MILITARY SKILLSNote:Prerequisite Skills are shown in [italics] and Bonuses shown in () MILITARYArmour Identification: Characters with this skill can identify all different types and origins of armour as well as the weak points and strong points of each. The character can identify amours related to different time periods and the cultures that used them. Base Skill: 30+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.
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.
Blind Fighting: The skill of fighting in conditions of poor or no light. The character only suffers half the normal penalties for fighting in complete darkness or when blinded, and only suffers the normal penalties of blindness when fighting under starlight. Also when dealing with invisible opponents, the character only suffers the normal penalties. To receive these benefits the player must roll under the blind fighting skill percentage. Also the character has a chance of detecting the presence of an invisible creature, equal to half the skill proficiency. Base Skill: 20+5% per level of experience.
Camouflage: The skill of concealing a fixed base position, campsite,wagon, crates, siege weapons, equipment or individual, using naturalor artificial materials. A fair amount of time is involved in thepreparation of a large position. Large nets, rope, cut branches and underbrushare used most often in camouflage. This skill is also used toconceal traps. Sounds or odors coming from the place of concealment will negate even the best camouflage and lead enemies right to it. Base Skill: 25+5% per level of experience.
Cartography: The methods and abilities needed for accurate map making and map reading. Inclues a basic undertanding of geology, estimation of distances, and the use of advanced sensors for gaging altitude, distance, depths, etc. Characters will be able to make extremely accurate land and underwater maps, including topography, prevailing wind/currents, terrain type and all other pertinent geographic information. Also includes the ability to accurately read and interpret a map, adding +10% to navigation skills when this skill and a map are present. [Navigation, Literacy] Base Skill: 55+5% per level of experience.
Climbing/Scale Walls: Knowledge of the tools and techniques forclimbing up sheer surfaces, be they natural mountains or man-made.Players should roll once for every 20 feet (6.1 m) of a vertical climb. Ifthe roll fails, it means he is losing his grip; however, every "skilled"climber gets a chance to regain his grip, roll again. Two consecutivefailed rolls means the character falls Base Skill: 50+5% per level of experience.
Detect Ambush: Training which develops an eye for spotting locations and terrains suitable for ambushes and being ambushed. It also provides a rudimentary knowledge of guerrilla tactics used by the enemy.(+5% to Guerrilla Warfare) Base Skill: 50+5% per level of experience.
Falconry: The art of training and handling falcons, and other birdsof prey. The use of these animals is much more limited than many fantasygamers would believe. Falcons were used specifically for the entertainmentof the rich and hunting game fowl. A standard hunt wouldentail a game bird, such as a quail, pheasant, duck, etc., being flushedout into the air by dogs, and the falcon released to strike it down.Players take note! For game purposes, let us presume that theseavian predators can be trained to pursue and attack any, visible, flyingfoe or target, strike down other birds, and return it to its master. Let usfurther suppose that they can be trained to strike at any "moving" targetthat they are directed at. This means a falcon could be sent to fly in theface of an opponent and slash at him with its claws for up to two attacksper melee round before returning to its master or flying into the sky.These trained birds respond to hand signals and whistles. They aretrained to strike and return, little more. Under no circumstance can thesebirds fly alongside its master or follow even simple instructions thisis a dumb bird, not a dog with wings.Note: Falcons or any uncaged bird cannot be taken into undergrounddwellings or inside buildings without panicking. This is one reasonthey are always blinded with a leather hood. Another reason is thatthey instinctively attack any small, moving prey and are easily startled.Furthermore, it is impossible to engage in combat with a falcon onone's wrist or shoulder without injuring the falcon or oneself.Trainers must roll two out of three successful rolls to succceed intraining their bird. Failure means that the animal cannot be broken ofbad habits and training is a general failure. Base Skill: 30+5% per level of experience.
Field Armourer: 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.
Forced March: Practiced training in uniform marching with a fullfield pack and weapons. The marching is done at an even pace andrhythm that enables the marchers to cover great distances on foot at afaster than normal pace. Increase the normal physical endurance rate asto how long an activity like marching can be maintained by five times;applicable only to forced marches/travelling. Maximum speed on aforced march is roughly 60% of one's speed attribute and enables alarge group of dozens to hundreds of soldiers to travel at the same consistentpace; suitable for everybody in the group (never less than aspeed of 8). Likewise, this skill trains soldiers to make coordinatedcharges and maneuvers, including spear runs, spear and shield placement,and so on.(Adds +1d4 P.E.) Base Skill: 25+5% per level of experience. Fortifications: This is the skill of designing and building defensive fortifications. If provided with the time and materials, the character can greatly increase the defensive value of natural terrain with murderous defenses that include obstacles to impede movement and protective structures to shield friendly forces from enemy fire. The character is trained to prepare mine fields, barbed wire, tank obstacles, tanglefoot wire, booby traps, trenches, tank ditches, foxholes/shell scrapes, reinforced earthen walls, bunker complexes, tunnel systems and similar defensive constructions. Base Skill: 25+5% per level of experience.
Guerrilla Warfare: is the unconventional warfare and combat with which small group combatants (usually civilians) useing mobile tactics (ambushes, raids, etc) to combat a larger, less mobile formal army. The guerrilla army uses defense (draw enemy forces to terrain unsuited to them) and mobility (advantage and surprise) in attacking vulnerable targets in enemy territory. They tend to use small-scale raids, ambushes and attacks. Guerrilla operations typically include a variety of attacks on transportation routes, individual groups of police or military, installations and structures, economic enterprises, and targeted civilians. Attacking in small groups, using camouflage and often captured weapons of that enemy, the guerrilla force can constantly keep pressure on its foes and diminish its numbers, while still allowing escape with relatively few casualties. The intention of such attacks is not only military but political, aiming to demoralize target populations or governments, or goading an overreaction that forces the population to take sides for or against the guerrillas.Whatever the particular tactic used, the guerrilla primarily lives to fight another day, and to expand or preserve his forces and political support, not capture or holding specific blocks of territory as a conventional force would. Base Skill: 40+5% per level of experience.
Heraldry: The heraldry skill is really two-fold. First, it offers political knowledgeregarding ruling governments/powers, kingdoms and royal families.The heraldry symbols are often .genealogical and political stampsthat can reveal a great deal to those familiar with world politics and politicalintrigue. Such emblems can reveal at a glance what kingdom thewearer represents, his royal family, social status, reputation, militarystrength, wealth, etc.The second is the ability to correctly create (or devise) or blazon aheraldic mark in accordance to the rules of the land and court. Punishmentfor stealing or forgery of another's insignia can be quite severe,and can lead to lengthy imprisonment, torture, or death at the hands ofan irate noble, knight or royalty.The first number indicates the character's ability to recognize and interpret the politicalsignificance of a coat of arms (as described above). The second numberindicates the character's ability to recognize whether the emblem is correctlyemblazoned, as well as to make a proper coat of arms himself (asdescribed below). Add a +5% bonus if the character also has the intelligenceskill. The Arms of a Realm and its monarch are the same and one. Sucharms are called "Arms of Dominion." As these are the arms of the livingsymbol of a people, new dynasties abandon their family arms andassume those of the realm. Arms of Dominion mark the public authorityof the crown and must not be used by private citizens.Occasionally, dynasties retain family arms and combine them withThe Arms of Dominion. This is more often done by those given one ofthe following:- Large Territorial Fiefs
- Positions at Institution
- Appointments (chamberlain, butler, etc.)
In cases of disputes, the king would give authority to the Lord HighConstable and/or the Earl Marshall to judge such matters. Aside fromthe army, who may bear the kingdom's arms, only the king's heralds, inthe performance of their duties, or sometimes greater nobles, wear theirmaster's coat.Family Crests: A noble/knight in full armor is unrecognizable, soeach wears a badge, coat, flag, etc., by which he can be identified asfriend or foe. When it is a coat/cloak worn over one's armor, it is calledhis "Coat of Arms." This identifying decoration or emblem is also frequentlydisplayed upon banners, wall hangings, shields and horsecloths.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 anentirely new coat alluding to their sire's.
Daughters and wives are allowedto wear their father's coats when they marry. They place theirarms besides their husbands on his shield (this is called impaling).If a son wishes to use his mother's "arms" without modification, hemust also take her surname or he must "quarter his shield"; equally exhibitingthe 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 Escutcheonof Pretense.If a man had several daughters but no son, then all his grandchildrencould eventually quarter his arms with their father's. The shield may bequartered (evenly) indefinitely. Base Skill: 20+5% per level of experience.
Intelligence: This is specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counterintelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimation of ranges, what to report, handling prisoners of war, and handling captured documents and equipment (tagging and reporting to group leader or proper authority). This means the character will be able to accurately estimate distances, the number of enemies, direction, purpose, and assess the importance of specific information. Further intelligence training includes a working knowledge of indigenous guerilla warfare, enemy practices, appearance, and current activities. This enables the character to recognize suspicious activity as guerilla actions and identify guerilla operatives and spies. For Example: A particular type or design of a booby trap, weapon, armor, mode of travel, or method of operation may be indicative of a particular race (wolfen, ogre, goblin, etc.) or a particular group of bandits active in the area. It may be up to the character to confirm the existence of the enemy and their strength, numbers, and current location. Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisors. This means the character learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, gangs, and leaders of the enemy. Such identification can pinpoint and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid. Note: A failed roll in any of the areas of intelligence means that evidence is inconclusive, or that the character has incorrectly assessed the information/situation and is uncertain. A failed roll involving individual clues may mean the character has dismissed it entirely as being meaningless (G.M.s use your discretion). Base Skill: 45+5% per level of experience.
Interrogation: This skill is common among policemen,intelligence officers, and assassins/spies/bounty hunters. The characterknows the techniques to get information from (typically unwilling) subjects.This includes such old methods as "good cop, bad cop" (one interrogatoris threatening and intimidating, the other is sympathetic andfriendly), deceiving and misleading the subject into giving away information,and similar methods. The character also can judge if the subjectis lying (the game master might assess bonuses and penalties dependingon how good a liar the subject is, and/or on the victim's M.E., M.A. andP.B; the higher any or each of these, the more convincing the lies). Thisskill also includes some basic knowledge on methods of torture, frombasic tactics like depriving the subject of sleep, to the old "medieval"instruments, and drugs. Note: Only evil characters will engage in tortureroutinely. Base Skill: 40+5% per level of experience.
Land Navigation: This skill enables the person to stay on course while traveling over land by means of observation. It includes mentally marking/recognizing geographic landmarks, estimating distance and movement, recognizing sounds, night travel, and other navigational tricks. The player should roll once for approximately every three miles traveled. A failed roll means the character is drifting off course; 2d10x100 yards/meters. Consecutive failed rolls means the individual does not realize that he s off course and continues in the wrong direction. Note: A group of average men can cover about five miles an hour at a brisk, but relaxed, pace through grassland, along dirt roads or pavement. Travel through dense forest or jungle at a cautious pace, with eyes open for danger, is about one mile an hour. Heavy rain or snow, fog, swamps, etc., will also reduce speed. Base Skill: 60+5% per level of experience.
Leadership: Leadership is the ability of an individual to set rules for others and lead from the front as well as the ability of an individual to influence, motivate, and enable others to contribute toward the effectiveness and success of the organizations of which they are members. Base Skill: 60+5% per level of experience.
Military Etiquette: This skill grants a basic understanding of theway the military works, including basic rules of behavior (when to salute,how to address superiors/subalterns, etc.), common routines, basicmilitary procedures, standard issue weapons, common attack and defenseformations, the chain of command and how to deal with militarybureaucracy, who to contact to get things done, and other useful information. Base Skill: 50+5% per level of experience.
Military History: This is an Advanced historical knowledge of the known worldwith a Military Focus. The base skill percentageindicates the approximate degree of information the character haslearned or can remember. Base Skill: 25+5% per level of experience.
Pressure Point Control Techniques: Combat This is a relatively simple, reliable system of pressure point manipulation designed to aid the officer in apprehending and controlling a suspect with minimal use of force. In game terms it acts as a supplement to the character s Hand to Hand skill, similar to Boxing or Wrestling. It is available only as a Scholastic or 2 Other skills, and should ideally be restricted to characters with a law enforcement/security or Martial Arts background.- +2 to Hold/Lock, Pin/Incapacitate, or Entangle (This bonus applies both to the initial attack/defense and to subsequent attempts to maintain or break the hold.) If the character does not posses one or more of the above attacks, the training includes an Entangle attack.
- Knockout/Stun on Natural 20 (if the character already has a Knockout/Stun attack from Hand to Hand, Boxing, etc. reduce the target number by one. (i.e. knockout on 18-20 goes to knockout on 17-20).
- Knockdown attack using basic pressure points, the character numbs the opponent s leg briefly; just long enough to force them to fall. May be performed with a kick or with a blunt weapon (commonly a nightstick or similar instrument.) Does normal damage for the application method and the opponent loses initiative and one attack. Requires a called shot. Maintain Balance rolls are at +5 vs. a knockdown kick of this type.
- Disarm punch using basic pressure points, the character numbs the opponent s arm briefly; just long enough to cause them to drop their weapon or other carried object. Does the character s normal punch damage (1d4 or higher) and acts as a disarm attack. The disarm punch takes two attacks. As with the Knockdown kick a called shot is required; lower rolls do normal damage but do not cause the Disarm effect. At the GM s option the disarm punch may be used to force opponents to break locks, holds and similar attacks as well
- +1 to save vs. pain
- +1d6 S.D.C.
[Biology] Base Skill: 25+5% per level of experience.
Recognize Weapons Quality: The ability to determine the level of a weapon s quality, including craftsmanship, weight, balance, edge, metal strength and so on. The character can also recognize if the weapon is crafted by a dwarf, kobold or other master weapon smiths, and if it may have bonuses to strike, parry or damage, or other special (magic) properties. Although the person may be able to tell that a weapon is superbly crafted, with bonuses, it is impossible to determine exactly what these bonuses are until used in combat or intense practice. Reduce the skill ability by if the item is not actually handled (seen but not touched/examined.) Base Skill: 25+5% per level of experience.
Repelling: Ths is a specialized, rope climbing skill used in scaling walls,towers, and cliff facings. For game purposes, rappelling will include ascendingand descending climbs. Base Skill in rappelling: Base Skill: 40+5% per level of experience.
Sapping: Skill in digging a tunnel to bring down castles or other fortifications. Used when the fortification is not built on solid rock, a tunnel is excavated under the outer defenses to provide access into the fortification or to collapse the walls. The tunnel is supported by temporary wooden props as the digging progresses and once the excavation is complete the wall or tower being undermined would be collapsed by filling the excavation with combustible material that, when lit, would burn away the props leaving the structure above unsupported and thus liable to collapse. Base Skill: 30+5% per level of experience.
Scouting: The ability to infiltrate wilderness regions and avoid detection by adversaries, in order to study and obtain information on such factors as terrain, road or trail conditions, the general status of an opponent s fortifications or defenses, the movement and/or condition of troops or groups of creatures, and the availability of food, water, or other natural resources. Base Skill: 40+5% per level of experience.
Siege Engineer: This is the knowledge of designing, repairing and properly using siege weapons. This is reflected by the first percentile number. With the proper siege weapons, the character can direct a siege against a castle or fort. The second percentage is the character s skill in countering a siege by anticipating an opponent s stragegies and tactics. A successful roll indicates that the constrction, repair, siege or counter tactics meets with positive results. A failed roll results in problems that lead to failure. Base Skill: 25/15+5% per level of experience.
Sniper: This skill represents special training in long-range bow and arrow attacks and marksmanship. Any type of long-range bow (300 Foot/91.4 m range or better) can be used for sniping. [W.P. with Archery type] Base Skill: Adds a bonus of +2 to strike on a carefully aimed shot counts as two arrow shots. Spelunking: The art and practice of exploring caves. Unskilled characters wandering about in a large series of natural caverns have about the same chance of survival as unskilled climbers attempting to scale a major mountain without guidance. Base Skill: 55+5% per level of experience.
Surveillance: The study of the operation, methods, and techniques used in surveillance and taking a strategic position. Including the use of common magic items, magic potions, and magic scrolls/spells. This skill also includes the art of tailing, or following someone without being noticed, and includes stake-out procedures and some basic stealth practices (same as prowl). A failed surveillance roll indicates that the tail was spotted and the subject of surveillance is aware of being followed/observed. Bonuses: +5% to recognize others in disguise, and +5% on the following skills (if known): disguise, detect ambush and imitate voices/impersonation. Base Skill: 35+5% per level of experience.
Tactics: This is part of the training given to combat soldiers and officers, and includes a basic understanding of the military doctrine of the army in question, including preferred methods of fighting (on both a small scale engagement or a full battle,) do s and don ts, guerrilla warfare, and other basic military methods. A successful roll will reveal some hints as to the best way to approach a potential combat or military situation, like recognizing potential attack/retreat areas, getting good fields of fire, recognizing a good location for a crossfire or booby trap, etc. Base Skill: 30+5% per level of experience. Tracking: Visual tracking is the identification of tracks, and following the path of men or animals by the signs they leave on the ground and vegetation. Tracking is a precise art, requiring much practice. The skill includes the evaluation of tracks, indicating whether the person being tracked is loaded down with equipment, running, moving slowly (by measuring the space between steps), and so on. By this means, the tracker can estimate the person's rate of movement, apparent direction, the number of persons in the party, and whether the person knows he is being followed. Other methods of tracking require recognizing other telltale signs, such as blood and other stains, broken and displaced vegetation, overturned rocks, waste, litter (such as bits of clothing, empty bottles, butts or ash from cigars or pipes, food scraps and bones, wrappers, soiled bandages and signs of a campfire), and even odors carried by the wind. Likewise, the tracks of riding animals and wagons can reveal much, such as the size and type of the animal or wagon, the weight of its load, speed, direction, etc. Counter-Tracking techniques are also known, such as covering one's trail, misdirection, parallel trails, avoiding obvious pitfalls like littering and so on. A failed roll means that the signs are inconclusive, vague or misleading. Additional signs must be found to verify or clarify (roll again). Three consecutive failed rolls means the tracker has completely lost the trail. Roll once every 40 yards/meters when following a trail, unless it is very obvious (like a caravan of wagons, or company of soldiers/120+ troops). Characters attempting to follow a skilled tracker who is deliberately trying to conceal his trail suffer a penalty of -25% to stay on him. However, the character engaged in counter-tracking techniques travels at slow speeds, about half that of a casual rate of speed (or 1/4 his maximum speed). Base Skill: 35+5% per level of experience for both the tracking and counter-tracking abilities.
Urban Warfare: The urban warfare skill is divided into two parts, a house-to-house combat skill with a percentage, and a special sniping skill that provides weapon bonuses.The character learns how to set traps inside buildings without causing major damage, house to house combat, information on whether they should leave houses standing or tear them down. Also included in this skill is the training in sniping specific people that may be concealed in a crowd or holding a hostage as a human shield. In these cases the skill can come in pretty handy. Adds +1 to strike with a range weapon every 3 levels. Base Skill: 25+5% per level of experience.
Wilderness Survival: Techniques for getting water, food, shelter, and help when stranded in wilderness regions: forests, deserts, mountains, etc. Characters without this skill will not be able to stay healthy for more than a few days in the wilderness after their supplies run out. Note: this skill must be taken seperately for each terrain type. Base Skill: 40+5% per level of experience. Return to Occupations and Skills
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