Caelestis Ulterius RPG Information Databank

STAGE MAGICIAN / PERFORMING ARTS SKILLS

Acting/Impersonation: This is simply the skill of pretending, convincingly, to be someone else. Since this is mainly used for stage acting (or on television, etc.), it is not as useful for deceiving someone face to face. It can be used to this end, but is no substitute for the Impersonation skill. Attempting to impersonate/fool someone is done at -25%. This skill includes knowledge of acting styles, method acting, improvisation, and so forth. It also enables a person to impersonate another person. This means the person must have a rudimentary (if not comprehensive) knowledge of the person or general type of personnel that he is impersonating. This is likely to include a knowledge of enemy/subject of impersonation, military procedure, dress, command, rank, and will usually require speaking the language fluently. This means the character can convincingly impersonate a general type of person/soldier/advisor by accurate disguise, proper action and language. Base Skill: 36% + 4% per level of experience.

Clowning: The profession of the clown is an ancient one. Clowning is more than just a costume and makeup, although learning to wear the makeup is a difficult and time consuming process. Clown take on very special "characters" (as if the character were role-playing someone entirely different). Note that clowns, in most fantasy worlds are not considered funny (although they do get laughs). Their acts, skits and play are all ancient routines (called "mystery plays"), the meanings of which are often totally lost in the history of a forgotten time. Note: All clowns are members of the clowning guild, no ifs, ands, or buts. "False" clowns, those without guild authority are often hunted down and killed, usually by assassins, but royal agents of a few kingdoms are known to have been involved, at one time or another, in the slaying of pretend clowns. Bonuses: +5% for each of the following skills: acting, disguise, and history. Base Skill: 20%+4% per level of experience.

Contortionist: The ability to temporarily dislocate bones from joint, fold and bend the body to fit into extremely small areas or through spaces normally too tiny for a normal person. Can fold into a two foot ball and flatten self to four inches. Bonuses: +5% to escape artist skill, +2 to roll with punch or fall.

Dance: A practiced skill in the art of dance. The percentile number indicates the relative skill and quality of the dancer. NOTE: Characters with an extremely high Physical Prowess (P.P.) will get a bonus in their dance proficiency: P.P. 15 - 20: +5%, 20 - 25: +10%, 26 or higher: + 15% (+1 to P.P.) Base Skill: 30+5% per level of experience.

Hypnosis: is a trance-like state that resembles sleep but is induced by a person whose suggestions are readily accepted by the subject. The hypnotist will use calming techniques designed to relax the subject by suggesting that their limbs are going limp, eyelids are getting heavy, etc. Relaxation is not a key factor, however, as hypnosis can be induced during vigorous exercise. Hypnotic susceptibility is a measurable amount of responsiveness that one can have to hypnosis. Not all people can be hypnotized, but about 10% of people respond exceptionally well. There is a common claim that no one can be hypnotized against his will. The counter-claim given by many hypnotists is that while it is not possible make someone do anything against his will, it is possible to change what it is that he wishes to do. This lowering in inhibitions is called dis-inhibition and can sometimes be found in the hypnotized subject and leads him to performing acts that he would normally consider socially unacceptable or simply would not do otherwise. Base Skill: 20+5% per level of experience.

Impersonate/Imitate Voice: Character can, with practice, attempt to imitate the voice, accent and expressions of another person. Base Skill: 36/16+5% per level of experience.

Jesting: The medieval equivalent to a comedian is more than just a teller of jokes. The jester literally “play the fool,” in that the object is to make oneself look like an idiot. On a physical level this involves being able to trip over their own feet, look incredibly clumsy, and take pratfalls (all without seriously injuring oneself.) The jests themselves are verbal jokes, part of conversations that a jester may have with himself, or with others (usually while pretending to be someone else.) The idea is to always have the humour on two levels, the overt funny stuff that even the most ignorant observer will find funny, and a more sophisticated, biting, sardonic humour that only those in the know will understand. Jesters also know how to create jokes, put together comedy scenes, and assemble “situation” comedies. Traditionally jesters wear foppish clothing that is a mix of mismatched colours and patterns. Most successful jesters are considered to be wise counselors, and are respected for being the only member of a court who can tell the monarch that he is acting like an idiot without getting himself beaten, killed or imprisoned. This is usually done by playacting at being monarch and exaggerating any foolish or wrongheaded moves or decisions (while funny, this is not usually done in public, but privately.) +5% if the Acting skill is known. Base Skill: 28+5% per level of experience.

Juggling: The ability to toss "up" a number of objects, such as balls,clubs, knives, lit torches, and almost any small objects, and keep them continuously in the air with fast hand movements. It is used for the entertainment of others and to develop greater hand-eye coordination; +1 on initiative roll. Base Skill: 40+5% per level of experience.

Lighting Technician: This is the rudimentary understanding of lights, wattage, how to set mood, in the various types of media. The character must choose from one of the categories below:
Film: The character can recreate sunlight, moonlight, and various other forms of light, with actual studio lighting and shading. The character can even set the lighting up at the dead of night and recreate the sun's light with this specialized ability. This helps cut down on costs of having to do location shots during the day. Base Skill: 30%+5% per level of experience. A failed roll means that the lights are in correct and have to readjusted taking an extra 1 to 2 hours.
Photography: The character can set up the lights on a model shoot and be able to light their hair properly, or not cast face shadows, etc. Base Skill: 30%+5% per level of experience. A failed roll means that when the pictures come back the shots are incorrect, due to lighting problems, for what the photographer wanted.
T.V.: T.V. is different than film in the fact that film reproduces colors and lighting techniques better than a T.V. camera can. The character is taught three point lighting techniques. With video the character doesn't have to be pin point accurate. Base Skill: 40%+5% per level of experience. A failed roll means that the lighting was improper done for that scene or shot and only requires 30 to 60 minutes to correct.

Mime: The artful combination of two other skills, prowl and sign language, to create a form of silent entertainment. Characters who choose the mime skill must first select both prowl and sign language. The percentile number indicates the overall quality and acting/portrayal of the mime. Base Skill: 30+5% per level of experience.

Music: Composition Is the practiced study of musical arrangements, lyrics, rhythm, aesthetic consideration and creativity. Base Skill: 32%+4% per level of experience. The writing will be competent and pleasant to listen to, but two skill selections in this same category must be taken for the writing to be of professional quality. Add a one time bonus of 15% if this is done.

Music: Instrumental An instrumental is, in contrast to a song, a musical composition or recording without lyrics or any other sort of vocal music; all of the music is produced by musical instruments. Specifically, this term is used when referring to popular music; some musical genres make little use of the human voice, such as jazz, electronic music, and large amounts of European classical music (although in electronic music the voice can be sampled just like anything else). In commercial music, some tracks or songs on a compact disc include instrumental tracks. These tracks are often exact copies of the corresponding song, but do not have vocals. Base Skill: 32%+4% per level of experience.

Music: Performance Musical performance, step in the musical process during which musical ideas are realized and transmitted to a listener. In Western music, performance is most commonly viewed as an interpretive art, though it is not always merely that. Performers to some degree determine aspects of any music they play. Issues of tempo, phrasing, dynamics, and, in some types of music, pitches and instrumentation are subject to a performer’s discretion. Because the pleasure people derive from sounds has always been closely related to the pleasure they derive from making the sounds themselves, it is difficult to conceive of the origin of music as separate from an act of musical performance. Models for the establishment of rhythm may be found in heartbeat and breathing, and in the inflections of speech and cries of grief, pleasure, and desire are found the source of what became song. Base Skill: 30+5% per level of experience.

Music: Sing The simple ability to read music and carry a pleasant tune. Of professional quality if selected twice. Base Skill: 30+5% per level of experience.

Musician A musician is a person who plays a musical instrument professionally. Musicians can specialize in any musical style, and some musicians play in a variety of different styles depending on cultures and background. Examples of a musician's possible skills include performing, conducting, singing, rapping, producing, composing, arranging, and the orchestration of music. Base Skill: 45+5% per level of experience. Considered professional or expert quality.

Performance: This ability is used by actors, gladiators, pro-wrestlers and politicians to impress and sway the public. A character with this skill knows how to do things with flair; if a skill roll is successful, it works like an attempt to charm or intimidate the audience. Base Skill: 30%+5% per level. Note: Obvious lies, inconsistencies and evidence to the contrary may ruin the effectiveness of the best performance. G.M.s, use your discretion.

Play Musical Instrument: The character has learned to play a particular musical instrument with a fair amount of skill. The sound is generally pleasant (except when a bad roll is made). Note that each specific instrument requires the selection of this skill. For example: a character who can play the guitar, violin, and flute must select the play musical instrument skill three different times. Base Skill: 25+5% per level of experience.

Poetry: Poetry: Creating good, and sometimes a inspirational, poetry.
  • Haiku: are short, three line, seventeen syllable poems that are the national poetry of Japan. Poetry often accompanies important events in society. For example, a samurai compelled to commit ritual suicide is expected to compose a "death poem." Base Skill: 35% + 5% per level of experience.
  • Waka: Also called tanka,or "short form", waka are very short fixed forms containing 31 syllable,, arranged 5-7-5-7-7, and are said to exceedingly express the feelings of the Japanese people. The writing of waka poetry has been traditionally called "Shikishima no Michi" , or the "Way of Shikishima" (A poetic name for Japan). Waka poetry has a history that extends back to over a thousand years. The writing of waka was nourished and elevated through history by Imperial Court, and many of the ancient poems that have been left to us were written by Emperors themselves. The first Japanese history, set down around 712 AD in the Kojiki, cite the first examples of lyric poetry in Japanese culture. Japanese poetry had its early beginnings in the style known as tanka. Base Skill: 50%+5% per level of experience.
  • Renga: The foremost poetic development in the period after the early 14th century was the creation of the renga, or linked verse, a form circumscribed by many regulations. Three or more poets would cooperate in composing one long poem, consisting of alternate verses, one containing lines of seven, five, and seven syllables and the other two lines of seven syllables each. Base Skill: 50%+5% per level of experience.

Public Speaking: Training in the quality of sound, tone, pitch, enunciation, clarity, and pace in speaking to the public, loudly and distinctly. Also includes the practice of good, enticing storytelling and composition of the spoken word. The percentile number indicates the overall quality and charisma of the spoken word. Optional: Seeing how the M.A. stat would have a bearing on this skill, a GM may allow a bonus to this skill based on a high M.A., either the I.Q. bonus line or the trust/intimidate bonus divided by 5. Base Skill: 30%+5% per level of experience.

Recording Engineer: This is the art of putting sounds on tape. The character will be able to take acoustical sounds and put them on cassette, reel to reel, multiple-track, etc. The character will also have a limited knowledge on microphones and placements to get the best sounds. The character will also have a limited knowledge of sound equipment, such as, mixing consoles, effects, equalizers, etc. There's more to it than what is stated, but the character will have a limited knowledge on sound and how to reproduce it. This also gives the character the ability to work with T.V., video, and movies. A reminder that T.V./Video is a separate from this skill. In order to become a professional at this, the skill must be picked twice with a bonus of 10%. Requires: Basic Electronics, Basic Math, and Literacy. Base Skill: 15%+5% per level of experience. Note: You do not have to be a musician to have this skill.
Live Sound Engineer: A subbranch of Recording Engineer, this is the art of reproducing sounds as they happen, in a live show environment. This skill will enable the character to create sounds live. The best example is when band performs live the character would be behind the main house console, set up a P.A. system, constructing the stage, operation and maintenance of the power amps, and knowledge of speakers and how to aim them in order to achieve the best sounds covering the most area. This skill also, enables the character to work the monitor console behind the stage. The character will also have knowledge of mixing consoles, effects, equalizers, crossovers, etc. This skill is often considered separate from Recording Engineer, because the recording engineer 9 times out of ten is working in a building which has separate rooms, all of which are sound proof. Live is dealing with the acoustics of a building or an out door show. In order to become a professional at this, the skill must be picked twice, plus adds a one time bonus of 10%. Requires: Basic Electronics, Basic Math, and Literacy. Base Skill: 15%+5% per level of experience. Note: You do not have to be a musician to have this skill.

Sleight of Hand: This skill counts as two skills. A skill that involves the manual dexterity of hand and finger manipulation to perform certain feats. One of the tricks or gimmicks, of sleight of hand is to distract the observer(s) with one hand and palm or otherwise manipulate an item with the other hand. Techniques include hand positioning, tensing, and popping joints in and out.(+4% to Card Sharp, +5% to Palming, Pick Pockets and Concealment) Base Skill: 30+5% per level of experience.

Sports: Can include any team sport such as Baseball, Basketball, Football, Hockey, or Soccer. Base Skill: 30% + 5% per level of experience. Optional: If a character buys any sport skill twice, then that gives him professional status. That means the character can have a secret identity working as a member of a professional sports team or traveling as a participant in international sporting events. Particularly valuable as good covers are Golf and Tennis, both of which allow the character to travel widely. Bonuses: Adds 2D4 S.D.C. and +1 to roll with a punch or fall.

Stage Carpentry/Assembly: A “quick and dirty” version of the carpentry skill, items constructed with this skill are designed to look “good enough” from 10 feet but usually aren’t designed to last more than a few shows before having to be broken down. Base Skill: 20+5% per level of experience.

Tumbling: This skill builds and strengthens the body for feats of strength, endurance and agility. Abilities include a variety of gymnastic type rolls, leaps, tumbles, falls, cartwheels, somersaults, and hand stand type exercises. These differ from the acrobat in that they are performed on the ground and involve rigorous exhibitions of speed and strength involving elaborate tumbles, back-flips, body throws, and so on.Sense of Balance is the ability to maintain grip, hold or footing, 20+5 per level of experience.Body Throw: while usually used on a cooperative partner, this judo-type flip can be used on an opponent, doing 1d6 damage, plus the victim loses initiative and one attack that melee Note: the tumbler must be weaponless, using both hands to grab his opponent and throw/flip him to the ground..Back Flip and Somersault: +4 to dodge quickly by flipping out of harm’s way or over one’s opponent. Always ends in a tumble and crouched stance. Like all dodges, it takes the place of one attack that melee. However, because the tumbler has flipped a fairly great distance, the attacker also loses one attack, as he must turn around or lunge forward to renew his attack 40+5% per level of experience.Stilt Walk: To construct and walk on stilts. A failed roll means a fall off the stilts (roll every 15 feet walked.) 50+5% per level of experience.Pole Vault: 8 feet for every other level of experience. Failure means only half the intended height is achieved, or the tumbler has vaulted into a wall or other solid object (2d4 dam). Will always land in a tumbling roll unhurt, when successful. 50+5% per level of experience.Leaps: 5ft long plus one foot every other level, 4ft high plus one foot every three levels+2 roll with punch/fall, +2 P.S., +1P.E. and +2d4 S.D.C. Base Skill: 30+5% per level of experience.

Ventriloquism: The practiced ability to throw one's voice. This can be used to create the illusion of not speaking while making a voice or verbal noise appear to be coming from someone something else, such as a puppet, a tree, box, chair, etc. Maximum range is 10 feet (3 m) away.A failed roll means the voice is not well thrown or the ventriloquist's mouth is seen moving, so the trick does not work Base Skill: 20+5% per level of experience.