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Skills

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Mental Skills: Begging to Bureaucracy
Begging (Mental 1, Charisma) — A character with this skill can pose as a convincing beggar and procure food, spare change, and the like. While beggars never become rich, each successful use of this skill allows the beggar to collect enough money to meet a his basic needs at the squalid state for a single day (see Table 22 in Chapter 6 of the DMG). Nonplayer characters always fork over a little something to successful a beggar. Player characters are never affected by this ploy; they respond to a character with the Begging skill as they see fit.
This skill enables a character to pose as beggars automatically; his real status is disguised. A skill check determines whether a character actually receives any money or food.
A character who begs from the same NPC more than once suffers a -10% cumulative modifier for each attempt after the first. Location also modifies the skill check. In small towns, beggars incur a -10% penalty, along trade routes and in villages the penalty becomes -25%, and begging in a rural region incurs a -35% penalty. Attempts to use the Begging skill fail automatically in the wilderness, in the desert and at sea. No penalty applies for begging in a city.
These modifiers do not take into account the wealth of a particular locale, just population density. Impoverished regions may have a greater penalty, as might certain affluent regions with long traditions or a great reputation for stinginess.
Begging is not a good way to become rich or powerful. It can, however, prove useful as a masquerade. A Character who wishes to be “invisible” knows that beggars are often ignored in public. In a crowded square, a bum either blends in or becomes a faceless annoyance, much like a droning fly. However, even flies should pick their hangouts carefully. In the wrong spot, such as a palace court, such insects risk being cast out or brusquely swatted.
Priests: A priest who begs from followers of his religion gains a +10% bonus to his skill score.
Blood Oath (Mental 50) — Much like the ranger’s special racial enmity, this option allows the player to select a certain type of creature as his character’s blood enemy. Whenever he is faced with his chosen foe, the character receives a +2 bonus to attack and damage rolls. However, his hatred toward this enemy is so great that it requires an enormous effort of willpower to resist an opportunity to combat his foe.
If the character wishes to avoid a confrontation, he must first make an Ego/Willpower check to see if he has the force of will to turn around and walk away. If he fails, his Blood Oath gets the best of him, and he charges forward, teeth bared and weapons flashing.

Table 5.4.03: Typical Bluff Modifiers
Condition
Skill Score
Modifier
Target knows he’s been bluffed before by character
-5% to -25%
Character has convincing props, costumes etc.
+5% to +15%
Target has high Wisdom/Intuition
+5% per point over 14 (15+)
Character can demonstrate partial truth of bluff
+5% to +15%
Player tells story especially well
+5% to +15%
Player tells story especially poorly
-5% to -15%
Target is already suspicious
-10%

Bluffing (Mental 2, Charisma/Appearance -2) — The Bluffing skill allows a character to fool his subject convincingly. When the character attempts to use this skill, the DM should decide on any modifiers to the skill check. If the roll is successful, the target believes the bluff. If the roll fails, the target calls the character’s bluff. If the character makes his skill check by less than 10 points, the target is suspicious but still buys the story. If the character makes the roll by 25 or more, the target buys the story “hook, line and sinker.”
When trying to bluff a group, only the leader needs to believe the bluff. If there is not a clear leader and the bluff succeeds, check the margin by which the bluff succeeds (if the bluffer needs a 75 and rolls a 60, the margin is 15). The portion of the group that believe the bluff is 50% + two times the margin). The DM can determine which individuals believe the bluff randomly or assign belief.
See Table 5.4.03: Typical Bluff Modifiers for examples of situations that should alter the skill check. The DM can, of course, assign more.
Boating (Mental 1, Intelligence/Knowledge, Wisdom/Intuition) — This skill allows the character to pilot any small boat, such as a kayak or canoe, operating it at maximum speed. It also allows the character to make minor repairs and improvements in these boats, such as waterproofing them and patching holes.
A successful skill check enables the character to handle the craft in treacherous situations; for instance, maneuvering the boat through choppy water without capsizing it or avoiding collisions when guiding it through a narrow channel choked with rocks or ice.
Note, the Navigation and Seamanship skills deal with ships in oceans, seas and other large bodies of water; the Boating skill is confined to small craft on rivers, lakes, on oceans close to shore and over similar terrain, usually on relatively calm waters.
Barbarians: A barbarian may not take this skill unless water vessels are common in his homeland.
Racial modifiers: Dwarves have a distinct dislike for water and thus receive a -15% penalty to their Boating skill.
Body Language (Mental 1, Wisdom Intuition -2) — A character with the Body Language skill is able to interpret subtle changes in the behavior of another creature that give away its moods and attitudes. Sitting posture, vocal tone, gesticulations, facial movements and expressions all contribute to this.
This skill is effective only on beings of the same race as the user or of a closely related race (for most characters this includes all the PC races except lizard man). For example, a human could not read a dragon’s body language. Only creatures of low intelligence (Int 5+) or higher can be “read” with Body Language, and the reader must be able to see the subject’s body.
On a successful skill check (rolled by the DM), the reader can judge the general mood of the subject — happy, scared, depressed, etc. A failed check indicates the character attempting to use this skill is unsure of the subject’s mood or on a roll of 96-00, the character misreads the subject’s mood (usually as the opposite of the true mood).
If he concentrates, the reader can also tell whether a subject is lying. This requires a skill check at -20% and the player must announce he is doing this; it is not automatic.
Bureaucracy (Mental 2, Intelligence/Knowledge) — Characters who boast this skill are proficient at dealing with large organizations such as local governments, court systems, and Church hierarchies. Bureaucrats at heart, they can obtain favors, justice and information when others would fail. The skill gives them knowledge of the system, patience with its component parts and mental quickness in realizing whom to talk to and when.
The Bureaucracy skill is only effective when a character is dealing with organizations of 10 or more people. The governing body of a good-sized city, the adjudication of a docket of cases before a judge, the decisions of the official Church — all require a large number of individuals, and the Bureaucracy skill makes a difference. However, a group of village elders in a small town and the lord of an oasis have no need of complex organizations nor are they impressed by a character who has skill in handling them.
Paperwork and red tape are no problem for characters with this skill. They know the proper protocol for dealing with clerks. They can prepare (or make sure others prepare) the required documentation and they can vouch that all such matters are performed correctly. The normal issuing time for any documentation or permit is halved and cases for reviews are guaranteed quick attention. No skill check is required.
This skill also may be used to turn organized groups against a certain individual or to make sure that important documents are lost, information is given to the wrong person or casework is brought up too soon (or forgotten entirely while a prisoner languishes in a dungeon). This kind of bureaucratic maneuver requires a successful skill check. If a natural 96-00 is rolled, the character attempting to pervert the wheels of truth and justice suddenly falls prey to the bureaucracy’s own scrutiny. (At the DM’s discretion, bribes may be required to set things right or to prevent a short-term jail sentence.) Otherwise, a failed check doubles or halves the normal amount of time for all decisions and/or issuances (whichever is least beneficial).
If individuals on both sides of an issue are trying to speed or slow the process, they cancel each other out if both skill checks succeed.

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