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Skills

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Mental Skills: Hierarchy Contact to Hypnotism
Hierarchy Contact (Mental 2, Charisma/Leadership) — Characters with positions in established Church hierarchies or other organized religions may have access to resources unavailable to other characters. This skill reflects knowledge of such resources, and indicates that the character knows how to work within his or her hierarchy to get information and other supplies an adventuring party may need.
In Bram Stoker’s Dracula, Abraham Van Helsing uses holy wafers in a putty to seal the tomb of Lucy Westenra. He could do this because, as he says, “I have an indulgence.” (Of course, A Gothic Earth Gazetteer notes that Van Helsing is “a very close friend” of Pope Leo XIII. No such close relationship is implied in this skill!)
This skill may be used to gather information about a specific place, person or object. This use of the skill is much like consulting a sage, as described in the Dungeon Master’s Guide. No skill check is required for the character, just a normal success roll for the “sage.”
Monetary resources are not required, but the character must have access to a means of communication — either magical or mundane (such as a mail or messenger system). In the latter case, information can be significantly delayed in transit. The fields of study to which the character’s contact has access are somewhat limited, at the DM’s discretion.
A successful skill check gives the character access to consecrated, magical or otherwise special items which may be useful in battling the enemies of the Church. This use of the skill is entirely at the DM’s discretion, but may provide holy water, blessed weapons, holy wafers or their equivalent, or other such items.
History, Ancient (Mental 1, Intelligence/Knowledge -1) — The character has learned the legends, lore and history of some ancient time and place. The knowledge must be specific, just as a historian would specialize today in the English Middle Ages, the Italian Renaissance or the Roman Republic before Caesar.
A character with up to a 50% skill score in Ancient History may chose to have expertise in one age of Fälgornian history, the history of a race, kingdom or order, or the history of a specific location or event (such as the seizure of the throne of the Empire of Roland by the alien sorcerer-king Ceta-Tha). Increasing the Ancient History skill by 10% allows a character to gain knowledge of a different area of history.
For example, Tailsan the wizard has an 80% skill score in Ancient History and has chosen history of the First through Third Ages of Fälgorna and history of the Paladian Civil War as his areas of expertise. A character may recall information of historical periods outside his area of expertise if he makes a skill check at a -20% penalty for general information and a -40% penalty for obscure information.
The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, breakthroughs (scientific, cultural, and magical), unsolved mysteries, crafts and oddities of the time. The character must roll a skill check to identify places or things he encounters from that age.
For example, Tailsan knows quite a bit about the Paladian Civil War, a particularly dark period of elfin history. Moving through some deep caverns, he and his companions stumble across an ancient portal, sealed for untold ages. Studying the handiwork, he realizes (rolls a successful skill check) that it bears several seals similar to those he has seen on “cursed” portals from the time of the Drowin family's flight to the Everdark, doorways to the legendary realm of Lolth.
A character who has the Reading/Writing skill gains a +10% bonus to his Ancient History skill. A character who understands one or more ancient languages gains a +5% bonus to his skill per language known.
Following are a few examples of Ancient History areas of expertise:
Arcanology: The ability modifier for Ancient History — Arcanology is Intelligence/Knowledge -3.
The study of the history and development of magic is termed arcanology. A wizard with expertise in this field is familiar with the works of past wizards. The sources of powerful magic in the Fälgorna’s past — for example, the great college of wizardry in the Täghorn Empire (which still exists) — the arcanologist has a good idea of who the great mages were and what they were able to accomplish. Special magical items, spells or forms of magic wielded by these ancient sorcerers are familiar to the arcanologist.
With a successful skill check, the arcanologist can identify the general purpose and function of an ancient magical item; the DM may apply a penalty of -5% to -20% if the item comes from a region outside the arcanologist’s normal studies or if it is especially rare or obscure. Note, this ability doesn’t help a wizard to identify items manufactured by the “modern” school or tradition of magic, whatever that may be.
Family History: This subskill allows a character to understand the genealogy and great deeds of a certain (usually noble) family. Each family history is considered a separate field of history, although this skill applies even to very distant relatives of the same house. Family history can be used as a minor, nonmagical form of legend lore, which is useful only for researching ancestors of the appropriate family. The character must make a successful skill check to learn accurate information, modified by -5% for every 100 years old or 100 miles distant the subject of research is from the researcher.
Military History: The ability modifier for Ancient History — Military History is Intelligence/Reason -1.
A character, such as a warrior of the myrmidon kit, who studies Military History is well trained in the concepts of military organizations and performance, such that they can interpret the movements of enemy forces and plan accordingly. To properly use this skill, a character must have accurate intelligence as to the nature of the enemy force, either through magical scrying, conventional spies or some other means. This applies whether dealing with a band of marauding orcs or an enemy army or fleet.
When using this skill, the character gains a “double-check” to any plans, be they plotting an invasion or defending against a siege. The DM makes a secret skill check; if it succeeds, the DM should suggest a few ways to make the plan work better (though the player can reject advice as desired). A failed check means the DM can be silent on the matter or on a natural roll of 96-00 encourage a faulty plan or even make more foolish recommendations.
Mythic Lore: In his youth, a character with this skill spent many sleepless nights listening to the tales of magnificent warriors and their weapons. Now, the character can recall the history of any magical or legendary weapon or piece of armor, as well as facts concerning the known owners of those items. Mythic lore is not as powerful as an identify spell and will not reveal magical bonuses of weapons or armor, nor will it reveal the details of specific magical abilities of items — however, it may give a hint to the power contained within an item. The character with this skill must make a successful skill check modified by the age and rarity of the item in order to recall information about it.
Shamans: For tribal shamans, this skill always centers on the spirits whom the community reveres. Tribal shamans with this skill, upon making a successful check, receive +10% to the chance that a spirit is “home” when they attempt to contact it.
For other shamans, the history skills operate as normal, although any shaman may choose to specialize in lore about the spirits.
Racial modifiers: Dwarves and gnomes get a +5% bonus to their Ancient History skill. Elves gain a +10% bonus to their Ancient History skill.
History, Local (Mental 1, Charisma/Appearance) — The character with this skill is a storehouse of facts about the history of a region the size of a large county or a small province. The character knows when the ruined tower on the hill was built and who built it (and what happened to him), what great heroes and villains fought and fell at the old battlefield, what great treasure is supposed to be kept in a local temple, how the mayor of the next town miraculously grew hair on his balding pate, and more.
The DM will provide information about local sites and events as the character needs to know them. Furthermore, the character can try to retell these events as entertaining stories. Once the subject is chosen, he can either make a skill check and, if successful, add that tale to his repertoire, or actually tell the story to other characters. If the character succeeds in entertaining them, the player need not make a skill check for the character, since he has succeeded. The character can tell these stories to entertain others, granting him a +2 reaction bonus for the encounter. But telling stories to hostile beings is probably not going to do any good.
A character must specify the subject area of his Local History skill. Several examples of specific Local History skills are listed below. Each must be learned as a separate skill.
Local Family or Clan History: This skill allows a character to understand the genealogy and great deeds of a certain noble family (usually, but this skill can be taken for any type of family) as it pertains to a specific region or city. A separate skill slot must be used for each family studied, although this skill applies even to very distant relatives of the same house. Local Family History can be used as a minor, nonmagical form of legend lore, which is useful only for researching ancestors of the appropriate family. The character must make a successful roll to learn accurate information, modified by -5% for every 100 years old or -10% for every 100 miles distant the subject of research is.
Local Dwarf History: This skill is a specialized form of the Local History skill, a character with this skill is only knowledgeable about the history of a dwarves. This is chiefly concerned with lineages and events affecting dwarves. It deals with the founders of the clans and strongholds and traces the descendants to the present. The battles and events of clan and stronghold are known, as well as the fates of those who have left to establish new homes or who perished while adventuring.
The extent of geographical knowledge is dependent on the campaign background. Those who have had no contact with the world above may be totally ignorant of what lies on the surface, but will have extensive knowledge of their own stronghold. Those whose relatives have established new strongholds or are members of such strongholds would have knowledge of the area between the two and some knowledge of the geography surrounding them. Even so, most dwarves, unless they live in close proximity to other races, have a very hazy idea of where the sea is, for example.
While a character with this skill knows dwarf history, his knowledge of the history of other races is minimal. If humans fought a great battle against each other, a dwarf who did not live with humans is not likely to have heard of it. If the battle involved dwarves he would probably know of it. If it involved dwarves from his own stronghold or clan, he would have extensive knowledge of the events leading to it and the course of the battle. As with some other dwarf skills, the exact extent of an individual’s knowledge is determined by his background.
The Local Dwarf History skill may be used to entertain other characters. When so engaged, he gains a +10% bonus to his skill while dealing with dwarves. With other races he does not gain the bonus, because dwarf stories tend to be dull, slow moving and overly concerned with who is related to whom, their places of origin and all the places the heroes’ ancestors founded along the way. Trying to tell a dwarf story to hostile beings is likely to incite them to violence. Orcs will not be impressed, even with the best told dwarven tale.
A character who is not a dwarf must spend double the normal skill points to learn this skill.
Sacred Legends: A character with this skill is well-learned in the myths, stories and tales of a single religion (a pantheon of deities associated with a particular race or region). This knowledge is not the same as the knowledge of theology and religious practices that is gained with the Religion skill. The character, when confronted with a question or evidence of the faith’s past, may roll a skill check to recall a specific event or legend that has relevance. For instance, when an ancient idol is discovered, a successful skill check might reveal that the statue resembles a long-forgotten paramour of the goddess Lilnana and the character could retell some of the important stories about her.
A character may learn this skill multiple times to gain knowledge of the sacred legends of several religions.
Barbarians: A barbarian with this skill must specialize in the legends and lore of his homeland. An oral historian, the barbarian can recite from memory a plethora of information concerning events, characters and locations from bygone eras.
Shamans: For tribal shamans, this skill always centers on the spirits whom the community reveres. Tribal shamans with this skill, upon making a successful check, receive +10% to the chance that a spirit is “home” when they attempt to contact it.
For other shamans, the history skills operate as normal, although any shaman may choose to specialize in lore about the spirits.

Hypnotism (Mental 1, Ego/Willpower -2) — With this skill, a character can hypnotize another person, placing him into a relaxed state in which he is susceptible to suggestions. The subject must be willing and must know he is being hypnotized.
A character with this skill can hypnotize humans and demihumans with ease. Nonhumans can be hypnotized also, but the DM should assign a penalty to the skill check. The size of the penalty depends on how inhuman the subject is. A half-orc, for example, could be hypnotized with a -10% modifier, while a Lizard Man could be hypnotized with a -40% modifier to the character’s skill check (see Table 5.4.08).

Table 5.4.08: Hypnotism Modifiers

Race
Modifier
Goblin
-20%
Half-Ogre
-10%
Half-Orc
-10%
Hobgoblin
-10%
Kobold
-20%
Lizard Man
-40%
Orc
-15%
It takes about five minutes to hypnotize someone in a reasonably calm or peaceful environment. Once hypnotized, the subject is willing to do almost anything that isn’t very dangerous or against his alignment. However, a hypnotized subject can be fooled into thinking he’s doing one thing when he’s actually doing something else. Hypnotism can have the following effects:
  • A character can be induced to remember things he has forgotten by reliving a frightening or distant event;
  • A character can be made calm and unafraid in the face of a specific situation that he has been prepared for, gaining a +2 bonus to saving throws versus fear effects or on morale checks;
  • A character can be cured of a bad habit or addiction (but not of curses, physical diseases or magical afflictions);
  • A character can be prepared to impersonate someone by thoroughly adopting that individual’s personality;
Hypnotism can’t increase a character’s attributes, give him skills he does not normally possess, let him do things that are beyond his capabilities, or give him information he couldn’t possibly know.
As a guideline for adjudicating effects, the Hypnotism skill is substantially weaker than magical commands or directions, such as charm person, command or hypnotism. Spells magically compel a person to obey the caster’s will; a well-phrased hypnotic command is nothing more than a strong suggestion.

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