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- Fast-talking (Mental 1, Charisma/Appearance) Fast-talk is the art of distracting
and conning NPCs. If a successful skill check is made, the fast-talker
weaves a successful scam. Modifiers are based on the Intelligence
and Wisdom of the victim (see Table 5.4.06). The DM may also introduce
modifiers according to the difficulty or plausibility of what
the character is attempting, as well as the racial preferences
of the target.
Table 5.4.06: Fast-talking Modifiers
Targets Intelligence |
Modifier |
Targets Wisdom |
Modifier |
3 or less
|
n/a
|
3 or less
|
+25%
|
4-5
|
+15%
|
4-5
|
+15%
|
6-8
|
+5%
|
6-8
|
+5%
|
9-12
|
0%
|
9-12
|
0%
|
13-15
|
-5%
|
13-15
|
-5%
|
16-17
|
-10%
|
16-17
|
-15%
|
18
|
-15%
|
18
|
-25%
|
19
|
-25%
|
19
|
-50%
|
20
|
-50%
|
20
|
-75%
|
21
|
-75%
|
21
|
-90%
|
22
|
-90%
|
22
|
-100%
|
23
|
-100%
|
23
|
-110%
|
24
|
-110%
|
24
|
-125%
|
25
|
-125%
|
25
|
-150%
|
Modifiers are cumulative. Targets with an Intelligence of 3 or
less are so dim that attempts to fast-talk them fail automatically
because they cant follow whats being said.
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- Example: Julina the Silent, spy extraordinaire, is discovered by guards
as she sneaks around the emperors palace. She quickly decides
to fast-talk them into believing that she is the mistress of the
steward of the palace and she just got lost in the labyrinthian
halls. Unknown to Julina, the steward is an elderly, faithfully
and happily married gentleman, and it is possible that the guards
know of his reputation.
- The DM assumes the guards have average Intelligence and Wisdom
(no modifier), but adds a -15% modifier because Julinas story
contradicts the stewards reputation. The DM rolls percentile
dice and gets a 35. Since this is less than Julinas modified
skill check of 50, she succeeds. The guards buy her story and
suggest that she go where she belongs immediately. If she failed
they would call her bluff and perhaps escort her straight to
the door of the steward and his wife!
- Racial modifiers: Recent observations of Variquesti elves have shown they have
an extraordinary talent for Fast-talking, thus they receive a
+15% bonus to this skill. Oldanquasti elves and Eradan humans
are also talented, receiving +10% and +5% bonuses respectively.
- Fire-building (Mental 1, Wisdom/Intuition -1) A character with Fire-building
skill does not normally need a tinderbox to start a fire. Given
some dry wood and small pieces of tinder, he can start a fire
in 2d20 rounds. Flint and steel are not required. Wet wood, high
winds or other adverse conditions increase the time to 3d20 rounds,
and a successful skill check must be rolled to start a fire.
- Fire Control (Mental 1, Wisdom/Intuition) A character with this skill can
fight fires more efficiently than others. Whenever a fire is being
fought on a ship (or elsewhere), the character who makes a successful
skill check is able to cut the size of the fire by two points.
If the check fails, the character lessens the fires size by only
one point.
- Fortune Telling (Mental 2, Charisma +2, Intelligence/Knowledge -2) This skill
covers knowledge of a variety of methods of divination all of
them fake. The character with Fortune Telling is familiar with
numerous devices and methods, such as tarot cards, palm reading,
interpreting the flight of sparrows or the arrangement of a sacrificed
animals entrails. At least, the character is familiar enough
with these practices to make it appear that hes an authentic
soothsayer. The character makes up the prediction he wishes to
tell.
- A successful skill check indicates that the target believes the
fortune. If the check fails, the sham is discovered in some way
or the prediction is simply not believed. The fortune tellers
skill check is modified by his targets Intelligence and Wisdom
as shown on Table 5.4.07, and by the believability of the fortune
predicted (DMs discretion).
Table 5.4.07: Fortune Telling Modifiers
Targets Intelligence |
Modifier |
Targets Wisdom |
Modifier |
3 or less
|
n/a
|
3 or less
|
+25%
|
4-5
|
+15%
|
4-5
|
+15%
|
6-8
|
+5%
|
6-8
|
+5%
|
9-12
|
0%
|
9-12
|
0%
|
13-15
|
-5%
|
13-15
|
-5%
|
16-17
|
-10%
|
16-17
|
-15%
|
18
|
-15%
|
18
|
-25%
|
19
|
-25%
|
19
|
-50%
|
20
|
-50%
|
20
|
-75%
|
21
|
-75%
|
21
|
-90%
|
22
|
-90%
|
22
|
-100%
|
23
|
-100%
|
23
|
-110%
|
24
|
-110%
|
24
|
-125%
|
25
|
-125%
|
25
|
-150%
|
Targets with an Intelligence of 3 or less are are unaffected. |
- True prediction: On a natural roll of 01-05%, the prediction made by the fortune
teller actually comes true (at the DMs discretion). The character
with this skill should never know he has made a true prediction,
therefore, all Fortune Telling skill checks should be made secretly
by the DM.
- Fungi Recognition (Mental 1, Intelligence/Knowledge +3) Although they prefer
not to, dwarves and other Everdark races sometimes have to survive
on a diet of fungi and other underground flora. They would rather
use these as supplements to their regular diet, but when times
are hard or when involved in an extended underground expedition,
it is useful to be able to tell edible fungi from the poisonous
or unwholesome varieties. Approximately 50 percent of underground
fungi are poisonous. They may cause an upset stomach or be so
poisonous that they cause death. It is impossible to harvest edible
fungi without the Fungi Recognition skill.
- If the character has plenty of light and an opportunity to study
the fungus in question closely for one turn (and he has a skill
score of at least 50%), no skill check is required. If he is unable
to see the fungus properly, often the case when using infravision
or if he has to make a hasty decision about edibility, a skill
check must be made.
- Racial modifiers: Dwarves and other races native to the Everdark (Drow elves,
gnomes, humanoids, etc.) may take Fungi Recognition as a recommended
skill.
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