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Joined: 20 May 2008 Posts: 23
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Posted: Tue Jun 10, 2008 3:12 pm Post subject: Skills |
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Combat Skills
Crushing/Hacking Weapons (Axe, Club, Mace or Morning Star )
1. May use any weapon in this Category up to 42 inch. May perform basic repairs.
2. May use CLEAVE once adventure for 30 seconds (1 minute if two handed).
3. May use CLEAVE twice adventure. For 30 seconds (1 minute if two handed) each time
Sword
1.May use any sword up to 42 inch. May perform basic repairs.
2. May use PARRY once adventure.
3.May use PARRY twice adventure. May use THROUGH.
Great Weapons (Any weapon 42" or over)
1. May use any weapon in this Category. May perform basic repairs.
2. May use KNOCKBACK once per Level each adventure.
3. May use CRUSH once per adventure for 30 seconds
Firearms
All damage done with Firearms is THROUGH and is considered to hit the body regardless of armour.
Effective range of a Flintlock is thirty feet.
Effective range of a Musket is Sixty feet.
1. May use any weapon in this Category. May perform basic repairs. Takes 5 seconds to aim. One snapshot (No need to aim) per adventure. Take a minute to reload.
2. Reload in forty-five seconds. Two snap shots per adventure. 4 seconds to aim.
3. Reload in 30 seconds. Three snap shots per adventure One Fatal (To a limb) per adventure.
Role playing missing shots will be awarded especially if it does not go in the best interests of the players.
Missile
1. May use any weapon in this Category. May perform basic repairs.
2. One FATAL per adventure.
3. Two FATAL per adventure.
Thrown
1. May use any weapon in this Category. May perform basic repairs.
2. Thrown weapon calls THROUGH.
3. One FATAL per adventure.
Armour
Light Armour includes Padded Cloth, Leather, Studded Leather and Ring Mail and Hide.
Medium amour includes partial plate, chain or Brigadine including mixed with leather
Heavy Armour includes Full Chain Mail and Plate.
1. You can wear Light or Medium Armour and repair it between fights at 1 minute per level of protection
2. You can wear Heavy Armour and repair amour twice as fast. Repair one level per 3O seconds. You can also help others fix their Armour.
3. Armour Grants one additional level of protection to you. May ignore KNOCKDOWN if it strikes Metal Armour (It would do a level of damage to your Armour though)
Shield
1. May use a large shield
2. May use PARRY once per adventure
3. May use PARRY twice per adventure.
Endurance
1. One extra HIT to each Location.
2. Resistance to mundane Poisons.
3. Another additional HIT to each Location. Resistance to mundane Diseases.
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Physique
1. May do KNOCKBACK once per level each adventure.
2. One extra HIT to each Location.
3. May do CRUSH (With a two handed weapon) once per adventure for 30 seconds or CLEAVE for 30 seconds depending on weapon.
Magic
Blessings
1. Level one .
2. Level two .
3. Level three .
Rune Magic
1. Level one Spell.
2. Level two Spell.
3. Level three Spell.
Shamanism
1. Level one Power.
2. Level two Power.
3. Level three Power.
Spell craft
1. Level one Spell.
2. Level two Spell.
3. Level three Spell.
Mana
1. Detect level one Magic. 1Mana
2. Detect level two Magic. 3 Mana
3. Detect level three Magic. 6 Mana
Professional Skills
Academics
1. Literacy in own Language. Native Culture, History & Theology.
2. Literacy in own language and one additional Language. Speak one additional Language. Culture, History & Theology of one additional Country/ People. Identify and deduce Magical Scrolls.
3. Literacy in own language and two additional Languages. Speak two additional Languages. Culture, History & Theology of two additional Countries/ People. Evaluate. Read magical Scrolls. Identify and Deduce Magical Items.
Alchemy
1. Identify, deduce and create level one potions. Create 1 Drum Black Powder (10) Shots. Set Charge five minutes.
2. Identify, deduce and create level two potions. Create 2 Drum Black Powder (20) Shots. Set Charge three minutes.
3. Identify, deduce and create level three potions. Create 3 Drum Black Powder (40) Shots. Set Charge one minutes.
Blacksmithing
1. Can repair Armour, weapons and shields. Can make basic Armour, weapons, shields and tools.
2. Can make good quality Armour, weapons and shields that can withstand CRUSH or SHATTER once per encounter.
3. Can make excellent quality Armour, weapons and shields that can withstand CRUSH or SHATTER three times per encounter.
Courtier
1. Literacy one Language, Etiquette, lower Hostility by one level.
2. Heraldry, Read Lips, lower Hostility by two levels. one Contact from the Court and Nobility.
3. Diplomat, Mimic, lower Hostility by three, three Contacts from the Court and Nobility.
HOSTILE
UNFRIENDLY
NEUTRAL
FRIENDLY
ALLIES
Craft
1. Can make normal items, can repair normal items.
2. Can make Good items, can repair Good items
3. Can make excellent items, can repair excellent items
Inferior items are generally worth 50% of normal and excellent items are generally worth 200% of normal items.
Some example Crafts:
Cook, Carpenter, Fletcher, Gunsmith (only available to Bretonians and Tolkorians, old and new) Jeweller, Potter, Sailor, Tailor, Tinker.
Engineer
1. Can be used to build small houses and earth and wooden fortifications.
2. Can be used to build large houses and small stone fortifications, small siege weapons depending on culture such as Field Cannons or Bolt Throwers.
3. Can be used to build large buildings and large stone fortifications, large siege fortification weapons depending on culture such as Catapults or Castle Cannons. Also can be used design small buildings/fortifications as well as do ground fieldwork. Can also be used to plan layouts of villages and towns.
Herbalism
1. Recognize and gather Common Herbs
2. Recognize and gather Uncommon Herbs
3. Recognize and gather Rare Herbs.
Physician
1. Treat Wounds, stop bleeding to location bandaged. Diagnose Common Disease and Poison. Set minor fractures.
2. Treat Wounds, restores one hit point per location bandaged. Diagnose level uncommon Disease and Poisons. Set broken bones.
3. Treat Wounds, restores two hit points per location bandaged. Diagnose Rare Disease and Poison. Save Limb.
Rogue
1. Evaluate, Gambling, Stealth and Thieves Cant
2. Disguise, Fence Stolen Goods 50% Value, Forge Documents and Literacy one Language.
3. Backstab using THROUGH from behind if opponent is not looking at you.
Scout
1. Read Maps, Cartography, Survival and Tracking.
2. Disarm Traps
3. Ambush and Set Traps.
Trade
1. Bargain, Evaluate, Haggle, Metallurgy and Numeracy
2. Market Knowledge of one area, Trade contacts.
3. Market Knowledge of many areas, Free level of Wealth.
Backgrounds
Berserker (Lasts a number of minutes equal to rank)
1. Ignore effects of one hit per encounter and Common Poison till the end of the Berserk.
2. Ignore effects of two hits per encounter and Uncommon Poisons and KNOCKBACK till end of the Berserk.
3. Ignore effects of three hits per encounter, Rare Poisons and CRUSH until the end of the Berserk.
Contacts
1. One Major Contact from any field.
2. Three Major Contacts from any field.
3. Six Major Contacts from any field.
Noble
0. Sir minor noble
1. Baron
2. Viscount
3. Earl/Count
Rank
0. Private, Corporal or Ensign
1. Private 1st Class (specialist), Sergeant or 2nd Lieutenant
2. Lance Corporal, Warrant Officer(1st Sergeant) or 1st Lieutenant
3. Corporal, Sergeant-Major or Captain-Lieutenant
Wealth (Includes a regular income)
1. Ten Pounds (Well off) Income per month of 4 shillings and 2 pence
2. Thirty Pounds (Rich) Income per month of 12 shillings and 6 pence
3. Sixty Pounds. (Wealthy) Income per month of 25 shillings
Special Skills only have one level:
Ambidexterity- Can use two weapons
Iron Will- Can resist one mind effecting spell. Can use Mana to resist additional spells.
Artificer- Can Enchant weapons and Armour must have Access to Blacksmithing, Mana and appropriate Spell caster skills. Everyone involved must have the artificer skill.
Pain Resistance - You can still just about move your limbs and body on 0 hits.
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