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SKILLS AND OCCUPATIONS

Skills at Creation

Each character begins the game with 15 skills: 3 "A" code skills, 3 "B" code skills, 4 "C" code skills, and 5 "D" code skills. "A" skills are those that the character is best at, and are easiest to improve, followed by "B" skills, then "C" skills, and lastly, "D" skills. Some of these skills are chosen by the player, but many will be assigned by the occupation.
Skills are rolled with percentile dice, and scoring under the skills rating, or percent. At the start of the game, the character may not have very high ratings, but these can be increased over time.
When the character is created, all of his skills are equal to ¼ of the skill's applicable attributes added together, and divided by the number of attributes used. For example, most Combat skills use only 2 attributes: DEX and LUC. To determine the base percent of one of these skills, take ¼ of the character's DEX, and ¼ of the character's LUC, add them together, and divide by two. The resulting number is the skill's base percent. Other skills will require the use of three or even four attributes.
When the base percent is calculated, a bonus is added. This bonus is dependent upon the letter code of the skill.

Table 9. Skill Bonus from Initial Study

Skill Code

Inital Bonus from Occupation

A

+ 20

B

+ 15

C

+ 10

D

+ 5

An "A" code skill will receive an initial bonus of +20. "B" code skills will receive an initial bonus of +15. "C" skills will gain +10, and "D" skills will receive +5. This is an initial bonus only, and is not added to skills that the character gains during the course of the game. Also, each character will have three bonus "slots" at creation. Each slot can be used to increase 1 attribute or skill a certain amount. Only one slot may improve any one skill, attribute, or specialization once per level.

Table 10. Experience Skill Bonus

Skill Letter Code

Bonus to Skill Percent

"A" Skill

+ 5

"B" Skill

+ 4

"C" Skill

+ 4

"D" Skill

+ 3

Attributes

+3


Each slot can add +5 to an "A" skill, or +4 to a "B" or "C" skill, or +3 to a "D" skill or attribute. How the player uses the slots is up to him or her. More slots will be gained as the character raises in experience levels.

New Skills

During the course of the game, characters will want to acquire new skills. Spending 1 slot can do this. The initial skill rating of the skill is equal to the ¼ of the attributes applicable, averaged together. The letter code of the skill is also determined by the base percent of the new skill.  Advanced Rules on New Skills.

2 Attributes: (¼ first attribute + ¼ second attribute) ÷ 2
3 Attributes: (¼ first attribute + ¼ second attribute + ¼ third attribute) ÷ 3
4 Attributes: (¼ first attribute + ¼ second attribute + ¼ third attribute + ¼ fourth attribute) ÷ 4

Table 11. Letter Code for New Skills

Base Percent

Letter Code for Skill

23 or above

A

18 - 22

B

10 - 17

C

9 or less

D

Once the base percent and letter code have been determined, the character may also use another slot to increase the skill.

Increasing Skills

Whenever a character has gained enough experience points, he or she will raise in level. At each level, he or she will gain 7 slots. Each slot can be used to increase a skill or attribute by the indicated amount, based upon the letter code of the skill. Treat all attributes as "D" code skills. Only 1 slot can be used in each skill, once per level. For example, a warrior character has just gained a level. He decides to increase his skill with swords, which is an "A" code skill. He can use 1 slot to increase his skill by +5 percent. However, he cannot use another slot in this skill until he has reached the next level. He can increase up to 7 skills and/or attributes in this way. Any SKILL that a slot has not been spent on will automatically increase by +2.

Specializations

Characters can choose to specialize in a certain aspect of a skill, such as specializing in using long swords over swords in general. When specializing, the character has a bonus to his or her skill, but only when the specialization is being used.
To gain specialization, the character must spend slots. The first slot spent will grant a bonus of +2. Every additional slot will give an additional bonus of +1. No more than 1 slot can be spent in a single specialization at each level, although a player can use multiple slots to specialize in multiple skills. The maximum that a specialization can be raised to is +15.

Skill Lists

This is a list of skills, and the applicable attributes. They are grouped into general areas of interest. In the attribute column, there will be two or more attributes listed.

COMBAT SKILLS

All warriors and men-at-arms use these skills. These are the skills of fighting and warfare, which are used upon the field of battle (whether that field is a dungeon, a street, or a barroom doesn't really matter).

SKILL NAME

ATTRIBUTES

Axe Weapons

DEX + LUC

Blunt Weapons

DEX + LUC

Bow Weapons

DEX + LUC

Brawling

AGL + DEX + LUC

Defensive Tactics

AGL + DEX + LUC

Knife Weapons

DEX + LUC

Martial Arts

AGL + DEX + LUC

Notice Ambush

AWA + LUC

Pole Arms

DEX + LUC

Sword Weapons

DEX + LUC

Thrown Weapons

DEX + LUC

Unarmed Combat

AGL + DEX + LUC

2-Handed Misc.

DEX + LUC

2-Handed Swords

DEX + LUC

COVERT SKILLS

Those who use covert skills are in the espionage business. These skills include such things as stealth, hiding, and picking locks.

SKILL NAME

ATTRIBUTES

Disguise

CHA + DEX + INT + LUC

Forgery

DEX + INT + LUC

Hide

AGL + INT + LUC

Interrogate

CHA + INT + LUC

Notice Traps

AWA + LUC

Palming

DEX + LUC

Pick Locks

DEX + LUC

Pick Pockets

DEX + LUC

Stealth

AGL + INT + LUC

Streetwise

CHA + INT + LUC + WIL


GUILD SKILLS

Craftsmen use these skills. The majority of these skills are taught to apprentices. They can be used to earn a normal, LEGAL, income.

SKILL NAME

ATTRIBUTES

Carpentry

DEX + INT + LUC + STR

Early Engineering

INT + LUC

Leather Working

DEX + INT + LUC

Metal Working

DEX + INT + LUC + STR

Sailing

AGL + LUC + STR

Stone Working

DEX + INT + LUC + STR

KNOWLEDGE SKILLS

These skills employ the character's intelligence and intuition. They are not normally used during the course of an adventure, as more often than not they require a single place to work, such as a library.

SKILL NAME

ATTRIBUTES

Alchemy

INT + LUC

Astrology

INT + LUC

Astronomy

INT + LUC

First Aid

AWA + DEX + INT + LUC

Geology

INT + LUC

Herbalism

INT + LUC

Language

INT + LUC

Lore

INT + LUC

Mathematics

INT + LUC

Navigate

AWA + INT + LUC

Realize Worth

AWA + INT + LUC

Sense Disease

AWA + INT + LUC

Sense Injury

AWA + INT + LUC

MAGIC SKILLS

These skills are the forté of all those who use magic and cast spells. To be able to learn any of the "Cast Spells" skills, the character must have an INT and WIL that, added together, equal at least 131.

SKILL NAME

ATTRIBUTES

Banishment

LUC + WIL

Cast Energy Spells

LUC + WIL

Cast Mental Spells

LUC + WIL

Cast Physical Spells

LUC + WIL

Cast Power Spells

LUC + WIL

Concentration

LUC + WIL

Enchantment

INT + LUC + WIL

Geomancy

AWA + INT + LUC + WIL

Learn Spells

INT + LUC

Naturalism

AWA + INT + LUC + WIL

Necromancy

AWA + INT + LUC + WIL

Rune Crafting

DEX + INT + LUC + WIL

Scrying

AWA + LUC + WIL

Sense Aura

AWA + LUC + WIL

PHYSICAL SKILLS

Physical skills involve the use of the entire body. While not required, it is best if the character has better than average physical attributes, especially HEA, for these skills can quickly tire a person.

SKILL NAME

ATTRIBUTES

Climbing

AGL + LUC + STR

Gymnastics

AGL + LUC

Ride Animal

AGL + HEA + LUC

Swimming

HEA + LUC + STR

SOCIAL SKILLS

These skills are used in everyday life. The majority of common folk will have at least one of these skills, usually two or three. These skills can be used to earn a regular income.

SKILL NAME

ATTRIBUTES

Art

DEX + INT + LUC

Cooking

INT + LUC

Dancing

AGL + HEA + LUC

Etiquette

CHA + INT + LUC

Gambling

INT + LUC

Negotiate

CHA + INT + LUC

Play Instrument

DEX + LUC

Sewing

DEX + INT + LUC

Singing

HEA + INT + LUC

Teaching

CHA + INT + LUC + WIL


WILDERNESS SKILLS

Wilderness skills are used away from towns and cities. Their use makes life easier for people traveling and exploring.

SKILL NAME

ATTRIBUTES

Camouflage

AGL + INT + LUC

Fishing

AWA + LUC + WIL

Foraging

AWA + INT + LUC

Orienteering

AWA + INT + LUC

Predict Weather

INT + LUC

Set Snares

DEX + INT + LUC

Tracking

AWA + INT + LUC

MASTER SKILL LIST

SKILL NAME

ATTRIBUTES

TYPE

Alchemy

Int + Luc

KNO

Art

Dex + Int + Luc

SOC

Astrology

Int + Luc

KNO

Astronomy

Int + Luc

KNO

Axe Weapons

Dex + Luc

CBT

Banishment

Luc + Wil

MAG

Blunt Weapons

Dex + Luc

CBT

Bow Weapons

Dex + Luc

CBT

Brawling

Agl + Dex + Luc

CBT

Carpentry

Dex + Int + Luc + Str

GLD

Camouflage

Agl + Int + Luc

WLD

Cast Spells

Luc + Wil

MAG

Climbing

Agl + Luc + Str

PHY

Concentration

Luc + Wil

MAG

Cooking

Int + Luc

SOC

Dancing

Agl + Hea + Luc

SOC

Defensive Tactics

Agl + Dex + Luc

CBT

Disguise

Cha + Dex + Int + Luc

COV

Early Engineering

Int + Luc

GLD

Enchantment

Int + Luc + Wil

MAG

Etiquette

Cha + Int + Luc

SOC

First Aid

Awa + Dex + Int + Luc

KNO

Fishing

Awa + Luc + Wil

WLD

Foraging

Awa + Int + Luc

WLD

Forgery

Dex + Int + Luc

COV

Gambling

Int + Luc

SOC

Geology

Int + Luc

KNO

Geomancy

Awa + Int + Luc + Wil

MAG

Gymnastics

Agl + Luc

PHY

Herbalism

Int + Luc

KNO

Hide

Agl + Int + Luc

COV

Interrogate

Cha + Int + Luc

COV

Knife Weapons

Dex + Luc

CBT

Language

Int + Luc

KNO

Learn Spells

Int + Luc

MAG

Leather Working

Dex + Int + Luc

GLD

Lore

Int + Luc

KNO

Martial Arts

Agl + Dex + Luc

CBT

Mathematics

Int + Luc

KNO

Metal Working

Dex + Int + Luc + Str

GLD

Naturalism

Awa + Int + Luc + Wil

MAG

Navigate

Awa + Int + Luc

KNO

Necromancy

Awa + Int + Luc + Wil

MAG

Negotiate

Cha + Int + Luc

SOC

Notice Ambush

Awa + Luc

CBT

Notice Traps

Awa + Luc

COV

Orienteering

Awa + Int + Luc

WLD

Palming

Dex + Luc

COV

Pick Locks

Dex + Luc

COV

Pick Pockets

Dex + Luc

COV

Play Instrument

Dex + Luc

SOC

Pole Arms

Dex + Luc

CBT

Predict Weather

Int + Luc

WLD

Realize Worth

Awa + Int + Luc

KNO

Ride Animal

Agl + Hea + Luc

PHY

Rune Crafting

Dex + Int + Luc + Wil

MAG

Sailing

Agl + Luc + Str

PHY

Scrying

Awa + Luc + Wil

MAG

Sense Aura

Awa + Luc + Wil

MAG

Sense Disease

Awa + Int + Luc

KNO

Sense Injury

Awa + Int + Luc

KNO

Set Snares

Dex + Int + Luc

WLD

Sewing

Dex + Int + Luc

SOC

Singing

Hea + Int + Luc

SOC

Stealth

Agl + Int + Luc

COV

Stone Working

Dex + Int + Luc + Str

GLD

Streetwise

Cha + Int + Luc + Wil

COV

Swimming

Hea + Luc + Str

PHY

Sword Weapons

Dex + Luc

CBT

Teaching

Cha + Int + Luc + Wil

SOC

Thrown Weapons

Dex + Luc

CBT

Tracking

Awa + Int + Luc

WLD

Unarmed Combat

Agl + Dex + Luc

CBT

2 Handed Misc.

Dex + Luc

CBT

2 Handed Swords

Dex + Luc

CBT

Skill Descriptions

The following is a brief description of each skill, in alphabetical order, and any prerequisite skills or attribute requirements.  A list of possible specializations will follow each skill in italics.


© 1999 J.K. Wykowski & T. Coonrod