Note:Prerequisite Skills are shown in [italics] and Bonuses shown in ()
ROGUEAppraisal: Using a small magnifying glass a skilled appraiser can identify types of gems and give a rough value. If a success is under 15% then the value is exact. In addition, any check under 10% results in the noticing of magical properties. (see Decipher Magical Properties for how to find out what they are). Gems can only be appraised once per person. Base Skill: 30+5% per level of experience.Bartering/Haggling: A character with this Skillcan Barter or haggle over cash, service, and to capture a better deal. In a cash transaction, a successfulresult allows the character to purchase an itemfor 10% less or sell one for 10% more than the goingrate. In a simple barter transaction, a successful rollimproves the perceived value of the character's goodsby 10%. In a service transaction, a successful check provides thecharacter 10% more than the going rate for his services.The GM should require players to roleplay thebargaining session to gain the benefits of this skill Base Skill: 30+5% per level of experience.Begging: Although learned as a monk, this skill can be particularly useful either as a disguise, or to collect emergency money when things are desperate. The base skill determines the chance of collecting a donation from each passerby. And on a crowded street it could be pretty lucrative. The amount of money depends on the economy of the area where the begging is taking place. Base Skill: 25+5% per level of experience.Bluff/Fast Talk: The ability to smooth talk oneself out of danger or potentially embarrassing situations, and the ability to come up with a completely bullshit explanation for any occurrence. This is the art of making lame-ass excuses and being able to get away with it.Base Skill: 25+5% per level of experience. Bribery: This persuasion skill is used when a player character attempts to bribe an NPC who can always refuse the deal. Use of this skill is resolved as an opposed toll, both characters make skill rolls and the character with the higher roll gets the better part of the deal. Now there are several factors that play in this, the alignment of the character and also their disposition. There are also penalties for talking to certain alignments. For instance a Diabolical character is easier to bribe than a Scrupulous character. Also, take into consideration the disposition such as being gung-ho, shy or likes to take chances. This will make a PC or NPC despite their alignment take or offer higher or lower bribes.Base Skill: 35+5% per level of experience.Cardsharp: A skill that involves the manual dexterity of hand andfinger manipulation to perform tricks, palming, and other gimmicks ofsleight of hand with playing cards. This includes dealing from the bottomor middle of the deck, stacking a deck (to the cardsharp's favor),hiding cards up the sleeve (and elsewhere), fancy and impressive methodsof shuffling and dealing the cards, as well as card counting and understandingthe odds. A failed roll means the character has fumbled thetrick or was too obvious and is caught cheating! Add +4% if the character also has the palming or Sleight of Hand skill.Base Skill: 25+5% per level of experience.Con: A character uses his Con skill to persuade an NPC to do something that isn t in the NPC s best interest. Con can involve reasoned argument and false logic, or simply throwing a verbal smoke screen to get the target to hesitate. Sometimes it can take the form of a bargain Do this for me and I ll do that for you but in a Con, the conner has no intention of fulfilling his/her part of the bargain. Note: you can not make an NPC do something that is against their alignment. When a character makes a con attempt, determine a difficulty number for the attempt, depending on how likely the target is to believe the player character (all penalties are accumulative):Very Easy (your own grandmother)-0% Any situations in between may be +/-5% that is up to the GM and/or the other playersEasy (a na ve teenager)- 10%. Any situations in between may be +/-5% that is up to the GM and/or the other playersModerate (an infantry guard who doesn t have orders preventing it)-20%. Any situations in between may be +/-5% that is up to the GM and/or the other playersDifficult (Town guard/police)- 30% Any situations in between may be +/-5% that is up to the GM and/or the other playersVery Difficult (Guardsmen with orders to the contrary)-40%. Any situations in between may be +/-5% that is up to the GM and/or the other playersWhether the target has a particular reason to trust or like the character (+0%), or distrust/dislike him (-10% if they hate the other character.)Whether what they are asked to do is particularly risky, dangerous or costly (-10% for risking their lives.) If the character s roll is higher than the victim s roll his target does what he wants. You can use the number rolled as an indication of the degree of success; if it s much higher than the victims (at least twice as much,) the victim may volunteer additional help, and may never realize she has been had. If it s close, the victim may do as asked then realize she has been duped as the player character walks away. Note: Royal Guard and characters above level 12 cannot be conned. Base Skill: 15+5% per level of experience.Concealment: The practiced ability to hide small items on one'sbody or in hand, usually by continually moving it around from hand tohand or place to place unnoticed. Objects must be no larger than 14inches in height or length, and six inches in width. The weight must alsobe 10 pounds or less (4.5 kg). The smaller and lighter the object, such asa knife, gem, key, credit card, etc., the easier it is to conceal (add a bonusof +5%). Larger items, such as a book, scroll, club, statue, or similarlylarge or heavy object, are more difficult to conceal on one's personfor obvious reasons Base Skill: 20+5% per level of experience.Contacts: This skill measures how well that character knows the people around hm. It can also be used to make connections between objects and people who are particularly associated with them.The base percentage of this skill is a character s chance of having heard of a character before. If the person in question is from the same city/town or in the same occupation as the character making the roll, this base percentage is doubled. 1/10 of the base percentage is the character s chance of personally knowing the person mentioned.To give an example, Greenleaf, a ship builder from Arethane notices a distinctively designed transport vessel moving near his ship. His contacts skill is 14% but because particular ships are associated with their pilots and he is a pilot as well he doubles it to 28% before he rolls the dice. He gets an 02, less than 1/10th of his skill, and recognizes the ship as belonging to an old business associate. They dock and the associate introduces his new mage, Silverhand originally from Rhyanne. Greenleaf rolls against his base 14% because he is not a mage, nor from Rhyanne and the result of 45% shows that he has never heard of Silverhand before (too bad, because Silverhand is a dangerous psychotic.) Base Skill: 5+3% per level of experience.Disarm/Set Traps: Training in the design and application of traps used in anti-personnel and defense tactics. With readily available materials and simple tools, including shovels, knives, sticks, wire and rope, the character can build fiendish traps. Other traps can be used as alarms, or even as diversions to distract the enemy while the character escapes.The greatest drawback of traps lies in the amount of time required to prepare them. It can take hours to prepare rock slides, large pits, etc., even with magic. But this time can be shortened with help from others, as only one character needs the skill, in order to successfully direct others in the traps construction. Ingeniously prepared traps can, and often do, shift the advantage of a battle to the side that prepared the field for combat. Also allows character to spring a trap without injury to himself or those around him and preserve it for reactivation if it is not a one time trap. Base Skill: 40+5% per level of experience.Drugs: This skill gives the character the ability to recognize characters addicted to drugs, street corner pushers, big time dealers, drug smugglers, juicers, Japes, and undercover agents looking to bust dealers. Similarly, the character has a good idea what drugs cost, how to use them and where to buy them (even if he doesn t use them himself.) the character also knows most of the street names of common drugs, recognizes the drug when he sees it and knows the general effects and dangers it represents. He can also recognize the symptoms in others and can guess what drug a user may be high on with reasonable accuracy. Base Skill: 40+5% per level of experience.Forgery: The techniques of making false copies of official documents,signatures, passports, I.D.s, wax seals, and other printed or handmade documents, crests, or seals. The forger must have an original copyto work from (or have total recall) in order to make an accurate copy.Literacy in one or more languages is a plus, otherwise the character ismaking a visual copy with no understanding of what the document saysand is -15% on his skill roll. [Literacy or Art/Drawing over 75%] Base Skill: 30+5% per level of experience.Gambling: This skill enables the character to skillfully play in several games of chance. The character knows the rules for 1d4 games, plus an additional game for every 2 points of the character s IQ (round up.) In addition to rules, the character understands the theories of mathematical odds (+5 bonus to math skill,) some basic strategies and tactics for winning consistently, when to hold them, fold them, etc.This also includes the other side of gambling in which the character is skilled at cheating in games of chance. (Or spotting cheaters.) Including knowledge of dirty tricks such as counting cards, how to use marked cards, using trick/loaded dice, stacking the deck, sleight of hand tricks to hide cards up sleeves or in the palm of the hand, dealing from the bottom of the deck, and other cheats. (Must half sleight of hand or palming for the latter two.)A successful roll does not mean the character wins automatically, but correctly understands all the risks and odds involved, and will win more consistently than someone who is gambling randomly. Base Skill: 40+5% per level of experience.General Knowledge/Trivia: Knowledge of random facts and pieces of information generally considered useless, but that could one day come in handy.Base Skill: 40+5% per level of experience.Hide: Make a hide skill roll when a character tries to hide himself or to camouflage something, If no one is actively looking for or trying to find the hiding character determine the difficulty and apply the correct penalty for the attempt. (All penalties are accumulative)Very Easy: (hiding in a prepared shelter of tree limbs and leaves in the middle of the forest) - 0%. Any situations in between may be +/- 5% that is up to the GM and/or the players.Easy: (hiding from a patrol in a canyon) 10%. Any situations in between may be +/- 5% that is up to the GM and/or the players.Moderate: (hiding in a doorway in the streets of a city) 20%. Any situations in between may be +/- 5% that is up to the GM and/or the players.Difficult: (Hiding behind a large tree while a patrol is searching for you) 30%. Any situations in between may be +/- 5% that is up to the GM and/or the players.Very Difficult: (Hiding in the middle of the wastelands with no shelter for miles around) 40%. Any situations in between may be +/- 5% that is up to the GM and/or the players.If someone is searching for the hider, use the hide roll like a dodge (including all penalties) that is, the hider s die roll matched against the searcher s die roll accounting for all penalties. Whomever has the higher roll wins that particular battle. Base Skill: 20+5% per level of experience.Intimidation: Intimidation is a criminal attempt to threaten by speaking or acting in a dominating manner, often with the goal of making a person or people do what the intimidator wants. Intimidation may be manifested in such manner as physical contacts, glowering countenance, emotional manipulation, verbal abuse, purposeful embarrassment and/or actual physical assaultBase Skill: 15+5% per level of experience.Locate Secret Comp. /Doors: Vaguely similar to the espionageskill of detect concealment, this skill focuses specifically on findingand opening trap doors and secret compartments constructed withinbuildings and furniture. The character is familiar with all standard typesof trap doors, hidden floor and ceiling panels, secret rooms, and secretpassages, as well as the usual methods of opening them. This gives thecharacter a solid idea of where such secret doors are most likely to befound, how to identify and access them, and their typical constructionand design. This knowledge also includes finding secret compartmentsconcealed and built into furniture, boxes, toys, the heel of a boot, clothing,and other objects. It takes about 2D4+6 minutes to properly searchthe walls and floors of a 10 foot (3 m) square area or any one piece offurniture or object. Roll once to locate and again to open it. Add a bonus of +5% if the characteralso knows carpentry and another +5% if he has the general repair orfield armorer skill. Reduce this skill by half when trying to detectcamouflage and other forms of concealment. Also reduce by half if anattempt is made to deactivate or safely trigger a trap.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.Palming: Simply the ability to pick up and seemingly make a smallobject, such as a coin, key, playing card, dagger, etc., disappear by concealingit in one's hand. Adds a bonus of +5% to the pick pocket andcardsharp skills. Base Skill: 25+5% per level of experience.Pick Locks: The character knows the methods and tools for picking/opening key and basic tumbler type locks. The character can also try to deactivate a trap, if he knows about it in advance, but does so at half his normal lock picking skill ability. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again. A second failed roll means that the lock is beyond the character's present skill level and cannot be opened! The character can try again after a week or so but at -10% (psyched out). He can try again at full skill proficiency after reaching a new level of experience. The character can try to deactivate traps without triggering them at half his normal skill ability. Base Skill: 35+5%Pick Pockets: An ability to remove items form a person without their being aware of it. If a pick pocket attempt fails, the item has NOT been removed and there is a 67% likelihood of the intended victim recognizing the intent of the action. The character can try to deactivate traps without triggering them at one third his normal skill ability. Base Skill: 30+5% per level of experience.Prowl: This skill helps the character to move with stealth; quietly,slowly, and carefully. Techniques include balance and footing, shortsteps, pacing, body positioning, prone positions for low visibility, andcrawling. A failed prowl roll means that the character has been seen orheard. If the prowl roll is successful, then the character is not seen orheard and may make a sneak attack or spy. Base Skill: 40+5% per level of experience.Smuggling: A skill in sneaking goods or persons past a point where prohibited, such as out of a building, into a prison, or across an international border, in violation of the law or other rulesBase Skill: 25+5% per level of experience.Streetwise: This skill instills an understanding of the darker side ofcity life and the scoundrels who roam those streets. The streetwise characterwill be able to recognize gang members and bandits by their actionsand philosophies, gang colors (emblems and clothing that denotemembership to a particular organization), gang symbols and mannerisms,and dangerous locations and gangland haunts. The individual willalso recognize a potential brawl situation, assess a bandit or gang member'srank/power in the organization, and know some of the hangouts,modes of operation, practices, ethics, and perhaps even notorious criminalleaders of the more infamous gangs.This skill also includes the ability to recognize and locate fences,pawnshops, drugs and arms dealers, thieves and thieves' guilds, thugsfor hire, places of ill repute, and similar criminal and illegal outfits.(Gives +15% to Research) Base Skill: 30+5% per level of experience.Urban Survival: Like Wilderness Survival for cities, this skill differs from streetwise in the fact that you know more than the illegal parts of the city. You know how to survive on minimal amounts of money, know where the best restaurants, where the cops are, how the city is run, etc. Base Skill: 25+5% per level of experience.Use/Recognize Poison: People with this skill are trained in theuse of poisons and toxins of all types. This includes the use and preparationsof poison from plants, roots, mushrooms, animals and insectvenom, and other deadly substances, as well as antidotes. Types of poisonsinclude ingestive (must be eaten), contact (is absorbed through theskin) or blood (enters the bloodstream by cut or injection). The use ofpoison can be dangerous. The first percentile number indicates the successratio of using and administering poison carefully and properly. Ifthe person fails to make his success ratio, there is a 1-30% chance ofhaving inflicted himself (is an antidote handy?). The second number indicatesthe character's ability to recognize food, drink or items that havebeen poisoned. Add +4% if the character also knows holistic medicine. Restriction: Onlycharacters of an evil and anarchist alignment can use poison to inflictbodily harm on others. Also note that many poisons inflict damage andcause ailments and pain, but do not automatically or instantly kill thevictim. Base Skill: 35/20+5% per level of experience.Ventriloquism: The practiced ability to throw one's voice. This canbe used to create the illusion of not speaking while making a voice orverbal noise appear to be coming from someone something else, such asa 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'smouth is seen moving, so the trick does not work Base Skill: 20+5% per level of experience.Return to Occupations and Skills
Return to Occupations and Skills