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Skills
General
Many skills are base 5.
Skills are 0-20+ for experience purposes. A d20 is used for resolution and experience purposes. A roll of one is a critical, a roll of 20 is a fumble. Experience gain is one point if the d20 plus modifier is over current skill total (including modifier). Ex. skill 19 (including +3 modifier), experience roll is 17 +3 modifier is 20, over the skill of 19. A roll of 20 or modified 20 or more is always a successful experience roll.
Skill Modifiers
Skills are divided into four categories: social skills (modified by Appeal),
physical skills (modified by Learn), mental skills (modified by Study), and
magical skills (modified by Focus). Skill modifiers alter all skills in the
category.
Related Combat Skills
Using the same weapon one-handed or two-handed allows the other weapon to have
a minimum skill level of one half the higher skill.
Master Skills and Difficult Skills
Master skills require that the related skill is 18 or more before this skill
can be learned. ER are rolled normally for Master Skills. Difficult skills have
the same requirement that the related skill is 18 or more, but the ER is more
difficult. Treat the skill level for Difficult skills as if they were skill
20 or more, so the ER are more difficult. Example, a swordsman has 19 skill
with both Attack and Defend. They learn the difficult skill of Missile Parry,
allowed because their skill is 18 or more. Even though the character's skill
with Missle Parry is low, they still must make ER as if the skill is over 20,
because this is a difficult skill.
Uncommon and Rare Skills
These skills cannot be chosen without GM permission, usually related to membership
in a special group which knows the skill.
| Social (Appeal) | Common | Uncommon | Rare or Mastery |
| Courtesy | |||
| Deception | |||
| Investigation | |||
| Leadership | |||
| Negotiation | |||
| Speak [Language] | |||
| Physical (Learn) | Common | Uncommon | Rare or Mastery |
| Athletics | Drive | ||
| Avoid | Perform [Specific] | ||
| Craftsman [Specific] | Ride | ||
| Combat (Attack and Defend) | Seamanship | ||
| Stealth | |||
| Mental (Study) | Common | Uncommon | Rare or Mastery |
| Administration | Fishing | Alchemy | |
| Agriculture | Guild Lore | Engineering | |
| Devise | Operations | Logistics | |
| Fieldcraft | Research [Specify] | Siegecraft | |
| First Aid | |||
| Folklore/Vokadrazana | |||
| Heralry/Monomon | |||
| Herding | |||
| Humanities/Tantara | |||
| Hunting | |||
| Knowledge [Specify] | |||
| Mercantile | |||
| Read [Specify] | |||
| Theology [Specify] | |||
| Train [Specify] | |||
| Magic (Focus) | Common | Uncommon | Rare or Mastery |
| Capacity | Distance | Arrow Rain | |
| Conjure | Meditation | Bolonga | |
| Enchant | Time | Death Strike | |
| Exorcism | Capacity | Dihim | |
| Perceive | Dazzle | Fade Black | |
| Sense | Disarm | Mighty Blow | |
| Feint [Weapon] | Quickdraw | ||
| Flurry | Rear Attack | ||
| Fortitude | Read Defend | ||
| Forced March | Self Heal | ||
| Grappling | (Special Blow) | ||
| Martial Arts | (Sneak Attack) | ||
| Sharpshooter | Strike | ||
| Sprint | |||
| Yell | |||
| Common | Uncommon | Rare or Mastery |
Social Skills (modified by Appeal), limited by double of relevant language skill
Courtesy: [base 5] Ability to be socially adept at all levels of society, impress target group with charisma, carousing.
Deception: [base 5] Skill at successfully misrepresenting what the character thinks is the truth. Opposed rolls are made against Sense.
Investigation: [base 0] used for interrogation, interviewing, intimidation, and general information gathering from people by talking to them.
Leadership: [base 0] target group must be same (foot or mounted). Used to get troops to do what you want during a battle (movement, heroic action) and to rally them. Limited by double the appropriate language. One-half skill with troops that leader has not interacted with/lead for at least a month. Leadership helps recruiting, and can be used to alter fame/reputation
Negotiation: [base 0] Used when discussing a mutually beneficial topic. Requires a dialogue between the significant members of the participants of both sides, unless proxies are clearly agreed upon (another negotiation.) When used for bargaining for a price, the price is affected by the opposed roll for Negotiation. Success by 1-4 alters price by 25%, 5-9 by 50%, 10-14 by 75%, 15+ Gift or favor.
Speak [Language]: speak language, see below [base 5 for own, base 0 for other]
Physical Skills (modified by Learn)
Athletics: [base 5] climbing, jumping, swimming
Avoid: [base 5] dodging. AP modifies skill by [Human AP - 3, Goblin/Teutan AP - 5]. Defense with [] is avoid. Sucessful avoid means all damage is avoided.
Craftsman [Specify]: [base 5] Knowledge of a specific trade or skill, that mainly relies on physical abilities instead of mental ones. Examples include Artist, Blacksmith, Cobbler, Cooper, Jeweler, Mason, Potter, Tailor, Tanner, Weaver, Woodworker. See Devise (Mental) for crafting mechanical devices. Craftman Goldsmith is part of Merchantile.
Combat Skills (Attack and Defend): [base 5] separate skills for attack and parry, even with 2H weapons
Drive: [base 0], Uncommon.
Perform [Dance, Juggle, Play [Instrument], Puppet Mastery, Sing, etc.]: [base 0], Uncommon.
Ride: [base 0], Uncommon.
Stealth: [base 5] hide, sneak, infiltration
Seamanship: [base 0], Uncommon. Boat and Sail
Throw: [base 5], used to throw Darts, Knives, Axes
Mental Skills (modified by Study)
Administration: [base 5]
Agriculture: [base 0]
Alchemy [Specify]: [base 0], Rare. POT= skill. Time to brew potions or making items is one week, up to three potions can be brewed in that time and up to two items can be made. Higher potency ingredients can be used to brew lower potency potions. Antidotes of the wrong type have half effectiveness.
Devise: [base 5] Ability to create and disarm traps, pick locks, and craft mechanical devices.
Engineering: [base 0]], Rare. works as third for Siegecraft
Fieldcraft: [base 5] (camo, camping, conceal, track) A successful fieldcraft (camping) can erase a fatigue level at the end of the day (so can staying in an inn.) Hunting is a related skill and is at least half (round down) of Fieldcraft skill.
First Aid: [base 5]
Fishing: [base 0] , Uncommon. ability to fish and understand marine life. Includes fish farming.
Folklore: [base 5 in human areas]
Guild Lore [Group]: [base 0], Uncommon.
Herding: [base 0] Ability to herd and understand herd animals.
Heraldry: (Human), see also Monomon [base 5 in human areas]
Humanities: (Human), see also Goblina [base 5 in human areas]
Hunting [base 0]: ability to track game, understand animal behavior, and position oneself near game. Fieldcraft is a related skill and is at least half (round down) of Hunting skill.
Knowledge [Specify]: [base 0], Uncommon. Knowledge of a specific trade or professional skill that mainly relies on mental abilities instead of physcial ones. Examples include Astrology, Brew, Cook, Gaming, History, Law, Medicine.
Logistics: [base 0], Rare (but basically unknown).
Mercantile: [base 5] includes accountant, purser, and evaluative skills. Also includes goldsmithing skills.
Monomon (Goblin Heraldry), see also Heraldry [base 5 in goblin areas]
Operations: [base 0], Uncommon. Ability to coordinate and move troops at the operational level. Includes operational logistics. Does not include campaign logistics (which is Logistics, see above.)
Read [Specify] [base 0]: literacy
Research (Alchemy, Spell, Magic, Martial, Technology): [base 0], Uncommon. For someone to create new alchemical skills or abilities, sorcery spells (not enchants), or magic (enchant spells) they need the Research skills. The referee and the player work together to determine the base research time. Base research time is 7.5 weeks, halved for research closely associated to what the researcher already knows and doubled or more for research the researcher has little associated knowledge of. Using half the time, the caster can use half their skill and using double time their skill have be increased by half-again. At the end of the time the researcher rolls and if making the research roll, the research was successful. Failed research requires a three month (12 week) gap until similar research can be conducted again by the disenheartened researcher. Each task to be researched has a number of successes required before gaining. Very difficult research tasks should be spread over many months with research and adventures into related information in order to lower overall time and difficulty.
Siegecraft: used for attack (and defense) [base 0], Rare. Large difference allows special options. Works as half for engineering
Tantara: Goblin Humanities, see also Humanities [base 5 in goblin areas]
Theology [Group] [base 5]:
Train [Specify] [base 5]: (People, Horses, Dogs, Pigs, etc.) Includes the appropriate animal husbandry skill. Teacher needs to be higher skill than students and the number of students is limited to the Train skill. Also the extra ER received can only be used in the skill being trained. Example, a mercenary swordsman training a class of guards could give them the trained amount of ER for that season, but the trainer would only get normal ER (2) for that season. Training can also be used in conjunction with Read/Write and skils to write training manuals (or tomes, books, etc.) Training manuals have a skill, used for determining who can benefit, limited to lowest of Train People, R/W Language, or the skill of the manual. A single person can use the manual for training as long as their skill is less than that of the manual. Example, Tessa writes a Manual of Courtesy 15 in Galeric. She has Train Person 15, R/W Galeric 17, and Courtesy 21. Since the lowest skill of the three is 15, the manual is skill 15, limiting those who can use it for training to those with skill 14 or less.
Vokadrazana (Goblin Folklore) [base 5 in goblin areas]:
Magic Skills (modified by Focus)
Capacity [base special]: maximum number of spells (faithful) or spell points (mystic) that the character can know. Spells from gods not not count to this total.
Conjure [base 0]: (uncommon) summon spirits
Enchant [base 0]: create magic items and increase magical abilities. One point spirit drop gains current enchant in points versus enchant. Once 15 points is reached, a single enchant point results.
Exorcism [base 0]: (uncommon) Requires solid contact between the exorcist and the spirit, so it could not be used in physcial combat, but could be used on an unconscious or bound body or on any spirit attacking the Exorcist in spirit combat. Used by a person to attack a spirit. The roll to l cause the spirit to become unbound and depart to the underworld is a Simple Roll, with a bonus of exorcist PM and subtracting the spirit's PM. An exorcism can be attempted for free at the end of each round of spirit combat. Can also be used to force a possesing spirit out of a body. Can also be used against a spirit that is bound to its master, but since contact is required this is usually not possible unless the master is bound. Even if a spirit is forced away from its master, it could be conjured again later (and require another Potence, but not require an additional point of Spirit.) Can also be used in a Ritual, each extra person adds their full PM to the exorcist if their Exorcism skill is at least half the person leading the Ritual and conducting the Exorcism. Example, Rimshi the Lama tries to exorcise a Combat Spirit attacking him. He has 19 Exorcism and 5 PM and the spirit has 8 PM. 19+5-8 is 16, so he must make a Simple Roll of 16 or less to banish the spirit at the end of this round of spirit combat. If he failed, he could try again next round (but the roll may have changed due to the next round of combat.)
Perceive [base 5]: listen, spot hidden, search
Sense [base 5]: wisdom, common sense, understand reactions of people, non-verbal language skills
Faithful Magic Skills (uncommon)
Distance [base 0]: maximum range the spell can be initially cast, with the limitation that the target must be in sight. Spell target can later move closer or further away with no effect.
Maintain [base 0]: skill is the number of spells that can be maintained with a duration (over a day) by the caster. If the caster casts another spell beyond maintain skill, they must choose a spell to let dispell. After the initial duration expires, each day mana is spent to maintain the spell. The amount of mana is equal to the spell cost spread over the days or duration, ie. each day 1/nth of the cost is spent.
Time [base 0]: skill minus ten is the maximum amount of duration that can be placed on a spell.
Special Magic Skills (all uncommon or rare)
Agility [base 0]: Success allows the character to not have to stop when entering a zone of control (but any attacks of oppurtunity would still occur.) The character can also move into/through locations with enemies with a successful use of this skill. Normally to move up to an through an enemy would provoke one attack and require two Simple Rolls against the Agility skill.
Arrow Rain [base 0]: allows extra arrow to be fired for every full five points of skill. If more than one arrow fired in a round, the skill is still halved.
Bolonga [Mountain Range] [base 0]: ability to remain in place (ie. not be shoved), special defense against grappling
Dazzle [Master, base 0]: counts as an attack. Success reduces opponent to one action the next round which cannot be attack. Requires use of a distracting item, such as a spear with tassles. Similar to Yell, see below.
Death Strike: [Difficult, base 0] (mana: 1) successful skill roll halves the effect of total AP (including magical and otherwise).
Dihim [Jump] [Master Athletics, base 0]: fantastic leap. skill equals meters of horizontal distance covered (minus enc). Skill/3 equals vertical distance.
Endurance [base 0]: Simple roll under skill allows one long term fatigue to be ignored (recovered in effect.) A special ignores two long term fatigue and a critical ignores three long term fatigue.
Fade Black [Difficult, base 0]: Slowly disappear in the open. Movement cancels effect. Limited to ninja sects.
Feint [Weapon] [Difficult, base 0]: roll 2d6 for damage instead of 1d6. If skill is made, the highest of the two is the damage roll. Versions: [Axe, Body, Flail, Hammer, Knife, Mace, Spear, Sword, Tool]. Does not work with missile weapons, see Sharpshooter.
Flurry: [Difficult, base 0] allows second melee attack if first attack roll is also under this skill. Additional Flurry attacks can occur past the first Flurry if first attack roll is under Flurry skill - 20.
Fortitude: Will not collapse to unconsiousness until fortitude exceeded. Fortitude is equal to full skill divided by 5 round down. Example, skill 21, means character goes unconsious at -4 Hits (not 0 to -3). Regardless of skill, character still dies at negative Hits.
Forced March [base 0]: increase operational and strategic movement
Grappling/Tolonomby [base 0]: Immobilize or capture enemy
Handy [base 0]: When being disarmed, if attacker succeeds, that success can be negated by rolling under one's Handy skill (no action, immediately roll.)
Martial Arts [base 0]: success allows +2 damage. Limited by body skill.
Mighty Blow [knowledge]: (rare) lower skill to 20 in order to do the difference in skill as extra damage. Ex. 25 skill lowered to 20 allows +5 damage.
Missile Parry [Difficult, 0]: Allows one to parry any missiles fired or thrown with this skill
Quickdraw [base 0]: allows attack with sheathed sword on the draw.
Rear Attack [base 0]: allows one to attack enemies behind.
Rear Defend [base 0]: allows use of defend/avoid to enemies behind.
Self Heal: (mana) up to one hit per round can be healed off of personal mana.
Sharpshooter [Difficult, base 0]: Works with any missile weapon. Roll 2d6 for damage instead of 1d6. If skill is made the highest of the two is the damage roll. A Master of Sharpshooter could research a version which requires mastery of the weapon, but is not a Mastery skill.
Shout [base 0]: devastating use of voice that stuns opponent next round and reduces Shouter to one action.
(Special Blow)[base 0]: depends on version, but effects ranges from +1 or +2 damage if skill is made. Some versions require one mana per use to get +3 or +4 damage. Variation: Precision Strike: +X damage, if attack roll is under skill. Damage addition is equal to normmal skill divided by 10 round down. Example, skill 21 means 2 extra damage.
Sprint: skill divided by 10 (round down) adds to tactical movement. Cannot be heavily encumbered.
Sneak Attack [Master, base 0]: Raises the attack from normal to special success if this skill is rolled under with attack roll. Does not affect rolls that are specials, criticals, misses, etc., only normals.
[Sneaky Attack] [base 0]: several variations. Allows an attack to be made with only have defense by opponent. Special situation matching skill must be present. Examples: Water Cutting=attack from half underwater, Smoke Sword=attack from fog or smoke, Drunken Attack=attack confused opponent (and without causing them to attack you), etc.
Strike [Master, base 0]: successful use of this skill in the attack drops both the attack and defend by the lower of the two. If the defender's defense is better than the attacker's attack, this skill has no effect. For example, the attacker has a 31 attack and successfully rolls their skill. The defender's defense is 23. The defense is dropped to 0 (success on a 1 only) and the attack is dropped to 8.
Yell [base 0]: counts as an attack. Success reduces opponent to one action the next round which cannot be attack. Requires use of the voice. Similar to Dazzle, see above.
Languages
Include Dialect, Class (High, Low) and version (if appropriate: Ancient, Old)
Non-human Languages: Goblin, Hun, Minotaur, Teutan, Newt
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Copyright © 1997-2002 by Michael Derry, derry@jugenstil.com |
Updated 28 MAY 02 |