Again, presented to be torn apart and used or used as you desire, here's the extended list of skills added to my campaign over the years. These are to be used in addition to the ones in the Rules Cyclopedia, of course. Some are I think taken from the Gazetteer series, some are modified from other supplements, and others are novel. Enjoy.
Aerial Tactics (Int): The tactics of deploying and fighting using
aerial vessels, flying mounts, etc.
Agility Training (Dex): Allows a spellcaster to cast a spell while
moving. A normal, unmodified check is made to cast a spell while walking at normal
speed, to move faster than encounter speed a caster will have to make a check
modified by speed. To move full running speed requires a check be made at -4,
at half running speed -2, between combat and half running speed there is no
modifier at all.
Archery (Dex): The ability to loose extra arrows in combat, but not
necessarily with any accuracy, usually as part of a unit of archers. A well
trained unit of archers is expected to loose 15 arrows per archer per minute,
and the percentage of trained archers in a unit affects BR cumulatively such
that:
1. 10%
of a unit of archers possesses the archer skill - +10% BFR bonus to BR
2. 50%
of a unit of archers possesses the archer skill - +10% BFR bonus to BR
Note that this skill isn’t
especially useful for hitting a single target, that being covered by weapon
mastery and character level. But a skill check will allow 1d6 extra arrows to
be loosed per minute (or 2d6 for a hasted
character, 4d6 for a double hasted
character) at any block of 20 or more foes, but all at basic mastery level.
This skill works with any long or
short bow type weapon.
Arrow Cutting (Dex): A successful check will allow the warrior to
intercept an arrow or similar incoming missile with a hand held weapon. One
arrow may be ‘cut’ at the cost of one hand held attack, fighters able to make
multiple attacks due to level or haste
may cut multiple arrows. The skill check is modified as follows:
Basic Weapon Mastery
|
+1
|
Skilled Weapon Mastery
|
+2
|
Expert Weapon Mastery
|
+3
|
Master Weapon Mastery
|
+4
|
Grand Master Weapon Mastery
|
+6
|
Arrow attack hit by more than 4
|
-2
|
…by more than 8
|
-4
|
…by more than 13
|
-8
|
Art, Illusion (Int): The use of illusion and phantasm spells for
creating art.
Atl (Dex): A skill common in primitive societies, an
atl-atl is a spear thrower that acts as a lever, or an extension of the arm. A
successful check will allow a javelin to inflict extra damage at short or
medium range (+1d4) and adds the stun ability to a javelin (as for a spear)
from skilled mastery upwards.
Battle Charge (Str): The knack of charging into battle screaming
and at full speed, often with no regard for one’s own safety. Much used in so
called ‘barbarian’ cultures, to break opponents lines and formations.
In appropriate terrain it
cumulatively confers bonuses to BR thus:
1. 20%
of an infantry unit is trained in this skill - +10% BFR bonus
2. 40%
of an infantry unit is trained in this skill - =10% BFR bonus
A single warrior may use this
skill if he has room to do so, a successful check allowing the warrior to move
up to his full running speed to enter combat without the usual loss of
initiative. If the distance charged is greater than the fighters usual
encounter speed, their first attack is at +2 to hit and damage.
Berserker (Con): The unnerving knack of going ape-shit. More common
in the northern reaches and among humanoids such as orcs and bugbears, but prevalent
across the world. A successful skill check allows the fighter to enter a
berserk state. A berserker makes all melee attacks with a +2 to hit and damage,
but until the end of combat cannot retreat or surrender. His chance of
deflecting any blow is reduced by -6, but all modifiers due to fatigue are
ignored.
Even after all enemies are
defeated, a berserker must make a wisdom check once per round thereafter until
passed, otherwise the berserker will attack the nearest ‘friendly’ target.
Note a berserker cannot refuse to
make a skill check to enter a berserk state while in any melee combat.
Blending (Wis): The ability to meld into a crowd, useful for
thieves and others up to no good. The crowd must be at least 6 people, and the
character must not be dressed or otherwise act conspicuously. Hiding in absurd
crowds (an orc obfuscating among hobbits, for example) may not be possible.
Block Fighting (Int): Fighting in a line or block. A unit of suck
warriors will make their way up field more solidly than those without, probably
less quickly but while retaining form and structure. The skill cumulatively
confers BR bonuses as follows:
1. 40%
of an infantry unit trained in block fighting - +10% BFR bonus
2. 100%
of an infantry unit trained in block fighting - +10% BFR bonus
Note that this bonus is
situational and may be nullified by terrain.
A successful check can allow a
lone fighter to hold his footing when he may otherwise be forced backwards, and
negates the bonus of skills such as for example battle charge.
Bow Melee Fighter (Dex): A successful check will allow a character
to use a longbow as if it is a staff. This will confer the ability to use the
defensive and offensive capabilities of the staff using the bow as a melee
weapon.
Bowyer (Int): How to make, maintain, modify and string bow weapons.
Brawling (Dex): The ability
to always have a tankard, hand full of sand, or broken chair leg conveniently
to hand in a fight. A successful check will avail a character of a useful
advantage in any unarmed dirty fight.
Brewing (Int): Making good quality beer, wine or mead, a practice
frequently practiced by clerics and monks. Often the best means of making water
safe to drink, this skill allows the user, with time, to create a large volume
of safe, drinkable material.
Cantrip (Int): The skill of releasing a negligible amount of energy
from a memorised spell. For example, a mage capable of cantrip and who has the
fireball spell memorised ought not have to light his pipe with a match. Cannot
be used to cause damage or for any real offensive purpose, but can add an
element of panache to the spellcasters life.
Cavalry Combat (Dex): The skill of making the most of fighting from
horseback. A successful skill check confers a +1 to hit and damage against
unmounted foes, and confers a -1 to hit and damage from enemies on foot.
Cumulative BR bonuses for units possessing this skill are as follows.
1. 20%
of a mounted force possess the Cavalry Combat skill - +10% BFR bonus
2. 60%
of a mounted force possess the Cavalry Combat skill - +10% BFR bonus
Charioteering (Dex): Driving a chariot, usually pulled by a single
horse or two horses.
Chariot Jumping (Dex): Performing jumps or other tricks with a
chariot. Requires Charioteering.
Church Politics (Wis): Being skilled in coming out best in the
internal wranglings of church politics in any given following.
Cleave (Str): If enough damage is inflicted with a melee attack to
drop an opponent, a skill check allows the attacker to make a second attack
against any other melee opponent within reach.
The second attack is made at -2 to hit, and inflicts half damage.
Conjure Companion (Int) (MU only): Can create a familiar. The
familiars intelligence is d10+8, and is mentally linked to its creator within
360’. Part of a creature to be emulated must be used in the creation of a
familiar, and there is a -2 chance of success per asterisk the creature has. The
creature has a number of hit points equal to the level of spellcaster, and the
casters alignment, but the original creatures temperament. No new familiar can
be created until a year after the death of a previous familiar.
Del-Chliss (Dex): A rare skill known from Caltia, Denagoth and
Yannifey. The capacity to spin a spear on throwing. A successful check confers
a -2 to hit, but upon impact the spear inflicts an extra 1d4+1 damage. Attempts
to catch a spinning spear are made with a -3 penalty.
Dwarf Throwing (Str): Throwing dwarves, halflings, gnomes, kobolds
etc. The throwee must be willing, and the range is limited (5/10/15), and
unless the thrown character possesses the skill ‘right stuff’ or makes a
successful dexterity check with a -4 penalty, that character will take 2d6
damage.
Fence Goods (Wis): Selling stolen or valuable goods through
underworld sources. May obtain better prices than legitimate sources, or simply
facilitate getting rid of ‘hot’ goods that cannot be liquidated otherwise
Fighting Frenzy (Con): An unnerving skill possessed by various
humanoid tribes and some in the Northern Reaches. A skill check is made each
round after the character reaches 0 hit points in combat, a success allowing
the fighter to keep fighting until reaching their negative constitution score,
or until the fight ends.
Fletcher (Int): Making good quality arrows.
Fortune Telling (Cha): Spinning a convincing tale interpreting the
stars, bird flight, chicken entrails, tea leaves, etc. Includes knowledge of
methods of fortune telling and how to lie convincingly about how they work.
Gae-Bolga (Dex): A
legendary skill known only in Caltia, Denagoth and Yannifey. Requires that the
fighter already have the skill Del-Chliss. When this skill is attempted the
fighter rests a specially crafted (costing 9gp) barbed spear on his foot,
aiming it at a foe and using the strength of his entire body to throw it. For
AC modifiers, time taken to attack and hit modifiers this attack is then
treated as a smash. If the skill check is successful and the attack hits, the
fighters entire strength score is added to the damage. Note that this skill can
be used with Del-Chliss, and that modifiers to hit and damage are cumulative.
Hard Ball (Dex): The skill of the commoner who plays the dangerous,
rapid hard-ball sport in Alphatia. A successful hard-ball roll will give a
character a +1 to hit with any missile weapon, or a +3 with anything
approximately like a hard ball (4” to 6” hard rubber spherical ball of less
than 3 lb in weight), or a +2 to saving throws based on agility, or a +1 on
opening doors.
Immortal Laws (Int): Knowledge of the rules by which immortals
interact with each other and with the moral world, and the rules imposed by hierarchs
of each sphere and councils of immortals.
Immortal Lore (Int): Knowledge of the pantheons and individual
immortals, including beliefs of each set of followings, the interests of
individual immortals and where and how they are followed.
Information Gathering (Int): Allows a character to gather
information, especially from underworld and tavern sources, and in regard to
roguish people and jobs. A successful check will, for example, allow a
character to gather 2-3 times more rumours than other characters, or will allow
gathering of information about specific topics. The chance for success will be
modified by whether a character is in their home town, their charisma, etc.
Jarring Blow (Str): The skill is used in conjunction with a melee
attack to break an item or smash through defences. If a skill check is successful
and a melee attack hits, the chance of damaging an item is increased, and the
saving throw to deflect a jarring blow attack suffers a -3 penalty.
Juggling (Dex): A character
can juggle normally with no need for a check, but difficult tricks require a
check. If attempting to catch a small object thrown at a character rather than
to a character, the chance of catching is based on the hit roll made by the
attacker, with a -1 penalty per number rolled above the needed number to hit.
Looting (Wis): A successful check allows a character to immediately
ascertain what the most valuable item visible is, even while only glancing for
a moment.
Magical Forging (Int): The sacred knowledge of how to employ the
dwarven forges of power for creating items.
Meditation (Wis): After an hour of uninterrupted meditation (and a
successful skill check) a single intelligence or wisdom check can be made at +1
per 5 levels of experience of the caster (rounded up).
Military Cooking (Wis): How to feed the masses with food that is
vaguely edible and nutritious.
Military Intelligence (Int): The art of interpreting the movement
of military forces and bringing together otherwise intangible information
sources necessary to work out an opposing forces plan. A successful check allows
the character to get hints as to what complex pieces of military evidence might
mean.
Monster Lore (I): A knowledge of the common monster types of
Mystara. An understanding of the typical abilities of creatures normally
encountered in the campaign is given, and with a successful check the player
may apply their own knowledge or be given a background by the DM into the
typical capabilities of a monster type encountered.
Narcotic Foraging (Int): Finding, identifying and ‘safely’
preparing narcotics from wild plants, animals and fungi.
Naval Tactics (Int): How to organise a ship or fleet for battle –
does not include piloting or captaincy, but does include how and where
artillery and magic may be best deployed.
Parting Blow (Dex): Making a wild, misleading blow in melee combat
prior to disengaging. A successful check allows the fighter to make an attack
before taking his combat movement.
Piloting (Dex): Piloting or driving a flying ship or launch.
Practical Monsterology (Int): Similar to monster lore but with a
focus for using creature parts in practical crafts such as forging, making
tools, clothing, food, etc.
Prestidigitation (Dex): The skill of palming small objects to
impress others or hide objects. Any single handed object can be handled thus,
with objects larger than the palm requiring a -2 or -4 penalty, depending on
size.
Rend (Str): A skill that can only be obtained if a fighter already
possesses both Parting Blow and Cleave. This skill effectively extends Cleave
to allow the warrior to sweep through all opponents he drops.
Research (Int): Obtaining and collating a large number of facts. A
successful check allows the character to utilise a library or information
source to its fullest potential.
Rigging Combat (Dex): The ability to successfully fight in or loose
arrows from within a ships rigging or similar roped environment. A successful
check negates melee penalties, and the skill is required to use bows from
rigging.
Right Stuff (Con): The ability to take a fall and bounce back. A
successful check will allow a character to ignore the first 2d6 damage from a
fall, provide a +1 bonus against KO or stun, etc.
Riposte (Dex): Can only be used with a single handed weapon
weighing 30cn or less, that can be used to deflect. The fighter must gain
individual initiative over a foe, and waits for them to attack. If that attack
is successfully deflected the fighter may make a skill check, which if
successful allows an attack to be made in return with a +2 bonus to hit and
with a -4 penalty to deflect.
Sentinel (Dex): A successful check allows a character to apply all
defensive bonuses (including AC bonuses against M and H attacks, any deflects,
armour class bonuses from a shield, and if the character chooses not to attack
a -4 bonus to armour class from parrying) to any other willing adjacent
character, for 1 round. During this time the character cannot use those
defences to defend themselves - the Sentinel only gains benefit from armour,
dexterity and magical devices such as rings, all other defensive benefits going
to the recipient.
Siege Tactics (Int): Skill in running a siege (on either side).
Includes tactics, resource management, sapping, the use of belfries, gallery
sheds, rams, bores, etc.
Singing Marches (Cha): Used by drill sergeants everywhere.
Successful use of the skill increases a troops morale by 1 and alleviates the
impact of mild fatigue.
Slingshot (Dex): Requires the skills hardball and spear catching or
juggling. The skill of returning an incoming thrown missile or projectile and
immediately returning to sender. At the cost of one attack action for the round
an incoming projectile caught using spear catching or juggling can be thrown
back at the attacker on the same initiative slot, with a +2 to hit and damage.
If the PC has no skill with the weapon, damage is calculated as per basic
weapon mastery.
Slow Respiration (Con): Being blocky or bulky enough to not fall
down when poisoned or even deprived of oxygen. A successful check is needed
every round after being poisoned, drowned, etc., with a cumulative -1 penalty
per round after the first. A successful check allows the character to continue
acting as normal with no penalties. When a check is failed, the poison (etc.)
takes full, normal effect.
Spear Brawling (Dex): A successful skill check allows the user to
combine spear and staff weapon mastery during a fight. The character may choose
from both offensive and defensive characteristics of each weapon at appropriate
levels of mastery.
Spear Catching (Dex): Catching spears, tridents, javelins etc.
Rolls modified as per arrow cutting (above).
Spell Combination (Int) (MU Only): While memorising spells for the
day, the magic user may add up the total number of spell levels they are
capable of casting and memorise a total number of spell levels not exceeding
that. This does not increase the maximum level of spell the caster is capable
of.
Surfing (Dex): Surfing. On Waves. Dude.
Tatterdemailion (Cha): Making jewellery, clothing, trinkets and
decorative items from scraps, bones, hide and fur, horns, antlers, branches,
etc. Includes a rudimentary understanding of preserving said components and how
to attach them to each other. Created items may appear crude but are
functional.
Trailing (Dex): Following someone in an urban setting without being
spotted. Modified by cover, speed, etc.
Treewalking (Dex): A skill known only in certain Elven lands, the
capacity to travel from one closely set tree to another, allowing working and
fighting from tree to tree. Normal movement between trees does not require a
skill check, such is only necessary if the character tries to travel faster
than 15’/round or perform complex actions.
Undead Lore (I): A deeper knowledge of the undead than is provided
by monster lore, giving the character a deeper understanding of undead
mentality, methods of control, behaviour, where they are found and how they
operate, etc.
Warrior Scream (Con): Used primarily in primitive and ‘warrior’
cultures, although not confined to them. The art of letting out an ear piercing
scream to threaten opponents and psyche oneself up for combat. After spending a
round screaming, a successful check will confer a +1 to hit and damage for 2d4
rounds, and may depending on circumstances force opponents to make a morale
check.
Weapon Length (Dex): The skill of using long weapons (pikes,
spears, halberds, etc.) to keep enemies at range. A successful check confers a
+2 bonus to hit and damage against any foe closing to within 5’ of the fighter.
Cumulative BR bonuses for units
making use of this skill are:
1. 20%
of an infantry unit has appropriate weapons and Weapon Length - +10% BFR
2. 60%
of an infantry unit has appropriate weapons and Weapon Length - +10% BFR
Note that most creatures of
animal intelligence will simply not engage a well presented spear line.
Weaponsmithing (Int): How to make and maintain simple melee weapons.
Whip Tricks (Dex): Using a whip as an acrobatics tool. Requires the
use of a whip. The whip may be used as a swing, to knock drinks out of peoples
hands, etc. The full Indy.
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