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SKILL DESCRIPTIONS AND EXPLANATIONS
Most if not all of skills rely on free use of both hands, some
weapons notably one handed ones... Do not fall into this
category, as some skills such as picking locks do not
necessarily..
As a rule of thumb if they are used one handed double the
affected STR skill.
Strength (STR)
Based Skills
Swords
Bladed weapons such as Swords, Knives, Daggers, etc.
The use and maintenance of bladed weapons.
Hafted
Hafted weapons such as Axes, Maces etc.
The use and maintenance of any weapon with a haft
Pole Arms
Pole Arms such as Staves, Spears, Halberds etc.
The use and maintenance of Pole Arms.
Unarmed
Sometimes you just have to hit, kick, bite or head butt your
enemies
Need I say more?
Clubs
Bits of wood, sometimes with nails in them. Anything at hand such
as bottles, chairs etc.
Thrown
Thrown weapons such as thrown rocks, knives, daggers, shrunken,
darts etc.
The training in throwing objects at a target. the range depends
on the weight of the object, this skill may be Halved/Quartered/Eighth depending on range & Weight.
Lifting
Sometimes you need to lift weights, such as lifting portcullises,
picking up great stones etc.
Climbing
The ability to climb up a rough surface. The GM may apply a
penalty such as:-
An easy climb such as running up a flight of stairs Double Skill
A hard climb such as climbing a smooth surface without climbing
equipment Half Skill
A very hard climb such as climbing up an oiled mirror without
equipment Quarter Skill
Swimming
The ability to keep ones head above water. The GM may apply these
penalties:-
An easy swim in still water while not encumbered Double Skill
A swim in rough water while wearing metal armour or fighting Half
Skill
A swim in a tornado, or swimming in Full Plate or with bricks
tied to your feet Quarter Skill
Dexterity (Dex)
Based Skills
Bows
The skill to use any form of hand projected weapon, such as bows,
blowguns etc.
Cross Bows
The skill in mechanically projected weapons such as Cross bows,
Auto Darters, Guns etc.
Pick Locks
The ability is picking intricate locking mechanisms. These
penalties may be applied:-
Opening a barred door through a crack with lock picks Double
Skill
Opening a complex lock or a lock without the correct tools Half
Skill
Opening a very complex lock or a complex lock without the correct
tools Quarter Skill
Opening a very complex lock without the correct tools Eighth
Skill
Pick Pockets
Removing objects under observation without notice, such as
purses, money or stealing from a stall. Penalties may be applied
due to direct observation or events, such as:-
Stealing an apple of a stall while the owners back is turned
Double Skill
Stealing an apple from a stall while the owner watches or
removing a purse Half Skill
Stealing a Sword from a stall while the owner watches Quarter
Skill
Stealing an apple from a shop while the guard Demon watches
Eighth Skill
Disarm Traps
The ability to disarm or render inoperative or in some cases
avoid traps of various descriptions. The GM may apply modifiers as
follows:-
Stepping over a rope strung out to trip you up Double Skill
Disarming a complex trap, such as a crossbow set to fire when a
light is passed Half Skill
Disarming a very complex trap or a trap with magic in its nature
Quarter Skill
Disarming a trap by manipulation of the traps triggers only
Eighth Skill
Activating things
The ability to activate complex mechanical objects that you have
some understanding of the workings of, such as driving a Dwarven
Demon Cart. The difficulty may be set by the GM by the complexity
of the thing to be activated or the GM may break the task into
several different tasks and give the players multiple attempts at
each. Eg. The above Demon Cart may be broken up into coaxing the
Demons into running on the treadmill, engaging the gearing and
pulling the break off lever.
Carts
The ability to drive powered vehicles, such as the Demon Cart
when its activated as in the above example, the GM may
apply modifiers to the rolls depending on the complexity of the
vehicle such as:-
Driving a horse drawn vehicle Double Skill
Driving a complex vehicle such as a Car or Tank Half Skill
Driving a very complex vehicle such as a Helicopter or Aircraft
Quarter Skill
Driving a very complex vehicle such as a Space Shuttle Eighth
Skill
Brainz (BRA) Based
skills
Find Traps
The Skill of finding traps set to activate when passed, stepped
on or activated in some way. This skill may also be used
passively by the GM, asking you to make a roll and looking at
your character sheet to see if you notice it. Be warned the GM
may just do this from time to time to keep you off guard. The GM
may apply modifiers such as:-
Finding a rope strung up to trip you up Double Skill
Finding a well constructed trap Half Skill
Finding a Dwarven or Magically activated trap Quarter Skill
Finding an Invisible trigger or Laser beam Eighth Skill
Find Hidden
Finding Hidden Objects, Trapdoors, Secret Doors, hidden things or
People, the GM may apply modifiers depending on how well or if
magically concealed the thing is.
Hide
The ability to hide yourself or objects so as not to be seen. The
roll should be made so the rolling character doesnt know
the outcome, behind a screen or something. This represents how a
player thinks hes well hidden even if he stands out like a
sore thumb. Under certain circumstances this may be ignored such
as when a hiding character is being told how well hes
hiding by other members of his party. The hiding roll may be
modified by circumstances such as how much shadow, cover or light
is in an area. The GM should keep this to himself when the roll
is made.
It was Him
The ability to distract an enemy so you can get a head start in
running away. Eg. In the middle of a combat thats going
badly a character decides to run for it, pointing behind his
assailant he shouts look a three headed monkey, if the roll is a
success the assailant is distracted while the character starts to
run away. As a rule the It was Him roll cant be used for
any other reason than to get away.
Im not mapping
This is a controversial skill and as a result the GM
shouldnt use it that often. The skill is used as a
temporary means to settle any inter party disputes, such as when
players decide there not going to go through the next door, and
the other players start to argue about whos turn it is to
go first, one way of settling the argument is to have something
come out of the door, or to use the Im not mapping skill.
As a rule the GM should settle any long running dispute and not
fall back on this skill, it is only to be used to save time and
not as an all cure else your players will all have massive skills
in Im not mapping and nothing else.
Kitchen things
The ability to prepare foodstuffs for eating, and recognize bad
or poisoned foodstuffs, mushrooms etc. Mostly circumstances will
dictate if this skill is needed, preparing a stew most characters
can do with no difficulty, but cooking a freshly caught fish of
unknown type without poisoning everyone or seeing if these
mushrooms are edible without making everyone go to a
technicoloured nightmare world needs this skill.
Whats this do
The skill to decipher what a contraption or object will do when
activated or stopped. Eg. The players are riding in a mining cart
hurtling down a mining shaft at considerable speed, there are two
levers in the cart, the players want to know what will happen if
one or the other or both are pulled, the GM may break them up
into separate takes or say one successful check will tell them.
The players roll and find out that one lever tips the cart up and
the other lever stops the cart, the GM having noticed the rolls
weren't that good neglected to tell them that the lever that
stops the cart if pulled too hard will stop the cart almost on a
pin head and will catapult the contents out of the cart at high
speed.
Constitution
(CON) Based Skills
Plains
survival, Towns survival, City survival, Nasty City survival,
Mountain survival, Sea survival, Desert survival, Forest
survival, Jungle survival
All these survival skills are the ability to find shelter,
food and water in these areas, as well as not upset any of the
local inhabitants, or just find your way to the Inn or shops if
your in an unknown town or city. Note that the food or water you
find may or may not be edible youll have to depend on your
kitchen things skill to work that out.
Charisma (CHR)
Based Skills
Con
The ability to Con an individual, this skill may be
modified by circumstances, such as you cant con a Conner:-
Conning your way past an underpaid guard who doesn't like his
employer Double Skill
Conning your way past a guard Half Skill
Conning your way past a personal guard into a bed chamber Quarter
Skill
Conning your way past a personal guard into a Vault Eighth Skill
Note most conning attempts rely on the fact that that person
looks like they should be there and that they make a passable
attempt at explaining there presence, Eg. The Viceroy sent me to
check on the Vault. If these criteria arent met the GM may
apply further modifiers.
Confuse
The ability to confuse an individual so as to get the upper hand,
similar to the It was Him skill but can be used to give an edge
when starting combat or confuse someone long enough to get past
them or through a door.
The Confuse skill when used before combat can be used like the It
was Him Eg. Look a three headed monkey, the roll is made, if
successful the combatant is distracted long enough for the player
to get in the first blow, If the player wishes to run away an It
was Him roll must be used instead.
When used to get passed someone It is used similar to Con except
the player babbles some rubbish designed to confuse the opponent
long enough to get past. Eg. Ah the Viceroy he me come down up
through me go you look OK?
unlike the Con roll the targeted person will figure out you were
speaking rubbish almost straight away so make the most of it,
shut the door, run when your through the archway, whatever.
Interrogation
The ability to get information by torture or intimidation or by
subtlety. Eg. The players have caught a rather bedraggled looking
Goblin and want to find out where the others in his part are they
can use interrogation in one of several ways or possibly like
this:-
So My friend Goblin, we have been sent by Shogbot to
relieve your Goblins. This subtlety could also be used
under a Con roll but is still a legal interrogation roll.
I am Treebow Goblin slayer, tell me where your Goblin party
is or Die. Intimidating isn't he?
You will tell me where your Goblins are or Ill put
your hand back into the fire!
Bribery
Bribery is another way to get people who are corruptible to do
something you want them to, the GM may alter the roll depending
on the corruptibility or incorruptibility of the target and the
amount offered. Eg.
My Friend Goblin if I give you 100 Gold surely you can tell
me where your unworthy party is?
My dear guard if you where to look the other way while me
and my friends get passed you you might find a small reward. Say
200 Gold?
Bribery attempts may even upon failure be re attempted if the
failure was only by a small amount, in this case the GM should
say the target looks interested but the amount is too low.
Buying
Normally you buy an Item from a shop and prices are fixed but
under some circumstances such as in a market or a wandering
trader you may get a chance to bargain for goods in this case you
can use your buying skill to try and alter the price of the goods
as follows:-
10% or so less than the asking price Half Skill
40% or so less than the asking price Quarter Skill
90% or so less than the asking price or lowering the price once
its agreed upon Eighth Skill
Selling
Shops will buy things they sell for about one third of the price
listed in the price list, they may be raised by a successful
selling roll, you choose the amount you want to go for and make a
skill roll, try as many times as you are allowed, if you fail try
dropping the amount until a price is agreed.
Selling an Item for half its value Half Skill
Selling Item for two thirds its value Quarter Skill
Selling Item for its Full Value Eight Skill
Dont kill me
This skill is used when a player faced by imminent death wants to
beg for mercy, this is not used as a ruse to get away, it
consists of throwing yourself on the mercy of your attacker, and
the GM may apply modifiers to represent how difficult this is.
The skill may take different forms depending on what its used
against. Eg.
Please great Knight do not slay me Im unworthy of
soiling your blade. The GM decides the Knight is an
honorable person and will let the player live for a small
service. If the roll succeeds that is.
Oh such a wondrous sight to see a Dragon of your stature,
please let me serve you Oh great one. The GM decides the
Dragon will listen to some more flattery but is likely to kill
the Player as soon as they stop so sets the difficulty up to Half
Skill or if its a particularly nasty Dragon as some are Quarter
Skill.
Riding
The ability to ride a beast of burden or something you sit on
such as a motorbike, providing you know what it dose and have it
activated that is, it follows the same modifiers as Carts above.
Power (POW) Based
Skills
Magical devices
The ability to discern the function of Magical devices of any
sort, the GM may apply modifiers to the roll or may rule multiple
rolls are necessary for devices with more than one function.
Activating magic
Once you know what to do with the magical device its time to
activate it, once you have activated it the first time most
devices do not need to be activated again to be used, although
there are always the acceptions. Magical devices made
specifically for the players are not subject to these rolls,
unless its one of the acceptions that is.
Panic
Panicking is the way the players transform into there base animal
form. If a player hasnt yet got an animal form, as they
havent yet panicked and a successful panic roll is made a
roll is required on the Players Animal Form Table 2.0, the GM may
apply modifiers or call for the players to make a panic roll if
the situation calls for it. Eg. Having befriended a great eagle
Treebow is riding on its back, the motion of the eagle and the
fact he hasnt slept for some time cause Treebow to fall
asleep. The eagle is attacked by a Fell Beast and starts
performing ariel maneuver to loose it, unfortunately for Treebow
who falls from the Eagles back, being startled awake falling from
a thousand feet in mid air towards a rocky monotonous terrain the
GM calls for a Panic check, he rules it is quite a scary
situation so he says at Double Skill. Treebow makes the Roll, and
succeeds, being the first time hes panicked he rolls on the
Panic Animal Table and finds his Panic Animal is a Pot Plant.
Hem, not much good for Treebow.
Dont Panic
Dont Panic is used in situations where a player has
succeeded in a panic check they didnt want to make or when
a player wants to transform back from his animal form, if a
player fails to transform back he must wait twenty four hours
before he changes back natural. Eg. In the example above Treebow
has just made an enforced Panic check, he decides he doesn't want
to panic as he may think of some other way out of this
predicament but wont have much chance of doing much as a Pot
Plant so he attempts a Dont Panic. The GM seeing no reason
to think the situation any less terrifying applies a Half Skill
penalty on the roll. Treebow rolls and... Oh dear, the Pot Plant
plummets to the ground and with an unimpressive think sounds ends
up as a squishy mess. Theres a Whiiing sound as Treebow
regenerates, knocking off a life. Oh dear, well nobody said this
game was nice...
Sneaking
The ability to sneak about unnoticed, this can also be used in a
crowd of people to go unnoticed. Eg. If you wanted to sneak
passed a guard or sneak through a corridor unnoticed then a
sneaking roll is necessary.
Whats this
potion
The ability to discern the properties of a potion, or liquid. As
usual the GM may impose difficulties on a roll to represent
unusual potions or poisons, this skill is used by a combination
of smell, sight and tasting very small quantities, the GM may
apply damage or even kill a character tasting a particularly
potent poison.
Again
If youve failed your Skill Base number of times and
dont want to die in some mad sadistic way your GMs
thought up theres always Again. If you make a successful
Again roll you may make One more try at that failed Skill Roll,
you can only make more skill rolls if you make another successful
Again roll. Eg. Treebow in the above example failed his
dont panic roll, if hed tried an Again roll and
succeeded hed have got to try again.
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