borderborder

Skills

Character Creation main

Character creation intro

Skill system rules

Skill index

Credits

 
Mental Skills: Fast-talking to Fungi Recognition
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
Target’s Intelligence Modifier Target’s 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 can’t follow what’s being said.

Example: Julina the Silent, spy extraordinaire, is discovered by guards as she sneaks around the emperor’s 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 Julina’s story contradicts the steward’s reputation. The DM rolls percentile dice and gets a 35. Since this is less than Julina’s 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 fire’s 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 animal’s entrails. At least, the character is familiar enough with these practices to make it appear that he’s 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 teller’s skill check is modified by his target’s Intelligence and Wisdom as shown on Table 5.4.07, and by the believability of the fortune predicted (DM’s discretion).

Table 5.4.07: Fortune Telling Modifiers
Target’s Intelligence Modifier Target’s 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 DM’s 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.

previousnext

Links | Search Site | Guestbook | Webrings | Vote for this Site | Subscribe to Archives | Contact Webmaster | Home | Entry Page

Advanced Dungeons and Dragons (AD&D) 2nd Edition Site