Skills Rules [01AUG08] skills.htm

Characters improve by developing individual skills. The initial Base value of each skill is related to a specific characteristic (this replaces the BRP skill category modifiers). When the GM may call for a stat-roll (e.g. DEXx5) suitable skills can be attempted in addition.

Skill Type Base% Difficulty
Comments

(* Values marked thus vary by particular skill)

        
Fundamental Every adventurer should have these skills...
Defence DEX (Special) Heroic dodge ability. Improves only via Experience Points gained for roleplay. (DF3 for NPCs)
Spot INT +15 Hard (3) aka Spot Hidden, Scan, Find Traps, Locate Secret Doors. Seeing things which are not obvious.
Listen INT +15 Hard (3) aka Hear Noise. Hearing things which are not clear.
Speak (own) INTx5 Easy* (1) Speak native language (usually 'Common'). May know other languages (see Character Creation).
Read/W (own) (INT-8)x10 Easy* (1) aka Literacy. Read/Write native script (usually 'Classic'). Barbarians/serfs are normally illiterate.
       
Common Adventurers are advised to have several of these...
Speak (other) 0/varies Easy* (1) Base zero unless related to a known language. Initially learnt to INT-10%.
Read/W (other) 0/varies Easy* (1) aka Literacy(x). Base zero unless related to a known script.  Initially learnt to INT-10%.
First Aid WIS -5 Normal (2) aka Healing, Binding Wounds. Success restores d3hp or more; failure stops bleeding.
Appraise WIS +5 Normal (2) aka Evaluate, Evaluate Treasure. Success reveals value; failure gives an approximation.
Ride CON -5 Easy (1) Even minimal skill can normally stay on. Animals other than horse or similar halve chance. 
Swim CON -5 Easy (1) Skimp this at your peril! (NB: Dwarves cannot swim, Nomads will not.)
Jump DEX -5 Easy (1) Normal people can jump their height, or twice that with a run-up, if roll succeeds (half vertically).
Throw DEX -5 Easy (1) Objects can be thrown up to 1 yard per thrower STR above object SIZ (note 1 SIZ = 1st (14lbs)).
       
Weapons All adventurers will have some of these skills - but they are a Warrior's forte...
<Weapons> STR +5* Normal* (2) Melee Weapons: specify type. (Some cover several sub-types, e.g. Sword)
<Missiles> DEX +5* Normal* (2) Missile Weapons: specify type. (Some cover several sub-types, e.g. Bow)
       
Sneaking Thieves and their ilk usually pick up these skills during a mis-spent youth...
Hide DEX Normal (2) aka Hide in Shadows. Success normally prevents detection by a lesser Spot skill.
Sneak DEX Normal (2) aka Stealth, Move Silently/Quietly. Success normally prevents detection by a lesser Listen skill.
Sleight DEX -5 Normal (2) aka Sleight-of-Hand, Pick Pockets (gives extra attacks when backstabbing).
Pick Locks DEX -5 Normal (2) aka Fine Manipulation, Devise. Lock-picking and removing traps. (Use Spot to find them).
Climb DEX +5 Easy (1) Would-be climbers are best advised get to 50% or so before relying on it.
       
Communication Words are weapons for Bards, Merchants, Politicians and other Con-men...
Sing CHA -5 Easy (1) aka Perform(Sing). Singing endears an adventurer to suspicious locals, and maybe earns cash.
Play Instrument DEX -5 Easy* (1) aka Perform(instrument). Specify instrument type. Most are easy but some are harder (DF 2+).
Oratory CHA +5 Normal (2) Rabble-Rousing: emotional speeches to stir up the mob, taking an hour or more. aka Persuade
Fast Talk CHA -5 Normal (2) Confuses the listener. Quicker than Oratory but effects only last a minute or two.
Bargaining CHA - 5 Normal (2) Applies in trade/barter situations. Merchants have this skill, so "caveat emptor" !
Insight INT -5 Hard (3) Enables intentions and/or emotional states to be read, perhaps even discerning deliberate lies.  
       
Outdoors Rangers, some woodsmen and most barbarians will have these skills...
Tracking INT -5 Normal (2) Follow a trail by observing nature's signs - bent grass, footprints and spoor.
Set Snares DEX -5 Normal (2) aka Craft(Snares), Trap Set. Rig traps for small animals - and sometimes not-so-small. 
Survival WIS -5 Normal (2) aka Knowledge(Survival). Tricks to  keep you alive in extreme environmental conditions.
Sense INT Hard (3) Noticing unseen/unheard details with other senses, such as smell, taste, touch, etc.
       
Special Skills Restricted to particular professions, these skills can only be acquired during years of apprenticeship (character creation):
Magic INT -10 V.Hard (5) Mages only. Arcane talent to unleash the hidden powers of the Universe! (See Magic System)
Arcane Skills Varies -10 Hard (3) The magical 'Sciences': Sensitivity, Enchanting, Loremastery, Alchemy, etc. (See Arcane Skills)
Expertise Varies -10 V.Hard (5) Expertise in specified weapons, giving extra-special effects in combat (aka 'Martial Arts').
Command CHA -5 Hard (3) aka Leadership. Encourage troops, and/or recruit followers and henchmen. (See Martial Skills)
Holiness WIS -10 V.Hard (5) Clerics/Paladins earn Divine Blessings for the faithful (aka Allegiance). (See Miracles System)
Bardic Voice CHA -10 V.Hard (5) Bards, by the magic of their music and song, can fascinate, inspire and even control emotions...
Bardic Lore WIS -10 Normal (2) aka Knowledge(Folklore). Bards can discover legendary lore within their songs and stories...
       
Crafts DEX -5 Easy (1) Each craft must be developed separately. Usually gained from heritage. Examples:
Armouring, Blacksmithing, Bowyery, Brewing, Butchery ("Peaceful Cut"), Carpentry, Cobbling, Cooking, Fletching, Jewelling, Leatherwork, Limnery, Masonry, Mining, Pottery, Tailoring, Tanning, Weaponcrafting, Weaving.
       
Lores WIS -10* Normal (2) Knowledge skills, of various types. Usually require training before any skill is gained. Examples:
Animal Husbandry, Zoology, Herbology, Treat Disease/Poison, Chirurgery, Geology, Alchemy, Perfumery, Meteorology, Mathematics, Engineering, Navigation, Cartography, History, Mythology, Heraldry, Sociology, Anthropology, Genealogy, Law, Theology/Demonology.
       
Other Skills Various -5* Normal* (2) Miscellaneous skills which any character may have acquired - if they explain how.
Acrobatics, Art/Limnery, Boating (rowing), Calligraphy (Forgery), Courtesan, Dancing, Disguise, Driving (cart/wagon/chariot), Etiquette/Diplomacy, Fishing (net/line), Gambling, Juggling, Lipreading, Rope Use/Escapology, Seamanship (Shiphandling), Status, Teach.