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- Fasting (Physical 1, Constitution/Fitness -1) This skill allows a character
to go long periods without food, though liquids are still necessary.
Any amount of time under one week spent fasting causes no ill
effects to the character. At one week, a skill check is required.
Success means that the character suffers no ill effects and loses
five pounds. Failure means the character temporarily loses one
point from Strength and one point from Constitution as well as
10 pounds. The characters weight will not fall below 15 pounds
per foot of height.
- At the end of each week after the first, the character must make
a skill check at a cumulative penalty of -5%. If the characters
Strength or Constitution falls below one, the character dies.
- Once the character is able or decides to end the fast, he must
begin to eat slowly. Each day following the fast the character
recovers one point each of Strength and Constitution, and may
only eat normally once fully recovered. Lost weight may be regained
after this time if desired.
- This can be used as a survival technique, though it is most often
used in religious or mystical situations. The DM should consider
granting a bonus where applicable to any character who chooses
to fast before performing some sort of religious or mystical activity.
The longer the fast, the larger the bonus.
- Fine Balance (Physical 1, Dexterity/Balance) A character with this talent
is blessed with an innate sense of balance and has an uncanny
knack for keeping his feet under him. With a successful skill
check, the character gains a +2 or +10% bonus on any climbing
checks, saving throws or ability checks to avoid slipping or falling.
In addition, the character reduces any penalties for fighting
in off-balance or awkward situations by two points or 10%.
- The Fine Balance talent is also very useful in conjunction with
Tightrope Walking and Tumbling. If the DM determines that a particular feat would be influenced
by the characters exceptional balance, the character gains +10%
bonus to his skill check to resolve the action.
- Racial modifiers: Halflings possess an uncanny sense of balance and receive a +5%
bonus when using this skill.
- Forgery (Physical 1, Dexterity/Aim -1) This skill enables the character
to create duplicates of documents and handwriting and to detect
such forgeries created by others.
- To forge a document (military orders, local decrees, etc.) where
the handwriting is not specific to a person, the character needs
only to have seen a similar document to copy. To forge a name,
an autograph of that person is needed, and a skill check with
a -10% penalty must be successfully rolled. To forge a longer
document written in the hand of some particular person, a large
sample of his handwriting is needed and a -15% penalty is applied
to the skill check.
- It is important to note that the forger always thinks he has been
successful; the DM rolls the characters skill check in secret
and the forger does not learn of a failure until it is too late.
- If the check succeeds, the work will pass examination by all except
those intimately familiar with that handwriting or by those with
the Forgery skill who examine the document carefully (see below).
If the check is failed, the forgery is detectable to anyone who
is familiar with the type of document or handwriting if the
document is examined closely. If the die roll is a 96-00, the
forgery is immediately detectable without close examination by
anyone who normally handles such documents. The forger will not
realize this until it is too late.
- Furthermore, those with Forgery skill may examine a document to
learn if it is a forgery. On a successful skill check, the authenticity
of any document can be ascertained. If the die roll is failed
but a 96-00 is not rolled, the answer is unknown. If a 96-00 is
rolled, the character reaches the incorrect conclusion.
- A character with an Artistic Ability skill such as calligraphy, painting or drawing that could
prove useful in forging a document, may add a +10% bonus to his
skill score.
- Freefall (Physical 1, Dexterity/Balance -2) Only a character who has
experience in Wildspace can take this skill.
- This skill is handy when a spelljamming ships gravity plane shifts.
This can cause objects, cargo, weapons and crew members to fly
across the deck or even straight up! This skill gives the character
a chance to personally counter these shifts.
- If a skill check is successful, the character does not need to
roll the usual Dexterity/Balance check. The character recovers
quickly and continues with his current duties as though nothing
happened. If he is manning a weapon, he can still attack. If loading,
he is not interrupted.
- If the skill check fails, the character is required to roll the
standard Dexterity/Balance check to see if he maintains his balance.
This skill does not negate the disruption of activity due to a
Ship Shaken critical hit.
- A character with the Tumbling skill adds a +5% bonus to his Freefall skill.
- Hold Breath (Physical 1, Constitution/Health) This skill helps a character
hold his breath for extended periods of time. (See the rules in
the Players Handbook, Chapter 14, for the amount of time a character can normally hold
his breath.)
- With Hold Breath skill, a character can hold his breath for half
his Constitution/Fitness score in rounds (rounded up). If the
character is exerting himself, this time is halved (again, rounding
up). A character with a skill score of 50% or higher gains this
benefit automatically and need not make a skill check. A character
with lesser skill must make a skill check to hold his breath longer
than normally possible.
- When attempting to hold his breath beyond the time normally allowed,
the character rolls a skill check or a Constitution/Fitness check
(whichever is better) each round. The first check is made at no
penalty, but each subsequent check is made at a cumulative -5%
penalty. Once a check is failed, the character must breathe; if
he cannot reach air, he dies.
- Slow Respiration: A character with a Hold Breath skill score of 75% or more gains
the ability to slow his respiration. A character with this skill
has the ability to enter a deep trance and reduce the amount of
air he needs to stay alive. To induce the trance, he must be in
a restful position, either sitting or lying down. After concentrating
for one turn, his pulse and breathing rates drop well below normal,
so that only 10 percent of the normal quantity of air is required
to sustain the character (i.e., fouled air can be breathed 10
times longer by a character with Slow Respiration than by a character
without, before penalties are applied). The character emerges
from his trance at will, fully aware of anything which has occurred
nearby.
- A character with a skill score of 90% or higher has expert control
over his respiration and may, with a successful skill check modified
by a -25% penalty, reduce by half the amount of air his body requires
for one day. Concentration is required throughout the process,
although simple actions like walking, sitting, eating and listening
to music are possible. Talking, fighting, etc., require the character
to roll another skill check.
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