Formatting code for ProfessionalSkills
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__**[[charactercreation Character Creation]]**__, __**[[Skills Skills]]**__
====__**Professional Skills**__====
==Alchemy==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;2:1;1500ss"}}Allows the character to identify and create alchemical compounds with a successful skill check. Ingredients for standard compounds can be purchased through the Apothecary. More exotic substances may occasionally become available through other means, primarily from adventuring. Creating alchemical substances requires a Level 1 lab.
Through extensive practice and study, an advanced alchemist may make magical potions. This requires the Alchemy skill to 100 or higher, as well as a specialized Potions Lab which costs 1000 ss to install. The cost to create a potion is 80% of its final value. Characters who meet these requirements may create the following compounds:
{{table columns="4" style="background:#FFFFFF" cellpadding="1" cells="Skill Stat;Name;Cost;Description;100;GHOSTWOUNDER;40ss;Clear gray oil that feels cool to the touch and smells of freshly-turned earth. May be used to anoint two melee weapons, 10 javelins or spears, or 20 arrows or bolts. For the next 24 hours, those weapons inflict normal damage on incorporeal undead.;105;POTION OF SWIFTNESS;50ss;Pale pink potion that froths when exposed to open air. +15 Speed for one hour, noncumulative with any other Speed-enhancing effects.;110;POTION OF INVISIBILITY;60ss;Colorless liquid in a spherical glass bottle. Drinker becomes invisible for the next 30 minutes as per Lesser Invisibility (Illusion 4).;115;POTION OF LESSER REGENERATION;75ss;Fizzy blue potion flecked with red. Drinker heals 5 Stamina immediately and at the beginning of the next 3 rounds.;120;POTION OF FIRE BREATH;100ss;Effervescent golden potion that casts off red-orange sparks when exposed to air. When drunk, permits the user to blow out a cone of flame up to 15' long and 10' wide which causes 3BC10 fire (magical) damage to all in the area of effect (save vs. Agil/2 for half) and, on a failed save, has a 25% chance of igniting for an additional BC6 damage at the end of the next three rounds. This ability may be used twice within five rounds of drinking the potion.;125;POTION OF FLIGHT;150ss;Cloudy sky-blue potion that swirls as if wind currents were trapped within the bottle. Grants the drinker the ability to fly and hover (levitate) with no take-off or landing space required. Drinker may carry up to his or her normal Strength-based weight limits in flight. Effects last up to three hours."}}
__**[[Sorcerer Sorcerer]]**__
==Berserker Rage==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;20;3:1;2000ss"}}This skill allows a player to enter a berserker rage while in combat. In order to enter the Rage, the character must be at Hand to Hand combat with at least one person or creature. Entering the Rage will take one action. Any previous injury during this particular battle will result in a +10 to the skill stat to enter the Rage. The Rage will last a maximum of 5 rounds before the character must rest for one round due to exhaustion.
The player gains a +25 bonus to Combat Aptitude, Strength, and Speed after entering the Rage. However, the player loses any Defense bonus, except for armour or special items.
After entering the Rage, the character will attack whomever was attacking him (if any) before the Rage, and will continue to do so until that opponent is down, or the Rage ends. After that, if still in the Rage, the character will be allowed a Willpower roll to choose his next opponent. A failed roll means that the opponent will be random, as rolled by the PGM. Note that this can include friend or foe. The Rager would then attack that opponent, until he is downed or the Rage ends.
If no one was attacking him when the Rage was entered, then his first move would be to attack his IM'd opponent. After that, a roll on Willpower, with the effects as above. In single combat, a fallen opponent, in any condition, ends the Rage.
__**[[Warrior Warrior]]**__
==Blind Fighting==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;(Ag+Per)/10;20;2:1;500ss"}}This skill allows the player the chance to fight under conditions where it is not possible to see ones opponent. Under these conditions, 1/2 the characters skill stat is subtracted from the normal -50 penalty for fighting blind; no roll is required. Therefore, a character with a 70% skill stat would subtract 35 from 50, and fight with a penalty of 15. A character with a skill stat of 100 can blind fight with no penalty.
__**[[Monk Monk]]**__| __**[[Brigand Brigand]]**__| __**[[Warrior Warrior]]**__| __**[[Nightblade Nightblade]]**__
==Composition Theory==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;3:1;2000ss"}}This skill allows a Bard to create new songs as powers. As with spell-creation, this process requires research and ritual, as well as the investment of personal experience. To create a power, the player must send a proposal to the Magical Theory Committee. In this proposal, the power should be assigned a level (or else it will be assigned one over the course of the discussion). The Bard must have a lab whose level is equal to or higher than that of the power which he intends to create. For lab costs and other information on the creation process, see the Spell Creation section of the rules.
Once the player and the Committee have agreed on the power's specifications, the Bard may create his song. To do so he must make a roll based on the following formula: ([Composition Theory + Bard Level] - [50 + {2*Power Level}]). If the roll is failed, he may roll again, receiving a cumulative +10 bonus for each roll after the first. The Bard must also expend an amount of gold equal to BC10 x Power Level and 5 XP per Power Level. Though the XP cost is only applied before the first attempt, the materials cost (in ss) must be paid prior to each attempt.
Example: Quodsi Gyze, a Level 15 Bard, wants to create a Yellow-banded power. He determines that his proposal is Level 12. He already has his lab at Level 11, and thus needs to pay 720 ss to raise it to Level 12. He then sends his proposal to the MT Committee, and, after a witty and mutually satisfying debate, sets about creating his song. His Composition Theory is at 67, so his initial chance of success is ([67 + 15] - [50 + {12 x 2}]), which yields 8%. He rolls a 22 to determine his materials cost, and therefore must spend 84 ss for each creation attempt. He rolls a 19 and fails his first attempt. After sacrificing an additional 84 ss, he makes a second attempt, this time with an 18% chance of success. He rolls an 18 and succeeds. Thus, after spending 60 XP and 168 ss, he imparts 'Stop Breathing,' a Yellow-banded power, unto the world.
__**[[Bard Bard]]**__
==Entertainment==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;25;1:1;500ss"}}Characters with this skill have the ability to tell jokes, rhymes, stories and verses, as well as do simple parlor tricks (such as juggling) in return for pay, a free meal, or even a room for the night.
__**[[Bard Bard]]**__| __**[[Illusionist Illusionist]]**__
==Fast Cast==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;2:1;2000ss"}}This skill adds to a caster's init when casting Cantrips and Spells (it has no effect on Rituals). When using this skill the player must M his intentions at the time he Ims his move. Because of penalties, the PGM will not assume Fast Cast. If Fast-casting a Level 1-9 spell, there will be no limitation on the skill roll, but -10 to MA. If Fast-casting a Level 10-19 spell, the fast cast stat is reduced by 10 and the casters MA by 20. If Fast-casting a Level 20-29 spell, the fast cast stat is reduced by 20, and the MA by 30. And so on. After all, the more powerful the spell, the harder it will be to draw the arcane energies in a rush, and the easier it would be to ruin the spell when taking shortcuts. No more than one spell per round may be cast.
{{table columns="3" style="background:#FFFFFF" cellpadding="1" cells="Spell Level;Skill Modifier;MA Modifier;1-9;###;-10;10-19;-10;-20;20-29;-20;-30;30-39;-30;-40;40-49;-40;-50;50;-50;-60"}}
__**[[Elementalist Elementalist]]**__| __**[[Enchanter Enchanter]]**__| __**[[Illusionist Illusionist]]**__| __**[[Mystic Mystic]]**__| __**[[Necromancer Necromancer]]**__| __**[[Sorcerer Sorcerer]]**__
==Herbalism==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;2:1;1500ss"}}Allows the character to identify useful herbs and render them into potions, poultices, and other items with a successful skill check. Ingredients for standard items can be purchased through the Apothecary. More exotic substances may occasionally become available through other means.
Through extensive practice and study, an advanced herbalist may make magical potions. This requires the Herbalism skill to 100 or higher, as well as a specialized Potions Lab which costs 1000 ss to install. The cost to create a potion is 80% of its final value. Characters who meet these requirements may create the following compounds:
{{table columns="4" style="background:#FFFFFF" cellpadding="1" cells="Skill Stat;Name;Cost;Description;100;POTION OF LESSER HEALING;40ss;Colorless liquid with a fragrance reminiscent of dying lilies. Heals 10 Stamina when drunk.;105;HONEY CORDIAL;50ss;Fragrant golden liquid, tasting of honey and spices, in a fluted glass bottle. Restores 10 Power when drunk.;110;DREAMSMOKE;60ss;Bottle of blue-gray ashes that disperse into a cloud of dust when their container is opened. Inhaling the ash puts the breather into a dreamlike state for the next two hours (can be broken at will, but user suffers -10 to all skills and stats until the two hours passes). If the trance is not broken, the user receives some visionary insight relevant to a currently pressing problem or situation.;115;POTION OF HEALING;75ss;Colorless liquid with a fragrance reminiscent of white jasmine. Heals 25 Stamina when drunk.;120;SPELLSPARK POTION;100ss;Clear green liquid in a marbled green-and-white bottle. Enhances the drinker's ability to draw upon magic, granting +10 MA for one hour, +20 Power (or up to the drinker's maximum stat), and +3 damage per die for spells cast in the next 5 rounds (up to a maximum of +12 damage per spellcast).;125;POTION OF GREATER HEALING;150ss;Swirling, fizzing champagne-colored potion that fairly buzzes with energy when touched. Heals 50 Stamina when drunk. "}}
__**[[Druid Druid]]**__| __**[[Priest Priest]]**__
==Magical Theory==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;3:1;2000ss"}}This is the ability to understand the theory behind magic. It also allows a character to do spell research in order to invent new spells in any spell list he currently has. Note that the player must still [[CreatingSpells invent the spells]]; this skill only allows him to do so.
__**[[Elementalist Elementalist]]**__| __**[[Enchanter Enchanter]]**__| __**[[Illusionist Illusionist]]**__|__**[[Necromancer Necromancer]]**__| __**[[Sorcerer Sorcerer]]**__
==Martial Arts==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;N/A;N/A;2000ss"}}This is the ability to fight without the use of weapons in close quarters. When using Martial Arts, the player is allowed a base one attack per round, with a successful attack doing BC6 damage. All init rules apply, including Speed and Weapon Speed (Martial Arts) if applicable. Characters with the Martial Arts skill suffer no penalty to CA when attacking an armed character.
Martial Arts and Two Weapons Use: Consider the combination of TWU and martial arts to be a difficult and improved attack sequence over Martial Arts alone.
__**[[Monk Monk]]**__
==Medicine==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;3:1;2000ss"}}This skill goes beyond First Aid and allows the character to help heal more serious wounds. If the character being healed is above 0 Stamina, this skill heals BC6+1 for every 10 skill stat. If the character is at -1 to -10, it heals BC4 points. If the character is at -11 to -19, this skill will stabilize the character...that is, there will be no further damage per round. During combat, stabilization requires one round; healing requires 3 rounds.
This skill may also be used to treat serious injuries, such as broken bones. A successful roll on the skill stat means that the bone will heal properly in BC4 weeks.
In all the above cases, a roll on the Skill Stat is required.
Prerequisites: First Aid, Crash Cart.
__**[[Priest Priest]]**__
==Meditation==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;25;1:1;1000ss"}}By relaxing both the body and the mind, the character is able to slip into a deep, beneficial trance. The meditation lasts 15 minutes and may be attempted once per night. A successful roll is required to maintain the state of inner peace necessary for Meditation. Within this mindframe, the character is unaware of the outer-world surroundings and can only be woken through firm physical contact. Meditation restores 10 Stamina and either 20 Power or 5 Devotion. Note that while a character is meditating, he is totally vulnerable.
__**[[Monk Monk]]**__| __**[[Priest Priest]]**__| __**[[Mystic Mystic]]**__
==Parry==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;Special;1500ss"}}This skill reflects a character's training in defensive combat routines. The character's Parry skill is treated as a penalty to melee attackers' Weapon Speed, if any. Only Weapon Speed is affected (not base Speed, Fast Cast, or other initiative modifiers), and only at Hand-to-Hand range. Missile WS cannot be Parried. It is not possible to reduce the WS modifier to less than 0.
A character with the Parry skill may use it against one or two opponents at HTH. If the Parrier is concentrating only on one opponent, then the full Parry skill applies to that attacker. If the Parrier is defending against two melee opponents simultaneously, then the Parry skill may be divided between those two in any ratio the player chooses.
Furthermore, for a total of (Skill level/25) rounds, the Parrier may add half of his Parry skill to his Defense. This Defense bonus applies only to those against whom the Parrier is actively defending, and is divided among multiple attackers in the same manner as any WS negation. The character must wait 10 minutes after the end of his Defensive bonus before activating the bonus again.
For example:
Jehara Brightflame, a paladin with 100 Parry: Broadsword, is fighting against two orcs at melee range. Each orc has Weapon Speed: War Axe at 60.
Jehara can split her Parry evenly between them, reducing each orc's WS to 10 (60 - 50 = 10), or she can opt to totally block one orc by devoting 60 points of her Parry to countering that one (reducing its WS to 0) and 40 points to the other (reducing its WS to 20). If there were three orcs attacking her, though, she would be able to defend against only two of them at a time.
For four rounds, Jehara can add +50 to her Defense against the aforementioned pair of orcs. If she were to divide her Parry evenly between them, she would reduce each orc's WS to 10, and gain a +25 Defense bonus against both of them. If she were to assign 60 points of Parry to one orc, and 40 points to the other, she would gain a +30 Defense bonus against the first, and a +20 Defense bonus against the second. In addition, the first orc's WS would be completely negated, while the second orc's WS would be reduced to 20.
A character who wishes to use his or her Parry skill in a fight must send an IM to the presiding GM declaring which opponents are being Parried and how many skill points are being used on each one (except for single opponents, when the Parrier will be using his or her full skill). The Parrier will continue to Parry the same opponents each round until the GM is otherwise notified.
It is not possible to use Parry and Weapon Speed simultaneously, nor is it possible to use Parry and cast (or attempt to cast) a spell in the same round. Characters who have mixed-weapon TWU combinations will have their Parry value determined by the weapon with the more expensive Development Point cost.
{{table columns="2" style="background:#FFFFFF" cellpadding="1" cells="Development Point Ratio; Weapons;1:1;Glaive;2:1;Battle Axe, Bastard Sword, Broadsword, Claymore, Great Axe, Great Spear, Halberd, Morning Star, Quarterstaff, Spear (HTH), Two-Handed Sword, Trident, War Axe, Warflail, Warhammer;3:1;Club, Cutlass, Dirk, Falchion, Flail, Hand Axe, Katana, Long Sword, Mace, Nunchaka, Martial Arts, Rapier, Scimitar, Short Sword, Sickle;4:1;Blackjack, Cestus, Dagger (HTH), Knife, Scourge, Untrained Dodge, Whip"}}
__**[[Monk Monk]]**__| __**[[Paladin Paladin]]**__| __**[[Warrior Warrior]]**__
==Pick Locks==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Ag+Luck)/10;10;2:1;1000ss"}}This skill allows the player to pick or jimmy open most types of locking mechanisms. Depending on the type of lock, a difficulty penalty may be added. Note that a set of thieves tools is necessary to accomplish this task.
__**[[Brigand Brigand]]**__| __**[[Nightblade Nightblade]]**__| __**[[Rogue Rogue]]**__
==Poison Lore==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;2:1;1500ss"}}Allows the character to identify and create poisons and antidotes. Ingredients for standard items can be purchased through the Apothecary and, for those with the right connections, through the city's underworld. More exotic substances may occasionally become available through other means. There are three broad categories of poisons: injection, ingestion, and contact/inhalation. A character with this skill knows how to use all types. One without the skill is likely to waste injection poisons, have his victim discover ingestion poisons at the first taste, and poison himself with contact and inhalation toxins.
Injection poisons can be applied to bladed or edged weapons. Once applied, they remain viable for 12 hours or until the first successful hit with that weapon, whichever comes first. Special resins may protect the venom from air, keeping it viable longer. Only one dose of poison may be on a weapon at a time. Applying poison to a weapon requires a successful Poison Lore check for each weapon; failure indicates that the dose is improperly applied and wasted.
Ingestion poisons must be eaten or drunk to take effect, and are neutralized if the victim can vomit them up before the onset time expires. A skillful poisoner can mask the flavor of most poisons, penalizing the victim's Perception check by an amount equal to half his Poison Lore skill. A victim who fails this check will not realize that anything is amiss until the poison begins to take effect, at which point it is too late for vomiting to stop it.
Contact poisons are absorbed through bare skin, and inhalation poisons take effect when the victim breathes them in. The Poison Lore skill is necessary to work with either of these types without poisoning oneself. Because they are so difficult to handle safely, they are extremely rare.
A character can safely work with poisons up to his own level. For every level that the poison is higher than the character trying to use it, there is a -25 penalty to the Poison Lore check.
__**[[Nightblade Nightblade]]**__
==Read Magic==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;20;1:1;1000ss"}}This is the ability to decipher magical inscriptions of all kinds, including those found on magical items such as swords and scrolls. This skill is required in order to read any scroll not created by the character.
__**[[Elementalist Elementalist]]**__| __**[[Enchanter Enchanter]]**__| __**[[Illusionist Illusionist]]**__|__**[[Necromancer Necromancer]]**__| __**[[Sorcerer Sorcerer]]**__
==Thieves' Cant==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;N/A;N/A;1000ss"}}Characters with this skill are able to converse fluently in a language known as Thieves cant. The language is not difficult to learn, but has so many possible connotations and meanings as to make it nearly impossible to understand without training. Spells or skills which would normally allow another person to understand this language will still be confused.
__**[[Rogue Rogue]]**__
==Traps and Snares==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;10;2:1;800ss"}}This ability has multiple purposes: to detect, disarm or set any relatively small traps and snares. Doing any of the above requires one full round to accomplish. Disarming or setting indoor traps requires a set of thieves tools.
When detecting (not disarming or setting) traps, Perception/5 will be added to the attempt.
__**[[Brigand Brigand]]**__| __**[[Nightblade Nightblade]]**__| __**[[Rogue Rogue]]**__| __**[[Scout Scout]]**__
==Two Weapons Use==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;N/A;N/A;2000ss per point"}}This skill allows the character to use two melee weapons at the same time, one in each hand. Shields cannot be used while two weapons are being used, but armour is allowed. The character does not get free weapons training skill if either weapon is different from that in which he was trained in. The character must be able to use both weapons without incurring the penalty for non-weapons training. Weapon Speed, if any, for both weapons must be identical. In the case where there is a difference in Weapon Speed, the lower will be used.
This skill will allow a character to increase the type of BC weapon used, based on the total BC of the two weapons, and subject to normal character limitations. Any weapon which requires two hands to use, such as a two-handed sword, is not eligible for this skill.
Purchase Price: 250 gold per BC point, up to a characters BC maximum and 500 gold for every point after the characters BC maximum.
Example: A character with a BC12 maximum weapon wanting to use 2 shortswords (BC12 total) would pay 250x12 = 3000 gold. A character with a BC10 maximum wanting to use two shortswords would pay 250x10 + 500x2 = 3500 gold, and a character with a BC8 maximum would pay 250x8 + 500x4 = 4000 gold.
This skill is subject to the Strength requirements for hand-to-hand weapons.The following formula will be used to determine if a character is strong enough to use two weapons of a particular type:
Total Strength requirement for the two weapons - 1
Weapon Speed, if applicable, will be the same for both weapons. If Weapon Speeds are different, the lower speed will be used.
Any bonus to damage from strength is split between the two weapons, with the character's primary hand (first roll unless otherwise specified) receiving the remainder, if applicable.
This skill cannot be used for Missile Weapons.
Prerequisites: Weapons Training in both weapons, Ambidexterity
==Vital Strike==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;5;5:1 (3:1 for Nightblades);2000ss"}}This skill represents a professional ability to maximize the advantage of carefully aimed attacks upon vital anatomical points. Vital Strike can be used to even greater advantage on an unwary target -- for example, when an assassin has stealthily crept up on her target, or a treacherous backstab is made on a companion in the thick of battle.
A surprise attack made with Vital Strike gains a CA bonus equal to one-half the skill stat (i.e., someone with 50 VS gets a +25 CA bonus for a surprise attack) and causes 1 point of extra damage for every 5% of the skill stat.
All other attacks receive no CA bonus, but 1 point of extra damage for every 10% of the skill stat. This skill cannot be used in conjunction with Two Weapons Use or Weapon Speed, nor can it be done at missile range, and the attack must be made with a weapon that is BC8 or smaller.
Note that other situational modifiers may apply to surprise attacks at PGM discretion. Vital Strike is a professional tactic, and untrained surprise attacks will not be nearly as effective. Also, since Vital Strike already represents a precisely aimed and calculated attack, it cannot be done as a Called Shot.
__**[[Nightblade Nightblade]]**__
==Waylay==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;3:1;2500ss"}}This skill allows the character to make an attack with a blunt weapon from hiding against an unwary target. If the hit is successful, the target is stunned for (STR+Waylay)/20 rounds. During this time, the character can take one complex action per round such as cut a pouch from the belt, steal a sword out of its sheath, cut the whole belt off, run away, etc. If the character chooses to fight, actions switch to INITS and the Target suffers: No Natural Defense, no Speed or WS, no Spell casting, CA at -50, can not speak more than a gasp.
Prerequisite: Stealth
__**[[Rogue Rogue]]**__| __**[[Brigand Brigand]]**__
==Weapon Proficiency==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;N/A;N/A;Special"}}This skill allows the player to increase ability and proficiency with any single weapon. This skill must be purchased separately for each weapon, and each level must be purchased separately for each weapon. All bonuses are cumulative, although the character must have attained all previous Levels before advancing. The cost for purchasing each Level is included with the description for that level.
{{table columns="4" style="background:#FFFFFF" cellpadding="1" cells="Weapon Proficiency Level;Cost;Bonus;Description;I;500ss;None;This basic level allows the player to gain proficiency in any single additional weapon, subject to normal limitations. If a character attempts to use a weapon for which he has no Weapon Proficiency, there will be a -50 to Combat Ability assessed on any attempt to hit with that weapon.;II;200ss;+10 CA;Through a bit of practice, the flow of the weapon becomes more natural within the hands of the user.;III;500ss;+5 CA, +5 Weapon Speed;With experience, the character develops a skilled accuracy and rhythm with the weapon. The character must have reached a minimum of Level 5.;IV;1000ss;+5 CA and Parry, +10 Weapon Speed;With deeper training, the weapon becomes a deadly tool in this character's trained hands. The character must have reached a minimum of Level 10.;V;1700ss;+5 Parry, +15 Weapon Speed;Experience teaches the advantages of defense and quick strikes, further rounding this weapon in a character's hands. The character must have reached a minimum of Level 15.;VI;3000ss;+5 CA, +10 Parry;Defensive routines and skilled counter-maneuvers add to the character's impressive combat patterns. The character must have reached a minimum of Level 20.;VII;7000ss;+5 CA, +20 Weapon Speed;There are few true masters of any weapon, and this player can easily be considered among them. The character must have reached a minimum of Level 30.;VIII;15000ss;+5 CA, +10 Parry;Throughout a lifetime of experience, the character has come to rely and trust these skills. The character must have reached a minimum of Level 40.;IX;40000ss;+10 CA and Parry, +30 Weapon Speed;The player knows all there is to know about this weapon, and if not the best in the world with this weapon, then certainly among the top three. No more can be learned, and there is no more to be taught, the player is the very model by which standards are set. The character must have reached a minimum of Level 50."}}
==Weapon Speed==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;Special;2000ss"}}From extensive training, this skill allows the player to add a speed bonus from the weapon to the initiative total. Every percentage point of Weapon Speed adds +1 to the initiative total. This is considered to be part of a practiced combat routine, thus the bonus only applies when wielding the specific weapon for which Weapon Speed is purchased and only when the first action of the round is attacking with the weapon. Any break in the pattern of attacks forfeits the speed bonus. No more than 10% may be added to this skill per level.
When a player also possesses Two Weapon Use, the Weapon Speed used will be the lower of the two weapons.
Examples
Character with Speed of 75, Weapon Speed of 75, INIT roll 70
Example 1: The player knows that if she attacks, she will get at least two moves, possibly 3 (75+75=140). She IMs the PGM: Attack, Attack *Attack, meaning that she wants to attack twice, and attack a third time if she has time. With her init roll of 70, her first move will be on a 220 (75+75+70). This means she will get three moves, since her total init is over 200. Since all three of her IMd moves were attacks, her weapon speed will be added to all, so she would attack on 220, 120 (220-100), and 20 (120-100).
Example 2: The player is in the same situation, but she wants her second move to be perform First Aid on herself. She IMs the PGM: Attack, *First Aid. She is, in effect, giving up a third move and possibly a second depending on her init roll, since the second move is not an attack, and thus does not get the Weapon Speed modifier to init. Since her unmodified speed us under 100, she knows that the most she will get is two moves. Since her first action is an attack, the Weapon Speed is added to her init roll, giving her 220. Her second move is configured on her (unmodified speed + init roll) -100, in this case, (70+75) - 100 = 45.
Example 3: The player wishes to cast first, then attack if possible. No Weapon Speed will be added to any attacks. She IMs the PGM: Cast X Spell, *Attack. Her move or moves will be based on her normal speed plus init roll, in this case, 70+75 = 145. She will cast on 145, and attack on 45 (145-100).
{{table columns="2" style="background:#FFFFFF" cellpadding="1" cells="Development Point Cost;Weapons;1:1;Blackjack, Cestus, Dagger (HtH), Martial Arts - Monk Only, Shuriken, Throwing Knife, Whip;2:1;Club, Composite Bow, Dagger (Thrown), Dirk, Flail, Hand Axe, Hand-Held Crossbow, Katana, Light Crossbow, Long Bow, Long Sword, Mace, Nunchaka, Punch, Quarterstaff, Rapier, Scimitar, Scourge, Short Bow, Short Sword, Sickle, Spear (Thrown), Throwing Axe, Trident;3:1;Battle Axe, Bastard Sword, Blowgun, Broadsword, Claymore, Cutlass, Crossbow, Falchion, Great Axe, Great Spear, Great Sword, Halberd, Javelin, Morning Star, Sling, Spear (HtH), Warflail, Warhammer, War Axe;4:1;Arbalest, Glaive"}}
__**[[Warrior Warrior]]**__| __**[[Monk Monk]]**__
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__
__**[[charactercreation Character Creation]]**__, __**[[Skills Skills]]**__
====__**Professional Skills**__====
==Alchemy==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;2:1;1500ss"}}Allows the character to identify and create alchemical compounds with a successful skill check. Ingredients for standard compounds can be purchased through the Apothecary. More exotic substances may occasionally become available through other means, primarily from adventuring. Creating alchemical substances requires a Level 1 lab.
Through extensive practice and study, an advanced alchemist may make magical potions. This requires the Alchemy skill to 100 or higher, as well as a specialized Potions Lab which costs 1000 ss to install. The cost to create a potion is 80% of its final value. Characters who meet these requirements may create the following compounds:
{{table columns="4" style="background:#FFFFFF" cellpadding="1" cells="Skill Stat;Name;Cost;Description;100;GHOSTWOUNDER;40ss;Clear gray oil that feels cool to the touch and smells of freshly-turned earth. May be used to anoint two melee weapons, 10 javelins or spears, or 20 arrows or bolts. For the next 24 hours, those weapons inflict normal damage on incorporeal undead.;105;POTION OF SWIFTNESS;50ss;Pale pink potion that froths when exposed to open air. +15 Speed for one hour, noncumulative with any other Speed-enhancing effects.;110;POTION OF INVISIBILITY;60ss;Colorless liquid in a spherical glass bottle. Drinker becomes invisible for the next 30 minutes as per Lesser Invisibility (Illusion 4).;115;POTION OF LESSER REGENERATION;75ss;Fizzy blue potion flecked with red. Drinker heals 5 Stamina immediately and at the beginning of the next 3 rounds.;120;POTION OF FIRE BREATH;100ss;Effervescent golden potion that casts off red-orange sparks when exposed to air. When drunk, permits the user to blow out a cone of flame up to 15' long and 10' wide which causes 3BC10 fire (magical) damage to all in the area of effect (save vs. Agil/2 for half) and, on a failed save, has a 25% chance of igniting for an additional BC6 damage at the end of the next three rounds. This ability may be used twice within five rounds of drinking the potion.;125;POTION OF FLIGHT;150ss;Cloudy sky-blue potion that swirls as if wind currents were trapped within the bottle. Grants the drinker the ability to fly and hover (levitate) with no take-off or landing space required. Drinker may carry up to his or her normal Strength-based weight limits in flight. Effects last up to three hours."}}
__**[[Sorcerer Sorcerer]]**__
==Berserker Rage==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;20;3:1;2000ss"}}This skill allows a player to enter a berserker rage while in combat. In order to enter the Rage, the character must be at Hand to Hand combat with at least one person or creature. Entering the Rage will take one action. Any previous injury during this particular battle will result in a +10 to the skill stat to enter the Rage. The Rage will last a maximum of 5 rounds before the character must rest for one round due to exhaustion.
The player gains a +25 bonus to Combat Aptitude, Strength, and Speed after entering the Rage. However, the player loses any Defense bonus, except for armour or special items.
After entering the Rage, the character will attack whomever was attacking him (if any) before the Rage, and will continue to do so until that opponent is down, or the Rage ends. After that, if still in the Rage, the character will be allowed a Willpower roll to choose his next opponent. A failed roll means that the opponent will be random, as rolled by the PGM. Note that this can include friend or foe. The Rager would then attack that opponent, until he is downed or the Rage ends.
If no one was attacking him when the Rage was entered, then his first move would be to attack his IM'd opponent. After that, a roll on Willpower, with the effects as above. In single combat, a fallen opponent, in any condition, ends the Rage.
__**[[Warrior Warrior]]**__
==Blind Fighting==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;(Ag+Per)/10;20;2:1;500ss"}}This skill allows the player the chance to fight under conditions where it is not possible to see ones opponent. Under these conditions, 1/2 the characters skill stat is subtracted from the normal -50 penalty for fighting blind; no roll is required. Therefore, a character with a 70% skill stat would subtract 35 from 50, and fight with a penalty of 15. A character with a skill stat of 100 can blind fight with no penalty.
__**[[Monk Monk]]**__| __**[[Brigand Brigand]]**__| __**[[Warrior Warrior]]**__| __**[[Nightblade Nightblade]]**__
==Composition Theory==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;3:1;2000ss"}}This skill allows a Bard to create new songs as powers. As with spell-creation, this process requires research and ritual, as well as the investment of personal experience. To create a power, the player must send a proposal to the Magical Theory Committee. In this proposal, the power should be assigned a level (or else it will be assigned one over the course of the discussion). The Bard must have a lab whose level is equal to or higher than that of the power which he intends to create. For lab costs and other information on the creation process, see the Spell Creation section of the rules.
Once the player and the Committee have agreed on the power's specifications, the Bard may create his song. To do so he must make a roll based on the following formula: ([Composition Theory + Bard Level] - [50 + {2*Power Level}]). If the roll is failed, he may roll again, receiving a cumulative +10 bonus for each roll after the first. The Bard must also expend an amount of gold equal to BC10 x Power Level and 5 XP per Power Level. Though the XP cost is only applied before the first attempt, the materials cost (in ss) must be paid prior to each attempt.
Example: Quodsi Gyze, a Level 15 Bard, wants to create a Yellow-banded power. He determines that his proposal is Level 12. He already has his lab at Level 11, and thus needs to pay 720 ss to raise it to Level 12. He then sends his proposal to the MT Committee, and, after a witty and mutually satisfying debate, sets about creating his song. His Composition Theory is at 67, so his initial chance of success is ([67 + 15] - [50 + {12 x 2}]), which yields 8%. He rolls a 22 to determine his materials cost, and therefore must spend 84 ss for each creation attempt. He rolls a 19 and fails his first attempt. After sacrificing an additional 84 ss, he makes a second attempt, this time with an 18% chance of success. He rolls an 18 and succeeds. Thus, after spending 60 XP and 168 ss, he imparts 'Stop Breathing,' a Yellow-banded power, unto the world.
__**[[Bard Bard]]**__
==Entertainment==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;25;1:1;500ss"}}Characters with this skill have the ability to tell jokes, rhymes, stories and verses, as well as do simple parlor tricks (such as juggling) in return for pay, a free meal, or even a room for the night.
__**[[Bard Bard]]**__| __**[[Illusionist Illusionist]]**__
==Fast Cast==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;2:1;2000ss"}}This skill adds to a caster's init when casting Cantrips and Spells (it has no effect on Rituals). When using this skill the player must M his intentions at the time he Ims his move. Because of penalties, the PGM will not assume Fast Cast. If Fast-casting a Level 1-9 spell, there will be no limitation on the skill roll, but -10 to MA. If Fast-casting a Level 10-19 spell, the fast cast stat is reduced by 10 and the casters MA by 20. If Fast-casting a Level 20-29 spell, the fast cast stat is reduced by 20, and the MA by 30. And so on. After all, the more powerful the spell, the harder it will be to draw the arcane energies in a rush, and the easier it would be to ruin the spell when taking shortcuts. No more than one spell per round may be cast.
{{table columns="3" style="background:#FFFFFF" cellpadding="1" cells="Spell Level;Skill Modifier;MA Modifier;1-9;###;-10;10-19;-10;-20;20-29;-20;-30;30-39;-30;-40;40-49;-40;-50;50;-50;-60"}}
__**[[Elementalist Elementalist]]**__| __**[[Enchanter Enchanter]]**__| __**[[Illusionist Illusionist]]**__| __**[[Mystic Mystic]]**__| __**[[Necromancer Necromancer]]**__| __**[[Sorcerer Sorcerer]]**__
==Herbalism==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;2:1;1500ss"}}Allows the character to identify useful herbs and render them into potions, poultices, and other items with a successful skill check. Ingredients for standard items can be purchased through the Apothecary. More exotic substances may occasionally become available through other means.
Through extensive practice and study, an advanced herbalist may make magical potions. This requires the Herbalism skill to 100 or higher, as well as a specialized Potions Lab which costs 1000 ss to install. The cost to create a potion is 80% of its final value. Characters who meet these requirements may create the following compounds:
{{table columns="4" style="background:#FFFFFF" cellpadding="1" cells="Skill Stat;Name;Cost;Description;100;POTION OF LESSER HEALING;40ss;Colorless liquid with a fragrance reminiscent of dying lilies. Heals 10 Stamina when drunk.;105;HONEY CORDIAL;50ss;Fragrant golden liquid, tasting of honey and spices, in a fluted glass bottle. Restores 10 Power when drunk.;110;DREAMSMOKE;60ss;Bottle of blue-gray ashes that disperse into a cloud of dust when their container is opened. Inhaling the ash puts the breather into a dreamlike state for the next two hours (can be broken at will, but user suffers -10 to all skills and stats until the two hours passes). If the trance is not broken, the user receives some visionary insight relevant to a currently pressing problem or situation.;115;POTION OF HEALING;75ss;Colorless liquid with a fragrance reminiscent of white jasmine. Heals 25 Stamina when drunk.;120;SPELLSPARK POTION;100ss;Clear green liquid in a marbled green-and-white bottle. Enhances the drinker's ability to draw upon magic, granting +10 MA for one hour, +20 Power (or up to the drinker's maximum stat), and +3 damage per die for spells cast in the next 5 rounds (up to a maximum of +12 damage per spellcast).;125;POTION OF GREATER HEALING;150ss;Swirling, fizzing champagne-colored potion that fairly buzzes with energy when touched. Heals 50 Stamina when drunk. "}}
__**[[Druid Druid]]**__| __**[[Priest Priest]]**__
==Magical Theory==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;3:1;2000ss"}}This is the ability to understand the theory behind magic. It also allows a character to do spell research in order to invent new spells in any spell list he currently has. Note that the player must still [[CreatingSpells invent the spells]]; this skill only allows him to do so.
__**[[Elementalist Elementalist]]**__| __**[[Enchanter Enchanter]]**__| __**[[Illusionist Illusionist]]**__|__**[[Necromancer Necromancer]]**__| __**[[Sorcerer Sorcerer]]**__
==Martial Arts==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;N/A;N/A;2000ss"}}This is the ability to fight without the use of weapons in close quarters. When using Martial Arts, the player is allowed a base one attack per round, with a successful attack doing BC6 damage. All init rules apply, including Speed and Weapon Speed (Martial Arts) if applicable. Characters with the Martial Arts skill suffer no penalty to CA when attacking an armed character.
Martial Arts and Two Weapons Use: Consider the combination of TWU and martial arts to be a difficult and improved attack sequence over Martial Arts alone.
__**[[Monk Monk]]**__
==Medicine==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;3:1;2000ss"}}This skill goes beyond First Aid and allows the character to help heal more serious wounds. If the character being healed is above 0 Stamina, this skill heals BC6+1 for every 10 skill stat. If the character is at -1 to -10, it heals BC4 points. If the character is at -11 to -19, this skill will stabilize the character...that is, there will be no further damage per round. During combat, stabilization requires one round; healing requires 3 rounds.
This skill may also be used to treat serious injuries, such as broken bones. A successful roll on the skill stat means that the bone will heal properly in BC4 weeks.
In all the above cases, a roll on the Skill Stat is required.
Prerequisites: First Aid, Crash Cart.
__**[[Priest Priest]]**__
==Meditation==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;25;1:1;1000ss"}}By relaxing both the body and the mind, the character is able to slip into a deep, beneficial trance. The meditation lasts 15 minutes and may be attempted once per night. A successful roll is required to maintain the state of inner peace necessary for Meditation. Within this mindframe, the character is unaware of the outer-world surroundings and can only be woken through firm physical contact. Meditation restores 10 Stamina and either 20 Power or 5 Devotion. Note that while a character is meditating, he is totally vulnerable.
__**[[Monk Monk]]**__| __**[[Priest Priest]]**__| __**[[Mystic Mystic]]**__
==Parry==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;Special;1500ss"}}This skill reflects a character's training in defensive combat routines. The character's Parry skill is treated as a penalty to melee attackers' Weapon Speed, if any. Only Weapon Speed is affected (not base Speed, Fast Cast, or other initiative modifiers), and only at Hand-to-Hand range. Missile WS cannot be Parried. It is not possible to reduce the WS modifier to less than 0.
A character with the Parry skill may use it against one or two opponents at HTH. If the Parrier is concentrating only on one opponent, then the full Parry skill applies to that attacker. If the Parrier is defending against two melee opponents simultaneously, then the Parry skill may be divided between those two in any ratio the player chooses.
Furthermore, for a total of (Skill level/25) rounds, the Parrier may add half of his Parry skill to his Defense. This Defense bonus applies only to those against whom the Parrier is actively defending, and is divided among multiple attackers in the same manner as any WS negation. The character must wait 10 minutes after the end of his Defensive bonus before activating the bonus again.
For example:
Jehara Brightflame, a paladin with 100 Parry: Broadsword, is fighting against two orcs at melee range. Each orc has Weapon Speed: War Axe at 60.
Jehara can split her Parry evenly between them, reducing each orc's WS to 10 (60 - 50 = 10), or she can opt to totally block one orc by devoting 60 points of her Parry to countering that one (reducing its WS to 0) and 40 points to the other (reducing its WS to 20). If there were three orcs attacking her, though, she would be able to defend against only two of them at a time.
For four rounds, Jehara can add +50 to her Defense against the aforementioned pair of orcs. If she were to divide her Parry evenly between them, she would reduce each orc's WS to 10, and gain a +25 Defense bonus against both of them. If she were to assign 60 points of Parry to one orc, and 40 points to the other, she would gain a +30 Defense bonus against the first, and a +20 Defense bonus against the second. In addition, the first orc's WS would be completely negated, while the second orc's WS would be reduced to 20.
A character who wishes to use his or her Parry skill in a fight must send an IM to the presiding GM declaring which opponents are being Parried and how many skill points are being used on each one (except for single opponents, when the Parrier will be using his or her full skill). The Parrier will continue to Parry the same opponents each round until the GM is otherwise notified.
It is not possible to use Parry and Weapon Speed simultaneously, nor is it possible to use Parry and cast (or attempt to cast) a spell in the same round. Characters who have mixed-weapon TWU combinations will have their Parry value determined by the weapon with the more expensive Development Point cost.
{{table columns="2" style="background:#FFFFFF" cellpadding="1" cells="Development Point Ratio; Weapons;1:1;Glaive;2:1;Battle Axe, Bastard Sword, Broadsword, Claymore, Great Axe, Great Spear, Halberd, Morning Star, Quarterstaff, Spear (HTH), Two-Handed Sword, Trident, War Axe, Warflail, Warhammer;3:1;Club, Cutlass, Dirk, Falchion, Flail, Hand Axe, Katana, Long Sword, Mace, Nunchaka, Martial Arts, Rapier, Scimitar, Short Sword, Sickle;4:1;Blackjack, Cestus, Dagger (HTH), Knife, Scourge, Untrained Dodge, Whip"}}
__**[[Monk Monk]]**__| __**[[Paladin Paladin]]**__| __**[[Warrior Warrior]]**__
==Pick Locks==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Ag+Luck)/10;10;2:1;1000ss"}}This skill allows the player to pick or jimmy open most types of locking mechanisms. Depending on the type of lock, a difficulty penalty may be added. Note that a set of thieves tools is necessary to accomplish this task.
__**[[Brigand Brigand]]**__| __**[[Nightblade Nightblade]]**__| __**[[Rogue Rogue]]**__
==Poison Lore==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;2:1;1500ss"}}Allows the character to identify and create poisons and antidotes. Ingredients for standard items can be purchased through the Apothecary and, for those with the right connections, through the city's underworld. More exotic substances may occasionally become available through other means. There are three broad categories of poisons: injection, ingestion, and contact/inhalation. A character with this skill knows how to use all types. One without the skill is likely to waste injection poisons, have his victim discover ingestion poisons at the first taste, and poison himself with contact and inhalation toxins.
Injection poisons can be applied to bladed or edged weapons. Once applied, they remain viable for 12 hours or until the first successful hit with that weapon, whichever comes first. Special resins may protect the venom from air, keeping it viable longer. Only one dose of poison may be on a weapon at a time. Applying poison to a weapon requires a successful Poison Lore check for each weapon; failure indicates that the dose is improperly applied and wasted.
Ingestion poisons must be eaten or drunk to take effect, and are neutralized if the victim can vomit them up before the onset time expires. A skillful poisoner can mask the flavor of most poisons, penalizing the victim's Perception check by an amount equal to half his Poison Lore skill. A victim who fails this check will not realize that anything is amiss until the poison begins to take effect, at which point it is too late for vomiting to stop it.
Contact poisons are absorbed through bare skin, and inhalation poisons take effect when the victim breathes them in. The Poison Lore skill is necessary to work with either of these types without poisoning oneself. Because they are so difficult to handle safely, they are extremely rare.
A character can safely work with poisons up to his own level. For every level that the poison is higher than the character trying to use it, there is a -25 penalty to the Poison Lore check.
__**[[Nightblade Nightblade]]**__
==Read Magic==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;20;1:1;1000ss"}}This is the ability to decipher magical inscriptions of all kinds, including those found on magical items such as swords and scrolls. This skill is required in order to read any scroll not created by the character.
__**[[Elementalist Elementalist]]**__| __**[[Enchanter Enchanter]]**__| __**[[Illusionist Illusionist]]**__|__**[[Necromancer Necromancer]]**__| __**[[Sorcerer Sorcerer]]**__
==Thieves' Cant==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;N/A;N/A;1000ss"}}Characters with this skill are able to converse fluently in a language known as Thieves cant. The language is not difficult to learn, but has so many possible connotations and meanings as to make it nearly impossible to understand without training. Spells or skills which would normally allow another person to understand this language will still be confused.
__**[[Rogue Rogue]]**__
==Traps and Snares==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;10;2:1;800ss"}}This ability has multiple purposes: to detect, disarm or set any relatively small traps and snares. Doing any of the above requires one full round to accomplish. Disarming or setting indoor traps requires a set of thieves tools.
When detecting (not disarming or setting) traps, Perception/5 will be added to the attempt.
__**[[Brigand Brigand]]**__| __**[[Nightblade Nightblade]]**__| __**[[Rogue Rogue]]**__| __**[[Scout Scout]]**__
==Two Weapons Use==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;N/A;N/A;2000ss per point"}}This skill allows the character to use two melee weapons at the same time, one in each hand. Shields cannot be used while two weapons are being used, but armour is allowed. The character does not get free weapons training skill if either weapon is different from that in which he was trained in. The character must be able to use both weapons without incurring the penalty for non-weapons training. Weapon Speed, if any, for both weapons must be identical. In the case where there is a difference in Weapon Speed, the lower will be used.
This skill will allow a character to increase the type of BC weapon used, based on the total BC of the two weapons, and subject to normal character limitations. Any weapon which requires two hands to use, such as a two-handed sword, is not eligible for this skill.
Purchase Price: 250 gold per BC point, up to a characters BC maximum and 500 gold for every point after the characters BC maximum.
Example: A character with a BC12 maximum weapon wanting to use 2 shortswords (BC12 total) would pay 250x12 = 3000 gold. A character with a BC10 maximum wanting to use two shortswords would pay 250x10 + 500x2 = 3500 gold, and a character with a BC8 maximum would pay 250x8 + 500x4 = 4000 gold.
This skill is subject to the Strength requirements for hand-to-hand weapons.The following formula will be used to determine if a character is strong enough to use two weapons of a particular type:
Total Strength requirement for the two weapons - 1
Weapon Speed, if applicable, will be the same for both weapons. If Weapon Speeds are different, the lower speed will be used.
Any bonus to damage from strength is split between the two weapons, with the character's primary hand (first roll unless otherwise specified) receiving the remainder, if applicable.
This skill cannot be used for Missile Weapons.
Prerequisites: Weapons Training in both weapons, Ambidexterity
==Vital Strike==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;5;5:1 (3:1 for Nightblades);2000ss"}}This skill represents a professional ability to maximize the advantage of carefully aimed attacks upon vital anatomical points. Vital Strike can be used to even greater advantage on an unwary target -- for example, when an assassin has stealthily crept up on her target, or a treacherous backstab is made on a companion in the thick of battle.
A surprise attack made with Vital Strike gains a CA bonus equal to one-half the skill stat (i.e., someone with 50 VS gets a +25 CA bonus for a surprise attack) and causes 1 point of extra damage for every 5% of the skill stat.
All other attacks receive no CA bonus, but 1 point of extra damage for every 10% of the skill stat. This skill cannot be used in conjunction with Two Weapons Use or Weapon Speed, nor can it be done at missile range, and the attack must be made with a weapon that is BC8 or smaller.
Note that other situational modifiers may apply to surprise attacks at PGM discretion. Vital Strike is a professional tactic, and untrained surprise attacks will not be nearly as effective. Also, since Vital Strike already represents a precisely aimed and calculated attack, it cannot be done as a Called Shot.
__**[[Nightblade Nightblade]]**__
==Waylay==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;3:1;2500ss"}}This skill allows the character to make an attack with a blunt weapon from hiding against an unwary target. If the hit is successful, the target is stunned for (STR+Waylay)/20 rounds. During this time, the character can take one complex action per round such as cut a pouch from the belt, steal a sword out of its sheath, cut the whole belt off, run away, etc. If the character chooses to fight, actions switch to INITS and the Target suffers: No Natural Defense, no Speed or WS, no Spell casting, CA at -50, can not speak more than a gasp.
Prerequisite: Stealth
__**[[Rogue Rogue]]**__| __**[[Brigand Brigand]]**__
==Weapon Proficiency==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;N/A;N/A;Special"}}This skill allows the player to increase ability and proficiency with any single weapon. This skill must be purchased separately for each weapon, and each level must be purchased separately for each weapon. All bonuses are cumulative, although the character must have attained all previous Levels before advancing. The cost for purchasing each Level is included with the description for that level.
{{table columns="4" style="background:#FFFFFF" cellpadding="1" cells="Weapon Proficiency Level;Cost;Bonus;Description;I;500ss;None;This basic level allows the player to gain proficiency in any single additional weapon, subject to normal limitations. If a character attempts to use a weapon for which he has no Weapon Proficiency, there will be a -50 to Combat Ability assessed on any attempt to hit with that weapon.;II;200ss;+10 CA;Through a bit of practice, the flow of the weapon becomes more natural within the hands of the user.;III;500ss;+5 CA, +5 Weapon Speed;With experience, the character develops a skilled accuracy and rhythm with the weapon. The character must have reached a minimum of Level 5.;IV;1000ss;+5 CA and Parry, +10 Weapon Speed;With deeper training, the weapon becomes a deadly tool in this character's trained hands. The character must have reached a minimum of Level 10.;V;1700ss;+5 Parry, +15 Weapon Speed;Experience teaches the advantages of defense and quick strikes, further rounding this weapon in a character's hands. The character must have reached a minimum of Level 15.;VI;3000ss;+5 CA, +10 Parry;Defensive routines and skilled counter-maneuvers add to the character's impressive combat patterns. The character must have reached a minimum of Level 20.;VII;7000ss;+5 CA, +20 Weapon Speed;There are few true masters of any weapon, and this player can easily be considered among them. The character must have reached a minimum of Level 30.;VIII;15000ss;+5 CA, +10 Parry;Throughout a lifetime of experience, the character has come to rely and trust these skills. The character must have reached a minimum of Level 40.;IX;40000ss;+10 CA and Parry, +30 Weapon Speed;The player knows all there is to know about this weapon, and if not the best in the world with this weapon, then certainly among the top three. No more can be learned, and there is no more to be taught, the player is the very model by which standards are set. The character must have reached a minimum of Level 50."}}
==Weapon Speed==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;Professional;No;10;Special;2000ss"}}From extensive training, this skill allows the player to add a speed bonus from the weapon to the initiative total. Every percentage point of Weapon Speed adds +1 to the initiative total. This is considered to be part of a practiced combat routine, thus the bonus only applies when wielding the specific weapon for which Weapon Speed is purchased and only when the first action of the round is attacking with the weapon. Any break in the pattern of attacks forfeits the speed bonus. No more than 10% may be added to this skill per level.
When a player also possesses Two Weapon Use, the Weapon Speed used will be the lower of the two weapons.
Examples
Character with Speed of 75, Weapon Speed of 75, INIT roll 70
Example 1: The player knows that if she attacks, she will get at least two moves, possibly 3 (75+75=140). She IMs the PGM: Attack, Attack *Attack, meaning that she wants to attack twice, and attack a third time if she has time. With her init roll of 70, her first move will be on a 220 (75+75+70). This means she will get three moves, since her total init is over 200. Since all three of her IMd moves were attacks, her weapon speed will be added to all, so she would attack on 220, 120 (220-100), and 20 (120-100).
Example 2: The player is in the same situation, but she wants her second move to be perform First Aid on herself. She IMs the PGM: Attack, *First Aid. She is, in effect, giving up a third move and possibly a second depending on her init roll, since the second move is not an attack, and thus does not get the Weapon Speed modifier to init. Since her unmodified speed us under 100, she knows that the most she will get is two moves. Since her first action is an attack, the Weapon Speed is added to her init roll, giving her 220. Her second move is configured on her (unmodified speed + init roll) -100, in this case, (70+75) - 100 = 45.
Example 3: The player wishes to cast first, then attack if possible. No Weapon Speed will be added to any attacks. She IMs the PGM: Cast X Spell, *Attack. Her move or moves will be based on her normal speed plus init roll, in this case, 70+75 = 145. She will cast on 145, and attack on 45 (145-100).
{{table columns="2" style="background:#FFFFFF" cellpadding="1" cells="Development Point Cost;Weapons;1:1;Blackjack, Cestus, Dagger (HtH), Martial Arts - Monk Only, Shuriken, Throwing Knife, Whip;2:1;Club, Composite Bow, Dagger (Thrown), Dirk, Flail, Hand Axe, Hand-Held Crossbow, Katana, Light Crossbow, Long Bow, Long Sword, Mace, Nunchaka, Punch, Quarterstaff, Rapier, Scimitar, Scourge, Short Bow, Short Sword, Sickle, Spear (Thrown), Throwing Axe, Trident;3:1;Battle Axe, Bastard Sword, Blowgun, Broadsword, Claymore, Cutlass, Crossbow, Falchion, Great Axe, Great Spear, Great Sword, Halberd, Javelin, Morning Star, Sling, Spear (HtH), Warflail, Warhammer, War Axe;4:1;Arbalest, Glaive"}}
__**[[Warrior Warrior]]**__| __**[[Monk Monk]]**__