RuneQuest Skills
Here is a comprehensive list of skills that I've gathered together from
various sources, made myself or tweaked to suit my house rules. Many of these
skills have been taken directly from a list by Tal Meta (at least, I think it
was Tal), as well as Cults of Light and Death. If you feel that you deserve
credit for a skill listed here, just mail me and I'll add you.
AGILITY SKILLS BALANCE (00)
Affected by ENC penalty This skill simulates general balance, poise
and posture. It can be used for anything from balancing on top of a moving
vehicle, to tightrope walking. Normally, a GM will call for a DEX roll with a
varying multiplier dependent upon the difficulty of the situation, so DEXx2 for
a tightrope, and DEXx1 for a slack, moving rope. The percentage in this skill is
added to the chance to Balance. So a character with Balance 29% who is asked to
make a DEXx3 to remain balanced receives a DEXx3 plus 29%.
BREAKFALL (00)
Affected by ENC penalty The skill of absorbing and redirecting the
force of the impact from a fall. A successful Breakfall roll will reduce falling
damage by 1d6, a special success reduces falling damage by 2d6, and a critical
success will halve the amount of any excess damage inflicted.
Any successful Breakfall roll allows a character to specify the hit locations
to sustain any excess damage. A successful Breakfall roll additionally allows a
character to regain a standing or kneeling position from a fall without having
to waste an extra action to stand or kneel.
BOAT (05) The boating skill applies to small water-borne craft,
either oar or paddle-driven. In an unhurried situation, the player must
successfully roll beneath his skill when he starts. He cannot move the boat
until this roll succeeds. If conditions are placid, the GM may allow multiples
to this skill.
In bad weather or hostile environments (whirlpools, rapids, shoals, etc.) the
GM can postulate percentiles of difficulty, and have the player roll his skill
with a penalty. If the roll succeeds, the boat stays on course. If unsuccessful,
the boat either veers off course or doesn't move, depending on the situation. If
the roll is a fumble, the boat overturns (requiring swim rolls for everyone in
the boat).
CLIMB (40) At adulthood, anyone can climb well enough to scale a
slope with handholds, a tree with low branches, etc.. Not having the stamina
tomake the climb is a matter for fatigue. As a rule of thumb, an adventurer who
makes his climb roll can ascend or descend 1 meter of a 75-degree or less slope
or a thickly branched tree per 5 strike ranks. If the player misses his climb
roll, his adventurer stays in one place, unable to find the necessary hand or
footholds. On a fumble, the character falls.
A player can speed his climb by subtracting 10% from his skill for every
extra meter per 5 strike ranks. This may increase his fumble chance as well. A
humanoid character can increase his climbing speed by 1m/5SR's of normal
climbing for every 10 points or fraction thereof of SIZ over 20.
A climb roll needs to be made for every 10m of ascent on such tough ascents.
In the general mountaineering sense, of travelling through the rolling hills and
mountains of the world, Climb rolls are necessary to navigate the treacherous
terrain. Each mountain will require a certain number of rolls per day, two for
simple mountains, and five for more complicated climbs. The exact nature of the
failure results in a fall with damage up to the GM. In this case no additional
Climb roll is allowed to hang on. A character with 90+ skill in Climb is
considered a Master, and makes half the amount of rolls per day.
Tying Characters Together Characters can tie themselves to one
another. This adds 10% to their climb skill. If a falling character is roped to
another, the maximum distance of the fall is the length of the rope between
them; however, the second individual must also receive a successful Climb roll
or be pulled along.
DANCE [VARIES] (05) This skill represents the character's skill in
a particular style of dancing. Possible subskills might be Waltz, Tango, etc..
Alternatively, certain dances might be at a lowered skill percentage to perform
well.
DODGE (05)
Affected by ENC penalty A skillful dodger is seldom where the blow
falls. Dodge is more fully described in the combat section.
DRIVE [VEHICLE] (10) With this skill a character can control a
wheeled vehicle drawn by one or more beasts of burden. Like ride, this skill
represents the users ability to do more than simply let the horses pull the
vehicle along; it involves sharp or difficult turns, jumps, bumps, and combat
from the vehicle. Driving with only one hand reduces Drive by 20%.
Unlike ride, however, the combat abilities of the rider's are limited to the
driver's skill, not their own. Common Drive skills are Chariot, 4-wheeeled cart,
and coach.
JUMP (25)
Affected by ENC penalty The ability to leap for distance or height,
or over obstacles like fallen bodies. Generally, a successful roll allows the
character to leap twice his height horizontally or up to his height vertically
with a running start. A standing start reduces these distances by half. A
fumbled roll on a running jump indicates that the adventurer landed badly, with
the force of a 3-meter fall, and takes damage accordingly. If a character is
falling, Jump can be used to select which hit location he lands on (as can
Tumble, see below), unless the fall is the result of a fumbled Jump roll.
NAWANUKEJUTSU/ESCAPE (05) Allows a character to escape from bonds.
Each round in which the character may work uninterrupted and he succeeds in an
Escape roll allows the character to pit his STR+DEX versus the STR of the
binding. Failure leaves the character still bound. The process is easily visible
to a guard who can interrupt it and negate the escape attempt. The GM should
modify this skill according to the difficulty of the bonds. For instance, rope
tied by a child might be easy, with +30 to use, whereas a set of iron manacles
may be -20.
Generally, this skill is only available to Vormaini Ninja. Due to childhood
training, a ninja may use this skill to squeeze through openings which would
normally be too small for a person of his SIZ. It takes a full MR to pass
through an opening. A simple success allows passage through a space 1 SIZ too
small, a special success allows a 2 point difference, a critical is a 3 point
success, and a supercritical or higher is a 5 point difference. This special
ninja ability is sometimes taught to outsiders, but the suppleness necessary for
squeezing through holes can only be achieved in childhood training. Ninja can
learn this skill as though it were Medium difficulty.
RIDE (05) Riding a horse or other riding animal takes no skill so
long as the animal goes no faster than a walk and is trained to accept a rider.
To compel the animal to go faster requires a Ride skill of at least 15%.
Ride limits the adventurer's ability to do certain things while on horseback.
A saddle with stirrups adds 10% to the rider's Ride skill. The Ride skill
determines the character's maximum combat skills while riding, as well as his
ability to coax the animal to do things it has never tried before (like riding
into melee, or jumping obstacles).
RUNNING (00) This skill increases the characters ability to sprint
for short periods of time. When in a Run Contest (see Game Systems) the
percentiles in this skill are added to the characters roll in a Run contest.
SKATE (25) Ice skates are sometimes used by cultures living in
cold areas, such as the Barbarian Belt highlands. The Lunar Empire also supports
skating in its Kalikos Icebreaker Championships. Blades are normally made of
bone. Normal move rate for skates is 3m/round.
SKI (25) This is the skill of cross country skiing, not downhill
racing of the modern world. The skis are different from modern skis, instead
they consist of a left ski, long and narrow, and a shorter right ski with a
strip of animal skin glued to the bottom so that the fur bristled to the back of
the ski. You balance on the left leg and push with the right. Poles are not used
for motion, but sometimes for balance. Going downhill is much easier than cross
country skiing but offers a greater chance of falling.
This skill is normally known by Orlanthi of Ralios where the snow is so bad
that skis are required. With skis a character can move across snowy ground as if
they were walking on normal good ground (i.e. move rate 3).
SWIM (15)
Affected by ENC penalty Humans can swim at a rate of 1m per 2
strike ranks under placid conditions. Also under these conditions, an adventurer
has to make a successful skill check every time he swims a number of meters
equal to his skill, i.e. a swimmer with 15% in swim needs to make a check every
15 meters.
A failed swim roll indicates that the character has failed to progress
through the water; in the next melee round the character must make a successful
check or begin to drown. If the second roll succeeds, the adventurer is not
drowning, and can continue to move again.
As noted above, ENC modifiers apply for Swim rolls. However, them modifier is
applied multiplied by three, so that someone with 23 ENC would suffer a -69%
penalty to swim.
THROW (25) A palm sized object balanced for throwing can be thrown
one meter for every STR point which exceeds it's SIZ. If the thrown object is
unbalanced or awkward, the distance falls off to one meter for every three STR
points powering the throw. If the distance is over 20 meters, accuracy is
affected. For such throws subtract 1% of Throw for every meter in excess of 20.
An object can be thrown vertically only half the distance it can be
horizontally.
TUMBLE (00)
Affected by ENC penalty This is the skill of diving and rolling in
combat. A successful use of this skill means that the character may move away
from his attackers at up to 1 meter per strike rank, and they must subtract the
actual successful roll from their attack chances.
COMMUNICATIONS SKILLS
BARGAIN (05) This is the skill of buying something for a lower
price than asked. It should only be used in a non-roleplaying circumstance where
the GM does not require GM/player interaction, for instance trying to bargain
for a weeks food, a horse or a few days rations is a good use for the skill, but
using Bargain to maximise the price of the Jewel of the Gods when you are
selling it to an Exarch of Godunya is not when the skill should be used. To use
it one must be in a position where bargaining is reasonable and the other person
is likely to consent. The bargainer must state the price at which he wishes to
purchase the item and for every 1% difference between that price and the asking
price he must subtract 1% from his Bargain skill. In any case, the seller will
never take a loss, no matter what. Bargaining should only be allowed to be used
once.
BRIBERY (SPCL) This skill allows the user to successfully bride a
person who is susceptible to bribery. It also includes such aspects as knowing
whether or not a person might respond to bribery, and what sort of payment would
be required. Using this skill requires up to 15 minutes of conversation or
observation, before the roll is can be attempted. When the skill is used, the
gamesmaster may use the target's Bribery, Human Lore or other appropriate skill
as an opposed skill, if he wishes.
On a successful roll, the target has been bribed successfully, if the right
incentive was offered by the player. If the bribe was too small that information
is communicated to the character, who can attempt a second roll at no penalty if
a higher bribe is offered. On a critical roll, the target may not even realise
that he or she has been bribed. On a failed roll the person was not bribed, and
may or may not sound the alarm or report the briber, depending on his nature. On
a fumbled roll, the target makes every effort to have the target arrested,
blackmails or threatens him etc...
Bribery is a common skill, and may be available from other cults or
organisations. Base skill level varies. For civilised characters or character
raised in large, bureaucratic cults, the base chance if 15%. For nomad and
barbarians it is 10%. For primitive characters, Mostali, Aldryami etc... it is
05%.
COURTESAN (10) Courtesans are skilled and professional
craftspeople whose tools and media are human bodies. Where Seduction is the
skill of getting someone into bed, this is the skill of pleasing them once they
arrive there. It goes beyond the simple necessities of sex, and is one part
entertainment, one part manipulation, and one part basic know-how in what feels
good.
Highly skilled courtesans are never found wandering back alleys and dimly lit
street corners; they are almost always either House or Temple based, or make
their livings as professional mistresses to men in positions of power and
influence.
FAST TALK (05) Successful use of this skill causes the target to
agree with whatever the fast talker is saying, deceiving the target into
thinking that the user is logically correct. If allowed a moment to think, the
victim may make an INT x5 roll to shake off the effects of the fast talk,
although if the talker was actually correct to begin with, this will only
reinforce the victim's assistance. Fast Talk is implicitly used against one or
only a few individuals. This skill cannot be used to change the mind of a
listener who firmly believes in an opposing view, or whose duty constrains his
options (a hangman or bodyguard, for instance).
However used, Fast Talk appeals to the intellect of the target. Only one Fast
Talk roll is allowed per full turn of talking.
INTIMIDATE (05) This is the skill of extracting information and/or
influencing action through the use of threatened of actual violence. To use it,
one must be in a situation where intimidation is reasonable, threatening an
angry Zorak Zoran Death Lord is not usually feasible.
ORATE (05) Fast Talk appeals to (or confuses) the intellect; Orate
appeals to the emotions. This is the skill that politicians, clergymen, and
other word-smiths use to appeal to the masses.
Orate is implicitly used against groups of people, for a successful use
influences everyone without immediate chance for recovery, as with Fast Talk. If
successful, Orate can be far more useful than Fast Talk, because it can grab and
hold the emotions of the listener. However, where Fast Talk can take a full turn
(five minutes), Oratory might require hours to unify the listeners to full
agreement with the speaker.
SEDUCTION (05) This is a sort of "cascade skill" off of Orate, and
Fast Talk. It partakes of both in that while appealing primarily to the
emotions, it also confuses the intellect and can be used in far less time than
Orate (although generally longer than Fast Talk). A successful Seduction skill
roll indicates that the adventurer can match the sum of his (INT, POW, and APP)
minus 30 vs. the sum of his victim's (INT, POW, and APP) minus 30 on the
resistance table. A success indicates that the victim has succumbed to the
character's wiles. A failure does not always mean failure, since if the victim
was inclined to bed the adventurer anyway, they might simply smile at his clumsy
attempt and do so anyway. A fumbled Seduction roll always indicates that the
character has offended his target, and he/she might well relate the failed
attempt to their siblings, parents, spouses, etc., with varying (usually
painful) results.
SING (05) Success in this skill indicates that the singer pleased
his audience. Failure indicates that the singer went off-key, forgot the words,
or something similar. The better the singer's chance of success, the better the
song when performed, so that a singer with 80% skill will sound significantly
better than someone with only a 40% skill, even if both succeeded with their
skill rolls.
SPEAK LANGUAGES Language ability varies with each individual, and
even people speaking the same language with widely differing skills can
misunderstand one another. High skill in Language indicates a larger vocabulary,
better grammar, and the knack for choosing the right words for the audience at
hand (i.e. no big words in front of the ignorant foreigner, unless you WANT to
talk over his head).
At 30% in any language, normal everyday communication is assured. At 50%+,
you have the language skills of most storytellers, bards, and local politicians.
At 80%+, you are speaking the rarefied language of scholars, diplomats, and
philosophers.
Similar Languages: When trying to learn a language similar to one you
already know, you get anywhere from one-quarter to one-half of the skill in the
language you do know in the one you are trying to learn as a base percentage.
Eavesdropping: When trying to overhear a conversation, your chance of
doing so is limited by both your skill in Listen and your skill in the language.
VENTRILOQUISM (00) The ability to make one's voice seem to come
from someplace other than the speaker. Normal range for throwing one's voice is
the normal range for spoken voice.
KNOWLEDGE SKILLS
BLIND FIGHTING (00) This complicated, and rare, skill allows a
character to fight in the dark without penalty. When an attack roll is made, if
the roll is underneath their Blind Fighting then the -75% modifier for fighting
in the dark (or modifiers for fighting in dimly lit conditions) are negated. For
instance, a character with 50% Blind Fighting and 75% in weapon attack would
normally need to roll 01-05 to hit, however, if they roll under 50 on 1d100 then
their normal, full, percentage of 75 is used.
BREED [INSECT] (00) Each major type of insect has it's own
associated Breed skill, generally taught by the Gorakiki cult. This skill
enables the user to breed an adult insect of the appropriate type and raise it
from the egg stage to the adult. It also allows the user to tell good insects
from bad, and to identify the various species of insects falling under
speciality.
BREW [substance] (00) Fully explained in the Alchemy section.
These skills cannot be increased by experience.
CONCENTRATION (INTx2) This skill is used when casting magic. If
you take damage, or are in any other way injured, then you are required to make
a Concentration roll. If it fails then you must start the spell once again.
Concentration rolls may be needed in other circumstances - see the various magic
sections for more details. Concentration can increase by experience.
CRAFT (10) Crafts can be divided into two main types, General and
Specific. Both have advantages and disadvantages.
General skills, like 'Craft Wood' represent a broad array of skills relating
to woodworking. While the user of such skills can accomplish a wide variety of
tasks, it will typically take a general skill user twice the time to accomplish
a task as a user of the correct specific skill.
Specific skills, like 'Craft: Cabinetry', represent a narrow selection of
skills, but they allow the user to accomplish tasks within their specialization
faster and with a higher degree of 'recognition'. Masters of specific skills are
widely sought and highly paid.
Performance of a craft usually takes several hours of game time, and might or
might not require tools appropriate to the craft. Craft examples include
armourer, artificer, baker, bowyer, brewer, butcher, carpenter, cobbler, cooper,
engraver, fletcher, healer, joiner, leatherworker, mapmaker, mason, potter,
smith, tailor, and weaver.
EVALUATE (05) With this skill you can evaluate the worth of
artifacts and goods (cloth, jewelry, art objects, etc.), and valuable natural
materials (gems, land, exotic animals, slaves). If the adventurer has a craft,
he will double his normal chance to correctly value materials associated with
his craft.
If an object or substance is associated with a Lore, and the adventurer also
makes a successful Lore roll, the Evaluate chance is doubled.
Failure to Evaluate means that the character doesn't know the worth of the
item. A fumble with the roll provides erroneous information, higher or lower,
whichever is more detrimental to the adventurer. A Critical success means the
character knows the exact worth of the object in whatever coinage he is most
familiar with.
Evaluate takes one full turn to perform, and Evaluate rolls are commonly made
by the GM for the player.
FIRST AID (10) This skill imparts a basic knowledge of what to do
with an injury, and how to use the materials at hand for that purpose.
The success chance for this skill should be rolled immediately. If the roll
succeeds, all bleeding stops and the victim will not lose any more hit points.
If unsuccessful, the user may try again the next round, but the victim will
continue to lose hit points if his injury calls for it.
Once a success has been rolled, the user may specify that he is spending the
next five full melee rounds to perform First Aid. At the end of that time the
user will have healed 1d3 hit points of damage on a regular success, or 2d3 on a
special or 1d3+3 hit points on a critical, and 6 hit points on a supercritical.
A rare hypercritical heals all damage possible.
If anything else is done during the five melee rounds in which the user is
performing this skill, subtract 2 from the recipient's hit points. This means
that, even with a successful First Aid roll, rushing the job could wind up
hurting the patient -more- than the amount he was healed for.
First Aid can only be used once successfully against each injury, but it may
be tried again and again until successful. However, a fumble with this skill
will cause 1d3 damage to the victim, and no further attempts may be made to
repair that injury by that First Aider.
You can use First Aid on any living creature, the more different the
creature, the stranger and more alien it is, the greater the penalty to First
Aid.
INSECT CARE (00) This skill allows a Gorakiki member to keep an
insect alive and healthy for its normal lifespan. It permits him to know what
type of food is appropriate to that insect type, and it allows him to choose a
superior insect over an inferior one at the marketplace. It also lefts him treat
common insect diseases.
KNOT WRITING (00) This is a Praxian skill associated with the cult
of Waha the Butcher. Knot writing is similar to Read/Write, but it is a very
simple language, and cannot express such concepts as emotion, belief, or most
aspects of time. The most important reason for its simplicity is the length of
the rope necessary to record even simple messages.
Despite the simplicity of the language, it progresses as a normal skill, for
it contains more than just knowledge of the knot language. There are many
different types of Waha Ropes, each of which conveys different information. For
example one type is used to denote Pathways through the Wastes. Successful use
of the skill not only indicates the correct knot was tied, but also that the
nomad correctly identified the location and its "distance" from chaos. Large
amounts of cultural information are contained within this skill. For more
information on Pathways see The Book of Drastic Resolutions #2 p.23.
LAWSPEAKING (05 for Orlanthi; 00 otherwise) This is the skill of
knowing the customary law of your people. It may only be increased by study, not
experience. During a court session, the plantiff states his charges and names
his witnesses. The defendant then steps forward and names his witnesses.
The players of each party then try to succeed in Lawspeaking rolls. This is
one round of debate - each side states the arguments or precedents which bear
upon the dispute.
If both sides fail or succeed in the Lawspeaking roll the case continues and
another round of Lawspeaking can begin.
If one fails and the other succeeds, then the successful roll is the winner
of the case. The suit is settled in his favour.
LORES (varies) There are many different kinds of Lore. A
successful roll for a particular Lore means that the adventurer has the
necessary knowledge about an item or situation. A Lore skill does not increase
through experience; either the character knows the information or he doesn't.
Lore skills assume good knowledge about the native region of the character;
Lores are rolled against when the character encounters new animals, plants,
peoples, and so on. It is possible to research a Lore, to learn about unicorns,
for instance, and in this way increase a particular Lore knowledge (or several,
if there are interlocking factors. Unicorns would normally come under Animal
Lore, but their horns have certain alchemical uses, so Lore increases in
Alchemical Lore and even Poison Lore would not be inappropriate.)
Lores can also be further subdivided into regional subskills; a desert
nomad's initial World Lore (Desert) would know much about desert weather and the
ways of sand, but if he later moved to an heavily forested region, he could gain
a new World Lore (Forest) with new research.
The base chance of some skills are noted on the character sheet, and are
normally 05%. Unnoted skills are at 00%, except Chaos Lore.
Alchemical Lore: This lore provides a general knowledge of the
principles and practices of alchemy. Successful use of this lore will enable
the user to recognise various substances useful to, or produced by, alchemy.
Alchemy is useful for creating potions, slaves, and oils that store magical
energy, and for creating golems, homunculi, and simulacra.
Animal Lore: This lore represents biological knowledge. The user who
successfully makes this lore roll can identify an animal, or know what to feed
an animal, or tell if an animal is in good health, or perhaps predict the
animal's behaviour.
A major use for this lore is in training riding animals. Any adventurer
with a 50%+ skill in this lore and a 25% Ride skill can train a riding animal
to saddle and bridle. This check is made once per week until successful.
A riding master is 50%+ in both of the above skills,. Such a character can
train a riding animal to cavalry quality, so that the animal will not panic in
battle. A riding master can also train the animals natural combat skills up to
the master's skill in Ride minus 50%, thus a 90% riding master can train a war
steed up to 40% with it's attacks.
Chaos Lore: This lore represents practical and scholarly knowledge
of the forms of chaos common to one's local region. Orlanthi and other noted
chaos haters have 15% base skill, other nomads, barbarians and primitive
cultures (plus dragonewts and elves) have 10% base and most other culture,
such as the civilised cultures like Dara Happa and Mostali have a base of 5%.
Some isolated islanders have a base chance of 00%.
Demon Lore: This lore represents knowledge of forms of chaos and
chaotic entities that do not exist naturally on Glorantha, primarily those
entities which must be summoned here. With this lore a character could tell
the difference between a chaotic entity native to this world, and one which is
not. It also represents his knowledge of the more commonly summoned demon
breeds. It can also be used to determine the needs, weakness' and / or desires
of a demon, so that it might be placated, driven off, or slain. This skill has
a base chance of 0%.
HeroPlane Lore: A rare lore that deals with knowledge about the
layout of the HeroPlane, what lives there, how to get there etc... There is a
specific Lore for each part of the HeroPlane, so there is Underworld Lore, Sky
Realm lore etc... This skill has a base chance of 0%.
Human Lore: This lore represents psychology and sociology. With it
an adventurer could evaluate the politics of an unfamiliar culture, bring to
mind obscure facts about one's own nation or tribe, trace genealogies, or
answer trivial questions about the place where he grew up or had lived. Humans
have the normal base, other races have Base chance 0%.
Legal Lore: This allows a person to recall the letter of current
statutes and to find examples of the law being used in practice. It's specific
to the culture where the individual first learnt the skill. Note, this subtly
different from Lawspeaking.
Magic Lore: Generally only learnt in the West, it is connected with
the God Learners. This is the study of in depth workings of magic. Not just
spells, they understand magical theory, and the methods of certain magics.
Most people in Glorantha get along quite fine without it.
Mineral Lore: This lore is used to understand geology and soils. A
successful skill roll allows the user to identify types of rock formations,
determine if what glitters is really gold, check soil for fertility, or
determine if a mine is truly valuable.
Music Lore: This lore includes knowledge of songs and singing styles
common to one's local region. It might also relate to epic poems, folklore,
and various other styles of poetry. A successful music lore roll would allow
its user to recall the name, composer, and lyrics of an obscure song, or aid
him in composing a song of his own.
Plant Lore: This lore allows its user to identify plants and know
their common uses. It also helps determine what sort of food crops would
survive in the given climate, or locate edible plants in the wilderness.
Poison Lore: This lore represents the ability to concoct both
poisons and antidotes to poisons with common (or rare) ingredients. It
interlocks quite nicely with Animal Lore (venom), Mineral Lore (mineral
poisons, like arsenic) and Plant Lore (plant-based poisons, like nightshade or
belladonna). A huge variety of poisons and their antidotes are possible
through the use of this lore.
[Racial] Lore: This is the equivalent of [Human} Lore, applied to
other races. A member of a race has 05% in this lore and 00% in all other
racial lores.
River Lore: This Lore skill represents knowledge of river ecology.
It combines knowledge of geology, physical effects, animals and plants, and
gives information not only on the normal attributes of the river, but also the
effects on the ecology from outside changes. It works equally well with rivers
in any land.
Spirit Lore: This lore represents knowledge of the inhabitants of
the spirit plane. With a successful lore role, a character could correctly
identify a type of spirit, determine the most probable means of exorcising a
spirit, or know what sort of spirit is necessary for the task at hand.
Undead Lore: This lore represents practical or scholarly knowledge
of the various forms of undead, their capabilities, weakness', and formation.
World Lore: This lore represents knowledge of the physical world. A
successful skill check enables the user to predict weather, remember
geological facts, and generally understand the processes of the world around
him.
MARTIAL ARTS (00) This skill makes the best use of natural
weapons. It is a discipline of the mind which allows a character to double the
damage done by his natural weapons. To use martial arts, the adventurer must
first successfully make an attack roll with such a weapon. If the roll made is
also beneath his martial arts skill, then the adventurer gets the benefit of two
weapon damage rolls for the weapon in question.
Additionally a character receives other benefits from having Martial Arts:
- Jump/dodge: A character who makes a martial arts roll may add half their
martial arts skill to dodge and/or jump.
- Get up Quickly: If a martial arts roll is made a character can get up in 1
SR when on the floor. This costs one action.
NUMERACY (00) This is the ability to do complicated mathematical
procedure including algebra and geometry, but most often used in large-scale
accounting and number crunching. Lunar Tax employees are often quite skilled in
this.
POETRY (00) Poetry is the knowledge of verse forms and
conventions. Characters may create or critique poems with this skill. Short
poems such as Kralorelan Haikus can be created spontaneously.
READ / WRITE (00) This is actually the skill of understanding
certain alphabets. With this skill the adventurer can read a language and write
in it simply. The writer knows how to form the symbols that another literate
person can read and understand. Some languages require a special calligraphic
skill in order to communicate with anyone of status or pretence to culture, in
which case this skill can have two separate skills listed.
REFINE MEDICINE (00) This skill must be used with specific raw
materials. They may be obtained with the use of Animal, Plant or Mineral Lores.
Healer temples have supplies of such substances and sell to initiates at a cost
of 50 pennies per potential POT.
A successful Refine Medicine roll transforms the raw materials into a
medicine of the appropriate potency. A special success adds 1 to the POT. A
critical roll increases POT by one half (round fractions up). A failure means
the product was ruined and the raw materials wasted. A fumble means that the
resultant potion is useless or even poisonous, but that the maker is unaware of
this fact.
Healing potions, poison antidotes and medicine (curing diseases) can all be
made with this skill. One point of poison antidote will counteract 1 POT of
poison and is specific to a particular type of creature. Knowledge of this skill
does not grant universal access to all antidotes, for instance to create
Basilisk Antidote the Healer must have a good percentage in Chaos Lore.
Types of Poison: Basilisk, Giant Ant, Ghoul Venom, Grampus Gas, Insect
Poison, Manticore Poison, Octopus venom, Scorpion venom, Snake venom, Stoorworm
gas, Walktapus gas, Wyvern venom.
Medicines can be made to cure diseases. The maximum POT of medicine created
is equal to the character's Refine Medicine score divided by ten. It works by
matching its POT against the diseases resistance, if the resistance is overcome
the patient is cured. The resistance for Mild diseases is 2, Acute is 6, Serious
is 12 and Terminal is 20. In the case of possession spirits, the medicine must
match its POT versus the spirits POW, if the POW is overcome the victim may
engage the spirit in spirit combat and if the spirit is defeated, the spirit is
expelled.
SHIPHANDLING (00) This skill allows a character to successfully
command a ship which needs a crew to operate. It includes aspects of navigation,
sail-setting, arranging watches, and the other knowledge necessary for the
master of a ship.
STELLAR LORE (00) This mystical skill is needed to cast the
Stellar Blessing rune magic spell. It is taught only by the Star Witches of
Prax. It has no practical effect outside of that use.
SWORDSMITHING (00) Whilst the skill of craft/armouring allows a
person to make normal weapons, shields, armour and smithing tools, this special
skill allows the manufacture of high quality swords from suitable raw materials
provided the user has time and access to the requisite tools. A person's
Swordsmithing ability may never exceed their craft/armouring skill. A successful
use of this skill creates a sword with +1 ap, whilst a special success creates a
sword with +1d3 ap and 10% less ENC. A critical success creates a sword with
+1d3+3 ap, 20% less ENC, +5% attack and parry, +1 damage and -1 SR (but never
less than one).
A skill roll above a person's swordsmithing skill but below their armouring
skill still produces a normal sword. A total failure results in a sword with -2
ap, -5% to hit and parry, -1 damage and a 20% increase in ENC, although the
sword may be reforged. A fumbled skill roll results in a totally ruined lump of
scrap metal unsuitable for forging, and a dangerous accident.
TEA CEREMONY (00) A skill used in the East. This skill is required
to properly participate within the tea ceremony, or to present the ceremony with
all the proper nuances of etiquette and culture. Practitioners of this skill are
highly regarded.
TREAT DISEASE (05) Successful use of this skill doubles a victim's
chance of success at his or her next disease recovery CON roll. A critical
success triples the next chance of success, a fumble halves the next chance of
success. Victims of acute, terminal or serious diseases must be tended to
constantly to get this bonus. Victims of mild diseases need only be tended for
one day per week.
When dealing with possession based diseases (see Disease), this skill blocks
2d6 magic points of a disease spirit, reducing the chance of loss of
characteristics and giving a Healing Spirit a greater chance of driving the
Disease Spirit away. On a special roll, 3d6 magic points are blocked, on a
critical 4d6 (on a supercritical or higher, 24 magic points are automatically
blocked).
TREAT POISON (05) Successful use of this skill purges the victim
of 2d6 POT of poison, a special roll purges 4d6 POT, a critical success purges
all of the poison. A fumble halves the victim's chance of resisting the poison.
The skill attempt must be begun before damage has been taken. A skill roll
can be attempted only once per poisoning.
WRESTLING (00) This skill gives expertise in the art of wrestling.
A character with this may add their skill/10 to their STR when grappling other
people. This STR applies to calculating damage bonuses and for resistance
contests.
YOGEN (00) Yogen is the knowledge of the mysterious compounds,
dusts, poisons and potions used by ninja. Generally, only ninja learn this
skill. A successful roll allows a character to identify a substance by its
effects or physical characteristics. A character may also compound any of the
common ninja substances or concoct an antidote to a known substance. Yogen is
not taught to outsiders. This may not be increased by experience.
MAGICAL SKILLS
Magical skills are described both in Sorcery and Ritual Magic where their
uses are included also. Here are described those skills that are neither used
for Sorcery (the arts) or for rituals (the ceremonial skills of Ceremony,
Enchant and Summon).
BAT MASTERY (00) This Magic skill can only be learnt by members of
the Crimson Bat cult. It enables the user to control the Bat under normal
conditions. Only one person can attempt this skill at a time, and it gives
control for a full day. If the Bat has gone on a rampage through lack of food,
this skill is useless. However, after it has fed itself and is again satiated,
the skill can be used to bring it back under control.
This skill can be raised through experience (though the local populace will
not cheer the student when he fails), but is more normally trained by the
priests. One must accompany the Bat to train or research this skill.
SPIRIT COMBAT (00) This skill enhances your ability in spirit
combat. It is commonly known only by shamans. It can only be taught, training
and researched whilst Discorporate. It cannot be increased by experience. Spirit
combat allows the character to add to their effective magic points in either
attack or defence in spirit combat only, not in casting or resisting spells. The
amount of effective magic points that the shaman has available is skill/5
rounded up. For example, a shaman with Spirit Combat 44% may increase their
magic points in attacking in spirit combat by up to nine, or their defence by up
to nine, or any combination thereof (such as attack magic points increasing by
4, and defence magic points by 5).
SPIRIT DANCE (15) This skill governs the navigation of the spirit
plane, and as such is commonly only known by shamans above base percentage. It's
use is described in the Spirit Plane section and it is used for finding your way
to and from places on the spirit plane and finding spirits upon the spirit
plane. It can be increased by one percentile for every magic point devoted to
the shaman by worshippers supporting him on his Spirit Quest. The maximum amount
of magic points that each worshipper can donate is equal to the shaman's
Ceremony/10 rounded up. Whilst devoting magic points, all supporters remain in a
comatose state and, if roused, their support is lost and the extra percentiles
disappear.
WARD SPIRIT (00) This skill is used to ward off other spirits that
come close to the character. It is rarely taught. The character must first use a
Spirit Lore to identify the spirit and then use the appropriate Warding
technique, such as a burning log for Darkness spirit or a Death rune for a
ghost, to ward the spirit off. The Spirit Lore roll must be made to identify
exactly what type of spirit it is - it cannot be guessed at. If the wrong ward
is used, the skill immediately fails.
This skill use costs an action and takes effect on DEX SR+3. The character
must roll their Ward Spirit skill, minus one percentile for every point of POW
the spirit has. A normal success means that the spirit cannot approach within
10m of the ward, a special success means it cannot approach within 100m and is
unable to use offensive abilities or magics against the character. A critical
success means the spirit flees, and does not return. A fumble means the spirit
homes in on the character, empowered by the ward and inflicting double damage in
spirit combat.
It is ineffective on bound spirits.
MANIPULATION SKILLS
ARROW CUTTING (00) This Skill is generally only found in
Kralorela, Vormain and the East Isles. It allows character to parry any
projectile with a shaft, not just arrows. It is based on rigorous discipline,
emphasising the characters inner resources of timing, balance, speed and
perception. Any melee weapon or fist may be used. The dice roll to parry must be
below both the appropriate weapon attack (not parry) and Arrow Cutting skill.
The character must be aware of the missile attack to use this skill, and have
the weapon readied for use. This skill costs an action to use.
CONCEAL (05) With this skill an object can be concealed so that it
may be found only with a Search roll. The object may be of any size, and the act
of concealing can be as simple as putting the it into a drawer or as complex as
rigging a false floor into a chest.
To successfully use Search to find a concealed object, subtract the
Concealing skill from the Searching skill and roll less than or equal to that
percentage, as with Hide and Search. These rolls may be modified due to size or
information possessed by the Searcher.
Assume that each SIZ point to be concealed requires 1 melee round.
DEVISE (05) This is the skill of both assembling and disassembling
mechanisms such as traps and locks. If the devisor has a craft, a successful
craft roll will double his chances for the devise roll. If a mechanism has been
devised by someone for the purpose of foiling subsequent devisors, then the
creator's devise skill must be subtracted from all later devise rolls attempted
against it.
Devise takes one melee round per SIZ point for disassembly, and one turn per
SIZ point for assembly.
FEIGN DEATH (00) This esoteric manipulation skill allows the
practitioner to conceal himself amid a scene of carnage. Feigning death involves
lying still and maintaining a posture so death-like as to be ignored by enemies.
A successful use of the skill will fool an untrained enemy looking for dead
bodies. A critical roll will even fool a trained healer not casting a Detect
Life spell. A failure of this skill indicates that the character will not fool
anybody who cares - perhaps he looks too comfortable! A fumble will draw the
attention of a casual observer to some movement that he has made.
HOJOJITSU/BINDING (05) Enables a character to rapidly bind and
securely immobilise a subdued foe. A successful use gives bonds with STR equal
to the binder's STR+DEX. Unless the victim can break the bonds or use the Escape
skill, he is immobilised. The ropes, of course, have normal resistance to being
cut.
In combat, one limb per MR may be bound, if the binder has a grapple on his
victim. If someone else is grappling the victim, the binder may tie him
completely in one MR.
JUGGLE (05) This is the skill of keeping many small objects aloft
in a (more or less) circular pattern. The user of this skill can keep a number
of objects aloft equal to his skill / 10. The user of this skill can also elect
to catch small hurled objects (such as eggs, but including knives) and return
them to the person who threw them at a varying penalty. (Assume that a juggler
attempting to catch and return a thrown knife must subtract the knife thrower's
skill from his own when attempting this manoeuvre (assuming, of course, the
knife was thrown to injure him; someone merely tossing a knife into the mix of
objects would only generate a 10-20% penalty).
This skill can also be used to catch thrown objects, and as such can be used
to catch thrown weapons such as knives. This requires an action.
KUSCHILE HORSE ARCHERY (00) This skill can only be learned by
initiates of Yelmalio. Learners of this skill must accept one random geas in
exchange for a 25% plus category modifier. The skill can be trained or
researched, once it has been obtained through the geas. Successful use of this
skill allows the user his normal horse archery chance from horseback, regardless
of his riding ability. The skill can be attempted once per arrow fired.
PLAY INSTRUMENT (00) With this skill a specific type of instrument
can be used to create a pleasing performance. Failure indicates wrong chords
played, broken strings, dropped instruments, etc.. As with sing, the better the
user's chance to play, the better the piece will sound when played.
SLEIGHT (05) This is the skill of quick hands and misdirection.
This skill is often used for such purposes as shell games, card tricks, and
picking pockets. Success with this skill means that the user accomplished his
purpose with no complications, if nobody was watching him with a Scan roll, for
instance.
Sleight takes one SR to perform.
PERCEPTION SKILLS
DARKSENSE (SP) This is the sonar sense that trolls and other
darkness dwelling creatures use. The base percentage will be given in the
information appropriate to that race. Darksense is not a skill, but a set of
skills - thus you have Darksense/Scan and Darksense/Search. Each works as the
visually based Scan and Search skills except they work in darkness and in all
areas where it is not specifically stated that Darksense does not work.
In areas where both Visual and Darksense senses can be used, roll for both.
So a character with Darksense scanning the field of battle in broad daylight
gets both a Darksense/Scan and a Visual Scan.
EARTHSENSE (SP) This is an ability possessed only by Mostali, and
is the ability to sense changes in air currents. There is some element of heat
detection as well. This ability is reduced by three times the Winds STR and so
on a windy day is virtually useless. It works exactly like Darksense, it allows
senses to work in the dark and there is both an Earthsense/Scan and an
Earthsense/Search. If both apply in a particular situation, both are rolled.
ELFSENSE (SP) Possessed by Aldryami and other plant species.
Sentient plants often have this. It allows the character, by touch, to detect
the emotions of a creature, sentient or otherwise. It also allows communication
with the trees within an Aldryami Forest. If a message wishes to be sent an
entire MR must be spent trying to commune with the plant life around, if the
skill roll is successful then the message is implanted and spreads throughout
the entire forest quickly and soon reaches its intended destination. The Great
Trees of the Elf Forests are the epicentre of such information flows.
LIP READ (00) The ability to understand a spoken language through
observation of lips, teeth and tongue. If the target has a moustache subtract
5%, for a beard subtract 10% to 50%, depending on how full and concealing it is.
Attempting to use this skill on a different species, such as human using the
skill on a troll, is at best at half skill. A character's effective Lip Read
skill can never be higher than the character's knowledge of the language being
spoken.
LISTEN (25) This is the skill of both listening intently for sound
where one would not normally hear it and the ability to pick up incidental
sounds and interpret them correctly, even when not consciously searching for
them.
A successful Sneak roll is usually subtracted from a listener's Listen
chance, along with modifiers for distance, obstructions, etc..
RECOGNISE WITCH (00) This perception skill is only taught to
initiates of Jakaleel the Witch and begins at 5% plus perception modifier. A
successful roll allows the user to recognise a priestess of the cult, however
disguised they may be, or it can be used to detect the presence of the Witch's
dwellings or a local Coven. The scrutiny requires a certain amount of
concentration and must be directed at a specific target person or building
(within 15m) of the user. It also enables recognition of even a Shapechanged
Witch, at one half the skill level.
SCAN (25) Scan is used to observe areas for anomalous movement.
Scan can be pitted against Sleight or Hide.
Scan takes one melee round per 90-degree arc scanned. This skill is reduced
by half for every extra 90-degree arc a user attempts to scan in the same melee
round.
SCENT/TASTE (05) Using this paired skill, an adventurer can
accurately identify wines, foods, even animal scents with just a small sampling.
On a critical roll (or perhaps with a successful Alchemy or Poison Lore roll) he
can spot tainted foods/beverages, identify familiar potions, etc. ..
SEARCH (25) Using Search, an adventurer can closely scrutinise an
area to find a Concealed item, a person using Hide, or even a small object
hidden with a Sleight roll. This skill can also reveal hidden doors, traps, or
secret drawers in chests. Search often involves handling items while tracing the
exact outlines of a trap. Search takes one melee round per 4 meter area
searched.
SENSE ASSASSIN (00) A skill that can only be acquired by joining
the cult of Humakt, under normal circumstances. Success allows the user to sense
that a nearby person (within 50m) intends to assassinate someone that the user
is currently attached to, whether it is a family member, part of a temporary
alliance, or a permanent fealty relationship - or even the user himself. The
sense does not tell the user who the intended victim is, but does point out the
assassin.
SENSE CHAOS (00) By the by, this skill is only possessed by Storm
Bull beserkers. It may not be increased by training or research. It allows the
user to sense the presence of chaos, in animate or inanimate forms, including
visible spirits. The ability does not single out a source, like a Detect spell
would, but rather gives the warrior a sense of uneasiness and the knowledge that
chaos is close at hand. The intensity of the feeling gives a rough estimate as
to how much chaos is present. This skill is effective within a 15m range.
SENSE CRIMINAL (00) This special skill can only be gained by
Danfive Xaron initiates, and begins at 5% plus perception modifier. Success
allows the user to sense that a nearby person (within 15m) intends to commit a
flagrant breach of law or custom. Use of this ability requires concentration,
and it will only single out the criminal on a special success or higher. More
normally it alerts an Overseer to the presence of an uneasy conscience.
SENSE FALSEHOOD (00) This skill can be gained only by worshippers
of Eudaimon. It begins at 5% plus Perception modifier upon initiation. It is the
ability to sense falseness of guise in men (i.e. ogres or lycanthropes),
falseness in soul (Illuminates) or falseness in intent (with respect to the
teachings of Eudaimon only).
SENSE ORDER (00) This spell can be gained by a Tongue or Jaw of
Krarsht upon ordination, they gain it at a base of 1d6+perception bonus. Once
gained, it can be trained if a teacher is available, but normal progress is by
experience. If the initial roll produces a result of 0 or less (because of a
negative modifier), no skill is or can ever be gained, even if the bonus is
later increased.
Success allows the user to sense the presence of concentrated Order in
animate or inanimate form, including visible spirits. It does not single out the
source, as spell would, but rather gives a sense of unease, and the knowledge
that Order is close at hand. The intensity of the feeling gives a rough estimate
of the amount of Order present. The skill is effective within 15m. It is not
triggered by the background aura of the natural world, but does alert the user
to the presence of special magics, items and spirits, and to initiates of Lawful
cults. Members who possess this skill automatically trigger skills which detect
chaos, even if they do not possess any other chaos ability. It is therefore not
always a blessing, and Jaws (especially) without this skill are highly prized,
since they can operate within normal societies more safely.
SENSE RAPIST (00) This is a Babeester Gor cult skill. This skill
allows the user to identify rapists and despoilers of the Earth. The user must
be close enough to see the target's mannerisms and hear his voice for at least
one minute. A fumble means an incorrect assessment is made; no further rolls are
allowed. Sense Rapist is only half as effective at detecting female despoilers.
TRACK (25) With this skill a living being can be trailed through
the wilderness and rural farming areas. The skill includes such knowledge of how
certain animals behave when trying to elude pursuers, and the tricks used to
cover trails. Track rolls are generally made every two turns.
UNDERSTAND BEAST SPEECH (00) This skill is common to the cult of
Eirithra. This skill trains a person to perceive and interpret warning signs,
movements, odours and other gestures made by herd beasts. Speaking to animals is
not possible with this skill. Also, it is not the same as knowing the actual
language called Beastspeech (spoken by very few creatures in Glorantha).
UNDERSTAND WILD BEASTS (00) This skill is accessed through the
Lady of the Wild, and begins at a base of 5%. It allows the hunter to perceive
and interpret warning signals, odours and other movements by wild (prey) animals
he is stalking. Speaking to the animals is not possible with this skill.
STEALTH SKILLS
ASSASSINATE (00) This skill can be used in combination with any
surprise attack. It is combined with a surprise attack made by the attacker upon
his victim - the attack must be a surprise. In cases where surprise may be an
issue, use an opposed roll of either Hide or DEXx5 (as applicable) versus either
the Scan or DEXx5 of the target.
If the attack roll is both underneath Assassinate and the weapon attack, the
location struck can be altered by up to Assassinate skill/10 (round up) and
recalculate the attacker's damage bonus for this attack as STR+SIZ+DEX.
DISGUISE (05) This skill allows the user to disguise himself or
someone else. If the person is to be disguised as a particular individual, the
chance of success is halved. If the person is to be disguised as a member of
another race or species, the chance is 1/4 to 1/10 depending upon the disparity
between species. It is impossible to disguise a human as a dark troll, or merman
(for example), but it might be possible to disguise one as an elf or a trollkin.
ON a successful roll the disguise will fool most viewers. Use Scan vs.
Disguise roll only if someone is specifically looking for something. On a
critical roll, only disguises of a specific person or another race can be
detected, and only by someone familiar with that person or race. On a failed
roll, anyone may see through the disguise with a successful scan. However, a
disguise of a specific person of race might even succeed with a failed roll, if
the viewer has never seen that person or race before. On a fumbled roll the
disguise is instantly seen for what it is, even by people who would have no
reason to suspect a disguise was being used, or who are unfamiliar with the
person or race imitated. Disguise is a common skill, and may be available from
other cults or organisations. Combined with shapechanging, it allows the spell
caster to more easily replicate particular individuals without having to halve
the Disguise skill.
GARROTE (05) This skill is used for strangling people with a
garrote. It's use is fully explained in the weapons section.. It is rare for
people to learn this skill, it is impossible to research or be trained in it
without proper access to teaching methods. Such methods are available from
assassin cults, and Thanatar.
HIDE (10) With Hide, any available cover, including shadows,
brush, etc., can be used to hide oneself from others. If a character wishes to
hide and move at the same time, his chance to do so is halved.
A simple success roll will work against casual passers-by, but active
Searchers must subtract the user's Hide skill from their chances to locate him.
The Hide skill takes until the user's DEX strike rank to perform. It can only
be attempted once per melee round.
SNEAK (10) This is the skill of moving in silence, without
alerting one's foes. If it is used in conjunction with Hide, a single roll
covers both situations.
SWIM QUIETLY (00)
Affected by ENC penalty This skill is known by some River God cults
(such as the Zola Fel) and certain thief cults and organisations. If the skill
is used in conjunction with a Swim roll then the swimmer makes little or no
disturbance whilst stalking prey or escaping foes. Even tell tale currents are
reduced and do not warn observers or wary fish. The swimmer moves at only half
normal swim rate. A characters Swim Quietly skill can never be higher than their
Swim skill.
SPECIAL SKILLS
BESERKING (00) This powerful skill draws upon the emotions gained
by the rituals of the Caer Carrumual sub-cult of Yanafal Tarnils. When taken it
starts at a base of 5%. When used the character goes uncontrollably beserk, but
the skill can only be used a maximum of once per encounter. The character has
double attack percentages, but must forfeit all parries and dodges, and cannot
cast any magic that does not relate to killing and violence. They will attack a
random person, whether they be friend or foe, big or small or armed to the
teeth. After fifteen minutes the skill ends, and the character collapses,
reduced to -100fp. The skill is cumulative with other spells such as fanaticism
and beserk, but if used with beserk then the system shock of exhaustion may kill
the character when the spell ends. The chance of surviving is CONx3.
CHAOTIC WISDOM (00) This special skill cannot be gained through
normal means. When a person becomes a member of the Path of Infinite Mutations
he gains a score in this skill equal to 20-(APP+POW) (minimum 1). Category
modifiers do not apply to this skill. It may be increased only be research on
the part of the student himself. At any time (but no more than once per holy day
ceremony attended), the student may attempt a roll against his Chaotic Wisdom
skill before members of the Inner Circle. Success indicates that he is accepted
as a member of the Inner Circle. Success indicates that he is accepted as a
member of the Inner Circle, as long as he meets the requirements. If he fails,
3d6 is subtracted from his skill level; if this brings his Chaotic Wisdom skill
to 0 or lower, he dies during the test, and his body is devoured by the Inner
Circle.
This skill has no value outside of the cult. It is concerned solely with the
knowledge of the Inner Circle secrets, which are mostly incomprehensible to
outsiders, even other chaotics. This skill includes some measure of Chaos Lore
knowledge, and should a Chaos Lore roll be required, the character can
substitute this skill, if the percentage is higher.
If at any time a character's Chaotic Wisdom drops below 0%, outside of the
tests, he is immediately released from the cult and cannot return until he has
fulfilled all the normal requirements. One-use rune magic spells are lost.
CHARISMATIC WISDOM (00) This special skill is gained by joining
the Path of Immanent Mastery, and cannot be improved by normal means. Instead,
when the cultist is first accepted he gains a score in this skill equal to his
(INT+POW)-20. No category modifiers apply. This skill can be increased only by
research on the part of the lay student himself. At any time, the student may
attempt a roll against Charismatic Wisdom before a panel of members of the Inner
Circle. Success indicates that he is accepted as a full initiate of the cult. If
he fails, 3d6 percentiles are subtracted from his skill. If he fumbles, he dies
during the test and his body is destroyed.
This skill has absolutely no value outside of obtaining membership in the
Inner Circle of the cult. It is concerned solely with knowledge of the Inner
Circle cult secrets, which are uninteresting and largely incomprehensible to
outsiders. If at any time a character's Charismatic Wisdom score drops to 0% or
below, he is immediately released from the cult and cannot return until he has
fulfilled all the normal requirements. POW previously sacrificed does count
towards his chances of reacceptance.
CONTROL FEAR (00) This skill is gained through joining Nemo Umbar.
It is the foundation of the cult's power. It allows the cultist to understand
and overcome his own fears and give him insight into the fears of others.
Its initial score is determined by the test carried out when the Initiate
joins. It may only be increased by sacrifice of permanent POW. Each point
sacrificed gives the cultist 5% in the skill. Only POW above the normal rolled
maximum can be sacrificed i.e. 12 for enlo 18 for superior trollkin, humans and
dark trolls).
Control Fear gives the following bonuses: When resisting a Fear orientated
spell (i.e. fear, demoralise etc...) the Control Fear skill is deducted from the
enemies chance of overcoming POW. When affected by Shade Fearshock, the Control
Fear skill is added to the 1d100 roll.
When resisting Intimidation, the Control Fear skill is deducted from the
intimidator's chances.
When attempting to overcome an enemy's POW with a Fear orientated spell the
process works in reverse. When commanding a Fear Spirit, this skill is also
added to the caster's chances.
The maximum level that Control Fear can be learned to is limited according to
the cultist's rank. An initiate may learn up to 25%, a Fear Lord up to 40%, a
Feared One up to 35% and a Fear Priest may learn up to 50%.
ENDURE HEAT (00) This skill can only be learnt from the cult of
Kelmos the Desert Walker. Initiates gain it at a percentage equal to their CON.
This skill is used to both ensure the effects of dehydration and to resist the
damage of flames. It acts as a negative modifier when rolling for dehydration
equal to the level of the skill. When resisting damage from heat or flame and
Endure Heat roll must be made. If the roll is successful then the damage is
reduced by 25%. A special increases this reduction to 50% and a critical reduces
it by 75%. A supercritical or higher negates it entirely. This is cumulative
with spells (such as Fireshield) which reduce heat damage. Experience checks for
this can only be given for successfully resisting dehydration in the desert in
Fire Season for at least a week, or for resisting a powerful flame. This skill
cannot be trained or researched.
TWO-HANDED SPEAR WITH SHIELD STYLE This skill is described in the
combat section. |