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Skills Available

Skill types

The skills available are divided into two categories

Chraacters sart out by learning general skills which encompass many specialisation within them. The learn the basics of all the specialisations up to the level of the general skill. Once the maximum general skill level has been obtained characters must learn the trickier facets of each specialised skill independently

Depending upon the difficulty of the specialisations each general skill will have a different maximum before specialisation is required.

Costs

The cost given in gold is the material costs per days training, if it is noted as half cost then a trainer is only needed for half the time, the rest can be solitary practice.

Skills

General Skill Speciality
Max base
Attribute Difficulty is opponents
Training cost
Trained only
Faith
0
   
10g
Yes
  By god
Willpower 11+spell level
 
Magic
0
  -
30g
Yes
  Arcane knowledge   Intelligence 11+spell level
 
  By specialisation
Intelligence -
 
Athletics
2
   
10g
 
  Dodge   Dexterity  
 
  Climbing
Dexterity 5 - 18
1/2
 
  Acrobatics / Tightrope
Dexterity -
1/2
Yes
  Jumping
Dexterity -
1/2
 
  Sprinting
Dexterity -
1/2
 
Covert
2
   
20g
 
  Find traps
Alertness 10+
Yes
  Open locks & traps
Dexterity 8+
Yes
  Pick pockets
Dexterity Alertness +2
Yes
  Stealth
Alertness Spot +3
 
  Disguise
Alertness Spot
1/2
 
  Forgery
Dexterity Spot +2
1/2
 
Combat
0
   
20g
 
  Specific melee weapon
By weapon
(Str / Dex)
Defence
 
  Specific ranged weapon

By weapon
(Dex / Str)

Defence
1/2
 
  Shields      
 
  Artillary
Intelligence
 
1/2
 
  Touch attack   Dexterity Defence    
  Brawling
Strength + Dexterity Brawling
 
  Blind Fighting
Alertness 8
 
  Surprise
Alertness Stealth
 
Influence
2
   
10g
 
  Trick / Bluff
Willpower Intelligence
 
  Intimidation & Persuasion
Willpower Persuasion
 
  Leadership
Willpower -
 
  Barter
Willpower
     
  Streetwise / Insight
Willpower 8    
  Etiquette   Willpower  
Yes
Perception
2
   
15g
 
  Search
Intelligence
 
1/2
 
  Spot
Alertness
 
1/2
 
  Tracking
Alertness 13
1/2
 
Survival I
3
   
5g
 
  Animal noises
Alertness Intelligence
1/2
Yes
  Animal handling   Willpower Willpower    
  Fire building
Alertness -
1/2
 
  Fishing
Alertness -
1/2
 
  Hunting
Alertness -
1/2
 
  Large traps
Alertness -
1/2
Yes
  Stealth outdoors
Alertness 3-15
 
  Tracking outdoors
Alertness 13
1/2
 
  Swimming
Constitution -
1/2
Yes
Survival II
3
   
20g
 
  Riding
Dexterity -
1/2
 
  Signalling
Intelligence -
1/2
 
  Small craft
Dexterity -
1/2
 
  Mountaineering
Alertness 3-15
 
  Rope Use
Dexterity -
1/2
Yes
Mining
4
   
10g
Yes
  Mining   Intelligence  
Yes
  Direction of Travel
Intelligence -
Yes
  Stonework   Intelligence  
Yes
  Appraising gems
Intelligence ?
Yes
Misc
0
   
Yes
  Mind Control
Willpower -
10g
Yes
  Martial Arts
Dexterity -
20g
Yes
  Endurance
Constitution -
1/2+10g
Yes
  Healing & Herbalism
Intelligence 8
20g
Yes
  Languages
Intelligence  
0g
Yes
  Gaming
Intelligence  
20g
Yes

 

Difficulty

The general difficulty of a skill is

Difficulty
Target roll (2d8)
No brainer
3
Easy
9
Fairly Easy
11
50 / 50
12
Tricky
14
Hard
15
Formidible
17
Ridiculous
19
Impossible
21

Specialities

Acrobatics

This can be thought of as trying to achieve the impossible as a routine task. Try leaping off a table, grasping the chandelier, swinging across the balcony and dropping directly onto the head of the chief ogre. Acrobatics can do this easily ( if you consider an impossible roll easy)! Actions such as performing somersaults are still difficult.

Acrobatics can help when intentionally or unintentionally falling down cliffs, pits... If intentional jumping down an acrobatics skill roll of 9 will reduce the damage level by 1 place for both stamina and wounds.

Animal Handling

Characters can train one type of animal to perform simple commands and tricks (rear, bite kick) or more general tasks (guard, kill, track). Each task or trick requires a check and 4 weeks training less 1 week per success level.

In addition it allows the character to understand the basic feeding and social habits of common creatures and estimate whether a particular specimen is likely to fight or flee. A check of 15 will calm a spooked creature.

The 'Animal Empathy' trait gives a bonus of +1 to all rolls

When +3 is achieved a bonus of +1 is given to all riding skills.

Animal noises

The ability to produce convincing animal noises can be used as an extremely useful form of communication when within earshot of an enemy camp. Guards familiar with the animals however may recognise the noises.

Appraising

Guess the value of an item

Arcane knowledge

This involves deciphering ancient runes, knowledge of famous mages and identifying magical items. Most magical items fall under the impossible category although a few major ones are more well known. Minor magical items such as potions are not identifiable this way though any inscriptions on the bottles may be identified. It is also the basis for all magical knowledge and is required for mages at their highest magical level.

Arcane knowledge gives you the ability to sometimes feel magic although a formidible skill roll is required.

Barter

Barter is the ability to bargin a trader down to a price that is almost reasonable, though by this point he will be telling you that his mother will go cold and hungry that night. It is also used when trading treasure. Each success level means you get an additional 10% discount or better price for goods.

Beast Riding

Learning to ride a horse at a walk doesn't take any training, although you do get a sore bum. Attempting to leap from a galloping camel onto a passing land yacht under full sail is a trifle more difficult. The animal being learnt must be stated. Similar animals may be ridden at half skill.

Blind Fighting

Each success level obtained reduces the handicap of fighting blind or against invisible creatures. Negative handicaps are ignored.

Brawling

This is the unsophisticated form of unarmed combat. In brawling the characters must get significantly closer to each other than normal combat. This means that characters can either brawl or fight but not both at the same time. As the defence skill relies on using a weapon it cannot be used when brawling.

If one character is armed or attempting to avoid combat the normal defence roll applies. In addition if armed they will get the first strike in due to their longer reach and as the brawler is approaching close the strike will be for wound points not stamina points. (This does not apply if the brawler is twice the height of the defender). However if grappling the opponent can then no longer use the weapon as they are too close. It can be seen that attempting to brawl with an armed opponent is dangerous but if you survive the first round it can be worth the risk..

When brawling characters may elect to grapple, pummel or overbear.

Pummelling

This form of combat is typified by the pummel, left hook and upper cut in fair fights or the kick, elbow smash and groin strike when serious. The damage factor is 3. For each point of damage there is a 10% chance of stunning the opponent and a 1% chance of a KO if you can reach their head.
If the defender is wearing armour then the attacker then suffers half the damage that is absorbed by the armour as he crushes his hand or elbow (round down).

Grappling

This is the arm lock, neck twist and strangle hold. Damage factor is only 2 but once a hold is achieved it can normally be normally be kept going from round to round with no effort. In order to break the hold the victim must roll a strength skill (secondary attribute bonus of dexterity) equal to your strength plus the number by which you exceeded their A.C. This means that a good hold is less likely to be broken.
The attack roll is compared to the opponents brawling skill as their AC. Armour is ignored for damage as damage is caused by the wrenching of limbs out of sockets and pulling of hair which cannot be absorbed.

Overbearing

This is an attempt to knock the opponent over by running at them or striking them unawares with a large object such as a frying pan. Each success level causes the target to fall further. The damage factor is 3. Using a large object (e.g. a bench) or moving fast increases the to hit roll.
This form of attack works best upon creatures unaware of the attack. If the attacker is seen and can be prepared against the effect is lessened

Climbing

A favourite skill of thieves for gaining entrance to upper windows, this encompasses both wall and cliff climbing. It does not however give any of the other mountaineering abilities.

Surface Difficulty
Wall / House 10
Cliff 9
Tree 6

Climbing speed = 1/2 height of character per round - 1/10 of height for each additional difficulty modifier + 1/10 for each skill point

Combat

Each weapon requires individual training however weapons are grouped into types and characters can use similar weapons with their main skill but only rolling 1d8. This is as if untrained but gaining the benefit of any skill levels in the main weapon.

Thus Ron has a skill of 3 in Arming swords so for a skill check would roll :

2d8 + 3 + strength

If he wnated to use a Scimitar without training he would roll :

1d8 + 3 + strength

Disguise

Disguise enables you to impersonate other people. The impersonation may be as simple as a labourer to gain entrance to a construction site or of a specific aristocrat to gain information. The more specific the impersonation and the greater the difference between your body and the one being impersonated dictates the difficulty. It not possible to impersonate a specific person well enough to fool close associates unless magic is employed.

Disguise Difficulty

General

Perception +3

Different age

+1 per 5 years
Different sex +4

Specific person

+10

Different race*

+5 / +10

* When impersonating a different race the disguise will fool characters not from that race more easily than those of the race.

Note : All modifiers are cumulative.

Dodge

Dodge is moving quickly out of the way of something nasty, be it someone trying to hit you of a dragon breathing at you. Dodge used in combat counts as a second action and so incurs the normal multiple action penalty if you are also attacking

Dodge is a saving throw based skill.

Endurance

This enables a character to break through the pain barrier and be less affected by stamina sapping exertions such as running or poison coursing through the veins. The speed of movement will affect the ability. The stamina lost is halved if success. A check is required each minute. When a single check is failed all following checks are automatically failed until rested for 1 turn.

Speed Difficulty
2 3
3 6

Each subsequent roll has +1 added to the difficulty

Endurance doesn't count for x4 speed as that is considered a sprint.

Etiquette

This is the ability of a character to interact with officials and the court to gain information or not not make a faux pas. It is the art of knowing what to say and how to react. It is similar to the streetwise skill but at the other end of the social spectrum.

Find traps

This is the ability to discover hidden traps by careful sight only. If probes are also used a bonus of +2 is given to the discovery chance. A bodge sets off the trap.

Fire building

This allows the character to make a fire in almost all weather types providing the correct tinder.... can be found. A skill check includes the finding of suitable fuel.

Fishing

The skill in fishing includes all kinds of fishing such as hook and line, net or spear. The skill includes knowing the best places to fish as well as being adept with the equipment. For each hour spent fishing roll a proficiency check. Enough fish are caught to feed two people for each success level.

Each character has a preferred method of fishing. Other methods are used at a -2 penalty (this will not take the total bonus negative).

Forgery

Assuming the correct (or good substitute) materials are available, duplicates of documents and hand-written notes may be created.

The following modifiers apply

Gaming

Simple, pit your skill against an opponents. This may be on a game by game basis or one roll for an evenings entertainment.

Healing & Herbalism

Wounds may be healed faster than normal by the judicious application of herbs, plants and poultices.

When recovering gradually a successful check (13) will increase the number of wounds recovered per week by 1, Note that as time may be spent at leisure doing this the +4 bonus for multiple attempts is always taken.

Emergency first aid in the field can reduce the effects of critical wounds and poisonings. Whenever 3 or more wounds are taken in a single blow successful emergency aid will reduce the wounds received by the number of success levels, to a minimum of 2 wounds. The difficulty is 13. Only one attempt per person may ever be made on each set of wounds.

For each untreated minute between the blow and treatment at least one wound will be suffered. 1 wound may always be cured up to 1/2 hour from the blow if at least 3 wounds were suffered.

In addition healing adds to the saving throw for a character against an injected poison. The healer must suck out the poison from the wound and apply herbal treatment. The success level of the herbalist is the bonus to the characters resist poison saving throw, The difficulty is increased by 1 for each untreated round.

A successful check will also prevent a character dying through loss of blood when at 2 or fewer wound points. The healing attempt takes 5 full rounds to complete. At 2 WP the difficulty is 13, at 1 WP it is 18.

If fresh herbs have been gathered (within a week) +1 may be added to the die roll. It takes 1 day to collect enough herbs.

In addition ingested and injected poisons may be concocted. The strength will depend upon the plants available.

Hunting

Hunting can only be performed in light leather or no armour. An initial check gives the number of prey that are found in the first hour. For each stalking a check is made and the characters advance to 100 yards - 20 yards per success level. For every additional 20 yards an extra check must be made.

Intimidation

Intimidation can force another character or group to do your will. You must have some hold over the characters (such as holding the pins to a bunch of grenades). A minimal success means they will do reasonable requests. Good means they will do commands which don't endanger their lives, superior means they will perform nearly all commands instantly.

Jumping

This is the high jump, running or standing long jump. The distances that may be covered may seem small but characters in general will not be in running shorts and spiked heals, rather they will have armour of some sort, weapons, treasure and all manner of other items slung around their body.

The skill covers the ability to accurately judge the run up and take off point as well as the actual distance covered. Even trained athletes may be out by 6" on take off either way, untrained ones more so. If leaping a bottomless chasm not a sand pit it is assumed that characters adjust the take off point back a few inches to compensate for any error.

Each skill point adds a number of inches to the distance equal to the base distance in feet (round down) this is called the jump unit {JU}. Strength adds a number of JUs according to its bonus. Thus an unencumbered 6 foot 3" elf has a base distance of 12' 6" for a running jump, each point of skill adds one JU (i.e. 12") to this distance.

When a jump is made a bonus number is generated and the number of success levels added as JUs.

Type
Base Distance feet = JU(inches)
High height / 2
Standing height
Running height x 2

Languages

Each level in languages lets a character know an additional language. All characters are assumed to know their own language and Common. Possible additional languages include

  1. Elvish
  2. Dwarfish
  3. Gnomish
  4. Kobold
  5. Goblin
  6. Orc
  7. Ogre
  8. Giant
  9. Lizard Man
  10. Old Common
  11. Sign Language
  12. Thieves Cant (restricted to thieves)

Large Traps

This is the chance to build large traps. These may be pit traps, net traps, swinging logs... The trap overseer makes a check when the creature approaches the trap. This gives the chance that the creature will notice the trap or that it will not work properly.

Leadership

A characters leadership ability determines how many henchmen they may control and their ability to lead large numbers of people such as an army. For every two points above 12 a character may have one henchman. When leading a body of people the leader will give a bonus to their morale and discipline.

Lip reading

This gives the ability to read lips if within 30' and under light. This is automatic if specifically directed at the character.

Magic

Magic is split into the various specialities. These are detailed in section 10.

Mind Control

Mind control encompasses a variety of skills that enable the mind to control the body's various systems and resist the interference of attempted take over by other minds.

In addition each point gives a bonus to the saving throw against emotion based magic (e.g. charms)

Skill Difficulty Frequency
Feign Death 19 Turn
Mind over body 20 1 day
Mind Bar 21 1 hour per day
Geas / Quests 22 -
Levitate 23 1 turn / day
Alter poison 24 -
Empathy 25 1 day
Astral projection 26 1 week

Mountaineering

This is the same as the climb walls skill but for mountains. It includes knowledge of ice cliffs, glaciers and general mountain dangers.

Open locks & Disable Traps

The ability required above all by thieves, the opening of locks leading to treasure or places forbidden to them. Locks naturally come in a variety of forms, some easier to penetrate than others. An average door lock or cabinet has a difficulty of about 13 however it has been observed that the owners of chests which contain treasure generally don't trust such simple locks and employ more complex affairs with a difficulty of 18 or more.

Type Difficulty
Time to spring (rounds)
Simple
12
1
Tumbler
14
1-4
Multi-tumbler
16
2-12
Special
18
11-20
Magical
20
21-30

If a trap is known about the same skill is used to disable it as part of opening the lock. In some cases a seperate roll may be made to disable the trap before tackling the lock but in in others they will be interlinked and both actions need to be done at the same time. In this case a single roll is made but with an added difficulty.

Persuasion

This is the ability to persuade NPC's to your point of view. It is however a dangerous action to attempt as they will at the same time try to persuade you. Once attempted only deeply held beliefs such as your faith are sacrosanct. Any other beliefs may be altered and your character will then have been persuaded that their point of view was correct.

When attempted the degree of belief must first be agreed, this will be used by both parties in the debate. Three attempts may then be made to persuade the opponent. Both sides roll a persuasion attempt. The difference between the two rolls is converted into a success level and the loser moves that number of places towards being persuaded. As soon as either party passes the mid point they are converted.

Each attempt occupies 5 minutes. After 15 minutes the argument reaches a stalemate if no party has been converted. Neither party may interrupt the proceedings, although outside influences may cut the argument short. The time limit may be reduced if one party has a prior engagement.

Persuasion may also be used to temporarily alter the current attitude of an character. To succeed the persuader must get a success level equal to the opponents current attitude. Their attitude will be displaced by one point toward the persuader. Only one attempt per meeting may be made to alter the attitude. Further checks may be made later. The further checks are always made at the initial difficulty not the current difficulty. It is possible to attempt to move their attitude by two places at once; two rolls are made both using the multi-action difficulty modifier.

If opponents are on the payroll of another the leaders charisma is used if it is higher than their own.

A bad failure will move their reaction by one place in the opposite direction, an appalling failure by two places. If appropriate a successful etiquette or streetwise roll against the same difficulty will modify a failure by one place upwards.

If persuading a character of another race the charisma reaction is applied.

Strength of belief Attitude Belief points
Undecided Neutral 0
Lightly held and unimportant Unfriendly 1
Lightly held but important Enemy 2
Strongly held but unimportant Hostile 3
Strongly held and important Deadly 4
King and country - 6

Pick pockets / Sleight of Hand

The urchin or the beggar often have this ability as well as professional thieves. There are two thoughts to the best way to rob amongst a crowded bazaar. Either pick those who are distracted or appear to be daydreaming, alternatively go for those who are wide awake as they probably haven't been touched before and therefore have more money.

Rope Use

This allows an attempt to wriggle out of rope bonds. A very difficult skill check would be required for most bonds. Rope use also allows the character to tie any of the esoteric knots that slip, slide slowly, hold tight or loosen with a quick pull. (Any specific knot requires an easy check).

Sailing

This is large boat sailing, similar conditions to the boating skill apply. The sailing skill gives half skill in boating and vice versa.

Shields

Each level of shield training increases the bonus to parrying by +1 up to their maximum.

Shields need to be trained with in concert with weapons so the shield skill may not exceed half of the current weapon skill.

There is no change to the cover bonus against ranged missiles for training (you can't hide any more of you behind it by training).

Signalling

This is signalling by various means across distances. The skill may be taken a number of times for different signalling methods. This may include anything from battle hand signals all the way up to ships flags. A skill check needs to be made for each message with a difficulty of 13. An unlucky or bad failure means that part of the message is missing. A worse failure means the message was misinterperted.

Singing

Bards may be likened to the traditional Welsh bard, wandering the land performing songs and tales of yesteryear. Their mastery of songs gives them the ability to entrance people and weave spells with their music. They gain the following special abilities. Bards must have the singing ability to at least the highest level of any of their magical levels.Attempt to influence reactions of creatures.Singing increases moral of associated creatures by 10% with +1 to their saving throws.Gain +1 per point of singing against song based attacksGain +1 per 2 points of singing against other noise attacks.Singing negates song based attacks.

Small craft

All characters may propel a rowed craft at half speed, however a character with this skill will propel both rowed and sailing craft up to 30' at full speed + 10% per success level. A calm lake would be a dead cert and rapids hard to very difficult. A roll failed by 5 or more means that in trying to correct an error a mishap occurred. This could vary from a lost oar to capsizing the boat.

The speed of all craft depends upon the prevailing wind and current conditions. It should be noted that in high winds the movement made may be more than counteracted by the wind.

The boating skill gives half skill in sailing and vice versa.

Wind force Skill modifier (sail) Sailing speed Skill modifier (row) Rowing speed
0 becalmed - -
1 0 -75% - -
2 +2 -50% - -5%
3 +4 -25% -1 -10%
4 +2 -10% -2 -15%
5 0 -5% -3 -25%
6 -2 - -5 -40%
7 -4 -10% -7 -60%
8 -8 -30% -9 -70%
9 -12 -50% -13 -70%
10 -16 -75% -15 -70%
11 -18 Uncontrolled -17 -70%
12 -19 Uncontrolled -20 -70%

Sprinting

A successful check of 10+ speed multiplier reduces the stamina requirements by 1 multiplier (for 1 minute)

e.g. Moving at quadrouple speed normally costs 8SP per round but a successful check of 10+4=14 means they treat it as if they were running at x3 speed or 4SP / round.

Each skill level adds 10% to a characters top speed (normal max ix x4).

Spot

Spot is the skill of noticing the unusual. It helps to find the small cracks that give away secret doors see ambushers n the undergrowth

It is a saving throw skill for discovering illusions

Search

Search is the skill of looking under things. It helps to find the small pouch hidden amongst the bale of clothes.

Stealth

This is the ability to move unseen and unheard through an area. If the circumstances mean that it is possible to make noise or not worry about sight then a bonus of +1 is added to the roll.

Movement Difficulty
Rain -1
Dawn / crowd -2
Fog -3
Night -4
Dense concealment -4
Close scrutiny +2
Open terrain +3
Broad daylight +2

In addition it includes the ability to perform a sneak attack on an unsuspecting character. Each sneak level increases the damage value of the weapon by one, however the attack can only be made with small weapons, no larger than a short sword. Typically daggers or stillettos are used as anything larger will incur a penalty to the sneak roll as the weapon is more cumbersome.

During sneak attacks piercing weapons gain an additional 2 points of piercing capability.

 

 

Streetwise

This is the ability of a character to wander the backstreets and find the people they need to gain information of items. It is the art of knowing what to say and how to react to gangs, thieves and assassins. It is similar to the etiquette skill but at the other end of the social spectrum.

Surprise

This is the ability to avoid being surprised. Your reflexes and attention to detail of a persons actions, recognition of body language and training by immersion in unexpected situations. The surprise skill does not help you surprise others as this is a function of the situation only. It will help to avoid the effects of surprise by training your reflexes.

Survival

A character may survive in a chosen environment for longer than normal due to their ability to find food, shelter and warmth. They also know the steps to take to avoid exposure. A successful check means that enough food (snake, rats, bugs, fungi...) has been found to feed or water one person per success level.

Terrain types that may be chosen are mountains, desert, jungle, arctic. These environments must be available for the training to take place. The difficulty depends upon the terrain type

Terrain Difficulty
Jungle 12
Desert 14
Mountains 12
Arctic 15

The number of points obtained above the minimum required indicates the number of man-days of food that was found. Any success indicates that shelter was found or made successfully.

A check will indicate whether a character recognises the approach of inclement weather such as sand storms.

Swimming

Characters without swimming cannot swim. Swimming cannot be performed in any type of metal armour. Characters may swim 20 yards in calm water for each point rolled.

Swimming speed is 1/4 normal speed + 0.1 mph per skill level.

If a particularly fast or dangerous river needs to be swum a single check is made at an appropriate difficulty. If failed the character is swept downstream and may land up on either bank (70% near 30% far) or be drowned 20% (Advice : I would be a hero at this point. Editor).

Tightrope walking

This gives the ability to traverse tightropes at up to 45 degrees. Speed is 1' per round for each mph of normal speed. A beam greater than 1" wide gives +3 to the roll. A balance bar adds +2. The same difficulty modifiers apply as for climbing. The standard difficulty is 14.

Tracking

The tracking attempt is modified by the terrain type and other factors. All modifiers are accumulative.

Additional checks are required whenever The chance to track decreases, (terrain, creatures leaving, darkness) Another track of the same creature crosses the first. Every 4 hours of tracking

Indoors on constructed flooring tracking is normally impossible.

Once a check has failed an hour must be spent searching for the track. If this fails the track has completely disappeared. If more than one tracker is present +1 is added to the tracking roll. On a successful check the number of success levels indicates any additional information gleaned.

Terrain / weather / other Modifier
Soft or muddy +4
Thick brush / vines / reeds +3
Dust / occasional signs +2
Every 2 creatures +1
Every 12 hours -1
Every hour of rain, sleet or snow -5
Poor lighting, (moon or starlight) -6
Attempts to hide trail -5
Rocky ground or shallow water -10

 

Success level Information gained Speed of tracking
1 Creature type 1/4 normal
2 Approximate number 1/2 normal
3 Time since trail was made 3/4 normal
4 Additional riders on transport 3/4 normal

Trick / Bluff

This is the chance to trick an opponent into doing or not doing something. The trickster must describe how the trick is to be performed. It may be as simple as 'look out behind you' to more complex ones designed to send unsuspecting guards in the wrong direction. The success level dictates the result of a trick

Unarmed combat

Unarmed combat is a very special skill. Anybody can brawl, some can even brawl effectively, however unarmed combat takes it a step further to the realms of the martial arts. The arts are often referred to as the way of the golden dragon. Those who practise them have a tendency to travel in long loose golden habits embroidered with a large ostentatious dragon on the back.

Unlike other weapon skills the damage factor does not stay constant as you rise in levels, in addition to gaining better to hit probabilities through increased skill the damage table increases by one place for each training point. Thus a character with 1 training point uses the 1 damage table but a character with 2 training points uses the 2 damage table and so on.

Because of this and the difficulty of learning the skills each training point except for the first costs double the amount of hero points. At higher training levels the channelling of you chow affects the skill thus your skill may never rise above half your wisdom score (round down)

The training not only encompasses attacking but also defence, Your A.C. increases by 1 place for every training point, however this only applies when using the skill. You may notice that attacking with unarmed combat is actually less effective than brawling until 2 skill points have been gained.

No facets of unarmed combat may be performed in any kind of armour other than light leather.

Weapons

Weapons are trained individually, though knowing how to use a sabre would translate easily into a scimitar. Any weapon of the same class is used at a -2 modifier.

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