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AdvancedSkills

Page history last edited by Bruce Mason 13 years, 11 months ago

 

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RQII Advanced skills Table

Advanced Skills

Base Score 

Acrobatics

STR+DEX

Art

POW+CHA

Boating

STR+CON

Commerce

INT+CHA

Courtesy

INT+CHA

Craft

DEX+INT

Culture 

INT x2

Disguise

INT+CHA

Engineering

INT x2

Gambling

INT+POW

Healing

INT+POW

Language

INT+CHA

Lore

INT x2

Mechanisms

DEX+INT

Meditation

POW x2

Oratory

POW+CHA

Play Instrument

DEX+CHA

Seduction

INT+CHA

Shiphandling

INT+CON

Streetwise

POW+CHA

Survival

POW+CON

Teaching

INT+CHA

Track

INT+CON

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Advanced Skill Descriptions

Advanced skills are those that must be specifically learned in order to be used.

 

Acrobatics (STR+DEX)

This skill allows a character to perform a variety of gymnastic and balancing tasks, such as tumbling, walking a tightrope or keeping balance on a narrow or unstable ledge. Some standard uses for acrobatics.

  • Balance. The character can move at half his normal speed across an unstable surface without penalty. To move at a normal rate requires an Acrobatics test.

  • Tumble. A successful Acrobatics test will reduce falling damage by 1d6 or let the faller choose the location(s) damaged by the fall (both on a critical). This does not stack with any other skill that lets a user reduce falling damage.

  • Squeeze. Let's a character squeeze through small spaces.

Specialisations include: Balance, Tumbling, Gymnastics, Comedy (pratfalls)

 

Animal Handling  (CHA+DEX)

Like Lore and craft, Animal Handling, represents a collection of skills; one for each type of animal. Animal handling is used to look after and organise the type of animal; e.g. herding sheep and so on. Animal Handling can be used with First Aid to treat injured animals (use the lowest of the two skills). Finally, animal handling can be used to train or domesticate animals.

A character with (Animal) Handling may do the following for animals with which he has learned animal handling:

  • “Break” - Domesticate a wild animal – once done it is “broken”
  • "Train" - various standard trainings are known.
    • "Saddle" - Train a “broken” animal to be ridden (if it is capable of being ridden) or to draw a vehicle, plough etc.
    • "Teach" - train a domesticated animal to perform a task that it is capable of. (E.g. train a dog to fetch the paper or herd sheep).
  • Combat Training
    • Train a saddled animal to ride into battle (battle trained)
    • Train an animal to attack while unmounted (e.g. train a dog to attack an enemy).
    • Train an animal to guard a location and sound the alert if it spots intruders.
  • Train a “battle trained” animal to fight in battle while mounted (combat trained).

A training attempt takes an amount of hours equal to the animal’s Persistence (minimum 1 week). Battle training takes twice the animal’s persistence in hours (minimum 2 weeks) and Combat Training takes 5 times persistence (minimum 5 weeks).

The animal always resists the attempt to train with its persistence. If it manages to successfully resist the same trainer three times, that trainer cannot train it any further. Another trainer who has not previously attempted to train the animal and who has a higher skill than the person who failed to train the animal, can still try. There is one exception, if an animal successfully resists battle or combat training even once then it can never be trained any further.

Some species are harder to train than others dependent on the world. For example, in the real world, cats cannot be trained - they only ever train you. Similarly, some animals are naturally unsuited for some types of training.

 

Art (POW+CHA)

This skill allows a character to create works of art. Like the Lore and Craft skills, it is actually a large number of skills grouped together under one heading. Choose a particular medium when you select this skill. Examples: Sculpture, painting, origami.

 

Boating (STR+CON)

This covers small waterborne craft propelled manually by oars or sometimes paddles. Most fantasy cultures have this skill as a basic skill but some types of specialist boats will need a specific advanced skill.  Travelling across calm water does not usually require a test but adverse conditions such as treacherous currents and bad weather may force a test.

 

If a boating test is required due to adverse circumstances then the following results are the default:

  • Critical: extremely good progress made  - twice as much as normal
  • Success: normal progress made.
  • Failure: minimal progress made.
  • Fumble: make another test. If failed, the boat begins to sink, otherwise the boat doesn't sink but no progress has been made.

Boating does not include larger vessels that require a crew of three or more to operate - that requires the advanced skill of Shiphandling.

 

Commerce (INT+CHA)

Covers the skill of buying and selling. Not OGL.

 

Courtesy (INT+CHA)

Covers the skill of social interaction. Not OGL.

 

Craft (INT+DEX) 

The Craft skill is actually several separate skills grouped under a single heading. Craft (Armourer), Craft (Carpenter) and Craft (Potter) are all individual skills. The following list is by no means exhaustive.

Armourer, baker, basketweaver, blacksmith, bowyer, brewer, butcher, candlemaker, carpenter, cartographer, cobbler, cooper, fletcher, joiner, leatherworker, mason, painter, potter, sculptor, smith, tailor, weaponsmith, weaver.

Characters may use crafts between adventures to make a living. There are certain types of craft that are more directly likely to be useful.

 

Craft (Thievery)

Covers the making of specialist implements and so on. Can be used to make a living between adventures. Characters may choose to specialise in certain types of thievery such as banditry, burglary, poaching and so on.

 

Culture - Other. (INT*2)

This skill encompasses knowledge about appropriate ways to behave, the law of the land and local customs. Characters may know a little about neighbouring cultures but the cultures of far away peoples and places are advanced skills that must be learned separately.

 

 

Disguise (INT+CHA)

This skill is used to change a character’s appearance and adopt a different outward persona or to lie in some method without making the lie obvious. An opposed perception test can be used to try to see through a physical disguise or an opposed Insight test can be used to try to determine if someone is not telling the truth. Characters can specialise in particular types of disgiose: e.g. voice disguise, mimicry, ventriloquisim or even disguise specific to a sense.

 

Disguise can also be used in conjunction with various other skills to "disguise" the skill and acts as a cap on the skill being performed.

 

Drive (DEX+POW) 

In a fantasy setting this skill refers to animal-drawn vehicles (everything from a horse and cart to dog team to chariot to exotic flying carriages). The character must choose a vehicle type: the skill grants proficiency in all examples of that type. Some examples include, Horse and Cart, Chariot and Dog sled.

 

Many fantasy cultures have Drive Horse & Cart as a basic skill. If a character is driving a wagon, chariot or similar vehicle at not more than a walking pace across flat terrain with placid animals, a Driving test will not be required. Tests become required when a character wants to do something out of the ordinary with a vehicle – traverse treacherous terrain, jump obstacles and so on or to retain control if the animals become spooked for some reason. The skill also grants proficiency in basic repairs. It can be used to make better than normal progress for a day’s travel and husband the animals effectively. Used in conjunction with Animal handling, it can train an animal to work as part of the team.

 

Engineering (INT+DEX) 

This skill is used to design, build, activate, repair, sabotage or disassemble large mechanisms or constructs such as siege machines, city gates and drawbridges, mineshafts, sailing ships and so forth. It is possible to specialise in all manner of fields of Engineering.

 

Gambling (INT+POW)

 

Healing (INT+POW) 

Text below is HR.

Use of this skill will always require a healer’s kit. Healing includes the following actions that can also be learned as specialisms.

  • Treat Disease: A successful Healing test allows a patient under the effect of a disease to add a bonus to his next opposed Resilience versus Potency test to resist the disease equal to the healer’s Healing divided by 10 (round up fractions). Treatment time: until the disease runs its course. A Healer can generally treat 6-8 such patients at any one time. When used as a specialism: the patient adds 1/5 of the healer's skill to the test instead of 1/10.
  • Treat Poisons: A successful Healing test allows a patient already under the effect of a poison to attempt a second opposed Resilience versus Potency test, with the patient gaining a bonus to his Resilience test equal to the healer’s Healing divided by 10 (round up fractions). When used as a specialism: the patient adds 1/5 of the healer's skill to the test.
  • Aid recovery. A character suffering from a serious wound can be treated to accelerate the healing process. A successful Healing Test adds 1 additional HP of recovery. A Healer can generally treat 6-8 such patients at any one time and the patient needs bed rest with only occasional light activity. This test is made just once per week and the effects last the whole week.
  • Surgery: Surgery is the only way, other than magical healing, that a character may regain Hit points in a location that has suffered a Major Injury.  It can also be used to amputate a location without killing the patient if needs be. As long as the Healing test is a success, the stricken location gains enough Hit Points to bring it to a number of HPs that would recover it to a serious injury.  A Failed surgery roll will cause an additional 1D6 damage to the location, probably resulting in a major wound that could kill the patient. Performing surgery without some form of painkiller is very difficult (-40%). With improvised painkiller such as alcohol it is at -20%.
    • Amputation: This is a specialist form of surgery. A location that has received a major wound without being severed will need amputating before it can heal. An amputation is performed at -60% without anaesthetic. Improvised anaesthetics such as alcohol have a -20% or -40% modifier. Use of inappropriate tools add an extra -20% to -40% modifier. Some creatures may have so much natural armour that it's not possible to amputate the limb. Amputating a vital location is not a good idea.
      • Success the limb is amputated without further problems, the location recovers to the number of Hit Points required to be suffering a serious wound.
      • Critical success: the location is set to -1HPs.
      • Failure: the patient starts bleeding out quickly.
      • Fumble: the patient dies immediately.

 

Language (INT+CHA) 

Choose a specific language. Each culture will have one or more languages as Common Skills. Any common skill languages you have you will speak as a native of the area. In a Fantasy milieu, the language skill only includes speaking and understanding spoken language. A separate Literacy skill for that language will be needed to read and write. Language ability acts as a cap on communication skills where competence with the language is important such as Oratory. Some languages may be extremely hard to perform and always suffer negative modifiers when performed by non-native speaker or have a maximum ability that a non-native can manage. For example, the Dragonewt language of Auld Wyrmish uses pheromones, colour changes and empathy as part of its grammar. Non-Dragonewts are simply incapable of replicating these effects thus cannot progress beyond 25% in the language.

 

Literacy (INT+CHA) (hr)

Choose a specific language. Literacy includes the ability to read and write a language. Depending on your campaign, literacy in a character's native language may come from free along with the language or may need to be learnt separately. In fantasy milieus, literacy is the exception rather than the rule.

Written versions of languages can, sometimes, be fundamentally different from the spoken version of the language but, generally, a character must have acquired a base skill in Speak (language) before it can learn literacy in that language. Once a character has learnt literacy for that language, it can subsitute literacy for Speak (at -20%) but generally the better the speak (language) skill, the more effective communication tasks that require speech are.

 

Lore (INT*2) 

 The Advanced range of possibilities for this skill is limited only by a player’s imagination but a list of potential areas of Lore study are listed here:

Astronomy, geography, heraldry, law, logistics, military tactics, mineral, philosophy, poisons, regional, theology.

 

Mechanisms (INT+DEX) 

This is used for identifying, disarming and creating various intricate devices such as traps and locks. Picking a lock or disassembling a trap usually takes at least one minute (12 Combat Rounds) to perform, while larger devices will take longer. Usually, a character will make a Mechanisms test in order to succeed at assembling or disassembling a device, with appropriate bonuses or penalties decided upon by the Games Master.

 

Meditation (POW*2)

 

Oratory (POW+CHA)

 

Play Instrument (CHA+DEX) 

The Play Instrument skill is actually several separate skills grouped under a single heading. Play Instrument (Dulcimer), Play Instrument (Flute) and Play Instrument (Spoons) are all individual skills. A successful test with this skill will result in the audience being pleased by the character’s performance.

 

Seduction (INT+CHA)

 

Shiphandling (INT+CON) 

This skill is used in the same way as Boating but is instead applied to waterborne craft that are driven by sail or rows of oars that require a crew of at least 3. Part of the skill is in knowing how to order the crew effectively. Ship's crews usually use skills such as athletics, acrobatics, perception and crafts and lores appropriate to their skills.

 

Streetwise (POW+CHA)

Streetwise allows a character to find fences for stolen goods, black markets and general information. Such uses of Streetwise normally require a minimum of 1D4 hours. It is related to the survival skill but focuses more on the understanding of the people of the urban environment than the natural elements of a wild environment.

 

Survival (POW+CON)

This skill allows a character to navigate and survive in the wild. One Survival test will be required every day that a character lacks either food, water or a safe place to sleep. Success indicates the character manages to find whatever he is lacking – failure means he will go without which, over several days, could result in very serious consequences. Survival tests are not used when the character is in a city or town - Streetwise is used for that.

 

Teaching (INT+CHA) 

 

Tracking (INT+CON)

With this skill a character can locate the tracks of a specific creature and follow them. A test must be made to locate the trail and then again once every ten minutes that the trail is being followed. A specialist version of this skill can be used in urban environments. Other specialisms include, Track by scent, Track by Psi. If you want to follow someone unseen then Stealth is used instead of tracking. Tracking is only used when you have to find the target through following some type of mark.

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