LABOUR SKILLSNote:Prerequisite Skills are shown in [italics] and Bonuses shown in () LABOURArmour/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.
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.
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.
Building Construction: Knowledge in the methods for building houses bridges, towers, etc. This includes knowing what building materials should be used, knowing how to set frames, what tools and techniques are approprate, and accurately reading architectural plans to build some sort of structure. Will also know how to use most construction equipment, drill holes, etc. Note: Having the Armourer skill will enable him to build structures out of metals as well as wood. [Carpentry, Masonry, Plumbing] Base Skill: 40+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.
Carpentry: A fundamental knowledge of working with wood. The character knows how to prepare, treat, and preserve wood, recognize quality craftsmanship, can repair damage wood and wood items, and build chests, chairs, tables, cabinets, houses, etc. Base Skill: 30+5% per level of experience.
Cobbler: Skill in repairing, mending, treating, and making shoes. Base Skill: 25+5% per level of experience.
Fashion Tools/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, and 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, 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: 25+5% per level of experience.
General Maintenance/Repair: Not everyone can be a blacksmithor a carpenter, but many are good with their hands and capable of doingsatisfactory repairs on simple mechanisms, gears, pulleys, wheels, andso on. General repair/maintenance skill includes: sharpening blades/weapons, sewing tears in sails and clothes (it may not look pretty, butdoes the job), replace a wagon wheel, repair furniture, paint, varnish,and assist in basic woodworking, and even do minor patchwork on armor(restores 2D6 S.D.C.).Roll once to see whether the character can figure out what's broken,what must be done to fix it, and whether it's beyond his meager abilities.Roll again to determine success or failure in making the actual repair.If failure, the player may try again. Reduce skill proficiency by half if the item is extremelycomplex. Base Skill: 50+5% per level of experience.
Glassworking: Skill in making objects out of glass, by blowing air into hot glass. Can make tubes, vases, glasses, etc. In conjunction with the art skill, the glass working will be of superior artistic quality. Base Skill: 25+5% per level of experience.
Locksmith: the study of lock designs and the ability to repair, build, modify and open locks. It usually takes 1d4 melees to open a lock. Base Skill: 25+5% per level of experience.
Logging: Knowledge of the equipment, the techniques and systems used in logging/clear cutting forests for the purpose of treating and selling the wood. The character will know the basic methods for choosing trees/forests, cutting down a tree, or a group of trees, the maintenance and use of logging equipment (saws, climbing gear, etc.), a general knowledge of the value of different varieties of trees and an understanding of how to treat/store wood. Base Skill: 25+5% per level of experience.
Masonry: A rudimentary understanding of the principles of bricklayingand stone construction. The percentile number indicates the successratio of recognizing deterioration, improper construction, theintended purpose of construction, styles of masonry, approximate age orperiod of construction, identify dwarven and human construction, andgeneral data about mason guilds. The character can also mend masonryand assist in construction and demolitions. The masonry skill adds a bonus of +5% to locatesecret compartments when both skills are known. Base Skill: 35+5% per level of experience.
Metallurgy: This is the science of separating metals from their ores and preparing them for use by smelting, refining, etc. Study includes the behaviour and properties of metallic, ceramic, and composite materials (observe mechanical, thermal, electrical and chemical behaviour.) This also includes brazing, extraction of metals from areas; fabrication and joining processes (metal alloys) and the use of tools, equipment and methods. Base Skill: 25+5% per level of experience.
Mining: The ability to locate mineral deposits or areas where they are likely to be found, excavate the land and separate ores. The person also has the knowledge to successfully dig a mine, pan for gold, and/or direct a mining operation. The actual finds, costs, and actual profits of a mining project should be determined by the GM. Remember that most mining operations are guess-work and yield nothing or very little. Base Skill: 30+5% per level of experience.
Plumbing: Knowledge of how to fix blocked drains, leaky faucets, add tubing/plumbing to a network, connect systems to main drains/local sewage systems. Also knows the basics of water management systems, water pumps and water towers, etc. Base Skill: 25+5% per level of experience. Return to Occupations and Skills
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