| New Skills |
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The following is a mix of some new skills and the representation (for the reader's convenience) of some skills from other Palladium Books® products that are especially appropriate for use in the dimension of Wormwood. Others may be found in their original source. Unless otherwise stated and barring any other restrictions, the following Wormwood-oriented skills are all appropriate for the setting. |
| The Skills |
| Animal Husbandry (Medical): This area of
study provides the character with a knowledge of the care, feeding,
breeding, reproduction, treatment and behavior of domestic animals, as
well as very basic veterinary skills for minor illness, setting a broken
leg and giving birth. The animals included under this skill are cattle,
sheep, goats, horses, mules, donkeys, ducks, chickens and similar
livestock and domesticated animals like dogs. The percentile number
indicates the degree of knowledge and skill one has about animals and
their care. Reduce the skill ability by half when caring for captive or
injured wild animals. This skill remains fairly uncommon among the
general populace of Wormwood but it is far from unknown. Base Skill:
35% +5% per level of experience.
Assassination (Espionage & Rogue): A character that possesses this skill has been trained in the art of killing others through subtle and covert means. Such knowledge includes the proper use of specially designed equipment and weapons, the precise placement of special explosives in key positions within a building or vehicle (though not how to make or disarm them), the proper selection of a good kill line for sniping, and similar procedures for assassination. The skill also trains the character in the proper ways to attack a person for maximum damage. This means that critical hits are caused on one less number than normal if the character spends at least four full melee rounds studying his opponent and then succeeds upon a skill roll (-10% for races with which the assassin is not familiar). Even then, the assassin must still catch the target by surprise or the critical hit bonus is nullified. Bonuses to Other Skills: +5% to Disguise and Forgery, +1 to strike with an aimed shot on all sniper weapons and bows/crossbows, and +10% to Demolitions (but not Demolitions Disposal). Restrictions: Characters of principled alignment cannot take this skill and those who are scrupulous may only take it with the Game Master's approval or if it is part of the character's predefined skills. Base Skill: 30% +5% per level of experience. This may not be taken as a secondary skill. Bartering (Domestic, Rogue & Technical): With a total lack of any currency, the people of Wormwood depend upon trading and the fine art of bartering to accommodate their needs. Items that may seem useless to one person may hold an exceptional value to someone else and this skill represents the ability to recognize that need in others, or to convince them that such a need exists, and then to exploit that need to get the best trade possible. Whenever a character tries to barter with someone else, either to purchase a new item or to get rid of one that he owns, he rolls against his own bartering skill as well as that of his opponent. Depending on what is rolled, the following details the possible results:
Note: A character, player or otherwise, has a limit by which his perception of an items value may be manipulated. Based on the I.Q. attribute of the loser of the bartering match, here are the maximum barter ranks that they may be manipulated to their disadvantage: An I.Q. of 1 to 5 by up to six barter ranks, 6 to 9 by five ranks, 10 to 15 by four ranks, 16 to 20 by three ranks, 21 to 25 by two ranks, 26 or higher by only one barter rank. All rolls should be made in secret by the GM so that the players cannot know the outcome of the dice, thereby forcing them to use their own judgement as to whether or not they are getting a deal. Furthermore, just because a character, player or otherwise, has been convinced that an item is worth more than it really is, it does not mean that he must buy it; judgement still comes into play at all times. Role-playing out bartering matches is still very important and GMs would be wise to encourage and reward players who attempt to do so with zeal, even if the results go against them. When bartering with off-worlders for items being sold for a monetary value instead of barter ranks, each barter rank that the winner of the bartering match successfully manipulates to his advantage will swing the cost in his favor by 10% of its actual cost. This skill is used for the actual haggling and does not necessarily provide the character with the knowledge needed to judge an items quality or actual worth, nor does it give an understanding of economic theories such as supply and demand in different markets. Bonuses/Penalties: +5% if the character also has the diplomacy skill, a bonus for a high M.A. using the I.Q. row of the attribute bonus chart instead of an I.Q. bonus, and -3% for every point of M.A. below 10. Generous GMs may also grant a +5% to +20% bonus if the character is an expert where the item being haggled over is concerned. For example a GM might grant a +10% bonus to a musketeer bartering over the trade of a musket. Likewise, a penalty may be inferred if the character has absolutely no knowledge of the item over which he is haggling. Base Skill: 40% +4% per level of experience. Important Note: Characters who dont have this skill may attempt to barter at a base percentage equal to their I.Q. attribute plus the half of the usual bonuses. Battle Focus - Spell Caster (Technical): The spell casters of Wormwood have become accustomed to the ways of war, having waded into battle side-by-side with the knights and other champions of the Light for a millennia. This has allowed the followers of the ways of magic to develop an enhanced ability to maintain and improve their concentration when going into a fight. By spending the proper time preparing in restful calm before a fight, readying himself for the conflagration to come, the spell caster can gain the benefits of this skill upon a successful skill roll. GMs may wish to entirely disallow the possibility of using this skill in battle under certain conditions even if the necessary time is available (the din before the battle is just to energized or loud to try and meditate) or a hefty penalty may be imposed. Failing a saving throw vs horror factor or a psychic or magical assault on the characters mind will prematurely snap him out of this trance and negate all benefits, as will receving damage from a single attack that is equal to or higher than 10% of his maximum Hit Points and M.D.C. combined. Duration: 2 melee rounds at level 1, plus 1 at levels 3, 6, 8, 11, 13 and 15. Preparation Time: At least 3D10 minutes minus 2 minutes per level of experience with a 1 minute minimum. Benefits: +3 to save vs horror factor, +1 low level spell attack per melee (may be high level after sixth level), and may attempt a save vs pain to resist his concentration being interrupted during spell casting (GMs may assign penalties based on what the interruption is). Base Skill: 20% +3% per level of experience. Use the M.E. attribute upon the I.Q. attribute row of the Attribute Bonus Chart to ascertain any bonus for this skill instead of I.Q. This counts as two skill selections (three for techno-wizards and other peace-oriented spell caster) and may not be taken as a secondary skill. Battle Focus - Warrior (Military): In a world where war has been a part of everyday life for over a thousand years, the mind set and natural ability of its combatants cannot help but evolve Many warriors take a good deal of time preparing themselves mentally and spiritually before going to war but some are betters at this than others and have developed an attuned battle awareness that follows this period of pre-combat meditation. By spending the proper time preparing in restful calm before a fight, readying himself for the conflagration to come, the warrior can gain the benefits of this skill upon a successful skill roll. GMs may wish to entirely disallow the possibility of using this skill in battle under certain conditions even if the necessary time is available (the din before the battle is just to energized or loud to try and meditate) or a hefty penalty may be imposed. Failing a saving throw vs horror factor or a psychic or magical assault on the characters mind will prematurely snap him out of this meditative trance and negate all benefits, as will receiving damage from a single attack that is equal to or higher than 10% of his maximum Hit Points and M.D.C. combined. Duration: 2 melee rounds at level 1, plus 1 at levels 3, 6, 8, 11, 13 and 15. Preparation Time: At least 3D10 minutes minus 2 minutes per level of experience with a 1 minute minimum. Benefits: +2 to save vs horror factor, +1 to all combat rolls (initiative, strike, parry, dodge, etc.), +1 attack per melee. Base Skill: 20% +3% per level of experience. Use the M.E. attribute upon the I.Q. attribute row of the Attribute Bonus Chart to ascertain any bonus for this skill instead of I.Q. This counts as two skill selections and may not be taken as a secondary skill. Bureaucracy (Technical): The arena of politics and bureaucratic red tape can be as trying and deadly as any battlefield and thus requires special training. A character possessing this skill is adept in manipulating the system for his own needs and knows the "ins and outs" of all its loopholes. There are two percentages for this skill; the first represents general knowledge of bureaucracies while the second is the character's ability to manipulate the system to get his objectives done. The Game Master should feel free to apply penalties for trying to understand and/or manipulate non-familiar bureaucratic systems and for greater difficulty of tasks that the character tries to manipulate the system into doing. Base Skill: 60%/30% +5% per level. Gains a +5% bonus if Diplomacy is also taken. Camouflage (Military): The skill of concealing a fixed base position, vehicle, equipment or individual, using natural or artificial materials. A fair amount of time is involved in the preparations of a larger position. Large cargo nets, cut branches or underbrush are used most often in camouflage. This skill is also used to conceal traps. Base Skill: 20% +5% per level of experience. Cardsharp (Rogue): A skill that involves the manual dexterity of hand and finger manipulation to perform tricks, palming, and other gimmicks of sleight of hand with playing cards. This includes dealing from the bottom or middle of the deck, stacking a deck (to the cardsharp's favor), hiding cards up the sleeve (and elsewhere), fancy and impressive methods of shuffling and dealing the cards, as well as "marking" cards, card counting and understanding the odds. Marking cards often includes a complex series of Braille-like indentations, punctures or trimmed edges so that they are slightly concave or convex, all things that the delicate touch of the professional cardsharp can feel as he deals the cards. Other types of "marks" include incredibly subtle, almost indiscernible variations of the pattern on the back of the cards, typically in the right, upper corner. A failed roll means the character has fumbled the trick, missed (or misread) one of his secret markings, or was too obvious and is caught cheating! Base Skill: 24% +4% per level of experience. Add +4% if the character also has the palming skill. Diplomacy (Technical): A very important survival skill, this represents either a natural talent or special training in the gentle art of compromise and negotiation. Those who possess this skill are experts at dealing with others and have a knack for creating items such as political policy and for smoothing over hurt feelings. Though this skill is not meant to replace characters role-playing out their encounters and political dealings, the GM should incorporate it somehow into the situation. Base Skill: 25% +5% per level of experience. Because of the massive factors that may affect a diplomatic situation (not all of which can possibly be represented), here are some bonuses and penalties that will affect the character's skill roll: Bonuses:
Penalties:
Field Armorer (Military): This is a somewhat simplistic version of a weapons engineer and assistant black/resinsmith. A competent field armorer can maintain, fix, and modify body armor (a successful roll and 1D4 hours of work with a properly equipped facility restores 30% of lost S.D.C.). In addition, the field armorer can patch holes in armor or metal/resin pots, make arrows and arrowheads, sharpen blades/weapons, and make horseshoes and basic metal/resin items (including nails, spikes, chain links, and simple rings). He can also deactivate, reset and fix simple metalwork traps (roll for each attempt). Base Skill: 30% +5% per level of experience. Fletcher (Mechanical): The servant of a dying craft, a fletcher is skilled at the making of arrows and bowed weapons (bows and crossbows). It takes a careful eye and steady hand to shave an arrow's shaft, to evenly shape a bow without it losing any of its resiliency and strength, or to sharpen an arrow head to a keen point that will make the missile spin on its center properly. This skill does not include the ability to forge metal arrowheads, though the proper sharpening of the shaft's end can be used instead but with a -1 penalty to strike because of the lack of proper balance and a reduction of damage to half what is normal. The first percentile is for properly crafting arrows while the second is for the making of bows and crossbows. Each percentage can also be used to detect the level of quality for the respective application of each. Requires: Carpentry. Base Skill: 45% +5% per level of experience. Forced March (Physical): Practiced training in uniform marching with full gear and weapons. The marching is done at an even pace and rhythm that enables the marchers to cover great distances on foot at a faster than normal pace. Increase the normal physical endurance rate as to how long an activity like marching can be maintained by five times; applicable only to forced marches/traveling. Maximum speed on a forced march is roughly 60% of ones speed attribute and enables a large group of dozens to hundreds of soldiers to travel at the same consistent pace; suitable for everyone in the group (never less than a speed of 8). Likewise, this skill trains soldiers to make coordinated charges and maneuvers, including spear runs, spear and shield placement, and so on. Fortunetelling (Rogue): Not only are the legitimate methods of the fortuneteller acquired from this skill, but a character also learns the tricks and cons involved in this profession as well."Legitimate" fortunetelling includes palm reading, tarot cards, tea leaves, astrology (must also possess the Astronomy skill), numerology (must also posses the Basic Math skill), and so on. The shadier side of fortunetelling includes simple smoke and mirror illusions, basic sleight of hand and techniques of asking and answering vague questions in such a manner that they seem to be specific to the customer/victim of the con. The Concealment skill adds a one-time bonus of +5% and Palming has a one-time bonus of +10% to the fortunetelling skill. Base Skill: 40% +4% per level of experience. Stage Magicians gain a +10% bonus to this skill. This may be taken as a secondary skill. Gambling (Rogue): This skill enables the character to skillfully play in several games of chance. The character knows the rules of 1D4 games, plus an additional game for every 2 points of the character's I.Q. (rounded up). In addition to the rules, the character understands the theories of mathematical "odds" (+5% bonus to math skill), some basic strategies and tactics for winning consistently, when to hold them, when to fold them, etc. Base Skill: 30% +5% per level of experience. General Repair/Maintenance (Technical): Not everyone can be a mechanic or electrician, but many are good with their hands and capable of doing satisfactory repairs on simple mechanisms, gears, pulleys, wheels, rope, and so on. This skill includes: sharpening blades, minor repairs on weapons, pack their own S.D.C. bullets/ammunition, sew torn clothing (it may not look pretty, but it does the job), replace a wagon wheel, change a tire, shoe a horse, repair furniture, paint, varnish, nail and assist in basic woodworking, and even do minor patchwork on armor (restores 2D6 S.D.C.). Roll once to see whether the character can figure out whats broken, what must be done to fix it, and whether its beyond his meager abilities. Roll again to determine success or failure in making the actual repair. If failure, the player may try again, but only twice. Base Skill: 35% +5% per level of experience. Reduce skill proficiency by half if the item is extremely damaged, complex, high-tech or alien. Heraldry (Military): The heraldry skill is really two-fold. First, it offers political knowledge regarding the ruling powers, social organizations and nobility of Wormwood. The heraldry symbols are often genealogical and political stamps that can reveal a great deal to those familiar with politics and political intrigue. Such emblems can reveal at a glance what city the wearer hails from, his familial lineage, social status, reputation, military strength, etc. The second is the ability to correctly create (or devise) or blazon a heraldic mark in accordance to the rules of the land and local powers. Punishment for stealing or forgery of anothers insignia can be quite severe, and can lead to lengthy imprisonment, torture, or death at the hands of the Cathedral, nobility or knights. Base Skill: 15%/20% +5% per level of experience. The first number indicates the characters ability to recognize and interpret the political significance of a coat of arms (as described above). The second number indicates the characters ability to recognize whether the emblem is correctly emblazoned, as well as to make a proper coat of arms himself (as described below). Add a +5% bonus if the character also has the Intelligence skill. The Arms of a City or Settlement and its ruler are the same and one. Such arms are called Arms of Dominion. As these are the arms of the living symbol of the people, new leaders will abandon their family arms and assume those of the realm. Arms of Dominion mark the public authority of the Cathedral and/or governing body and must not be used by private citizens. Within the lands controlled by the cathedral, one of the arms devices is always that of the local Arms of Faith in miniature. Occasionally, dynasties retain family
arms and combine them with the Arms of Dominion. This is more often
done by those given one of the following:
In cases of disputes, the local ruler will often appoint a respected priest or knight to judge the matter. Aside from the army, who may bear the citys arms, only the citys heralds and similar agents, in the performance of their duties, or sometimes greater nobles, wear their masters coat. The Arms of Battle are banners and standards laden with heraldic symbols to represent their units and are used by both sides in the war for Wormwood. Commander banners are also in common use, more so among the knightly orders and the armies of the Host than any other units. The most commonly displayed heraldic symbol in the armies of the Cathedral are those of the many regiments with those of the legions being second. The Arms of the Cathedral or knightly orders are called Arms of Faith. Besides the Arms of Faith for the Cathedral as a whole, each order and local church has its own arms which incorporate the symbols of its past and present spiritual leaders, the city, and/or any local legendary figures of religious or heroic renown. To change an Arms of Faith requires the temple or churchs head priest to petition the high priests of Cathedral Stronghold but permission is rarely granted these days. All Arms of Faith must incorporate the holy cross of the Cathedral, a symbol that may only also be used in an Arms of Dominion or Family Crest with the Cathedrals consent. Family Crests: A knight in full armor is unrecognizable, so each wears a badge, coat, flag, etc., by which he can identify his allies. When it is a coat/cloak worn over ones armor, it is called his Coat of Arms. This identifying decoration or emblem is also frequently displayed upon banners, wall hangings, shields and horsecloths if the noble or knight has the wealth and/or fame. Many of the descendants of the defunct noble families of old also continue to wear their ancient symbols as a matter of clinging to lost pride. The rules of Heraldry are simple:
Illegitimate offspring must have a special mark of difference or an entirely new coat alluding to their sires. Daughters and wives are allowed to wear their fathers coats when they marry. They place their arms beside their husbands on his shield (this is called impaling). History (Technical): An extensive and continuing study and love for world history. This skill provides the character with a general knowledge of the growth of civilizations, cultures, religions and myths, past and present. The character will recognize major types of ancient architecture/ruins, areas of historical significance, weapons, characteristics, demons and deities. Once the general history skill has been taken it is possible for the skill to be taken again, this time with a specific people, time period, geographical location, religion, etc. in mind, granting the character advanced knowledge in the area of choice. As many specific versions of the history skill may be taken as the player wishes, but Game Masters should be careful in how they allow the players to define what the specific skill covers, ensuring that a general and broad is not attempted to be defined as "specific" in the hopes of gaining the increased chance of success. Base Skill: 30% +5% per level of experience for the general history skill / 45% +5% per level of experience for a history skill for a specific selection from the past. A failed roll means a failure to recall specific details. Horsemanship: General (Piloting): This is by far the most common form of horsemanship on the planet and is often taught to the nobility and secular orders of knights. Base Skill: 40%/20% +4% per level of experience.
Note: See pages 72 to 73 of the New West World Book for in-depth notations on horse handling and other related topics. Horsemanship: Hospitaller (Piloting): Exclusive to the Hospitaller O.C.C. (and a few rare others); it cannot be selected as a skill choice unless specified. Base Skill: 60%/50% +3% per level of experience. Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not horse. The rider gains a combat advantage from the height and speed of being mounted.
Note: See pages 72 to 73 of the New West World Book for in-depth notations on horse handling and other related topics. Horsemanship: Templar (Piloting): Exclusive to the Templar O.C.C. (and a few rare others); it cannot be selected as a skill choice unless specified. Base Skill: 70%/55% +3% per level of experience. Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not horse. The rider gains a combat advantage from the height and speed of being mounted.
Note: See pages 72 to 73 of the New West World Book for in-depth notations on horse handling and other related topics. Horsemanship: Exotic Animals (Piloting; revised): Basically the same as the general horsemanship skill, except that the character is experienced in riding other types of tame animals. This can include elephants, camels, lamas, pegasus, gryphons, dragondactyls, melech, giant insects, and other monstrous beasts trained (or willing) to be riding animals. Wild, untamed creatures cannot be ridden. Base Skill: 30%/20% +5% per level of experience. Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute bonuses. Applies to the rider, not horse. The rider gains a combat advantage from the height and speed of being mounted.
Note: Characters with other horsemanship skills can quickly figure out how to ride exotic animals and alien beasts, but at a skill penalty of -12% to ride ground/running animals and -16% to ride flying or tree climbing and leaping animals. Similarly, beings from other dimensions not familiar with riding the fast and sleek horses of Earth and Wormwood are -10% to ride them. Interrogation Techniques (Espionage): This skill is common among officers, Inquisitors and spies. The character knows the techniques to get information from (typically unwilling) subjects. This includes such old methods as good cop, bad cop (one interrogator is threatening and intimidating, the other is sympathetic and friendly), deceiving and misleading the subject into giving away information, and similar methods. The character also can judge if the subject is lying (the G.M. might assess bonuses and penalties depending on how good a liar the subject is, and/or on the victims M.E., M.A. and P.B.; the higher any or each of these, the more convincing the lies). This skill also includes some basic knowledge on methods of torture, from basic tactics like depriving the subject of sleep, to the old medieval instruments, and drugs. Note: Only evil characters will engage in torture routinely. See also the torture methods skill. Base Skill: 20% +5% per level of experience. Investigation (Espionage & Technical): This skill is representative of techniques, skills and schools of thought required to carry out a proper investigation. The character is trained in the proper methods of examination of objects, correlation of events, and people in the search for clues as well as the correct procedures to carry them through. This skill includes knowing the proper channels to use to get background and current information on a person, rudimentary evidence gathering techniques like dusting for fingerprints, and the procedures and methods that are used so as not to disturb the evidence at a scene. So highly attuned are the powers of perception of a character with this skill that they can use it to detect a disguise (-20%) or a forgery (-15%). Optional Perception Bonus: Someone with this skill gains a bonus of +2 to perception. Base Skill: 35% +5% per level of experience. Juggling (Physical): The ability to toss "up" a number of objects, such as balls, clubs, knives, lit torches, and almost any small objects, and keep them continuously in the air with fast hand movements. It is used for the entertainment of others and to develop greater hand-eye coordination; +1 on initiative rolls. Base Skill: 35% +5% per level of experience. Land Sailing (Piloting): Land sailing, though a difficult skill, uses many of the same rules and methods as sailing on water. The main difference, obviously, is that the craft travels across the plains of Wormwood instead of a body of water. However, the basic principles, such as tacking, remain nearly identical. This skill provides an understanding of these principles as well as an ability to handle these odd craft. Only the Wasser may learn this skill as it is forbidden to teach to outsiders. Base Skill: 30%/20% +5% per level of experience. The first number is for small vessels, the second is for the larger craft. Language & Literacy Update - Baebel (Technical): An intermingling of Dragonese and Latin, this is the language of the educated of Wormwood. It is unusual to find a speaker of this language (let alone anyone who knows how to read it) outside of the knightly orders, the priesthood, or the nobility. The origins of Baebel are unknown but evidence has proven that it predates any recorded history on Wormwood, including the sacred texts of the Cathedral. As a written tongue Baebal is a flowing, winding script that many off-world wizards believe closely resembles and probably shares ancient ties with the symbols that appear on the most ancient of the megaverses rune weapons. Language & Literacy Update - Wasser (Technical): An odd mix of French and German, this language is used by the enigmatic land sailors to talk amongst themselves and it is only rarely taught to outsiders. One of the quickest and surest ways to impress one of these detached people is to speak to them in their own tongue. Lore: Religion (Technical): A comprehensive study of Wormwoods religions, past and present, their beliefs, rituals, holy places, stories concerning the origin of the Living Planet, myths, legends, and so on. However, as is to be expected, most of the focus is on the dogma preached by the Cathedral. The skill will help the character recognize specific rituals, their purpose, icons, etc. Base Skill: 30% +5% per level of experience. -10% when dealing with religions other than that of the Cathedral. Lore: Wormwood (Technical): In-depth knowledge of the facts and lore concerning the Living Planet, its symbiotes and parasites, cultures, social castes, economy, myths, legends, and a laymans knowledge of the Cathedral. Essentially, this skill grants the character an understanding of the essential information found in the Wormwood source material. Base Skill: 20% +5% per level of experience. Military Etiquette (Military): This skill grants a basic understanding of the way the military works, including basic rules of behavior (when to salute, how to address superiors/subalterns, etc.), common routines, basic military procedures, standard issue weapons, common attack and defense formations, the chain of command and how to deal with military bureaucracy, who to contact to get things done, and other useful information. Base Skill: 35% +5% per level of experience. Pilot Lighter-Than-Air Craft (Piloting): Includes skill in both hot-air balloons and powered dirigibles or zeppelins. The character can pilot, perform combat maneuvers, steer, raise, lower, and dock (lower to ground or attack to docking tower) all aeroships. Can also locate problems, sew up or glue torn fabric, repair control linkages and attack simple ropes and rigging. Note that this skills does not include the ability to work on TW engines. Base Skill: 50% +5% Public Speaking (Communications): Training in the quality of sound, tone, pitch, enunciation, clarity, and pace in speaking to the public, loudly and distinctly. Also includes the practice of good, enticing storytelling and composition of the spoken word. The percentile number indicates the overall quality and charisma of the spoken word. This skill is a favorite amongst the clergy. Base Skill: 30% per level of experience. Resinsmith (Mechanical): The creation of swords, blades, spear points and arrowheads, bows or crossbow, pistols and muskets, and other objects made from resin is usually no small achievement, requiring both great skill and great strength. Incredible patience is needed to first create the molds into which the resin will be poured, layering it for strength, refining its shape through carving, hammering and sharpening once its hardened, attaching it to any wooden stock, hilt or similar add-on (if it can be afforded), and treating it properly to improve durability. This skill can also be used for altering an existing weapon or for recognizing the quality of another's craftsmanship, both with the same percentage chance of success. To be truly effective at this skill the character should have a P.S. of at least 14 and a P.E. of 15, otherwise he will tire quickly. A failed roll while creating or modifying a item means that it is improperly formed and will be awkward to use and may break easily. Such a weapon is -2 to strike and parry with and has a 1% chance of breaking for every 1% that the skill roll failed by should it strike an unyielding object, such as rock or shield. The time taken to create or modify an item varies from about 10 minutes for a poor quality spearhead to a few days for a well-tempered and masterfully crafted sword. Requires: Nothing to work with resin, but the Carpentry skill is needed if the character wishes to make bows and crossbows. Base Skill: 35% +5% per level of experience. Skill Modifiers
Rope Works (Technical): This is a skill that takes into account the various needs and uses of rope. The character knows a variety of ways to tie knots, the advantages to various types of ropes and cords, their tensile strength and how to weave/make rope. A failed roll to tie a knot means that it is loose, sloppy and easy to untie, slip out of, or likely to unravel or snap when strained. Base Skill: 30% +5% per level of experience. Characters bound/tied by this character are -10% to escape or slip the knots. Seduction (Rogue): This is the ability to make the opposite sex melt with desire. This skill is somewhat similar to the interrogation skill, in that the seducer knows how to ask the right questions to get information without being obvious. The seducer usually seems attentive, sympathetic, and alluring/sexy. Men and women, who are seduced, tend to have loose lips - meaning they tend to talk freely, say more than they should, and tell secrets. They also lose track of time, spend big money to impress and please their seducer, and lavish her or him with their affection, time and attention, while oblivious to everything else around them. Most of all, somebody who is seduced is vulnerable. The person who is successfully seduced is distracted; skill performance is half and takes twice as along to perform, the character has no initiative, doesn't notice people or events around him/her, and is easily caught off-guard. No initiative and all bonuses are at half when attacked by a character other than the seducer. Worse, the victim(s) of seduction is completely vulnerable to the seducer! The seducer always gets the first strike/attack/action (any roll above a 4 hits or is successful). The victim has no chance of self-defense against that first attack, plus loses one attack/action from surprise or horror. In addition, the seducer is +5% to pick the pockets of, palm, or plant things on his/her victim of seduction, as well as +5% to the skills cardsharp, sing and dance. Research has shown that the more alcohol an intended victim drinks, the easier he/she is to seduce (+5%). Base Skill: 20% +3% per additional level of experience. Skill Bonuses: +1% for every one M.A. attribute point above 20, and every two P.B. above 17. So a character with a P.B. 23 (+3) and M.A. 24 (+4) would be +7% to successfully seduce. The seducer can influence more than one person at a time; one additional per every three levels of experience. Sign Language (Communications): During a battle it is impossible to verbally pass messages down the line over the din of gunfire, cannon barrages, clashing swords, and the screams of the dying. To compensate, both the armies of Light and Darkness have long since developed a code of hand and flag signals that allows for messages to be relayed even in the thickest of combat. For every 10 words signed, the sender of the sign language must roll to successfully transmit his message. Likewise, the interpreter must roll to understand every batch of 10 words. A failed roll means a misunderstanding.Base Skill: 25% +5% per level of experience. Strategy & Tactics (Military): This is part of the training given to combat soldiers and officers, and includes a basic understanding of the military doctrine of the army in question, including preferred methods of fighting (on both a small scale engagement or a full battle), dos and donts, guerilla warfare, and other basic military methods. A successful strategy/tactics roll will reveal some hints as to the best way to approach a potential combat or military situation, like recognizing potential attack/retreat areas, getting good fields of fire, recognizing a good location for a crossfire or booby trap, etc. Base Skill: 30% +5% per level of experience. Torture Methods (Espionage): This vile skill grants the knowledge of the various methods for pushing a being's pain thresholds for the purpose of gaining information. The techniques used need not only be physical, but may also consist of mental torture as well (in such cases, grant a +10% bonus if the character also has any knowledge of psychology). Base Skill: 35% +5% per level of experience. Add a +10% bonus if the Interrogation Techniques skill is also known and +5% if the torturer is a blood shaman. If the skill roll is successful the person being tortured must make a saving throw, the number for which is determined by the type of physical torture, or their psychological equivalents, being applied. Add any bonuses to save vs pain (M.E. bonus plus any gained from an O.C.C., R.C.C., spell, etc.).: Mildly Painful (e.g., punches and
slaps): 10
These base numbers are modified by the
following factors:
Physical combined with psychological
torture: +1
Information Revealed Levels
Use & Recognize Poison (Rogue): People with this skill are trained in the use of poisons and toxins of all types. This includes the use and preparations of poison from plants, roots, mushrooms, animals and insect venom, and other deadly substances, as well as antidotes. Types of poisons include ingested (must be eaten), contact (is absorbed through the skin) or blood (enters the bloodstream by cut, wound, or injection). The use of poison can be dangerous. The first percentile number indicates the success ratio of using and administering poison carefully and properly. If the person fails to make his skill roll, there is a 1-30% chance of having inflicted himself (is an antidote handy?). The second number indicates the characters ability to recognize food, drink or items that have been poisoned. This skill remains fairly uncommon on Wormwood due to a general lack of naturally occurring poisons in such a barren environment. Base Skill: 24%/16% +4% per level of experience. Add +4% if the character also knows holistic medicine. Restrictions: Only characters of an evil or anarchist alignment are at all likely to use poison to inflict bodily harm on others. Also note that many poisons inflict damage and cause ailments and pain, but do not automatically or instantly kill the victim. Wasser Hand Signals (Communications & Rogue): This language of hand signals is known only to the Wasser and there is not even a single known case where it has been taught to outsiders. So important is this means of communicating to these people that its teaching to all children begins at a very early age, sometimes even before they can speak! Base Skill: 55% + 4% per level of experience. Wilderness Survival Skill Note: The unpopulated areas of Wormwood are unlike that of any other planet. The Living Planet has no streams, no roots or berries, no game animals, and none of the other resources that a stranded and starving traveler could normally rely upon to feed himself in the wilderness. This skill, if the Game Master so approves, may still be taken in order to represent the character's ability to ration what supplies he does have and to recognize the lay of the land in order to provide him with the best chance of finding nearby food caves. Such use of the skill may seem like a stretch of its intended purpose to some Game Masters and players alike, so it should only be used in such a manner if it is felt to be appropriate. W.P. Battle Axe (Ancient): Training in all types of battle axes, hatchets, and picks. +1 to strike at levels one, four, eight, and twelve. +1 to parry at levels two, five, nine, and thirteen. +1 to strike when thrown at levels three, eight, and twelve. W.P. Black Powder TW Pistol (Modern): This skill includes the knowledge and ability to use both mundane and techno-wizard versions of black powder/flintlock pistols. +2 to strike with an Aimed shot with an additional +1 gained at levels 3, 6, 9, 12 and 15. At 3rd, 6th and 10th levels the weapon takes one less attack/action to reload (to a minimum of 1). A normal, non-magical black powder pistol takes twice as long to reload if the character does not have this W.P. W.P. Black Powder TW Musket/Rifle (Modern): This skill includes the knowledge and ability to use both mundane and techno-wizard versions of black powder/flintlock rifles and muskets. +2 to strike with an aimed shot with an additional +1 gained at levels 3, 6, 9, 12 and 15. At levels 4 and 9 the weapon takes one less attack to reload (to a minimum of 1). A normal, non-magical black powder musket/rifle takes twice as long to reload if the character does not have this W.P. This W.P. also includes the use of TW black powder shotguns W.P. Black Powder TW Heavy Weapons (Modern): This skill includes knowledge concerning and the ability to use both mundane and techno-wizard versions of black powder-style heavy weapons like cannons and mortars. +2 to strike with an aimed shot with an additional +1 gained at levels 3, 6, 9, 12 and 15. At levels 5 and 11 the weapon takes one less attack to reload (to a minimum of 2 attacks). See elsewhere for the effects on reloading should the entire or only part of a black powder heavy weapon's crew not have this W.P. W.P. Bola (Ancient): The bola is
an old weapon with three rawhide thongs joined at one end and at the
other, three cords tipped with metal, resin, or leather-covered
stones; the length of the cords varies from 3 to 10 ft (0.9 to 3 m).
When thrown accurately, the bola can entangle the legs to bring down a
running animal or opponent. One or two weighted balls are used for
hunting small prey.
W.P. Pole Arm (Ancient): Training with all types of large, bladed spear-like weapons, including the glaive, sabre halberd, runka, scythe and voulge, among others. +2 damage at levels 2 and 8. +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to throw at levels 3, 7, and 12; not designed for throwing. W.P. Shield (Ancient): Combat skills with large and small shields used primarily for parrying and self defense. +1 to parry at levels 1, 3, 6, 9, 12, and 15. A shield can be used in one hand and a weapon in the other. +1 to strike with a shield (1D4 damage) at levels 4, 8, and 12. No bonus to strike when thrown. W.P. Siege Weapons (Ancient): An understanding of the use and mechanics of siege weapons, including ballista, catapult, onager and trebuchet. +1 to strike at levels 2, 5, 9, and 12. W.P. Sky Rider Hook (Ancient): An understanding and ability to use this difficult weapon. +1 to strike at levels 3, 6, 9 and 12. +2 to entangle at level 1, +1 at levels 4, 8, and 12. +5% to the snare maneuver at levels 2, 5, 9, 12 and 14. Note that Sky Riders automatically get this skill with an additional +1 to strike at level 1. W.P. Targeting/Missile Weapons: Expertise with a thrown weapon and proficiency with missile weapons, such as the sling, sling-shot, bolas, boomerangs, throwing sticks, throwing axes (small), throwing knives, shuriken, javelin, and spear (the use of the bow is a separate skill; see archery). Bonuses when thrown or slung: +1 to strike at levels 1, 3, 5, 7, 10, and 13. Characters who select both W.P. targeting and W.P. archery, or W.P. spear get the usual bonuses for that W.P., plus a bonus (from W.P. targeting) of +1 to strike at levels 2, 5, and 10. Rate of Fire: Equal to the characters normal number of hand to hand combat attacks. Note: The character loses all bonuses and rate of fire is half when riding on horseback or in a moving vehicle. W.P. Whip: Skill at whipping or snapping with long, flexible, light weapons, typically made of leather or reeds. +1 to strike or entangle at levels 2, 4, 7, 10, and 13. +1 to damage (special) at levels 2, 4, 8, and 12. This weapon cannot be used to parry! |
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