Caelestis Ulterius RPG Information Databank

MEDIEVAL CIVILIZATION SKILLS

Armourer This is the ability to maintain, fix, modify, and repair most body armour and armour plating. With this skill, a character will be able to repair damaged armour, as well as create armour from raw materials. Armour can be modified to have more S.D.C. than it had originally, but at -30%. Even then, the armor will slow down the wearer tremendously. The character can, however, repair damaged armour and patch holes.(Gives +15% to Blacksmithing) Base Skill: 35+5% per level of experience.

Armour/Weapons Decoration This skill allows one to lavishly decorate weapons and armor with intricate engravings, gemstones and plating of precious metal. With the proper materials the value of a weapon or suit of armor can be increased by 50 to 100 percent. This skill also enables the character to patch and restore up to 10 S.D.C. points on soft armor and 20 S.D.C. of chain, scale, and plate armor. Base Skill: 35+5% per level of experience.

Blacksmithing Blacksmithing is the ability to work metal in a forge, to build horseshoes, tools, metal pieces, etc. Character will know the basics of different (low grade) metals and will be able to work them into a variety of forms. If the character chooses this skill TWICE, then it becomes metallurgy. The character then has all the abilities of the blacksmith, but has a more comprehensive knowledge of high-tech alloys, metal composites, etc. If the character also has Armorer, add a one time bonus of +15% to Blacksmithing Base Skill: 10+5% per level of experience.

Candle Making Characters with this skill will be able to produce their own candle wax for the purpose of candle making. It is also possible to create specialty candles with this skill, with penalties appropriate to the complexity of the job. May be taken twice to denote professional quality. Base Skill: 25+5% per level of experience.

Cobbler Skill in repairing, mending, treating, and making shoes. Base Skill: 25+5% per level of experience.

Courtly Etiquette: Should a nobleman not take this skill they obtain it automatically at 20+3 per level beginning at level two. Conversely, they gain a +10% bonus if they take this skill consciously. A fundamental understanding of the manners of lords, ladies, and other royal figures is provided by this skill. This would extend to include the proper titles used in addressing people of importance, correct introductions of oneself, and the basic functions of court procedures. Several times to "call" for rolls include filibustering, visiting another country's leaders, and when attending an exclusive ceremony. Base Skill: 30 + 5% per level starting at level two.

Dog Sledding This skill covers the operation of a dog sled, harnessing animals to pull the sled and the commands to give to the animals and to pack the sled properly, a failed roll could mean one of the animals breaking loose or the sled being overloaded, etc. Base Skill: 40+5% per level of experience.

Falconry: The art of training and handling falcons, and other birds of prey. The use of these animals is much more limited than many fantasy gamers would believe. Falcons were used specifically for the entertainment of the rich and hunting game fowl. A standard hunt would entail a game bird, such as a quail, pheasant, duck, etc., being flushed out into the air by dogs, and the falcon released to strike it down. Players take note! For game purposes, let us presume that these avian predators can be trained to pursue and attack any, visible, flying foe or target, strike down other birds, and return it to its master. Let us further suppose that they can be trained to strike at any "moving" target that they are directed at. This means a falcon could be sent to fly in the face of an opponent and slash at him with its claws for up to two attacks per melee round before returning to its master or flying into the sky.These trained birds respond to hand signals and whistles. They are trained to strike and return, little more. Under no circumstance can these birds fly along side its master or follow even simple instructions — this is a dumb bird, not a dog with wings. Note: Falcons or any uncaged bird cannot be taken into underground dwellings or inside buildings without panicking. This is one reason they are always blinded with a leather hood. Another reason is that they instinctively attack any small, moving prey and are easily startled. Furthermore, it is impossible to engage in combat with a falcon on one's wrist or shoulder without injuring the falcon or oneself. Trainers must roll two out of three successful rolls to succceed in training their bird. Failure means that the animal cannot be broken of bad habits and training is a general failure. Base Skill: 30+5% per level of experience.

Fashion Tools and Weapons: Useful tools and weapons can be constructed from readily available material. These crude items are usually made from wood, stone, vines, and bones, and include making a simple wood and/or stone hammer, club, hand shovel, pick, fishing hook, bone needle, wooden stake, torch, rope, string, fishing line, simple flute, blow gun, staff, wooden spear, bola, throwing stick, arrow, short bow, stone knife, and spear and axe head made from chipped stone. The ability to fashion tools is a source of pride for jungle tribesman and wilderness folk. An unsuccessful roll results in a product that is completely useless, try again. It generally takes about 1D4 hours to make a small, simple item and 2D4+1 to make a larger, more elaborate item like a stone axe, spear with a stone head, short bow, etc. Base Skill: 20% + 5% per level of experience.

Field Armorer: This is a version of an assistant blacksmith. A competent field armorer can maintain,fix, and modify body armor (a successful roll and 1D4 hours ofwork with a blacksmith facility restores 30% of lost S.D.C.). In addition,the field armorer can patch holes in armor or metal pots, make arrowsand arrowheads, sharpen blades/weapons, and make horseshoesand basic metal items (including nails, spikes, chain links, simple rings,and horseshoes). He can also deactivate, reset and fix simple traps (rollfor each attempt).[Armourer] Base Skill: 30+5% per level of experience.

Horsemanship: There are several ranges of horsemanship skills, each indicating a certain degree of training and expertise. The individual O.C.C. will indicate which of the three applies to that occupation (general knowledge is most common). Each type of horsemanship has the following skills and areas of knowledge. The higher the skill percentage the better the skill or ability. Note: To avoid being thrown from the horse when jumping, charging, kicking or performing some other difficult maneuver or trick, the character must roll under his percentage to remain in the saddle and in control of his animal.
  • Ride & care of horses: The first percentile number indicates the character's riding ability and a fundamental knowledge of feeding, caring, and grooming of horses.
  • Recognize quality/breed: The first percentile number also indicates the success ratio of recognizing the breed quality, age, strength, speed, health, and general attributes/capabilities (race horse, workhorse, warhorse, etc.) of the animal.
  • Breed horses: The second percentile number indicates the knowledgein the raising, breaking, training and breeding of horses. It includes shoeing horses, giving birth, and curing minor ailments and injuries.
  • Jumping: The second percentile number also indicates the success ratio of NOT being thrown from the horse when jumping, charging, kicking or performing some other difficult maneuver or trick, character must roll under his percentage to remain in the saddle and in control of his animal. Damage from being thrown off a horse is typically 1D6.
  • Racing: The second percentile number also indicates the success ratio of maintaining control and getting maximum speed while racing at full gallop. A failed roll means the horse runs quickly but 10% short of its maximum speed attribute. A successful roll not only means running at maximum speed, but the rider can coax that little extra spirit and speed out of the animal. Once every four minutes, the rider can get the horse to kick into overdrive and run at 25% faster than its normal maximum. However, this speed can only be maintained for one minute at a time and cannot be done more than three times in a 15 minute period. Maximum running speed can be maintained for a period of minutes equal to the horse's P.E. attribute. Pushing the horse beyond its endurance will cause it to slow down by 30% and after 4D4 minutes, collapse from exhaustion (requires at least a half hour rest and light activity for another hour).
  • Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not the horse.The rider gains a combat advantage from the height and speed of being mounted.
    • Horsemanship: Exotic Basically the same as the general horsemanship skill, except that the character is experienced in riding other types of "tame" animals. This can include elephants, camels, lamas, and elephants trained (or willing) to be riding animals. Wild, untamed creatures cannot be ridden (except by druids and others with special animal skills). Base Skill: 30%/20%+5% per level of experience.Note: Characters with the traditional "horsemanship" skill for riding horses and other very horse-like animals can quickly figure out how to ride exotic animals, but at a skill penalty of -12% to ride.
    • Horsemanship - General: Base Skill: 35%/20%+5% per level of experience. All the basic skills as noted above. Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not the horse.The rider gains a combat advantage from the height and speed of being mounted.
      • +1 to parry or dodge while on horseback.
      • Inflicts +1D4 to damage when on horseback.
      • Charge attack (running horse) with a lance, pole-arm or spear: +1D6damage. The attacker must roll under the second percentile numberto avoid being dismounted. Charge attacks count as two melee actions/attacks.
      • Horse attack: This indicates that the rider is skilled enough to remainsaddled while he attacks and has his horse rearing or kicking in simultaneousattack (roll under second percentile number). Damagefrom the kick of a horse will vary with the size and breed of the animal;generally 2D6 from the front legs and 4D6 from the rear legs.
    • Horsemanship - Knight:Base Skill: 40%/30%+5% per level of experience. All the basic skills as noted above.Combat: All bonuses are in addition to other combat skills, weaponproficiencies, or attribute bonuses. Applies to the rider, not the horse.The rider gains a combat advantage from the height and speed of beingmounted.
      • +1 on initiative when on horseback.
      • +1 to roll with fall or impact when knocked from a horse.
      • +2 to parry or dodge while on horseback.
      • Inflicts +1D6 to damage when on horseback.
      • Charge attack (running horse) with a lance, pole-arm or spear: +2D6damage. The attacker must roll under the second percentile numberto avoid being dismounted. Charge attacks count as two melee actions/attacks.
      • Horse attack: This indicates that the rider is skilled enough to remainsaddled while he attacks and has his horse rearing or kicking in simultaneousattack (roll under second percentile number). Damagefrom the kick of a horse will vary with the size and breed of the animal;generally 2D6 from the front legs and 4D6 from the rear legs.
    • Horsemanship - Paladin: Base Skill: 45%/40%+5% per level ofexperience. All the basic skills as noted above.Combat: All bonuses are in addition to other combat skills, weaponproficiencies, or attribute bonuses. Applies to the rider, not horse. Therider gains a combat advantage from the height and speed of beingmounted.
      • +1 on initiative when on horseback.
      • +2 to roll with fall or impact when knocked from a horse.
      • +2 to parry or dodge while on horseback.
      • Inflicts +6 to damage when on horseback.
      • Charge attack (running horse) with a lance, pole-arm or spear: +3D6damage. The attacker must roll under the second percentile numberto avoid being dismounted. Charge attacks count as two melee actions/attacks.
      • Horse attack: This indicates that the rider is skilled enough to remainsaddled while he attacks and has his horse rearing or kicking in simultaneousattack (roll under the second percentile number). Damagefrom the kick of a horse will vary with the size and breed of theanimal; generally 2D6 from the front legs and 4D6 from the rearlegs.


Heraldry: The heraldry skill is really two-fold. First, it offers political knowledge regarding ruling governments/powers, kingdoms and royal families. The heraldry symbols are often genealogical and political stamps that can reveal a great deal to those familiar with world politics and political intrigue. Such emblems can reveal at a glance what kingdom the wearer represents, his royal family, social status, reputation, military strength, wealth, etc. The second is the ability to correctly create (or devise) or blazon a heraldic mark in accordance to the rules of the land and court. Punishment for stealing or forgery of another's insignia can be quite severe,and can lead to lengthy imprisonment, torture, or death at the hands of an irate noble, knight or royalty. The first number indicates the character's ability to recognize and interpret the political significance of a coat of arms (as described above). The second number indicates the character's ability to recognize whether the emblem is correctly emblazoned, as well as to make a proper coat of arms himself (as described below). Add a +5% bonus if the character also has the intelligence skill.

The Arms of a Realm and its monarch are the same and one. Such arms are called "Arms of Dominion." As these are the arms of the living symbol of a people, new dynasties abandon their family arms and assume those of the realm. Arms of Dominion mark the public authority of the crown and must not be used by private citizens. Occasionally, dynasties retain family arms and combine them with The Arms of Dominion. This is more often done by those given one of the following:

  • Large Territorial Fiefs
  • Positions at Institution
  • Appointments (chamberlain, butler, etc.)
In cases of disputes, the king would give authority to the Lord High Constable and/or the Earl Marshall to judge such matters. Aside from the army, who may bear the kingdom's arms, only the king's heralds, in the performance of their duties, or sometimes greater nobles, wear their master's coat. Family Crests: A noble/knight in full armor is unrecognizable, so each wears a badge, coat, flag, etc., by which he can be identified as friend or foe. When it is a coat/cloak worn over one's armor, it is called his "Coat of Arms." This identifying decoration or emblem is also frequently displayed upon banners, wall hangings, shields and horse cloths.The rules of Heraldry are simple:
  • No two men in the same region can wear the exact same coat ofarms (as these are personal symbols, marking an owner's possessionsand rank). Even a legitimate son cannot wear his father's "arms," but mustput a mark upon it, altering it slightly. Upon the father's death, the eldest son inherits the father's coat of arms from him. Younger sons andtheir descendants have to make some sort of permanent change at thistime; this is called differenceing.
    • Changing Colors
    • Changing colors to metal and metals to color.
    • Adding a new device/emblems or border or both.
    • Any combination of the above.
  • Illegitimate offspring must have a special mark of difference or an entirely new coat alluding to their sire's.
  • Daughters and wives are allowed to wear their father's coats when they marry. They place their arms besides their husbands on his shield (this is called impaling). If a son wishes to use his mother's "arms" without modification, he must also take her surname or he must "quarter his shield"; equally exhibiting the arms its owner has inherited. If no sons are born, daughters become heir to the arms, which can beplaced in the middle of their husband's shield. This is called Escutcheon of Pretense.If a man had several daughters but no son, then all his grand children could eventually quarter his arms with their father's. The shield may bequartered (evenly) indefinitely.
Base Skill: 20+5% per level of experience.

Teamster/Wagoner This is the skill of driving teams of animals, such as for wagons orcarriages. It includes the skills of harnessing the animals, caringfor them and judging them for quality before purchase. Drivingmore than four animals, or driving a team of unfamiliar animals, gives a -5%. When a wagon or other load is moved at a gallop(over 20 mph, or 10 hexes per turn), the driver must roll against his Teamster, at a penalty of up to -10% for bad terrain. A failed roll spills the wagon. This is equivalent to a 20 foot fall (2d6 damage) for each man and animal involved, as well as the cargo. Time required to reload the cargo depends on the load, the terrain, and the weather Base Skill: 25+5% per level of experience.

Trick Riding Riding bareback, standing on the animal’s back, hanging from the side, or under its belly (usually for rodeo tricks or to hide from enemies), side saddle, as well as quick mounts and dismounts, mounting a horse by leaping down from above or with a running start, leaping from the back of a horse onto another horse or wagon, and similar. [One of the horsemanship skills] Base Skill: 25+5% per level of experience.