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Addendum Optional Rules

Homemade optional rules for Basic D&D.

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Gamer4242
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© © All Rights Reserved
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0% found this document useful (0 votes)
21 views

Addendum Optional Rules

Homemade optional rules for Basic D&D.

Uploaded by

Gamer4242
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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ADDENDUM: OPTIONAL RULES

ASCENDING ARMOR CLASS (Optional) Special Note: Using a creature's hit dice as the attack bonus,
(instead of referring to the Monster Attacks tables on B27 or
Some players, particularly new ones, experience slight X26) becomes progressively deadlier for creatures with over
confusion using descending armor class values (when an AC 11 hit dice.
of 2 is better than an AC of 9). This method is the inverse
of the Saving Throw process (the higher the roll the better), UNCONCIOUSNESS AND DYING (Optional)
as well as the optional Skills rules offered in Addendum B.
Using Ascending Armor Class values can be a way for the The standard rule for hit points is simple; if a character or
DM to make play easier to understand, because it unifies all creature is reduced to 0 hit points or below, he is dead. But
sometimes a DM will want to reduce the lethality of combat
dice rolls as ascending, and lessens the need for players to in his game. This optional rule is suggested to prevent
refer to charts during combat. This approach alters the odds characters from dying too quickly, and is recommended for
of success or failure of attacks only slightly, and might be extended campaigns.
seen as an attractive alternative.
With this rule, whenever a character or creature is reduced to
At the DM's option, the Character Attacks and Monster 0 hit points or below in combat (or from death spells), he is
Attacks tables on B27 and X26 can be substituted using a not dead. He's unconscious and mortally wounded; but if left
Base Attack Bonus (BAB) instead. In this way, the Armor untended, he will die. He must make a saving throw vs.
Class values are given in ascending order (an AC of 15 is Death Ray every turn. He makes the first roll on the round
better than an AC of 10) and represent the actual target of he drops to or below 0 hit point; he makes another every
round he takes additional damage, and every 10 minutes (one
an attack roll. turn) in addition. If he ever fails a roll, he is dead. But if a
character or creature incurs negative points of damage, equal
ASCENDING ARMOR CLASSES to or in excess to his full hit points, then he is slain, with
no hope of recovery.
Armor Type Minimum
HEALING: To attend to a dying character or creature, another
barefoot 10 character (PC or NPC) must provide uninterrupted care for
simple clothing 11 one full round. This care may be administered in the form of
leather/padded 13 a healing potion, the use of a heal spell, or in the
mail hauberk 15 bandaging of wounds. A saving throw vs. death ray is no
longer required after a fallen character or creature is cared
plate mail 17 for in this way. Thereafter, he may heal 1d3 hit points per
suit of armor 18 day of rest, but will remain unconscious until he has
recovered above 0 hit points.
A shield adds +1
GENERAL SKILLS (Optional)
BASE ATTACK BONUSES: To use ascending armor class rules,
the DM and players must also use Base Attack Bonuses. For General skills are abilities that characters can use in the
monsters, this can simply be the same number as the campaign. There are many general skills, but no character
unmodified Hit Dice for that monster type. For characters, will have more than a few of them, so a character's choice
refer to the class and level tables below, and write the of skills will help make him more distinctive and more
corresponding bonus on the character sheet. individually useful in some campaign situations.

HOW GENERAL SKILLS ARE USED: Each skill is based on one


of the character's ability scores (Strength, Intelligence,
Wisdom, Dexterity, Constitution, or Charisma). Whenever the
DM feels a character's actions would demand a degree of
expertise, he will assign a difficulty level to the task. This is
called a skill check. If the roll on a 1d20 is equal to or
greater than the assigned difficulty level, the skill check
succeeds. A roll of 1 always fails, no matter how high the
chance is for success.

EXAMPLE OF A SKILL CHECK

A character is riding a horse and the horse is suddenly


spooked and begins rearing; the DM may decide that the
character's Riding skill is appropriate to check in this
situation. The player rolls a d20 against the chosen difficulty
level (moderate -15), and adds the bonus from his skill-related
ability score (Dexterity). If the character's Dexterity is 16 (+2),
then he adds +2 to his roll on a d20 and score higher than
15. Successfully rolling the skill normally allows the character
to accomplish the task he is attempting.

A DM should be wary of overusing general skills, and only


use them when a challenge is meaningful to the game and
the timing is close. If a character can make reasonable use
of a known skill, with ample game time available to them,
his eventual success in that task should usually be assured.

A
Difficulty Level Minimum Below is an alphabetical selection of the skills available in this
addendum, with descriptions.
simple 5
easy 10
moderate 15
hard 20
very hard 25
nigh impossible 30

BONUS PROFICIENCY AND UNSKILLED: Sometimes, Without a


required skill, a character's attempt to accomplish a task
should be made with an Unskilled modifier of -5. But there
may also be four levels of bonus proficiency added to any
skill. These levels are Learned +1, Skilled +2, Expert +3,
and Master +4. To award a character a level of proficiency
in a specific skill, that skill must be selected again for each
added level. This is easiest to do during the character
generation phase.
SKILL VS. SKILL: Sometimes situations will come up where
two skills are in conflict. A character with the Deception skill
may try to fast-talk a character with a Detect Deception skill,
or two Bargaining characters might haggle. When the DM
sees this situation occur, he can have both parties roll their
appropriate skills, adding any ability and skill bonuses
available. The character with the highest successful roll wins
the contest. When a tied roll occurs, the DM has to analyze
the situation; he may have them reroll for a clear decision or
he may decide that the situation is unchanged.

BACKGROUND SKILLS: There are four sets of skills which


describe the general knowledge gained by a character by
virtue of his home and social station. These sets can be
called background skills. After a player has chosen the set
best suited for his character, he may select up to four bonus
skills from that set.
Noble skills Set (Diplomacy, Heraldry, Etiquette, Riding, Local
Lore, Literacy)
Urban skills Set (Streetwise, Coachmanship, Craft, Bargaining,
Literacy)
Rural skills Set (Husbandry, Coachmanship, Rural Labor,
Barter)
Wildlands skills Set (Trapping, Hunting, Fishing, Survival,
Tracking, Nature Lore)
Clergy skills Set (Ceremony, Craft, Rural Labor, Campaign
Lore, Literacy)
STARTING SKILLS: Starting characters are assigned 2d6
additional skills of the players choosing. Individual skills may
be chosen up to five times to add levels of proficiency. For
new characters that are beginning at 1st, 2nd, or 3rd class
levels, the players add a +1 for each class level. So a newly
generated 2nd level Fighter would have 2d6+2 additional
skills to choose from (NPCs may be assigned skills in this
same manner, adding a +1 for every 10 years of age over
20).
BE CONSISTENT: All skills chosen should naturally conform to
the background given to the character. A Commoner with a
Rural skills background is quite unlikely to have ever learned
Etiquette or Heraldry, but a Noble would have been just as
unlikely to have ever taken the time to learn Carpentry or
Farming. Sometimes a case could be made for an exception,
such as a character with a Wildlands skills set knowing
Falconry, because the character (otherwise a common hunter)
is a Falconer. Each choice should be open for discussion.

B
GENERAL SKILLS LIST this skill may be useful to those investigating organic
ingredients for magic item creation, or used in combination
Acrobatics*(DEX): The character with this skill can perform with attempt at Healing.
impressive acrobatic feats, balance on taut ropes and wires,
etc. A successful skill check is required to perform any Animal Lore (INT): Animal Lore allows identification of
acrobatic feat; failure may result in the character falling. A various animals that exist in the game world. It includes
successful roll allows a character to reduce the effective height identification, knowledge of the creature’s diet and habits, and
of a fall by 10'. A DM can give an acrobatic character a +2 information on his environmental preferences. The DM may
to save vs. mechanical traps such as tilting floors and pit choose to only allow this to cover animals in the local area.
traps. Many entertainers, thieves, and nimble warriors have ( This skill may be combined with Tracking if an animal is
this skill. being hunted. In this case, take the higher of the two scores,
and add half of the lowest score to the roll. )
Acquisition (WIS): This represents a character’s skill in finding
(but not necessarily obtaining), hard-to-find items through the Animal Training (choose type) (WIS): The character knows
use of unnamed contacts, fences, and influence; as implied, how to raise, train, and care for one type of animal. The
this skill is suited to thieves and best used in urban animal can be taught some simple tricks or simple orders. A
environments where the potential to find all manner of character who wants to train two or more different animal
commodities is relatively high (the DM may wish to modify types must choose this skill more than once—Horse Training
skill checks based on the size of the population or proximity is one skill, Dog Training is another. However, a horse
to avenues of trade and commerce). With a successful skill trainer can train any sort of natural horse or pony and a
check, the character knows who to talk to or where to go in dog trainer can train any breed of dog. Any culture that
order to find a particular item. Another skill check allows the features a strong bond with some animal type will have many
character to favorably negotiate an asking price, request members with the corresponding Animal Training skill.
specific quantities, schedule a meeting to deliver the goods,
or get passed on to superior contact—all while retaining Anthropology (choose culture) (INT): The study of
anonymity. Dungeon Masters must strictly enforce the scope anthropology grants intimate knowledge of a culture’s beliefs,
of this skill: a successful skill check does not automatically convictions, values, and traditions. Such knowledge includes
conjure up the item desired; it simply provides favorable leads an understanding of cultural icons, prevailing creation myth,
toward obtaining that item. Possession of Etiquette or rites of passage, the significance of various ceremonies,
Streetwise skills improves use of this skill by +1 when proper forms of address, social hierarchies, and community
employed in appropriate circles. taboos. In short, the character is a veritable expert on the
culture studied; skill checks are required only if the result
Acting* (CHA): This is the ability to make one's living as a would be significant to game play.
stage actor, but it also imparts the ability to assume a
different personality or to show false emotions. Successful use Appraise (INT): This skill allows characters to estimate the
of this skill allows a character to tell convincing lies over a value and authenticity of nearly any item of worth—works of
limited period of time. art, gems, jewelry, armor, weapons, furniture, tapestries, silks,
et al. Appraisal rolls should be made by the DM. A successful
Alchemy (INT): Alchemy deals with the art of distilling and check grants a figure accurate to within 10% of the item's
processing natural materials, the products of which are value or allows the character to recognize an item as a fake.
usually healing salves, herbal remedies, biological poisons, or If the check fails, the item's value cannot be accurately
corresponding antidotes. It can also include the knowledge determined; if the roll is an automatic failure, the item's value
and use of rare and arcane ingredients, often used in the is grossly miscalculated, always to the character's
fabrication of magical potions. A character with Alchemy has disadvantage.
the ability to recognize and identify common alchemical
substances, potions, and poisons. Success with this skill can Architect* (INT): This is the skill of planning, designing, and
allow a character to create an antidote potion for one building large constructions such as houses, bridges, dams,
specific type of poison. If desired, the character may concoct and so forth. Unless built under the eye of a trained
other alchemical brews germane to his discipline, though the engineer, a large structure—whether built by manpower and
DM must determine ingredients and equipment (e.g., a simple materials or pure magic—will inevitably collapse or suffer some
healing poultice may require only a few herbs and some other calamity. Architect skill can also be used to evaluate
water, while a magic potion certainly requires exotic constructions the party is passing through or over: what
components and a well-equipped laboratory). Magic potion shape they are in, when and by whom they were built, and
making is only possible if the character is a Magic User. so on.
Mundane herbal Alchemy skills are modified by -1 if the
character also possesses Nature Lore. Artillery (INT): A character must have this skill if he is to
command the crew of a piece of artillery (catapult, ballista, or
Alertness (DEX): Successful uses of this skill allow the trebuchet). He does not have to make his skill check with
character to draw a weapon without losing any time, to avoid each shot; merely knowing the skill is enough. The DM can
the effects of surprise, and to wake up at the slightest out- call on him to make his skill check each time the character
of-place noise. or the crew aims at a new target; the skill allows the
character to make all pertinent calculations of trajectory,
Anatomy (INT): Anatomy is the study of physiology. The distance, and throw weight. This skill can alternatively allow
character has knowledge of the general anatomy of most the character to oversee the building and repair of all
mundane creatures. A specialization towards a particular varieties of siege equipment. The character cannot know both
species is possible (choose when adding the skill), and would how to build and how to effectively operate artillery weapons
be reflected as a +2 modifier to rolls dealing with that unless he takes the skill twice.
species, but would confer a -1 modifier for rolls dealing with
any other creatures. A successful skill check grants knowledge Astrology (INT): This skill allows the character to read the
of a creature's body, biology, and organ systems. As such, stars and interpret the significance of his positions relative to

C
each other. The DM should make all Astrology rolls. With a possessions, etc.). This skill includes knowing the code of
successful roll, the character can “read” another character (via behavior and the rituals pleasing to the Deity.
palm reading, tarot cards, or the subject’s “sun sign”) and
make vague predictions for the near future (one week per Cheating (INT): This is the skill of winning at gambling
point of success). The DM must decide how such predictions games by cheating—by dealing cards from the bottom of the
or classifications are reflected in the campaign (or, indeed, if deck, etc. The cheating character should make his Cheating
the astrological reading has any real merit at all). Possession skill check; each character he plays with can make one skill
of the Astrology skill grants a -1 bonus to Navigation skill check (Cheating at the normal level, Gambling at a -1
checks, provided that the character has a clear view of the penalty, or a base Intelligence check at a -4 penalty,
sky. whichever is best) against the character's cheating roll. If one
or more of the other players makes his roll lower than the
Blind Shooting (WIS): This skill is the ability to shoot at a cheater does (using his skills against each other), the cheating
target without being able to see it; it is typically used when is detected. This skill is limited to characters of Chaotic
the character is in darkness or when the target is outside the alignment.
range of his sight or infravision. The character must be able
to hear the target so that its position can be evaluated. If Coachmanship (DEX): Those with this skill are capable of
the character makes his skill check, he can then fire at the driving any chariots, wagons, drawn carts, and coaches. No
target; he needs an attack roll to hit the target, but the skill check is required for travel over standard terrain, though
character doesn't suffer the normal darkness penalties. skill checks are necessary to perform any special maneuver,
negotiate a specific obstacle, drive the mounts to sprint, or
Bargaining (CHA): A successful skill check allows a character control the rig and mounts under adverse conditions (bad
to get the best deal available for goods, services, or weather, amid combat, etc.). Knowledge in Animal Training
information. It's not usually possible for a character to grants a +1 bonus to all skill checks if
bargain someone into giving him very much for nothing.
Craft (choose type) (?): The character knows one type of
Bartering (CHA): Similar to Bargaining, this skill is used the craft; examples include Smith, , etc. The character must
negotiate for the exchange of different goods, often in choose which one type of craft the skill pertains to; of
groups, rather than in coin (ie: eggs for turnips, or two cows course, he can spend more slots and have several types of
for one horse). This skill may be improved with the use of craft skills. The character can make his living at this
Bargaining. profession and, with a successful roll, make expert opinions
on subjects pertaining to his skill.
Camping (INT): This includes lighting and maintaining a fire,
open-flame cooking, erecting and placing shelter, some knot- There are several different types of crafts, including (but not
tying, how to use natural features to aid a campsite’s comfort limited to) furrier, tailor, jeweler, mason, carpenter, weaver,
and defensibility, and general understanding of how to best chandler, cooper, baker, butcher, blacksmith, roofer, rope-
live while out-of-doors. No skill check is typically required, maker, tanner, architect, arkwright, armorer, basket-maker,
unless the outcome would be significant to game play. Those beekeeper, brewer, bookbinder, bowyer, bricklayer,
possessing Nature Lore or Survival in the chosen terrain type cabinetmaker, carder, cartwright, charcoal-burner, cheese-
may add a +1 to all Camping skill checks; conversely, maker, clothier, cobbler, coiner, cordwainer, currier, dyer,
Camping grants a +1 to all Survival skill checks in the fletcher, fuller, glazier, joiner, knacker, cartographer, master
chosen environment. Those with this skill are capable, given builder, parchmenter, poleturner, potter, purser, quarryman,
rudimentary gear, of camping safely and soundly within his shipwright, stone-carver, stonecutter, swordsmith, tallow-
chosen environment. chandler, vintner, and wheelwright. In use, the player can
choose for his character's Craft skill to be based on Wisdom
Cartography (INT): If a character has this skill, he can instead of Intelligence.
understand and make maps. The skill allows the character to
comprehend simple maps without a skill check; the character Cryptography (INT): The skill of making and breaking codes,
should make skill checks to interpret or draft complicated cryptography is a somewhat esoteric art. skill checks are
layouts or to map an area by memory. A character does not required to devise new codes and to reveal the contents of a
have to have this skill in order to map a dungeon as the coded message; the character must recognize the code’s
characters explore it. A character who can map but not read language before attempting a skill check. A successful skill
obviously cannot understand the words on a map. check creates a workable cipher whose difficulty is reflected
with a permanent modifier equal to +1 per point of skill
Caving (INT): This is an ability to always know where one check success. When puzzling out a code, the character’s skill
is while exploring underground caves, cavern complexes, check is modified by the code’s difficulty. For example, a
rivers, etc. A character with this skill will automatically know cryptographer with an INT of 17 creates a new code; the
the route he has taken to get where he is (if he was result of his modified skill check is 17+3+2=22. The code’s
conscious all the time). skill checks are necessary when the difficulty was 21, but because of the success, it is now
character has become disoriented. If he is forced to flee for a treated as 20. Conversely, a failed skill check results in an
long stretch, he must make a skill check to keep from being increase in the difficulty. If our cryptographer above failed
lost. (Characters without this skill automatically become lost in with a roll of 14, his new code’s difficulty would be 22. A
such a situation.) character reading code he previously devised requires no skill
check.
Ceremony (choose specific Deity) (WIS): A character with
this skill knows how to honor a Deity through ritual and Deception (CHA): This is the ability to persuade a listener of
ceremony; the skill allows a cleric character to perform the "truth" and sincerity of what the speaker is saying,
normal rituals of his religious order and could potentially (if despite the fact that the skill user is lying through his teeth.
the DM allows) permit a character to gain an Deity's Successful use of this skill causes an NPC to believe an
attention (through devout prayer, fasting, sacrifice of untrue statement or to accept a misleading statement as

D
honest and sincere. Failure indicates that the character sounds Noble Class. This skill can be used to improve rolls in
unconvincing. This skill cannot be used on player characters. Etiquette or Hunting.

Detect Deception (WIS): This is the ability to recognize Farming* (INT or WIS): This skill covers most basic principles
deceptive behavior in an NPC. This does not reveal the truth of raising crops, nurturing gardens, and tending to common
or falsehood of specific statements, the motivations of the livestock. This skill is also required for a character to
speaker, or the exact nature of the deception. This skill only understand and predict agricultural events, such as impending
warns the character to distrust the deceptive NPC. The DM harvests, or the gathering of larders.
makes the skill check for the character, informing him of the
result. The skill does not work on player characters. Fire-Building (INT): This is the ability to start a fire without
a tinderbox. A character with a tinderbox and this skill is
Diplomacy (INT or CHA): This is the skill of navigating and able to start fires automatically (no roll necessary) in ordinary
negotiating terms between political factions, from small conditions. If the character is trying to build a fire without a
independent warbands up to major kingdoms. A character tinderbox, he will eventually succeed; he must make a 1d6
may use this skill only once during any political negotiation. roll each round, and on a 1 or 2, he ignites the fire. If the
The skill check fails, the character may not re-enter character is trying to build a fire in adverse conditions (during
negotiations without presenting new (and more generous) high winds or using wet wood), he must make a skill check
terms. This skill can also be used to predict possible political with penalties assigned by the DM. This skill also covers
outcomes among other known parties, but the roll for such attempts to build bonfires or to set structures ablaze.
predictions would be in the control of the DM.
Fishing* (INT or WIS): This is the ability to judge "good"
Disguise (INT): This is the ability to make a character look fishing areas in streams, rivers, lakes, and oceans. With the
like someone else. A successful Disguise check is required for appropriate gear (bait, nets, line, hooks, tackle, traps, etc.), a
each character or group of characters that the disguised character can catch small fish, crustaceans, and other small
character is trying to fool with his disguise. The target that aquatic life in less than one hour with a successful skill
the disguised character is trying to fool must make a Wisdom check. Catching large fish, fishing without adequate gear, or
roll against the Disguise roll in order to penetrate the bringing in enough fish to feed a group of up to eight
disguise. persons requires a skill check at -2 (a further penalty of -1 is
applied for every four additional persons). Note that, if the
Engineering (INT): This skill covers mechanical contraptions, DM deems any fishing area devoid of life, nothing will be
the creation of large structures and tunnels, and basic caught, regardless of the skill check result. Like the Hunting
elements of architecture. It is needed when planning the skill, a character can automatically feed himself while foraging
erection of large or complex structures, as well as the within plentiful waters, even while on the move. A successful
building of siege engines. Though not sufficient for creating skill check also identifies aquatic life (including Common or
new designs, a successful Engineering text can execute a Rare monsters).
plan, as well as making repairs.
Forgery (INT): This skill allows the character to create
Entertainment (DEX or CHA): The character is versed in convincing signatures or passable duplicates of official
one or more skills as an entertainer. Such skills can include, documents. In order to render a forgery, the character must
floutist, bard, bear-ward, fiddler, fool, harper, lutenist, piper, have seen, studied, or have on hand an original of what's
player, singer, troubadour, and tumbler. As being an being forged. The DM should make all Forgery skill checks. If
entertainer can be an unpredictable occupation, a character the roll is successful, the forgery is passable and can be used
may be expected to know more than one skill in the trade. credibly. If the roll fails, the forgery is questionable and will
It is suggested that a player rolls 1d6 to determine the be detected as such under close scrutiny (the DM needs to
number of Entertainment skills his character knows. define "close scrutiny," though a WIS check by the reader is
suggested). If the roll is an automatic failure, the forgery is
Escape (DEX): The character is often able to get loose when instantly recognized as a fake, though the forger believes it
tied or locked up. A successful skill check means that the to be satisfactory.
character is able to undo or escape his bonds. Another roll
would be needed to open any locked doors. The DM can Gambling (INT): This is the ability to win money in games
apply bonuses and penalties to the check based on the of skill (competitive card games, for example) and betting.
quality of the ropes and knots, the intricacy of any locks, the This involves honest games (cheating is covered elsewhere),
lack of lock picking tools, etc. and a successful check increases the character's chances for
winning money at the games.
Etiquette (CHA): Those possessing this skill are
knowledgeable in the proper forms of address and social Healing (INT or WIS): This is the ability to treat wounds and
behavior when amongst those of rank or nobility. A diagnose illnesses. A successful skill check allows a character
successful skill check allows the character to interact to restore 1d3 hit points to a wounded person or animal.
appropriately with persons above his station, use correct titles, This skill cannot be used on a wounded individual more than
demonstrate social niceties, and adequately participate in once for the same set of wounds. If the individual receives
appealing conversation. skill checks are typically made upon new wounds, Healing skill can be applied against the new
initial introductions; subsequent rolls are made whenever the wounds. The skill is rolled against a set of wounds, not
DM feels it necessary (when discussing, for example, a individually against each injury. (The term "set of wounds"
sensitive subject). Failed rolls indicate that the character has usually refers to all the hit points lost by a person or animal
committed some social gaffe or breach of protocol; at best, in a single combat situation.) If a healer rolls a natural 20
he will be politely shunned or, at worst, he will be accused when using this skill, he accidentally inflicts 1d3 points of
of delivering a significant insult. damage to the patient, and he may not treat that set of
wounds again. Successful skill checks allow the healer to
Falconry (INT): This is the skill of hunting with the use of diagnose type of illness. In addition, a roll made by 5 or
trained falcons, and is often reserved as a sport for the more will allow the character to determine whether an illness

E
is natural or magically induced. This skill may be improved by using the skill. For example, a king surrounded by elite
+1 when combined with Anatomy. guards, even if he himself is a 1st level character, is unlikely
to feel threatened.
Heraldry (choose culture) (INT): This skill grants recognition
of heraldic symbols and devices common to organizations Jousting (STR, DEX, or CHA): This skill is not needed for
within a specific campaign region (typically a country or most mounted combat attempts, but is specifically meant to
kingdom). Recognition of the heraldry in different regions be used when competing in formal or impromptu Jousting, as
requires separate Heraldry skills. Heraldic symbols may appear governed by common tournament rules. A character with this
on shield crests, badges, signet rings, religious effigies, flag skill has an understanding of knightly tournament etiquette, as
patterns, or clothing styles (helmet plumes, arm bands, etc.) well as practiced training in the sport. A successful Jousting
as may be used by noble houses, ruling bodies, prominent roll is matched against an opponent's jousting roll. Other
families, political groups, religious sects, or troop companies. modifiers might be applied depending on levels of skill in this
A successful skill check allows the character to identify a as well as Riding.
symbol or device, which person or group the device
designates, and any useful tidbits associated with the device Juggling* (DEX): This skill gives the character the ability to
as determined by the DM. Characters with this skill juggle three, four, or five similarly sized objects in the air
automatically possesses the Knowledge (local lore) skill without the need for a skill check. If juggling six or more
appropriate to the region, all Heraldry skill checks are objects, unbalanced or differently sized items, or flaming
modified by +1. matter of any sort, a skill check is required.

Herb Lore (INT): This allows the PC to find, identify and use Knowledge (campaign lore) (INT): This skill confers
herbs of all types, and to create basic herbal concoctions knowledge of the prominent legends and lore of the
based on those herbs. Though not Alchemy, Herb Lore can campaign setting—ancient battles, prominent warriors of the
be used to improve Alchemy by +1. past, legendary magical items, old fables and curses, lost
treasures, etc. Such lore, being a mixture of historical fact
Hunting (INT): This is the ability to locate, stalk, and hunt and mythical speculation, is not always absolute truth, and a
large and small game with the bow, sling, or spear. successful roll indicates only awareness or recognition of
Successful use of this skill gives the character a +1 to hit something's relationship to the campaign's body of lore. For
with a bow, sling, or spear against an unaware target in a example, the party might discover a rune-scribed spear whilst
peaceful outdoor setting; the skill is not usable in most adventuring. Knowledge of campaign lore would not reveal
combat situations. The character can automatically supply the exact (if any) powers of the weapon though it could
himself with food over a long period of time if he is in a identify the spear as that wielded by a legendary elf warrior
fairly fertile area and has a missile weapon, spear, or javelin. who fought in the goblin wars two centuries ago.
In areas not normally rich in game he must make a skill
check and receive penalties to that roll (penalties determined Knowledge (local lore) (INT): This skill simulates a
by the DM). If he is trying to supply more than just himself, character's familiarity with the history and legends of a
he must make a skill check if he is supplying one other specific and familiar locale. At the DM's option, characters
person, and he takes a -1 penalty for each additional person automatically gain Knowledge of local lore surrounding his
after the first he is trying to supply. He must roll each day, home village or town. Like any other Knowledge skill, local
and failure indicates that he has not found enough food to lore can be used to answer particular questions, and a
feed everyone that day. A character with the Hunting skill successful skill check indicates that the desired information is
forages automatically in fertile areas (even when on the move) known. A failed roll simply means that the answer is
and uses his Hunting skill check to determine how successful unattainable without further research. Note that this skill
he is during full days spent in search of game. differs from Knowledge (campaign lore; q.v.) in that it is
more centralized and specific, often concentrated on more
Husbandry (INT): This skill usually is a companion to the mundane and temporal matters than the campaign’s myths
Farming skill, and refers to the tending and care of most and legends.
domesticated animals such as horses, cattle, sheep, and
swine. This skill is needed to work on a farm with such Law and Justice (INT): This is the knowledge of the laws
animals, or to coax them through spaces as individuals or in and judicial system of one culture or country; characters who
groups. It may also be used to attempt control over farm wish to be a judge or advocate (lawyer) must select this skill.
animals that have been frightened or angered. Though a Each kingdom has its own codes, so characters who wish to
character may use the Riding skill to control a trained horse, be conversant in different nations' codes should choose this
the skill of Husbandry might be needed to collect a spooked skill for each set of laws he wish to study. In a contested
mount. case, an advocate with this skill might need to match against
the legal skill of another.
Intimidation (STR or CHA): This is the ability to bully
nonplayer characters into doing what the player character Leadership (CHA): Successful use of this skill adds + 1 to
wants them to do. Success means that NPCs are intimidated the used to convince other NPCs to follow the character's
into doing what the character wants. This skill cannot be commands. The DM can decide that any NPC who has a
used against PCs. NPCs who have this skill used upon them good reason nor to follow the leader is automatically
are unlikely to ever become friends with the intimidating successful at resisting this skill. Unlike Intimidation, Leadership
player character. Use of this skill means that the character is does not bully, antagonize, or make enemies of the NPCs it
either implicitly or explicitly threatening the target with is used upon.
violence or other dire consequences if the target doesn't
comply. For this reason, Intimidation works best against low- Lip Reading (INT): To use this skill, the character must be
level characters. It does not work at all on player characters able to see the lips of the target person or creature and
or on NPCs of 5th level or higher. The DM can also, at his understand the language being spoken. A successful check
or her option, decide that it does not work on someone who allows a character to "overhear" the conversation; if the lip
is obviously in a much stronger position than the character reader understands the language being spoken, he can

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understand the speakers' words. The distance to the target woodwinds, etc. This skill is often taken in conjunction with
and the available light should be taken into account—the DM the Singing skill.
should apply skill check penalties for difficult situations.
Nature Lore (INT): This skill is the knowledge of common
Literacy (INT): Characters are assumed to be functionally plant and animal life forms of one specific terrain: desert,
skilled in the written letters of his native language, or another forest, mountain/ hill, open sea, or plains. The character can
specified language. Depending on the campaign setting, all gain several Nature Lore skills by spending one skill slot for
characters could be expected to possess standard literacy each different terrain he learns. This skill gives the character
automatically, and the Literacy skill is used to designate knowledge of such things as edible and poisonous plants,
advanced writing abilities, or the understanding of another healing herbs, and signs of unnatural danger (such as unusual
written language. quiet, absence of normal plant or animal life, atypical animal
behavior, etc.). When the character uses this skill in his home
Military Experience (?): A character with Military Experience territory, he receives a +2 bonus to the die rolled for the
has campaign and/or field training in one or more tasks skill check. When he uses it in territory very similar to his
expected of anyone who has served in a Muster or Levy. home, he receives no bonus. The less it resembles his own
Though these skills are primarily for commoners, it is not home territory, the greater the penalty he will receive.
unknown for a noble to have extra martial training. Some of
the most common field duties can include, arbalestier, archer, Navigation (: By taking directions from the position of the
bowman, camp follower, crossbowman, drummer, engineer, sun and the stars, the character can always know roughly
guardsman, halberdier, pikeman, sapper, scout, siege engineer, where he is. Successful skill checks, with positive or negative
sergeant, sergeant-at-arms, and spearman. It is suggested that modifiers for the character's distance from his home territory
a player rolls 1d3 to determine the number of Military and familiarity with his surroundings, as well as the quality of
Experiences his character is trained in. any charts being used, will tell the character more precisely
where he is.
Military Tactics (INT): This skill allows a character to
interpret the movement of enemy forces and to move his Persuasion (CHA): This is the ability to persuade NPCs of
own forces better. When using this skill, the player (not the your character's honesty and sincerity. This isn't a liar's skill;
character) first examines the situation and decides what he the speaker must believe the truth of what he is saying. A
thinks is right—what he thinks the enemy is doing or how he success in the skill means the listener believes what the
should set up his units. The DM, not the player, rolls the speaker tells him. It does not necessarily mean that the
character's Military Tactics skill. On a successful roll, the DM listener will agree to any actions proposed, especially if the
will truthfully tell the player whether he has calculated audience is hostile. This is a good skill for diplomats and
correctly; if he has not calculated correctly but the roll was negotiators to have.
successful, the DM should offer some advice on how the
player should set up his forces. If the roll is a failure, the Piloting Vessel (INT): This is the equivalent of the Riding
DM should tell the player his character cannot interpret the skill but applies to sailing vessels.
enemy troop movements well enough to use them to his
advantage. The success of the roll determines bonuses or Quick Draw (DEX): A successful skill check with this skill
penalties for the troops during mass combat. allows the character to nock and fire an arrow with a +2
bonus to individual initiative.
Mimicry (WIS): This is the ability to mimic animal noises
and foreign-language accents. This is a very useful skill in the Riding (DEX): This skill includes the basic care and feeding
wilderness especially. When characters use recognition codes of a horse and the ability to control it under difficult
or signals that imitate the screech of a hoot owl or a noise circumstances. Riding rolls are required if a character is trying
from some other animal, this skill allows them to mimic those to use a weapon from the back of a horse; failure means
noises convincingly so that enemy listeners are not that the mount is moving too much for the character to use
automatically tipped off that there are spies in the area. the weapon.

Mountaineering (STR): This does not replace a thief's Rope Use (DEX): This skill is useful for anyone wielding rope
special climbing ability; it is the skill of mountain-climbing in any capacity. It allows the character to tie and untie knots
with the use of ropes, pitons, and other climbing gear. A or perform difficult or trick maneuvers (e.g., accurately tossing
character who has Mountaineering skill can use such gear to a grappling hook or lassoing a target). Each point of success
climb difficult mountain and cliff faces and can rig lines to or failure on a skill check equates to a +1/-1 modifier to all
enable non-climbers to tackle those faces as well. other rope-related skill checks (i.e., Engineering (when rope is
used in construction), Escape, and Snares). The same modifier
Muscle (STR, INT or CHA): This skill is experience with negatively affects any other attempt to work against the
heavy lifting and hard labor. The character can direct groups character's knots. For example, if a character ties a knot in a
of laborers so that his efforts are the most effective possible. construction project and fails by three points, any subsequent
This character understands the use of simple machinery such Engineering roll is made at a -3 penalty; conversely, if a
as wedges, pulleys, and levers. With a successful skill check, character ties up a prisoner and makes his skill check by
the character receives a +2 bonus on Strength rolls for tasks two, the prisoner’s Escape skill check is modified by -2.
such as opening doors.
Rumor (INT): This skill allows the character to extract rumors
Musical Instrument* (choose type) (CHA): This skill allows a from conversation by piecing together seemingly disparate bits
character to play one group of related instruments in a skilled of knowledge overheard from those around him. When used
manner. The player chooses the group of instruments that passively, the character gleans one rumor for each point of
his character knows, and the character can take the skill skill check success while within earshot of or amid general
several times in order to know multiple instrument groups. conversation (e.g., a tavern, marketplace, courthouse, etc.). If
Groups include stringed instruments, brass, percussion, used actively, the character may use the skill by keeping an
ear open for rumors about a particular topic, individual, date,

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circumstance, event, or location. Active use skill checks are each additional person that he is trying to supply. He must
negatively modified by the specificity of the information roll each day, and failure indicates that he has not found
desired (DM discretion). Note that this skill does nothing to enough food for everyone he is trying to supply.
gauge the veracity of a given rumor, and it is up to the
character to use other means to determine which rumors are Swimming (CON): Any character who wishes to swim
true and which are false. Possession of Etiquette or competently needs this skill, which allows swimming
Streetwise (qq.v.) improves use of this skill by +1 when movement equal to 1/5 the character's normal outdoor
employed in appropriate circles. running speed (convert to feet if swimming underwater). No
skill check is required for surface swimming on calm water.
Rural Labor (choose type)(?): The character has a However, Swimming rolls are required once per round whilst
background in one or more types of rural labor such as submerged or in rough waters. A failed roll means that the
gardener, farmer, miller, fisherman, goatherd, plowman, character begins to drown; such characters are still alive but
reaper, shepherd, swineherd, thresher, tillerman, husband, below the surface. A submerged character may hold his
etc.. With a successful roll, a character can interpret breath for a number of rounds equal to CON. Additional skill
information in light of his background. As most workers of checks may be made each round during this time to see if
the land perform various duties, it is reasonable to assume the character can break the surface. Characters who escape
that any one may have experience with multiple skills of this death by drowning are immediately exhausted. Drowned
type. It is suggested that a player rolls 1d6 to determine the characters may be revived if reached soon enough.
number of Rural Labor skills his character is handy at.
Trading (choose goods) (INT or CHA): This skill is for
Sailor (?): This skill includes all of the basic knowledge negotiating larger merchant exchanges (such as negotiating
required of a crewman aboard a sailing vessel, though it does the price on a bulk shipment of wool or unprocessed ore),
not include the ability to pilot or navigate a ship, nor does it and accounts for knowledge of market forces such as regional
assume the character's ability to swim (q.v., Swimming). No taxes, warehousing costs, import and export rates, and an
skill checks are required unless performing duties under appraisal of the related goods quality. A professional
adverse conditions (e.g., bad weather, under attack, whilst merchant without this skill is not a professional merchant for
sinking, et al.). Successful skill checks simply mean that the very long. This skill may be combined with Bargaining for a
task is performed properly. +1 bonus.

Shipwright (INT): A cousin to the Architect skill, this is the Tracking (INT): The character can follow tracks. The DM is
skill of designing and building ships. It allows a character to free to improve or penalize the chance of success depending
supervise the construction of professional-quality vessels. As on the circumstances (age of the tracks, type of terrain,
with Architecture, this skill in itself must be combined with number of tracks being followed, and so forth). The PC can
Engineering, either of the same character or someone he pick up a trail, and follow it as far as possible. This can be
collaborates with, in order to actually build any vessel. The the trail of an animal, or humanoid, or any creature that
Shipbuilding skill will also let characters evaluate the ships he leaves tracks.
encounters, determine who built them and when, etc..
Trapping (INT): At its heart, this is a skill for the setting
Singing (CHA): A crucial skill for characters with performing and managing of different traps meant to capture wild game
occupations, a successful singing test is required to sing in such as hares, stoats, and foxes. It can also be applied to
key and to remember lyrics. larger animals such as bears. In some circumstances, it may
also be used against monsters, and unwanted visitors. A
Storytelling (CHA): This is the ability to captivate an successful skill check means the trap functions properly. The
audience when telling stories. The character can earn his DM can assign modifiers to the skill check based on the
living as a teller of stories; if he also has Knowledge skills of amount of time the character had to set up the trap, the
such things as history, he can be a storyteller of history. availability of materials, etc.

Streetwise (CHA): Knowledge of this skill allows a character Weapon Expertise (choose type): This skill signifies that a
to carouse with and gather information from elements of the character has spent a great deal of time training in the use
campaign’s underworld (street toughs, urchins, beggars, and of one particular weapon type, to the detriment of his
other seedy types). A successful skill check indicates favorable proficiency in other weapon types. With this skill a character
reactions from such persons, the correct use of “street” gets a +1 bonus to his attacks when using this particular
terminology and slang, and recognition of underworld weapon, but suffers a -1 penalty for attacks using other
protocol. skill checks are typically made upon initial weapons. Though the player may not choose more than one
introductions to a particular figure; weapon type for his character to specialize in, he may still
multiply this skill up to 4 times as normal. If a character has
subsequent rolls are made whenever the DM feels it necessary a Weapon Expertise skill of 2 or more, he suffer a -2
(when the character’s trustworthiness, for example, comes in penalty to attacks using other weapons.
to question). Failed rolls signify, at best, that the character is
not accepted or trusted or, at worst, that the character will Wrestling: In wrestling combat, a successful roll will give the
be betrayed by some unscrupulous contact with whom he is character a +1 to his unarmed combat. Higher skill scores
engaged. give higher bonuses, so a character with Wrestling +1 would
receive a +2 bonus, and so on.
Survival (choose terrain) (?): This skill allows the character
to find food, shelter, or water in a single type of terrain, INVENTING NEW GENERAL SKILLS
selected from one of the following: desert, forest,
mountain/hill, open sea, plains. A character with the Survival Though the skills list provided here covers the most likely
skill forages automatically in fertile areas, even when on the needs, it is not comprehensive. The DM should feel free to
move. If he is trying to supply more than just himself, he create new skills as needed, using the format already provided
must make a skill check at a +1 penalty to his die roll for as a guide.

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