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Skills

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Mental Skills: Embolden to Etiquette
Embolden (Mental 1, Charisma/Leadership) — The Embolden skill represents the ability to give an inspirational speech, typically before battle. Successful use of this skill, at the appropriate time, allows a character to temporarily raise the base morale of troops, followers, henchmen or similar allies.
To use this skill, the character gives a “pep talk” to raise morale. If a skill check succeeds, the base morale of the character’s allies is raised by two points. This new morale value is maintained until the first morale check is failed. When the first morale check fails, the pep talk has “worn off.” Instead of fleeing or otherwise “failing,” the allies’ morale simply reverts to its original value.
The Embolden skill must be used before going into the conflict. It cannot be used during combat or other morale-threatening situations.
Enamor (Mental 1, Charisma/Appearance -2) — This skill allows a character to trick an NPC into falling in love with him or her. It is more than the skill of knowing which flowers to send or garments to wear. The Enamor skill allows the character to study his target like a thief studies a vault, looking for weak points to exploit.
Standard use of the Enamor skill takes a week of constant contact for a susceptible victim, a month or more for a more difficult target. The DM can allow bonuses to the skill roll for a PC who is thorough and clever in his research into the victim’s psyche and who takes extra time, and can assign penalties to one who spends too little time or makes wrong assumptions.
At the end of the contact period, the DM rolls the Enamor skill for the character and compares the results with those listed on Table 5.4.05

Table 5.4.05: Enamor Skill Results
Character Lost by 20%+ The victim has been (accidentally) insulted during the romantic pursuit. The victim may attack the character, may arrange to have the character assaulted, may pretend to be seduced in order to cause the character some great harm later, etc.
Character Lost by 10-19% The victim is not interested in the character and may become irritated with continued pursuit.
Character Lost by 1-9% The victim is flattered but not convinced. The character can start over with a -10% penalty to his Enamor check or can abandon pursuit, perhaps leaving behind some hard feelings.
Even Roll — Character makes his roll by 0-5% The victim is flattered but not convinced. The character can start over or can abandon pursuit with no hard feelings.
Character Won by 6-10% The victim is flattered but not convinced. The character can start over with a +5% bonus to his Enamor check or can abandon pursuit with no hard feelings.
Character Won by 11-20% The victim is infatuated by the character but will not change ethics, goals or loyalties.
Character Won by 21-35% The victim is in love with the character and will help the character in any way that does not violate important ethics and loyalties
Character Won by 36%+ The victim is madly in love with the character and will abandon all ethics, goals and loyalties.

The DM, at his discretion, can additionally make a Wisdom/Understanding check for the victim and multiply the result by five to generate a percentile result. If the victim makes the check by more than the character made his Enamor skill check, the results are as for an Even Roll.
Ironically, the more complete the character’s success, the more dangerous the situation becomes. A victim who is madly in love may do everything the character wishes, including betraying state secrets and turning traitor, but expects the character with the Enamor skill to be just as much in love. The victim becomes dangerously jealous of potential rivals (seeing anyone remotely suitable as a potential rival) and could become murderous if she realizes she has been duped.
The relationship built by use of the Enamor skill need not be a romantic one. Depending on the situation, the relationship might be a friendship or the winning of some one’s loyalty away from an enemy.
Although nothing prevents good-aligned characters from learning the Enamor skill, the first time they ruin a life with it may be the last time they use it.
Racial modifiers: Oldanquasti elves can be masters of deception and thus receive a +5% bonus to their Enamor skill score.
Engineering (Mental 2, Intelligence/Reason -3) — The character is trained as a builder of both great and small things. Engineers can prepare plans for everything from simple machines (catapults, river locks, grist mills) to large buildings (fortresses, dams). A skill check is required only when designing something particularly complicated or unusual. An engineer must still find talented workmen to carry out his plan, but he is trained to supervise and manage their work.
An engineer is also familiar with the principles of siegecraft and can detect flaws in the defenses of a castle or similar constructions. He knows how to construct and use siege weapons and machines, such as catapults, rams and screws. The construction and destruction of bridges, fortifications and siege craft is valuable skill for the warrior as well as the scholar.
Prerequisites: Numeracy (50%) is a prerequisite for Engineering.
Racial modifiers: Dwarves and gnomes are both known for their engineering abilities and thus receive a +15% bonus to this skill.
Etiquette (Mental 1, Charisma/Appearance) — This skill gives the character a basic understanding of the proper forms of behavior and address required in many different situations, especially those involving nobility and persons of rank. Thus, the character will know the correct title to use when addressing a duke, the proper steps of ceremony to greet visiting diplomats, gestures to avoid in the presence of dwarves, etc. For extremely unusual occurrences, a skill check must be made for the character to know the proper etiquette for the situation (an imperial visit, for example, is a sufficiently rare event).
However, having the character know what is correct and actually do what is correct are two different matters. The encounters must still be roleplayed by the character. Knowledge of etiquette does not give the character protection from a gaffe or faux pas; many people who know the correct thing still manage to do the exact opposite.
In Fälgorna the Etiquette skill only gives specific knowledge of the customary and proper behavior accepted by a single culture which must be specified when this skill is taken. For example, a character who knows human etiquette may not sufficiently understand the intricacies of dwarven social conduct. A character’s Etiquette skill regarding cultures other than his own may be penalized by the DM. The character’s skill score is typically penalized by -40%.

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