|
|
- Sail Manipulation (Mental 1, Wisdom/Intuition) Only a character who has experience
in wildspace can take this skill.
- This skill allows a sails master (officer) to control the use
of sails on a spelljamming vessel with such skill that the ship
gains a one step bonus to its Maneuverability Class for one round.
The ships MC cannot go above A. If more than one character succeeds
in using the Sail Manipulation skill in one round, the ships
Maneuverability Class is reduced by one step, to a minimum of
MC F.
- Screed Lore (Mental 1, Intelligence/Knowledge -1) A rare skill, a character
who knows Screed Lore has expertise in the care and collection
of books, tomes, scrolls and the like. This skill is crucial to
librarians, sages, scribes and any priest or priestess of Lilnana.
A check would be required whenever the character handles a particularly
delicate or worn manuscript.
- A failed roll indicates a problem ranging from the annoying (a
torn page or lost book) to the disastrous (an entire scroll crumbles
to dust at the slightest touch), depending on how badly the check
is failed.
- This skill also provides some knowledge of the safeguards used
in protecting books. This knowledge covers not only mundane traps,
like poison painted along the edges of the pages but also magical
means of safeguarding libraries. The character can attempt roll
at a -25% modifier to notice any evidence of such traps. The character
on a successful skill check can also protect written materials
from natural and magical pests, such as bookworms.
- Seduction (Mental 2, Charisma/Appearance +1) The Seduction skill allows
a character to tempt a target through an appeal to his weakness.
This weakness is often, but not always, sensual. The seducing
character offers (but does not necessarily deliver) something
the target desires in exchange for something the seducer wants
(often to be named later). If the target is being asked to do
something he wouldnt mind doing anyway, a bonus of +5% to +15%
should be applied. On the other hand, if the target is being asked
to do something he would find distasteful a penalty of -5% to
-15% should be applied to the roll.
- Since this is not a magical compulsion, the roll should not work
on unwilling PCs. Villainous NPCs with this skill can still cause
problems for the PCs. Allies and friends could be seduced into
betraying the PCs. Powerful nobles could be seduced into making
a PCs life miserable.
- Sense Emotion (Mental 1, Ego/Aura -1) If someone is displaying strong emotions
on the Astral Plane he sends out strong waves of energy. Characters
that know how can look for this emotional energy and follow
it back to its source. A successful Sense Emotion skill check
indicates that the energy is detected if it is present.
- Since distances on the Astral Plane are relative to a characters
perceptions, this ability does not have a range. Instead, the
emotional energy can be detected if the source is less than half
an hours travel time away from the character trying to find it.
- Servility (Mental 1, Charisma/Appearance) A character with this skill
has an aptitude for groveling and appearing so pitiful that a
victimizer or a foe might leave him alone or spare his life for
an extra day. On a successful check with penalties applied for
the situation, a captor may, at the DMs discretion, be convinced
to let the character go.
- Shamanic Ritual (Mental 1, Wisdom/Understanding +1) This skill is concerned
with the correct performance of shamanic ceremonies.
- The correct performance of ritual is vital to a tribal shaman.
If a funeral is not conducted properly, the deceased may rise
as some form of undead to terrorize the community. If a sacrifice
is not given properly, the spirits will not consider the offering
as having been given which, if the sacrifice is designed to
lift an illness or assure a bountiful harvest, may have disastrous
results. If the DM chooses, he may roll this check.
- Non-shamans may learn this skill if they wish, but they will not
be able to sacrifice to the spirits to gain spells and other shamanic
powers. At best, non-shamans can use this skill to understand
what a shaman is doing in a particular ritual, and perform minor
sacrifices to appease spirits they have wronged. However, while
a failed skill check from a shaman generally means the ritual
or spell just doesnt work, non-shamans will generally enrage
the spirits, who will view their behavior as mockery.
- Players should be aware that certain spells and shamanic class
abilities require a sacrifice to be made, and should also be aware
that every sacrifice requires a Shamanic Ritual check.
- Sign Language (Mental 1, Intelligence/Knowledge -1) A character with this
skill can communicate with hand movements instead of speech. Sign
Language can convey messages of the same complexity and nuance
as a spoken language, providing the participants can see each
others hands.
- If two characters with this skill wish to communicate covertly,
both must make skill checks. If both succeed, they may use Sign
Language to silently converse for a full round without the knowledge
of those who do not understand sign language. An observer who
knows the same form of sign language will notice their conversation
on a successful skill check. They may continue their conversation
unnoticed by making successful checks on subsequent rounds.
- During a round when either character fails his check, the communication
is noticed, but not necessarily understood by a single outside
observer or alternatively, the message was garbled because the
senders finger movements werent precise, the receiver wasnt
paying attention or something blocked the line of sight (DMs
option). On a natural roll of 96-00, the sign language conversation
is noticeable to all observers in the line of sight of the conversers
or the receiver interprets the message as the opposite of what
the sender intended (DMs option).
- A character with this skill may also try to convey a simple message
to a character without the skill. The player must first whisper
the phrase to the DM, who decides if the phrase is acceptable.
Acceptable phrases include Dont move, Follow me, and Im
hurt. Simple, one-word commands, such as stop, come, and
sit, may be communicated using this skill with a +15% chance
of success. Complicated phrases or those containing proper nouns
are unacceptable, such as My name is Grog, Take three steps
north, then look up, and We can find the antidote in Elk Valley.
If the DM deems the phrase unacceptable, Sign Language cant be
attempted. If the DM allows the phrase, the character makes a
skill check to successfully convey it.
- If the check succeeds, the phrase is successfully communicated.
If the check fails, the phrase is garbled. On a natural roll of
96-00, the receiver misunderstands the phrase, interpreting it
as the opposite of its actual meaning.
- Different forms of Sign Language are used by different cultures
and races, there is no common sign language tongue. However, there
are certain basic signs that have meaning in all cultures and
thus a character with knowledge of Drow sign language could attempt
to convey a message to a dwarf using sign language as if the character
did not have the skill (see above) but with a +30% bonus to the
skill check.
- Underwater communication: This specialized form of Sign Language allows character to communicate
underwater through the use of specialized hand signals, body gestures
and other nonverbal cues. Such nonverbal communication requires
that all participants are within visual range of each other. A
skill check may be required when lighting conditions or water
quality warrant it such as two adventurers attempting to communicate
in murky water or when attempting to communicate during combat.
- Any form of Sign Language counts as a language when determining
the number of languages a character may speak.
- Signaling (Mental 1, Intelligence/Knowledge -2) A character with this
skill can send and receive messages over long distances. He must
designate a specific method, such as drums, smoke signals, or
whistling. Each form of signaling is considered a separate skill.
- The recipient must see (or hear) the signal in order to interpret
it. He must also have the Signaling skill and know the same method
as the sender. Messages can be sent and received at the rate of
10 words per round.
- To transmit a message, both the sender and receiver must make
successful skill checks. If either fails his check, the message
is garbled; they may try again in the next round. If both checks
fail, or either rolls a natural 96-00, the message is received,
but has the opposite of the intended meaning.
- Several specific types of Signaling are detailed below:
- Heraldic Signaling: Heralds play a vital role in war. A shouting army commander cannot
be heard on a battlefield, so orders must be broadcast to the
units with flags, drums and shrill horns. A herald with this skill
can communicate over a distance of one mile, or as far away as
banners can be seen, whichever is greater. Obviously, big banners
can be seen from far away, so many kings regulate the size of
their vassals standards to hinder rebellion.
- In the Battlesystem rules, it is easiest to simply assume that
Signaling always works, unless there is some interference such
as an impostor herald or bad weather. However, when an army is
being raised in the campaign world, each brigade commander or
army commander must find someone with the Signaling skill. Signaling
might also be useful during any standard adventure.
- Semaphore: This skill used both in spelljamming and naval settings allows
the character to use semaphore flags to signal other ships. Organized
war fleets use these flags as a standard communications tool.
Most fleets have at least two people who can use the semaphore
flags.
- No skill check is required under normal circumstances. In times
of combat, however, a skill check is required for receiving a
signal. Failure means the signal was unclear. In this case, the
sending character can start over the next round.
- A character with the semaphore skill at the basic level (skill
of 50% or less), can send 10 words in a round and can receive
10 words the next round. Five additional words can be sent for
every 25 skill points over 50% a character has in this skill.
The sender should be careful to send messages at a speed that
can be understood by their intended receiver. Fast senders and
receivers are often used to code messages.
- Underground Signaling: The Underground Signaling skill allows a character to send messages
underground using sound. To send a signal, the character taps
on a section of wall with a rock, hammer or a piece of metal.
The sound echoes through rock to a distance of 1d4 miles. The
sound transmitted by this skill resembles Morse code and it may
be used to send extensive messages or short commands and instructions.
- To send a message, a skill check is required. If successful, the
message transmits as desired. If not, the message may be only
partially understood or complete nonsense. It may even convey
a meaning contrary to the message sent. Successful transmission
of a message is no guarantee that it will be understood by the
receiving end and a successful skill check is required to interpret
the message. It is possible to fail to understand an incorrectly
sent signal, yet still infer a message from it, one very different
from what was intended.
- Another form of this skill utilizes heated metal for short range
signaling between characters who possess infravision.
- Note, Underground Signaling is a Mental 2 skill for a character
whose place of origin is not the Everdark.
- Signature Spell (Mental/Special) Just as fighters can reach unusual levels
of skill by mastering a particular weapon, a wizard can spend
extra skill points to specialize in casting a particular spell.
This spell is known as a Signature Spell. Wizards may have one
Signature Spell per spell level, as long as they have the skill
points available.
- A wizard with a Signature Spell may still make use of the rest
of his spell repertoire normally; he is not limited to just that
one spell.
- Choosing a Signature Spell: The Signature Spell must be a spell the character already knows
and is able to cast a 1st-level wizard couldnt select fireball
as a Signature Spell, although he could choose an appropriate
1st-level spell from his spellbook. If the character is a specialist
wizard, he may only select Signature Spells from the school of
his specialty. Mages, however, may select Signature Spells from
any school. The actual cost in skill points varies with the level
of the spell selected as detailed on Table 5.4.13 below.
- Since specialist wizards must select their Signature Spells from
their own field of study, they find it easier to narrow their
specialization down to a single spell.
- Learning a Signature Spell: In order for a wizard to gain the skill and practice necessary
for a Signature Spell, he must spend a great deal of time and
money, studying every aspect of the enchantment. For all intents
and purposes, this is the equivalent of spell research; the character
must spend a minimum of two weeks and 1d10 x 100 gp per spell
level to master the Signature Spell and must roll a successful
learn spells check to succeed in his studies. If the wizard fails,
he still knows how to cast the spell normally, but he can never
use it as a Signature Spell (unless his Intelligence increases).
The characters skill points are not expended if he fails in his
attempt to learn the Signature Spell.
- Specialist wizards may apply their spell research bonus to their
learn spells roll to develop a Signature Spell.
Table 5.4.13: Signature Spell Costs
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Signature Spells in play: Through hard work and extensive practice, the wizard becomes
quite skilled at casting his Signature Spell. First of all, the
wizard casts his Signature Spell as if he were two levels higher
for purposes of damage, duration, area of effect, range, and all
other level-based characteristics. If the spell has no level-based
characteristics (charm person, for instance), the wizard can choose
to inflict a saving throw penalty of -2 on the subjects saving
throw when he casts the spell, or he can choose to reduce his
casting time by three.
- Secondly, the wizard may memorize one casting of his signature
spell at no cost in spells available or spell points at that level.
In other words, the character gains the specialist wizard benefit
of memorizing additional spells. For example, a 1st-level mage
with an Intelligence of 15 normally receives eight spell points
and may cast a maximum of two, fixed magic, first-level spells.
If the mage has magic missile as a Signature Spell, he may memorize
two 1st-level spell, plus an additional magic missile, for a total
of three 1st-level spells.
- If the character is a specialist invoker, he can memorize four
1st-level spells magic missile, a second invocation spell, and
the two 1st-level spell he normally receives as a 1st-level wizard.
Note, the character in this example could choose to spend his
discretionary spells to memorize a total of four magic missiles,
which wouldnt be a bad move considering that hes so good at
casting it!
- Roleplaying Signature Spells: A wizard with a Signature Spell often becomes notorious for his
use of the spell. Everyone recalls stories of the transmuter who
polymorphed folks into frogs or the fire mage who threw fireballs
left and right. The DM should encourage the player to develop
his characters motivations for becoming so skilled with one particular
enchantment.
- Singing (Mental 1, Charisma/Appearance) The character is an accomplished
singer and can use this ability to entertain others and perhaps
earn a small living (note that bards can do this automatically).
No skill check is required to sing unless the character is attempting
to impress his audience. The character can also create choral
works on a successful skill check.
- Racial modifiers: Dwarves receive a +10% bonus when using this skill. Elves may
select Singing as a bonus skill. Gnomes receive a -5% penalty
to their Singing skill.
- Sledding (Mental 1, Wisdom/Intuition) A character with this skill knows
how to operate a sleigh drawn by animals (i.e., dogs, horses,
polar bears, etc.).
- Sledding skill gives the character the following benefits:
- On a successful skill check he can bring the sleigh from a stop
to full speed in a single round.
- On a successful skill check he can urge his draft animals to greater
speeds causing them to increase their Movement Rate by 6 for up
to four turns. A check must be made each turn and if the first
check fails no further checks may be made. If a second or subsequent
check fails, the draft animals immediately slow to a walk. After
four turns of racing the draft animals will automatically slow
to a walk and may not be raced again without at least one turn
of rest.
- On a successful skill check, a character who also has at least
a 50% skill in Animal Handling can arrange a load on a sled so
that it may be pulled more easily by its draft animals. This technique
increases the Movement Rate of the sled by one.
- Racial modifiers: Furchin Halflings and Uldra receive a +5% bonus to their skill
score.
- Smuggling (Mental 2, Wisdom/Intuition -2) This skill reflects a characters
limited knowledge of smuggling, black market goods, and the illegal
trade of stolen goods. This skill gives the character one lesser
contact dealing in a particular type of illegal goods or a contact
with one of the known fences of a particular city, its surrounding
towns and villages. This does not give the PC free reign with
the criminal element, nor does it expose every secret of the characters
contact. This sets the stage for roleplaying between character
and criminal contact.
- The character must specify the city for which this skill is taken.
Additional cities may be learned as recommended skills. The character
may make contact with another underworld figure for every 20 points
over a 50% skill score.
- Sorcerous Dueling (Mental 2, Intelligence/Knowledge -1) This skill involves the
study of manipulating magic in a sorcerous duel the conversion
of magical energies into the spell points used in the tightly
controlled, ritual combat. Only those wizards who have this skill
may duel in this way, and many guilds and secret societies encourage
their members to study this skill.
- Spellcraft (Mental 1, Intelligence/Knowledge -2) Although this skill does
not grant the character any spellcasting powers, it does give
him familiarity with the different forms and rites of spellcasting.
If he observes and overhears someone who is casting a spell or
if he examines the material components used, he can attempt to
identify the spell being cast. A skill check must be rolled to
make a correct identification. Wizard specialists gain a +15%
bonus to the check when attempting to identify magic of their
own school.
- Note, since the spellcaster must be observed until the very instant
of casting, the Spellcraft skill does not grant an advantage against
spells used during combat. The skill is quite useful, however,
for identifying spells that would otherwise have no visible effect.
- If a character makes a skill check at -40% he can recognize magical
or magically endowed constructs for what they are.
- Alternate Magics: A character with a skill score of 75% or higher is familiar with
magic that does not originate through conventional spellcraft.
Examples of these type of magic include the innate abilities of
faeries, demons, genies and other known magical creatures, as
well as the unusual spell casting done by dragons and their ilk.
A successful skill check indicates that the character has correctly
identified the source and nature of the magical phenomenon.
- Spelljamming (Mental 2, Intelligence/Knowledge -2) Only a character who
has experience in Wildspace can take this skill.
- A character with the Spelljamming skill is an expert at manipulating
a spelljamming helm to maneuver a vessel. Any spellcaster can
operate a helm, but this skill provides the following additional
benefits:
- The character can boost the SR of his ship by one with a successful
skill check. This boost lasts only one spelljammer combat turn.
- The character can boost the maneuverability of his ship with a
skill check. This boost lasts only one turn. A character cannot
boost both the speed and maneuverability of his ship at the same
time.
- The character, on a successful skill check, gains a -1 bonus to
his die roll to determine which vessel gets initiative each turn.
- In order to utilize these benefits, the character must be operating
the ships spelljamming helm. Bystanders cannot help, regardless
of their skill level.
- Spelunking (Mental 1, Intelligence/Knowledge -2) A character with this
skill has a thorough understanding of caves and underground passages,
including their geology, formation, and hazards. The character
generally knows what natural hazards are possible and what general
equipment a spelunking party should outfit itself with. A successful
skill check can reveal the following information:
- By studying cracks in the walls and pebbles on the floor, sniffing
the air, etc., the character can determine the likelihood of a
cave-in, flash flood or other natural hazard. This only works
with respect to natural formations, and is negated if the natural
formations have been shored up, bricked in or otherwise tampered
with.
- The character can estimate the time required to excavate a passage
blocked with rubble.
- While exploring extensive underground caverns, a successful check
reduces the chance of getting hopelessly lost when confronted
by multiple unmarked passages, sinkholes, etc., to a maximum of
30%, assuming good lighting (see DMG Table 81-82).
- Racial modifiers: Dwarves, gnomes, Drow elves, goblins, hobgoblins, kobolds, orcs,
and Uldra receive Spelunking as a bonus skill. All other natives
of the Everdark treat Spelunking as a recommended skill.
- Spirit Lore (Mental 2, Ego/Aura -4) A character with the Spirit Lore skill
knows methods to contact spirits, deities and extraplanar powers.
He or she can more easily communicate with these beings, gaining
a +5%/+1 chance of success (no skill check necessary) when attempting
divinatory spells such as augury, contact other plane, commune,
divination, speak with dead, summon spirits, and so on.
- This ability may also be used to contact the dead without resorting
to magic (handy for low-level characters who do not know magic,
such as psionicists). Using pyromancy (divination by candles),
tarot cards, and other mystical rites, the character can ask questions
of these powers as if using a summon spirit or speak with dead
spell (no body required, and there is no applicable time limit).
- Before beginning the contact, the character must prepare for half
an hour, making sure that the area has no spirits around to confuse
readings. Contact with the dead is established if a successful
skill check is made. A failed roll reveals nothing. If the roll
is 50% or more under the number needed, a specific spirit can
be contacted. A roll of 20% or more above the needed number (or
a natural 96-00) reveals incorrect information, perhaps from an
evil spirit. Individuals with the psionic ability of spirit sense
gain +10% bonus to skill checks.
- The summoner can ask questions of these spirits, but the spirits
are not obliged to answer. If annoyed, the spirits can sever the
link at will. The questioner can ask 1d3 questions, plus one for
every 25 points above a 50% skill score. Contact may not be made
more than once per day and is inadvisable more than once per week.
The dead do not appreciate being disturbed and may take revenge.
The DM can refer to the spell summon spirits for more details
about interacting with the dead.
- Racial modifiers: Lizard Men gain a +10% bonus when using this skill. Fälgornian
humans gain a +5% bonus to their Spirit Lore skill checks.
- Statecraft (Mental 1, Charisma/Leadership) This skill includes the knowledge
and understanding of politics within the state and in the states
dealings with other states. It also encompasses the diplomatic
skills needed to analyze, guide and influence people and events
to achieve governmental and personal ends.
- A character with this skill knows and understands the significance
of current events and the major personalities that shape them.
He is knowledgeable about the cultures and ambitions of foreign
allies and enemies. He also understands the conflicts between
prominent counts, churchmen and royal officers, and he studies
the will and whim of the king.
- Stewardship (Mental 1, Wisdom/Intuition) This skill provides the administrative
knowledge and skills to run a large estate. Land is wealth, and
proper management of land resources and the servants and freemen
on that land is essential to a nobles well-being. The noble himself
needs at least a rudimentary understanding of Stewardship, but
loyal subordinates are usually entrusted with the management of
day-to-day affairs.
- A character with this skill understands not only the technical
business of land and estate management, but the politics and personalities
of the manor and palace. He is alert and sensitive to power and
influence held by family members and retainers of a noble household.
He knows where to seek information and how to apply pressure to
achieve the objectives of his lord and his own personal ends.
He recognizes strengths and weaknesses in a noble household, and
he knows how to take advantage of them. He also understands quality
and luxury, and he knows how to impress and influence others with
hospitality.
- Storytelling (Mental 1, Charisma/Appearance) This skill grants the ability
to captivate an audience with stories, making moral points, bringing
humor and enchanting the audience with a tale. It does not allow
an individual to draw a group from other actions just to listen,
nor to prevent them from reacting if the tale is interrupted.
It simply enables a character to tell stories well and perhaps
even make a living at it. Some societies, especially primitive
cultures such as that of the Wild Halflings, hold storytelling
in high regard.
- If a character has knowledge in other areas (especially Local or Ancient History or lore of any kind) and uses it in the tale, a bonus of +5%
to +20% should be applied to his skill check. If the character
speaks from personal experience, an additional +10% bonus should
be applied as well.
- If the story is about a specific person, then reaction to that
person can be modified on a successful skill check. If the person
in the story is portrayed as heroic, then the listeners see him
as heroic. If the story describes his villainous deeds, then they
see him as a villain. The DM may adjust a listeners reaction
based on the listeners Wisdom and how well the listener knows
the subject of the story. If the character sings the story as
a ballad or tells the story to musical accompaniment, he may add
a +5% bonus to his skill score. Combining singing and instrumentation
allows a +10% bonus to the skill score.
- This skill also allows a character to weave a believable lie.
A successful skill check, modified by the listener's Wisdom/Intuition
skill score modifier, means that a given statement is believed
by the listener. However, the skill check will also be modified
further according to the statements outlandishness (the lie attempt
must be roleplayed). For instance, only the extremely gullible
believe that the character has just stuffed a black dragon into
a belt pouch.
- All Storytelling bonuses and penalties are cumulative.
- Racial modifiers: Wild Halflings and Uldra gain a +20% bonus to their skill score.
Lizard Men, other halfling races and Fälgornian humans gain a
+10% bonus.
- Street Sense (Mental 2, Intelligence/Knowledge, Charisma/Appearance) A character
with this skill is adept at making a good impression on underworld
contacts in the less savory neighborhoods of towns and cities,
allowing him, among other benefits, to better use the Information Gathering skill.
- Those whom the character contacts are not necessarily moved to
trust the character using this skill, but they may decide the
character is worth talking to because he is so entertaining or
because he is a person of importance. A Street Sense skill check
can be attempted once whenever the character is talking to a contact.
Success means that the contact becomes favorably inclined toward
the character and will reveal additional information to him, possibly
unrelated to the characters inquires. Success also means that
the contact will act positively toward the character in future
situations, unless circumstances dictate otherwise.
- Possession of this skill adds a +10% bonus to any Information Gathering skill check.
- Survival (Mental 2 Intelligence/Knowledge) This skill must be applied
to a specific environment, i.e., a specific type of terrain and/or
climate. Typical environments include arctic, woodland, desert,
steppe, mountain, or tropical. The character has basic survival
knowledge for that terrain type. Additional terrains may be learned
as Mental 1 skills.
- A character skilled in Survival has a basic knowledge of the hazards
he might face in that land. He understands the effects of the
weather and knows the proper steps to lessen the risk of exposure.
He knows the methods to locate or gather drinkable water. He knows
how to find basic, not necessarily appetizing, food where none
is apparent, thus staving off starvation. Furthermore, a character
with Survival skill can instruct and aid others in the same situation.
When using the skill to find food or water, the character must
roll a skill check. If the check is failed, no more attempts can
be made that day.
- The Survival skill in no way releases the player character from
the hardships and horrors of being lost in the wilderness. At
best it alleviates a small portion of the suffering. The food
found is barely adequate, and water is discovered in minuscule
amounts. It is still quite possible for a character with survival
knowledge to die in the wilderness. Indeed, the little knowledge
the character has may lead to overconfidence and doom!
- A character with survival skills in one type of terrain has some
basic skills that carry over into other terrain types. In games
terms, a character can use his Survival skill in a terrain closely
similar to the one in which he is trained with a -25% penalty
(i.e., mountain Survival skill could be somewhat useful in hill
country). In terrain not closely related the penalty is -50%.
- Some specific forms of the Survival skill are detailed on the
following page:
- Underground Survival: This form of the skill provides knowledge of the underground.
It helps the character distinguish between edible and poisonous
insects and to be able to determine the safety and stability of
tunnels, cavern ceilings and the like. This skill is only available
to natives and frequent visitors to the Everdark.
- Wildspace Survival: Only a character who has experience in wildspace can take this
skill.
This skill gives the character an understanding of the hazards
he might face in wildspace. He knows the methods required for
survival in the emptiness between the celestial objects. A character
with this skill can survive on half the normal food, water and
air rations each day he makes a successful skill check. Each day
the character fails the skill check, he uses a full days supply
of these rations.
- Once the air, food and water supplies are exhausted, the character
must roll a Constitution/Health check every day at a cumulative
-1 penalty to stay alive. After three consecutive days without
food water or clean air, the character passes out and will die
without outside care.
- Once the character fails a Constitution/Health check, he will
die in a number of days equal to his Constitution/Health, unless
rescued. If rescued, the unconscious character gets a Constitution/Health
check every day at a cumulative +1 bonus until he awakens. He
must have complete rest for three days before he can exert himself
again.
- Druids and rangers: Druids and rangers have basic survival skills in their primary
terrain (as a bonus skill). Additional skill points may be spent
to add more terrain types or improve the druid's or ranger's skill
in his primary terrain.
- Barbarians: Every barbarian has basic survival skills in his homeland terrain
and receives Survival skill in that terrain as a bonus skill.
A barbarian may spends skill points to acquire this skill for
a terrain type other than his homeland terrain or to improve his
skill in his homeland terrain. The barbarian can take this skill
multiple times to learn survival skills in several types of terrain,
but during character creation the player should justify how the
barbarian has learned these skills.
- Racial modifiers: Dwarves, rock gnomes, goblins, hobgoblins, kobolds and orcs may
take Survival in hills or mountains as a Mental 1 skill. Elberethi
and Variquesti elves, forest gnomes and wild halflings may take
any woodland Survival skill as a Mental 1 skill. Lizard Men may
take Survival in swamps as a Mental 1 skill. And, Oceanus elves
may take underwater survival as a Mental 1 skill.
|