Non-Combat Proficiencies
Bonus Skills and Skill Progression | |||||
Class | Skill Bonus | Combat slots | Noncombat slots | ||
Start | Progression | Start | Progression | ||
Barbarian | Running, Read Sigils, Swimming, Direction Sense | 8 | ●●●●● | 4 | ○●○●○ |
Cavalier | Armor Craft, Ride Land Animal (usually Horse), Weapon Craft, Mental Defense | 7 | ●●●●● | 5 | ●○●○● |
Gunslinger | Mental Defense, Direction Sense, Law Knowledge, Interrogation | 6 | ●●○●● | 6 | ●○●○● |
Investigator | Law Knowledge, Read/Write, Forensics, Interrogation | 6 | ●○●○● | 6 | ●●○●● |
Jack of All Trades | Ancient Technology, Read/Write, Haggling, + one skill in which Artistic Ability is the related skill. | 5 | ○●○●○ | 7 | ●●●●● |
Speaker for the Dead | Forensics, Read/Write, Occult Knowledge, Interrogation | 4 | ●○●○● | 8 | ● ●○●● |
Necromancer | Read/Write, Occult Knowledge, Intimidate, Law Twisting | 4 | ○●○●○ | 8 | ●●●●● |
Mathematician | Read/Write, Mathematics, Physics, Engineering | 2 | ○●○●○ | 10 | ●●❷●● |
Paladin | Ride Land Animal (choose), Religion, Mental Defense, Healing | 6 | ●●●●● | 6 | ○●○●○ |
Priest | Read/Write, Religion, Healing, Preach | 4 | ○●○●○ | 8 | ●●●●● |
Protector | Religion, Healing, Mental defense, Counseling | 6 | ●●●●● | 6 | ●○●○● |
Ranger | Animal Lore, Plant Lore, Direction Sense, Train Animal | 6 | ●○●○● | 6 | ●●○●● |
Shaman | Read Sigils, Religion, Occult Knowledge, Herbalism | 5 | ○●○●○ | 7 | ●●●●● |
Thief | Disguise, Intimidate, Haggle, Cartography | 7 | ● ●○●● | 5 | ●○●○● |
Warrior | Running, Weapon Craft, Bodybuilding, Armorcraft | 10 | ●●❷●● | 2 | ○●○●○ |
Wishsinger | Read/Write, Singing, Musical Instrument, Dancing | 3 | ○●○●○ | 9 | ●●●●● |
○- No Slot Gained, ●- 1 Slot Gained, ❷- Two Slots Gained |
Just like people in real life, the characters are skilled in trades that can keep them fed in-between adventuring. And it is assumed that most characters had a life before adventuring. They may have had trades, menial jobs; they may have been students, or seminarians, or even street thugs. It was during this time that the character was taught many of the skills that he or she begins the game with. Some character classes begin the game with bonus proficiencies, due to schooling and certain mandatory life experiences. In choosing a background for the character, the right skills can be helpful in adding both flair and functionality.
Depending on the profession, the character starts with 2-10 slots in both combat and noncombat skills. It takes two slots to make a usable skill, but only one slot to increase the level of mastery (intensity) of a known skill. Additionally, a character may gain a one-time bonus of slots due to high intelligence. Slots earned this way may be divided among combat and noncombat as the player desires.
A player should spend skill slots acquiring a variety of skills. At first level, no skill can be higher than int(2), and the mastery can advance only one point in intensity per level of experience. Note that players can leave skill points “floating” for later use - this is required if they wish to take the two points needed to start a new skill.
It is good for characters to have professions instead of just being hired as sell-swords. For instance, a Wishsinger might also be a craftsman of musical instruments. A Priest might also be a teacher. Thus, the character’s non-combat skills allow her to pay the bills between adventurers.
All non-combat skill checks are determined by rolling a 20-sided die. A success is indicated by rolling the character's associated attribute (i.e. Endurance, Perception, etc.) or less on the die. The check is gains a +1 bonus for each intensity level past the first that a character has in a given skill. So, if a character has Intensity (3) Blacksmithing, he would gain +2 to his Blacksmithing checks.
GM Note: Keep an eye on character’s skill progression and, if needed, feel free to force characters to actually seek out people to teach them non-combat skills. This prevents characters from just “learning” a currently valuable non-combat skill when leveling up even when their character had no opportunity to learn that skill or previous use for it. For example, unschooled Barbarians that just “happen” to know Engineering (because Engineering has suddenly become useful in the campaign) reduce the credibility of the adventure and the adventuring world.
Related Skills: Consult the table that cross-references related skills. If the character knows a related skill, then that knowledge grants a +1 on all proficiency checks. Note that the GM can assign or revoke related skill bonuses where fit:, though this should not be over-used. For example, when Cooking in a foreign land, Cultural Knowledge of that land could proof useful. On the other hand, identifying a particular star with Astronomy gains little benefit from Mathematics.
As stated earlier, some skills come with the character class. For instance, a Wishsinger would have to know how to sing, and a Priest would have to know religion. These bonus skills grant the character the minimal use of that class. Obviously the minimums are just that -- enough to get by and no more. Split classed characters gain the bonus skills of both classes.
Non-Combat Skill | Related Skill | Type of Check Required |
Acting | Artistic Ability, Disguise | Influence |
Advanced Medical | Healing | Knowledge |
Ancient Language | Ancient Lore | Knowledge |
Ancient Lore | Ancient Language | Knowledge |
Animal Lore | Animal Training | Knowledge |
Animal Training | Animal Lore | Willpower |
Architectural Design | Artistic Ability, Mathematics | Knowledge |
Armor Craft | Artistic Ability | Skill |
Artistic Ability | Religion, Occult Knowledge | Willpower |
Astronomy | Mathematics | Knowledge |
Blacksmith / Metal Craft | Artistic Ability | Endurance |
Boating | Ship Handling | Endurance |
Bodybuilding | Farming, Mining, Lumberjack | Endurance |
Brainwash | Mental Defense | Willpower |
Brewing | Chemistry, Cooking, Artistic Ability | Knowledge |
Carpentry (woodworking) | Artistic Ability | Endurance |
Cartography | Direction Sense, Astronomy | Knowledge |
Chemistry | Herbalism | Knowledge |
Cooking | Herbalism, Artistic Ability | Knowledge |
Counseling | Deprogramming | Perception |
Craftsmanship | Artistic Ability | Skill |
Cultural Knowledge | Foreign Language | Influence |
Dancing | Artistic Ability | Skill |
Deprogramming | Mental Defense | Willpower |
Direction Sense | Astronomy | Perception |
Disguise | Acting | Influence |
Engineering | Mathematics, Physics | Knowledge |
Farming | Plant Lore, Predict Weather | Perception/Endurance |
Fishing | Animal Lore, Predict Weather | Perception |
Foreign Language | Cultural Knowledge | Knowledge |
Forensics | Advanced Medical, Herbalism, Healing | Knowledge |
Gambling | Mathematics | Perception |
Gemology | Artistic Ability | Skill |
Glass Blowing | Artistic Ability, Chemistry | Skill |
Haggling | Mental Defense, Cultural Knowledge | Influence |
Healing | Advanced Medical | Knowledge |
Herbalism | Chemistry | Knowledge |
Herding | Animal Lore, Animal Training, Predict Weather | Perception |
Intimidate | Mental Defense | Influence |
Interrogation | Mental Defense | Willpower |
Juggling | Physics, Artistic Ability | Skill |
Law Twisting | Read Emotion, Law Knowledge | Influence |
Law Knowledge | Law Twisting, Cultural Knowledge | Knowledge |
Leather Craft | Artistic Ability | Skill |
Lumberjack | Body Building | Perception/Endurance |
Mathematics | Physics | Knowledge |
Mental Defense | Deprogramming | Willpower |
Mining | Body Building | Perception/Endurance |
Mob Control | Read Emotion, Cultural Knowledge | Influence |
Musical Instrument | Artistic Ability | Skill |
Navigation | Cartography | Perception |
Occult Knowledge | Religious Doctrine | Knowledge |
Painting | Artistic Ability | Skill |
Physics | Mathematics | Knowledge |
Plant Lore | Farming | Knowledge |
Pottery (Ceramics) | Artistic Ability | Skill |
Preach | Religious Doctrine | Willpower |
Predict Weather | Farming, Fishing, Herding | Perception |
Read Emotion | Counseling, Brainwash | Perception |
Read Lips | Read Emotion | Perception |
Read/Write | Artistic Ability | Knowledge |
Religious Doctrine | Occult Knowledge | Knowledge |
Ride, Air Creature | Animal Training | Skill |
Ride, Air Device | Physics, Engineering | Skill |
Riding, Land Creature | Animal Training | Skill |
Rock Climbing | Body Building | Endurance |
Rope Use (Knot Tying) | Tailor/Seamstress, Weaving | Skill |
Running | Body Building | Endurance |
Ship Handling | Boating | Skill |
Sigil Crafting/Reading | Artistic Ability | Knowledge |
Singing | Artistic Ability | Influence |
Swimming | Body Building | Endurance |
Tailor / Seamstress | Artistic Ability | Skill |
Teach | Read Emotion | Willpower |
Tracking | Animal Lore | Perception |
Weapon Craft | Artistic Ability | Skill |
Weaving | Artistic Ability | Skill |
Woodcraft (Small Items) | Artistic Ability | Skill |
Endurance-related Proficiencies
Critical Success: The item will be of high quality and will resist damage from critical fumbles while in use.
Critical Fumble: The item will appear to be of excellent quality and will function as such for the first 1d12 uses, but will then chip, rust, lose its edge, or otherwise rapidly deteriorate and be unrepairable.
Intensity 1: Apprentice
Intensity 2: Journeyman
Intensity 3: Blacksmith
Intensity 4: Master Blacksmith
Intensity 5: Legendary Blacksmith
Influence Proficiencies
Critical Success: The actor gets a standing ovation and his name is spread forth as an actor of great skill. If this skill is used for clandestine purposes, then the actor's job of impersonation is so good that the victims are left without the slightest shadow of doubt.
Critical Failure: The actor's job is so bad that he is treated to having rocks and bits of food hurled at him.
Critical Success: The diplomat is fully able to accomplish his or her goals in a way that may be much more advantageous to his home city-state than had first been anticipated. Or, the character using the skill determines something of great value regarding the culture or nation of interest.
Critical Failure: The diplomat causes an intercity incident, souring relations with the foreign city in question. Or, the character using the skill misinterprets an important aspect of the culture or nation of interest.
Critical Success: The disguise or impersonation is so perfect that nobody doubts the identity of the character.
Critical Failure: The character’s cover is blown and trouble will almost surely follow.
Buyer Critical Success: The merchant sells the item at unit cost.
Buyer Critical Failure: The shopkeeper is insulted and throws the adventurer out of the store or simply tries to sell the item at an outrageously increased price.Seller Critical Success: The buyer is so enchanted by the sales pitch that he/she will pay a 20% premium for the product or service.
Seller Critical Failure: The buyer feels insulted and may make a dramatic scene in the store in which he/she publicly and loudly decries the greed of the seller.
Critical Success: The subject is completely cooperative.
Critical Failure: The subject will tell only lies, and the lies will be fairly believable.
Critical Success: the jury unplugs their brains and lets even an OJ-like criminal off Scott free.
Critical Fumble: The case is lost, horribly. Even appeals will not help.
Critical Success: The mob whole-heartedly agrees with the character and is willing to work with him to a very reasonable extent.
Critical Failure: The mob realizes that they are being manipulated and turns on the character.
Intensity 1. The character is basically a garage band singer.
Intensity 2. The character is able to get steady work as a pub singer.
Intensity 3. The character is able to tour regionally in small to medium sized venues.
Intensity 4. The character is able to get the big gigs in the largest music halls.
Critical Success: The singer is hailed and respected.
Critical Failure: The singer sounds as bad as an old crow.
Knowledge Proficiencies
Critical Success: No residual infection. Patient does not scar.
Critical Failure: Patient must make successful system shock save or suffer the worst possible consequences of the medical procedure.
Intensity 1. Can perform minor surgery; appendectomy, tonsillectomy, and the like. Can create casts to set broken bones. The character must also have Read/Write (2) and Healing (2).
Intensity 2. Can attempt limb reattachment.
Intensity 3. Can perform delicate limb reattachment surgery. Can perform abdominal surgery. The character must also have Read/Write (3) and Healing (3).
Intensity 4. Can perform brain surgery, open-heart surgery. Can perform cosmetic reconstructive surgery to restore Comeliness lost due to scarring or cleft palate.
Critical Success: Character is able to fully understand the writing and can actually read it aloud as well.
Critical Fumble: Character gets confused and interprets the meaning to be the opposite of what it really means or simply is unable to translate the important parts of the language.
Critical Success: The character knows the details of operating the device or recalls all of the important information regarding the historical event in question.
Critical Failure: The character has “just enough knowledge to be dangerous” of the historical device and no knowledge of the historical event.
Critical Success: The character knows an astounding amount of detail about the animal.
Critical Failure: The character may confuse the animal with something that appears similar but is different in an important way (confusing poisonous snakes with non-poisonous ones, etc.)
Critical Success: The home has 12 hit points per structural point instead of the usual ten.
Critical Fumble: The home looks sound, but in fact have only 5 hit points per structural point and has a 5% per year (cumulative) of collapsing when exposed to violent acts of nature, such as earthquakes, hurricanes, etc.
Intensity 1. Can design a cottage, tool shed, bungalow, or shack.
Intensity 2. Can design a townhouse or single-family dwelling
Intensity 3. Can design a mansion medium-sized fortress
Intensity 4. Can design a castle
Intensity 5. Can design a truly formidable strategic stronghold
Critical Success: The character navigates as intended and knocks a day off the travel time, if possible.
Critical Failure: For whatever reason, the character just can’t figure out his current location or the location of his destination that night.
Critical Success: A prime batch is created. Successive batches made with this recipe will yield double profit and will age well, netting considerable profit in later years.
Critical Failure: A really bad batch is crafted. Drinkers must make a poison save or become physically ill with food poisoning.
Intensity 1. Can make a basic map of a dungeon.
Intensity 2. Can make street maps.
Intensity 3. Can make nautical maps, including depth and current progressions.
Intensity 4. Can make highly detailed maps, including isometric topographical projections.
Critical Success: The character creates the formula in half the time and at double the yield.
Critical Failure: Something goes horribly wrong. In most cases, this simply means that the character fails miserably, but in the cases of more dangerous chemicals, the results can be very open-ended and dangerous.
Critical Success: Perfection! The meal is remembered for a long time, and may earn the chef a bonus.
Critical Failure: The chef botches the meal and patrons must make a poison save or contract food poisoning (disease resistance is applicable).
Intensity 1. The character is a greasy spoon chef. Can prepare a delightful batch of road kill.
Intensity 2. The character is a competent short-order cook.
Intensity 3. The character is a three-star restaurant cook.
Intensity 4. The character is a gourmet chef of exquisite cuisine.
Critical Success: the project has double the service life and only incurs half normal maintenance costs.
Critical Fumble: The project works well for 1d4 years, and then has a 5% per year (cumulative) chance of failing, often catastrophically, when used.
Intensity 1. Talks like a tourist. Can speak and read simple sentences (3rd grade equivalent; few idioms known)
Intensity 2. Talks like a worldly tourist; well versed in that language. Does not insult listeners simply by speaking. (6th grade equivalent)
Intensity 3. Firm command of the language. Foreign accent is still a giveaway, but natives will appreciate the dedication the character has toward their language. Decent knowledge of idioms. (10th grade equivalent)
Intensity 4. Masterful command of the language. Only a faint trace of accent remains. Most of the nuances of the language are known. (College-level equivalent.)Intensity 5. Diplomatic command of the language. You speak better than most natives.
Critical Success: Flawlessly interprets evidence and is able to identify the exact cause of death. If the cause is murder, the character can identify the killer.
Critical Fumble: Various results possible: if the nature of the crime was obvious, the character will haul in the wrong person and charge him with committing the crime. However, the character will have evidence that SEEMS at first glance to point to that person’s guilt, although a more detailed investigation would show that the evidence is obviously faulty. If the nature of the crime is not obvious, the character will be lead astray and end up making faulty assumptions.
Intensity 1. Probably doubles as the town Undertaker.Intensity 2. The character is competent enough for a small town with few murders.Intensity 3. Can handle work in a violent city.Intensity 4. Could give Holmes a run for his money.
Critical Success: The healing benefit is doubled.
Critical Failure: The patient is wounded for an amount equal to the intended healing.
Intensity 1. Healing benefit is 1d2 hit points.
Intensity 2. Healing benefit is 1d3 hit points.
Intensity 3. Healing benefit is 1d4 hit points.
Intensity 4. Healing benefit is 1d6 hit points.
Critical Success: The physician can treat all future manifestations of this particular disease or poison at +1. Or, if preparing potions, the time to make the potion is halved and the yield is doubled.
Critical Failure: The patient has an allergic reaction to the drug. Patient must save versus system shock or break out in a rash (if applied to the skin) or vomit and suffer 1d6 damage for 1d6 rounds (if ingested). If preparing potions, the creation process fails miserably and produces a harmless cloud of stinking fumes and slimy liquids bubble over out of the potion jar.
Critical Success: The character understands the nuances and details of the laws in question.
Critical Failure: The character grossly misinterprets a law and may suffer for doing so.
Critical Success: Solves the challenge in question in half the time and at double the performance.
Critical Failure: Botches the math and thus earns a random and unpredictable result.
Critical Success: Can perfectly identify the occult information in question. If used in conjunction with a spoken revocation, the effect is as if an Abjure.
Critical Fumble: The character fails to grasp the meaning of what he has seen, and thus the results may vary from him simply looking foolish to his peers if he is trying to explain the Occult to them, to him coming under attack by an angry spirit that he has insulted with his ignorance while trying to bargain with it.
Intensity 1. Has the knowledge of a layperson in the occult religion.
Intensity 2. Has the knowledge of an active, fully participatory member in the occult religion.
Intensity 3. Has the knowledge of a low-level ordained station (a Deacon equivalent.) Can attempt to speak revocations at -8.
Intensity 4. Has the knowledge of the Priesthood. Can attempt to speak revocations at -4.
Intensity 5. Has the full knowledge of a High Priest. Can attempt to speak revocations at -2.
Critical Success: The character solves the physics problem in half the normal time.
Critical Failure: The character fails miserable or comes to a false conclusion.
Critical Success: The character knows more than expected about the plant in question.
Critical Failure: The character confuses key aspects of the plant or mistakes it for something similar (confusing ivy with poison ivy, for example.)
Intensity 1. Sixth grade literacy.
Intensity 2. High School literacy.
Intensity 3. College - level literacy.
Intensity 4. Graduate - level literacy.
Intensity 5. Doctorate - level literacy.
Intensity 1. The character has basic Priestly knowledge
Intensity 2. The character has full Priestly knowledge.
Intensity 3. The character has the knowledge of an assistant Bishop.
Intensity 4. The character has the knowledge of a Bishop.
Critical Success: The character understands the general function of the rune even if he is not very familiar with it.
Critical Failure: The character may mistake the rune for one that appears similar.
Perception Proficiencies
Most of these skills involve the character's ability to notice things about the people and objects in the environment around him. The perception attribute is a mean of Intelligence and Wisdom, with all fractions dropped.Counseing
Critical Success: The counselor cures two points of insanity.
Critical Failure: The counselor’s treatment fails completely and the insanity is increased by one point.
Direction Sense
Critical Success: The character has an uncanny sense of where he currently is and where he is going.Critical Failure: On a simple failure, the character simply cannot tell the direction and is forced to guess. On a critical failure, the character will think he knows the correct direction, but will in fact be off by 90, 120, or 180 degrees (GM rolls a 1d3 for this determination).
Farming
Critical Success: The crops will yield 1d10x10% more than expected.Critical Failure: The crops will yield only 1d6x10% of normal density.
Critical Success: It’s the big one, and it didn't get away. Fish is trophy size.Critical Failure: The fish winds out all the line, then bites off the lure.
Gambling
Critical Success: The gambler cheats or catches cheaters in a very impressive manner.Critical Failure: The gambler completely misses a cheater or gets caught cheating.
Herding
Critical Success: Travel time while guiding a herd is reduced by 20%.Critical Fumble: The herd stampedes.
Mining
Critical success: The miner finds a rich vein of ore, exceeding expectations by 20%.Critical Fumble: A cave-in occurs.
Navigation
Critical Success: The navigator is able to plot a very efficient course, subtracting 10% from the travel time.Critical Fumble: The navigator gets the ship hopelessly lost. A new Navigation check may be tried in a day or if it becomes obvious that the ship is lost.
Read Emotion
Critical Success: Not only does the character grasp the emotional state of the individual, he has a hunch regarding deeper details (why the person is angry, etc.)Critical Failure: The character misinterprets a signal and comes to a very wrong conclusion.
Predict Weather
Critical Success: The character knows the next three days weather patterns.Critical Failure: The character not only doesn’t know the weather, but he misses weather events that could be important. Perhaps he fails to predict severe thunderstorms in the summer or a blizzard in winter.
Note that the GM should generally determine weather beforehand and not edit the weather based upon a critical fumble - don’t add a storm just because a character didn’t see it coming.
Critical Success: The character has a very good understanding of the conversation.Critical Failure: The character catches parts of the conversation and reads just enough to be left confused and wondering about the details.
Tracking
Critical Success: The trail is good: when the next tracking check must be made in this hunt, the character gains a 20% bonus to tracking for that roll.Critical Failure: The trail has gone cold: when the next tracking check must be made in this hunt, the character gets a 20% penalty to tracking for that roll.
Critical Success: The character has created armor that is of truly lasting value. On percentiles, a 01 to 79 indicates that the armor is +1 to AC (excellent craftsmanship); an 80 to 95 indicates that the armor has a +2 bonus to AC (masterful craftsmanship); a 96 to 00 indicates a +3 bonus to AC (unearthly craftsmanship).Critical Failure: The character has created armor that will appear to be of good quality in every respect. However, the first time it is struck in real combat, the armor will reveal a critical flaw and thus have a -2 penalty to AC. Nothing short of scrapping the armor and starting over can fix this problem.
- Heavy organic armor (hide, studded leather, etc.) = Leather Craft- Metal armor (chain mail, plate mail) = Blacksmithing- Advanced tech armor (Kevlar) = Chemistry and Weaving or Tailor/Seamstress. Note that building Advanced types of Armour is not an easy task and the character must have high intensities in the appropriate skills to even begin to understand how to design such armor.- Shields: Blacksmithing or Woodcraft. Metal shields are heavier but will not burn in fires.- Helmets: Blacksmithing or Leather Craft. Leather caps are cheap, but don’t last through too many seasons or battles when compared to metal helmets.
Craftsmanship
Critical Success: Functions at one intensity higher and is a memorable performance.Critical Failure: Character trips a lot, and falls off the stage.
Intensity 1. Could play an extra in "Flash Dance".Intensity 2. Could find a home in a modest sized ballet / theater company.Intensity 3. Respectable skill; Considered irreplaceable to the ballet/theater company. Could be Michael Flatly.Intensity 4. Renowned for skill. Could be Mikhail Baryshnikov.
Gemology
Critical Success: The gem-smith creates a wondrous piece of jewelry with triple the normal value.Critical Failure: Not only did the piece not work out, the jewels were damaged in the process.
Glass Blowing
Critical Success: The character has created something of truly lasting value. This item can be sold for five times the normal price, and has a +2 to all item saving throws.Critical Failure: The object created fails to withstand thermal contraction and destroys itself upon cooling. Of course, if the glass items are your money, then you’re really out of luck.
Juggling
Critical Success: Juggler functions at one intensity higher and executes flawless performance.Critical Failure: Not only does the juggler drop objects, but also some of them actually hit people; can be very embarrassing when juggling torches.
Intensity 1. Can juggle: Five spherical objects, or four non-spherical same-shape objects, or three unequal objects.Intensity 2. Can juggle: Six spherical objects, or five non-spherical same-shape objects, or three unequal objects.Intensity 3. Can juggle: Seven spherical objects, or five non-spherical same-shape objects, or four unequal objects.Intensity 4. Can juggle: Eight spherical objects, or six non-spherical same-shape objects, or five unequal objects.Intensity 5. Can juggle: Nine spherical objects, or six non-spherical same-shape objects, or six unequal objects.
Leather Craft
Critical Success: The character has created something of truly lasting value. This item can be sold for five times the normal price, and has a +2 to all item saving throws.Critical Failure: The object created shrivels and rots 1d4 months after creation.
Musical Instrument
Critical Success: A flawless rendition.Critical Fumble: Character chokes (if using a wind instrument), or drops the pick or bow (if a stringed instrument), or drops a drum stick or baton (if a percussion instrument.)
Painting
Critical Success: The perfect mix of pigments and oils are created, allowing the panted surface to remain intact for 25% longer than usual. The painting sells for double the normal value.Critical Fumble: The first time the paint is exposed to 90-degree heat, the paint oozes off the surface. The first time the paint is exposed to 30-degree chill, the paint contracts, leaving the surface riddled with crazing. The painting may sell for its normal value, but one can bet that whoever purchased the defective painting may want his money back after it is ruined!
Pottery (Ceramics)
Critical Success: A work of truly lasting value has been created. This item will sell for five times the normal value.Critical Failure: The items in the kiln crumble into useless shards.
Ride, Air Creature
Critical Success: The mount is kept under control and automatically makes the next Ride check.Critical Failure: The mount panics and the rider must hang on for dear life.
Ride, Air Device
Critical Success: The vehicle is kept completely under control and automatically makes the next Ride check.Critical Failure: Poor judgment or bad luck! The vehicle begins to slip out of control and lose altitude.
Riding, Land Creature
Critical Success: The mount is kept under control and automatically makes the next Ride check.Critical Failure: The mount panics and the rider must hang on or risk being thrown.
Rope Use (Knot Tying)
Critical Success: The knot is perfect and can take twice the normal load or the character escapes the ropes flawlessly.Critical Failure: The knot is flawed and can take only half the normal load or the character not only fails to escape the ropes but also becomes entangled so that all future Rope Use checks to escape are made with a -2 penalty.
Ship Handling
Critical Success: The rower or sailor is able to maneuver the boat at twice normal speed or make the boat function as if 50% more seaworthy.Critical Fumble: Random results, but generally the boat will end up in whatever trouble awaits it, such as capsizing in storm, getting lost in fog, running aground on a coral reef, and so on.
Tailor / Seamstress
Critical Success: The item is particularly valuable and will sell for five times its normal value.Critical Failure: The item begins to unravel only a month after purchase.
Intensity 1. Can make basic garments and items, such as trousers, shirts, blouses, and undergarments. Can make drapes and curtains.Intensity 2. Can make fancier garments, such as suits. Can also make simple plush toys.Intensity 3. Can make garments suitable for High Church and weddings. Can make fancy plush items.Intensity 4. Can make clothes suitable for nobility and royalty.
Weapon Craft
Critical Success: The character has created a weapon that is of truly lasting value. On percentiles, a 01 to 79 indicates that the weapon is +1 to either hit, parry, initiative, or damage (excellent craftsmanship); on an 80 to 95 the weapon gains a +2 bonus to hit, parry, initiative or damage (masterful craftsmanship); on a 96 to 00 the weapon gains a +3 bonus hit, parry, initiative, or damage (unearthly craftsmanship).Critical Failure: The character has created a weapon that will appear to be of good quality in every respect. However, the first time it is used in real combat, the weapon will reveal a critical flaw and from that point on, it will function at -2 in all respects. A weapon flawed in such a way cannot be repaired.
Additional Skills needed to produce various kinds of Weapons:
- Primarily wooden weapons (staves, bows, crossbows) = Woodcraft- Primarily metal weapons (swords, guns, axes) = Blacksmithing- Arrows and bolts = Woodcraft- Bullets = Blacksmithing and Chemistry- Sling-stones = Masonry- Molotov cocktails and similar explosives = Chemistry (and Glassblowing for the glass container)
Woodcraft (Small Items)
Critical Success: The character has created something of truly lasting value. This item can be sold for five times the normal price, and has a +2 to all item saving throws.Critical Failure: The object created fails to resist dry rot and crumbles to nothing in 2d4 weeks.
Weaving
Critical Success: The character has created something of truly lasting value. This item can be sold for five times the normal price, has a +2 to all item saving throws, and lasts for three times the normal wear time.Critical Failure: The object created starts unraveling after only a month after purchase.
Critical Success: The animal has been trained exceptionally well, and functions at +1 to Intelligence. This animal can be sold at three times the normal value due to its trainability, response time, versatility, and loyalty.Critical Failure: The animal can never be trained to do anything. Improper conditioning has effectively ruined it.
1. The training process takes six months.2. The training process takes four months.3. The training process takes three months.4. The training process takes two months.
Artistic Ability
Critical Success: The artist has created a truly valuable piece of work; something memorable that increases in value as the years pass.Critical Failure: The artist thinks he or she has created something of truly lasting and appreciative value -- until the artist tries to actually sell this creation; then the ridicule has only begun!
1. The artist can scrape by on his talent, provided he has a part time job.2. The artist is favored in local circles; can make a living.3. The artist is generally known and liked. Some of his works will increase in value after his death. Lives a middle class lifestyle.4. The character is an elite artist, renowned for skill, precision, inspiration, and craftsmanship. His artwork increases in value before he's dead
Brainwash
Critical Success: The victim is helpless before your power, and will serve you always without hesitation (or at least until somebody else Deprograms him!) Critical Failure: The victim gains the dissociative identity disorder insanity, and a vengeful (and clear-minded) alter will seek to accomplish your doom at an indeterminate time.
GM’s note: This skill can proof to be extremely dangerous in the wrong hands and can wreck campaigns when key NPCs are turned into drones of the players. A GM may wish to limit the powers of this skill or reduce the effects of critical success and failures.
Critical Success: The victim recovers at twice the normal rate.Critical Failure: The victim must make a save versus sleep/charm or succumb to a random insanity - usually dissociative identity disorder or a form of schizophrenia.
GM’s note: If Brainwashing is a key factor in your campaign or if the player’s are getting way too much mileage out of it, make sure that there are NPCs who can Deprogram key characters or other NPCs as needed.
Critical Success: The character functions as if the skill were one intensity higher.
Critical Failure: The character's thoughts are thrown into disarray, and are at -2 to spirit combat Defense, and -1 to sleep/charm for the next 2d4 rounds.
Preach
Critical Success: The aforementioned bonuses are doubled, and last for two days.Critical Failure: The Priest or preacher has taught heresy from the pulpit. All listeners must make a save versus sleep/charm or function at -2 to Religious Doctrine and spirit combat attack for one day.
Teach
The instructor can only teach a student to a maximum intensity of whichever of the following is lower:
It should be known that Teaching supersedes the usual progression of character skill acquisition per level.
Critical Success: The student functions at +2 in that skill.Critical Failure: The student fails the lessons, and the student will function at -4 in that skill no matter how many more lessons are taken from the same teacher. Of course, the student can go to another teacher and “unlearn” what his previous teacher taught him to attempt to master the skill he desires to understand.
GM’s Note: The Teaching skill is a formal way to handle questions regarding what is involved to gain additional skill points outside of those acquired when leveling up a character. Without this formal rule, players may attempt to “blend” the characters in party. For example, one of them has Healing at Intensity 4, so the other might characters feel that some of that knowledge should “rub-off” on them, thus giving them the Healing skill. It is up to the GM to modify the time needed to gain additional skill points if needed, but it is important to establish clear rules for gaining them.
Things to Remember
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