-elven characters with this talent get a +1 bonus on saving throws vs. heat and fire-based attacks, as the character’s body is far less susceptible to extremely high temperatures.
Hide: (10) [Gnomes (incl. Gnome Titans), Gnomelings, Halflings]
This is the ability to hide in woods with a chance equal to a barbarian of the same level’s hide in natural surroundings ability.
Hit Point Bonus: (10) [Dwarves, Humans, Pixie Fairies]
The dwarven, human, or pixie fairy character with this talent gains an additional hir point each time the character rolls a hit die for attaining a new level.
Illusion Resistant: (5) [Dwarves]
The dwarven character with this talent will gain a +2 bonus on any attempts to disbelieve illusions.
Javelin Bonus: (5) [Elves (incl. Grunge & Dark)]
These elven characters get +1 attack roll bonus when using a javelin.
Keen Sight (Long Distance): (5) [Elves (incl. Grunge & Dark), Half-Elves, Humans, Pixie Fairies]
People who possess this talent have superior eyesight, enabling them to see great distances. Player characters who have keen sight can use ranged weapons at much greater accuracy, giving them +1 to all ranged to-hit rolls. These characters notice things many others would miss. They can see 25% farther than normal characters in any given light condition.
Less Sleep: (5) [Elves (incl. Grunge & Dark), Half-Elves, Humans]
The character with this talent requires only four hours’ worth of sleep to be fully rested. This is especially valuable to adventuring spell casters. This talent grants a +1 to reaction rolls for other races’ acceptance of the character when first meeting him.
Mace Bonus:(5) [Dwarves, Half-Orcs, Half-Ogres]
Characters with this talent get +1 to attack rolls with the footman’s mace.
Magic Bonus: (5) [Pixie Fairies]
A character with this talent receives a plus one to all saving throws against spells or other magical effects.
Magic Identification: (10) [Elves (incl. Grunge & Dark)]
This talent gives a character a 5% chance per experience level of identifying the general purpose and f unction of any magical item, reflecting their special interest in knowledge of the arcane.
Meld Into Stone: (10) [Dwarves]
Once a day a dwarven character with this ability can meld into stone as a cleric of die same level.
Mining Sense: (5) [Dwarves, Dark Elves, Gnomes (incl. Gnome Titans), Gnomelings]
A character with this talent is familiar with mining, tunnelling and stonework. By concentrating for one round the character can: Detect grade or slope in passage (1-5 on ld6); Detect new tunnel/passage construction (1-5 on 1d6); Detect sliding/shifting walls or rooms (1-4 on 1d6); Detect stonework traps, pits, and deadfalls (1-3 on 1d6); Determine approximate depth underground
(1-4 on ld6); Detect unsafe walls, ceiling, and floors (1-7 on 1d10); Determine approximate direction underground (1-3 on ld6). If the character already possesses one of the above talents, i.e. it was granted as a bonus racial talent, they instead receive a +1 modifier ro all checks of that type. However, a maximum result on the die always fails in these instances.
Opportunist: (5) [Gnomes (incl. Gnome Titans), Halflings, Humans]
A human, gnomish, or Halfling character with this talent is quick to spot any opportunity which would benefit him. He is a capable wheeler and a dealer. Therefore, this character gets a +5% bonus to any percentile die rolls for any purpose.
Photographic Memory: (5) [Elves (incl. Grunge & Dark), Half-Elves, Humans]
A character with this talent can remember anything he has read. This gives arcane spell casters the ability to memorize one additional spell per level.
Pick Bonus: (5) [Dwarves]
This talent gives a dwarvcn character a +1 to attack rolls with military picks.
Potion Identification: (5) [Gnomes (incl. Gnome Titans), Gnomelings]
A gnomish or gnomeling character with this ability has a percentage chance equal to his Wisdom score of identifying a potion by appearance and scent. He can make an attempt once per level per potion.
Reaction Bonus: (5) [Halflings]
This talent grants a +1 to reaction rolls for other races’ acceptance of the character when first meeting him.
Resistance: (5) [Dwarves, innate for Half-Elves, Humans]
This talent gives a character a 30% resistance to Sleep and charm-related spells.
Seeking, Grasping Hands: (5) [Elves (incl. Grunge & Dark), Humans]
This talent allows a character to reach out telepathically and give the mind of another person a “push.” This allows him to plant one single suggestion into another person’s mind. The target must roll a save vs. spell or treat the suggestion as favourably as is reasonable. (Attempting to suggest that a paladin steal something is far more likely to send the paladin to prayer than to get him to start a life of crime.) This talent can be used once per day, and may affect any creature only once ever.
Short Sword Bonus: (5) [Dwarves, Gnomes (incl. Gnome Titans)]
A character with this talent gets +1 to attack rolls with short swords.
Sibling Empathy: (10) [Any]
Characters with this ability share a special link with a brother or sister that is beyond the norm. They can actually feel what their sibling is feeling as if they were there. Such empathy usually kicks in whenever a sibling is experiencing strong emotions, such as fear or anger. It can warn of danger. Also, a person with this talent can concentrate for one full round and communicate any single emotion to a sibling, or read any single emotion from a sibling. This talent works no matter how far away the brother or sister is.
Sixth Sense: (5) [Any but Half-Orc or Half-Ogre]
This is the ability to “see” things that can’t normally be seen. Players with this talent can sense invisible or hidden people or items with a fair degree of accuracy. This does not mean that the character has a detailed picture of that which is invisible or hidden; he only knows that something is there. This sense also helps characters that happen to be blind, blindfolded or in the dark find their way around safely. Characters with this ability can sense only things or people that are in front of them. Objects to the sides or rear are undetectable by means of this talent. The basic chance of success is 50%, though the GM may adjust this (for example, -20 if an object is in a lead-lined box or +25 if the character holds something strongly linked to the person hiding).
Sling Bonus: (5) [Gnomes (incl. Gnome Titans), Gnomelings, innate for Halflings]
This character gets a +1 bonus to-hit when using a sling.
Speak with Plants: (10) [Elves (incl. Grunge & Dark)]
Once a day, the elven character who has this talent can use the Speak with Plants ability, as a druid of the same level.
Spear Bonus: (5) [Elves, innate for Grunge Elves]
This elven character gets a +1 attack roll bonus when using a spear.
Spell Abilities: (15) [Elves (incl. Grunge), innate for Dark Elves]
Once a day the elven character wiry this talent can choose to cast Faerie Fire, Dancing Lights and Darkness as a cleric or magic-user of the same level. When the character reaches 4th level, he can add the following spells to his list of possibilities: Levitate, Detect Magic and Know Alignment.
Stealth: (10) [Dwarves, Gnomes (incl. Gnome Titans), Gnomelings]
If the character with this talent is not in metal armor, a -2 penalty is applied to opponent’s surprise rolls. The stealthy character must be at least 90 feet ahead of a party of characters without this ability or accompanied only by characters with equivalent stealth skills. The character is also difficult to surprise and receives a +2 bonus to his own surprise rolls.
Stone Tell: (10) [Dwarves]
Once a day a dwarven character with this talent can use the Stone Tell ability, as a cleric of the same level.
Sword Bonus: (5) [innate for Elves (incl. Dark), Half-Elves]
These half-elven characters get +1 to attacks wirh either long swords or short swords.
Taunt: (5) [Halflings]
Once per day the halfling character with this talent can taunt someone, as per the 1st level magic-user spell.
Touched by Yurgain:(—) [Dwarves]
Dwarves born ‘touched’ are able to become battle mages. There is a price, however. Such characters do not suffer the penalties for using magic items that their brethren suffer bur they lose the bonuses on saves vs. magic. Touched characters also lose the to-hit modifiers/defence adjustments other dwarves get when attacking or being attacked by certain races. There is no Building Point cost for this talent but the dwarf gives up any chance of being a fighter or multi-classing.
Tough Hide: (10) [innate for Half-Ogre, Humans]
A few rare human characters (and all half-ogres) have a natural Armor Class of 8. If the character wears armour that would improve his AC to better than 8, this ability has no effect. If the character wears armour that gives him an AC of 8 or worse, he may add a +1 bonus to his Armor Class.
Track Game Animal: (5) [Grunge Elves]
A character with this Talent receives a +10 bonus to the track game and identify animal by tracks skills. The character must possess these skills to gain the benefits.
Trident Bonus: (5) [Elves]
A character with this talent gets +1 on attack rolls when using a trident.
Warhammer Bonus: (5) [Dwarves]
Characters with this talent get +1 to attack rolls with the warhammer.


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 Post subject: Re: Talents & Skills
PostPosted: Fri Aug 12, 2016 12:03 pm 
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Prince
Prince

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Posts: 5794
Skills #1 [Ability/Skill Group/BP cost]

ARCANA
Arcane Lore:
[Intelligence/Arcane/5 B.P.s]
A person versed in arcane lore knows the basic principles behind magic. He’s tuned in to secrets about the world around him that most others do not and knows how to read magic scrolls or writings. He may not be able to cast spells, but he can read magical writing and generally tell what its all about.
Prerequisite: None.
Divine Lore:
[Wisdom/Arcane/5 B.P.s]
A person versed in divine lore knows the basic principles behind most religions. He knows secrets about most religious orders and practices that many others do not. He knows how to read clerical writings and scrolls He may not be able to cast clerical spells, but he can read the writing and generally tell what it’s all about.
Prerequisite: Religion.
Spellcraft:
[Intelligence/Arcane/2 B.P.]
Although this skill does not grant the character any spell casting powers, it does give him a familiarity with the different forms and rites of spell casting. If he observes and overhears someone who is casting a spell, or if he examines the material components used, he can attempt to identify the spell being cast. A skill check must be rolled to make a correct identification. Specialist magic users gain a +15% bonus to the check when attempting to identify magic of their own school. Note that since the spell caster must be observed until the very instant of casting, the spellcraft skill does not grant an advantage against combat spells. The skill is quite useful, however, for identifying spells that would otherwise have no visible effect. Those talented in this skill also have a chance (equal to half of their normal skill check) of recognizing magical or magically endowed constructs for what they are.
Prerequisites: Arcane Lore.

ACADEMIA
Administration:
[½(Intelligence+Wisdom)/Acamdemia/1 B.P.]
The character with this skill knows the basics of how government and civic organizations operate. He can use such knowledge to his advantage when he wants to function well within a known governmental system, run for public office or take a position of power or leadership within any social structure.
Prerequisite: Leadership, Basic and Leadership, Committee.
Agriculture:
[Wisdom/Academia/I B.P.]
This character knows the basics of farming, including planting, harvesting and storing of crops, tending animals, butchering and other typical farm chores.
Prerequisite: None.
Alchemy:
[Intelligence/Academia/7 B.P.]
Alchemy gives a character the ability to mix compounds and to know what those compounds do. An alchemist can mix up medicines and healing potions. He can even mix up a mean Long Island Iced Tea. Alchemists have long sought to know the secret of turning lead into gold, but so far, that is an ability beyond their reach. For most other chemical mixtures, an alchemist can do the trick. He cannot create magical potions, however. The healing potions mixed by alchemists are based on natural medicinal components. Even though they cannot recreate magical potions using this skill, alchemists can identify magical potions about 50% of the time.
Prerequisite: None.
Anatomy, Basic:
[½(Intelligence+Wisdom)/Academia/3 B.P.]
Characters with the anatomy skill have a basic knowledge of how the body functions. They know where major organs are located on most species. They do not know much about the anatomy of rare creatures or monsters, but they can make an educated guess in certain circumstances. This skill can help a character know how to harvest organs and other body parts for spell components or other uses, including selling them to others. This particularly useful in getting all the E.P.s possible from a slain creature’s yield as listed in the Hacklopedia of Beasts.
Prerequisite: None.
Anatomy,Vital (specific animal):
[½(Intelligence+Wisdom)/Academia/1 B.P.s]
A character with this skill knows in detail the inner workings of a specific type of animal or creature. He knows where specific organs are located that are useful as spell components and how the vital organs function. He can also perform basic first aid on an animal he is knowledgeable about. A player can choose one specific animal, with GM approval. If a player wants his character to know the vital anatomy of more than one creature, he will need to purchase this skill for each additional animal at a cost of 1 B.P per animal. The lower cost denotes the fact that most animal anatomy is similar, and once a character gains insight into one animal, it will take him less effort to understand the anatomy of other animals. This particularly useful in getting all the E.P.s possible from a slain creature’s Yield as listed in the Hacklopedia of Beasts.
Prerequisite: Anatomy, Basic.
Ancient History:
[Intelligence/Academia/1 B.P.]
The character has learned of certain specific legends, lore, and history of some ancient time and place. The knowledge must be specific (i.e. a modern historian might specialize in the Late Roman Empire, the Akkadians or the European High Middle Ages). Thus, a player character could know details about the Night of Long Shadows or the War Between the Gawds or whatever else the GM allows. This skill gives the character familiarity with the principal historical events, legends, personalities, conflicts, places, battles, developments (scientific, cultural, and magical), unsolved mysteries, crafts and oddities of the time period chosen. The character can recognize things he encounters from that age with a successful skill check. For example, Thorg knows quite a bit about the Gnome Uprisings. While moving through some deep caverns, he and his companions stumble across a sealed portal. After rolling a successful skill check, he realizes that it bears the battle crest of Lord Flataroy’s Gnome Protectorate Army.
Prerequisite: None.
Animal Lore:
[Intelligence/Academia/2 B.P.]
This skill enables a character to observe the actions or habitat of an animal and interpret what is going on. Actions can show how dangerous the creature is, whether it is hungry, protecting its young, or defending a nearby den. Furthermore, careful observation of signs and behaviours can even indicate the location of a water hole, animal herds, predators, or impending danger, such as a forest fire. The GM will secretly roll a skill check. A successful check means the character understood the basic actions of the creature. A character may also imitate the calls and cries of animals that he is reasonably familiar with, based on his background. This ability is limited by volume. The roar of a Scoria Dragon would be beyond the abilities of a normal character. A successful skill check means that only magical means can distinguish the characters call from that of the true animal. The cry is sufficient to fool animals, perhaps frightening them away or hiring them closer. Finally, animal lore increases the chance of successfully setting snares and traps (for hunting) since the character knows the general habits of the creature hunted. The GM will determine this bonus (usually +5 to +25).
Prerequisite: None.
Appraisal: Gemstone:
[Intelligence/Academia/3 B.P.]
This skill is similar to the general appraising skill described below. It is highly useful for thieves and adventurers, or others who wish to avoid being taken advantage of. A character with this skill can appraise cut or uncut gems and accurately estimate their value and authenticity most of the time. The character must handle the item in proper lighting conditions to properly examine it. A successful skill check (rolled by the GM) enables the character to estimate the value of the gem to the nearest 10% of its true value and to identify fakes. Dwarves with this skill get an additional 15% bonus to their skill check because of their racial familiarity with gems.
Prerequisite: Appraising.
Appraising:
[Intelligence/Academia/6 B.P.]
This skill is highly useful for thieves and adventurers, as ir allows characters to estimate die value and authenticity of antiques, art objects, jewellery, cut gemstones, or order crafted items they find (although the GM can exclude those items too exotic or rare to be well known). The character must examine the item to be appraised in good lighting conditions. A successful skill check (rolled by the GM) enables the character to estimate the value of the item to the nearest 20% of it’s true value and to identify fakes.
Prerequisite: None.
Art Appraisal: Subset: Painting
[Intelligence/Academia/3 B.P.s]
Characters with this skill have the ability to estimate the value of painted artwork. They are well versed in technique and history, enough to be able to spot fakes. A character who wants to estimate the value of a painting need not hold the painting, but he must be able to view it under adequate lighting for close inspection. He must also be uninterrupted for two rounds while examining it. A character who wants to use this skill must make a successful skill check (rolled by the GM). A successful roll means die character has estimated the worth of a painting within 10% of its true value. He will also be able to tell if the painting is a forgery. Prerequisite: Art Appreciation: Subset: Painting.
Art Appraisal: Subset: Sculpture
[Intelligence/Academia/3 B.P.s]
This skill is similar to the painting appraisal skill described above. It allows characters to estimate the value of sculpted art and to spot forgeries of great masterpieces. A character employing this skill must be sufficiently close to the sculpture in question as to be able to touch it. He must be able to closely examine the sculpture [with proper illumination] for two uninterrupted rounds. A successful skill check (rolled by the GM) means the character has estimated the value of a sculpture to within 10% of its true value. He is also able to tell whether the sculpture is authentic or a forgery.
Prerequisite: Art Appreciation: Subset: Sculpture.
Art Appreciation: Subset: Painting
[Wisdom/Academia/1 B.P.]
Characters with this ability are well versed in the general history of the great painters and their works. A character with this skill will specialize in one particular style, artist or period of painting, having more extensive knowledge about their specialization. A character with this skill can estimate the worth of other works, but without a great deal of certainty or accuracy. They can generally tell who painted it and what style and time period it was painted in. A success skill check will allow a character to spot a forgery.
Prerequisite: None.
Art Appreciation: Subset: Sculpture
[Wisdom/Academia/1 B.P.]
This skill is similar to the painting appreciation skill subset described above. A successful skill check will allow a character to spot a forgery. They can also usually tell if a stone figure is actually a sculpture, or whether it is a person or creature that has been petrified. They are well versed in the history of great sculptors and their works and usually specialize in one particular style, sculptor or time period.
Prerequisite: None.
Astrology:
[½(Intelligence+Wisdom)/Academia/1 B.P.s]
This skill gives the character some understanding of the influences of the stars. Knowing the birth date and time of any person, the astrologer can study the stars and celestial events and subsequently prepare a forecast of the persons future. The astrologers insight into the future is limited to the next 30 days, and his knowledge is vague at best. If a successful skill check is made, the astrologer can foresee some general event - a great battle, a friend lost, a new friendship made, etc. The GM decides the exact prediction. Characters with the astrology skill gain a +5 bonus to all navigation skill checks, provided the stars can be seen.
Prerequisite: None.
Botany
[Intelligence/Academia/1 B.P.s]
A character with this skill has a basic knowledge of plants and how they grow. They know how to tell various species of plants apart and under what conditions each type of plant grows best. Most of the rime they can tell poisonous plants from non-poisonous plants.
Prerequisite: None.
Campaign Logistics
[Intelligence/Academia/1 B.P.s]
Through their knowledge of how to keep troops properly supplied, characters with this skill can keep a military campaign going smoothly. A character knowledgeable in this area also knows the fastest, safest and most direct routes for getting troops and their equipment from point A to point B. A person with this skill is invaluable in any military operation. A successful skill check means everything is running smoothly.
Prerequisite: Military: Operations.
Civil Administration
[½(Intelligence+Wisdom+Charisma)/Academia/2 B.P.s]
This skill allows characters to be able to successfully run a city, town or village. Characters with this skill have what it takes to become a mayor, governor or town leader. They know how to hire staff, keep a budget and provide for sanitation and serviceable roadways. They know how to keep things running smoothly. A successful skill check means the character is doing well, and the people he governs are happy (or at least not rioting in the streets).
Prerequisite: Leadership, Basic and Leadership, Committee.
Culinary Arts
[Wisdom/Academia/1 B.P.]
A character wiry this skill knows how to prepare sumptuous meals fit for a king. He can make tasty delights out of just about any edible substance.
Prerequisite: None.
Culture (race specific)
[Wisdom/Academia/1 B.P.]
Characters with this skill know the customs and traditions of one specific race or creature. The player character may select the race or creature he is an expert on, but his selection must be approved by the GM. Among other things, the character with this skill will be able to recognize artefacts, writings and rituals of the creature or race about which he is an expert. It is possible for a character with this skill To positively influence those whose culture he is an expert on when encountering them.
Prerequisite: None.
Current Affairs
[Intelligence/Academia/1 B.P.]
A character with this skill knows on detail the goings on in the world around him. He is up on all of the latest developments in any area he has spent at least a day in. He knows who is in power, the political ambitions of those vying for power, the state of any military campaign in progress, and other such information. He has a knack for asking questions and finding answers about the local area.
Prerequisite: None.
Customs and Etiquette (culture specific)
[Wisdom/Academia/1 B.P.]
This skill allows characters to interact with members of a specific culture (chosen by the player with GM approval) smoothly and adroitly. This enables a character to deftly mingle in the chosen culture without offending anyone.
Prerequisite: None.
Engineering:
[½(Intelligence+Wisdom) /Academia/2 B.P.s]
The character with this skill is trained as a designer of both great and small things. Engineers can prepare plans for everything from machines (catapults, river locks, gristmills) to large buildings (fortresses, dams). A skill check is required only when designing something particularly complicated or unusual. An engineer must still find competent workmen to carry out his plans, but he is trained to supervise and manage their work. An engineer is also familiar with the principles of siege craft and can detect flaws in the defences of a castle or similar construction. He knows how to construct and supervise the use of siege weapons and machines such as catapults, rams, and screws.
Prerequisite: None.
Engineering, Fortifications
[½ (Intelligence+Wisdom)/Academia/2 B.P.s]
Characters with this skill are experts in designing fortresses, towers, walls and castles. They know how to construct almost indestructible fortifications. In an emergency, they can quickly erect some sort of makeshift protection as well. A skill check is required only when designing something particularly complicated or unusual. Although this character can construct simple, temporary structures himself, he needs talented workmen to complete any major project. He has the skill to supervise and manage a crew of such workers such that the project is completed properly and in the shortest amount of time possible.
Prerequisite: Engineering.
Engineering, Public Works
[½ (Intelligence+Wisdom)/Academia/2 B.P.s]
Characters with this skill can design and oversee the construction of such things as dams, roads, bridges and sewer and irrigation systems. As with the other types of engineering skills available, a skill check is only needed when the character is designing something particularly complicated or unusual. He must have quality workmen to complete any undertaking, but he is trained to be able to supervise and manage such a workforce.
Prerequisite: Engineering.
Forestry
[Intelligence/Academia/1 B.P.]
Characters with a forestry skill arc extremely knowledgeable about timber and the forests. They are familiar with how to navigate through forests, how to grow and harvest trees and how to prevent forest fires. They also know some techniques for fighting forest fires, although being able to actually do so would depend on the size of the fire and how much water, equipment and manpower is available. They know how to dig fire breaks, for instance, but this would only be useful in putting out small forest fires because large fires would require a great many fire breaks to be dug in a short amount of time. Foresters can tell a person about the nature and qualities of any tree in the forest, including the species and what the wood is good for.
Prerequisite: None.
Geology
[Intelligence/Academia/1 B.P.]
This skill gives characters a basic scientific knowledge of the planet and its structure (including subterranean caverns) as well as types of rocks. It can help a character identify potential veins of gems or safely spelunk (navigate through natural caves). Dwarves and gnomes gain a bonus for this skill due to their natural racial knowledge of rocks, caverns and gem locations.
Prerequisite: None.
Heraldry:
[Intelligence/Academia/1 B.P.]
The knowledge of heraldry enables the character to identify the crests and symbols that represent various persons and groups. Heraldry comes in many forms and is used for many different purposes. It can be used to identify noblemen, families, guilds, sects, legions, political factions and castes. The symbols may appear on flags, shields, helmets, badges, embroidery, standards, clothing, coins and more. The symbols used may include geometric patterns, lines of calligraphy, fantastic beasts, religious symbols, and magical seals (made for the express purpose of identification). Heraldry can, for example, vary from the highly formalized rules and regulations of late medieval Europe to the knowledge of different shield patterns and shapes used by African tribesmen. The character automatically knows the different heraldic symbols of his homeland and whom they are associated with. In addition, if the character makes a successful skill check, he can correctly identify the signs and symbols of other lands, provided he has at least a passing knowledge of the inhabitants of that area. This skill is of little use upon first entering a foreign territory.
Prerequisite: None.
Herbalism:
[Intelligence/Academia/6 B.P.]
Those with herbalist knowledge can identify plants and fungi and prepare non-magical potions, poultices, powders, balms, salves, ointments, infusions and plasters for medicinal purposes. They can also prepare natural plant poisons and purgatives. The GM must decide the exact strength of such poisons based on the poison rules in the GMG. A character with both herbalism and healing skills gains bonuses when using his healing talent (see the Healing skill).
Prerequisite: Botany.
History, Local
[½ (Charisma+Wisdom)/Academia/1 B.P.]
The character with this skill is a storehouse of facts about the history of a region the size of a large county or small province. For example, the character will know when the ruined tower on the hill was built and who built it (and what happened to him). He knows what great heroes and villains fought and fell at the old battlefield and what great treasure is supposed to be kept in a local temple. He even knows how the mayor of the next town miraculously grew hair on his balding pate. The GM will provide information about local sites and events as the character requests it. Furthermore, the character can try to retell these events as entertaining stories. Once the subject is chosen, he can attempt a skill check and, if successful, add that tale to his repertoire. The character can tell these stories to entertain others, granting him a +2 bonus to his Charisma for the encounter. However, telling stories to hostile beings is probably not going to do any good.
Prerequisite: None.
History,World
[Wisdom/Academia/1 B.P.]
A character with this skill is a real history buff. He’s studied all of the major historical events that have occurred in the world. He can accurately recount stories of the rise and fall of major kingdoms and rulers. He possesses detailed knowledge about the major wars and battles fought in the past and knows something about the histories of major cities around the world. He also knows the life stories of most major historical figures.
Prerequisite: History, Local.
Leadership, Basic
[½ (Charisma+Wisdom)/Academia/3 B.P.]
Characters with skill know how to take charge of a group of people to get a
job done. If a character with this skill takes the leadership role in his party, the group will be better able to make the tight decisions and avoid many mistakes. If this character faces a tough choice and wants to know what to do, he can inform the GM that he wants to make a leadership check. The GM rolls the dice, and if the skill check is a success, will attempt to point out the most advantageous options open to the character. This character also gets a +5 loyalty modifier for hirelings and henchmen.
Prerequisite: None.
Leadership, Committee
[½ (Charisma+Wisdom)/Academia/2 B.P.]
Characters with this skill can successfully lead a group of between 8-20 people in order to help them complete a task, make a decision, or govern a political body. This character has a good chance of being able to run for public office or be selected by a lord or noble to help govern his affairs. A successful skill check means the character has made a correct decision and led his group to a successful completion of their task. It could also mean that someone important has noticed the characters finesse and tries to hire him. It also could mean that the character has been nominated to run for office. A character with this skill gets a +5 loyalty modifier when dealing with any hirelings or henchmen.
Prerequisite: Leadership, Basic.
Military: Battle Sense:
[½ (Intelligence+Wisdom)/Academia/9 B.P.s]
This allows a character to be skilled in the art of war. He truly knows how to conduct himself on the battlefield and is apt to become a war hero. He can spot breaks in the enemies’ defences, opportunities to perform heroic deeds to save the day and any weaknesses in his enemy. If this character is in a battle, he can inform the GM that he is looking for opportunities to exploit his enemies’ weaknesses, or for a chance to do a heroic deed. If he makes his skill check, the GM must tell him some secret about the enemy forces, or reveal something that is happening in the battle near him where he may have the opportunity to perform an heroic act. The player with this skill who has performed a successful skill check gets +2 to hit and damage, but only in a set piece battle, not in single combat or brawls.
Prerequisite: None.
Military: Leadership:
[1/3(Intelligence+Wisdom+Charisma)/Academia/4 B.P.s]
A character with this skill knows how to lead men in battle. He is able to plan successful strategies to defeat enemy troops. He knows when to advance and when to retreat. He knows how to keep the morale of his men high and how to get the most out of them. When this character is leading an army, and his skill check is successful, all men under his command get a +10% to their Morale while fighting under him in battle.
Prerequisite: Leadership, Military: Battle Sense, Military: Operations, Military: Small Unit Tactics.
Military: Operations:
[½ (Intelligence+Wisdom)/Academia/2 B.P.s]
This skill gives a character the knowledge of how military organizations
work best. This character will know how to organize an efficient army. He knows how many pikemen he needs, how many archers, how many infantry and how many cavalry. He also knows how to train his army to get the best out of them. He is an expert the tactical employment of weaponry (though not necessarily proficient in their use). He is indispensable to any military campaign. This character gives everyone under his command +1 to hit and damage because they’re so well trained. This character’s armies also gain a 20% bonus to overland movement rates.
Prerequisite: Military: Small Unit Tactics.
Military: Small Unit Tactics:
[½ (Intelligence+Wisdom)/Academia/5 B.P.s]
A character with this skill can organize and manoeuvre a small group of combatants, between 2-20 individuals. He can take charge of his adventuring party in regular combat and devise the best plan for victory. He knows how to use the advantages of each member of his force to gain the best possible outcome. He can also use hand signals to convey intent to other members fighting with him. An individual with this skill, if a successful check is made may halt the action during combat and give other players (if they are within line or sight or hearing range) directions and even suggest tactics for the situation. For example, if the GM announced the party is being attacked by a group of Bugbears and informs the party they cannot communicate but must immediately state their actions, a player with this skill could demand to make a skill check and if successful the parry would have 1-2 minutes to discuss what each of them should do.
Prerequisite: Leadership, Military: Battle Sense.
Plant Identification: Holistic:
[½ (Intelligence+Wisdom)/Academia/2 B.P.s]
A character with this skill can identify plants which may heal certain diseases, animal bites (claw damage) and poisonings. He cannot use the plants he finds, however. To do that he needs the herbalist skill. This skill simply allows him to find the plants he needs in the wild.
Prerequisite: Botany.
Religion, general
[Wisdom/Academia/1 B.P.]:
Characters with religion skill know the common beliefs and cults of their homeland and the major faiths of neighbouring regions. Ordinary information (type of religious symbol used, basic attitude of the faith, etc.) of any religion is automatically known by the character. Special information, such as how the clergy is organized or the significance of particular holy days, requires a skill check.
Prerequisite: None.
Religion, specific
[Wisdom/Academia/2 B.P.s]:
Additional skills gained in religion enable the character either to expand his general knowledge into more distant regions (using the guidelines above) or to gain precise information about a single faith. If the latter is chosen, the character is no longer required to make a skill check when answering questions about that religion. Such expert knowledge is highly useful to priest characters when dealing with their own and rival faiths. It can also come in handy when trying to identify religious artefacts or writings.
Prerequisite: Religion, general.
Weather Sense:
[½ (Intelligence+Wisdom)/Academia/1 B.P.]
This skill enables the character to make intelligent guesses about upcoming weather conditions. A successful skill check means the character has correctly guessed the general weather conditions in the next six hours. A skill check can be made once every six hours. However, for every six hours of observation, the character gains a +5% bonus to skill mastery (as he watches the weather change, the character gets a better sense of what is coming). This modifier is cumulative, although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus. Sometimes impending weather conditions are so obvious that no skill check is required. It is difficult not to notice the tornado funnel tearing across the plain or the mass of dark clouds on the horizon obviously headed the character’s way.
Prerequisite: None.
Woodland Lore:
[½ (Intelligence+Wisdom)/Academia/1 B.P.]
This skill allows a character to know legends and specific information about woodland areas, such as where to find certain types of animals, caverns or other notable landmarks. Characters with this skill know about trees and plant life and how they survive. They know that moss always grows on the north of a tree or rock, and are therefore able to navigate through even unknown woodland territories with some degree of accuracy.
Prerequisite: Forestry.

LANGUAGES/COMMUNICATION
Dimple Runes (Braille):
[Dexterity/Languages/Communication/2 B.P.s]
Dimple Runes are a type of ancient writing using raised markings which can be read by the blind or persons unable to see for other reasons, such as being in the dark or blindfolded. This secretive type of writing was developed by a group of mages who had been blinded in punishment for using forbidden magic. As a result, there are many ancient magic scrolls and writings written in this language hidden away in secret locations around Garweeze Wurld. This skill also lets the character use Dimple Runes in their writing.
Prerequisite: None.
Dragon Speak:
[½ (Intelligence+Charisma)/Languages/Communication/10 B.P.s]
This is a very special ability. To be able to learn this form of communication, a player character must have at least a 19 Intelligence and a 15 Charisma. Dragon Speak is not necessarily another language, the way we commonly think of languages. A character that is able to employ this skill has learned to speak with others in the manner of dragons, not necessarily the tongue. He knows the subtleties that give dragons power when they speak. When a dragon speaks, it uses subtle nuances, tactical pauses, and a smooth, lilting vocal tone to lure a person into revealing himself. A person who spends time speaking with a dragon soon finds himself in a trance-like state, almost as if the dragon has put a spell on him. He coaxes and entices his conversational partner to reveal far more than he had ever intended. If a dragon spends enough time with someone, he soon knows everything, from whether the person is truthful to what he had for breakfast and the name of his pet cat. A good example of this type of skill is the fictional character Hannibal Lecter. He was able to learn very intimate details about FBI agent Clarice Starling as he prompted her into telling him all about herself. That is what a person with Dragon Speak can do. For every round a character with this skill has to talk with another person, the chance increases that he will learn more and more. In the first round of using this skill on a person, the character will be able to tell whether his subject is lying or not. On the second round, he will be able to tell what the general intent of the person is. On the third round, he will be able to find out just what his subject is planning to do next. On the fourth, he will know how much gold and treasure the subject has. On the fifth, he will know where his subject keeps his valuables. On the sixth, he will know the names of all of his companions. On the seventh, he will know whom, if anyone is employing the subject. On the eighth, he will know if the character has any other useful information, such as maps, the location to any important sites, or his mother’s maiden name. If a character with Dragon Speak spends eight rounds with a subject, he will know everything there is to know about his subject. Of course, all of this is contingent on successful skill rolls, which the GM will roll. However, if the first roll is successful, each subsequent roll will have a 5% better chance of success than the last. Characters with this skill are immune to the effects of Dragon Speak. By the same token, a character with this skill will not be able to successfully use ir on another character, or creature, with this skill.
Prerequisite: None.
Evil Speak:
[Intelligence/Languages/Communication/1 B.P.]
A character with this skill has the sinister power to corrupt the morals of others with sly conversation. Evil Speak is not a language of its own, bur a seductive way of speaking. If a character with this skill has access to another person long enough to hold an ongoing conversation over at least three days’ time, he has a chance of forcing that person to make an alignment shift. The person who is the target of this character’s skill must save vs. Charm or be forced to shift his alignment toward evil by 5 points. This shift can force a complete alignment change if the shift moves the person’s alignment infraction points to 9, or if the person is subjected to an Alignment Audit. The success of this skill is contingent on a successful skill check, rolled by the GM.
Prerequisite: None.
Glersee (Trail Markers):
[Intelligence/Languages/Communication/2 B.P.]
This is a special skill, enabling a character to interpret and communicate by using trail markings. Glersee is a unique form of communication developed by rangers and grel scouts, combining symbols and the use of stones, sticks, etc. to mark trails. They are able to pass vital information to comrades without letting the enemy know what’s being said. Those conversant in Glersee can interpret the signs left by others before them, and they can leave signs for others. In addition to these symbols, stones, sticks and other natural material are used. For instance, two stones placed on top of one another means that a steep mountain or cliff is straight ahead. Two stones placed side by side means the trail is relatively unobstructed. Sticks placed in the form of a cross means that the road branches off ahead and is safe. Two sticks placed in the form of an X means that enemy troops are up ahead and that it is dangerous. A pile of stones means there is a cave nearby that can be used for shelter. A pile of stones with a stick on top means that a cave is nearby, but that there is danger in the cave.
Prerequisite: None.
Languages, Ancient/Dead:
[Intelligence/Languages/Communication/2 B.P.]
The character with this skill has mastered a difficult and obscure tongue that has long since passed into the mists of time and is now primarily found in the writings of pedantic sages and sorcerers or tomes of ancient secrets written by long-dead mystics. A character with this skill easily reads scrolls, books, signs, carvings or other writings in that tongue and can also speak said language. If a player wants his character to know more than one ancient language, he must purchase this skill for each language desired.
Prerequisite: None.
Languages, Modern:
[Intelligence/Languages/Communication/1 B.P.]
The character with this skill has learned to speak a language of the known world. To do so there must be a teacher available. This could be another player character, an NPC hireling, or simply a local townsman. For each modern language known, this skill must be purchased. A character cannot, however, know more languages than his Intelligence allows.
Prerequisite: None.
Languages, Undead:
[Intelligence/Languages/Communication/2 B.P.]
The character with this skill can communicate with the undead. Fie can read inscriptions on crypts, coffins and other undead haunts, as well. Necromancers and clerics especially cover this skill.
Prerequisite: None.

MUSICAL INSTRUMENT SKILLS
Brass Instruments:
[½ (Wisdom + Dexterity)/Musical/2 B.P.]
This skill gives the character the ability to play one specific brass instrument and can play other brass instruments with only a minimal amount of practice and instruction. Brass instruments include trumpets, French horns, trombones, etc. When this skill is acquired, the character can choose a specific type of brass instrument. Each time he repeats the course he can add another brass instrument. Basic skill indicates the musician can play simple tunes. Specialization means the character can play more complex runes and compose simple tunes. Mastery indicates the character is a virtuoso and can play any piece written for his instrument, if he has enough rime to practice. He can also write exquisite and intricate musical pieces for his instrument. Those without this skill cannot play any instrument of this type.
Prerequisite: None.
Exotic Instruments:
[½ (Wisdom + Dexterity)/Musical/2 B.P.]
This skill indicates that a character can play one exotic or unusual instrument such as a ram’s horn, saw, washboard, etc. Once this skill is acquired, the character can choose a specific type of exotic instrument. Each time he repeats the course he can add another exotic instrument. Basic skill indicates the musician can play simple runes. Specialization means the character can play more complex tunes and compose simple tunes. Mastery indicates the character is a virtuoso and can play any piece written for his instrument, if he has enough time to practice. He can also write exquisite and intricate pieces for his instrument. Those without this' skill cannot play any instrument of this type.
Prerequisite: None
Percussion Instruments:
[½ (Wisdom + Dexterity)/Musical/1 B.P.]
This skill indicates the player knows how to play at least one percussion instrument. Once this skill is acquired, the character can choose a specific type of percussion instrument. Each time he repeats the course he can add another percussion instrument. Percussion instruments include gourds, bongos, all sorts of drums, etc. Basic skill indicates the musician can play just some simple rhythms. Specialization means the character can play more complex rhythms. Mastery indicates the character is a virtuoso. Those without this skill cannot play any instrument of this type.
Prerequisite: None.
Stringed Instruments:
[½ (Wisdom + Dexterity)/Musical/2 B.P.]
This skill indicates the player knows how to play at least one stringed instrument. Once this skill is acquired, the character can choose a specific type of stringed instrument. Each time he repeats the course he can add another stringed instrument. Stringed instruments include violins, lyres, harps, lutes, guitars, etc. Basic skill indicates the musician can play simple tunes. Specialization means the character can play more complex tunes and compose simple tunes. Mastery indicates the character is a virtuoso and can compose intricate pieces for his instrument. Those without this skill cannot play any instrument of this type.
Prerequisite: None.
Wind Instruments:
[½ (Wisdom + Dexterity)/Musical/2 B.P.]
This skill gives the player knowledge of how to play at least one wind instrument. Once this skill is acquired, the character can choose a specific type of wind instrument. Each time lie repeats the course he can add another wind instrument. Wind instruments include such instruments as flutes, recorders, clarinets, etc. Basic skill indicates the musician can play simple tunes. Specialization means the character can play more complex tunes and compose simple tunes. Mastery indicates the character is a virtuoso and can compose intricate pieces for his instrument. Those without this skill cannot play any instrument of this type.
Prerequisite: None.

MUNDANE TASKS
Mundane tasks are just that, those little things which need to be done day to day. Mundane tasks never required a skill check (unless special circumstances call for it). A character with a mundane task proficiency is assumed to have the skill AND discipline to perform the task day to day or as needed. If a character does NOT have a mundane task (such as armour maintenance for example) it is a assumed the character is not routinely performing the task and any penalties for not doing so may apply. For example, a character who fails to maintain his armour or weapons may find that they wear out much faster than those characters that diligently perform such maintenance. Because it assumed the character is performing these tasks daily he needs only to pay the monthly costs associated with the task to prove that he’s been faithfully employing his mundane skills.
Armor Maintenance:
[½ (Intelligence+Dexterity)/Mundane Task 11 B.P.]
A person with this skill can keep his (and others) armour in good working order, provided he has access to the tools he needs. There is no skill check required to successfully perform this skill, so long as the character has appropriate equipment to work the material. Maintenance does not replace armour points or repair damage sustained in battle. (You need the skill armour repair for that). This skill assumes you are waterproofing the leather straps and parts, polishing the metal and doing routine preventative maintenance which would otherwise degrade the armour’s effectiveness. Monthly Cost: 75 gp per suit of armour used on a regular basis.
Prerequisite: None.
Maintenance/Upkeep (General):
[Wisdom/MundaneTask/1 B.P.]
A person with this task is generally handy with tools. Fie is a general all around fix-it man. He can keep dwellings in good repair, as well as most equipment needed for adventuring. Fie can also make minor repairs to wagons and carts. This is all dependent, of course, on whether he has the proper tools or not. So long as the character has this equipment, time and money, no skill check is needed to successfully complete this task (unless the GM requires it for unusual circumstances).
Monthly Cost: 50 gp.
Prerequisite: None.
Shaving/Grooming:
[Intelligence/Mundane Task/1 B.P.]
A person who is skilled in this area knows how to maintain his personal hygiene. Even while on the trail, this person can make himself look presentable. The character must have access to some sort of equipment (razor, comb, etc.) to perform this task. A person with this skill can add 1 to his Comeliness score and reduces the chance of contracting diseases by 5%. No skill check is needed to properly perform this task (unless the GM requires it for unusual circumstances).
Monthly Cost: 25 gp.
Prerequisite: None.
Weapon Maintenance:
[Dexterity/Mundane Task/1 B.P.]
In HackMaster, weapons take a lot of wear and tear. A person with the weapon maintenance skill is able to keep blades sharpened to their best hacking ability. He can also keep bowstrings and wooden shafts from rotting by applying the necessary oils and waxes. He can do this for his own weapons or those of others. Of course, he needs the proper equipment in order to perform this task: oils, buffing materials, polishing creams, a whetstone etc. So long as the character has the equipment, time and money, no skill check is needed to successfully complete this task (unless the GM requires it for unusual circumstances).
Monthly Cost: 10 gp per weapon.
Prerequisite: None.


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 Post subject: Re: Talents & Skills
PostPosted: Fri Aug 12, 2016 1:48 pm 
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Prince
Prince

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Posts: 5794
Skills #2 [Ability/Skill Group/BP cost]

COMBAT PROCEDURES
Angawa Battle Cry:
[½ (Strength+Charisma)/Combat Procedure/2 B.P.s]
A bone-chilling war whoop, the Angawa Battle Cry was first used in combat by the Angawa, a race of barbarians now practically extinct. The cry was adopted by the race of pixie fairies who use this skill quite often. Characters that learn this skill are taught the closely guarded technique by some of the few descendants of the Angawa people. Letting loose this cry (sounds like Hoo-DE-Hoo) in battle forces all opponents within a 25 foot radius to save vs. fear or receive - 1 to their to-hits for the duration of the encounter. Because this skill strains the vocal cords it can only be used once per day.
Prerequisite: None.
Art of Beating:
[½ (Strength+lntelligence)/Combat Procedure/2 B.P.s]
This skill was developed by the King’s Elite Guards, who were skilfully trained in the art of beating. Those who learn this skill are able to administer blows that cause damage and pain, but do not kill. They can administer blows until their victim has 1/2 of a hit point left. Usually, this is done to force a person to confess to a deed or crime, or reveal secret information. Once a victim heals up a few points, the beating can continue until the victim confesses, or reveals his secret, or until he again reaches 1/2 a hit point. Characters with this skill can interrogate a prisoner in this way almost indefinitely if they have to.
Prerequisite: None.
Attitude Adjustment:
[½ (Strength+Charisma)/Combat Procedure/1 B.P.]
This skill is useful in keeping hirelings and henchmen in line. In a perfect
world, simply treating a henchman or hireling well, keeping him fed, healthy
and well paid would be enough. However, in reality, henchmen and hirelings can be a fickle lot. Disgruntled employees can wreak havoc for an adventuring party. Dissension in the ranks, if left unchecked, could spread until the characters are facing an all-out mutiny - a dangerous situation. Therefore, on occasion, it is necessary for employers to administer what is known as an attitude adjustment to unruly or defiant henchmen or hirelings. Characters with this skill know when to perform this function and how to do it effectively. The punishment must be severe enough to make others think twice about crossing the character, but not be so severe that it would further embitter the subject. A skill check performed successfully would swing any negative loyalty modifiers for henchmen and hirelings back one category in favour of the PC rendering the adjustment. Your GM will determine the exact modifiers.
Prerequisite: None.
Brawler:
[½ (Strength+Dexterity)/Combat Procedure/2 B.P.]
A character with this skill is experienced in the art of good old-fashioned bar fighting. He gets +1 to hit and damage when engaged in any type of barroom brawl. He is also able to improvise weapons at no penalty. This is contingent on a successful skill check, rolled by the GM.
Prerequisite: None.
Crane:
[Dexterity/Combat Procedure/2 B.P.]
This maneuver is quite unique. It is graceful in appearance and a strange, but deliberate, tactic. To successfully perform the crane, the character must win initiative, and then he must decline to take it. The character stands in a crane-like pose in front of his opponent, motionless. The opponent gets +2 to hit the character and the first strike. If the opponent hits, the character’s crane manoeuvre is ruined. If, by some stroke of luck, the opponent misses, the character then gets +4 to hit. One might wonder why anyone would want to purchase this skill, or practice it. However, this skill is primarily a matter of Honour. Any character that practices this skill automatically gets +2 to his Honour, even if he is unsuccessful. If he is successful, that Honour bonus skyrockets to +5.
Prerequisite: None.
Cricket-in-the-Pea Pod:
[Dexterity/Combat Procedure/1 B.P.s]
This method, taught by many famous fighting experts, including Master Sing Hu’Chek, lets a character gain a tactical advantage. This can be used to gain a rear attack or to bypass an opponent’s shield. The character who is the master of the cricket-in-the-pea pod manoeuvre can roll around an opponent’s body, or through his legs, if they are spread wide enough, or if the opponent is tall enough. If successful, he receives a +2 to his next initiative roll and if he attacks prior to his target, he receives a +2 to hit for a rear attack.
Prerequisite: None.
Dirty Fighting:
[Intelligence/Combat Procedure/2 B.P.s]
This skill enables a character to gain hefty to-hit and damage modifiers as long as he forgoes all defensive actions, effectively lowering his Armor Class. No skill check is necessary. The characters AC goes down by 2 but he receives a +2 to hit and damage. He also forces critical hits on his opponent on a 19-20. Gnome titans are able to use this skill without purchasing it only in cases where they are enraged. Using this skill reduces Honour by 1 each time it is used.
Prerequisite: None.
Entrenchment Construction:
[Wisdom/Combat Procedure/4 B.P.s]
A character with this skill can successfully dig a foxhole or other defensive position provided the ground isn’t solid stone. When fighting from this defensive position, a character lowers his AC by ld6. There is no skill check, but the character must have something to dig with and at least two uninterrupted turns to dig.
Prerequisite: None.
Establish Ambush Zone:
[Wisdom/Combat Procedure/8 B.P.s]
This character knows how to successfully establish an ambush zone. If a successful skill check is made, rolled by the GM. anyone travelling through this zone has a double chance of being surprised.
Prerequisite: None.
Eye Gouge:
[Dexterity/Combat Procedure/1 B.P.]
Being an expert in this manoeuvre gives a character the ability to effectively blind his opponent in combat. Any successful skill check, along with a successful to-hit roll, means the character has been able to jam a thumb or finger into the eye sockets of his opponent. The opponent is unable to see for two rounds and suffers a -4 penalty to his to-hit and damage rolls during that time. Of course, this skill is impossible to use if the opponent has any sort of eye protection.
Prerequisite: None.
Eye of the Tiger Advantage:
[Dexterity/Combat Procedure/5 B.P.]
A character who has this skill is able to discipline himself to wait and strike at just the right moment. To employ this tactic, one must voluntarily sacrifice their option to roll initiative and automatically go last. They then gain a +1 bonus to hit and damage. This character knows what Master Sing Hu’Chek teaches, that it is not necessarily he who strikes first who wins, but it is he who strikes best. There is no skill check to make for success in this skill. This character only needs to sacrifice initiative to use it.
Prerequisite: None.
Groin Punch:
[Strength/Combat Procedure/10 B.P.]
This is a very specific called shot. Unlike the groin stomp, which can only be used by gnome titans, the groin punch can be used by anyone. Female characters are particularly adept at this skill, gaining +1 to hit when using it. Male characters can take this skill, but they get no to-hit bonuses and lose 1 d4 points of Honour if they use it. All other benefits of this skill, however, are available equally. A character with this skill can disable any opponent with one blow. The damage inflicted is not great, only ld4, but the effect is the victim must make a save vs. his Constitution at -5 or fall prone. A person in this position, obviously, is an easy target for further attacks. Female opponents can also be harmed by this attack, but they only suffer a -2 to their save vs. Constitution. Of course, all of this depends on a successful skill check, rolled by the GM, followed up with a successful to-hit roll. If the check fails, so does the punch, simple as that.
Prerequisite: None.
Jugular Swipe:
[Dexterity/Combat Procedure/10 B.P.]
This is a deadly attack. A character with this skill must also have a weapon proficiency in dagger or a sword and must be able to get behind his opponent. (Thieves can use their backstab ability in conjunction with this skill to wreak additional havoc. Assassins also love using this deadly attack.) Once a character is behind his opponent, he must grab his head with his free hand, and with the other slash his throat (-3 to his to-hit). This attack does whatever damage the weapon does, plus ld6 points of bleeding damage per round. This person can bleed to death and must immediately apply pressure to the wound (no two-handed fighting or use of a shield). He must also attempt to break off combat, if practical, and seek immediate attention for his wounds. This skill is only effective against man-sized or smaller humans or demi-humans and is ineffective against opponents wearing any type of armour on their necks. A successful skill check is needed to perform this act as well as a successful to-hit. An unsuccessful skill roll means the opponent is able to squirm out of the grasp of his attacker.
Prerequisite: None.
Kidney Bruiser:
[Strength/Combat Procedure/15 B.P.]
Characters who are able to successfully perform this procedure can deliver a massive kidney punch that adds several points of damage to their normal damage roll. This punch adds ld6 points to the damage roll if a successful skill check is made (rolled by the GM). Of course, this attack is not successful against armoured opponents.
Prerequisite: None.
Mortal Combat:
[Constitution/Combat Procedure/9 B.P.]
A character with the ability of engaging in mortal combat suffers -2 to hit, but gains +2 to damage. A person with this skill who uses it becomes enraged during combat and strikes fast and furiously. He doesn’t hit quite as often, but when he does, watch out! By using this skill successfully the character has committed himself to taking out his opponent(s) and is pressing home the attack. He must declare how many combat rounds he is going to fight in such a manner before attempting his skill check. Mortal combat can only be declared once per opponent. Breaking off before fulfilling his declaration results in the loss of 1d10 Honour points.
Prerequisite: None.
Muster Resolve:
[Constitution/Combat Procedure/8 B.P.s]
This skill enables a character to, in a sense, snatch victory from the jaws of defeat; a character with this skill shouldn’t be counted out of any fight even if he has been brought to 0 hit points. A successful skill check means the character has been able to temporarily regain ld8 hit points in order to rally and save the day. An unsuccessful skill check means he has failed to rally. This skill may only be employed once per encounter. Temporary hit points are lost after 10 rounds so the character may well die if he cannot be cured.
Prerequisite: None.
Pimp Slap (Wuss Slap):
[Strength/Combat Procedure/1 B.P.]
This skill, also known as a wuss slap, gives a character the ability to keep another person from getting uppity. A successful skill check means the character was able to deliver a degrading slap to his opponent. This slap promptly removes 3 points of Honour from the opponent.
Prerequisite: None.
Pugilism:
[½ (Strength+Dexterity+lntelligence)/Combat Procedure/7 B.P.s]
A character skilled in pugilism is an expert in the field of unarmed combat and fighting according to established rules and protocol. Fie knows what punches to throw and when to throw them. He has been trained in the classic unarmed fighting technique. If an opponent drops from a punch he must allow him a chance to recover and stand back up. A character with this skill must make a successful skill check, rolled by the GM. If successful, and he is engaged in unarmed combat, he gets +3 to-hit and to damage when using his fists. Note: pugilism is an honourable sport. Anyone who has the Pugilism skill and is attacked by another pugilist is Honour bound to adhere to the code. Refusal to fight bare fisted and according to the rules of pugilism results in the loss of ld6 points of Honour. Any characters who respond to a pugilist attack with Dirty Fighting suffer -1 to their Honour.
Prerequisite: None.
Round House Groin Kick:
[Dexterity/Combat Procedure/10 B.P.]
This manoeuvre is often used by shorter demi-humans such as dwarves, gnomes and Halflings. It is also called a “Meat Tenderizer”. The manoeuvre involves a very fast spinning kick targeting the groin of an opponent. If a successful skill check is made, rolled by the GM, the character gets +2 to-hit the intended body part and +3 to damage because the victim never sees it coming. This tactic is ineffective against opponents wearing groin protection. Use of this skill is considered dishonourable. (-1 Honour per use)
Prerequisite: None.
Who’s Yer Mamma Ankle Wrench:
[½ (Strength+Dexterity)/Combat Procedure/6 B.P.]
This move enables characters to drop to the ground and grab one of his opponent’s fear so that he can then twist the ankle of his opponent. This is a disabling attack. If the characters skill check is successful (rolled by the GM), the character’s opponent takes ld4 points of damage and will be unable to put any weight on the injured ankle thereby reducing his movement rate by half as well suffering -2 to his to-hit rolls. Characters attempting this procedure open themselves up to attack while doing so. Opponents get a +2 to hit and the characters AC drops by 1 temporarily. This attack is ineffective against opponents with armoured ankles or wearing foot protection.
Prerequisite: None.

ARTISAN AND PERFORMING ARTS
Artistic Ability:
[½ (Dexterity+lntelligence)/Artisan and Performing Arts/1 B.P.]
Player characters with artistic ability are naturally accomplished in various forms of the arts. They have an inherent understanding of colour, form, space, flow, tone, pitch and rhythm. Characters with artistic ability must select one art form (painting, sculpture, etc.) to be proficient in. Thereafter, they can attempt to create art works in their given field. Although it is not necessary to make a skill check, one can be made to determine the quality of the work. If a 5 or lower is rolled on the check, the artist has created a work with some truly lasting value. Artistic ability also confers a +10 bonus to all skill checks requiring artistic skill (such as music or dance) and to attempts to appraise objects of art.
Prerequisite: None. *
Dancing, Ballroom:
[Dexterity/Artisan and Performing Arts/1 B.P.]
A character with this skill is the personification of grace on the dance floor. He can waltz and tango with the best of them. He can perform any type of ballroom dancing with ease. While dancing, this character’s Charisma goes up by 1 point. There is no skill check required for this skill. Once a character learns ir, its like riding a bicycle, he doesn’t forget.
Prerequisite: None.
Interpret/Perform Mime (secondary language):
[Intelligence/Artisan and Performing Arts/1 B.P.]
In Garweeze Wurld pantomime, or mime as it is more commonly known, is sometimes a valuable form of communication. Characters with this skill can perform mime, and interpret it with ease. Because it is a silent form of communication, mime can come in handy when characters are in a situation where they want to communicate with each other in a stealthy manner. Also, mimes often perform in public or for nobles and even kings, getting paid for their efforts. A skill check is only needed if the character is attempting to communicate with another person in a difficult situation, such as being under guard. If the skill check succeeds, he is able to communicate the message he desired. Of course, communication between people using mime requires that all parties involved in the conversation be skilled in mime.
Prerequisite: None.
Juggling:
[Dexterity/Artisan and Performing Arts/1 B.P.]
The character with this skill can juggle - a talent useful for entertainment, diversions, and certain rare emergencies. When juggling normally (to entertain or distract), no skill check is required. A check is made when trying spectacular tricks (“Watch me eat this apple in mid-air!”). However, juggling also enables the character to attempt desperate moves. On a successful attack roll vs. AC 0 (not a skill check), the character can catch small items thrown to harm him (as opposed to items thrown for him to catch). Thus, the character could catch a dagger or a dart before it hits. If this attack roll fails, however, the character automatically suffers damage (sticking your hand in the path of a dagger is likely to hurt).
Prerequisite: None.
Manu Weasel Dance:
[Dexterity/Artisan and Performing Arts/5 B.P.]
A character with this skill can perform a particularly revolting dance designed to distract and mesmerize. Also known as the “showing yer ass dance”, the Manu Weasel Dance is designed to taunt, humiliate and degrade another character or group. By bearing your bottom and exposing it (AC 10 for the bare bottom) to your opponent(s) within missile range and performing this dance you can steal Id 10 points of Honour from the target and add half of those Honour points to your own Honour. The dance must last a full combat round or it automatically fails. If you are struck by any weapon or missile while performing this dance, it automatically fails and you lose face (-1d10 your Honour).
Prerequisite: None.
Mocking Jig:
[Dexterity/Artisan and Performing Arts/10 B.P.]
A character with this skill is able to perform a dance that is so insulting that its intended target loses 1 d4+1 points of Honour. This is often done after a character has defeated his opponent in combat. A successful skill check is needed to perform this jig so as to be properly humiliating (rolled by the GM).
Prerequisite: None
Poetry, Writing and Comprehension Interpretation
[½ (Intelligence+Wisdom]/Artisan and Performing Arts/1 B.P.]
A character skilled in poetry can write poems that can make all who hear or read them weep. They can also comprehend and interpret the writings of other poets. This allows them to ferret out clues, secret messages or riddles that are sometimes hidden in poetry. No skill check is necessary to perform this skill, unless the GM feels there are unusual circumstances.
Prerequisite: None.
Singing:
[Charisma/Artisan and Performing Arts/1 B.P.]
The character with this skill is an accomplished singer and can use this ability to entertain others and perhaps earn a small living. No skill check is required to sing in most circumstances. The character can also create choral works on a successful skill check.
Prerequisite: None.

SOPHISTICATED
Animal Handling:
[Wisdom/Sophisticated/1 B.P.]
Skill in this area enables a character to exercise a greater than normal degree of control over pack animals and beasts of burden. A successful skill check indicates that the character has succeeded in calming an excited or agitated animal. (If handling a Pack Ape you must add 10% to the die roll.)
Prerequisite: Animal Lore.
Animal Training (specify animal type):
[½ (Intelligence+ Wisdom)/Sophisticated/2 B.P.s]
Characters with this skill can train one type of creature (declared when the skill is chosen) to obey simple commands and perform tricks. A character may acquire additional animal training skills to train other types of creatures or can improve his skill with a type already chosen. Creatures typically trained include dogs, horses, falcons, pigeons, elephants, ferrets and parrots. A character can choose more exotic creatures and monsters with animal intelligence (although these are difficult to control). A trainer can work with up to three creatures at one time. The trainer may choose to teach general tasks or specific tricks. A general task gives the creature the ability to react to a number of nonspecific commands to do its job. Examples of general tasks include guard and attack, carry a rider, perform heavy labour, hunt, track, or fight alongside soldiers (such as a war horse or elephant). A specific trick involves the trained creature doing one specific action. A horse may rear on command, a falcon may pluck a designated object, a dog may attack a specific person, a Pack Ape may play cards or a rat may run through a particular maze. With enough rime, a creature can be trained to do both general tasks and specific tricks. Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2d6 weeks. At the end of the training time, a skill check is made. If successful, the animal is trained. If the die roll fails, the beast is untrainable. An animal can be trained in 2d4 general tasks or specific tricks, or any combination of the two. An animal trainer can also try to tame wild animals (preparing them for training later on). Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month, a skill check is made. If successful, the beast is suitable for training. If the check fails, the creature remains too wild to train. It can be kept, though it must be leashed or caged. Note that if the character is attempting to train a normally dangerous exotic animal, such as an Owlbear, a failed skill check can be serious. It can mean the creature turns on its trainer, and the GM is justified in declaring that the character must engage the beast in combat. (The beast automatically wins initiative the first round.)
Prerequisite: Animal Lore, Animal Handling.
Armorer:
[Intelligence/Sophisticated/10 B.P.s]
This character can make and repair all of the types of armour listed in the Player’s Handbook, given the proper materials and facilities, (blacksmith tool skill is also needed to perform any armourer-related tasks. Otherwise a -20 modifier applies to die skill check). When making armour, the skill check is rolled at the end of the normal construction time. The time required to make armour is equal to two weeks per level of AC below 10. For example, a suit of full plate armour would require 18 weeks of work. If the skill check indicates failure, the armourer may have created usable, but flawed, armour (shoddy workmanship). Your GM has specific details. Only a character with armourer skill can detect the flaws, and this requires careful and detailed inspection. If an armourer is creating a suit of field plate or full plate armour, the character who will use the armour must be present at least once a week during the creation of the armour, since such types of armour require very exact fitting.
Prerequisite: Leatherworking and Metalworking.
Armor Repair, Basic :
[½ (lntelligence+Dexterity)/Sophisticated Task/3 B.P.]
A person with this skill can make minor repairs and replace lost armour points to battle damaged armour. It takes two uninterrupted turns to complete a minor repair, (1-2 armour points) such as repairing a small dent, tightening a loose rivet or two, or patching a minor hole. It takes at least four uninterrupted turns to complete a medium-sized repair (3-5 points), replacing a handful of rivets or repairing a large dent. It takes eight uninterrupted turns to complete major repairs, (6-10 points) such as patching many large holes, dents that have caved in a whole side, or reattaching major parts. A character with basic armour maintenance can fix ld4 armour hit points per skill check. A failed skill check indicates that he can no longer make repairs on that particular suit of armour. (The armourer skill or one of the advanced armour repair skills is necessary for substantial repair.) Basic Armor repair can restore a maximum of 1 lost armour class to a damaged suit of armour. For example, if a set of damaged armour was originally AC 5 in new condition and was reduced to AC 7 through combat damage, armour repair basic could only bring it back up to AC 6 at the highest. In order for the Armor to be restored to its original state (AC 5). you would need Armor Repair, Advanced or the Armorer Skill. Each skill check requires the 1d100 gp in materials.
Prerequisite: Leather Working, Metal Working. BlackSmith Tools.
Armor Repair, Advanced :
[½ (lntelligence+Dexterity)/Sophisticated Task/4 B.P.]
This skill works exactly like Basic Armor Repair except that the character rolls a ld6 hit points per skill check. Advanced Armor Repair can restore 2 levels of lost AC to damaged armour.
Prerequisite: Armor Repair, Basic.
Armor Repair, Expert:
[½ (lntelligence+Dexterity)/Sophisticated Task/8 B.P.]
Works exactly like Basic and Advanced Armor Repair but the character rolls a ld8 hit points per skill check. Expert Armor Repair can fully restore all lost AC to damaged armour.
Prerequisite: Armor Repair, Advanced.
Bargain Sense:
[Wisdom/Sophisticated/5 B.P.]
A character with this skill knows a good bargain when he sees one. He’s the one who always comes to you with some sweet piece of merchandise (the same merchandise you just bought) and somehow he’s managed to pay five gps less than you. This character can always smell a bargain. He knows where to get the best stuff for the least price. Therefore, on a successful skill check (after negotiation has arrived at a price), this character will pay ld20% gp less for any item.
Prerequisite: None.
Bartering:
[Wisdom/Sophisticated/1 B.P.]
At first glance, this skill might appear to be similar to haggling, but it isn’t. Bartering means knowing how to trade items for things other than money. A character skilled at barter is adept at trading and making the best deal possible for himself. He will be able to trade something of lesser value for something of more value every time. No skill check is necessary unless the GM decides there are extraordinary circumstances or the character is attempting to trade his item for something worth twice as much or more.
Prerequisite: None.
Blacksmithing:
[Strength/Sophisticated/1 B.P.]
A character with the blacksmithing skill is capable of making simple tools and implements from iron and steel. Use of the skill requires a forge with a coal-fed fire and bellows, as well as a hammer and anvil. The character cannot make armour or most weapons, (he needs the appropriate skills for that) but can craft crowbars, grappling hooks, horseshoes, nails, hinges, plows, and most other iron objects. (Blacksmith tools are required to do any blacksmith or metal working related tasks. Otherwise a -20 modifier applies to those skill checks).
Prerequisites: Black Smithing Tools.
Bowyer/Fletcher:
[Dexterity/Sophisticated/1 B.P.]
This character can make bows and arrows of the types given in Tables 9T and 9V. One exception: only a master elven bowyer/fletcher can make an elven Great Long bow or arrows. A weaponsmirh is required to fashion arrowheads, but the bowyer/fletcher can create arrow shafts and the bows that fire them. The construction time for a long or short bow is one week, while composite bows require two weeks, and ld6 arrows can be made in one day. At the end of the construction time, the player makes a skill check. If the check is successful, the weapon is of fine quality and will last for many years of normal use without breaking. If the check fails, the weapon is still usable, but not to full effect (your GM has rules regarding substandard bows and arrows). If the character wishes to create a weapon of truly fine quality and the GM allows it, the GM has further rules pertaining its creation.
Prerequisite: None.
Brewing:
[Intelligence/Sophisticated/1 B.P.]
The character is trained in the art of brewing beers and other strong drink. This makes him very popular. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product. A skill check is performed after each batch.
Prerequisite: None.
Carpentry:
[Strength/Sophisticated/1 B.P.]
The carpentry skill enables the character to do woodworking jobs: building houses, cabinetry, joinery, etc. Tools and materials must be available, of course. The character can build basic items from experience, without the need for plans. Unusual and more complicated items (a catapult, for example) require plans prepared by an engineer and may require a skill check. (Carpentry Tool Skill is also needed for any carpentry-related tasks. Otherwise a -20 modifier applies to the skill check). Truly unusual or highly complex items (wooden clockwork mechanisms, for example) require a skill check.
Prerequisite: Carpentry Tools.
Cartography: Dungeon:
[Intelligence/Sophisticated/2 B.P.s]
A character with this skill knows how to map a dungeon and draw it with almost perfect accuracy. This character doesn’t get lost in dungeons, either. Of course, this is contingent on a successful skill check, rolled by the GM. If a player buys this skill for his character and his party is having trouble navigating a dungeon, he can ask the GM to roll his skill check. If the skill check is successful, the GM will tell him where he is in general, and, if he’s looking for his way back out, how to get there. He may tell the player how far from the exit he is, or how far from a specific level he is.
Prerequisite: Map Sense.
Cartography: Hasty Mapping:
[Intelligence/Sophisticated/2 B.P.s]
This skill allows a character to draw quick, relatively accurate maps. This skill is useful if the character is forced to move quickly, and needs to be able to find his way back the way he came. This character can map while he travels with no movement penalty. If the skill check is successful, rolled by the GM, the GM has to tell the character where he is, in general. He will give him some sort of landmark or other identifying location to help the character navigate.
Prerequisite: Map Sense.
Cartography: Overland:
[Intelligence/Sophisticated/2 B.P.s]
A character with this skill has the ability to create maps of anywhere he travels. He can find his way through woods, mountains or any wilderness terrain. If a successful skill check (rolled by the GM) is made, the character can ask the GM a question about where he is, or which way he needs to go.
Prerequisite: Map Sense.
Charioteering:
[Dexterity/Sophisticated/1 B.P.]
A character with this skill is able to safely guide a chariot over any type of terrain that can normally be negotiated, at a rate 1/3 faster than the normal movement rate for a chariot driven by a character without this skill. No skill check is needed to do this. Note that this skill does not impart the ability to move a chariot over terrain that it cannot traverse; even the best charioteer in the world cannot take such a vehicle into the mountains.
Prerequisite: None.
Clever Packer:
[Wisdom/Sophisticated/3 B.P.]
A clever packer is someone who knows how to maximize space and carefully distribute weight in his pack for travel. If his skill check is successful, the pack is so well put together that the total weight is considered to be 10% less than actual, for encumbrance purposes. Thus a clever packer can carry 100 pounds as if it were 90 pounds. Whether successful or not, it takes twice as long to pack carefully as it does to pack normally.
Prerequisites: None.
Cobbling:
[Dexterity/Sophisticated/1 B.P.]
The character with this skill can fashion and repair shoes, boots and sandals. No skill check is necessary to perform this skill; however, the character must have the proper tools and materials.
Prerequisite: None.
Coin Pile Numerical Approximation:
[Intelligence/Sophisticated/2 B.P.s]
A character with this skill can look at a pile of coins and tell how many are there, within 1d10 percent. This is dependent on a skill check. Dwarves, because of their natural racial abilities, get +15 on their skill checks for this approximation. For purposes of this skill, the GM may rule what constitutes a ‘pile’. (Of course, clever players will realize that there is no limit to the number of piles they can estimate.)
Prerequisite: None.
Complex Geometric Estimation:
[Intelligence/Sophisticated/2 B.P.s]
This highly technical skill gives a character the ability to look at any construct and accurately estimate the dimensions and details of the objects form. The estimate can apply to anything from a massive pyramid-shaped tomb to a miniscule orb. This can help spell casters and those firing missile weapons figure out the ricochet paths of lobbed items. It can aid thieves in casing potential treasure troves to more accurately plan a burglary. Any character with this skill is also able to play a mean game of pool. If the GM rolls a successful skill check, a character can call on this skill to help him perform a variety of tasks. He can find a place to hide our of the line of sight of roving patrols, shoot a crossbow bolt that will ricochet off of a wall so precisely that he can shoot an opponent in the back or avoid causing collateral damage from Fireballs. Generally, a successful skill check means a +50 bonus on checks related to whatever the character has approximated. It is up to the player to come up with imaginative ways to use this skill. And it is up to the GM to approve these plans.
Prerequisite: None.
Construction: Defense Works:
[½ (Strength+Dexterity+Wisdom)/Sophisticated/2 B.P.s]
A character with this skill can construct watch towers, walls, drawbridges, moats, barricades and anything designed for the defence of a castle or town. A successful skill check means that the construction is sturdy and will last for decades.
Prerequisite: None.
Construction: Fortifications:
[½ (Strength+Dexterity+Wisdom)/Sophisticated/2 B.P.s]
A character with this skill is able to construct fortresses and defensive earthen works, as well as walls and castles. Of course, he must have the proper tools, a skill in Construction Tools and help for large projects. A successful skill check means that the characters construction is sturdy and well built. An unsuccessful skill check means that the characters construction is usable, but flawed in some way. It may collapse if under heavy attack.
Prerequisite: None.
Construction: Hasty Defense Works:
[½ (Strength+Dexterity+Wisdom)/Sophisticated/4 B.P.s]
This skill will enable a character to build barricades under extreme conditions, using whatever material he can find, and when he must work quickly. His construction, although done hastily, will be sturdy and well built. The GM may require a skill check if the situation involve something more than hurried efforts.
Prerequisite: None.
Construction: Siege Works:
[½ (Strength+Dexterity+Wisdom)/Sophisticated/2 B.P.s]
This skill makes a character an expert in constructing the weapons needed to lay siege to a castle or other fortified structure. These include catapults and trebuchets. A successful skill check (rolled by the GM, of course) means that the weapons constructed function normally. An unsuccessful skill check means the weapons suffer penalties to hit and damage (determined by the GM, usually -1 to -5).
Prerequisite: None.
Cooking:
[Intelligence/Sophisticated/1 B.P.]
Although all characters have rudimentary cooking skills, the character with this skill is an accomplished cook. A skill check is required only when attempting to prepare a truly magnificent meal worthy of a master chef.
Prerequisite: Culinary Arts.
Dig Hasty Grave:
[Strength/Sophisticated/1 ]
It enables the character to quickly dig a grave for burying a dead body. This is especially useful for assassins. No skill check is needed to perform this task, but some sort of digging tool is necessary. It’s okay to hastily bury enemies on the field of battle but hastily burying comrades and loyal NPC hirelings can cause the loss of Honour and possible hauntings until the disrespectful act is remedied.
Prerequisite: None.
Dig Proper Grave:
[Wisdom/Sophisticated/1 ]
Characters with this skill can give anyone a proper burial. No skill check is normally required, but the character needs appropriate tools.
Prerequisite: None.
Endurance:
[½ (Wisdom+Constitution)/Sophisticated/4 B.P.s]
Players who wish their characters to have endurance even though they don’t have a high Constitution can purchase this skill. People who have endurance are not always those with the best physiques. There are some people who have an inner strength that they draw' from in times of crisis, and these are the kind reserve, so that they can keep going longer, carry more and fight even when they feel like giving up. They can automatically perform any continually strenuous activity 1 1/2 times as long as without this skill before suffering from fatigue or exhaustion. (Note that this skill does not affect how long the character can go without food or water.) A person with this skill, who makes a successful skill check, gets +10% to his movement rate, and is able to carry 1d10 more pounds without being encumbered. When in battle, he can continue to fight when he’s down to -1 hit point, after which he passes out.
Prerequisite: None.
Farming:
[Wisdom/Sophisticated/1 B.P.]
A character with this skill can work a tract of land to produce the most crops, and he can manage a farm as if it were a business, working with livestock, foremen and farm hands. A character with this skill can make a profit of 1d100 gp every year, provided he makes his skill checks each year.
Prerequisite: Agriculture.
Fire-building:
[Wisdom/Sophisticated/1 B.P.]
A character with fire-building skill does not normally need a tinderbox to start a fire. Given some dry wood and small pieces of tinder, he can start a fire in 2d20 minutes. Flint and steel are not required. Wet wood, high winds, or other adverse conditions increase the time to 3d20 minutes, and a successful skill check must be rolled.
Prerequisite: None.
First Aid Skill Suite:
[Intelligence/Sophisticated/5 B.P.s]
A player who buys this skill set can get the cauterize wound skill, the sew own wounds skill and the sew wounds skill all together. See descriptions below for each of these skills. Characters who buy the suite pay one less Building Point, than if they bought each skill separately.
Prerequisite: None.
First Aid: Cauterize Wound:
[Intelligence/Sophisticated/2 B.P.s]
A character with this ability can use a hot poker or other hot metal object to stop the bleeding in a wound, thereby preventing additional bleeding damage. The process does, however, render further damage from the hot poker or piece of metal used to cauterize the wound (1d4 points of damage). The process also leaves a visible, ugly scar. The person with this skill can perform it on himself or to others.
Prerequisite: None.
First Aid: Sew Own Wounds:
[Intelligence/Sophisticated/2 B.P.s]
This skill allows a character to sew his own wounds which promotes faster healing. Fie must have a needle and thread and all any bleeding wounds must first be cauterized thereby stopping any bleeding damage. Thread can usually be scrounged in emergencies, usually by tearing garments. A successful skill check must be made to succeed. Successfully sewing one’s own wounds allows natural healing to progress at twice the normal rate. (Notice that damage from the sewing needle applies. See Weapons Chart)
Prerequisite: None.
First Aid: Sew Wounds:
[Intelligence/Sophisticated/2 B.P.s]
This skill allows a character to sew the wounds of others. He must have a needle and thread and all any bleeding wounds must first be cauterized thereby stopping any bleeding damage. Thread can usually be scrounged in emergencies, usually by tearing garments. A successful skill check must be made ro succeed. Success sewing wounds allows natural healing to progress at twice the normal rate. (Notice that damage from the sewing needle applies. See Weapons Chart).
Prerequisite: Sew Own Wounds.
Fishing:
[Wisdom/Sophisticated/1 B.P.]
The character is skilled in the art of fishing, be it with hook and line, net, or spear. Each hour rhe character spends fishing, roll a skill check. If the roll is failed, no fish are caught that hour. Otherwise, a hook and line or a spear will land fish based on the following table. Of course, no fish can be caught where no fish are found. On the other hand, some areas teem with fish, such as a river or pool during spawning season. The GM may modify the results according to the situation. For characters without a Fishing Skill there is a 25% base chance of landing ld2 fish every hour.
Prerequisite: None.
Fishing Table
Result
01 Character has snagged a water-dwelling monster (treat as random encounter).
02-05 1d4 Fish Caught (Edible)
06-10 2d4 Fish Caught (Edible)
11-15 2d4+2 Fish Caught (Edible)
16-17 2d4+3 Fish Caught (Edible)
19 3d4 Fish Caught (Edible)
20+ 5d4 Fish Caught (Edible)
Check once per hour ONLY if skill check is successful.
Add +1 for fresh water
Add+1 for temperate waters
A net will catch three times the amounts listed above.
Fondling (Covert Appraisal Technique):
[½ (Dexterity+Wisdom)/Sophisticated/3 B.P.]
This skill allows a person to appraise any item by touch alone, without having
to see the item. It also allows the character to feel a purse and estimate the value of what’s inside and how many coins are in it. A successful skill check means the character has correctly estimated the value of any item in question to within Id 10 percent.
Prerequisite: None.
Forage for Food (by Climate):
[Wisdom/Sophisticated/1 B.P.]
A character with this skill is able to find sustenance even in the direst circumstances. This skill is limited to one particular climate of the player’s choice: temperate, tropical, arctic, ere. If the player wants his character to have this skill for more than one climate he must purchase this skill for each climate. To be able to find food, a successful skill check must be made.
Prerequisite: None.
Forgery:
[½ (Dexterity+lntelligence)/Sophisticated/10 B.P.]
This skill enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others. To forge a document (military orders, local decrees, ere.) where the handwriting is not specific to a person, the character needs only to have seen a similar document before. To forge a name, an autograph of that person is needed, and a skill check with a -10% penalty must be successfully made. To forge a longer document written in the hand of some particular person, a large sample of his handwriting is needed and a -15% penalty is applied to the check. If the check succeeds, the work will pass examination by all except those intimately familiar with that handwriting or by those with the forgery skill who examine the document carefully. Furthermore, those with the forgery skill may examine a document to learn if it is a forgery. On a successful skill roll, the authenticity of any document can be ascertained.
Prerequisite: None.
Gaming:
[Charisma/Sophisticated/3 B.P.]
The character knows most common games of chance and skill, including cards, dice, bones, draughts, and chess. When playing a game, the character may cither play our the actual game (which may take too much time for some) or make a skill check, with success indicating victory. If two characters with gaming skill play each other, the one with the highest successful die roll wins. A character with the gaming skill can also attempt to cheat, thus gaining a +10 bonus to his skill check.
Prerequisite: None.
Gem Cutting:
[Dexterity/Sophisticated/2 B.P.s]
A character with this skill can finish the rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of non-proficient characters. A gem cutter must work with a good light source and must have an assortment of chisels, small hammers, and especially hardened blades. He must also have proficiency with gem cutting tools. Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful (as determined by a skill check), the gem cutter increases the value of a given stone to the range appropriate for its type. The work may be exceptionally brilliant causing the value of the gem falls into the range for the next most valuable gem (the GM has the relevant tables).
Prerequisite: Appraisal: Gemstone.
Glean Information:
[Charisma/Sophisticated/3 B.P.]
A character with this skill is able to listen to others talking and hone in on important information. He can do this by talking directly to the person he would like to get information from, perhaps even questioning him, or he can listen to conversations being held by other people. He is able to pick up clues from this trained listening that may help him find out such things as where a treasure-laden dungeon is located, critical facts about an adversary, or the weaknesses of a particular fortress or castle. The possibilities are endless. A skill check (rolled by the GM) needs to be made only if the character wishes to find our something specific. He need make no skill check to find out general information.
Prerequisite: None.
Haggle:
[½ (Charisma+lntelligence)/Academia/2 B.P.s]
Characters with the haggle skill know how to get the best deals. They are well versed in the subtle art of obtaining the best quality items for the least amount of money, and how to sell what they have at the biggest profit. There are two ways to handle haggling in HackMaster. The fastest way is to simply make a skill check. Using this method, the GM rolls a skill check for the character. If successful, the character with haggling skill will roll his check and pay one-third of said roll as a percentage less per item than others. For example, if he rolls a 6, he will pay 2% percent less. If he succeeds with a 50, he will pay 83.3% of the normal “list” price. He will also be able to find items more easily than others. For example, if the GM says that two-handed swords are at a low availability in some little one-horse town, the character with the haggle skill can consider them to be of medium availability. When selling items, a character that makes a successful skill check can get between 1 d 100/2 percent more for any item. Characters who use the seduction skill when haggling get +7% added to their haggle roll. If, however, a player would rather role-play his haggling attempt he may be able to get even better deals. Characters who wish to role-play haggling should keep in mind that there are strict protocols for haggling on Garweeze Wurld. Sticking to the proper protocol is very important when haggling. If a character breaks protocol, he could offend the person he’s haggling with. There are several things a character can do to improve his chances. Showing hard coin often helps seal a deal, convincing the person being haggled with that the character is serious about his offer and has what it takes to back it up. Sometimes the tactic of turning around and walking away can help a character convince the person he’s bargaining with that he could lose the sale if he isn’t more accommodating. The first impression is often the most important thing about haggling. Refusing to exchange pleasantries and sticking to a no-nonsense business attitude can make a merchant think you’re an easy mark. Once you’re pegged as an easy mark, it can make all future deals more difficult. Word spreads quickly when there’s an easy mark in the neighbourhood.
Prerequisite: None.
Healing:
[Wisdom/Sophisticated/2 B.P.s]
A character with the healing skill knows how to use natural medicines and basic principles of first aid and doctoring. If the character tends another within one round of their wounding (and makes a successful skill check), his ministrations restore ld3 hit points (bur no more hit points can be restored than were lost in the previous round). Only one healing attempt can be made on a particular character per day. If a wounded character remains under the care of someone with healing skill, that character can recover lost hit points at the rate of 1 per day even when traveling or engaging in non-strenuous activity. If the wounded character gets complete-rest, he can recover 2 hit points per day while under such care. Characters with both healing and herbalism skills can help others recover at the rate of 3 hit points per .day of rest. This care does not require a skill check, only the regular attention of the skilled character. Up to six patients can be cared for at any time. A character with healing skill can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately (the round after the character is poisoned) and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay his saving throw until the last round of tending). No skill check is required, but the poisoned character must be tended to immediately (normally by sacrificing any other actions on the part of the care giver). If the care is interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means (i.e., more healing doesn’t help). Only characters with both healing and herbalism skills can attempt the treatment for poisons the victim has either swallowed or touched (the character uses his healing to diagnose the poison and his herbalist knowledge to prepare a purgative). A character with the healing skill can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful skill check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain a +10 bonus to this check. A skilled character can also attempt to deal with magical diseases, whether caused by spells or creatures. In this case, a successful skill check diagnoses the cause of the disease. However, since the disease is magical in nature, it can be treated only by magical means.
Prerequisite: First Aid Skill Suite.
Hunting:
[Wisdom/Sophisticated/1 B.P.]
When in wilderness settings, the character can attempt to stalk and bring down game. A skill check must be made with a -5% penalty to the ability score for every non-skilled hunter in the party. If the die roll is successful, the hunter (and those with him) has come within 101 to 200 yards (100+Id 100) of his prey. The group can then attempt to close the range, but a skill check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the GM.
Prerequisite: Identify Animal by Tracks.


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 Post subject: Re: Talents & Skills
PostPosted: Sat Aug 13, 2016 11:59 am 
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Prince
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Skills #3 [Ability/Skill Group/BP cost]

Identify Animal by Tracks:
[Wisdom/Sophisticated/1 B.P.]
A character with this skill can tell, when he runs across animal tracks, if they were made by a deer, a horse, a mule with a heavy pack, or a camel with a sore foot. He can precisely identify any normal animal by their footprints. No check is needed for this skill when performing a routine identification. A skill check is needed if the character wants to try to identify precise facts, such as those mentioned above (the fact that the mule’s pack is heavy or that the camel’s foot is sore, etc.)
Prerequisite: None.
Intelligence Gathering:
[½ (Intelligence+Wisdom)/Sophisticated/4 B.P.s]
A character with this skill can perform a number of tasks related to gathering information covertly, if a successful skill check is made, of course. This character is able to tail people without being caught. He can listen in on conversations without being noticed. He can sneak into secret places and blend in until he gets what he’s after. He can steal documents, and pass them off without being noticed. He can also relay secret messages to comrades. In a word, he can be a spy.
Prerequisite: At least two of the following: Disguise, Stealthy Movement, Tracking, Skilled Liar.
Interrogation:
[Wisdom/Sophisticated/4 B.P.s]
A character with this skill can “convince” uncooperative people to tell them information they don’t want to relate. This may involve the use of threats, coercion, seduction or other such methods. A successful skill check is necessary. If the roll is successful, the person tells what the character wants to know, that is, if he actually knows. Only one attempt may be made.
Prerequisite: Glean Information.
Jeweller:
[Intelligence/Sophisticated/2 B.P.s]
Characters with this skill know how to appraise, design and work with jewellery. They can create rings, necklaces and other ornamental jewellery. Their work can fetch prices from 50-1,000 gp each, depending on the material used. A successful skill check means that the work is very well done, and worth the expected amount. They can also accurately appraise the value and quality of gems that have been set into jewellery.
Prerequisite: Appraisal: Gemstone, Metalworking, Gemcutting.
Jumping:
[Strength/Sophisticated/1 B.P.]
The character with this skill can attempt exceptional leaps both vertically and horizontally. If the character has at least a 20-foot running start, he can leap (broad jump) 2d6+his level in feet. No character can broad jump more than six times his height, however. With the same start, he can leap vertically (high jump) ld3 plus half his level in feet. No character can high jump more than one and a half times his own height. From a standing start, characters with this skill can broad jump ld6 plus half his level in feet and high jump only three feet. The character can also attempt vaults using a pole. A vault requires at least a 30-foot running start. If a pole is used, it must be four to 10 feet longer than the character’s height, and sufficiently sturdy to support his weight. The vault spans a distance equal to one and a half times the length of the pole. The character can cleat heights equal to the height of the pole. He can also choose to land on his feet if the vault carries him over an obstacle no higher than half the height of his pole. Thus, using a 12-foot pole, the character could either vault through a window 12 feet off the ground (tumbling into the room beyond), land on his feet in an opening six feet off the ground, or vault across a moat 18 feet wide. In all cases, the pole is dropped at the end of the vault. Note: All the distances are reduced if the character is wearing armour. Deduct 10x (base AC bonus of armour worn)% from the figure. For example, a 6th level fighter could theoretically broad jump 8-20 feet. However, if lie’s wearing banded mail (base AC 4 - six better than no armour) his broad jump is limited to 3.2 - 8 feet. He attempts to jump over a 7 foot trench and rolls a 9 on two die six. His jump is calculated to be [(9+6) - 60% =] 6 feet and falls short.
Prerequisite: None.
Labourer, General:
[½ (Strength+Wisdom)/Sophisticated/1 B.P.]
Persons with this skill are able to meaningfully contribute to some labour-intensive group task such as constructing a castle wall, harvesting a crop or mining ore. They need not be familiar with the task as long as they are supervised by someone who is. Note: persons WITHOUT this skill cannot add their labour to group tasks (they simply get in the way, ask too many questions and distract those actually doing something useful) although they will THINK that they are actually helping - usually more than anyone else! For example, the party has captured a vessel laden with papayas and brought it into port. They wish to offload their cargo to sell it. The GM rules that it’s a forty man-hour job. One party member has taken the seamanship suite and so can act as a supervisor. However, of the four other party members, only one has the labourer, general skill. Consequently, instead of being able to unload the bananas in eight hours (as a group), it ends up taking two full ten-hour days.
Prerequisite: None.
Leatherworking:
[½ (Strength+lntelligence)/Sophisticated/3 B.P.]
This skill enables a character to tan and treat leather to make clothing and other leather objects. The character can make leather armour, as well as back- packs, saddlebags, saddles, and all sorts of harnesses. No skill check is needed for this skill, but the character must have the proper tools and be skilled with those tools.
Prerequisite: None.
Liar, Skilled:
[½ (lntelligence+Charisma)/Sophisticated/3 B.P.]
This character is smooth. He can practically talk a dwarf into believing that giving away gold is a good thing. A skilled liar can tell untruths in such a convincing manner that those who don’t believe him look like idiots. Of course, this is dependent on a skill check, and a little common sense. No matter how skilled he is, he can’t convince people of absurdities, such as the sky is polka dotted or a Halfling is as tall as an Ogre. A successful skill check means people believe his “stories”.
Prerequisite: None.
Looting, Advanced:
[Wisdom/Sophisticated/4 B.P.]
The advanced looter is so efficient that he actually has time to consider each item and still takes only 1d10 minutes to accomplish the job. Successfully employing this skill means the GM must give the player a list of the most valuable items in the room. The character can add his basic and advanced looting skills together for this roll. Furthermore, the character has a percentage chance (equal to his advanced looting skill alone) to determine what might be fake (a glass gem or an item with magic aura) even as he’s stuffing his pack.
Prerequisite: Looting, Basic.
Looting, Basic:
[Wisdom/Sophisticated/2 B.P.]
A character with this skill can loot a town, village, dungeon, etc. and get items of fine quality. If the looter makes a successful skill check, he grabs the most valuable combination of items. He can even find the ‘good stuff’ if it is hidden: in a hollow table leg, under a loose floorboard, etc. In game terms, the GM must give the player a list of all of the apparently valuable items so the character can choose which to take. Typically a character can loot an area in 2d6 minutes.
Prerequisite: None.
Maintain Self-Discipline:
[Wisdom/Sophisticated/2 B.P.]
A character with this skill is a paragon of self-discipline. He will never go off half-cocked. In stressful situations, he will not react rashly, but will remain calm and able to perform the most rational action. He will also never make alignment violations. If he is on a quest, he will not stop until he has succeeded. If he is in a battle and things are going against him, he will not break and run out of panic, but may retreat if he thinks it is the soundest tactic. All of this, of course, is dependent on whether or not he is successfully when having to make a check against this skill. When facing a stressful or confusing situation, the player may tell the GM that his character wishes to use this skill, and the GM will roll the skill check. If the roll is successful, the character maintains his composure, and performs the most beneficial action, guided by the GM. As an added bonus, the character receives a +2 bonus to all saves versus charm spells (provided a skill check is successful).
Prerequisite: None.
Map Sense:
[Wisdom/Sophisticated/1 B.P.]
A character with this skill has an innate sense of direction. By concentrating for ld6 rounds, the character can try to determine the direction the party is headed. Furthermore, when traveling in the wilderness, a character with map sense has the chance of becoming lost reduced by 5%.
Prerequisite: None.
Mapless Travel:
[Wisdom/Sophisticated/3 B.P.]
There are people who always seem to know where they’re going as if they had an inner compass. The character with this skill is just such a person. He has an innate sense about which direction is north, south, east, west, etc. He needs no compass. He also can read the stars and use them to navigate by, although he knows nothing about navigating on the seas. He can read signs as well; using such information as the direction a river flows or which side of a tree moss is growing on, in order to get a sense of where he is. A skill check is necessary only in the most difficult of circumstances. This skill is not useable underground.
Prerequisite: None.
Metalworking:
[½ 1/3 (Strength+Dexterity+Wisdom)/Sophisticated/2 B.P.]
This skill allows a character to be able to fashion objects out of any metal. This character cannot make armour or weapons, but he can make attractive and useful items such as simple jewellery, brass keys, or lock picks. A skill check is not needed, but a player should ask his GM whenever he wants to make an item to see if it falls into this category. There are a variety of items that could be made using this skill.
Prerequisite: Blacksmithing.
Mimic Dialect:
[Intelligence/Sophisticated/2 B.P.]
A character with this skill can pass himself off as a member of a community with a different style of speaking than his own, but not a different language. If he is an elf, for example, he can speak in the way of a Drow, Grey Elf, Grel, Sylvan Elf, etc. Of course, this skill works best if the character is either unseen, or is using a disguise skill. No skill check is needed, only common sense. A dwarf who knows the speech and dialect of elves cannot pass himself off as one, unless he has some sort of polymorph ability.
Prerequisite: Language, Modern.
Mining:
[Wisdom/Sophisticated/2 B.P.s]
A character with mining skill is needed to establish and supervise the operations of any mine. First, the character can attempt to determine what type(s) of ore or gems can be found in a given area. To do this, he must spend at least a week searching a four square mile area. The GM may rule that a largest area must be searched to find anything of value and may thus increase the amount of time required. At the end of the search, the character has learned what is likely to be found in this area. After this, the character can establish the mine. On a successful skill check, the character has found a good site to begin mining for any minerals that may be in the area. The check does not guarantee a successful mine, only that a particular site is the best choice in a given area. The GM must determine what minerals, if any, are to be found in the region of the mine. Once the mine is in operation, a character with mining skill must remain on site to supervise all work. Although this is a steady job, most player characters will find it better to hire an NPC for this purpose. A successful mine can produce quite a hefty income. Dwarves get +15% to skill checks for this skill.
Prerequisite: None.
Mountaineering:
[½ (Strength+Dexterity+lntelligence)/Sophisticated/1 B.P.]
A character with this skill can make difficult and dangerous climbs up steep slopes and cliffs with the aid of spikes, ropes, etc. If a character with mountaineering skill leads a party, placing the pitons (spikes) and guiding the others, all in the party can gain the benefit of his knowledge. A mountaineer can guide a party up a cliff face it could not otherwise climb. Note that mountaineering is not the same as the thief’s climbing ability, since the latter does not require aids of any sort.
Prerequisite: None.
Navigation, Nautical:
[Intelligence/Sophisticated/2 B.P.]
The character knows how to guide ships at sea by using the stars, how to observe currents and how to spot signs of land, reefs and hidden danger. The navigator can reduce the percentage chance of his ship getting lost by 30 percent, provided he makes a successful skill check.
Prerequisite: None.
Orchestrate Task:
[½ (Intelligence + Charisma)/Sophisticated/3 B.P.]
A character with this skill is able to more easily facilitate the completion of any project with the help of two or more skilled workers. He can direct two or more characters, combining their skills and areas of expertise in order to perform a task that they would not be able to do individually.
Prerequisite: None
Pinch (Pocket/Lift):
[Dexterity/Sophisticated/R]
This variant of the pick pocket skill is restricted to thieves. It involves picking up an item that’s just sitting around and slipping into a pocket without being detected. Shoplifting is one example of pinching.
Prerequisite: None.
Pottery:
[Dexterity/Sophisticated/1 B.P.]
Characters with this skill can create any type of clay vessel or container commonly used in the campaign world. The character requires a wheel and a kiln, as well as a supply of clay and glaze. The character can generally create two small or medium-sized items or one large-sized item per day. The pieces of pottery must then be fired in the kiln for an additional day. The raw materials involved cost 3 cp to make a small item, 5 cp to make a medium-sized item, and 1 sp to make a large item. The character need not make a skill check to perform this task.
Prerequisite: None.
Reading Lips:
[Intelligence/Sophisticated/2 B.P.s]
The character can understand the speech of those he can see but not hear. When this skill is chosen, the player must specify what language the character can lip read (it must be a language die character can already speak). To use the skill, the character must be within 30 feet of the speaker and able to see him speak. If the skill check fails, nothing is learned. If the check is successful, 70% of the conversation is understood. Since certain sounds are impossible to differentiate, the understanding of a lip-read conversation is never better than this.
Prerequisite: None.
Reading/Writing:
[Intelligence/Sophisticated/2 B.P.]
The character can read and write a modern language that he can speak. There must be someone available to teach the character (another PC, a hireling or an NPC). This skill does not enable the character to learn ancient languages (see Languages, Ancient/Dead). Nor does it mean that he can write sonnets. This ability gives a character the ability to write well enough to be understood, to write letters and such. A skill check may be required in unusual circumstances, if comprehension is in question: the character is rushed, the document is burned, partial or damaged or the penmanship is horrendous.
Prerequisite: Languages, Modern
Recruit Army:
[Charisma/Sophisticated/2 B.P.]
The character with this skill is able to recruit an army for any purpose. Of course, an army must be paid, so it doesn’t depend solely on the character’s skill. However, if the pay is good and terms are fair, this character is able to recruit the best soldiers for his army and convince them to swear an oath of loyalty to him. Any army recruited by this character, if he makes his skill check, gets +5% to their morale to reflect their higher level of discipline and sense of obligation.
Prerequisite: None.
Riding, Airborne:
[½ (Dexterity+Wisdom)/Sophisticated/2 B.P.s]
The character with this skill is trained in handling a flying mount. Each time the skill is taken it applies to one particular type of creature (Griffon, Hippogriff, Pegasus, ere.), which must be chosen when the skill is purchased. Unlike land-based riding, a character must have this skill (or ride with someone who does) to handle a flying mount. In addition, a skilled character can do the following: -Leap onto the saddle of the creature (when it is standing on the ground) and spur it airborne as a single action. This requires no skill check. - Leap from the back of the mount and drop 10 feet to the ground or onto the back of another mount (land-based or flying). Those with only light encumbrance can drop to the ground without a skill check. In all other situations, a skill check is required. A character who is dropping to the ground can attempt immediate melee arrack, if his skill check is made with a -20% penalty. -Spur his mount to greater speeds on a successful check, adding ld4 to the movement rate of the mount. This speed can be maintained for four consecutive rounds. If the check fails, an attempt can be made again the next round. If two checks fail, no attempt can be made for a full turn. After the rounds of increased speed, the mount’s movement drops to 2/3 its normal rate and its Manoeuvrability Class becomes one class worse. These conditions last until the mount lands and is allowed to rest for at least one hour. -The rider can guide the mount with his knees and feet, keeping his hands free. A skill check is made only after the character suffers damage. If the check is failed, the character is knocked from the saddle. A second check is allowed to see if the character manages to catch himself (thus hanging from the side by one hand or in some equally perilous position). If this fails, the rider falls. Of course a rider can strap himself into the saddle, although this could be a disadvantage if his mount is slain and plummets toward the ground.
Prerequisite: Riding, Land-Based.
Riding, Land-Based:
[½ (Dexterity+Wisdom)/Sophisticated/1 B.P.]
Those skilled in land riding are proficient in the art of riding and handling horses or o other types of land-based mounts. When the skill is acquired, the character must declare which type of mount he is skilled in. Possibilities include Camels, Unicorns, Dire Wolves or virtually any creatures used as mounts by humans, demi-humans or humanoids. A character with riding skill can perform all of the following feats. Some of them are automatic, while others require a skill check for success. -The character can vault onto a saddle whenever the horse or other mount is standing still, even when the character is wearing armour. This does not require a skill check. The character must make a check, however, if he wishes to get the mount moving during the same round in which he lands in its sad die. He must also make a skill check if he attempts to vault onto the saddle of a moving mount. Failure indicates that the character falls to the ground - presumably quite embarrassed. -The character can urge the mount to jump tall obstacles or leap across gaps. No check is required if the obstacle is less than three feet tall or the gap is less than 12 feet wide. If the character wants to roll a skill check, the mount can be urged to leap obstacles up to five feet high,-or jump across gaps up to 20 feet wide. Success means that the mount has made the jump. Failure indicates that it balks, and the character must make another skill check to see whether he retains his seat or falls to the ground. -The character can spur his steed on to great speeds, adding 6 feet per round to the animal’s movement rate for up to four turns. This requires a skill check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts may be made, but the mount can move normally. If the second or subsequent check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing, its dismounted rider must walk the steed for one turn. -The character can guide his mount with his knees, enabling him to use weapons that require two hands (such as bows and two-handed swords) while mounted. This feat does not require a skill check unless the character takes damage while so riding. In this case, a check is required and failure means that the character falls to the ground and sustains an additional 1d6 points of damage. -The character can drop down and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armour while performing this feat. The character’s Armor Class is lowered by 6 while this manoeuvre is performed. Any attacks that would have struck the character’s normal Armor Class are considered to have struck the mount instead. No skill check is required. -The character can leap from the back of his steed to the ground and make a melee attack against any character or creature within 10 feet. The player must roll a successful skill check with a -20% penalty to succeed. On a failed roll, the character fails to land on his feet, falls clumsily to the ground, and suffers 1d3 points of damage.
Prerequisite: None.
Riding,Warhorse (Dwarven):
[½ (Dexterity+Charisma)/Sophisticated/2 B.P.]
A character with this skill is able to ride a dwarven warhorse at no penalty as long as he makes his skill check. Dwarven warhorses do not let just anyone ride them, and all who try without having the benefit of this skill will get -3” to their movement rate (or worse). There is an 80% chance the warhorse will buck off and attack anyone who tries to ride them without this skill. These beasts are rare, since most dwarves hate to ride horses. This skill allows a character to find such a horse on a successful skill check. A skill check must be made at the first meeting with the warhorse. A successful check means the horse has accepted him. An unsuccessful check means the horse requires some coaxing, usually in the form of bribery with food. Note: coaxing in the form of threats or abuse will only cause the animal to become hostile. Once the character and the warhorse have bonded, no skill check needs to be made in order for the character to be able to ride the beast in normal conditions. A skill check is only needed when the character wants to perform a complicated stunt. Below are some of the stunts possible when a character has a dwarven warhorse for a mount. Some require skill checks, others do not. The character can vault onto a saddle whenever the horse is standing still, even when the character is wearing armour. This does not require a skill check. The character must make a check, however, if he wishes to get the mount moving during the same round in which he lands in its saddle. He must also make a skill check if he attempts to vault onto the saddle of a moving mount. Failure indicates that the character falls to the ground - presumably quite embarrassed. By the way, because of the nature of dwarven warhorses, skill checks to perform the above stunt are made at -5%.
-The characters mount will fight alongside him, with no skill check required. Dwarven warhorses are naturally cantankerous and look for opportunities to display this attitude.
-The character can spur his steed on to great speeds, adding 6 feet per round to the animal’s movement rate for up to four turns. This requires a skill check each turn to see if the mount can be pushed this hard. If the initial check fails, no further attempts may be made, but the dwarven warhorse can move normally. If the second or subsequent check fails, the mount immediately slows to a walk, and the character must dismount and lead the animal for a turn. In any event, after four turns of racing, its dismounted rider must walk the steed for one turn.
-The character can guide his mount with his knees, enabling him to use weapons that require two hands (such as bows and two-handed swords) while mounted. This feat does not require a skill check unless the character takes damage while so riding. In this case, a check is required and failure means that the character falls to the ground and sustains an additional 1d6 points of damage.
-The character can drop down and hang alongside the steed, using it as a shield against attack. The character cannot make an attack or wear armour while performing this feat. The character’s Armor Class is lowered by 6 while this manoeuvre is performed. Any attacks that would have struck the character’s normal Armor Class are considered to have struck the mount instead. No skill check is required. If this stunt is successful however, and the mount survives the attack, he will refuse to let the character ride him again.
-The character can leap from the back of his steed to the ground and make a melee attack against any character or creature within 10 feet. The player must roll a successful skill check with a -20% penalty to succeed. On a failed roll, the character fails to land on his feet, falls clumsily to the ground, and suffers ld3 points of damage.
-The character can ride his warhorse into any structure where the animal will fit. The beast is able to travel underground with no feat whatsoever. No skill check is needed here.
-The character can pack his animal with 1d100 pounds more equipment and other items than he could pack on the back of a regular horse, without suffering an encumbrance penalty. Dwarven warhorses are known for their strong backs.
Prerequisite: None.
Rope Use:
[Dexterity/Sophisticated/1 B.P.]
This character can accomplish amazing feats with rope. He is able to tie all manner of knots, including the single Blackwall hitch, single bowknot, sheep shank, bowline, single Carrick bend, figure-eight knot, etc. He can tie knots that slip, hold tightly, slide slowly or loosen with a quick tug. These can be used in all manner of circumstances, from lashing down rigging on a ship to making sure a captured enemy can’t get free. If the character’s hands arc bound with a knot, he can roll a skill check (with a -30 penalty) to escape the bonds. A character with rope use gains a +2 to-hit bonus to all, attacks made with a lasso. He also receives a +10 bonus to all climbing checks made while lie is using a rope, including attempts to belay (secure the end of a climbing rope to) companions.
Prerequisite: None.
Running:
[Constitution/Sophisticated/1 B.P.]
The character with this skill can move at twice his normal movement rate for a day. At the end of the day he must sleep for eight hours. After the first day’s movement, the character must roll a skill check for success. If the die roll succeeds, the character can continue his running movement the next day. If the die roll fails, the character cannot use his running ability the next day. If involved in a battle during a day he spent running, he suffers a -1 penalty to all his attack rolls.
Prerequisite: None.
Seamanship Suite:
[Dexterity/Sophisticated/5 B.P.]
The character with this skill is familiar with boats and ships. He is qualified to work as a crewman, although he cannot actually navigate. Crews of trained seamen are necessary to manage any ship, and they improve the movement rates of inland boars by 50 percent.
Prerequisite: None.
Seamstress/Tailor:
[Dexterity/Sophisticated/2 B.P.]
The character with this skill can sew, mend and design clothing. He can also do all kinds of embroidery and ornamental work. Although no skill check is required, the character must have at least a needle and thread to work, as well as some cloth.
Prerequisite: None.
Seduction, Art of:
[½ (Comeliness+Charisma)/Sophisticated/1 B.P.]
A character with this skill can seduce members of the opposite sex in order to curry favour or get help from them in some way. For instance, a female character might try her seduction skill on a guard at the gate in order to get him to let her and her companions inside. Seduction can work in many ways. It can act either as a distraction, allowing other characters to perform actions without being noticed, or as an attempt to sway the will of a person. A skill check can be made on any encounter with a member of the opposite sex, and if it is successful, the character advances one step higher on the reaction table. Most of the time, a skill check doesn’t need to be made, as long as what is being attempted is reasonable. A character cannot talk a guard into killing himself, of course, no matter how sexy she is. By the same token, seduction is more difficult, if not impossible, to use on members of hostile races or on members of cultures with differing standards of beauty. For instance, a human male, no matter how handsome and charming, would probably not be considered good looking to a female Ogre. A skill check can still be made in such instances, but it is at -10.
Prerequisite: None.
Set Snares:
[Dexterity/Sophisticated/1 B.P.]
The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A skill check must be rolled when the snare is first constructed and every rime the snare is set. The character can also attempt to set traps and snares for larger creatures: tiger pits and net snares, for example. A skill check must be rolled, this time with a -20 penalty. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The GM must decide if the trap is triggered. Thief characters (and only thieves) with this skill can also attempt to rig man-traps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The GM must determine the amount of damage caused by a man-trap. Setting a small snare or trap takes one hour of work. Setting a larger trap requires two to three people (only one need have the skill) and 2d4 hours of work. Setting a man-trap requires one or more people (depending on its nature) and 1 d8 hours of work. To prepare any trap, the character must have appropriate materials on hand. Characters with the animal lore skill gain a +10 bonus when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when attempting to trap monsters or intelligent beings.
Prerequisite: None.
Shield Repair (Metal):
[½ (Intelligence+Dexterity)/Sophisticated Task/3 B.P.]
A person with this skill can make minor repairs and replace lost armour points to shields made of metal. It takes two uninterrupted turns to complete a minor repair (1-2 armour points) such as repairing a small dent, tightening a loose rivet or two, or patching a minor hole. It takes at least four uninterrupted turns to complete a medium-sized repair (3 -5 points) such as replacing a handful of rivets or repairing a large dent. It takes eight uninterrupted turns to complete major repairs (6 to 10 points.) such as patching many large holes and dents or reattaching major parts. A character with this skill can fix 1d4 armour hit points per skill check. A failed skill check indicates he can no longer make repairs on that particular shield. Each skill check requires 2d20 gp in materials.
Prerequisite: Leather Working, Metal Working, Blacksmith Tools.
Shield Repair (Wood):
[½ (lntelligence+Dexterity)/Sophisticated Task/3 B.P.]
This skill is exactly like Shield Repair, Metal but only works with shields made of wood with simple metal or leather bindings. Each skill check requires the ld20 gp in materials.
Prerequisite: Leather Working, Wood Working (Carpenter Skill).
Skinning:
[½ (Strength+Wisdom)/Sophisticated Task 11 B.P.]
A character with this skill knows the proper procedure for obtaining the hide from a dead animal or beast. He knows what skills to use, how to treat and store the hide, and which part of the hides are the most valuable or usable. He can also estimate the amount of hide needed for various items such as boots, gloves, cloaks, etc. The character must have a sharp knife and an animal to skin in order to get the hide. Treating the hide takes more tools.
Prerequisite: None.
Slaughter: Game Animal:
[½ (Strength+Wisdom)/Sophisticated/1 B.P.]
A character with this skill knows the proper procedure to slaughter game animals, and to cut up the carcass so as to provide the most meat. He knows how to trim away the fat, if desired, and get rid of everything that is inedible. He must have a sharp knife and a game animal in order to perform this skill. The formula for determining the yield of edible flesh when slaughtering livestock is:
Flit points/10xSize= pounds of edible flesh where Size is as follows;
Tiny = .25, Small = 2, Medium=4, Large = 6 and Huge = 10, Giant = 25.
The size of individual game animals is listed in the Hacklopedia of Beasts, which is available only to a GM. Characters with the slaughter, game animal skill are able to increase the yield of edible meat by 25% if they make a successful skill check. They can carve the choicest cuts, trim away the fat and get rid of any inedible portions
Prerequisite: None.
Slaughter, Livestock:
[½ (Strength+Wisdom)/Sophisticated/1 B.P.]
A character with this skill is an expert on slaughtering and butchering farm animals. The formula for determining the yield of edible flesh when slaughtering livestock is: Flit points/10xSize= pounds of edible flesh, where Size is as follows:
Tiny = .25, Small = 2, Medium=4, Large = 6 and Huge = 10, Giant = 25.
The size of individual livestock is listed in the Hacklopedia of Beasts, which is available only to a GM. Characters with slaughter; livestock skill can increase the yield by 50% if they make a successful skill check. He can carve the choicest cuts, trim away the fat and get rid of any inedible portions. Fie must have the proper tools, the exact nature of which depends on the animal to be butchered. Large livestock such as cattle require the availability of a large hammer, or similar large tool, and a sharp knife. Smaller animals, such as chickens, require only a sharp knife.
Prerequisite: None.
Slip Away into the Shadows:
[Dexterity/Sophisticated/1 B.P.]
This character is able to slip away quietly, unnoticed, in most situations. He can meld into crowds as well, without being seen. However, he cannot perform this skill if his feet are bound or he is incarcerated. A skill check is necessary to successfully perform this skill. A successful skill check means the character is able to use the cover around him (shadows, stacks of boxes, a crowd, etc.) to slip away unseen. A character in metal armour gets -10% to his skill check.
Prerequisite: None.
Stealthy Movement:
[Dexterity/Sophisticated/4 B.P.]
A character with this skill can successfully follow another person while remaining unseen and unnoticed. He can also sneak into buildings, boats or any other structure unbeknownst to the occupants. A skill check must be rolled for the character to be successful. A character in metal armour gets -10% to his skill check.
Prerequisite: Slip Away into die Shadows.
Stonemasonry:
[½ (Strength+lntelligence)/Sophisticated/1 B.P.]
A stonemason is able to build structures from stone so that they last many years. The stone can be mortared, carefully fitted without mortar, or loosely fitted and chinked with rocks and earth. A stonemason equipped with his tools (hammers, chisels, wedges, block and tackle) can build a plain section of wall one foot thick, ten feet long, and five feet high in one day, provided the stone has already been cut. A stonemason can also supervise the work of unskilled labourers to quarry stone. One stonemason is needed for every five labourers. Dwarves are among the most accomplished stonemasons in the world, they receive a +10% bonus when using this skill. No skill check is needed for this skill, but the character must have the proper tools available, and a proficiency in using those tools. A stonemason can also create simple stone carvings, such as lettering, columns, and flourishes.
Prerequisite: None.
Survival Skill Suite:
[½ (lntelligence+Constitution+Wisdom)/Sophisticated/10 B.P.s]
This skill suite includes survival skills for arctic, desert and jungle climates as well as underground. A player who purchases this suite for his character gives his character a good chance to survive, if lost, in any of these environments. He knows the hazards he might face in each and understands the effects of the weather. He knows the proper steps to lessen the risk of exposure and the methods to locate and gather potable water and how to find basic food (whether it’s appetizing is not guaranteed). Furthermore, a character with survival skill can instruct and aid others in the same situation. When using this skill to find food or water, the character must roll a skill check. If the check fails, no more attempts can be made that day. The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best, it alleviates a small portion of the suffering. The food found is barely adequate and water is discovered in miniscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness. Indeed, the little knowledge the character has may lead to overconfidence and doom! Descriptions of the various climates follow for those who don’t wish to purchase the entire suite.
Prerequisite: None.
Survival, Desert:
[½ (lntelligence+Constitution+Wisdom)/Sophisticated/3 B.P.s]
This skill allows a character to have a better rhan average chance to survive when lost in the desert. He can find water, although in miniscule amounts. He can find food, although the food may be less than tasty. He knows to travel in the cool of die evening and where to seek shelter during the full heat of the day (or how to construct said if not naturally available). A skill check must be rolled in order for die character to find food, water or shelter. If the check fails, no more attempts can be made that day. He can also teach and aid his comrades, or others, in the same situation. As stated above in the description of the survival skill suite, this skill does not release the character from suffering during his ordeal. It is still possible for a character with this skill to die in the desert. However, this skill will lessen the chances, provided the character doesn’t get too cocky.
Prerequisite: None.
Survival Jungle:
[½ (lntelligence+Constitution+Wisdom)/Sophisticated/2 B.P.s]
This skill allows characters to have a better than average chance to survive when lost in the jungle. The character with this skill should be able to find potable water and edible (if not necessarily appetizing) food. He knows what dangers he might face in the form of wildlife or insects and he can usually find or construct shelter. He can help others with him do the same. He must successfully make a skill check rolled to find food, water and shelter. An unsuccessful check means diat he was unable to find what he was looking for. No more attempts can be made that day. Characters with this skill can still die in the jungle, and they still suffer the effects of their ordeal, even if they do survive.
Prerequisite: None.
Survival, Underground:
[½ (lntelligence+Constitution+Wisdom)/Sophisticated/3 B.P.s]
A character with this skill has a good chance of surviving when lost underground. Fie is able to find pockets of air, as well as food and water. However, a successful skill check must be rolled. If the check fails, the character has been unable to find what he needs that day, and no other skill checks can be made until the next day. This character can teach and aid others in the same situation. As stated before, this skill does not guarantee survival. It simply gives the character the knowledge, and the chance of surviving in conditions that would be sure to kill the unskilled.
Prerequisite: None.
Survival, Arctic:
[½ (lntelligence+Constitution+Wisdom)/Sophisticated/3 B.P.s]
This skill gives a character a better than average chance of surviving in wintery conditions. This character should be able to find food, warmth and shelter in this environment. A skill check must be rolled (by die GM) in order for the character to be able to find food, shelter and warmth. If it fails, the necessary item cannot be found, and no other skill check can be made that day. This character can help others in the same situation. This skill, as with the other survival skills, does not guarantee the character’s survival in this harsh environment. He will also still suffer from some of the effects of his ordeal, including a 60% chance of frostbite, even if warmth and shelter are found. The chance for frostbite goes up to 80% without shelter. If more than three days go by with no success in finding warmth or shelter, the character is guaranteed to suffer frostbite damage. Water is not a problem if there is plenty of snow around, although the character knows to boil the water to prevent hypothermia. The character suffers all of the effects of the deprivation involved in such an ordeal.
Prerequisite: None.
Swimming:
[½ (Strength+Dexterity+Constitution)/Sophisticated/3 B.P.]
A character with swimming skill knows how to swim. He can move according
to the rules given in the Swimming section (Chapter 16: Time and Movement). Those without this skill cannot swim. They can hold their breath and float, but they cannot intentionally move about in the water.
Prerequisite: Swimming, Dog Paddle.
Swimming Dog Paddle:
[½ (Strength + Constitution)/Sophisticated/l B.P.]
A character with this skill can dog paddle and move according to the rules given in the Swimming section of PHB.
Prerequisite: None
Tightrope Walking:
[Dexterity/Sophisticated/1 B.P.]
The character with this skill can attempt to walk across narrow ropes or beams with greater than normal chances of success. He can negotiate any narrow surface not angled up or down greater than 45 degrees. Each round the character can walk 60 feet, if encumbered. One skill check is made every 60 feet (or part thereof), with failure indicating a fall. The check is made with a -50% penalty to the ability score if the surface is one inch or less in width (a rope), a -25% penalty if two inches to six inches wide, and unmodified if seven inches to 12 inches wide. Wider than one foot requires no check for the skilled characters under normal circumstances. Every additional Building Point spent on tightrope walking reduces these penalties by 5%. Use of a balancing rod reduces the penalties by 10%. Winds or vibrations in the line increase the penalties by 10 to 30%. The character can attempt to fight while on a tightrope, but he suffers a -1 penalty to his attack roll and must roll a successful skill check at the beginning of each round to avoid falling off. Since the character cannot manoeuvre, he gains no adjustments to his Armor Class for Dexterity. If he is struck, while on the rope, he must roll an immediate skill check to retain his balance.
Prerequisite: None.
Torture:
[½(Strength+lntelligence)/Sophisticated/3 B.P.]
A character with this skill has the ability to cause pain and to make that pain last. Torture is usually conducted to retrieve information, though there may be other reasons for the use of such force. A character with this skill knows where and how to hurt a person so that they feel tremendous pain, but do not die. A skilled torturer can bring his victim down to within 2 hit points of death and then revive him for bout. No skill check is needed unless the tormentor wishes to learn some specific information. In such a case, the character must make a successful skill check in order for him to learn anything the victim knows. Keep in mind that the victim may not know what the character wants to know. No tools are necessary to perform this skill, but they can be used. Note that good-aligned characters are not normally allowed to purchase this skill, as even knowing how to use it violates their alignment. However, the GM may be persuaded in special circumstances to allow it. A knight errant might be successful in presenting such an argument.
Prerequisite: None.
Tracking Game:
[Wisdom/Type/1 B.P.]
A character with this skill can follow the trail of any game animal in order to hunt it for food. No skill check is needed unless the character is tracking the game across a river, shifting sand or shifting snow. In the latter cases, the character must make a skill check at -10. If the check is successful, the character is able to track the game in spite of the obstacles. Otherwise, the trail is lost.
Prerequisite: Identify Animal by Tracks.
Tracking:
[Wisdom/Sophisticated/2 B.P.s]
Characters with tracking skill are able to follow the trail of creatures and characters across most types of terrain. Characters who are not rangers must roll skill checks with a -30 penalty to their ability scores; rangers suffer no such penalty. In addition, other modifiers are also applied to the attempt, according to Table G2. The modifiers in Table G2 are cumulative - total the modifiers for all conditions that apply and combine that with the tracker’s level of mastery to get the modified chance to track. For example, if Renorian’s tracking mastery is 80 and he is trying to track through mud (+20%), at night (-30%), during a sleet storm (-25%), his net adjustment is -35%. (Being a ranger, Renorian does not suffer the -30% penalty for non-rangers tracking.) For tracking to succeed, die creature tracked must leave some type of trail. Thus, it is virtually impossible to track flying or non-corporeal creatures. The GM may allow this in rare instances, bur he should also assign substantial penalties to the attempt. To track a creature, the character must first find the trail. Indoors, the tracker must have seen the creature in the last 30 minutes and must begin tracking from the place last seen. Outdoors, the tracker must either have seen the creature, have eyewitness reports of its recent movement (“They went thaddaway!”) or must have obvious evidence that the creature is in the area (such as a well-used game trail). If these conditions are met, a skill check is rolled. Success means a trail has been found. Failure means no trail has been found. Another attempt cannot be made until the above conditions are met again under different circumstances. Once the trail is found, additional skill checks are rolled for the following situations:
-The chance to track decreases (terrain, rain, creatures leaving the group, darkness, ere.).
-A second track crosses the first.
Terrain Modifier:
Soft or muddy ground +20%; Thick brush, vines, or reeds + 15%; Occasional signs of passage, dust + 10%; Normal ground, wood floor +0%; Rocky ground or shallow water -50%
Every two creatures in the group +5%; Every 12 hours since trail was made -5%; Every hour of rain, snow, or sleet -25%; Poor lighting (moon or starlight) -30%; Tracked party attempts to hide trail -25%

Chance to Track Movement Rate:
Up to 30% 1/4 normal; Up to 70% 1/2 normal; 71 % or greater 3/4 normal

-The party resumes tracking after a halt (to rest, eat, fight, etc.).
Once the tracker fails a skill check, another check can be rolled after spending at least one hour searching the area for new signs. If this check is failed, no further attempts can be made. If multiple trackers are following a trail, a +5% bonus is added to the check which is made by the most adept tracker. Once he loses the trail, it is lost to all. If the modifiers lower the chance to track below 0, the trail is totally lost to that character and further tracking is impossible (even if the chance later improves). Other characters may be able to continue tracking, but that character cannot. A tracking character can also attempt to identify the type of creatures being followed and the approximate number by rolling a skill check. All the normal tracking modifiers apply. One identifying check can be rolled each time a check is rolled to follow the trail. A successful check identifies the creatures (provided the character has some knowledge of that type of creature) and gives a rough estimate of their numbers. Just how accurate this estimate is depends on the GM. When following a trail, the tracking character (and those with him) must slow down, their speed depending on the character’s modified chance to track as found from Table G3. In the earlier example, Renorian has a modified tracking chance of 45, so he moves at half his normal movement race.
Prerequisite: None.
Trap Sweep, Full Sweep:
[½ (Dexterity+Wisdom)/Sophisticated/R]
This skill involves more than the typical check for traps. it is a big picture check, with a wider area than a simple trap check. When performing this task, the skilled thief checks every area of a room (approximately 20’ x 20’) quickly but carefully in just 2dl2 rounds. The GM rolls a skill check for each area of the room and/or item that is checked. If the check is successful, the character has accurately determined whether there is a crap in that area or item. A character can perform this task as many times as he wants, and need not be able to touch the area in question.
Prerequisite: None.
Tumbling:
[Dexterity/Sophisticated/2 B.P.]
The character is practiced in all manner of acrobatics - dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while lightly encumbered or less. Aside from being entertaining, the character with a tumbling skill can improve his Armor Class by 4 against attacks directed solely at him in any round of combat, provided he has the initiative and foregoes all attacks that round. Additionally, on a successful skill check, he suffers only one-half the normal damage from falls of 60 feet or less and none from falls of 10 feet or less. Falls from greater heights result in normal damage.
Prerequisite: None.
Vandalism/Desecration:
[Dexterity/Sophisticated/2 B.P.]
The character with this skill wreaks havoc on property. He can desecrate enemy temples, lay waste to a town or destroy the grave of a defeated nemesis. There are a variety of uses for this skill. It is most commonly used to take Honour from an individual enemy. Any enemy who has personal property desecrated by a character with this skill loses 1d8 Honour points,-depending on the type of vandalism performed. Use of excrement or other foul substances adds a +2 modifier to the die roll for Honour taking. No skill check is necessary for this skill.
Prerequisite: None.
Ventriloquism:
[Intelligence/Sophisticated/3 B.P.]
The character with this skill has learned the secrets of “throwing his voice". Although not actually making sound come from somewhere else (like the Throw Voice spell), the character can deceive others into believing this to be so. When using ventriloquism, the supposed source of the sound must be relatively close to the character. The nature of the speaking object and the intelligence of those watching can modify the character’s chance of success. If the character makes an obviously inanimate object talk (a book, mug, etc.), a -25 penalty is applied to his check. If a believable source (a PC or NPC) is made to appear to speak, a +10 bonus is added to his check. The observer’s intelligence modifies this [Target’s INT]/ Modifier:
[<3] / +30%; [3-5] / +20%; [6-8] / +10%; [9-14] / +0; [15-16] / -5%; [17-18] / -10%; [≥19] / -20%
A successful skill check means the character has successfully deceived his audience. One check must be made for every sentence or response. The character is limited to sounds he could normally make (thus, rhc roar of a lion is somewhat beyond him). He is also limited to speaking only languages he knows. Since ventriloquism relies on deception, people’s knowledge o f speech, and assumptions about what should and shouldn’t talk, it is effective only on intelligent creatures. Thus, it has no effect on animals and the like. Furthermore, the audience must be watching the character since part of the deception is visual (“Hey, his lips don’t move!”). Using ventriloquism to get someone to look behind him does not work, since the voice is not actually behind him (this requires the Throw Voice spell). All but those with the gullibility of children or the extremely dense realize what is truly happening. They may be amused - or they may not be.
Prerequisite: None.
Weaponsmithing:
[½ (Dexterity+lntelligence)/Sophisticated/4 B.P.s]
This highly specialized skill enables a character to perform the difficult and highly exacting work involved in making metal weapons, particularly those with blades. The character blends some of the skill of the blacksmith with an ability to create strong, sharp blades. A fully equipped smithy is necessary to use this skill. The time and cost to make various types of weapons are listed on Table G5. Use the table as a guideline for similar weapons A character must be skilled in using the proper tools for this task. A skill mastery check must be made upon the completion of each weapon. Failure may not be immediately obvious.
Prerequisite: Metalworking or Blacksmithing.
[Weapon] Construction Time / Material Cost:
[Arrowhead] 10 per day / 1 cp; [Battle Axe] 10 days / 10 sp; [Hand Axe] 5 days / 5 sp; [Dagger] 5 days / 2 sp; [H. Crossbow] 20 days / 10 sp; [L. Crossbow] 15 days / 5 sp;
[Fork,Trident] 20 days / 10 sp; Spear, Lance] 4 days / 4 sp; [Short Sword] 20 days / 5 sp; [Long Sword] 30 days / 10 sp; [2-H Sword] 45 days / 2 gp

Weaving:
[½ (Dexterity+lntelligence)/Sophisticated/2 B.P.]
A character with a weaving skill is able to create garments, tapestries, and draperies from wool or cotton. The character requires a spinning apparatus and a loom. A weaver can create two square yards of material per day.
Prerequisite: None.


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 Post subject: Re: Talents & Skills
PostPosted: Sat Aug 13, 2016 12:54 pm 
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Prince
Prince

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Posts: 5794
Skills #4 [Ability/Skill Group/BP cost]

SOCIAL INTERACTION SKILLS
Berate:
[Wisdom/Social Interaction/1 B.P.]
A character with this skill can make even a giant feel 2 feet rail when he’s done with him. This skill may used to keep unruly henchmen and hirelings in line as well as to rob a person of 2 Honour points. No skjll check is needed to perform this task on one’s own henchmen and hirelings. If the berating character’s Honour is equal to or higher than the target’s Honour, a check is necessary. Failure simply means the target loses no Honour. If the target’s Honour is higher than the berating characters Honour by 10 or fewer points, a failed check means the target loses no Honour and the berater loses 2 Honour points. If the target’s Honour is 1 1 points or more higher than the berater’s, a failed check results in the loss of 4 Honour points.
Prerequisite: None.
Calling Dibs:
[Wisdom/Social lnteraction/3 B.P.]
Characters with this skill have an advantage when calling dibs for treasure. In accordance with the Dibs Protocol in Chapter 8, whenever there is a dispute over who gets what, a roll-off takes place. A character with this skill at 50% or less who makes a successful skill check also gets +1 on his roll-off score. If he is successful with his skill check and has the dibs protocol skill at 51% or more, he gets +2 to his roll-off score.
Prerequisite: None.
Diplomacy:
[Charisma/Social lnteraction/2 B.P.s]
A character with this skill is able to negotiate treaties, conduct relations between political entities, nations and/or races, and establish trade between such groups. He is able to deal effectively with people. He knows when to compromise and when to take a hard line in order to get what he wants. A skill check is required, of course, whenever a character wants to establish diplomatic relations with any person or group. A successful roll means the person being negotiated with reacts favourably to the character and his offer. A skill check is also required every year after relations have been established. A successful check means that relations are still favourable.
Prerequisite: None.
Feign Toughness:
[Charisma/Social Interaction/2 B.P.]
A character with this skill knows how to put on his game face. He can use this skill to intimidate others. It works well in conjunction with other skills, such as flex muscles and interrogation. A person with the feign toughness will appear to be ld4 levels of higher experience than he actually is.
Prerequisite: None.
Flex Muscle:
[Strength/Social Interaction/2 B.P.]
A character with this skill is able to flex his muscles to make himself appear to be ld4 points stronger than he really is. It is used to intimidate others by exaggerating the apparent strength of a character.
Prerequisite: None.
Graceful Entrance/Exit:
[Charisma/Social interaction/1 B.P.]
A character with this skill knows how to make an entrance. He can better any initial reaction by one when he encounters a person or group of people. He also knows how to leave a room so that people will talk about him afterwards. He leaves an impression in most social situations. When this skill is successful, he character receives +5 to his Honour in that social situation. As soon as he leaves the room his Honour drops back to normal. This is useful when in social gatherings and the Honour pecking order is being established.
Prerequisite: None.
Idle Gossip:
[Charisma/Social Interaction/1 B.P.]
A person with this skill can spread rumours about another person and have those rumours be believed. A character can use this skill to ruin the reputation of someone, thereby lowering that person’s Honour by ld6 points. A skill check is required. If it is successful, the rumours he spreads are believed and passed on down the line.
Prerequisite: None.
Intimidation:
[Wisdom/Social Interaction/2 B.P.]
Characters widi this skill can cause others to back down in a contest of wills. He can make others afraid to fight him or use his skill to help in interrogation. No skill check is needed unless the character wants to use intimidation in conjunction with the interrogation skill. If the skill check is successful, the character can force an Honour Check between himself and his intended target with a +10% modifier. If unsuccessful, no bonus is added.
Prerequisite: Feign Toughness
Joke Telling:
[½ (lntelligence+Charisma)/Social Interaction/1 B.P.]
A character with this skill is the life of the party. He can tell a good joke that can help him get a good reaction on initial encounters. He can entertain others. The GM rolls a skill check whenever a character wants to tell a joke. A successful check means the joke is very funny and everyone laughs. Sometimes, a character may want to use a joke to insult someone, causing that person to lose ld4 points of Honour if they fail an Honour check between themselves and the joke teller.
Prerequisite: None.
Knowledge of Courtly Affairs:
[Wisdom/Social Interaction/2 B.P.s]
This skill allows a character to know the inner workings of local royalty and nobility. He also knows how to behave among such company so that he fits in well and is accepted by these people. He can move about freely in diese circles, an ability which may make him privy to certain information that few others have. How he uses such information is up to the character. No skill check is necessary when the character simply wants to fit in among die elite. One is required if he attempts to glean information. A successful check means that someone in the know has taken the character into his confidence. Success in this skill also depends on how the character behaves and dresses. No one of any stature in a government or kingdom will accept a scruffy-looking or rude person into his inner circle.
Prerequisite: None.
Mingling (Balls, Parties):
[Charisma/Social Interaction/2 B.P.]
A character with this skill is able to use balls and parties to make beneficial connections with powerful people. He is able to strike up conversations with desirable people not only to court their favor, but often to gather useful titbits of information. A successful skill check need only be made if the character attempts to gain a favour from someone. If the check is successful, the person agrees to grant the character a favor.
Prerequisite: None.
Oration:
[½ (Intelligence+Charisma)/Social Interaction/1 B.P.]
A character with this skill is a powerful speaker with the ability to hold the attention of a crowd and sway public opinion. A skill check is required. If it succeeds, the character is able to convince a crowd to do something he wants them to do.
Prerequisite: Rousing speech.
Parley:
[Charisma/Social lnteraction/4 B.P.]
A character with this skill can use his conversational skills to smooth over potentially difficult or contentious encounters in order to avoid bloodshed. A character with this skill, who makes a successful skill check (rolled by the GM), causes those he encounters to react to him one step more favourably than they normally would.
Prerequisite: None.
Poker Face:
[Wisdom/Social Interaction/3 B.P.]
A character with this skill is able to mask his emotions. This is especially helpful in playing games of chance. Provided he makes a successful skill check, the character can add a +5% bonus to any skill checks related to gaming. This skill can be used in other ways, such as when being interrogated or tortured, when attempting to bluff an opponent in combat or when trying to intimidate someone. The uses of this skill are varied. Skill checks are not needed except when using the skill to bluff in games of chance. A successful roll means the character gets his bonus.
Prerequisite: None.
Resist Persuasion:
[Wisdom/Social Interaction/! B.P.]
This skill could be considered somewhat the opposite of poker face; it makes a character less susceptible to the orations, parleying or other persuasive efforts of others. Any lime such persuasion would alter the character’s attitude; he can make a resist persuasion check. If successful, he is immune to forcible attitude changes. The above only applies to non-magical efforts. If magic is involved, as with a Charm Person spell, the character gets a +2 bonus to his saving throw provided he makes a successful resist persuasion check.
Prerequisites: None.
Rousing Speech:
[Charisma/Social lnteraction/3 B.P.]
This skill gives a character the ability to affect morale in a positive way. For instance, if the character’s hirelings or henchmen are getting discouraged, he could give a speech so inspiring that they’d walk over their own mothers to help the character. This can also be used in battle to reinvigorate the morale of beleaguered troops, effectively rallying them. A skill check is necessary. If successful, the character gets +5% to his loyalty modifiers for his workers or he is able to rally his troops. There may be other circumstances where the player thinks he can use this skill to help his character and his party, and most need no skill check. However, if the intent of the speech is something unusual or very difficult the CM may require a skill check.
Prerequisite: None.
Rules of Fair Play:
[Wisdom/Social Interaction/1 B.P.]
A character with this skill knows the proper ways to do just about anything, from playing a game to waging war, and he sticks to diose rules. Such a character is known for his Honour, and as such gets 2 points of Honour every time he engages in any activity where fair play can be used - provided his skill check is successful.
Prerequisite: None.
Secret Persona:
[Wisdom/Social Interaction/2 B.P.s]
A person with this skill can pass himself off as a member of another class if he makes a successful skill check. He knows die talk and walks the walk so well that others are fooled. Of course, the GM rolls this check. This can be useful if an assassin character wants to pass himself off as a fighter for some nefarious reason.
Prerequisite: None.
Social Etiquette:
[½ (Wisdom+Charisma)/Social Interaction/1 B.P.]
This skill gives the character a basic understanding of the proper forms of behavior and address required in many different situations, especially those involving nobility and persons of rank. Thus, the character will know the correct title to use when addressing a duke, the proper steps of ceremony to greet visiting diplomats, gestures to avoid in the presence of dwarves, etc. For extremely unusual occurrences, a skill check must be made for the character to know the proper etiquette for the situation (an imperial visit, for example, is such a rare event). However, having the character know what is correct and actually doing it are two different matters. The encounters must still be roleplayed by the character. Knowledge of etiquetre does not give the character protection from a gaffe or faux pas.
Prerequisite: None.
Street Cred:
[½ (Strength+Wisdom+Charisma)/Social Interaction/1 B.P.]
A character with this skill can be accepted into the earthy, life-hardened ranks of the street. This character has a reputation in the seediest parts of town as someone nor to be messed with. He also is known for his useful skills and may be “recruited” by members of certain unsavory groups to do “jobs”. Whenever a character with this skill ventures into an area of any town where such types hang out the GM needs to make a skill check. If the check is successful, the character’s street cred holds up, and he has earned their respect. If his cred holds up, the character may be able to glean valuable information from his new buddies.
Prerequisite: None.
Taunting, Major:
[Wisdom/Social Interaction/3 B.P.]
This skill imbues the character with the knowledge of cxactly how to best hurt a person with his words. He can use his major taunring skill to reduce another person’s Honour by ld4 points or to goad another person into a fight. No skill check is needed for starting a fight, but one is needed to reduce a person’s Honour. This check is rolled by the GM. Success means he has reduced his target’s Honour by ld4.
Prerequisite: Taunting, Minor.
Taunting, Minor:
[Wisdom/Social Interaction/2 B.P.]
This skill means a person has the abiliry to tainr someone’s Honour with his words or to goad rhem into a fight. A successful skill check is needed only when the character attempts to reduce the Honour of another. If successful, the target of the taunting loses 1 point of Honour.
Prerequisite: None.
Threat Gestures (nonverbal-body and hand):
[Wisdom/Social Interaction/1 B.P.]
A character with this skill knows how to use body language to intimidate orhers, including animals. Two successful skill checks must be made (rolled by the GM). If the first roll succeeds, the character’s gestures cause the potentially dangerous person or creature to back down temporarily and to reevaluate the situation. If a subsequent successful check is made, it means the person or creature might actually leave.
Prerequisite: None.
Ulterior Motive:
[Charisma/Social Interaction/2 B.P.]
A person with this skill could be planning to kill you, and you’d never guess it by talking to him. This is a person with the ability to hide his true intentions. A character with this skill ensures that those who meet him think he’s an extremely nice guy, even if he’s evil to the core. A good-aligned person could also pass himself off as evil in a crowd of evil aligned beings. A successful skill check (rolled by the GM) is necessary to pull off this charade. If it succeeds, the character’s motives are hidden. If this skill is used in conjunction with secret persona, the character gets +5 to his skill check to ensure his true class is not uncovered.
Prerequisite: None.

TOOL SKILLS
Assaying/Surveying Tools:
[½ (Dexterity+lntelligence)/Tool/1 B.P.]
This skill indicates the character knows how to use tools (including plumb lines and viewing glasses) for surveying and assaying properties. Without this skill any character attempting a task related to assaying/surveying suffers a -20 penalty on his skill check (in addition to any other modifiers which may apply).
Prerequisite: None.
Blacksmith Tools:
[½ (Strength+Dexterity+lntelligence)/Tool/1 B.P.]
This skill indicates the character knows how to use all the tools related to the job of working metal. This includes using a forge, bellows, anvil, sledge, tongs, etc. Without this tool skill any character attempting to do any sort of metal working task (including blacksmith, armorer, weaponsmirh, etc) suffers a -20 on his skill check (in addition to any other modifiers which may apply).
Prerequisite: None.
Carpentry Tools:
[½ (Strength+Dexterity+lntelligence)/Tool/1 B.P.]
This skill indicates die character knows how to use all die tools related to the job of carpentry. This includes, using a saw, hammer, plane, nails, etc. Without this tool skill any character attempting to do a carpentry-related task suffers a -20 penalty on his skill check (in addition to any other modifiers which may apply).
Prerequisite: None.
Construction Tools:
[½ (Strength+Dexterity+lntelligence)/Tool/5 B.P.]
This skill indicates the character knows how to use all the tools related to the job of construction. This includes the use of carpentry tools, as well as tools related to masonry and heavy construction tools such as levers and winches. Anyone without this tool skill who tries to perform a construction- related task suffers a -20 penalty on his skill check (in addition to any other modifiers which may apply).
Prerequisite: Carpentry Tools, Mining Tools.
Drafting Tools:
[Dexterity/Tool/1 B.P.]
This skill indicates the character knows how to use tools related to drafting plans for engineering projects: straight edges, right angle markers, and so forth. There’s no penalty for not having this skill but anyone with this skill who is mapping, doing engineering design, etc, recieves a + 10% modifier.
Prerequisite: None.
Jeweler Tools:
[½ (Dexterity + Wisdom)/Tool/1 B.P.]
This skill indicates the character knows how to use all the tools related to the job of gem cutting and jewelry making. This includes an assortment of chisels, small hammers, and specially hardened blades. Without this tool skill any character attempting to do any sort of tasks related to gem cutting suffers a -20 penalty on his skill check (in addition to any other modifiers which may apply).
Prerequisite: None.
Leather Working Tools:
[Dexteriity/Tool/I B.P.]
This skill indicates the character knows how to use tools need to work leather. Without this tool skill any character attempting to do any task involving the working of leather suffers a -20 on his skill check (in addition to any other modifiers which may apply).
Prerequisite: None.
Mining Tools:
[Strength/Tool/1 B.P.]
This skill indicates the character knows how to use all the tools related to the job of mining. This includes using a pick, mattock, shovel, wheelbarrow, chisels, etc. Without this tool skill any character attempting to do any sort of mining suffers a -20 penalty on his skill check (in addition to any other modifiers which may apply). In addition, his progress will be significantly slowed.
Prerequisite: None.
Peg Legs:
[Dexterity/Tool/1 B.P.]
Peg Legs are mastered through daily use. A character with a peg leg skill suffers no movement penalty. Once fitted with a peg leg the character must make a check vs. his Dexterity plus the Course Difficulty modifier to determine if he’s proficient walking on his new peg leg. He may automatically check once per game month with an additional +1 modifier (cumulative) until he succeeds. Note that a character who begins the game fitted with peg legs is automatically proficient. Without this skill, any character attempting to walk on a peg leg suffers a -20 penalty to any skill check that involves moving that leg (in addition to any other modifiers which may apply).
Prerequisite: None.
Surgery Tools/Suture Kit:
[½ (Dexterity + lntelligence)/Tool/l B.P.]
This skill indicates the character knows how to use the tools necessary to perform surgery. This includes scalpels for cutting out unwanted bits, scissors for fine work and needle and thread for stitching up wounds. Widiout this skill, any character attempting to perform any type of surgery suffers a -20 penalty to his skill check (in addition to any other modifiers which may apply).
Prerequisite: None.


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