text: THE BOOK OF SKILLS SKILLS A character may acquire and refine skills during a campaign. He can hone his talents in a series of interrelated non-magical and quasi-magical abilities, which combine to form a single skill. A character's degree of talent is measured by his rank in a skill. He begins with the simplest abilities at the lowest ranks, and gains the more difficult ones as he progresses through the ranks. His percentage chance of successfully performing tasks associated with a skill will increase as his Rank becomes higher. The skills presented here are only those likely to be used by a character during an adventure. The fruits of the labors of those using other, more plebeian, skills may be purchased. The gamesmaster will be guided in determining the price (in Silver Pennies) of the various goods produced by craftsmen by the Basic Goods Cost List. Weapon smiths' products are valued on the Weapons Chart; Armorers' on the Armor and Shield Charts. The three factors which determine the price of finished goods are the quality of the material used, the man-hours spent in construction, and the estimated Rank of the craftsman (if one person produces the goods) or of the overseer (if the effort is a team project). However, if a character wishes to purchase a custom-made or rare item, then he will have to negotiate with the craftsman (represented by the gamesmaster), and may defray costs by providing some of the scarcer components himself. The barter system is acceptable when dealing in costly or rare items. ACQUIRING AND USING SKILLS The rudiments of a skill are learned by dint of hard practice and diligent study. A character must spend a good deal of time and effort before he can use a skill at novice level (Rank 1). The character's ability with a skill can improve only if he continues to work with it during and between adventures. Any skill may be acquired at Rank 1 at a variable cost of Experience Points and 8 weeks of game time. Time spent on adventure may not count toward the necessary eight weeks. One skill may be acquired without the expenditure of time and at a minimal expenditure in Experience Points. The method by which a character learns a skill affects the Experience Point cost to acquire that skill or to increase the character's Rank. (Optional Rules) If the character is taught by someone of greater Rank in the skill, decrease any Experience Point cost by 10%. If the character learns from a book, verbal descriptions or practices with someone of equal or lesser Rank in the skill, any Experience Point cost is unmodified. If the character practices with no useful outside assistance, any Experience Point cost is increased by 25%. The availability of qualified teachers, and the fees they charge the character for their services, are left to the discretion of the GM. A character may attempt to employ a non-magical skill any number of times during a day. The use of a skill does not, in and of itself, prevent a character from using the same or any other skill immediately afterwards. However, a character might suffer adverse fortune (e.g., lose Fatigue Points) while executing a skill, which would inhibit his ability to act. The use of a non-magical skill is rarely automatically successful. A character usually has a chance of failure when using a non-magical skill. Unless the ability is described as an exception to this rule, the maximum chance to succeed with it is never greater than (90 + Rank) %. A character always fails if the roll is greater than the modified chance or 100 or 99 (regardless of rank). A character must practice any skill he acquires or risk a decrease in Rank. The GM may presume that a character will practice a skill while undergoing other training. This can be done in a safe manner, however if the skill is not used for two consecutive adventures the GM may assume that the character is growing rusty in the skill and must state that they are practicing it or loose a rank. SPOKEN AND WRITTEN LANGUAGES Many languages and dialects are to be found in a typical DragonQuest world. The primary linguistic division is between species; the secondary one is cultural. The prevailing spoken language is the Common tongue, which is spoken by most sentients. Illiteracy is quite common, so there is no one universally recognized written language. Generally, while there may be spoken dialectic differences within a language group, the contemporary writings in that language will be virtually identical. Records which date from separate eras will, of course, employ different idioms and connotations of certain words, reflecting the ongoing change in that language. Each species will have a distinct tongue, as will each national group of humans. As he constructs his world, the GM will decide which languages are spoken by beings in the area in which the player characters will adventure. Most creatures with an IQ greater than 90 (which includes the majority of humanoids) speak the Common tongue, if not as a first language, then as a second. Common is known as the "trade tongue," and most interracial and international negotiations are conducted in that language. When a written record is necessary, each party usually obtains a copy in their own language. Thus, an interpreter will always be in demand. Every beginning player character can speak Common. If the character is non-human, they will also speak their racial language or dialect. A human or shape-changer character can read and write in Common, a skill other non-human characters must acquire. When characters encounter a creature who does not (or will not) speak Common, they must either have learned that creature's native tongue, or assay sign language. The ability to speak a language and the ability to read and write in that language are separate skills. If a character's Rank in speaking a language is greater than their Rank in reading and writing that language, the character expends one-half the necessary Experience Points to acquire or improve the latter. The reverse is also true. The ease with which a character can engage in conversation in a particular language is indicated by their Rank in it. Rank Speaking Competency 1 Develops a limited vocabulary of the most important words in the language. 2 Understands grammatical construction of language. 3 Capable of halting speech; understands pedestrian conversation. 4 Becomes conversant with current idioms. 5 Concepts peculiar to the language or alien to the character understood. 6 Moderate fluency: can make anything but difficult concepts clear in conversation. 7 Able to make sense of another dialect of the language after a some exposure to it. 8 Native fluency: can pass for same. 9 Commands enhanced vocabulary. 10 Able to understand another dialect of language with a minimum of study. Note: If a character's vocal chords are not designed to reproduce the speech of another race, then the character will never be able to pass for a native without magical aid. A character's facility for reading or writing in a language is determined by their rank in that skill. Rank Literary Competency 1 Acquires a basic vocabulary, consisting of the most important words (but see Rank 5). 2 Understand grammatical construction of language. 3 Can describe simple concepts in writing; understands most simple books. 4 Becomes familiar with idioms. 5 Concepts peculiar to the language or alien to the character understood. 6 Moderately fluent writer: retains some awkward phrasings. 7 Able to make sense of another dialect of language after considerable study. 8 Fully fluent writer: comfortable with the language. 9 Commands enhanced vocabulary. Able to understand another dialect of language without much study; writer of 10 scholarly tracts and able to understand meanings of ancient writings in language. The extent of a character's vocabulary is indicated by the highest Rank they have achieved in one of the language skills. Rank Words known 1 250 to 500 2 600 to 750 3 800 to 1000 4 l250 to 2500 5 3000 to 5000 6 10,000 7 20,000 8 25,000 9 40,000 10 50,000 If a character begins with the ability to speak or read and write in a language, their Rank in that skill is presumed to be 8. Thus every character speaks Common at Rank 8. The following are a list of some typical skills for a campaign world Red indicates different sub- languages Common (Northern, Midlander, Southern, Imperial, Noggians) Valco Elven (Wood, Sea, High Grey, Drow) Orcish ( Faust, Orc, Goblin) Dwarven (Dwarven Duergar) Frey Dover Gnomish Hobbitton Nightling Picker Wolfen Chromithian Kalrathish Asherake Lunar Quissian Sendass Silver Giant Darvothen Avian Aquarian Graven Elder Lumin Aquan Auran Celestial Chaos-Darkling Demonic Draconic Ignan Krovan Sylvan Terran Undercommon ALCHEMIST Almost all natural chemicals can be combined into a variety of useful mixtures by expert hands. The potions which will be in most demand by characters will be those that affect the bodily functions of humanoids. The effects of these potions range from stimulation and depression of emotions to deadly poisons. In a sense, alchemy is a "poor man's magic"; it is more cost-efficient in affecting the actions of beings than the use of mana, albeit not as easily applied to the victim. There are five main areas of study of alchemy. The first is that of chemical analysis, the ability to determine the effects of ingestion or application of a given liquid substance. The others are: standard chemicals, medicines and antidotes, poisons and potions. The creation of a potion often requires the aid of an Adept. As a character gains experience in the field of alchemy, they will increase the efficacy of the mixtures they produce. The character will also decrease the cost of goods (to himself). An alchemist must know how to read and write in one language if they wish to advance beyond Rank 1. An alchemist gains the ability to analyze chemicals at Rank 1. An alchemist may identify a liquid by its type (e.g., medicine, poison). If the liquid is not a common one, the alchemist must spend (102 - [10 x Rank] ) minutes using the proper equipment to analyze the liquid's type. If a liquid to be analyzed is particularly well-known to the alchemist (such as water or wine), they will recognize it almost immediately. If an alchemist wishes to determine exactly what a not readily identifiable substance is, the GM rolls D100. If the roll is equal to or less than the alchemist's Perception plus (8 x Rank), the alchemist is told the common name of the substance in question (e.g., hemlock, quicksilver). If the roll is greater than the success percentage, the GM either informs the alchemist that they are not sure or gives an incorrect answer. The greater the roll, the more likely the GM is to give false information. An alchemist can injure himself while working with dangerous chemicals. Whenever an alchemist uses or analyzes a liquid with potential injurious effects, there is a chance that some of the substance will come in contact with their person. The GM incorporates the accident chance into any other alchemy-related percentile roll; should there not be one, the alchemist rolls D100. The chance of accident is (30 - [(2 x Rank) + (Manual Dexterity)] %. If the roll is within the span of numbers for accident, the alchemist suffers from the chemical. A roll of 100 always causes an accident. Example: An alchemist character with a Manual Dexterity of 17 and of Rank 3 would have a 7% chance of failure. Any roll from 94 to 100 will cause the alchemist to have an accident The GM will determine the exact effects upon the unfortunate character. The minimum damage will be from formaldehyde-type chemicals, which will cause about 1 Damage Point and causes blisters. The maximum damage from a non-magical liquid will be from something on the order of non-dilute hydrochloric acid, which will cause about 12 Damage Points per pulse, and possibly permanent bone and tissue damage. The effects of certain chemicals are described in the following Cases. Unless either the GM or the player have a fair knowledge of chemistry, the alchemist should restrict himself to common liquids. If the alchemist is dabbling with dangerous chemicals without using the proper equipment, double the chance of accident. If an alchemist is working in their lab, they may prevent damage due to chemicals after the first round (unless they are incapacitated during the first round) by pouring the appropriate counteragent upon the affected area. If a combination of chemicals forms a gas or a solid, the character's Agility value is substituted for their Manual Dexterity when rolling for accident. An alchemist will be able to better perform their skill when using the proper equipment or when working in a laboratory. It costs 500 Silver Pennies per year to purchase basic equipment. This includes acid-resistant (not proof) flasks, gloves, pipettes, etc. A character may not mix chemicals to specified measurements unless they use proper equipment. It costs 2500 Silver Pennies to construct a lab, and 1000 Silver Pennies per year to maintain it. An alchemist can only manufacture medicines, antidotes, poisons, or potions or distill venom in a lab. A laboratory may be rented at a cost of 15 Silver Pennies per day. The chance of an alchemist correctly analyzing a chemical is increased by 10 when they perform the analysis in a laboratory. The GM and an alchemist player should scale costs and effects of improved alchemical support material to the above rules. An alchemist must purchase the components necessary to manufacture each of their products. A medicine costs (150 - [10 x Rank) Silver Pennies. An antidote costs (250 - [15 x Rank]) Silver Pennies. The costs for poisons and potions are given with their rules. All costs given are for one creation attempt; if that attempt fails, new ingredients must be purchased. The cost for a standard chemical will range from 1 Silver Penny for a quart of flammable oil to 2000 Silver Pennies for a fluid ounce of non-dilute hydrochloric acid. The GM should scale the costs of other chemicals appropriately. An alchemist can mix standard chemicals beginning at Rank 1, and may add one additional ability to their repertoire at Ranks 3, 5, 7 and 9. An alchemist chooses their additional ability from the following: medicines and antidotes, poisons (including venom), potions, herbalism and animal harvesting and tattooing. The ability to mix standard chemicals allows the alchemist to produce mixtures which can prove useful on expeditions. An alchemist may produce well-known chemical combinations (e.g., oil and vinegar, water and anything) at any Rank. The standard chemicals ability allows the alchemist to perform most distillations and extractions, and mix the simplest of compounds. For example, an alchemist can produce Greek fire and methane with the standard chemicals ability. The components for 12 ounces of Greek fire (enough to fill a grenado) cost 600 Silver Pennies. Enough methane to fill a grenado can be manufactured at a cost of 300 Silver Pennies. If a creature is directly hit by a grenado filled with Greek Fire, that creature will suffer D10+7 Damage Points per Pulse until the flames are extinguished (the virtue of Greek Fire as a weapon is that it sticks to the target). A partial hit will cause D10-3 Damage Points per Pulse; if a shield is interposed between target and grenado, the shield catches fire, though the intended target suffers no more than 2 Damage Points. A methane grenado creates a ball of fire in the hex in which it detonates and the adjacent six hexes. Any creature in one of these hexes will suffer D10- 3 Damage Points, but will be able to avoid further damage by exiting the fire hexes (methane is not a persistent inflammable). Whenever an alchemist wishes to manufacture standard chemicals, they must spend D10 + 6 hours (-1 per two ranks) in a laboratory and pay for the components. The quantity mixed does not affect the time required, but an alchemist is limited to the manufacture of one end product during a given laboratory session. An alchemist can produce standard chemicals for the use of local businessmen (e.g., embalming: fluid for the undertaker), and earn between 50 and 75 Silver Pennies per full week of labor. Alternately, they may produce chemicals which are likely to be put to illegal uses (e.g., a corrosive for iron) or manufacture addictives (e.g., cocaine, heroin). The alchemist must discover an outlet to sell such chemicals, and the return on the goods is up to the GM's discretion. Medicines and antidotes are used to cure a being suffering from disease, fever or poison. Medicines and antidotes are used to cure a being suffering from disease, fever or poison. An alchemist may manufacture three types of medicine: bactericide (remedy for disease), antipyretic (remedy for fever) and salve (remedy for skin inflammation). A bactericide or antipyretic must be ingested, while one dose of salve can cover up to two square feet of skin. Whenever a being uses a medicine to counteract an affliction from which they are suffering, the GM rolls percentile dice. If the roll is equal to or less than ([8 x Alchemist's Rank] + [User's Endurance] ), the user is completely cured. If the roll is above the success percentage, the user subtracts 10 from their next dice-roll to see if they naturally recovers from their affliction. The failure of one medicine to work has no effect upon any subsequent medicines used by a being. When an alchemist manufactures an antidote, they must specify the type of poison they are negating. Natural poisons are classified by the source from which they stem. Thus, a snake antidote will cure all poison from snakes, and so on. Synthetic poisons (those manufactured by alchemists) are cured by an antidote from an alchemist of equal or higher Rank than the alchemist who created the poison. When a being ingests the proper antidote, the poison in their system will no longer affect them. Poisons cause damage when introduced into the blood stream of a being. Poisons come from two sources: those which occur in nature (venom from animals and plants) and those which are created in a laboratory (synthetic poisons). An alchemist may distill venom and synthesize poisons. A venom is distilled from either the poison sacs of a poisonous animal (the most common being a snake), or from certain plants. An alchemist may distill D10-1 doses of poison from poison sacs. The amount they may distill from plants depends on the type of plant (GM's discretion). An alchemist requires (11 - Rank) hours to distill one dose of venom from either source. The cost of a poison plant or sac is [750 + (150 x Average Damage per Pulse)] Silver Pennies, and there is no cost for the distillation process. Venom come in two forms: Nerve Agents and Blood Agents. Nerve Agents work quickly (doing damage every Pulse) while Blood Agents (such as arsenic) work over a long period of time, inflicting damage like Infections (see 116). The damage a being will suffer from a dose of Nerve Agent venom is equal to the damage it would suffer from the venom of the source animal or plant. An alchemist may also manufacture synthetic poisons (both venom and paralysants) in their laboratory. A synthetic venom will do [D10 + Alchemist's Rank) -5] damage points per Pulse and costs [1000 - (75 x Rank)] Silver Pennies to manufacture. If a synthetic paralysant (see 116) is used to affect a being, the formula used for the Willpower Check of the victim is [(4 x Willpower) + 20 - (5 x Alchemist's Rank)] . A synthetic paralysant costs [750 - (60 x Rank)] Silver Pennies to manufacture. An alchemist can produce up to three doses of synthetic poison per day. Potions are created by an alchemist with the aid of either an Adept, Healer or by collecting the natural ingredients. Potions are designed to create a specific effect when imbibed by a being. They are manufactured in one-use doses and the entire dose must be swallowed for the effect. Magical potions are treated by the concerted efforts of an Adept and the alchemist (who may be one in the same person). Any spell or talent which the Adept knows and which is designed to affect only the Adept or some facet of their own person may be imbued into a potion. It takes two whole days of continuous combined effort to create the potion. It is successfully created if at the end of the time the player roll is less than [(10 x Alchemist's Rank) + (Adept's Rank with the spell or talent)]. A roll above this indicates the potion is useless and the process must be repeated with new ingredients, etc. The effect of a successful potion for the imbiber is as if the Adept had already made a successful Cast Check and the spell had taken effect. The workings of magical potions are immediate. The cost to manufacture a magical potion is equal to [(Experience Multiple of spell or talent x 20) - (Alchemist's Rank x 10)]. An alchemist and a healer working together may create a healing potion (again, they may be the same person). The potions possible and their Base Value are listed on the page for potions. The time required to produce the potion is the same as a magical one, and the equation to see if the process was successful is [(10 x Alchemist's Rank) + (3 x Healer's Rank)]. If successfully created, the potion will act on the imbiber as if a healer of the creator's Rank was attempting to heal them must still be attempted). The cost to manufacture a healing potion is [(Base Value) - (50 x Alchemist's Rank)] Silver Pennies. The final and cheapest resort of the alchemist is to collect the necessary animal or plant parts to make a specific potion. This will often require the use of a Ranger or Sage familiar with the item the Alchemist needs for his or her potions. ASTROLOGER The celestial bodies have a definite, if not entirely understood, effect upon the lives of the inhabitants of a DragonQuest world. These Great Powers seem to impose predestination upon all but the strong-willed, and determine the aspect of each being. The Sun, the Moon(s), and the Planets regularly cause perturbations in the flow of mana; the mighty Stars affect a world across the vast reaches of space by their positions relative to it. The study of the purpose and method of the Powers is the science of astrology. An astrologer's main talent is a limited ability to predict and shape the future. An astrologer will be able to make clear, general assertions, but will only be able to give obscure clues when asked for specific details. An astrologer must be able to read and write in one language at Rank 8 if he wishes to advance beyond Rank 1. An astrologer may only try once to answer a particular question or to forecast the outcome of an event. Once an astrologer has made a reading (i.e., a determination about the future), he may not seek to change or influence the reading through his art. Other astrologers who attempt to read the same future will receive the same information that the first astrologer did. A second astrologer may, however, receive some clarification about the first's reading. The results of a reading will affect the pertinent course of events. The GM is expected to modify the outcome of an adventure or happening in his world to conform to a determination made by an astrologer player characters or by an astrologer at the behest of the player characters. The determination does not preclude the characters' actions from affecting the outcome of the adventure or event: to the contrary, the GM must interpret the reading dice-rolls engendered by the characters' actions accordingly. A prophecy can not be avoided by the affected character(s) changing his plans. The doom (which may be good) will follow him to the undertaking he substitutes for that which was predicted. However, if a character asks a specific question predicated upon a given action, the prophecy will not come to pass unless and until that action is taken. An astrologer's Rank determines how many beings he can directly affect with a single prediction. A being is directly affected by an astrologer's art when the GM modifies the result of an action taken by the being due to a prophecy. An astrologer can directly affect up to (5 + [10 x Rank]) beings with a single prophecy. If an astrologer attempts a prediction which would directly affect more beings than his Rank allows, he receives no answer. An astrologer may make (and possibly modify) a general prediction during a reading. When an astrologer wishes to make a general prediction about a particular venture or being, his player (or the GM, should the astrologer be a non-player character) actually uses a divinatory technique at his disposal. Such a technique could be reading the tarot, casting the I Ching, or any mutually agreed upon method. The result of the divination becomes the astrologer's prediction. If the astrologer does not wish to make the prediction, he may immediately attempt to change it. The GM rolls percentile dice, and if the roll is less than or equal to ([5 x Willpower] + [4 x Rank] - 30), the astrologer makes a second divination (which may not be changed). If the roll is greater than the success percentage, the astrologer is stuck with his first prediction. An astrologer may seek an answer for up to a number of specific questions per month equal to his Rank. When a being poses a specific question to an astrologer willing to attempt an answer, the GM rolls percentile dice. If the roll is equal to or less than ([6 x Astrologer's Rank] + [4 x Astrologer's Perception]), the astrologer is able to give a correct answer. If the roll is greater than the success percentage, he mutters meaningless gibberish. All answers given to specific questions must be, at the very least, obscure. The GM may respond with cryptic poetry, much like the Oracle at Delphi, or may choose to have the astrologer supply a riddle (though the Player of the astrologer does not know the answer himself). An astrologer may not make a general prediction or ask a specific question concerning only himself. One must consult another astrologer in these weighty matters. An astrologer can determine the aspect of a being after observing him. After an astrologer has spent (60 - [5 x Astrologer's Rank] ) consecutive minutes observing a being, the GM informs the astrologer of the being's aspect An astrologer expends Fatigue points when practicing his art. Action taken by Astrologer Fatigue Points expended Make a general prediction 10 Alter general prediction 10 Answer a specific question 15 Do a reading on an individual 8 An Astrologer must spend (250 + [200 x Rank] ) Silver Pennies per year for astrolabes, oculars, reference works, and the like. An astrologer who does not meet his expenses operates as if he were two Ranks less proficient. If his Rank is reduced to a negative number, he may not practice astrology. BEASTMASTER A loyal animal or monster is likely to serve its master far better than adventuring comrades ever will. A beast master is one who trains these creatures to obedience. He takes a wild animal and, from an adversary relationship, develops a rapport with it. He trains young animals from birth, until they heed his every command. A beast master will, in almost all cases, become very fond of animals. He will defend them against wanton cruelty and slaughter, and will treat his personal charges as family. A beast master will encounter three kinds of animals: the easily domesticated (such as the horse), the naturally wild (such as the pegasus) and an intelligent or rebellious creature (such as the unicorn). The latter can never be steadfastly loyal to the beast master; such creatures always have at least a subconscious desire to escape. A beast master can be a slaver if he specializes in training humanoids. The value of a beast master's Willpower must be at least 15. A beast master may only train animals for his own personal use until he achieves Rank 5. He may domesticate animals at any Rank. A Beast Master will normally. use his skill to train or domesticate animals for his own use. Animals that spend their lives with a Beast Master and are trained by him will be loyal to their master and serve and protect him as much as possible. If necessary, an animal can be trained to temporarily serve another master (if one week of mutual training is undergone), but the animal will always obey the original master before any new one. If a beast master's Rank is 5 or greater, he may train animal for other people. The being who is acquiring the trained creature must spend (12 - [Beast Master's Rank]) weeks before it will accept him as new master, during which the beast master must be present at least one day per week. The creature will heed the beast master's commands before those of its new owner for as many years as the beast master's Rank at the time the creature's ownership is transferred. A beast master of any Rank may domesticate, rather than train, animals. Such animals can be commanded by any other person, but will tend to wander off or revert to their wild state if not supervised, tied up, or stabled. Pay especial attention to this rule: horses and dogs, the most common domestic animals, are governed by it. A beast master acquires the ability to train one type of animal and/or monster at Ranks 1, 5, and 10. A beast master may acquire the ability to train additional types of creatures after he has achieved Rank 10 by the expenditure of 2500 Experience Points per type. A type consists of all creatures listed within one rules section in the Monsters section (e.g., avians). A beast master may choose, instead, all creatures subsumed under a single animal family (e.g., felines). A beast master must spend (14 - Rank) ranks to train an animal or monster, or a like number of days x 2 to domesticate one. If the creature to be trained is... Multiply the time required by... Easily domesticated 0.5 Naturally wild 1.0 Intelligent or rebellious 3.0 Raised by beast master from adolescence 0.5 Domesticated by another beast master 1.0 Caught in wilderness 1.5 The unmodified number of months required is multiplied by all applicable modifiers. The time to train a monster or animal is always dependent on the beast master's Rank when he begins the process. Any increases in Rank during the training or domestication period have no effect on the time required. A trained animal or monster must make a loyalty check whenever it recognizes that its master is endangering it, or whenever its master commands an action that runs counter to its instincts. Whenever a loyalty check is required, the GM rolls percentile dice. He multiplies the beast master's Willpower by two, and adds four times his Rank: if the creature is intelligent or rebellious, six times his rank if the creature is naturally wild, and eight times his Rank if the creature is easily domesticated (if the owner is not a beast master, use his Willpower value and the Rank of the beast master when he trained the creature). If the roll is less than or equal to this success percentage, the trained creature will do as his master commands. If the roll is greater than the success percentage, the creature's reactions will range from balking to fleeing to turning on his master, as the roll increases (GM's discretion). A domesticated creature must make a loyalty check if the circumstances described in above arise. The GM rolls D100. If the resulting number is less than or equal to ([Master's Willpower] + [Beast Master's Rank] ), the domesticated creature will perform the action. If the roll is greater than the success percentage, but less than or equal to two times that percentage, the creature will balk. If the roll is greater than two times the success percentage, but less than three times that percentage, the creature will take flight. If the roll is greater than three times the success percentage, the creature will turn on its master. A roll of 100 always indicates that a domesticated creature turns on its master. A roll of 96 through 99 indicates that the creature takes flight if the success percentage is 47 or greater. A beast master who intimidates his creatures adds one to his Rank when calculating training or domestication time, but the GM adds 10 to any loyalty check dice-roll for one of his creatures. A beast master may train or domesticate as many creatures as his Rank at one time. All creatures being trained or domesticated concurrently must be of the same type. A beast master must pay 150 Silver Pennies a year for equipment, and must pay 100 Silver Pennies per creature trained and 25 Silver Pennies per creature domesticated during the year. He may halve the cost for upkeep of creatures if he builds a stable. A horse-sized stable costs (500 + [150 x Stalls]) Silver Pennies to construct, and costs (10 x Stalls) Silver Pennies for repairs after the first year. COURTESEAN Courtesan-ship is a social skill designed expressly to satisfy the needs of lonely or status conscious people. A master courtesan will be an accomplished musician, able to play at least one woodwind or string instrument. The master will also be able to sing, recite and compose stories and legends, perform mime, act out skits and dance. The consummate courtier is also the master of proper dress, and attractive appearance and is able to simulate a great range of emotions. The abilities attendant to this skill are usable by such a character in situations not covered by the following rules, as are those of the troubadour skill (q.v.). The GM should improvise and allow a courtesan character to use his skill in appropriate instances. If, far instance, the party is at the mercy of a homely witch of indeterminate age, a male courtesan should be able to charm her and at least win his companions' lives if he plays it right. A courtier is a male courtesan. A courtesan character must pay an additional Experience Point increment of 10% to increase his Rank in the skill when: 1. His Manual Dexterity is less than 12; 2. His Agility is less than 15; 3. His Physical Beauty is less than 15; or A courtesan character decreases the Experience Point cost to increase his Rank by an increment of 10% when: 1. His Agility is greater than 22; 2. His Physical Beauty is greater than 20 All modifiers are cumulative. A courtesan acquires one ability per Rank. The character begins with one of the following abilities at Rank 1. All acquired abilities can be performed skillfully. Play a woodwind instrument (e.g., flute) Tell jokes Play a string instrument (e.g., mandolin, lute, Dance etc.) Dress well (e.g., formally) Sing Dress seductive Recite stories and legends Appear attractive (by other culture's standards) Compose stories and legends Simulate wide range of emotions Imitate Perform mime accents Act out skits A courtesan may gain additional abilities after achieving Rank 10 by the expenditure of 500 Experience Points per ability. A courtesan may attempt to seduce a being with whom the courtesan is sexually compatible. The courtesan must arrange a meeting with his intended paramour, either alone or with persons who will not interfere while the courtesan practices his wiles. The GM rolls percentile dice: the courtesan's base chance of success is equal to the courtesan's ([Physical Beauty] + [10 x Rank] ). The GM then modifies the success chance, dependent on the feelings and condition of the seductee. If the roll is equal to or less than the success percentage, the seductee is infatuated with the courtesan and will retire with the seducer to a more private place. If the roll is greater than the success percentage, the outcome will depend on how great the roll is. A roll close to the success percentage calls for anything from "the body is willing but the spirit needs more convincing" to polite refusal, while a high roll can result in anything from mild embarrassment to the courtesan to violent consequences. Player characters are not bound by the result when a courtesan uses his skill on them. A courtesan's fee for services is dependent upon Rank and gender. A courtesan will receive (25+ [Rank squared]) Silver Pennies for a night's work. A courtesan will receive (25 +- (Rank + 1) squared]) Silver Pennies for the same job. The distaff side will do better at this profession in a male-dominated society. The pay rates are reversed in a matriarchy. A courtesan is expected to charge a lower per diem if hired for consecutive evenings. A courtesan's social position has peculiar advantages and disadvantages. A master courtesan is equally welcome at a royal ball and at the lowest dive in town. At the same time, a courtesan can be prevented from practicing his skill or imprisoned if the local authorities are so inclined. A courtesan should keep in mind that it helps to provide services at a discount or for free and to bribe the right people to ensure freedom of action. A courtesan must pay (250 + [350 x Rank] ) Silver Pennies per year for finery and the props of the trade. A courtesan who does not spend the above amount operates as if he were two Ranks less proficient. If the Rank of a courtesan is reduced to a negative number, the use of the skill is temporarily lost. The above amount does not include extraordinary aids, such as love philters, but does include perfumes and other frippery. DEMAGOGUE A demagogue is a gifted orator, negotiator, politician, and statesman. He is charismatic, ambitious, and extremely dangerous. A demagogue's weapon is not his sword, but his tongue. A demagogue understands the innate power of words and how to use them with people. They are masters of will and perception, and make their business the subtle persuasion of others. A demagogue is not interested in interacting directly with the world, but in convincing others to act in accordance with his wishes. A demagogue is an invaluable member to any political body. Those who attempt to challenge the political machinations of a city without one find themselves quickly outmatched. Those who follow the path of the demagogue start out in many walks of life. Those who train as demagogue are typically ambitious and egotistical, although the most powerful of demagogues are selfless champions of the good. Those with aspirations of becoming a lord typically train to become demagogues. Characters must be skilled in reading, writing and speaking two languages at rank 8 besides their original language before they can become a demagogue. As a demagogue advances in rank he or she may choose one of the following abilities as they advance in their training. They may choose one ability per rank, but all begin with delay at rank 1. Delay: All demagogues begin their training with the ability to persuade a person to listen to them for a moment unless they are already in combat. The success percentage is ([10 x Demagogue's Rank] - [2x Being's Willpower]) %. This ability can effect (2 + [2 x Rank]). Those affected will pass for the next two pulses unless attacked. Taunt: Demagogues gain the ability to embarrass, mortify, and chagrin others around him. To use this ability, a character must speak clearly to a single individual, taunting and continually berating him with words. The success percentage is ([9 x Demagogue's Rank] - [2x Being's Willpower]) %. Those affected make all non-combat rolls at -20% and if they decide to attack they suffer -10 IV for the first pulse. This ability takes 3 pulses to take effect and will remain in effect as long as the demagogue continues talking or combat ensues. Pacify: Perhaps a demagogue's most useful defensive ability, pacify allows a demagogue to calm and stop opponents in combat. To pacify an opponent or group of opponents, a demagogue must spend two pulses doing nothing but speaking to them calmly in a language they understand (evading is permissible). Allies of the demagogue, even those perceived as allies, must not attack during the pulses in order for the power to have any chance of being effective. At the end of the pulse, those hearing the demagogue must roll under 4 X WP – 5% for every rank the demagogue has achieved. If the willpower roll fails, all opponents stop fighting and listen to what the demagogue has to say. The effect of pacify lasts while the demagogue speaks to the opponents and for 1d10-5 pulses thereafter. Any hostile actions even those perceived as being hostile break the pacify effect. Outrage: A demagogue has learned to direct his words to inspire anger, outrage, and action in those who hear them. This ability is normally used to direct someone's anger at another, although it is possible to use it as a taunt to try to incite violence against the demagogue. To use this ability, a demagogue must speak upon the ills of the target of his outrage for a full minute to willing listeners. The demagogue is free to perform other nonverbal actions as long as they serve to fan the fires of his outrage. At the end of the minute, all who hear and are able to comprehend must roll under 5 X PC or their attitude becomes hostile toward the target. This effect lasts for one hour per rank of the demagogue. If the targets of outrage have less perception and willpower then the demagogue they subtract 15% from their resistance. Convey: A demagogue learns to speak in such a way that all within earshot, regardless of language, can understand the meaning of his words. This ability has a duration of 10 minutes, and any of the demagogue's other abilities can be used in conjunction with convey. This ability does not work with creatures that do not possess a spoken language. This ability cost 2 FT to use. Tempt: A demagogue can spend a full minute speaking to an individual in order to implant into its mind an intense desire for something. Typically, this desire is to possess an object, but it can take many forms. A person may be tempted to eat a particular morsel, to mate with a certain individual, or to undertake a quest. The tempted creature is allowed to roll under 2 X WP. If the roll is failed, the individual becomes obsessed with what has been offered and does all he can to possess it. A tempted person may commit foolish, but not suicidal, acts. This effect lasts for one hour per rank the speaker has taken in demagogue, or until the temptation has been sated. Failure for a creature to follow through on its temptation results in a -20% all attack rolls, and skills checks and actions take twice as long to accomplish. Should a creature fail to adequately fulfill its temptation by the expiration of the temptation, the negative effects remain in place for 24 hours. This ability cost 3 FT to use. Convince: A demagogue becomes adept at convincing others to form particular opinions. In order to use this ability, the demagogue must argue the point with someone for at least a full minute. At the end of that time, the creature is allowed an opportunity to resist. A person listening to the demagogue must roll under 5 X PC – 5% for every rank above 5 that the demagogue possesses. If the roll fails, the creature's mind has been changed on a particular issue. If the target resist by rolling under 15% (what is needed for endurance), they react in a hostile manner to the demagogue. Creatures with a deeply seated belief against the argument posed— such as a priest's faith in his god or the code of a templar—cannot be affected by this ability. This change is permanent, but does not prevent a character from changing his mind again if further evidence, arguments, or events lead him to other conclusions. For example, a demagogue may convince a moneylender that he is able to repay a particular loan if it is given to him. The moneylender then believes this to be the case until the demagogue doesn't make his payments, at which point he again believes the demagogue to be a scoundrel. This ability cost 3 FT to use. Humiliate (Sp): A demagogue now begins to understand how to use his words to make an individual look laughable in the eyes of others. To use this ability, a demagogue must speak to an audience for at least a full minute, convincing them of the subject's fallibility. Anyone who hears the speech must roll under 4 X PC, or look upon the subject in a new light. Whenever a creature under the effects of the humiliate ability sees or hears of the subject, he will be unable to refrain from laughing out loud, chuckling, or otherwise acting in a suitable manner. This effect lasts for one day per rank the speaker has taken in demagogue. The demagogue may influence up to PC + rank number of individuals. Filibuster: A demagogue gains the ability to captivate the attention of all who can understand his speech. This ability lasts as long as the demagogue continues talking. Anyone within range of his voice is unable to perform any actions other than listen intently and stare at him. If a listener attempts to break his attention, he must roll under 2 X WP to do so. Failure means that he is compelled to listen to the demagogue as long as he continues to talk. This ability has no effect on someone engaged in a fight, and it is immediately broken if the listener is attacked. A character may use any of his other demagogue abilities while filibustering. Filibuster is used most frequently as a stall tactic, but it also may be used to force a listener to be exposed to other abilities. Control crowd: A demagogue learns to magically amplify and project his voice over a sizable area. Anyone within range of the demagogue's voice is able to make out his words clearly, regardless of other sounds or noises, and can be affected by any of his abilities. Creatures still have to be able to comprehend the language spoken in order to be affected, although control crowd can be used with any combination of the demagogue's other powers, including convey. Magical silence and one foot of wood or rock keeps this ability at bay. The range of control crowd is 250 + 4 X WP ft. This ability cost 2 FT to use. Incite a riot: This ability takes 5 minutes minimally to work and cost 4 FT. The demagogue gives a rousing speech to outrage and convince his or her listeners to demand physical or financial restitution from an individual or institution. After 5 minutes those listening to the demagogue they must roll under 5 X WP -5% per rank of demagogue or they will heed the words of the demagogue. This effect last until the goal is accomplished; the riot is quelled, or dispersed by the death of the demagogue or 25% of the mob. A demagogue must posses the abilities of outrage and convince before choosing this ability. Quell the masses: This ability has the opposite effect of incite a riot, and can enable a demagogue to stop a riot or persuade a mob. Those hearing the demagogue must roll under 4 X WP -5% per rank of the demagogue or they will stop rioting and disperse. This ability takes 2 minutes to take place and cost 4 FT. A demagogue must possess the abilities of pacify and filibuster before being trained in this ability. DIPLOMAT In a world rife with magic there is still the need of good honest negotiation and diplomacy. Diplomats are empowered by their leaders to act on their behalf and look out for the best interest of the leader or ruler. Very skilled diplomats will often find employment with the nobles or ruling classes of a nation. Adventuring groups find the skill helpful in negotiating and gauging the power and influence of opponents. Characters must be skilled in reading, writing and speaking two languages at rank 8 besides their original language before they can become a diplomat. As men who rely on the power of words Diplomats are able to gauge the truth of a statement that other makes, Diplomats begin with a (5 X PC + 6% per rank) detecting the truth of a statement. They do not know the truth, only that a person is lying or magically concealing the truth. Conversely, Diplomats are able to lie in a most convincing manner and can pull off a lie if the roll under (4 X PC + 6% per rank) – PC of the victim. Diplomats are able to forge documents as well as detect forgery. The base chance of making a successfully forged document is 3 X MD + 5% per rank minus various difficulty factors. -5% Commoner -10% Low ranking guard or official -15% Commander of Guards -15% Castle Guard -20% Captain of Guard - 20% Friend of forged signature -25% High ranking official -30% Sage familiar with customs of culture -7% for each rank of opposing diplomat looking at document Diplomats know the danger of being a representative and so are trained with various survival techniques. Hide in tight space, 3 X AG + 3% per rank. The Diplomat must be able to fit into the space. Conceal item, the Diplomat may successfully conceal a small item on his or her person that will not be detected by an ordinary search. By rolling under 3 X EN + 2% per rank they may even conceal an item within their body. How that is done is left to the agreement of the player and the GM. Escape artist, 3 X MD + 3% per rank – any difficulty factor assigned by GM. Feigned death from illness, the diplomat may fake his or her own death by rolling under 3 X EN + 3% per rank. This will include vomiting, nose bleeds and discharge of bladder and bowels to fake the death. Only a healer of rank 4 or higher can detect the death. The Diplomat will appear to have been the carrier of a plague and most people will not want to be anywhere near the corpse. Of course if the captors cut off the diplomats head it does not matter. The Final trick in the Diplomats arsenal is the ability to temporarily persuade. This is not charming or controlling the opponent but merely buying time to save the Diplomats neck or plan an escape. The Diplomat must roll under 4 X PC +6% per rank – opponent's hostility level to succeed in buying time. The Diplomat appeals to the strongest sense in a person to buy them time wither it is good and virtuous traits or greed and power. Opponent's hostility modifies the chance of success, -5% for suspicious -10% angry and irritated -20% ready to order arrest or imprisonment -30% ready to order death of diplomat. Diplomats may purchase contacts in fashion similar to a Cavalier. Diplomat may purchase various contacts within a city or nation if they are willing to pay the price. The Diplomat may have as many contacts as his rank, and must pay for them on a yearly basis or loose them. Contacts can provide information, occasionally offer assistance, and create opportunities for the cavalier. Small City Contact: 100 sp Religious Contact: 400sp Large City Contact: 200sp Underworld Contact: 500sp Military Contact: 500sp Noble Contact: 1,000sp Guild Contact: 300sp Royal Contact: 2,500sp The Diplomat must pay 500 X rank in silver pennies per year to maintain good standing in the Guild. The Guild in turn will never turn over information about its members and will offer ransoms equal to the rank of the Diplomat for his or her safe return. Diplomatic Guilds always have established ties with local Thieves and Assassin guilds as well as Adventuring and Magical Guilds. HEALER The life span of one who lives in a fantasy world is considerably longer than that of his medieval counterpart. The disparity in age can be attributed to the presence of healers where mana exists. These partially empathic beings can cure all the physical ills which beset a character during adventure. Healers do not generally make good fighters, since active engagement in combat is usually contrary to the principles of their profession. A healer will charge whatever his client can afford for his lower Ranked abilities. The charge for a miracle (the performance of an ability Rank 8 or greater) will normally exceed 2000 Silver Pennies. The abilities which can be used and the Fatigue Points expended when a healer practices his art depend upon his Rank. A healer gains one or more abilities at each Rank he achieves, according to the following schedule: Rank Ability 1 Empathy, Cure Infection. Disease, Headaches, Fever 2 Soothe Pain, Prolong Life 3 Heal Wounds, Transfer Fatigue 4 Neutralize Poison, Graft Skin 5 Repair Muscle, Preserve Dead 6 Repair Bones 7 Repair Tissues and Organs 8 Resurrect the Dead 9 Regenerate Limbs and Joints 10 Regenerate Trunk, Head and Vital Organs A healer must expend as many Fatigue Points as the Rank at which he acquires an ability he uses. Example: The regeneration of limbs (rank 9 ability) will cost the healer 9 Fatigue Points. A healer may use only his empathy ability if he is handless. A healer may use any of his abilities (with the exception of resurrection) upon himself. A healer must "lay hands" (place his hands) on a being on whom he is to use any of his abilities but empathy. When he does so, he can automatically detect the surface emotions of the being. he is healing. A being's surface emotions are those which currently occupy their conscious mind. The GM informs the healer of the general feelings of the being with which he has empathy. Example: A healer lays hands on a comrade who has suffered a Grievous Injury. The GM informs the healer that his comrade feels great pain. If the healer lays hands on an assassin who is feigning injury to lull any suspicion the healer may have, the GM will inform the healer of the assassin's murderous intent just before he announces the result of the assassin's attack. A healer may also choose the ability of non-tactile empathy (though this has its disadvantages; see below). A healer with such empathy may attempt to detect the surface emotions of a being no more than (2 x Rank) feet away from him at a cost of 1 Fatigue Point. The healer's success percentage is equal to his ([Perception] + 10 x Rank]) if the other being consents to empathic communication. Subtract twice the being's Willpower if he Actively Resists (see 31.2) the detection of his surface emotions. If a healer chooses the non-tactile empathy ability, subtract his Rank from his Base Chance to strike in Close Combat, and subtract one-half his Rank in Melee Combat (Example: A healer of Rank 8 would have 8% subtracted from his Base Chance in Close Combat and 4% subtracted in Melee Combat). If a healer only has empathy when laying on hands, subtract one-half his Rank from his Base Chance in Close Combat, and one-fifth in Melee Combat. (Round fractions down in all cases.) A healer cures fevers and diseases, neutralizes poisons and grafts skin in much the same manner that medicines and antidotes do. When a healer attempts to cure a being of an affliction (i.e., fever, disease, or skin problem), his success percentage is ([15 x Healer's Rank] + [Patient's Endurance]). The GM rolls percentile dice: if the roll is less than or equal to the success percentage, the patient is cured. If the roll is greater than the success percentage, the patient subtracts 10 from his next dice-roll to see if he naturally recovers from his affliction. A healer must spend (30 - [2 x Rank]) minutes to implement any of the abilities covered in this rule. A healer automatically neutralizes the effects of natural venom. A healer may automatically neutralize the effects of a synthetic poison created by an alchemist of equal or lesser Rank. His success percentage to neutralize a synthetic poison produced by an alchemist of greater Rank than he is equal to (50 - [5 x Difference in Rank]) %. A healer does not cure any bodily damage (e.g., Endurance Point loss, broken bones) previous to his laying on hands on the patient with this particular ability. A healer may soothe pain and prolong life. When a healer uses his soothe pain ability, he numbs his patient's nervous system so that it will not transmit pain sensations to his brain. The ability also has a soporific effect upon the patient, so that he will not inadvertently injure himself while unable to distinguish hurtful actions. The GM may, at his discretion, permit the healer to use this ability as if he had fed or injected his patient with a local or general anesthetic, tranquilizer, etc. The effects of the soothe pain ability last for the healer's (Rank squared) hours. When a healer uses the prolong life ability, add D10 x ([Healer's Rank] +[Patient's Endurance] ) days to the life of his patient. A patient's life may not be prolonged to over three times his natural life. A being with a prolonged life has a reduced chance of resurrection. A healer must spend (60 - [5 x Rank]) seconds to implement the first ability, and a like number of minutes to implement the second. A healer can cure Endurance Points and transfer Fatigue Points. When a healer uses the cure wounds (i.e., Endurance Points) ability, the patient is cured of D10 + (Rank - 5) Damage Points. When a healer uses the transfer fatigue (points) ability, his patient gains one Fatigue Point for each Fatigue Point the healer expends (above the fatigue cost to use the ability). A being may never have more Fatigue or Endurance Points than the value of the relevant characteristic. Excess points cured by the healer have no effect upon the patient. A healer may not use the cure Endurance Points or transfer Fatigue Points abilities while on the Tactical display (i.e., not while in combat). It requires (11-Rank) minutes each time the healer implements either of these abilities. A healer may repair torn, damaged, or broken muscles, bones, tissues and organs. At least one-half of a muscle, bone, or organ to be repaired must remain in the patient's body if the healer is to use one of these abilities. Tissue may be grown from existing material in or on the patient's body. The healer must spend (50 - [3 x Rank]) hours laying hands on the patient and the body part will be whole again. Generally, these abilities will be used to repair the effects of Grievous Injuries. A healer can act as a cosmetic surgeon. First, he sedates his patient with the soothe pain ability. He then slices and reshapes the skin, muscles, and bones which are deemed unsightly, and makes them whole with the appropriate repair ability. Unless the healer has gained the regeneration abilities, it is best that he work with a healer partner. A healer can preserve the body of a dead being in the hopes of having him resurrected. A healer may attempt the resurrection of a being who is no more than (10 x Healer's Rank) hours dead. However, a healer can suspend the time limit on resurrection by preserving the dead body of a being. Each time a healer uses the preserve dead ability, the body will not "age" for a number of days equal to the healer's Rank. A healer must lay hands on a dead body for (60 - [5 x Rank]) minutes to preserve it. A healer must have a body part at least the size of a torso to attempt the resurrection of a being. A healer will not succeed if he attempts the resurrection of a living being from a severed body part (there is only one life-force). If a body is completely destroyed (perhaps burned), which prevents the resurrection of the being, that thing may become a revenant. When a healer attempts to use the resurrect the dead ability, the base success percentage is equal to ([8 x Healer's Rank] )+[Patient's Endurance] ). The base percentage- is modified as follows: Subtract 5% if the healer is death-aspected; Subtract 5% if the patient is death-aspected; Subtract 1% for each year (or fraction thereof) the patient's life has been prolonged; Subtract 1% for each day of regeneration (see 55.8) it would normally require to make the patient's body whole; Subtract l0% if the patient's body is whole but suffered Damage Points equal to or greater than twice his Endurance when he died (the patient's slayer may carve up the body to bring this provision into effect); and Subtract 10% for each unsuccessful resurrection attempt since patient died. The minimum success percentage for resurrection is equal to the Rank of the healer, regardless of the total modifiers. If the roll in D100 is equal to or less than the success percentage, the patient is resurrected with his body whole. His Endurance is decreased by one, though all of his other values remain as before he died. If the roll is greater than the success percentage, the, patient is not resurrected and his Endurance is decreased by one. His body is preserved for one full day after an unsuccessful resurrection attempt. If the roll for resurrection is equal to or greater than (90 + [Healer's Rank]), the healer has summoned a malignant phantasm, rather than his patient's life-force. The phantasm will drain some power from the healer, reducing his Endurance value by D10-5 (minimum of 1). The phantasm will then return to the netherworld. When a being's Endurance Value is reduced to zero or less, that being may no longer be resurrected. Presumably, what remains of his life-essence is absorbed by one of the Great Powers. A dead character may take no action with his body. An Adept may compel his body to speak by spell, and his life-force may be placed in another body. which the player would then control. If a character's life-force is placed in another's body, he retains any magical abilities; his skill Ranks are halved (rounding down), his combat abilities are those of the previous inhabitant of the body. The temporary union of life-force and body uses the value of the body's first four characteristics, and the value of the life-force's characteristics for the remainder. A healer can regenerate every portion of a being's body. A being's vital organs are his heart, liver, stomach, small and large intestines, kidneys, genitals, brain, and eyes. A healer must spend (15 - [Rank]) days regenerating each vital organ (i.e., creating a new one). A regenerated vital organ will immediately begin to function if enough of the rest of the being's body is in working order. Otherwise, the vital orphan will be dormant until the healer can repair or regenerate the necessary body parts. If a portion of the body has been severed, or there is a hole in a being's anatomy, the GM measures the body part of the player which corresponds to that which is missing from the character's body. The healer will require a number of days to regenerate the character's missing body part equal to the measurement in inches of the player's corresponding part. The character's race does not affect the time requirement; the circulatory system regenerates at a constant rate for every race. Example: A character's arm has been severed at the shoulder. His player's arm measures 24 inches. The healer can regenerate the character's arm in 24 (not necessarily consecutive) days. A healer can manufacture certain potions in conjunction with an alchemist Potion Base Value Cure Disease 400 Cure Fever 400 (Graft) Skin Salve 450 Neutralize Poison (specify type) 500 Cure Endurance Points 1000 Prolong Life 1500 MECHANICIAN Quite sophisticated devices can be engineered without the aid of modern power sources and techniques. A mechanician's most complex products will involve pulley, hydraulic, or spring-based motor systems, which cause the operation of well-greased moving parts. The mechanician is most often called on to devise locks and traps to foil the best efforts of thieves. His second most popular line includes mechanisms for domestic use (e.g., windmills). Mechanicians often build complex, sometimes non-functional inventions. This is, in part, due to the prevailing view that mechanical gadgets are less efficient than magic at all but the simplest jobs. Thus, the job of mechanician is regarded more as an art than a skill. A mechanician's study the nature of metals and ores is to such a degree that they have unlocked the construction and building of automatons and golems. A mechanician must know how to read and write in one language at Rank 6 if he wishes to advance beyond Rank 1. A mechanician's progress in his skill is inhibited by a low Manual Dexterity value, and aided by a high value in that characteristic. A mechanician character must pay an additional Experience Point increment of 10% to increase his Rank if his Manual Dexterity value is less than 15. Such a character decreases his Experience Point cost to in- crease his Rank by an increment of 10% if his Manual Dexterity value is greater than 22. At rank 1 every mechanician is trained as a smith and trap-lock & safe maker, at ranks 5, 8 & 10 they may choose another specialization. The following areas of study are available: Shipwright, Masonry & battlements, magical properties of metals & gems, constructs and golems. A mechanician can build increasingly sophisticated traps as his Rank increases. The difficulty of removing a trap is determined by its Rank. A mechanician may build a trap of up to his current Rank. The mechanician must spend (21 - [2 x Mechanician's Rank]) hours and at least (125 x Trap's Rank) Silver Pennies to build a trap. The cost in Silver Pennies is just for the physical framework of the trap; if the trap is coated with poison, filled with an explosive, etc., the mechanician must pay for that material. If a being fails to remove a trap, he has triggered it. 1. If it is a physical trap, the being suffers D10+ [Trap's Rank] Damage Points. If the trap is poisoned, coated with acid, etc., the being will suffer additional damage. 2. If it is an explosive trap, it will release its contents in a (10+ [Trap's Rank]) foot-long cone. The base of the cone will be (Trap's Rank) feet across. The hands of the being who attempts to de-trap it must be in the cone. An explosive usually consists of a gas, or something on the order of Greek Fire. 3. If it is a magical trap, the stored spell is cast upon the being who triggered the trap. The spell is successful unless backfire occurs. Once a trap is triggered, it cannot again be detonated until reset by a mechanician whose Rank is at least equal to that of the trap. A mechanician must spend (12- [Mechanician's Rank]) hours to reset a trap. The only outlay he must make in Silver Pennies is to replace the contents. It is assumed that any repairs necessary are made when a trap is reset. A mechanician can construct a magical trap, in which an Adept can store a spell. The mechanician first must construct a Ranked trap. He then silvers and enchants it in conjunction with the mage, at a cost of (100x Spell Rank) additional Silver Pennies. The Adept must employ Ritual Magic for ([Spell Rank + 10] - [Mechanician's Rank]) hours. The spell is stored in the trap, unless backfire occurs. When a magical trap is triggered, the GM rolls percentile dice. If the roll is less than the Adept's chance of backfire at the time the trap was enchanted, the being who triggered the trap may only try to Resist (the spell). If the roll is within the backfire range, the silver on the trap transmutes to slag. A mechanician may construct a lock or a safe of up to his Rank. A mechanician must spend (330 - [30 x Mechanician's Rank]) minutes and (25x Lock's Rank) Silver Pennies to construct a lock. A mechanician must spend (15 - Mechanician's Rank] days and (100 x Safe's Rank) Silver Pennies to build a safe. A mechanician may store up to one-fifth his Rank (round up) traps on or adjacent to a lock. A mechanician may store up to one- half his Rank (round up) traps on or adjacent to the lock mechanism of a safe. A trap which is on or adjacent to a lock is automatically triggered it not de-trapped before a lock or safe is open. A mechanician may earn (25 + [10 x Rank]) Silver Pennies per day for building or supervising the construction of domestic devices. Domestic goods will usually be mundane products on the order of children's toys, mechanical scythes, pulley lifts, and so on. The mechanician must either establish himself in a town or promote his products for few days if he wishes to be supplied with work. The GM may, at his discretion, allow a mechanician character to construct devices of use on adventures Under no circumstances may a mechanician build post-Renaissance weaponry. A mechanician can remove his own trap, open his own lock or safe without disturbing or harming his device in (12-Rank) minutes. A spy or thief is able to do the same to the constructs of others. A mechanician must pay (150 + [150 x Rank]) Silver Pennies per year to supply himself with a tool kit, raw materials, and an area in which to work. A mechanician that does not spend the above amount operates as if he were two Ranks less proficient. If the Rank of a mechanician is reduced to a negative number, the use of the skill is temporarily lost. MERCHANT Since adventurers are highly talented individuals who often risk their lives, and a person is usually compensated for the value of the work they do, the player characters will fare better than most economically. A merchant character, blessed with the ability to earn even more Silver Pennies, has the best of all worlds. Their business acumen enables them to command a stiff price for those goods they vend, and to acquire that which they covet at bargain rates. The merchant is not often fooled in monetary matters, for them can be an expert in evaluating the worth of rare and costly goods. The economies of most DragonQuest worlds do not promote the growth of capitalism. Basically, the nobility has a vested interest in all rural lands, which comprise the vast majority of human-settled areas. An ambitious, dynamic merchant could perhaps own the entirety of a large town, but it is quite likely that a jealous duke or prince would twist the king's justice to break the merchant's power. Therefore, it behooves a merchant to cultivate powerful allies when their holdings burgeon. A merchant must be able to read and write in at least three languages at Rank 6 to use their assaying ability. The merchant's ability to buy and sell a particular item is dependent upon its type. Any item will be classified as one of three types: common, uncommon, and rare or costly. Items listed on the equipment Cost List are of the common type. Jewelry set with semi-precious stones, spices from another continent, and fine paintings are examples of the uncommon type. Rare and costly items include magic-invested objects, diamonds, roc's eggs, giant slaves, etc. The GM must classify each item with which a merchant wishes to deal. A merchant can buy items at a cost cheaper than the asking price. Item Type Discount to Merchant Common [5 x Rank] Uncommon [2 x Rank] % Costly or Rare [1 x Rank] % If the GM is actively playing the role of the seller, or another player is the seller, the merchant must do their own haggling. There will also be those items that the vendor cannot afford to sell at the usual discount to the merchant. The GM should use their discretion here. A merchant may mark up the price of an uncommon or rare item. A merchant can gain (1.5 x Rank)% above the value of an uncommon item they are selling. They can gain (0.5 x Rank)% above the value of a costly or rare item they are selling. A merchant can assay an item to determine its exact worth. The player characters will generally receive a fair quote on the price of basic goods, but must accept the word of the being with whom they are dealing when conducting a transaction involving uncommon, rare or costly items. The odds of the player characters being billed increase as they venture forth from their native land(s). However, if a merchant is amongst them, they can assay the value of any item after (11 - Rank) minutes. The success percentage for assaying a common item is equal to the merchant's ([Perception] + [12 x Rank]) %, to assay an uncommon item equal to ([Perception + [9 x Rank] )%, and to assay a rare or costly item equal to ([Perception] + [6 x Rank] )%. If the GM's roll is equal to or less than the success percentages, the merchant character is told the exact value of the item in question. If the roll is greater than the success percentage, the GM's quote increasingly diverges from reality as the result approaches 100. If the result is odd, the quote is below the actual asking price; if even, it is above. A merchant can specialize in a specific category of item assayal every time they achieve a positive Rank divisible by three. The merchant chooses their specialty from the following list (and any the GM should add): 1. Ancient Writings 8. Land 2. Antiques 9. Magic-Invested Items 3. Archeological Finds 10. Monster and Animal Products 4. Art (e.g., furs, eggs) 5. Books 11. Precious Metals 6. Gems 12. Slaves 7. Jewelry When a merchant assays an item of a category in which they specialize, they add (2 x Rank)% to their success percentages. It is possible for a merchant to attain a 100% chance of accurately pricing a specialty item. If a merchant wishes to add a new specialty after they attain Rank 10, they must expend 1500 Experience Points per specialty. A merchant must spend (15 + [5 x Rank] ) Silver Pennies per week to keep up appearances, and (100 + [175 x Rank]) Silver Pennies per year to buy assayal reference works. If the merchant fails to spend the former amount, they operate as if they were two Ranks less proficient for a full month. If they do not spend the latter amount, they operate as if they were four Ranks less proficient when conducting an assayal (though they retain all specialties). If their Rank is reduced to a negative number they temporarily lose the merchant ability. MILITARY SCIENTIST A military scientist can capably lead an increasing number of men as he improves their skill. He can prevent their men from fleeing after he has gained their confidence. The main ability of a military scientist is to anticipate and react to enemy maneuvers quickly because of their knowledge of tactics. It is difficult for a commander to remain in communication with their sub- commanders during a large battle. Traditionally, when an army exceeded 1500 men, the commander-in-chief would divide their forces into a center, left, and right flank. Once the fray begins in earnest, the din, dust clouds, and general confusion effectively isolates the commander from all but the troops immediately in front of him. Magic, of course, can abate this problem. However, any magic used to facilitate communications will not aid the troops in the field. Usually, the best tactic is to devote magic to the combat proper except when a critical message must be relayed. If this is the case, the outcome of the battle depends largely on the efforts of the individual sub-commanders. A military scientist must he able to read and write in one language at Rank 6 if he wishes to advance beyond Rank 2. A military scientist can lead (15 + [Rank squared] + [4 x Willpower]) troops effectively in battle. Any being may attempt to lead an unlimited number of troops in battle. However, any troops beyond a being's effective limit (assuming he is a military scientist) will usually become disorganized in the midst of battle. Generally, disorganized troops will be left to their own initiative, and the individual solder is unlikely to be able to coordinate with their fellows left to their own devices. A military `scientist can form a personal guard. After drilling for (12 - Rank) months, or being in combat for a like number of weeks, the military scientist forms a personal guard of up to ([Willpower/2] + [Social Status/4] ) knights and (20 + [2 x Willpower] + [Social Status/3] ) troops. These troops will be steadfastly loyal to him, so he gains (2 x Rank) % above and beyond their normal success percentage when commanding only their personal guard. A personal guard will follow all rational commands from its leader (i.e., the military scientist) in all but stress situations. A military scientist can rally beings with whom he has drilled or adventured to prevent them from fleeing battle. A military scientist must either have shared one adventure with or drilled for (12 - Rank) weeks with any being who he will attempt to rally. The military scientist may not attempt to rally a being who has fled for over 30 + [5 x Military Scientist's Rank] seconds. The military scientist must declare how many beings he wishes to rally during one round. If he is on the Tactical Display, he must take a Pass action. His success percentage is his ([Willpower] + [10 x Rank] - [Number of Beings]) %. If the GM's roll on percentile dice is less than or equal to the success percentage, the beings cease to flee and will advance against the foe beginning next round (unless seriously injured, in which case they will hold a position a safe distance away from the nearest enemy being). If the roll is greater than the success percentage, the beings continue to flee. The success percentage is decreased by 25% for each time a military scientist fails to rally a being(s) during one battle. If more than one military scientist is attempting to rally the same being, the highest success percentage of all is used, and the Ranks of the remaining military scientist(s) is added to that percentage. A player must choose before the GM rolls percentile dice whether he wishes his character to be affected by a military scientist rally attempt. A military scientist can sometimes perceive the tactics employed by his enemy before they are put to use. When a military scientist attempts to use his Perceive Tactics ability, his success percentage is his ([Perception] + [9 x Rank] )%. The GM rolls D100; if his roll is equal to or less than the success percentage, he informs the player of the military scientist character of the enemy's plan in general terms. If the roll is greater than the success percentage but less than the success percentage plus (2 x Rank), the military scientist is unsure of the enemy plan. If the roll is greater than or equal to the success percentage plus (2 x Rank), the GM misleads the military scientist, with the information becoming completely false as the roll approaches 100. The military scientist character must take a Pass action to use his perceive tactics ability in combat. A military scientist may add his Rank to the initiative die roll in combat. This addition to the initiative die roll occurs only if the character is the Leader, not Stunned or otherwise incapacitated, or engaged in Melee or Close combat. The player of a military scientist character may use more time to plan his character's (and companions') actions when engaged in combat on the Tactical Display. Normally, the games master will not allow the players any time to plan their actions between or during pulses. However, the player of a military scientist character can request a break period of (20 + [10 x Rank]) seconds between each and every pulses. No more than one military scientist character may use this ability per round. A military scientist can temporarily increase the Willpower value of the beings he leads. A military scientist may increase the Willpower value of all beings that he leads by one-half his Rank (rounded down) as long as he takes a Pass action every second round. If the military scientist character is stunned or wounded during a round, his followers lose the Willpower bonus until he can Pass unmolested again. A military scientist must spend (50 + [50 x Rank] ) Silver Pennies per year to supply himself with texts on strategy and tactics. If the military scientist fails to spend the above sum, he operates as if he were one Rank less proficient. If he is at Rank 0, he loses his perceive tactics ability. NAVIGATOR The art of piloting a sea-going vessel and that of ascertaining one's location are inextricably linked. Humanoids must venture across the waters in awkward ships, and are unable to survive immersion in the sea except for relatively short periods of time. Yet there are many beings who dwell beneath the surface of the ocean, and it is profitable for land-bound peoples to engage in commerce with them. Adventurers, with the assistance of an Adept, will probably choose to try to despoil some of the treasures of the deep. A navigator can manage ships of increasing size as he becomes more experienced. There is a limit to the size of ships constructed, because of their relative fragility (sea-creatures are wont to destroy those vessels they consider overly large). The navigator's other chief ability allows him to locate directions with instruments and read maps. A navigator can determine all compass directions if he can view the stars. If the night is cloudy, or during the day, the navigator's chance of correctly locating the compass direction is equal to (25 + [7 x Rank]) %. If the roll is less than or equal to the success percentage, the navigator has an exact reading on the compass directions. If the roll is greater than the success percentage, his reading is off by one degree for each percentage point by which he exceeds his success percentage (the GM must decide in which direction the error is made). A navigator may always determine the compass direction of a landmark relative to his position. A landmark is defined as any object which can be seen or to which a being can precisely point (presumably by either instinct or magic). A navigator may also judge the distance between his position and a landmark if he can see it. His success percentage to precisely gauge the distance is equal to his (Perception + [10 x Rank] ). If the GM's percentile roll is less than or equal to the success percentage, the navigator character is informed of the correct distance. When the roll exceeds the success percentage, the measurement is off by a percentage equal to the difference between the success percentage and the roll (the GM must decide whether long or short). A navigator can read a map if he can relate his physical surroundings to the symbols on that map. If a navigator tries to read a map which is of the area in which he is presently located or is of an area with which he is quite familiar, his success percentage is equal to ([2 x Perception + [8 x Rank] )%. If the GM's roll on percentile dice is less than or equal to the success percentage, the navigator is told the orientation of the map (and his position, as near as can be estimated). If the roll is between the success percentage and ([4 x Perception] + [10 x Rank] )%, the navigator is baffled by the map. If the roll is greater than or equal to the second percentage, the navigator character is given false information by the GM. A navigator can competently pilot a ship of up to (25 + [25 x Rank]) feet in length. A competent pilot of ship has a negligible chance of damaging or sinking a ship when faced with normal weather and sea conditions. When a ship is not steered by a competent pilot, it is in very real danger of experiencing an accident in choppy seas or during a storm. A navigator can consistently maintain a ship's speed at (50 + [5 x Rank]) % of its optimum speed. If the ship is under crewed, the optimum speed is calculated for the ship with its current crew complement. A navigator can predict weather at sea with a ([Perception] + [5 x Rank]) % chance of accuracy. The GM rolls percentile dice; if the roll is equal to or less than the success percentage, a navigator can correctly predict the weather for the following (4 + [2 x Rank) hours. If the roll is greater than the success percentage, the .navigator's version of the upcoming weather becomes more and more inaccurate as the roll approaches 100. A navigator can sometimes recognize non-magical danger at sea before subjecting his ship to it. A navigator's success percentage to use his perceive danger ability is ([3 x Perception] + [7 x Rank] )%. If the GM's roll is equal to or less than half the success percentage (rounded down), the GM informs the navigator character of the precise danger his ship is facing. If the roll is between one-half and the full success percentage, the navigator intuitively senses the direction and distance of the danger. If the roll is greater than the success percentage, the navigator is unaware of impending doom. A navigator must spend (250 + [25 x Rank]) Silver Pennies per year to maintain the best directional equipment and nautical charts he can use. If the navigator fails to spend the above sum, he operates as if he is two Ranks less proficient. If his Rank is reduced to a negative number, he temporarily loses the use of the skill. RAFTER A rafter is a solitary explorer and adventurer with a sixth sense for picking his way through complex ruins, mazes, and catacombs. Rafters are also excellent guides and scouts whose skills and knowledge have safely guided groups deep into the unknown. A rafter has a love of history and discovery and enjoys nothing more than being the first person to set foot in a lost city or an ancient tomb. Rafters also have a penchant for maps, and take great pleasure in studying, collecting, and crafting them. In fact the name rafter lends to the fact that they spend their time underneath the rafters that hold up a city then prancing around on the streets above. Lost items, forgotten palaces, secret places, finding such places is a lot easier with a skilled rafter. Contrary to common belief, a rafter isn't just a brave fool, but a careful and cautious one who takes great pains to research and study his missions. A rafter who wants to survive should be flexible, resourceful, and able to hold his own in a fight. Rafters are considered highly skilled and typically command sizable fees for their services. However, they are looked down upon as lower-class members of society, as their explorations underground give them a general reputation of being dirty, antisocial, sewer dwellers. While true in some cases, this is an unfortunate stereotype which irritates most rafters. To qualify to become a rafter, a character must be able to read and write in one additional language at rank 8. Research (Ex): At rank one, a rafter has learned his way around the libraries and can use them to his advantage to find maps, uncover secrets, or discover forgotten lore. When in a reasonable library, a rafter can use his skills to find some kind of relevant information to his search. This type of search takes 4 hours of study per skill check. The rafter has a base chance of 50% +10% per rank. Situation Modifier Information sought is recent (less than a year old) +15% Information is no longer known by any living being -10% Information has been suppressed -30% Information is old (per 200 years, up to 1,000) -10% Information is very old (1,000+ years, up to 10,000) -75% Information is ancient (10,000+ years) -100% Library is small or limited -10% Library is poorly organized -10% Library is well organized +10% Books and scrolls are well preserved +15% Books are damaged or rotten -15% The possibility of success at a research check supposes that the information sought is in the library; it's quite possible that some information has simply been lost. A GM who wants to keep something a secret may rule that it is not available, or he may provide misleading or incomplete information, or he may provide several conflicting answers to the search. Depth Perception: A rafter who reaches rank 2 is so skilled with exploring the undercity, that he has gained a sixth sense for exactly how deep he is below the surface. This ability is automatic, and requires no roll. Escape (Ex): Also at rank 2, a rafter has gained enough resourcefulness to be able to slip away from nasty predators. In such situations, the rafter manages to create a distraction and flee without the creature knowing where he went. Creatures with Scent or Track abilities may be able to find the rafter's trail, but most predators simply move on and look for other prey. Use of this skill requires a sufficient exit or hiding place to be located within a distance from the rafter equal to his movement rate. This ability is essential to rafters to allow them to avoid the natural dangers of the undercity. A roll of 3 X AG +10% per rank above rank 2 is required to succeed. Hostile actions will negate the escape effort. Judge Structural Integrity: A rafter is skilled and trained in traveling through the ruins, and at rank 3 he gains the ability to judge how likely an area is to sinking or collapse. This ability can also be used to determine if a particular area (usually a ruin) is able to support the rafter's weight. The area must be visually inspected for two pulses in order to make an accurate judgment. 3 X PC +10% per rank. Condition Modifiers Structure's supports are visible +25% Structure is made of metal -10% Structure is made of stone -15% Structure is made of earth -20% Structure is made of glass, crystal, or other exotic material -25% Damage was deliberately disguised -25% Make Map (Ex): A rafter, once he reaches rank 4, is so accustomed to picking his way though unfamiliar areas that he is able to draw up a map of any area he has walked through within the last day. This is done by rolling by rolling under 5 X PC +5% per rank after 4. Modifiers Per room or hallway to be mapped -5% Area was moved through rapidly -5% Rafter was unable to see -20% If the check is successful, the map is accurate. If the check was missed by 20% or less, the map is accurate, but missing essential details. If the check is failed by more than 20%, the map is useless. Secret doors and concealed areas cannot be added to the map unless the rafter finds them. Only one map may be stored in his mind at a time, and a second area cannot be detailed unless another physical pass is made through it. Find the Way (Ex): A rafter has an instinctual knack for finding his way out of confusing or unfamiliar areas. At rank 5 the rafter begins to be able to sense the way he needs to go to get where he is going, even if he has never been there before. When faced with a crossroads, the rafter may attempt a direction check by rolling under 4 X PC +10% per rank after 5. Success indicates that he feels an intuitive tug toward the correct path. Failure indicates no intuitive reading is felt. This ability may be used once per day per rank of rafter the character has attained. Scout (Ex): By rank 5, a rafter's senses are honed to allow him to get a clear picture of enclosed areas (typically underground) around and ahead of him through echolocation. This ability reveals the terrain ahead of the rafter, even around corners, through magical darkness, and through closed doors. The rafter can comprehend the layout of the area around him up to a distance of 10 ft. per rank of rafter he has attained. This ability remains in effect at all times unless blocked. A closed door reduces the scouting range by 10 feet, and the ability is blocked by two closed doors in sequence. Areas covered by magical silence spells cannot be 'seen' by this ability, nor will it work if the rafter himself is silenced or deafened. This ability requires a minimal amount of environmental sound to be present in order to work. If none is present, the rafter must make a sound in order to use the ability (which might attract other creatures to the rafter's location). Extremely loud constant noises also disrupt this ability. Positioning: At rank 6, a rafter gains an innate sense for where he is, allowing him to use his perception to comprehend his exact position. This ability can be used only if a rafter has studied the relevant map indicated by the result. This ability can be used once per hour. Find Secret Area: At rank 7, a rafter's scout and make maps abilities synergize and allow him to spot inconsistencies in the layout of an area. A rafter that passes by a secret or concealed door that is within the range of his scout ability may roll under 5 X PC to notice the secret area. Sense Danger (Ex): By rank 8, a rafter's scout ability is so advanced that he is able to notice traps and creatures around and ahead of him simply by passing by them. A rafter with sense danger can determine the size and number of any creatures within range of his scout ability. He also gets to roll under 3 X PC to find any traps within 10 feet of his location (assuming he is in an area where his scout ability would work). RANGER A few hardy souls, known as rangers, are trained to survive unequipped in wilderness environments. A ranger develops an instinctive sense of direction. He will become extremely sensitive to signs of intrusion by humanoids, and so will become an expert tracker and recognizer of ambushes. The ranger is knowledgeable in herbalist lore, which allows him to distinguish the properties of plants. A ranger will become comfortable with one particular environment, and will operate best there. A ranger acquires a "bump" of direction as he increases his Rank. A ranger instinctively knows the relationship of each of the cardinal directions (of the compass) to each other. He is able to pinpoint true north to within (10 - Rank) degrees. A ranger can also estimate the distance he has traveled overland to within (90 + Rank) % accuracy. The maximum amount of travel which can be estimated by a ranger is (1 + Rank) consecutive weeks worth A check must be made to determine the accuracy of the Ranger's estimate each time he reaches his time limit. If a ranger is lost or wishes to travel out of a wilder land by a direction other than that by which he carne, his success percentage to discover the shortest route out is ([2 x Perception] + [7 x Rank] )%. The GM rolls percentile dice, and if the roll is equal to or less than the success percentage, the ranger character chooses the quickest route. If the roll is between one and two times the success percentage, the ranger is unsure of which direction to go, and may check again in (12 - Rank) hours. If the roll is equal to or greater than twice the success percentage, the ranger has decided upon a random direction as the best. A ranger can sometimes recognize an ambush in a natural setting before he (or a fellow party member) blunders into it. A ranger has a ([3 x perception] + [5 x Rank]) % chance to detect an ambush or trap before he steps into it. Subtract 5% per Rank of the assassin, bounty hunter, spy or thief who set the trap or ambush from the success percentage. A ranger can attempt to track the progress of land bound beings through certain types of terrain. A ranger may only try to track somebody through terrain which will show traces of passage. For example, a human in armor can be tracked through underbrush, but not across a mountain normally. A ranger's success percentage to track, assuming that his quarry has attempted to obscure signs of his passage, is ([Perception] + [6 x Rank] )%. The percentage is doubled if the quarry did not attempt to cover their tracks; it is decreased by four times the Rank of a ranger who used his craft in covering the tracks. If the GM's roll on percentile dice is equal to or less than the success percentage, the ranger may track his quarry as far as the spoor goes. If the roll is greater than the success percentage, the ranger loses the trail an appreciable distance before he could run his quarry to ground. If a quarry's tracks can weather the passage of time; a ranger may trace tracks of up to (2 + [Rank Squared]) days ago. A ranger can usually recognize the effect a particular plant or animal product will have upon a humanoid. A ranger can always recognize a common animal or plant product (e.g., pine cones, deer meat). When a ranger tries to determine the use of a less common animal or plant product, his success percentage is equal to ([Perception] + [10 x Rank] ) %. If the GM's roll on percentile dice is equal to or less than the success percentage, the ranger discovers the properties of the substance under analysis. If the roll is between one and two times the success percentage, the ranger is unsure of the substance's use. If the roll is equal to or greater than twice the success percentage, the ranger mistakenly identifies the substance as something else which it could appear to be. A ranger can forage for curative plants. If a ranger spends 6 – rank/2 hours foraging in an area, he may do one of the following: 1. Cure disease 2. Cure fever 3. Salve skin irritations 4. Restore lost Endurance Points The herbs gathered by the ranger will, when applied to his patient for (12 - Rank) minutes, cure as if he were a healer of his ranger rank A ranger can specialize in one particular environment. When a ranger achieves Rank 2, he may choose an environment as his specialty. When a ranger performs an ability in the environment of his specialty, he gains (2 x Rank) % to his success percentage. A ranger may not specialize in more than one environment. A ranger will automatically recognize any native animal in his or her environment of specialty. A ranger may increase the chance of a favorable reaction when encountering an animal in the environment of his specialty. The reaction dice roll is increased by two for every Rank the ranger has achieved. The ranger forfeits this bonus if he (or any accompanying party member) takes hostile action towards the beast. SAGE Sages are the wise-men of the world. These men specialize in reading large volumes of information and committing that information to memory. Unfortunately their memory is not always perfect. Sages can recognize an item or thing at 5 X PC + 5% per rank. Sages can recall information about the thing at 2 X WP +7% per rank. The GM rolls to determine what the sage remembers. Sages can do research for particular information at PC X RANK if he/she has access to a library. A Sage may specialize in one area per rank among the following areas and choose an additional area with each rank: Monsters Demonology Magical Weapons & Armor Theology Magical Items Planar Beings other than Deities or Demons Histories & Legends Heraldry and Persona of Present Countries Culture & Laws Cryptology Geography Planar Travel and other Dimensions Sages must spend 1000 + (200 X RANK) to buy books and pay fees at libraries. Sages must be able to read & write in two languages at rank 6 before they can advance beyond rank 2. Sages also require twice the time to learn their skill. SPY & THIEF The spy and the thief practice their trades covertly, in order to avail themselves of the well-guarded wealth of the powerful. The spy represents himself as one worthy of their victim's trust to gain access to valuable information. They will continue their impersonation until the victim is sucked dry of everything of value or until the spy is discovered. The thief has a more prosaic task to accomplish: for (hopefully) undisturbed removal of property from a supposedly secure place of storage. A thief usually seeks monetary rewards for their efforts, and will cultivate contacts in the underworld of their area of operations. These contacts will enable them to discover where the choicest items are stored, and aid them in disposing of their ill-gotten gains. If a spy or thief character wishes to use their skill while not accompanied by the rest of the party, the GM should run a solo adventure (unless the task the spy or thief sets them self is very easy). A thief who is caught in the act of burglary is liable to the stiff penalties of medieval times: a hand is removed for the first (known) offense; a second time merits the removal of the other hand or the eye opposite the missing hand, with a greater degree of dismemberment for each succeeding offense. A spy had best not be captured after discovery: the traditional punishment for an exposed spy was to draw and quarter the prisoner. The abilities of the thief and spy are similar, but the two are separate skills. A thief must be able to read and write in one language at Rank 3 if he wishes to advance beyond Rank 3; a spy must be able to read and write in one language at Rank 4 if he wishes to advance beyond Rank 2. When a character is both a spy and a thief, his player may use the better of the two percentages to perform a given ability. A spy or thief can pick locks or open safes with the aid of their tools. The time a spy must spend to implement their pick lock ability is (240 - [20 x Rank] ) seconds, and (30 - [2 x Rank] ) minutes to use their open safe ability. A thief requires half the time listed to perform either ability. If the GM's roll on percentile dice is equal to or less than the success percentage, the spy or thief has opened the safe or picked the lock. If the roll is greater than the success percentage, the safe or lock resists the spy's or thief's best efforts. If any trap remains in place when a spy or thief attempts to open a safe or pick a lock, it is triggered by that action. For Spy to Pick Lock ([MD] + [4 x Rank] - [6 x Lock Rank] ) For Thief to Pick Lock([2 x MD] + [6x Rank] - [6 x Lock Rank] ) For Spy to Open Safe([MD] + [3 x Rank] - [7 x Safe Rank] ) For Thief to Open Safe ([2 x MD] + [5 x Rank] - [7 x Safe Rank] ) MD = Manual Dexterity A spy or thief can attempt to detect traps and, should the spy or thief succeed, can try to remove them. A spy or thief can make one attempt to detect traps (which requires 10 seconds) in a particular location per day. A spy must spend (24 - [2 x Rank] ) minutes to use their remove trap ability, while a thief requires half that time. The GM must make one percentile roll for each trap to see if the spy or thief detects it. If the roll is less than or equal to the success percentage, the spy or thief notices the location of the trap. If the roll is above the success percentage, they remain blissfully unaware of the trap's presence. For Spy to Detect Trap ([2 x Perception] + [7 x Rank] ) For Thief to Detect Trap ([Perception] + [11 x Rank] ) For Spy to Remove Trap ([MD] + [7 x Rank] - [5 x Trap Rank] ) For Thief to Remove Trap([2 x MD] + [11 x Rank] - [5 x Trap Rank] ) When a spy or thief attempts to remove a trap, the GM rolls percentile dice. If the roll is less than or equal to the success percentage, the spy or thief has removed the trap without triggering it. lf the spy or thief has a trap container, he may store the removed trap. If the GM's roll is greater than the success percentage, the trap is triggered. A spy or thief can sometimes detect a secret or hidden aperture. Any character can try to find a secret or hidden aperture if they spend time sounding and searching the appropriate wall, floor, or ceiling. A spy or a thief has a ([2 x Perception] + [5 x Rank]) % chance of noticing that a secret or hidden aperture is within (5 + Rank) feet of them. If the GM's roll on percentile dice is equal to or less than the success percentage, the spy or thief character senses that at least one hidden or secret door is in their detection area (but is not told how many). If the roll is greater than the success percentage, the spy or thief does not notice the aperture(s). A spy or thief can attempt to pick the pocket of another being without being detected. A spy or thief has a base success percentage equal to ([3 x Manual Dexterity] + [6 x Rank]) % to pickpocket a being. The following modifiers are applied to the success percentage: The victim is unconscious +50% The victim is sleeping or stunned +25% The victim is drunk +5% The victim cannot see well in current circumstances (e.g., human at night) +10% The pickpocket attempt is made in an uncrowded area and the victim has at least a slight suspicion of the spy or thief's intentions -15% The object to be pick pocketed is in a sealed pocket, pouch or compartment -20% The object to be pick pocketed is affixed to the victim's person or is something used constantly during the day by the victim -30% The object makes noise when moved -25% The victim wears metal armor or garments -5% The victim is an assassin thief or spy: Subtract (5 x Victim's Rank) % It is assumed that the spy or thief attempting to pickpocket is not handicapped by their physical condition; if they are, the GM should modify the success percentage accordingly. If the GM's roll on percentile dice is equal to or less than the success percentage, the spy or thief filches the object desired without their victim noticing. If the roll is between one and two times the success percentage, the spy or thief is detected by the victim just after the object has been removed from its storage place. If the roll is equal to or greater than twice the success percentage, the spy or thief is caught with their hand in the victim's pocket. A spy or a thief will develop a photographic memory as they gain experience. A spy's success percentage to employ their photographic memory ability is ([2 x Perception] + [12 x Rank]) %. A thief's success percentage is ([Perception] + [10 x Rank] )%. A spy or thief can use the ability without error for up to (1 + [1 x Rank]) days. When a spy or thief uses the ability after the error-free time limit is expired, reduce their Rank for success percentage calculation (only) by one for each day over that time limit. If the GM's roll on percentile dice is equal to or less than the success percentage, the spy or thief can recall visual details, such as those of a room or a piece of parchment, etc. if they observed it for the requisite length of time. A spy must have observed the object in question for (120 - [10 x Rank]) seconds to use the ability, and the thief must have spent twice that time. If the roll is greater than the success percentage, the spy's or thief's memory has more and more gaps in it as the roll approaches 100. A spy or thief tests their photographic memory ability whenever they try to verbally describe an object or place, whenever they call on their memory to gain a mental image of the object or place, or whenever they record it in writing. If a spy or thief fails to recall an object or place once, they cannot use the ability again to try to recall the image of that object or place unless they have sine returned to it. A spy increases their chance of performing an activity involving stealth by 2% per Rank they have achieved; a thief increases their chance to perform stealth-related action by 1% per Rank. A spy or thief acquires an ability unique to their skill. A spy may use their photographic memory ability to recall spoken phrases. Even if a spy does not know the language used, they can reproduce the phrases phonetically. Additionally, when a spy concentrates for (60 - [5 x Rank] ) seconds, they can extend their range of vision and hearing to (100 + [5 x Rank])% of what it normally is. A thief can, as long as they can find a purchase sufficient to bear their weight, climb any structure. Their success chance when climbing on a structure not made for that purpose is ([4 x Manual Dexterity] + [10 x Rank] - [Structure Height in Feet /10] )%. (Round the structure height down.) If the GM's roll is greater than the success percentage, the thief has fallen in climbing the structure. To determine the height at which the thief falls, roll D100. Round the number off to the nearest 10% (a roll of 5 is rounded down), and multiply the height the thief sought to attain by that percentage. A thief suffers ([Height in Feet /10] Squared) Endurance Points when they fall. A spy or thief must spend (250 + [150 x Rank]) Silver Pennies per year to maintain a proper set of thieving equipment. A spy or thief who does not spend the above amount operates as if he were two Ranks less proficient when performing any of the abilities. If their Rank for these abilities is temporarily reduced to a negative number, they cannot perform them until they meet expenses. The above cost does not include any trap containers that the spy or thief may wish to purchase. TROUBADOUR In a DragonQuest world, a minstrel who wishes to be welcome for his entertainment abilities during his travels is known as a troubadour. A troubadour becomes a multi-talented performer as he increases his experience in the field. The troubadour is also a student of the people he visits, and is as knowledgeable as a scholar in the matter of customs. A troubadour, being a skilled actor, can also be a master of disguise. The most useful ability a troubadour will gain is his bardic voice, which enables him to influence the actions of all but the deaf. The abilities subsumed in the troubadour rules are usable by such a character in situations not explicitly covered in the next few pages. The GM should improvise and allow a troubadour character to use his skill in appropriate instances. A troubadour acquires one ability per Rank. The character begins with one of the following abilities at Rank 1. All acquired abilities can be performed skillfully. 1. Play one instrument of the player's choice. 9. Dance (especially folk dance). 2. Sing or chant. 10. Dress appropriately to all situations. 3. Recite stories and legends. 11. Simulate wide range of emotions. 4. Compose stories and legends. 12. Execute acrobatics. 5. Perform mime. 13. Amuse small children. 6. Mimic speech. 14. Amuse semi-intelligent creatures. 7. Act out skits or parody. 15. Appear attractive. 8. Tell and compose jokes. A troubadour may gain additional abilities after achieving Rank 10 by the expenditure of 500 Experience Points per ability. A troubadour's chance of successfully performing minor magic is increased by 2 per Rank. If a troubadour is a mage of the College of Illusions, they add 1 to their modified chance to cast a spell for every Rank they achieve. When a troubadour uses his Perception value to gain information about the customs or habits of humanoids, add 2 per Rank he has achieved to his success percentage. A troubadour can use disguise to appear of a different humanoid race, gender, or profession. A troubadour cannot disguise himself as a member of a race for which his size is inappropriate (e.g., an elf troubadour cannot disguise himself as a Halfling) or as practitioner of a profession for which he is basically unsuited (e.g., a frost giant troubadour could not imitate a jockey). A troubadour's disguise ability is intended to fool someone who does not know the humanoid the troubadour is masquerading; if the troubadour is attempting to pass himself off as an acquaintance of a particular being, the GM will have to determine the chance of the substitution being noticed. A troubadour's base success percentage to use this disguise ability is (12 x Rank) %. Subtract: 1. 2 X PC of the being to be deceived by the troubadour if the troubadour is impersonating a member of his own race. 2. 4 x PC of the being to be deceived by the troubadour if the troubadour is impersonating: a member of another race. 3. (11 - [Troubadour's Rank] ) if he impersonates a person of opposite gender. If the GM's roll on percentile dice is equal to or less than the troubadour's success percentage, the being to whom the troubadour is falsely representing himself is taken in. If the roll is greater than the success percentage, the being notices inconsistencies (with the role being assumed) in the troubadour's appearance or behavior. The inconsistency becomes more glaring as the roll approaches 100. If a troubadour is using disguise in close proximity to a being, a check against their success percentage must be made every hour. A troubadour can use their bardic voice to charm, several beings at once. A troubadour may use his bardic voice on not more than (2 + [2 x Rank]) beings who can understand the language which he speaks. The troubadour may not use charm ability in combat, but may use it against hostile beings. A Willpower check must be made for every being the troubadour hopes to affect. The success percentage for the Willpower check is ([10 x Troubadour's Rank] - [2x Being's Willpower] )%. If the roll is less than or equal to the success percentage, the being is charmed, as described in the College of Ensorcelments and Enchantments spell of the same name. If the roll is greater than the success percentage, the being is not affected. A troubadour must spend (12 - Rank) Fatigue Points every time he uses the bardic voice ability. A troubadour must spend (50 + [100 x Rank) Silver Pennies per year to supply himself with the props necessary for his trade. A troubadour who does not spend the above amount operates as if they were two Rank less proficient. If the rank of a troubadour is reduced to a negative number, the use of the skill is temporarily lost. NEW SONGS FOR TROUBADOURS The following songs may be learned by Troubadours who have reached various ranks and spend the time and training (experience point to learn the song.) Most songs can be done on voice alone, but some are enhanced when done with an instrument. Songs take two pulses to prepare if the troubadour is using his voice alone, or one pulse if they require an instrument. Unlike spell casters, bards can get attacked and will still continue their song as long as they are not stunned or knocked unconscious. If a bard has enough FT he may sing a new song immediate after the conclusion of the previous one with no preparation time, but anytime he does so he lowers the success percentage by 10% for each addition song that is woven into the hymn. Bards may weave a total of 3 songs at a time. Instruments may never be used in song weaving, only the voice of the bard. Creatures that are deaf are immune to these songs, as well any creature incapable of understanding the song. SONGS LEARNABLE @ 5 AND HIGHER Jig of Vigor Warsong Racing Accelerando Lament Battle Chant Boastful Bellow Elemental Rhythms Lucid Lullaby Hymn of Restoration Appalling screech SONGS LEARNABLE @ 8 AND HIGHER Purifying Rhythms Psalm of Warmth Melodic Binding Psalm of Cooling Aria of Eagles Veracious Concord SONGS LEARNABLE @ 10 Chant of Frost Lingering lament Chant of Fire Caster's Bane Bombastic Bellow Insipid Ditty Appalling Screech (TS-1) RANGE: 50 feet DURATION: immediate EXPERIENCE POINT COST: 1000 BASE CHANCE: 50% RESIST: 2 X WP of will run at full TMR away from the bard for 1 minute. EFFECTS: The bard is able to induce fear into those unfamiliar with him or her. This song will affect even your allies if they have not heard it performed prior to its use. If a wind instrument is used to play the screech its ranges is increased to 75 feet and base chance raised to 70% FATIGUE COST: 7 – EACH RANK ABOVE 5. Battle Chant (TS-2) RANGE: 40 feet DURATION: one hour EXPERIENCE POINT COST: 500 BASE CHANCE: 70% RESIST: May not be resisted. EFFECTS: The bard sings a song that prevents his allies from being affected by the fright table. This song effects 12 people +2 per rank above 5. If drums are used in conjunction with this song the range & number of effected people are doubled and the percentage goes up to 90%. Of course you cannot fight while playing a drum. FATIGUE COST: 7 – EACH RANK ABOVE 5. Boastful Bellow (TS-3) RANGE: 20 feet DURATION: immediate EXPERIENCE POINT COST: 1000 BASE CHANCE: 70% RESIST: 2 X WP EFFECTS: The bard bellows a sonic yell at an opponent that does D5 +3 damage and will stun them unless they roll under 2 X WP. FATIGUE COST: 8 – EACH RANK ABOVE 5. Elemental Rhythms (TS-4) RANGE: 30 feet DURATION: 5 minutes EXPERIENCE POINT COST: 1000 BASE CHANCE: 60% RESIST: May not be resisted. EFFECTS: The bard's song give all those in range improved resistant to elemental magics. Anyone within the range of the spell add +15% to their MR VS elemental colleges while under the effects of this song. Playing this song on percussion doubles the duration and adds +15% to its success rate. FATIGUE COST: 8 – EACH RANK ABOVE 5. Hymn of restoration (TS-5) RANGE: 30 feet DURATION: must be performed for at least one hour EXPERIENCE POINT COST: 1500 BASE CHANCE: 80% RESIST: May not be resisted. EFFECTS: The bard sings a hymn that accelerates the healing of those in attendance. Those listening to the bard will regain 3 EN or FT per hour and may try to over come any infections or diseases at the end of the hymn. For each additional hour the song is continue the listeners' gain 3 more EN or FT, but the bard must stop after 3 hours of singing. Obviously, this hymn may not be performed in combat. Using the hymn doubles the chances of a random encounter each hour it is sung. FATIGUE COST: 9 – EACH RANK ABOVE 5 Jig of Vigor (TS-6) RANGE: 30 feet DURATION: performance EXPERIENCE POINT COST: 500 BASE CHANCE: 60% RESIST: May not be resisted. EFFECTS: The bard sings a lively jig that allows those within range and familiar with the bard to ignore the effects of being fatigued. Opponents do not gain any benefits from them either while the song is performed. FATIGUE COST: 7 – EACH RANK ABOVE 5. Lament (TS-7) RANGE: 50 feet DURATION: performance, effect linger for 5 minutes afterwards EXPERIENCE POINT COST: 1000 BASE CHANCE: 60% RESIST: 3 X WP EFFECTS: The bard sings a sad lament that evokes feelings of self-pity and melancholy in those listening to the song. Those listening to the song will ignore the surrounding unless they are threatened or attacked. This song cannot be done if combat is already started. Those effected by the spell act as if stunned for purposes of a pick-pocket. Some bards specialize in interacting with their audience while removing them of their loot . If a string instrument is used the success percentage goes up to 75% and resistance is 2 X WP. FATIGUE COST: 7 – EACH RANK ABOVE 5. Lucid Lullaby (TS-8) RANGE: 30 feet DURATION: performance, effect linger for 5 minutes afterwards EXPERIENCE POINT COST: 1000 BASE CHANCE: 70% RESIST: 3 X WP EFFECTS: The bard sings a child's lullaby that will cause even hostile creatures to yawn and fall asleep if they fail to make their resistance check. If no hostile actions are done to those listening they will fall sleep within 5 minutes of the songs beginning. FATIGUE COST: 7 – EACH RANK ABOVE 5. Racing Accelerando (TS-9) RANGE: 30 feet DURATION: performance, effect linger for 5 minutes afterwards EXPERIENCE POINT COST: 1000 BASE CHANCE: 70% RESIST: no resistance. EFFECTS: The bard must play a brass instrument while performing this song. If done properly the bard and those within range have their TMR doubled for as long as the song is played. Creatures such as mounts may also benefit from this song, but riders must make a horsemanship check to keep them from being spooked. This song makes an incredible amount of noise and will make the party incapable of surprising anyone and will double the chance of a random encounters. If done underground or in a city it will triple the chance of an encounter and lower the reaction of encounters by -20% This song cannot be played in while actively engaged in combat, but could be played if retreating from combat. FATIGUE COST: 7 – EACH RANK ABOVE 5. Warsong (TS-10) RANGE: 40 feet DURATION: 1 hour EXPERIENCE POINT COST: 2000 BASE CHANCE: 70% RESIST: no resistance. EFFECTS: The bard sings a rousing song of war that grants those familiar with the bard and within range +3 IV, +10% to strike, +2 damage & +15% to resist being stunned. FATIGUE COST: 9 – EACH RANK ABOVE 5. Aria of eagles (TS-11) RANGE: 40 feet DURATION: performance, 30 minutes minimal, effects linger for 1 minute EXPERIENCE POINT COST: 2000 BASE CHANCE: 60% RESIST: no resistance. EFFECTS: The bard sings a light aria that grants all those listening the ability to leap 4 times their normal distance and to attempt to glide while falling. If a wind instrument is used the effects linger for 2 minutes and the success percentage is raised by 15%. This song may not be sung in combat, but its effect may carry over into combat. FATIGUE COST: 5 – EACH RANK ABOVE 8. Melodic binding (TS-12) RANGE: 30 feet DURATION: performance EXPERIENCE POINT COST: 1500 BASE CHANCE: 60% RESIST: 3 x WP, must be made each pulse that the melody is sung. EFFECTS: The bard sings a melodic hymn that confuses those unfamiliar with it and causes them to move at only ½ their TMR, loose one attack, and act more sluggish gaining only ½ their AG to defense. FATIGUE COST: 6 – EACH RANK ABOVE 8. Psalm of cooling (TS-13) RANGE: 40 feet DURATION: immediate EXPERIENCE POINT COST: 2000 BASE CHANCE: 75% RESIST: no resistance. EFFECTS: The bard chants this psalm that confers on its listeners (friend and foe) a heightened resistance to fire. They only suffer half damage from fire based attacks. FATIGUE COST: 5 – EACH RANK ABOVE 8. Psalm of warming (TS-14) RANGE: 40 feet DURATION: immediate EXPERIENCE POINT COST: 2000 BASE CHANCE: 75% RESIST: no resistance. EFFECTS: The bard chants this psalm that confers on its listeners (friend and foe) a heightened resistance to cold. They only suffer half damage from cold based attacks. FATIGUE COST: 5 – EACH RANK ABOVE 8. Purifying rhythms (TS-15) RANGE: 40 feet DURATION: performance EXPERIENCE POINT COST: 2500 BASE CHANCE: 60% RESIST: no resistance. EFFECTS: The bard sings a song that grants all those familiar with it heightened resistance to poisons and diseases, while within the radius of the song effected members gain 4 X EN to resist poisons and diseases. If this song in done in conjunction with a percussion instrument its range is doubled and success percentage is raised by 20% (You have already been poisoned or disease, see a Healer!) FATIGUE COST: 6 – EACH RANK ABOVE 8. Veracious concord (TS-16) RANGE: 50 feet DURATION: performance EXPERIENCE POINT COST: 2500 BASE CHANCE: 45% RESIST: no resistance. EFFECTS: The bard chants this unusual song and confers upon its listeners the ability to see invisible things. Playing a wind instrument raises the songs success percentage by +25% FATIGUE COST: 5 – EACH RANK ABOVE 8. Bombastic Bellows (TS-17) RANGE: 40 feet DURATION: immediate EXPERIENCE POINT COST: 3000 BASE CHANCE: 55% RESIST: 2 X WP EFFECTS: The bard bellows a sonic yell at an opponent that does D5 +6 damage and will stun them unless they roll under 2 X WP. FATIGUE COST: 4 Caster's bane (TS-18) RANGE: 100 feet DURATION: performance EXPERIENCE POINT COST: 3000 BASE CHANCE: 60% RESIST: MR EFFECTS: This song makes a horrible racket, but even worse it interferes with any spell casting within it range, all caster take an extra pulse to prepare a spell and must make concentrations during the preparation pulse(s) or start the spell over. An added strain is the fact that the song causes such stress that they must pay double the FT cost of a spell. The range is doubled if this song is accompanied by a wind instrument. Casters who accompany the bard must wear earplugs to avoid being effected. FATIGUE COST: 4 Chant of Frost (TS-19) RANGE: 50 feet DURATION: performance EXPERIENCE POINT COST: 2500 BASE CHANCE: 50% RESIST: May be resisted by normal MR (May roll to resist each pulse) EFFECTS: The bard sings this chilling song that has a two fold effect against the targeted individual, it lowers their resistance to cold & air based spells by 15% and then attacks them with frost doing D5+5 damage, ½ if resisted. This songs range is doubled if played on a percussion instrument and the success percentage is +20%. The song may be continued at no additional cost of fatigue other than the starting cost. If a new target is chosen the fatigue cost must be paid again. FATIGUE COST: 4 Chant of Flame (TS-20) RANGE: 50 feet DURATION: performance EXPERIENCE POINT COST: 2500 BASE CHANCE: 50% RESIST: May be resisted by normal MR (May roll to resist each pulse) EFFECTS: Same effects as chant of frost but with fire. FATIGUE COST: 4 Insipid Ditty (TS-21) RANGE: 5 feet DURATION: performance, effects linger for 2 pulses EXPERIENCE POINT COST: 3000 BASE CHANCE: 70% RESIST: 2 x WP EFFECTS: This nasty little song taunts and ridicules the person fighting the bard to such a degree that it enrages them and makes them fight with less precision. If the opponent fails to resist he suffers the following disadvantages: -20% to strike, -6 damage, -5IV and any special combat maneuvers gained by skills function as if the opponent were 3 ranks lower. FATIGUE COST: 6 Lingering lament (TS-22) RANGE: 40 feet DURATION: performance limit of 1 minute, then must play again EXPERIENCE POINT COST: 3000 BASE CHANCE: 65% RESIST: no resistance EFFECTS: This haunting song is literally able to bring'm back from the brink of death, if sung within 2 pulses of a comrades death it will bring their EN up to 1 and keep them at 1 until the song ends. Of course after 1 minute of playing the bard must pay another 6 FT and not beyond the reach the of the song. FATIGUE COST: 6 HORSEMANSHIP An adventurer will use horsemanship to direct animals which he rides. An adventurer may use his horsemanship with any animal or monster which he would ordinarily ride (such as horses, donkeys, camels, elephants, etc.). Enchanted or Fantastical monsters do not necessarily fall into this category, and the GM must make rulings governing these situations. The character's player will roll percentile dice whenever his horsemanship is called into play. A character's horsemanship is equal to [modified Agility + Willpower)/2 + (Rank x 8)]. In the above equation, round all fractions down. The type of mount a character is riding will modify his horsemanship as follows: Donkey - 10 Palfrey + 15 Mustang - 12' Warhorse - 5' Quarterhorse - 10 Camel - 15 Dire Wolf - 10 Mule - 8 Draft Horse - 5 Pony + 10 Elephant - 10 *-rating unless trained by rider; in that case, 0. The GM should also take into account the familiarity the character has with the individual animal type and apply modifiers thereby (i.e., the first time a character finds himself atop a camel should be worth at least an additional - 15). A character's horsemanship is called into play whenever he wishes his mount to perform an unusual or difficult action. Also, every Pulse in combat a horsemanship roll must be made. Any mount can be directed into moving at a walking pace or even a brisk trot; an unusual or difficult action would be to break into a gallop or charge, jump an obstacle, etc. During combat, horsemanship is called into play during every Pulse to a) keep the mount controlled, b) regain control if it is lost, and c) direct the mount to take any specific Action. Remember only a Warhorse can be directed to enter into Close Combat by its rider, and all other mounts will only attack if directly assaulted. A successful roll (equal to or less than the modified percentage) will result in the mount obeying the directions of the rider. A roll above the modified percentage but less than the modified percentage + the rider's Willpower indicates the mount either does nothing or continues to do whatever it was doing. A roll above both of these indicates the mount will either disobey the rider, buck, attempt to throw the rider, or some other unpleasant result. The actual occurrence must be decided by the GM and should become worse the farther the roll is above the modified percentage. If the GM judges the rider has totally lost control of his mount, the rider may take no other action until he has regained control (presuming he managed to stay mounted). Using horsemanship while in combat may be done in combination with any other Action. A trained horseman receives certain abilities as he rises in Rank: Rank 3 May use two- handed weapons, Rank 5 May fire a weapon while moving, Rank 7 May use two one- handed weapons at once. STEALTH An adventurer can use stealth to move as soundlessly and unobtrusively as possible. An adventurer may use his stealth ability only if he has adequate cover (i.e., space in which to conceal or obscure himself) in the area he wishes to traverse, he is appropriately clad (e.g., not in plate armor or luminescent clothing), and he is not currently under observation by the being(s) from whom he is attempting to conceal his presence. The GM will roll percentile dice to deter- mine if a character is able to use his stealth ability successfully. The GM only makes such a check if there is a reasonable possibility that the character could be detected. The GM makes one check each time the character attempts one continuous action, or each time an unexpected change of condition has a significant effect upon the character's chance of remaining hidden (e.g., one of the beings under surveillance heads for a room which happens to be through the doorway in which the .character is hidden). The GM may modify the success percentage. A character's base chance of using his stealth ability is ([3 x Agility] + [5 x Rank])%. The greatest Perception value of the beings who may be able to discover the character using the stealth ability is subtracted if those beings are unaware of the character's presence, or three times that Perception value if they are. If the GM's roll is equal to or less than the success percentage, the character is undetected. If the roll is between the success percentage and that percentage plus the character's Agility, he has made a slight noise or given a being a glimpse of himself, and may be (at the discretion of the GM) discovered. If the roll is greater than or equal to the success percentage plus the character's Agility, he has been discovered. SWIMMING The swimming skill not only allows the character the ability to swim, but also gives the character the ability to dive and hold his or her breathe for extended periods of time. It is normally presumed that the character is dressed appropriately for swimming and is not wearing armor or clothing that would encumber him or her. The character's chance to effectively swim is 2 X AG + 3% per rank. Once a character makes a roll to swim he or she will be able to swim normally unless attacked or hindered in some manner, in which case they will have to roll for swimming each pulse they are attacked or hindered. This basic use of the skill allows the character to move and 1/3 his or her TMR rate in the water as well as stay afloat for extended periods of time. The character may swim non-stop for 15 minutes + 5 minutes per rank, once the character has gone beyond his or her limit they must begin rolling under 3 X EN every 5 minutes or they start drowning. The character may not attempt to push his or her limit beyond 50% increase of what their rank allows. Characters may hold their breath for extended periods of time while diving equal to their EN +5 pulses per rank. At rank 5, their swimming TMR is equal to 1/2 their normal TMR. At rank 5, they only suffer half the penalties (-30% -4 damage) for fighting in or under the water. At rank 10 their swimming TMR is the same as their land TMR and they fight with only penalties of -15% to Base Chance and -2 damage. Armor Penalties: Leather, Acrobat's Mesh, Grey Elvin Chain, Metal Laced Mesh, Mithril Chain: –10% to swimming, -20% after 5 Minutes of being in water and an extra –10% for each additional 5 Minutes. Once the PC is in the water for 10 minutes then he/she will have to start making 3 x PS or start drowning. Scale Mail: –20% to swimming and additional –10% for each minute in the water. Once the PC is in the water for 1 minute then he/she will have to roll under 2 x PS or start drowning. Chain Mail of all Types not listed Lamillar, Elder Battle Plate: -15% to swimming and an additional –10% for each minute in the water. Once in the water for one minute, the PC will have to roll under 2 x PS or start drowning. Partial/Full/Improved Plate: -30% to swimming and an additional –10% for each 30 seconds the PC is in the water. After 15 seconds, the PC must role under their PS or start drowning. Amadite Plate: -40% to swimming and an additional –10% for each 10 seconds in the water. After the first 5 seconds, the PC must roll under 1/2 his/her PS or start drowning. Drowning Rules: When a PC starts drowning, they will have to make WP checks or go unconscious. To avoid going unconscious, the PC must roll under 3 x WP. They will have to start making unconscious checks after losing 10 FT points. Once unconscious, the PC must roll under WP to recover. A PC that is unconscious will start to sink to the bottom of the body of water. For every pulse the PC is drowning, he/she will lose 5 FT points and once FT is exhausted then EN points are used until the PC is dead. Fighting Rules: A PC will not receive any negatives for fighting in the water with a close combat weapon as long as they are in close combat. When attempting to grapple an opponent, the target person gets a +2 to repulse the attack if holding a weapon or has Rank in Hands. When using a one handed melee weapon, the PC starts off with a –60% to hit and –8 to Damage. A two-handed weapon cannot be used while fighting in the water and trying to swim not unless the PC has achieved Rank 6 in Swimming.