Post by Drasanil on Dec 13, 2005 15:51:06 GMT -5
Acrobatics This skill allows characters to be highly trained athletes, capable of amazing feats of tumbling, leaping, jumping, etc. Characters with this skill should add 2 yards to the distance of any Leap, and a + 2 modifier to the die roll for damage from Jumps and fall. In addition, they can climb all but sheer surfaces without needing to take Risk tests (see Jumping, Falling, Leaping, Climbing). Although characters with Acrobatics can perform back-flips, handstands, somersaults and cartwheels without risk, they may not perform acrobatics and simultaneously combat, or attempt any manipulative actions, such as opening doors. Characters with this skill may seek work as entertainers with a +10% modifier to Employment tests, or may Busk with a +10% modifier for the test.
Acting Characters able to act can assume or feign other identities as well as project themselves before an audience. They may Bluff or Gossip with a 15% bonus to the test. Actors also have a stock repertoire of speeches, and a good actor will be able to recite these at the drop of a hat, which allows them a 10% bonus to all Busk tests.
Acute Hearing Characters with this talent are blessed with astoundingly good hearing. They get a +10 to Listen tests, and may also add 2 yards to the normal distances over which sounds can be heard.
Ambidextrous Ambidextrous characters can use both hands equally well and suffer no disadvantageous modifiers for using weapons wrong-handed. They also have a 10% bonus for all Risk tests based on Dexterity to account for their greater adroitness.
Animal Care Characters with this skill are used too dealing with domestic animals, including riding animals and beasts of burden. They arc aware of the requirements of the animal as regards general care, feeding, grooming and exercise. They will also be likely to spot any developing illness or sign of discomfort. Typically, this skill applies to horses, other equines and cattle.
Animal Training Characters with this skill can train animals to perform certain duties or tricks. The skill is general, and applies to horses, dogs, hawks and other pets as well as suitable wild animals. Any non-fantastic animal can be trained (unless noted otherwise in The Bestiary), as long as it has an Intelligence of 6 or more. The more complicated the task is, the longer it takes to teach, as the following guidelines show:
Obey simple verbal command in the character's presence 1 week
Count, balance balls, perform party tricks 3 weeks
Fetch items or obey commands whilst out of the character's presence 10 weeks
Train a fighting animal, such as a hawk, warhorse or guard dog 12 weeks
The training must be appropriate to the animal. A warhorse could be taught to remain absolutely still, even in the midst of great excitement and the smell of blood; a hawk will obey ‘Attack' and 'Return' commands, or return to a lure. The loyalties of a trained animal cannot always be transferred to a new owner. The GM should determine if this occurs. Warhorses would probably accept a new owner, whilst dogs would be less likely to do so. The skill additionally confers a +10% modifier to all Employment tests for work as retainers, stable lads, falconers, or whichever is appropriate.
Arcane Language- Magick Characters with this skill can speak, read and write the arcane language. Arcane language is used only for the purposes of magic, and never spoken merely to communicate - indeed that would be largely impossible. All books, scrolls and other inscriptions of a truly arcane nature are written in the secret arcane language. A psychical book or inscription may be written in an ordinary language, but it will have no power to teach a psychical ability, and will not in itself be psychical - it would be a mere curiosity. The character will know which language is indicated from the career description.
- Arcane Dwarf
- Arcane Elf
- Druidic
- Demonic
Art Artists can paint, sculpt or produce other works of art. Some are limited in the type of work they can do as defined under the appropriate career. Whatever their talent, artists can produce useable or saleable items (saleable at the GM’s discretion naturally!), including convincing copies of existing works of art. The following chart can be used by the GM to establish the sale values of the artist's work and the percentage chance of a forgery being spotted as a fake by a non-expert:
Time spent Sale Value detection
1 Week 10D12 Crowns Buyer's Intelligence %
+ Per Week + 10D12 Crowns +10%-maximum 90%
The maximum time that can be spent on an average painting or sculpture is two months. Larger or finer works are at the GM's discretion. The Sale Value depends upon the Artist being acceptable to the purchaser. Not everyone in The Old World values art highly, and the GM must allow for the possibility that the character's art just doesn't fit in with what people are willing to buy... Even so, the character has a 10% modifier to all Busk tests. Artists are better at spotting forgeries themselves, and have a bonus of 15% to their Intelligence for the purposes of Detection.
Astronomy Characters with this skill are familiar with the heavens and the cycles of the heavenly bodies. They can recognize constellations, planets and unusual bodies such as comets, novae, etc. On a successful Int test, the character can navigate by the stars with reasonable accuracy, and can predict cyclic astral events such as eclipses and meteor showers.
Begging This is a skill learned the hard way, and usually through strict necessity. Characters with this skill know all the standard beggar's tricks: pleading, groveling, whining, and pretending to be a war hero and so on. The skill allows characters to earn a little cash. On a successful test based on the average of WP and Fel, the character will gain D3 Silver Shillings. A test should be made for every hour of begging. Any success depends ultimately on being in the right place at the right time, and the GM should modify the chance of success and the reward as circumstances warrant.
Blather Characters with this skill may attempt to blather against characters that speak the same tongue. Blathering can be used in almost any situation in order to gain time. Blatherers simply invent a complete string of nonsense, ranting on and on whilst their victims stand dumbfounded, wondering whether they are insane, intoxicated or possibly dangerous. Blathering is always nonsensical - it is not an attempt to bluff; only to confuse. Blathering characters should make a test against Fel. A successful test indicates that the blathering succeeds in its purpose for that ten second combat round. Success by +10% or more points indicates that it works for D6 additional rounds. After this time, the victim will wise up, and the character had better run for it. NPCs will not remain transfixed by a blathering character if they are in obvious danger, or if blatant preparations are being made to harm them. Although blathering characters may transfix any number of opponents, they are unlikely to succeed with more than one if anything else is going on around them, such as a fight.
Boat Building Characters with this skill have worked building boats and understand the basic principles and requirements of constructing sea or river-going vessels. They are familiar with nautical terminology as well as the normal range of woodworking and sail-making tools. Given time and equipment, characters would be able to repair or construct a boat. Rafts or other improvised craft can be built at the rate of ten man-hours per passenger to be carried. Characters with this skill have a modifier of +10% for Construct tests when employing wood or other boat-related raw materials.
Brewing Characters with brewing skills can brew wine and beer, and understand the principles of the fermentation process. They are able to Judge the quality of the ingredients and the finished product, estimate fermentation times in any given environment, and judge whether a particular brew is ready. They also have a +10% modifier to their chance of noticing a drug or poison in wine or beer. If successful, the presence of some foreign substance will be detected, but not its nature.
Bribery Characters with this skill have mastered the art of buying favors. They know who to bribe, what to offer and how to go about it. They have a + 20% modifier to Bribe tests - note that money is not the only thing that can be used for a bribe.
Carpentry Carpenters have experience of working with wood, constructing items such as furniture, house fittings, chests, wagons, etc. They are familiar with woodworking tools, techniques and types of timber. Characters with this skill have a +10% modifier to Construct tests when building wooden structures.
Cartography Characters with this skill are familiar with the practices and uses of map-making. They can read maps, even if they are drawn in an unconventional or archaic manner, or depict unknown areas. They are also able to recognize coastlines and other geographic features, even when distorted, badly drawn or presented in a disguised fashion. Using a map, cartographers can guide themselves or others towards a certain goal, or in a specific direction. Cartographers are also very good at remembering directions and features. This is very useful in dungeons, and may enable a character to remember a way out or recall where a passage leads. Tests are made against Int to determine success.
Cast Spells can cast spells of the appropriate level and type
Charm Characters with charm have that indefinable quality which allows them to get on exceptionally well with people, who will generally be friendly and helpful. Charming characters will find it easy to persuade other people of almost anything. They can ‘turn on the charm’ at will, giving them a +10% modifier to all tests involving Fel.
Charm Animal Characters with this skill get on exceptionally well with animals, and receive their trust for some reason. Domestic animals with an Intelligence of 10 or more will be affected as soon as they approach within twelve yards of the character. They will respond by wagging their tails, mewing, purring or acting in a similar friendly manner, and unless restrained by a leash, tether, fence or something - will start to follow the character around. Simple verbal commands can be given to any animals with an Intelligence of 5 or more, as long as they are within twelve yards. A test against the animal's WP must be made to determine success. These commands must be very basic, such as 'Follow me', 'Halt', and ‘Go away', etc. Characters may also attempt to influence animals threatening or attacking them. In this case, the animals might obey a simple 'Go away', but they will show the character no outward signs of affection. The GM can enliven the proceedings by having charmed animals constantly trailing the character, turning up unexpectedly, getting in the way and generally making a nuisance of themselves.
Chemistry Characters with this skill have a reasonable understanding of the principles of chemistry, although their knowledge will often be in a mystical or psychical form. As chemists, these characters have the ability to recognize various types of mineral ores, naturally occurring chemical compounds and prepared chemicals. They also know where to look for these items (e.g., that sulphur can be obtained from volcanic pits, etc). Chemists also understand how to extract and refine chemicals from mineral ores or compounds. They can isolate an element from its compound to produce iron, copper, silver, etc. It is left up to the GM to guide players running characters with this skill. They should be permitted to manufacture certain compounds, but must be restrained from trying anything too complex or unlikely. TNT is definitely out! Gunpowder and various flammable mixtures should be permitted. Gunpowder comprises a mixture of sulphur, saltpeter and carbon, whilst most of the 'Greek Fire' mixtures of ancient times contained naphtha and usually sulphur, as well as various bitumen substances and oil. A test against Int should be used, with modifiers to reflect the complexity of the task, as the GM sees fit. Serious failures can be expensive, messy and painful.
Clown Characters with this skill have worked as clowns, usually as part of a traveling circus or within a company of players. Clowns concentrate on visual humor, slapstick and crude jokes. Even companies specializing in high drama and tragedy employ clowns for comic relief during their productions, if only to keep the stupid and drunken portion of the audience happy. Clowns can Fall and Jump with a +1 modifier to the damage roll. They also have some acting skill, which allows them a +10% modifier to Bluff tests. Comic recitals can be performed to order - which allows the character a +10 modifier to all Busk tests.
Comedian Comedians have normally worked as entertainers, telling amusing stories, anecdotes and jokes. Unlike clowns, they rely on verbal humor only, although they can develop acting talents and usually work in company with other actors or entertainers. Comedians have a repertoire of amusing stories, which makes them interesting to talk to, and which gives them a +10 modifier on all Busk tests. Characters with this skill have a +15 % modifier when making Gossip tests.
Concealment Rural A character with this skill can hide in most environments perfectly, using trees, branches, shadows, doorways, undergrowth, walls, fences, back alleys or similar things for cover. Hiding requires a roll of the characters I + Cl minus the I of the people they are hiding from. Characters get a +20 modifier.
Concealment Urban A character with this skill can hide almost perfectly, using trees, shadows undergrowth, alleys or similar things for cover. Hiding requires a roll of the character’s I + Cl minus the I of the people they are hiding from. Characters get a +20 modifier. Hide tests should be made with a 20% bonus if the character is keeping still, or a 5% bonus if the character is moving cautiously. Obviously, there needs to be somewhere for the character to hide. The GM should ask the players to describe what their characters are doing to hide, and modify the chances accordingly.
Consume Alcohol Characters with this ability have developed an unusually high resistance to alcohol, being able to consume large quantities without much visible effect. They can drink most other characters under the table. They suffer only half the normal characteristic reductions due to alcohol consumption (see Poison), but their WP tests to resist the lure of another drink are made with a 10% penalty.
Contortionist Contortionists receive their training from circus people, or through some strange religious discipline. The skill allows them to control their bodies in ways not possible for normal people: moving bones out of sockets, distorting the physique in lots of horrible ways, and otherwise being revolting. They can escape from ropes, chains or other bonds on a successful test against Dex, with a penalty equal to half the Int of whoever secured the bonds. Contortionists can also squeeze through ridiculously narrow openings, such as the bars of a cell or a narrow ventilation shaft. 6 inches x 1 foot is the narrowest practical gap such a character can squeeze through. Even though many people find their antics repulsive, contortionists have a +10% modifier for all Busk tests.
Cook Characters who can cook can prepare food to a high standard, and judge the quality of both ingredients and the finished product. They also have a +10% modifier to their chance of noticing a drug or poison in food (see Poisons). If successful, the presence of some foreign substance will be detected, but not its nature.
Cryptography Characters with this skill have been trained in the art of devising and cracking codes and ciphers. They can devise a new code on a successful Int test, and have a +10% modifier for any Int tests made in order to break unfamiliar codes. The GM may assign modifiers for exceptionally easy or difficult codes.
Cure Disease Characters with this talent may attempt to cure any disease. They can recognize common illnesses automatically, and may be able to recognize rare diseases if a successful test is made against their Int. Once a disease is recognized, the GM can tell the character what must be done to administer a cure, and any special requirements - herbs, potions, etc - the cure involves. When administering a cure, the skilled character must make a successful Int test, with a modifier equal to the patient's T. If this test is successful, the patient will suffer no more ill effects from the disease, and recovery time will begin immediately; if the test is unsuccessful, the treatment will have had no effect, though another attempt may be made on the following day. Critical failures (see Tests) should have very drastic outcomes - possibly even the death of the patient. A character with this skill can provide Medical Attention to shorten recovery time.
Dance Characters who have this skill can dance exceptionally well, either formally, informally or both. They may add a +10% modifier to Employment or Busk tests when seeking employment as entertainers or when providing street entertainment.
Demon Lore Characters who have this skill can recognize a Demon when they see one, and can distinguish general types at a glance (Greater, Lesser or Servant). They are sensitive to the smell and aura of demons, and will be able to tell if there are Demons within forty-eight yards, even if they cannot be seen. Characters without this skill may not know that it is a demon they are going up against, but the GM should be hinting pretty strongly that the opposition looks tough and very unfriendly....
When confronted with a Demon, a character may be aware of its capabilities, weaknesses and disposition. To determine this, the GM can test against Int when the character meets a Demon of a previously unencountered type. If the character has met up with a type of Demon before, all these details will be known automatically the next time one turns up.
Disarm Characters with this skill may choose to disarm an opponent rather than do damage. The player should state that the character is trying to disarm the opponent, roll to hit as normal, then roll to hit again. Note, his opponent parries or dodges as usual. If both rolls are successful, the opponent is disarmed; otherwise, nothing happens. Weapons knocked out of an opponent's hand will travel 2D6 yards away in a random direction. This skill cannot be used against a creature which has a bite, tail-lash or other unarmed attack.
Disguise Characters with this talent are skilled at preparing and using disguises. A disguise can be very elaborate, or quite simple. The GM should bear in mind how much effort has gone into a disguise when deciding whether it works or not. A disguised character can pass unnoticed amongst unsuspecting people, and will pass casual examination if a test against Fel is successful. Close examination will always reveal a disguise, although the character may forestall such examination by means of a successful Bluff. Again, the GM should take the nature of the bluff into account: something like "Don'ee search me too roughly deary ...I's bin a bit delicate since I got a touch of the Old King's Rot" ought to be successful in most cases....
Divining This skill can be used to try to discover information not normally available to a character. For example, it might reveal the whereabouts of a lost Jewel, the projected coronation date of a new monarch or the winning number in the town lottery. The GM must be discreet when giving player information of this kind; answers should not be too cut-and-dried. Be cryptic - leave room for erroneous interpretation or ambiguity. The GM can establish the success of divination by a test based on the characters Int.
Divination can take many forms - crystal gazing, sand writing, throwing bits of bone around, etc - but in all cases some sort of object/s or divining utensil is used. The player should establish the character's own method, and stick to it. Optionally, a character that is skilled in one form of divination may acquire the skill a second time to become skilled in another form.
Dodge Blow Characters with this ability are especially skillful at avoiding blows from hand to hand combat, by ducking or weaving away from the blow. To dodge successfully, the character must make a successful I test. A successful dodge means all damage from that blow is ignored. Only one dodge can be made per combat round, and characters may only dodge a blow they see coming. Surprise attacks can not be dodged, and neither can missile fire from bows or crossbows.
Dowsing Characters with this skill will be able to locate sources of underground water using only their natural instincts, provided they pass an Int test. The GM should decide the probability of water being present in any location. In desert regions this skill should normally enable a character to survive all but the worst conditions.
Drive Cart Characters with this skill have experience of driving carts or wagons. They may drive any sort of vehicle - cart, wagon or even chariot with perfect confidence, being able to control the horses/beasts automatically, without having to make a Risk test, and without attracting untoward attention or causing possible accidents. See Guidebook-Transport for more information on various forms of transport.
Embezzling Embezzling is a very useful skill to have, since it allows the character to acquire sums of money seemingly from nowhere. If placed in a Job, which involves contact with money, the character can employ this skill. The GM should test against the character's Int to establish whether the character is successful. A successful embezzler 'acquires' D6 crowns and always escapes detection, or, at worst, cannot be suspected. If the test is failed, nothing is acquired, and the character may be suspected. If the attempt fails by 40% or more, the crook is caught red-handed. Characters can attempt to embezzle as often as they like. If they embezzle more than once per day from the same place, each successive attempt is subject to a disadvantageous test modifier: -10% for the second attempt that day, -20% for the third and so on. The GM should adjust the amount of money available to suit the precise context of each attempt. A character embezzling from a state treasury could acquire much more money than D6 crowns, whilst a poor shopkeeper might only be good for D6 shillings. This skill may only be used when a character is employed in a job which requires the handling of money.
Engineer Trained engineers have a good understanding of mechanical principles and methods of construction. Although they are used to working with others, they are quite capable of completing most jobs individually, with a +20% on Construct tests. Engineers are conversant with metal/woodworking tools and terminology. They are able to draw up plans and can interpret technical drawings no matter how obscure or involved.
Escapology Characters with this skill have received training from either circus people or a religious body. They cannot be restrained by normal means; sooner or later they will escape any bonds; it doesn't matter if they are ropes or chains. The escape happens after a successful test against Dex, which may be tried once every turn. Characters with this skill have a +10% modifier to all Busk tests.
Etiquette Characters with this skill are fully conversant with social conventions, knowing the correct way to behave in most situations. They have an across the board modifier of +10% to all standard tests and characteristics checks in situations where the character is mixing in high society.
Evaluate Characters with this skill have a practiced eye, and can judge the worth of goods with a fair degree of accuracy. They have a modifier of +10% to all Estimate tests, and the margin of reduced to 5% in all cases.
Excellent Vision Characters with exceptionally good eyesight can see objects at +50% normal distances. This does not affect night vision distances, but it does affect the distance that can be seen with a torch, lantern, etc.
Acting Characters able to act can assume or feign other identities as well as project themselves before an audience. They may Bluff or Gossip with a 15% bonus to the test. Actors also have a stock repertoire of speeches, and a good actor will be able to recite these at the drop of a hat, which allows them a 10% bonus to all Busk tests.
Acute Hearing Characters with this talent are blessed with astoundingly good hearing. They get a +10 to Listen tests, and may also add 2 yards to the normal distances over which sounds can be heard.
Ambidextrous Ambidextrous characters can use both hands equally well and suffer no disadvantageous modifiers for using weapons wrong-handed. They also have a 10% bonus for all Risk tests based on Dexterity to account for their greater adroitness.
Animal Care Characters with this skill are used too dealing with domestic animals, including riding animals and beasts of burden. They arc aware of the requirements of the animal as regards general care, feeding, grooming and exercise. They will also be likely to spot any developing illness or sign of discomfort. Typically, this skill applies to horses, other equines and cattle.
Animal Training Characters with this skill can train animals to perform certain duties or tricks. The skill is general, and applies to horses, dogs, hawks and other pets as well as suitable wild animals. Any non-fantastic animal can be trained (unless noted otherwise in The Bestiary), as long as it has an Intelligence of 6 or more. The more complicated the task is, the longer it takes to teach, as the following guidelines show:
Obey simple verbal command in the character's presence 1 week
Count, balance balls, perform party tricks 3 weeks
Fetch items or obey commands whilst out of the character's presence 10 weeks
Train a fighting animal, such as a hawk, warhorse or guard dog 12 weeks
The training must be appropriate to the animal. A warhorse could be taught to remain absolutely still, even in the midst of great excitement and the smell of blood; a hawk will obey ‘Attack' and 'Return' commands, or return to a lure. The loyalties of a trained animal cannot always be transferred to a new owner. The GM should determine if this occurs. Warhorses would probably accept a new owner, whilst dogs would be less likely to do so. The skill additionally confers a +10% modifier to all Employment tests for work as retainers, stable lads, falconers, or whichever is appropriate.
Arcane Language- Magick Characters with this skill can speak, read and write the arcane language. Arcane language is used only for the purposes of magic, and never spoken merely to communicate - indeed that would be largely impossible. All books, scrolls and other inscriptions of a truly arcane nature are written in the secret arcane language. A psychical book or inscription may be written in an ordinary language, but it will have no power to teach a psychical ability, and will not in itself be psychical - it would be a mere curiosity. The character will know which language is indicated from the career description.
- Arcane Dwarf
- Arcane Elf
- Druidic
- Demonic
Art Artists can paint, sculpt or produce other works of art. Some are limited in the type of work they can do as defined under the appropriate career. Whatever their talent, artists can produce useable or saleable items (saleable at the GM’s discretion naturally!), including convincing copies of existing works of art. The following chart can be used by the GM to establish the sale values of the artist's work and the percentage chance of a forgery being spotted as a fake by a non-expert:
Time spent Sale Value detection
1 Week 10D12 Crowns Buyer's Intelligence %
+ Per Week + 10D12 Crowns +10%-maximum 90%
The maximum time that can be spent on an average painting or sculpture is two months. Larger or finer works are at the GM's discretion. The Sale Value depends upon the Artist being acceptable to the purchaser. Not everyone in The Old World values art highly, and the GM must allow for the possibility that the character's art just doesn't fit in with what people are willing to buy... Even so, the character has a 10% modifier to all Busk tests. Artists are better at spotting forgeries themselves, and have a bonus of 15% to their Intelligence for the purposes of Detection.
Astronomy Characters with this skill are familiar with the heavens and the cycles of the heavenly bodies. They can recognize constellations, planets and unusual bodies such as comets, novae, etc. On a successful Int test, the character can navigate by the stars with reasonable accuracy, and can predict cyclic astral events such as eclipses and meteor showers.
Begging This is a skill learned the hard way, and usually through strict necessity. Characters with this skill know all the standard beggar's tricks: pleading, groveling, whining, and pretending to be a war hero and so on. The skill allows characters to earn a little cash. On a successful test based on the average of WP and Fel, the character will gain D3 Silver Shillings. A test should be made for every hour of begging. Any success depends ultimately on being in the right place at the right time, and the GM should modify the chance of success and the reward as circumstances warrant.
Blather Characters with this skill may attempt to blather against characters that speak the same tongue. Blathering can be used in almost any situation in order to gain time. Blatherers simply invent a complete string of nonsense, ranting on and on whilst their victims stand dumbfounded, wondering whether they are insane, intoxicated or possibly dangerous. Blathering is always nonsensical - it is not an attempt to bluff; only to confuse. Blathering characters should make a test against Fel. A successful test indicates that the blathering succeeds in its purpose for that ten second combat round. Success by +10% or more points indicates that it works for D6 additional rounds. After this time, the victim will wise up, and the character had better run for it. NPCs will not remain transfixed by a blathering character if they are in obvious danger, or if blatant preparations are being made to harm them. Although blathering characters may transfix any number of opponents, they are unlikely to succeed with more than one if anything else is going on around them, such as a fight.
Boat Building Characters with this skill have worked building boats and understand the basic principles and requirements of constructing sea or river-going vessels. They are familiar with nautical terminology as well as the normal range of woodworking and sail-making tools. Given time and equipment, characters would be able to repair or construct a boat. Rafts or other improvised craft can be built at the rate of ten man-hours per passenger to be carried. Characters with this skill have a modifier of +10% for Construct tests when employing wood or other boat-related raw materials.
Brewing Characters with brewing skills can brew wine and beer, and understand the principles of the fermentation process. They are able to Judge the quality of the ingredients and the finished product, estimate fermentation times in any given environment, and judge whether a particular brew is ready. They also have a +10% modifier to their chance of noticing a drug or poison in wine or beer. If successful, the presence of some foreign substance will be detected, but not its nature.
Bribery Characters with this skill have mastered the art of buying favors. They know who to bribe, what to offer and how to go about it. They have a + 20% modifier to Bribe tests - note that money is not the only thing that can be used for a bribe.
Carpentry Carpenters have experience of working with wood, constructing items such as furniture, house fittings, chests, wagons, etc. They are familiar with woodworking tools, techniques and types of timber. Characters with this skill have a +10% modifier to Construct tests when building wooden structures.
Cartography Characters with this skill are familiar with the practices and uses of map-making. They can read maps, even if they are drawn in an unconventional or archaic manner, or depict unknown areas. They are also able to recognize coastlines and other geographic features, even when distorted, badly drawn or presented in a disguised fashion. Using a map, cartographers can guide themselves or others towards a certain goal, or in a specific direction. Cartographers are also very good at remembering directions and features. This is very useful in dungeons, and may enable a character to remember a way out or recall where a passage leads. Tests are made against Int to determine success.
Cast Spells can cast spells of the appropriate level and type
Charm Characters with charm have that indefinable quality which allows them to get on exceptionally well with people, who will generally be friendly and helpful. Charming characters will find it easy to persuade other people of almost anything. They can ‘turn on the charm’ at will, giving them a +10% modifier to all tests involving Fel.
Charm Animal Characters with this skill get on exceptionally well with animals, and receive their trust for some reason. Domestic animals with an Intelligence of 10 or more will be affected as soon as they approach within twelve yards of the character. They will respond by wagging their tails, mewing, purring or acting in a similar friendly manner, and unless restrained by a leash, tether, fence or something - will start to follow the character around. Simple verbal commands can be given to any animals with an Intelligence of 5 or more, as long as they are within twelve yards. A test against the animal's WP must be made to determine success. These commands must be very basic, such as 'Follow me', 'Halt', and ‘Go away', etc. Characters may also attempt to influence animals threatening or attacking them. In this case, the animals might obey a simple 'Go away', but they will show the character no outward signs of affection. The GM can enliven the proceedings by having charmed animals constantly trailing the character, turning up unexpectedly, getting in the way and generally making a nuisance of themselves.
Chemistry Characters with this skill have a reasonable understanding of the principles of chemistry, although their knowledge will often be in a mystical or psychical form. As chemists, these characters have the ability to recognize various types of mineral ores, naturally occurring chemical compounds and prepared chemicals. They also know where to look for these items (e.g., that sulphur can be obtained from volcanic pits, etc). Chemists also understand how to extract and refine chemicals from mineral ores or compounds. They can isolate an element from its compound to produce iron, copper, silver, etc. It is left up to the GM to guide players running characters with this skill. They should be permitted to manufacture certain compounds, but must be restrained from trying anything too complex or unlikely. TNT is definitely out! Gunpowder and various flammable mixtures should be permitted. Gunpowder comprises a mixture of sulphur, saltpeter and carbon, whilst most of the 'Greek Fire' mixtures of ancient times contained naphtha and usually sulphur, as well as various bitumen substances and oil. A test against Int should be used, with modifiers to reflect the complexity of the task, as the GM sees fit. Serious failures can be expensive, messy and painful.
Clown Characters with this skill have worked as clowns, usually as part of a traveling circus or within a company of players. Clowns concentrate on visual humor, slapstick and crude jokes. Even companies specializing in high drama and tragedy employ clowns for comic relief during their productions, if only to keep the stupid and drunken portion of the audience happy. Clowns can Fall and Jump with a +1 modifier to the damage roll. They also have some acting skill, which allows them a +10% modifier to Bluff tests. Comic recitals can be performed to order - which allows the character a +10 modifier to all Busk tests.
Comedian Comedians have normally worked as entertainers, telling amusing stories, anecdotes and jokes. Unlike clowns, they rely on verbal humor only, although they can develop acting talents and usually work in company with other actors or entertainers. Comedians have a repertoire of amusing stories, which makes them interesting to talk to, and which gives them a +10 modifier on all Busk tests. Characters with this skill have a +15 % modifier when making Gossip tests.
Concealment Rural A character with this skill can hide in most environments perfectly, using trees, branches, shadows, doorways, undergrowth, walls, fences, back alleys or similar things for cover. Hiding requires a roll of the characters I + Cl minus the I of the people they are hiding from. Characters get a +20 modifier.
Concealment Urban A character with this skill can hide almost perfectly, using trees, shadows undergrowth, alleys or similar things for cover. Hiding requires a roll of the character’s I + Cl minus the I of the people they are hiding from. Characters get a +20 modifier. Hide tests should be made with a 20% bonus if the character is keeping still, or a 5% bonus if the character is moving cautiously. Obviously, there needs to be somewhere for the character to hide. The GM should ask the players to describe what their characters are doing to hide, and modify the chances accordingly.
Consume Alcohol Characters with this ability have developed an unusually high resistance to alcohol, being able to consume large quantities without much visible effect. They can drink most other characters under the table. They suffer only half the normal characteristic reductions due to alcohol consumption (see Poison), but their WP tests to resist the lure of another drink are made with a 10% penalty.
Contortionist Contortionists receive their training from circus people, or through some strange religious discipline. The skill allows them to control their bodies in ways not possible for normal people: moving bones out of sockets, distorting the physique in lots of horrible ways, and otherwise being revolting. They can escape from ropes, chains or other bonds on a successful test against Dex, with a penalty equal to half the Int of whoever secured the bonds. Contortionists can also squeeze through ridiculously narrow openings, such as the bars of a cell or a narrow ventilation shaft. 6 inches x 1 foot is the narrowest practical gap such a character can squeeze through. Even though many people find their antics repulsive, contortionists have a +10% modifier for all Busk tests.
Cook Characters who can cook can prepare food to a high standard, and judge the quality of both ingredients and the finished product. They also have a +10% modifier to their chance of noticing a drug or poison in food (see Poisons). If successful, the presence of some foreign substance will be detected, but not its nature.
Cryptography Characters with this skill have been trained in the art of devising and cracking codes and ciphers. They can devise a new code on a successful Int test, and have a +10% modifier for any Int tests made in order to break unfamiliar codes. The GM may assign modifiers for exceptionally easy or difficult codes.
Cure Disease Characters with this talent may attempt to cure any disease. They can recognize common illnesses automatically, and may be able to recognize rare diseases if a successful test is made against their Int. Once a disease is recognized, the GM can tell the character what must be done to administer a cure, and any special requirements - herbs, potions, etc - the cure involves. When administering a cure, the skilled character must make a successful Int test, with a modifier equal to the patient's T. If this test is successful, the patient will suffer no more ill effects from the disease, and recovery time will begin immediately; if the test is unsuccessful, the treatment will have had no effect, though another attempt may be made on the following day. Critical failures (see Tests) should have very drastic outcomes - possibly even the death of the patient. A character with this skill can provide Medical Attention to shorten recovery time.
Dance Characters who have this skill can dance exceptionally well, either formally, informally or both. They may add a +10% modifier to Employment or Busk tests when seeking employment as entertainers or when providing street entertainment.
Demon Lore Characters who have this skill can recognize a Demon when they see one, and can distinguish general types at a glance (Greater, Lesser or Servant). They are sensitive to the smell and aura of demons, and will be able to tell if there are Demons within forty-eight yards, even if they cannot be seen. Characters without this skill may not know that it is a demon they are going up against, but the GM should be hinting pretty strongly that the opposition looks tough and very unfriendly....
When confronted with a Demon, a character may be aware of its capabilities, weaknesses and disposition. To determine this, the GM can test against Int when the character meets a Demon of a previously unencountered type. If the character has met up with a type of Demon before, all these details will be known automatically the next time one turns up.
Disarm Characters with this skill may choose to disarm an opponent rather than do damage. The player should state that the character is trying to disarm the opponent, roll to hit as normal, then roll to hit again. Note, his opponent parries or dodges as usual. If both rolls are successful, the opponent is disarmed; otherwise, nothing happens. Weapons knocked out of an opponent's hand will travel 2D6 yards away in a random direction. This skill cannot be used against a creature which has a bite, tail-lash or other unarmed attack.
Disguise Characters with this talent are skilled at preparing and using disguises. A disguise can be very elaborate, or quite simple. The GM should bear in mind how much effort has gone into a disguise when deciding whether it works or not. A disguised character can pass unnoticed amongst unsuspecting people, and will pass casual examination if a test against Fel is successful. Close examination will always reveal a disguise, although the character may forestall such examination by means of a successful Bluff. Again, the GM should take the nature of the bluff into account: something like "Don'ee search me too roughly deary ...I's bin a bit delicate since I got a touch of the Old King's Rot" ought to be successful in most cases....
Divining This skill can be used to try to discover information not normally available to a character. For example, it might reveal the whereabouts of a lost Jewel, the projected coronation date of a new monarch or the winning number in the town lottery. The GM must be discreet when giving player information of this kind; answers should not be too cut-and-dried. Be cryptic - leave room for erroneous interpretation or ambiguity. The GM can establish the success of divination by a test based on the characters Int.
Divination can take many forms - crystal gazing, sand writing, throwing bits of bone around, etc - but in all cases some sort of object/s or divining utensil is used. The player should establish the character's own method, and stick to it. Optionally, a character that is skilled in one form of divination may acquire the skill a second time to become skilled in another form.
Dodge Blow Characters with this ability are especially skillful at avoiding blows from hand to hand combat, by ducking or weaving away from the blow. To dodge successfully, the character must make a successful I test. A successful dodge means all damage from that blow is ignored. Only one dodge can be made per combat round, and characters may only dodge a blow they see coming. Surprise attacks can not be dodged, and neither can missile fire from bows or crossbows.
Dowsing Characters with this skill will be able to locate sources of underground water using only their natural instincts, provided they pass an Int test. The GM should decide the probability of water being present in any location. In desert regions this skill should normally enable a character to survive all but the worst conditions.
Drive Cart Characters with this skill have experience of driving carts or wagons. They may drive any sort of vehicle - cart, wagon or even chariot with perfect confidence, being able to control the horses/beasts automatically, without having to make a Risk test, and without attracting untoward attention or causing possible accidents. See Guidebook-Transport for more information on various forms of transport.
Embezzling Embezzling is a very useful skill to have, since it allows the character to acquire sums of money seemingly from nowhere. If placed in a Job, which involves contact with money, the character can employ this skill. The GM should test against the character's Int to establish whether the character is successful. A successful embezzler 'acquires' D6 crowns and always escapes detection, or, at worst, cannot be suspected. If the test is failed, nothing is acquired, and the character may be suspected. If the attempt fails by 40% or more, the crook is caught red-handed. Characters can attempt to embezzle as often as they like. If they embezzle more than once per day from the same place, each successive attempt is subject to a disadvantageous test modifier: -10% for the second attempt that day, -20% for the third and so on. The GM should adjust the amount of money available to suit the precise context of each attempt. A character embezzling from a state treasury could acquire much more money than D6 crowns, whilst a poor shopkeeper might only be good for D6 shillings. This skill may only be used when a character is employed in a job which requires the handling of money.
Engineer Trained engineers have a good understanding of mechanical principles and methods of construction. Although they are used to working with others, they are quite capable of completing most jobs individually, with a +20% on Construct tests. Engineers are conversant with metal/woodworking tools and terminology. They are able to draw up plans and can interpret technical drawings no matter how obscure or involved.
Escapology Characters with this skill have received training from either circus people or a religious body. They cannot be restrained by normal means; sooner or later they will escape any bonds; it doesn't matter if they are ropes or chains. The escape happens after a successful test against Dex, which may be tried once every turn. Characters with this skill have a +10% modifier to all Busk tests.
Etiquette Characters with this skill are fully conversant with social conventions, knowing the correct way to behave in most situations. They have an across the board modifier of +10% to all standard tests and characteristics checks in situations where the character is mixing in high society.
Evaluate Characters with this skill have a practiced eye, and can judge the worth of goods with a fair degree of accuracy. They have a modifier of +10% to all Estimate tests, and the margin of reduced to 5% in all cases.
Excellent Vision Characters with exceptionally good eyesight can see objects at +50% normal distances. This does not affect night vision distances, but it does affect the distance that can be seen with a torch, lantern, etc.