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Aventuria Compendium (Alex Spohr Fabian Talkenberg Jens Ullrich) (Z-Library)

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Aventuria Compendium (Alex Spohr Fabian Talkenberg Jens Ullrich) (Z-Library)

Aventuria Compendium (Alex Spohr Fabian Talkenberg Jens Ullrich) (Z-Library)

Aventuria Compendium


ORIGINAL GERMAN VERSION Publishing Director Markus Plötz, Michael Mingers Managing Editors Nikolai Hoch, Alex Spohr Rules Design Markus Plötz, Alex Spohr, Fabian Talkenberg Authors Alex Spohr, Fabian Talkenberg, Jens Ullrich Copyeditor Carolina Möbis Edited by Thorsten Most, Timo Roth Art Director Nadine Schäkel Cover Illustration Anna Steinbauer Layout, Composition, and Design Thomas Michalski Layout Design Patric Soeder Interior Illustrations and Maps Steffen Brand, Verena Biskup, Marc Bornhöft, Anja Di Paolo, Regina Kallasch, Djamila Knopf, Annika Maar, Ben Maier, Nikolai Ostertag, Nathaniel Park, Luisa Preißler, Diana Rahfoth, Tia Rambaran, Matthias Rothenaicher, Axel Sauerwald, Nadine Schäkel, Fabian Schempp, Wiebke Scholz, Elif Siebenpfeiffer, Anna Steinbauer, Mia Steingräber, Fabrice Weiss, Rabea Wieneke, Karin Wittig, Maurice Wrede, Malte Zirbel With many thanks to Andreas Widmann, Alex Mai, Annelie Dürr, Björn Hinrichs, Fabian Sinnesbichler, Lydia Spohr, Michale Heinz, Nikos Petridis, Norman Kobel, Philipp Neitzel, Rui Costa Fraga, Tjorven Müller, Boris Alles, Christoph Lack, Christoph Knibbe, Dennis Weigt, Fabian Sewing, Christian Müller, Merlin Patalong, Patrick Schumacher, André Götter, Tobias Fritz, Peter Knorr, and Manuel Vögele ENGLISH VERSION Ulisses North America Studio Director Timothy Brown Managing Editor Kevin MacGregor Editor Kevin MacGregor Copyeditor Carolyn Steele Translator Eduard Lerperger Layout Nadine Hoffmann Copyright © 2017 by Ulisses Spiele GmbH, Waldems. THE DARK EYE, AVENTURIA, DERE, MYRANOR, RIESLAND, THARUN, and UTHURIA are trademarks of Ulisses Spiele. The title and contents of this book are protected under the copyright laws of the United States of America. No part of this publication may be reproduced, stored in retrieval systems, or transmitted, in any form or by any means, without written consent from Ulisses Spiele GmbH, Waldems. ISBN 9783957523259 Printed in EU CREDITS


With thanks to all who helped create Aventuria.


4 Table of Content Table of Contents Preface 6 Differentiation Between Rules, Crunch, and Fluff 7 Complexity Levels for Rules 7 Basic Rules 7 Focus Rules: Level I 7 Focus Rules: Level II 7 Chapter 1: Skills 9 Applications 10 New Applications 10 Uses 10 Trade Secrets 10 Description of Skills, Applications, and Trade Secrets 11 Supporting Checks 11 Earning Money 11 Combined Checks 11 Physical Skills 12 Chases 27 Types of Terrain 27 Types of Movement 27 Special Situations 28 Social Skills 30 Social Conflicts 40 Social Competition 40 Asking Around 45 Setting the Size 45 Availability of Information 45 Asking Around Check 46 Nature Skills 47 Hunt 54 Hunting Wild Animals 54 Other Hunting Techniques 55 Hunting Specific Types of Animals 56 Finding Edible Plants 57 Foraging for Edible Plants 57 Preservation 58 Knowledge Skills 59 Special Knowledge vs. General Knowledge 59 Research 71 Determining Quantity 71 Availability of Information 71 The Research Check 71 Craft Skills 74 Crafting 91 General Overview on Crafting 91 Crafting Mundane Items 92 Crafting of Weapons and Armor 96 Repair Weapon 100 Chapter 2: General Special Abilities 101 Overview on General Special Abilities 102 Description of General Special Abilities 102 General Special Abilities 102 Fate Point Special Abilities 111 General Special Abilities Overview 112 Summary: Trade Secrets 114 Languages and Scripts of Dere 116 Learning Times for Languages and Scripts 116 Language Families 116 Blended Languages 117 Common Languages 117 Chapter 3: Advanced Combat Rules 123 Advanced Combat Rules Overview 124 Special Attack Options in Combat 124 Hit Zone Rules 124 Tournament Rules 124 Combat Styles 124 Special Attack Options in Combat 124 Use of Combat Environment 124 Skill Use 126 Hit Zone Rules 128 Hit Zones 128 Wound Thresholds and Wound Effects 131 New Advantages 132 New Disadvantages 133 Combat in Three Dimensions 133 Combat in Water 133 Combat in the Air 133 Combat While Mounted 134 Combat While Riding a Chariot 136 Tournament Rules 137 Participants 137 Tournament Length 137 Venue 137 Registration 137 Tournament Disciplines 137 Typical Opponents at a Tournament 144 Combat Styles 145 Combat Style Special Abilities 145 Combat Style Types 145 Armed Combat Styles 145 Unarmed Styles 147


5 Chapter 4: Combat Special Abilities 149 Combat Special Abilities Overview 150 Passive, Basic, and Special Maneuvers 150 Combat Special Abilities 150 Combat Styles 150 Advanced Combat Special Abilities 150 Command Special Abilities 150 Combat Special Abilities 151 Combat Style Special Abilities 156 Advanced Combat Special Abilities 160 Command Special Abilities 166 Combat Special Abilities Overview 167 Chapter 5: Group Rules 171 Regaining Fate Points 172 Motivation and Weaknesses 172 Group FtP 172 Group FtP Pool 172 Using the Group FtP Pool 173 Regaining Group FtP 173 Expanded Use of FtP 174 Theme Groups 175 Group Theme 175 Suitable Hero Concepts 175 Different Experience Levels 175 Checklist 176 Example Thematic Groups 176 Ship’s Crew 178 Knight Borfried of Alriksburg and his Retinue 179 Chapter 6: Professions 181 Professions Overview 182 Stats and Profession Packages 182 Mundane Professions 183 Adersin Wandering Sword 183 Artist 184 Baburin Warrior 185 Balihoean Warrior 186 Dajin Buskur 187 Day Laborer 188 Elenvinan Warrior 189 Escaped Slave 190 Explorer 191 Farmer 192 Fedorino Wandering Sword 193 Guide 194 Hylailian Warrior 195 Innkeeper 196 Marwan Sahib-Balayan 197 Mechanicus 198 Mengbilla Warrior 199 Noble 200 Pastry Chef 201 Premian Warrior 202 Scholar 203 Servant 204 Shepherd 205 Smith 206 Soldier 207 Profession Overview 208 Chapter 7: Archetypes 209 The Albernian Farmer 210 The Thorwaler Smith 212 The Dajin Buskur 214 The Garetian Noble 216 The Fasarian Balayan 218 The Horasian Explorer 220 The Brabakan Scholar 222 The Northmarcher Warrior 224 Every Ending Is a New Beginning 226 Appendix 227 New Combat Techniques 227 New Weapons and Armor 228 Close Combat Weapons 228 Ranged Weapons 229 Ammunition 229 Armor 230 Skill Overview 230 Combat Techniques Overview 232 Combat Techniques and Corresponding Combat Special Abilities 233 Close Combat Techniques 233 Ranged Combat Techniques 235 Advanced Combat Special Abilities and Applicable Combat Styles 235 Checklist for Optional Rules 236 Index 237


Preface Preface You hold in your hands the Aventuria Compendium, the first book of advanced rules for The Dark Eye RPG. This volume concentrates on skills, combat, and related topics. Rules specific to magic and the works of the gods appear in other sourcebooks. The Compendium is roughly separated into two parts. The first part takes a closer look at skills, discusses uses and applications in detail, provides a list of corresponding trade secrets, and suggests sensible ways to interpret Quality Levels for checks. New Focus Rules for every skill group allow you to address specific topics in greater detail than is possible with the Core Rules alone. Examples of topics include hunting, research, and item creation. The Compendium also presents an abundance of new general special abilities, new languages and scripts to supplement those found in the Core Rules, and an introduction to languages from the continents of Myranor and Uthuria. The second half of the book is dedicated to combat. Aventurian characters must often resort to using their fists or blades. The advanced combat rules presented in this book give players and GMs many new options for conducting exciting combat scenes. Examples include combat in water, in the air, and from horseback. Other rules cover hit zones and tournaments. One of the most important additions is that of combat styles, which characterize the fighting styles of specific warrior academies, sword societies, or schools of martial arts. Combat will never be the same again! The accompanying new combat special abilities lend tactical depth to your combat scenes. Furthermore, this book introduces more than 20 new profession packages. These include a selection of warriors and wandering swords, as well as professions that characters practiced before starting their careers as adventurers. Examples include the Thorwalian blacksmith, the Horasian scholar, and the Middenrealmish noblewoman. Finally, the Compendium presents eight new character archetypes, including a mix of fighters and other nonmagical adventurers from which you can choose. I hope you find the professions, special abilities, and combat styles you are looking for in the Aventurian Compendium. I wish you great enjoyment in reading and browsing through this book. Alex Spohr (for the German editorial team) Waldems-Steinfischbach, on an ice-cold day in April, 2016 6


Differentiation Between Rules, Crunch, and Fluff This book offers a range of rules on many different topics. In the interest of organization, we categorize these elements into three groups, specifically, rules, crunch, and fluff. 1. Rules Rules include all sections that make up the abstract rule model behind the gameplay of The Dark Eye. For instance, if a section explains how a skill check works or the effects of exposure to high heat, we are talking about rules. Rules have different levels of complexity, which we discuss in detail in the text. 2. Crunch This term from roleplaying theory covers all game elements that are more or less useless without their corresponding rules. Crunch includes stats or other things that are defined in terms of rules and cover items such as weapons, armor, animals, races, cultures, professions, special abilities, spells, and so on (but not their fluff descriptions—see below). Crunch elements are meaningful only in association with their corresponding rules. The term crunch itself does not refer to new rules. 3. Fluff Like crunch, this is a term from roleplaying theory. Fluff means descriptive text and normally includes all descriptions of people, places, and things. Fluff and crunch often go hand in hand. The description of a weapon is definitely fluff, while crunch includes specific kinds of information such as stats (damage, modifiers for attack and parry, and so on). Complexity Levels for Rules The rules of the Dark Eye come in different levels of complexity. Some rules are resolvable quickly, while others take more time, depending on the level of detail they simulate. Discuss levels of complexity for your game with your player group. This book differentiates between basic rules and different levels of Focus Rules. Basic Rules The Core Rules offer a great range of abstract rules for many different situations, such as moving through a burning house, fighting, diving, sneaking, or casting spells. Because the rules are somewhat abstract, they are quick to resolve but don’t allow for much detail. A good example is the rule for procurement of food by using Animal Lore. A single check determines how many rations of food the character obtains. It is simple and fast, but not very realistic. Focus Rules: Level I Dark Eye sourcebooks introduce several new or optional rules that expand existing areas. They cover things like how to use modifiers to add detail in specific situations. Such rules take longer to resolve but offer a greater level of detail. These rules are called Level I Focus Rules. In our ongoing example, we add detail in the form of rules for hunting that address ways to conduct a hunt, which checks besides Animal Lore to make, and the effect this has on success (in this case, there is a chance that more rations can be obtained, but with an increased risk of failure). Focus Rules: Level II Level II Focus Rules introduce more detail and expand on Level I Focus Rules. Using our example, they address how to hunt specific animals and the degree to which hunting difficulty decreases or increases as a result. Must I Use Focus Rules? No, Focus Rules are not mandatory! While they make the game a little more complex, they are intended for players who desire greater richness of detail and would like to know exactly how and what their characters achieve. The different levels of Focus Rules reflect increasing levels of detail. Note that one player might hate something that another player sees as a welcome change. Discuss the preferred level of detail with your players and select or ignore Focus Rules as everyone sees fit. Official Adventures Official adventures are usually designed in such a way that no advanced sourcebooks (and therefore Focus Rules) are necessary. If an adventure calls for the use of specific Focus Rules, the adventure includes those rules or else the product’s back cover specifies the necessary sourcebook. If a tournament takes place in an adventure, and the adventure uses only a few specific Focus Rules for tournaments (as described in the Aventurian Compendium), then we include those Focus Rules in the adventure. Some adventures make extensive use of Focus Rules from a specific sourcebook, so instead of reprinting the Focus Rules in the adventure, the book’s back cover lists I II 7


8 Preface the required sourcebook(s). For example, it would be impractical to reprint every combat-related Focus Rule from the Compendium in an adventure that deals with a gathering of Aventurian sword masters, so the adventure’s cover mentions that GMs must have the Compendium. Note that you may always use Focus Rules in official adventures, even when an adventure does not specifically call for them, though this might require the game master (GM) to adapt the Focus Rules to the situation. For example, the Level I and Level II Focus Rules for hunting are not explicitly required in every official adventure, but many players enjoy using them. Gaming Groups with Different Focus Rules It is even possible for players in the same group to use different levels of complexity. Someone playing a rogue, for example, might wish to use the basic rules for hunting from the Core Rules, while someone playing a hunter in the same group might choose to use the corresponding Level I or Level II Focus Rules. Players should discuss their plans with the GM, so everyone knows whether specific Focus Rules apply to them. This requires more work, especially for the GM, but it allows the players to choose the level of detail they prefer. Naturally, it makes sense if some Focus Rules apply to the entire group (for example, the Focus Rules for hit zones), but this is not required! Crunch Elements and Supplements The Core Rules do not cover every spell, liturgical chant, and special ability, and additional rules appear in supplementary books. References to these new rules appear in adventure stat blocks as an abbreviation of the title of the corresponding supplement, with the page number in superscript. One example is Tentacle SweepABE8. “ABE” in this case stands for Aventurian Bestiary. If you own this supplement, you can use this rule for monsters and villains, as applicable. If you do not own this supplement, simply ignore the highlighted rule(s). Adventure Points and Focus Abilities Focus abilities are Focus Rules linked to special abilities, advantages, or disadvantages that cannot be used without the corresponding Focus Rule. If a player changes groups, and the new group does not play with a focus ability that the player purchased with AP, the player may either regain the AP invested in the Focus Rule and remove the focus ability, or put the focus ability on ice until the group agrees to use that Focus Rule. The player should discuss this with the GM. Acquiring Focus Abilities Optional Rule A player who wants to use a new Focus Rule connected to a focus ability may immediately purchase the associated focus ability with adventure points and ignore the limit of 80 AP for advantages and disadvantages. I II The presence of one of these symbols in the margin indicates that the section discusses a Focus Rule. The red Roman numeral within the symbol indicates the Focus Rule’s level.


9 “The Blessed Ones of Tsa almost have it right. They want to learn new things, but in their eagerness to study, they sometimes get distracted. They may begin to paint beautiful pictures on canvas, but their masterpieces remain unfinished because they suddenly put down their paintbrushes and devote themselves to the healing arts. Then, just as they are about to discover the cure for zorganpox, they begin studying architecture so they can build a new temple dedicated to their eternally youthful goddess. And what is the result? The roof falls in, of course! “The moral of the story? Well, to be honest, I got a bit distracted. I only wanted to say that a heroine must be talented in many fields, but she needn’t be the best at everything, and there are so many more skills to learn besides combat. Take me, for example. I have traveled far. In Havena, I learned how to navigate ships. I became the best distiller in Thorwal, and, as fate would have it, I learned how to ski from the Nivese. What? You’ve never heard of skis? It’s your bedtime, so I’ll have to tell you about skiing tomorrow. Goodnight, little Breda.” – Elwain, to his granddaughter Breda; Winhall, 1037 FB This chapter expands upon the skill rules as presented in the Core Rules. All entries list and define applications, and provide examples of skill use to guide GMs and players. Each application includes suggestions for making checks and discuss how Quality Levels (QL) influence the result. Where necessary, entries include examples of trade secrets for applications, especially for Knowledge and Craft skills. This chapter also introduces Focus Rules for a range of topics in every skill group, covering situations common to most player characters’ lives. These topics are Level I Focus Rules that expand upon the existing skill guidelines from the Core Rules. For Physical skills, we present expanded chase rules. For Social skills, we offer detailed rules for social conflicts. For Nature skills, we give advanced rules for hunting and herb gathering. Chapter 1: Skills


Chapter 1: Skills For Knowledge skills, we explore research in great depth, and we expand upon Craft skills by discussing the creation of items, such as the forging of weapons and armor. For basic terms and rules for skills, see the Core Rules, page 183. Skill Overview This chapter lists all skills and applications from the Core Rules. For reference, this section includes definitions of applications, uses, and trade secrets. For more about skills, see the Core Rules, page 186. Applications An application is a subcategory of a skill. Most skills include several different applications that are clearly distinguishable. Skill checks often involve applications, and certain advantages and disadvantages apply only to specific applications. When a skill check involves a certain application, that application appears in parentheses after the name of the skill, as in Perception (Spot). Some checks list multiple applications, but in most cases, only one application applies. New Applications Every character has access to certain applications, called fixed applications, via their skills, while other applications can be used only if the character possesses the corresponding special ability. These new applications are described along with the relevant special ability. Uses Some special abilities grant a special use for a skill that allows characters to do new things with that skill. Do not mistake these special uses for applications. Uses usually cover the entire skill but sometimes affect only certain applications. Trade Secrets As stated in the Core Rules on page 187, trade secrets are special abilities that grant knowledge that is not available to everyone, even within a specific occupation. Some examples appear on the next page. Trade secrets differ from general special abilities and applications in that they incorporate deeper knowledge of applications. Also, trade secrets do not offer bonuses or grant access to new uses—they simply grant the ability to use special knowledge. There are two kinds of trade secrets. One enables a character to use the secret directly. For example, knowledge of the trade secret for an elixir such as a healing potion allows a character to use Alchemy to create healing potions. The other kind of trade secret is linked to a special ability. Some special abilities allow characters to create simple items. However, to create complex items or obtain complex knowledge, the character must obtain the necessary trade secret. For example, the special ability Craft Instruments allows a character to make simple musical instruments. Complex instruments, on the other hand, require trade secrets. In the context of trade secrets, the term secret knowledge means that a trade secret confers knowledge, not skills. Secret knowledge usually costs just 1 or 2 adventure points (AP). Applications Are Not Specializations Applications are not specializations. Applications indicate the aspect to which the skill check refers. This is important when determining whether certain modifiers (such as from advantages, disadvantages, or special abilities) influence the check. Specializations, on the other hand, are special abilities that grant a skill check bonus when using a specific application. 10


Description of Skills, Applications, and Trade Secrets The following pages list the skills and their fixed applications from the Core Rules (for skill descriptions, see the Core Rules, starting on page 183). This chapter concentrates on applications and their corresponding trade secrets. Skills are sorted by skill groups: Physical, Social, Nature, Knowledge, and Craft. Each application’s description includes suggestions for types of checks and the use of quality levels. Trade secrets (if any) for an application include prerequisites and AP value. Trade secrets are also listed on page 115 following the entries for special abilities. Supporting Checks Some skills support each other. With this support, a character gains a bonus of +1 on the subsequent skill check, provided the previous check is successful. GM discretion applies. The GM might, for example, declare that a successful skill check on Math grants a bonus of +1 to Mechanics, and that a successful Mechanics check then grants a bonus of +1 on Feat of Strength to break down a door. Earning Money Characters can earn a few coins by using performancerelated skills such as Gaukelei, Music, Singing, Dancing, and even Fast-Talk (Begging). Only one check is allowed on the corresponding skill per performance (maximum 1× per day). If successful, the character receives 2 halers per QL (1 haler per QL for Begging or Gaukelei). Making Checks without Applications or Trade Secrets It is possible to make a check even if you do not possess the necessary application or trade secret (see Core Rules, page 186). However, such checks incur a minimum penalty of -3. Combined Checks Optional Rule For tasks that involve several skills, such as building a boat, the GM might allow multiple characters to contribute to the cumulative check using different skills. For example, the characters might make checks on Woodworking for cutting trees, Feat of Strength to transport the logs, Clothworking to make the sails, and so on. The GM decides how many characters can contribute to a cumulative group check, as well as which skills apply. 11


12 Chapter 1: Skills Physical Skills Body Control Acrobatics The application Acrobatics allows characters to perform tricks such as handstands and back handsprings. This includes all acrobatic actions that are not covered by another application (for example, tightrope walking requires Balance). Check: Acrobatics usually requires a simple check. QL indicate how well or how fast the trick is performed. Action Modifier Performing a simple gymnastic exercise +3 Performing a cartwheel +1 Performing a handstand +/- 0 Swinging on a trapeze in the circus -1 Performing multiple back handsprings -3 Example: Carolan wants to impress a group of performers with his acrobatic artistry. He attempts to walk on his hands for five minutes and then do a cartwheel. His player makes a check on Body Control (Acrobatics). The GM increases the difficulty by 1 because Carolan is combining two actions. Carolan’s player achieves a QL of 5. The performers are impressed! Balance The application Balance allows characters to maintain their balance and avoid a fall. This is important for sailors on unsteady ships, and for circus performers walking a tightrope. Check: Balance usually requires a simple check. QL indicate how well or how fast the character performs a skill such as crossing a tightrope. For every QL after the first, a character crosses a span in 5% less time. Action Modifier Crossing a medium-sized log +3 Crossing a narrow wooden beam +1 Staying on one’s feet on a ship during a storm +/- 0 Balancing on a tightrope -1 Balancing on a thin tightrope -3 Example: The party is standing on the bank of a fast-flowing river. Layariel wants to try crossing the river on a rope that stretches from one side to the other. The GM asks for a check on Body Control (Balance) with a penalty of -2, and Layariel’s player obtains 2 QL. Layariel makes it to the other side of the river after a few minutes and a few unexpected setbacks. Combat Maneuvers During combat, characters sometimes need to make a check on Body Control (Combat Maneuvers) to, for example, move into an advantageous position (see Core Rules, page 238). Check: These checks are usually simple checks. QL can indicate how quickly the character performs the action. Action Modifier Remaining astride a mount when it suffers an injury -1 per 5 full DP suffered by the mount Example: While engaged in a barroom brawl in an inn, Geron seeks an advantageous position. Since he is surrounded by scoundrels, he tries to jump up on a table. The GM asks Geron’s player to make a check on Body Control (Combat Maneuvers). The check succeeds and Geron jumps onto the table. Jumping Jumping determines how far a character can jump, such as when leaping over crevices or from one rooftop to another (see Core Rules, page 340). Check: Body Control (Jumping) checks are usually simple checks. QL determines the distance. Jumping can also help lessen DP suffered from a fall. Action Modifier Time to plan the jump +1 to +3 Jump with brief run-up +/- 0 Need for jump surprises character; character jumps “by feel” -1 to -3 Example: Brother Hilbert is chasing someone across the rooftops of Gareth and tries to jump over an alleyway. Unfortunately, his jump fails and he falls. Hilbert’s player makes a check on Body Control (Jumping) to lessen the damage Hilbert sustains from the fall.


13 Running Body Control (Running) checks determine how quickly a character runs a certain distance. Running is especially important for foot chases (see Core Rules, page 349). Check: Running checks are simple checks used to close (or increase) distances during chases. Action Modifier Good ground for running +1 to +3 Ground of average quality +/- 0 Poor ground for running -1 to -3 Example: A thief stole a book from Mirhiban’s collection. Since she currently has no AE, she must pursue the thief by mundane means—in this case, on foot. The GM uses the rules for chases to determine whether she is successful. Squirm A character tangled in a net or tied up by someone can try Squirm to escape. Check: This is usually a cumulative check. With Bindings, the person tying the bonds can make it more difficult for a captured character to get free. Each QL on the Bindings check reduces the number of attempts permitted for the cumulative check by 1 (see Core Rules, page 189). Action Modifier Getting free +/- 0 Example: Arbosh is captured and tied up by a band of goblins. He attempts to free himself when they aren’t looking. The GM decides that Arbosh’s player must make a check on Body Control (Squirm). One of the goblins used the skill Ropes to secure Arbosh’s hands, and achieved 2 QL. Arbosh’s player has 2 fewer attempts for his cumulative check, meaning instead of the usual 10 attempts, he may make only 8. Carousing Resist Drug Confusion Unlike Stupor or Pain, Confusion caused by drugs manifests as perceived changes in the surroundings. These might include seeing colors, hearing sounds, or experiencing other sensations that are not real. Check: Makes a check on Carousing (Resist Drug Confusion). Every 2 QL prevents 1 level of Confusion. Action Modifier Take a remedy to the drug +1 to +3 No special circumstances +/- 0 Empty stomach; character is addicted -1 to -3 Example: Mirhiban and a merchant celebrate a successful business transaction by smoking a hookah. To keep from suffering from the condition Confusion for the next few hours, her player makes a check on Carousing (Resist Drug Confusion). The hookah gives Mirhiban 1 level of Confusion, but she achieves only 1 QL from the check, so this level takes effect. Resist Drug Intoxication Most drugs, including alcohol, cause people to experience a level of the condition Stupor, usually via drowsiness or headache. However, (mild) intoxication does not usually involve sensory delusions, which are covered by Confusion.


14 Chapter 1: Skills Check: To reduce or prevent the effects of a drug, make a simple check on Carousing (Resist Drug Intoxication). Every 2 QL prevents 1 level of Stupor. Action Modifier Take a remedy to the drug +1 to +3 No special circumstances +/- 0 Empty stomach; character is addicted -1 to -3 Example: Brother Hilbert overindulges in wine, which inflicts 2 levels of Stupor. The GM calls for a check on Carousing (Resist Drug Intoxication), and Hilbert’s player obtains 5 QL. Since every 2 QL on the check cancels 1 level of Stupor, Hilbert remains steady on his legs and does not suffer from a wolf (a hangover) the next day. Resist Drug Pain Few people in their right minds would willingly take drugs that cause pain. However, even some medical treatments have unwanted side effects such as muscle cramps, nausea, or stomachache. To resist these effects, make checks on Carousing (Resist Drug Pain). Check: The player makes a check on Carousing (Resist Drug Pain). Every 2 QL prevents 1 level of Pain. Action Modifier Take a remedy to the drug +1 to +3 No special circumstances +/- 0 Empty stomach; character is addicted -1 to -3 Example: Some guards capture Carolan during a break-in and restrain him by administering a sedative. The drug initially makes him drowsy, but it causes pain after a few hours. To suppress the pain, the GM asks his player to make a check on Carousing (Resist Drug Pain). Carolan would normally receive 2 levels of Pain but the 3 QL from the check lowers this to 1 level. Climbing Ice Ice climbing involves scaling icebergs, glaciers, or icy mountain surfaces, which are more unpredictable than bare stone because cracks or even slight temperature fluctuations can lead to disaster. In fact, those who dare to climb such surfaces are usually the cause of such disasters. Check: This is always a simple check. As with all climbing checks, QL indicate how quickly the climber reaches the destination.


15 Action Modifier Ice wall with many good handholds +1 to +3 Typical glacier or ice wall +/- 0 Slippery ice or loose snow on an ice wall -1 to -3 Example: Mirhiban is traveling in the icy north. While exploring Yeti Island, she decides to climb a glacier to investigate an object near the top. The glacier is very slick and has few handholds. Her player makes a check on Climbing (Ice) with an increased difficulty of 1, and obtains a QL of 1. Surprisingly (for a mage), Mirhiban succeeds. However, she decides that next time she will cast a Transversalis. Mountains Mountain climbing is much more difficult than climbing trees. While this application can be used to determine how quickly someone climbs a mountain with a comparatively gradual slope, it normally applies to free climbing on steep mountainsides. Check: The check on Climbing (Mountains) is a simple check. QL determines how fast the person climbs. Action Modifier Rock face with many good handholds +1 to +3 Typical mountain face +/- 0 Rock face with few handholds -1 to -3 Example: Arbosh loves mountains, but when he was growing up, he never actually had to scale them. While traveling through the Dark Ridge, he must attempt to scale a slope. The GM asks Arbosh’s player to make a check on Climbing (Mountains). The steep slope increases the difficulty by 2. Arbosh’s player rolls 18, 19, and 20. The check fails, but at least Arbosh does not slip and fall. Trees Many Aventurians learn to climb Trees as children. However, this is not so simple: the climber must judge where to find handholds and determine whether a branch will hold weight. A branch that can support a child may not necessarily carry the weight of an adult. Check: Climbing trees is a simple check. QL indicate how quickly the person climbs the tree. Action Modifier Tree with many good handholds +3 Some extra supports, such as branch forks or knotholes +1 Typical Aventurian deciduous or coniferous tree +/- 0 Trunk is wet from rain -1 Smooth trunk, few handholds -3 Example: Layariel is scouting ahead of her friends and desires to climb a chestnut tree to look around. The tree she chooses has many well-spaced branches, so the GM grants a bonus of +3 to her check on Climbing (Trees). Layariel’s player achieves 4 QL, which means Layariel quickly climbs to the desired height. Walls Wall climbing covers scaling the exterior of a building. This is a favorite skill of cat burglars and other second story thieves to enter buildings through windows on an upper level. Check: Wall climbing is a simple check. QL indicate how quickly the person climbs an exterior wall. Action Modifier Exterior wall with many handholds +1 to +3 A typical building wall +/- 0 Few windows, no windowsills -1 to -3 Example: Brother Hilbert lacks proof, but he suspects that the greengrocer, Ishkra Ergot, made a pact with Mishkara. To find evidence, he attempts to climb up and enter her house through an upper story window at night. The GM doubts Brother Hilbert’s chances and asks for a check on Climbing (Walls). The darkness and the lack of handholds on the wall result in an increased difficulty of 4. Contrary to expectations, Hilbert’s player achieves a QL of 1. Hilbert succeeds!


16 Chapter 1: Skills Dancing Court Court dances such as the Albernand or Quadrille follow set rules and, as the name suggests, are generally performed in the courts of the nobility. Use the application Court when a character dances a classical dance in the court of a noble. This custom is particularly common in the lands of middle and northern Aventuria. Dances for couples are rare in the Lands of the Tulamydes, where exotic solo dances are the norm. Check: A Dancing (Court) check is usually a simple check. The QL indicate how well the dance was performed. Action Modifier Good surface for dancing +1 to +3 No special circumstances +/- 0 Bad surface for dancing -1 to -3 Example: Layariel does not know any court dances, though she does know some elvish free dances. However, since she is a guest at the court of a Garetian count and she has already agreed to wear a ball gown, she tries her best to fit in. The GM calls for a check on Dancing (Court) with an increased difficulty of 2 due to the differences between elvish and court dances. Layariel’s player achieves 2 QL on the check. Layariel starts out hesitantly but she learns quickly and is soon dancing like the rest. Exotic The application Dancing (Exotic) includes veil dances, dances of the Aranian Majuna, and even erotic dances. The choreography is usually complicated and requires flowing movements for the dance to look good. Check: Dancing (Exotic) checks are usually simple checks. Action Modifier Good surface for dancing +1 to +3 No special circumstances +/- 0 Bad surface for dancing -1 to -3 Example: Through unfortunate circumstances, reavers capture Mirhiban and sell her into slavery. Since she has not been able to recover her AE, she attempts to distract the Emir of the Seven Oases with a veil dance so she can steal the key to the harem door that prevents her escape. The GM asks Mirhiban’s player for a check on Dancing (Exotic). By making a good roll and spending a fate point (FtP), her player achieves 3 QL. The Emir seems spellbound by her use of veils and fails to notice her reaching for the keyring. Folk Nobles might consider folk dances chaotic and unplanned, but these dances do follow a pattern of repeating movements and are often performed in a large circle. Some folk dances are made for couples as well. Check: Folk dance is resolved as a simple check. The QL indicate the entertainment and performance value.


17 Action Modifier Good surface for dancing +1 to +3 No special circumstances +/- 0 Bad surface for dancing -1 to -3 Example: Brother Hilbert wants the other characters to join him in a dance at a folk festival in Weiden, but they are unfamiliar with the steps, so he tries to give them an example by going first. The GM asks Brother Hilbert’s player to make a check on Dancing (Folk). Hilbert hails from Weiden and is familiar with this dance, so the check receives a bonus of +2. The check is successful and results in a QL of 1—not outstanding, but congregants in the Church of Peraine have more important things to worry about. Religious Religious dances, such as the sun dance, which is pleasing unto Praios, are mainly used to honor the gods. They range from the expressive dance of the adventuresome Blessed One of Tsa to the rain dance of a Nivese shaman. Check: Religious dance is a simple check. The QL indicate how well the dance is performed. Action Modifier Good surface for dancing +1 to +3 No special circumstances +/- 0 Bad surface for dancing -1 to -3 Example: Geron is staying at a temple of Rahja, and the Blessed Ones have invited the faithful to join a pretty dance to honor the goddess. Geron feels compelled to join them, even though dancing is not his strong suit. The GM calls for a check on Dancing (Religious). Surprisingly, Geron’s player succeeds at the check, even though Geron has a SR of 0. Feat of Strength Breaking & Smashing The application Breaking & Smashing is usually the right choice when using raw power to destroy something, whether breaking down a door or smashing a coconut. Check: A simple check determines how well and how quickly a character breaks an object. Action Modifier Smashing a chair +3 Smashing a thin door +1 Smashing a locked door +/- 0 Smashing a reinforced door -1 Smashing a brick -3 Example: Carolan, Mirhiban, and Layariel find their pathway barred by a locked door. The three are not terribly strong, but Mirhiban declares that she will attempt to break down the door anyway. The GM asks Mirhiban’s player to make a check on Feat of Strength (Breaking & Smashing). She has only SR 0 in Feat of Strength, but luck is on her player’s side and she succeeds with a QL of 1. Mirhiban kicks it two or three times and it finally opens. Dragging & Pulling Dragging is the opposite of Pushing. The character uses body weight and strength to pull something along the ground instead of pushing it away. Check: For a combined effort or a tug-of-war contest, resolve the application as a competitive or cumulative group check. When only one character attempts Dragging & Pulling, use a simple check. The QL determine the speed. Action Modifier Tearing a shirt +3 Forcing a stuck door open +1 Having a tug-of-war competition +/- 0 Holding onto a companion who is about to fall into an abyss -1 Lifting a mast with a rope -3 Example: Arbosh and Geron have been enjoying the sport of tug-of-war for several months. Both have assembled their own small, local teams so that they can compete at the village dance during the next fair. First, however, they arrange to have their teams compete against each other to test their readiness. The cumulative check for Feat of Strength (Dragging & Pulling) results in 1 QL for Geron, and 2 QL for Arbosh. It is not a great result for either of them, but Arbosh wins.


Chapter 1: Skills Lifting Lifting allows characters to increase the amount of weight they can lift for a short time (see Core Rules, page 348). Check: Usually this is a simple check. Success means that the character can lift QLx11 additional pounds of weight. Action Modifier Lifting a light chest (33 pounds) +3 Carrying a light weight (55 pounds) +1 Lifting a moderately heavy rock (110 pounds) +/- 0 Lifting a large rock (220 pounds) -1 Lifting a heavy object (330 pounds) -3 Example: Arbosh must push himself to the limit to shift the legendary Stone of Heaviness. His player makes a check on Feat of Strength (Lifting) and achieves 4 QL, which corresponds to 88 additional pounds. This is enough for Arbosh to lift the Stone of Heaviness over his head. Pushing & Bending With Pushing & Bending, characters can make better use of their strength when pushing a boulder, bending an iron rod, or competing against someone in arm wrestling. Check: Pushing & Bending is either a simple check or a competitive check. If a simple check, QL determine the speed and success of the endeavor. Make a competitive check whenever using the application against an opponent. Action Modifier Bending somewhat soft material +3 Rolling a 220-pound ball on a flat surface +1 Arm wrestling +/- 0 Bending a horseshoe -1 Pushing a 440-pound ball up an incline -3 Example: Geron is drinking in a tavern called the Kraken King when he decides to enter an arm wrestling competition against the undefeated Borlof Bonebreaker. The GM calls for a competitive check on Feat of Strength (Pushing & Bending). Geron’s player achieves 1 QL, while the Bonebreaker achieves 4 QL. Bonebreaker wins. Gaukelei Clowning At fairs or even in crowded taverns, characters can make their audience laugh by playing pranks, making jests, and performing other small forms of entertainment. Clowning also includes goofing around and other tomfoolery, as well as telling course or off-color jokes. Check: This is usually a simple check. QL indicate how well the character performed or how well the character’s jokes were received. Action Modifier Making a child laugh by making a face +3 Raising spirits in a tavern +1 Entertaining the audience at a fair +/- 0 Entertaining nobles at court -1 Getting a laugh out of an audience from a different culture -3 Example: The characters are enjoying a beer at their favorite tavern when a Blessed One of Tsa arrives with a gaggle of poor children to let them eat their fill. Moved by the Blessed One’s kindness, the characters offer to entertain the children with a few jokes. The GM asks them to make a check on Gaukelei (Clowning). All the characters succeed on the check and the children and the Blessed One of Tsa enjoy their evening very much. Hiding Tricks With the application Hiding Tricks, the character can hide small items from the audience’s eyes and seemingly cause them to appear elsewhere. No magic is involved here. This requires only dexterous fingers and a good diversion. The best-known hiding game is the shell game wherein a performer places a small ball under one of three shells and then moves the shells around quickly to obfuscate the ball’s location. Check: Hiding Tricks are competitive checks between Gaukelei (Hiding Tricks) and Perception (Search). Action Modifier Character can concentrate +1 No special influences +/- 0 Character is slightly distracted -1 Example: To mislead a tribe of Forest Folk into believing they face a great wizard, Tjalva chooses a shell game. The GM asks Tjalva’s player to make a competitive check on Gaukelei 18


(Hiding Tricks) against the tribe’s Perception (Search). The player achieves a QL of 1, while the Forest Folk get a QL of 3. The tribe members see through her trick and ask themselves what the Thorwaler was trying to accomplish with it. Juggling Juggling is the art of throwing balls, clubs, or burning torches in the air, catching them, and throwing them into the air again, all in a flowing motion. The faster this occurs, and the greater the number of objects involved, the more difficult the act becomes—and the more applause the performer earns. Check: Juggling is a simple check. QL indicate how dexterously and entertainingly the character juggles. Action Modifier Juggling three balls in a simple rhythm +3 Slow, but complex, juggling of three balls/torches/clubs +1 Fast juggling of three balls/torches/ clubs +/- 0 Juggling with four torches -1 Juggling five balls/torches/clubs -3 Example: Carolan tries to raise the spirits in the tavern where he is staying by performing tricks while juggling five balls. The GM suggests a check on Gaukelei (Juggling). Since it is no easy task to keep five balls up in the air, the check has an increased difficulty of 3. Nevertheless, Carolan’s player succeeds and achieves 2 QL. Carolan does a good job and receives a round of applause, and some of the guests even throw coins. Flying Chases Sometimes characters wish to chase a flying creature, and sometimes flying creatures chase characters. If the intended result of such chases is combat, use the following rules for Chases in the air. As with foot races, checks make it possible to increase or reduce the distance between the participants. Check: All chases, whether conducted on the ground or in the air, use the general rules for chases (see Core Rules, page 349). This is a type of cumulative check. However, instead of continuing until one side achieves 10 QL, the chase ends after 5 CR, and either the chase is successful or the person being chased escapes. Action Modifier Tailwind +1 to +3 Windless +/- 0 Strong headwinds -1 to -3 Example: Rowena chases the fleeing black mage Sindar. Both are using their flying instruments (a witches’ broom and a flying carpet), and the black mage attempts to ditch his pursuer. The two start out 65 feet apart from one another. The GM asks both to make a check on Flying (Chases), adding the MOV of their flying instruments to the skill value. Both may make one check per CR. If Rowena collects more SP, she decreases the distance between them. When the difference reaches 0, she catches Sindar. She has 5 CR to do so, or else she fails. Combat Maneuvers Soaring through the air on a flying carpet, a flying demon, or a witches’ broom requires checks on the skill Flying. Combat also requires the application Combat Maneuvers. Examples of maneuvers include a swooping attack, a ramming maneuver, or a looping path to get into an advantageous position. Check: This is usually a simple check. QL indicate how well or how fast the maneuver is completed. Action Modifier Steep descent, soaring flight +1 to +3 A common combat maneuver (such as occupying an advantageous position) +/- 0 Strong winds -1 to -3 Example: Rowena enters combat on her broom. When it is her turn, she tries a maneuver to get into an advantageous position. Her player makes a check on Flying (Combat Maneuvers). The check is successful and Rowena gains an advantageous position against her enemy. Long-Distance Flight Besides using flight in combat and chases, characters sometimes wish to travel long distances by air. With LongDistance Flight, characters must consider wind, weather, and the comfort of flying instrument or mounts to arrive at their destination safely. Check: A simple check determines how well a character performs a long-distance flight. QL indicate how well characters handle the flight and how quickly they reach their destination. As a rule of thumb, every QL after the first reduces the flying time by 5%. 19


Chapter 1: Skills Action Modifier Tailwind +1 to +3 Simple long-distance-flight +/- 0 Strong headwinds complicate the flight -1 to -3 Example: Arbosh activated a flying carpet by chance. He has no idea how to steer it, so he speaks words of encouragement and tries to convince the carpet to fly 200 miles to the north. The GM asks Arbosh’s player to make a check on Flying (Long-Distance Flight). Every QL after the first reduces the flight time by 5%. Perception Detect Ambush The application Detect Ambush only refers to situations in which an ambush is set for the characters and they have a chance to discover it. Even though the applications Search or Spot could apply in different situations, always use this application for ambushes (see Core Rules, page 237). Check: To determine whether an ambush succeeds, make a competitive check between Stealth (Hide) and Perception (Detect Ambush). Modifiers for Visibility apply only to those trying to detect the ambush. Action Modifier Character is concentrating +1 No special circumstances +/- 0 Character is distracted -1 Example: A group of bandits wants to ambush Geron. They set a trap for him on a forest path. To determine whether Geron detects the ambush, the GM asks Geron’s player to make a competitive check on Perception (Detect Ambush) against Stealth (Hide). Geron’s player obtains 4 QL, while the bandits get only 2 QL. Geron detects the ambush and warns his companions. Search Use the application Search whenever a character deliberately searches for something, whether for a secret door or a concealed weapon. It makes no difference whether a character is trying to see, smell, hear, or feel something to detect it. The difference between this and the application Spot is that the character is actively engaged in searching. Check: This is often a competitive check (Perception (Search) against Stealth (Hide), for example), but both simple and cumulative checks are also possible. Action Modifier Character is concentrating +1 No special circumstances +/- 0 Character is distracted -1 Example: Geron is being held in the dungeon of the black mage Sindar. He heard a rumor that a secret passage leads to one of the cells in the dungeon. Geron does not want to end up as food for one of Sindar’s chimeras, so he searches for a hidden door. The GM asks Geron’s player to make a check on Perception (Search) with an increased difficulty of 3. The player achieves 2 QL and finds the secret passage; the entrance was in Geron’s cell all along. Spot Use the application Spot whenever characters might notice something they are not actively seeking. Even if their attention is focused elsewhere, Spot might let them notice something going on behind them, for example, or stumble upon a trail without searching for it. An exception to this is an ambush, which always uses a separate application. Check: This is usually a simple check, but competitive checks are also possible. Action Modifier Character is concentrating +1 No special circumstances +/- 0 Character is distracted -1 Example: The characters explore a cave system and come to an area where someone carved magical symbols into the wall. None of the characters is actively searching the walls, because they are concentrating on the slippery path, but they might find something anyway. The GM makes a check on Perception (Spot) with an increased difficulty of 3 (due to darkness and the distraction of the difficult terrain) for each hero. Most fail, except for Layariel, who obtains 1 QL. Layariel alone sees the symbols as she walks by. Pickpocket Create Distractions Secretly stealing something off a person requires preparation and a good distraction. The application Create Distractions, allows a character to engage a victim in conversation, appear to accidentally overturn an apple cart, or create some other distraction prior to using Pickpocket. Check: This application of Pickpocket uses a simple check. If successful, increase the difficulty of the victim’s 20


Perception (Spot) check to detect the theft by QL/2 (the theft itself requires use of the applications Steal from Person or Steal Item). Action Modifier Time to prepare, good opportunity +1 to +3 No special circumstances +/- 0 No time to prepare, poor opportunity -1 to -3 Example: To give Carolan a chance to steal evidence from a very suspicious guard, Tjalva tries to create a diversion. She doesn’t want to distract the guard by talking to him, so instead she starts a raucous argument with one of the merchants at the market. The GM asks Tjalva’s player to make a check on Pickpocket (Create Distractions). She achieves 2 QL, which grants a bonus of +1 to Carolan’s check. Steal from Persons Steal from Persons allows characters to steal a coin pouch or other worthwhile item from someone. Check: This uses a competitive check of Pickpocket (Steal from Persons) against Perception (Spot). Action Modifier Preparation possible, good opportunity +1 to +3 No special circumstances +/- 0 Attention is on the thief -1 to -3 Example: Carolan knows Havena well and has identified an easy mark—an old patrician—in the market square. He unobtrusively follows the patrician and tries to steal his coin purse by cutting the ties with a small knife. His player makes a competitive check using Pickpocket (Steal from Persons) against Perception (Spot). The patrician is talking to a merchant and thus is distracted, so his check to notice the theft has an increased difficulty of 3. Carolan’s player achieves 3 QL, and the GM’s check for the patrician fails. Carolan gets his prize! Slip Item Stealing from a person is not always the goal. By using Pickpocket (Slip Item), a character can discreetly slip a small item to another person. This can be used, for example, to pass a stolen item to an accomplice, or to place damning evidence unnoticed in the pocket of a villain. Check: The best way to resolve this is by using a competitive check of Pickpocket (Slip Item) against Perception (Spot). Action Modifier Preparation possible, good opportunity +1 to +3 No special circumstances +/- 0 Attention is on the thief -1 to -3 Example: Carolan desperately wants to get rid of the coin pouch that he stole from the patrician. He knows that Arbosh has a very good reputation and that nobody would suspect that the dwarf had anything to do with the theft. He moves close to Arbosh and tries to slip him the coin pouch. 21


22 Chapter 1: Skills The GM asks Carolan’s player for a competitive check of Pickpocket (Slip Item) against a check on Perception (Spot) by Arbosh’s player. Carolan’s player achieves 4 QL, while Arbosh’s player gets only 1. Therefore, Arbosh does not notice anything and Carolan hides his captured coins in Arbosh’s backpack just before the patrician notices that his coin pouch is missing. Steal Item Most thieves don’t restrict themselves only to picking pockets. The application Steal Item lets a character steal a note from a patrician’s desk or swap a small pouch of stardust with a bag of flour without being noticed. Check: Success is determined with a competitive check of Pickpocket (Steal Item) against Perception (Spot). Action Modifier Preparation possible, good opportunity +1 to +3 No special circumstances +/- 0 Attention is on the thief -1 to -3 Example: Mirhiban accepts an invitation to speak with the black mage Sindar to find evidence of his plans. She finds secret documents in his study, but Sindar is paying close attention to her. She attempts to steal them anyway. The GM asks Mirhiban’s player to make a competitive check of Pickpocket (Steal Item) against Perception (Spot). Mirhiban’s player makes a successful check but achieves only 1 QL, while the GM obtains 4 QL for Sindar. The black mage notices Mirhiban’s attempted theft and now she must try to explain her actions. Riding Chases Use the application Chases when determining whether a rider can catch up to (or lose) another rider. Check: This involves a series of simple checks that work similarly to a cumulative check. Each check lowers (or increases) the distance in each round (see Core Rules, page 349). Action Modifier Good ground conditions +1 to +3 No special conditions +/- 0 Poor ground conditions -1 to -3 Example: Layariel spurs her horse after an orc who stole a horse. The GM decides to use the rules for chases, so Layariel’s player must make multiple checks on Riding (Chases) (see page 27). In the end, either Layariel catches up to the orc, or the orc outrides her and escapes. Combat Maneuvers Checks on Riding (Combat Maneuver) are sometimes necessary during mounted combat, such as when checking if an injured horse throws its rider or fails to follow the rider’s commands. Check: These are simple checks, including when riders try to give commands to their mounts. Action Modifier Performing combat maneuver +/- 0 Example: Geron’s mount is injured during combat. Geron’s player must determine if the horse throws Geron as a result. The GM calls for a check on Riding (Combat Maneuvers) with an increased difficulty of 1 per 5 full DP. The horse suffered 12 DP, so the check has an increased difficulty of 2. Geron’s player succeeds on the check and Geron remains in the saddle. Long-Distance Ride Use Long-Distance Ride when attempting to ride a great distance as fast as possible. Check: This is usually a simple check. The greater the number of QL, the easier it is to reach one’s destination. Every QL after the first decreases the traveling time by 5%. Action Modifier Tailwinds +1 to +3 Simple long-distance riding +/- 0 Strong headwinds -1 to -3 Example: Layariel needs to ride back to Gareth as fast as possible and believes her horse Startrail is up to the task. The GM asks Layariel’s player to make a check on Riding (Long-Distance Ride). Each QL after the first saves 5% of the time that Layariel would have needed for the ride if she had taken a slower pace. Show Jumping Sometimes riders must encourage their mounts to jump something, whether bushes, crevices, or other obstacles. This requires a check on Riding (Show Jumping). The rider should keep the mount’s capabilities in mind when considering whether to attempt a jump. Check: Jumping a single obstacle is a simple check. QL indicate how well the jump went. As a rule of thumb, each QL after the first means the animal jumped 5% further and/or higher than normal.


23 Action Modifier Low or easy obstacle +1 to +3 Standard obstacle +/- 0 High or difficult obstacle -1 to -3 Example: Layariel, an excellent rider, directs her horse Startrail to jump over a downed tree in the road. The GM asks for a check on Riding (Show Jumping) with an increased difficulty of 1. Layariel’s player succeeds and the horse clears the obstacle. Self-Control Ignore Distractions Distractions can cause a mage or Blessed One’s spells or liturgical chants to fail. Similarly, distractions can interfere with actions that require a long amount of time to complete. Distractions may arise, for example, from pain due to injury, from insects buzzing around someone’s face, or even from something as simple as tapping a character on the shoulder. Check: This is usually resolved as a simple check. For more on distractions, see the Core Rules, page 257. Action Modifier Ignore minor distractions +1 to +3 Ignore common distractions +/- 0 Ignore severe distractions -1 to -3 Example: Rowena is casting a spell when an orc stabs her with a dagger. To avoid unwillingly aborting the spell, Rowena’s player must make a successful check on Self-Control (Ignore Distractions) with an increased difficulty of 2. Resist Torture Few people can remain silent about anything while suffering pain and mutilation, and even unskilled torturers can obtain false confessions from innocent victims or coerce them into accusing other innocents of heinous crimes, no matter how preposterous. Sadly, torturers rarely believe what their victims say, and the torturing continues. This application grants the character a degree of resistance to torture (or at least the presence of mind to try to appear convincing while telling lies). Such resistance is rare (at least among humans), and characters must have GM permission to possess Self-Control (Resist Torture). Check: This is usually resolved as a competitive check between Intimidation (Torture) and Self-Control (Resist Torture). Action Modifier Resist torture +/- 0 Example: The evil black mage Sindar captures Layariel, ties her up, and demands that she reveal her friends’ location. Sindar makes it clear that he will torture her if she doesn’t cooperate, but Layariel chooses to resist and remain silent. The GM asks for a competitive check between Sindar’s Intimidation (Torture) and Layariel’s Self-Control (Resist Torture). The GM’s hidden check for Sindar achieves 1 QL, while Layariel’s player achieves 2 QL. The elf endures the agony


24 Chapter 1: Skills in silence. If Layariel had instead tried to mislead Sindar, her lie might have sounded convincing enough to lead Sindar's henchmen on a wild goose chase for hours, buying Layariel time to escape from her captor. Stay Conscious A character who becomes incapacitated by Pain can try to suppress the pain and continue to act by making a check on Self-Control (Stay Conscious). Check: This application uses a simple check. Action Modifier Stay conscious +/- 0 Example: Arbosh receives four levels of the condition Pain and gains the state incapacitated, but he still tries to perform an action. His player makes a check on Self-Control (Stay Conscious). It fails, though, and Arbosh can do little but suffer. Stealth Conceal Item Characters occasionally need to hide small objects where they will not be noticed. Conceal Items lets a character conceal a phial, a melee weapon with a RE of short, or a similarly small object on their person. Check: Noticing the hidden object requires a successful competitive check on Perception (Search or Spot) against Stealth (Conceal Item). Action Modifier Good possibilities for hiding +1 to +3 No special circumstances +/- 0 Poor possibilities for hiding -1 to -3 Example: Rowena attempts to smuggle a phial of sleeping poison past guards and into the city. She hides the phial on her person and hopes that the guards do not find it. The GM asks Rowena’s player to make a competitive check of Stealth (Conceal Items) against the guards’ Perception (Search). Rowena is not opposed to dallying with the guards, so the GM gives her a bonus of +2 for the check. Rowena’s player achieves 3 QL, while the infatuated guard only gets 1 QL. Hide Unlike Sneak, Hide involves finding an unobtrusive place to remain still and silent while blending into the shadows. Check: As with Sneak, Hide is resolved as a competitive check Stealth (Hide) against Perception (Search or Spot). Action Modifier Good possibilities for hiding +1 to +3 No special circumstances +/- 0 Poor possibilities for hiding -1 to -3 Example: Carolan gets caught stealing in an unfamiliar house and attempts to hide from the guards, who are right on his tail. He ducks into the bedchamber and quickly looks for a good hiding place. His player makes a competitive check of Stealth (Hide) against the guards’ Perception (Search). Unfortunately, Carolan’s player is unlucky and the check is not successful, while the GM achieves 2 QL for the guards. Carolan is dragged from under the bed and arrested. Sneak Sneak allows a character to move quietly through a room, or walk through a camp of sleeping orcs without waking the guards. Check: Determining whether a character can move without a sound requires a competitive check of Stealth (Sneak) against Perception (Search or Spot). Action Modifier Ground is well-suited for sneaking +1 to +3 No special circumstances +/- 0 Ground is poorly suited for sneaking -1 to -3 Example: Layariel was captured by goblins in the early hours of the morning. They tied her to a pole in the middle of their camp and then went to sleep. She is soon able to free herself and now tries to leave the camp without making a sound. The GM asks her player to make a competitive check of Stealth (Sneak) against the lone goblin guard’s Perception (Spot). Since the goblin is sleepy, his check suffers an increased difficulty of 1. Layariel’s player achieves QL 2, while the GM rolls a botch for the goblin. The goblin falls asleep and does not notice Layariel leaving.


25 Singing Bard’s Ballad The application Bard’s Ballad for the skill Singing covers all the songs a bard might perform for an audience. Check: Bard’s Ballad is usually resolved as a simple check. However, for things like a contest between bards, this can also be resolved as a competitive check. QL indicate how well the character performs. Action Modifier Good conditions, appropriate acoustics +1 to +3 Acceptable conditions +/- 0 Poor conditions, bad acoustics -1 to -3 Example: Layariel has been told she has a lovely voice, so she challenges Briegel of Bushbread, the bard of the court of the Baron of Hinterhirschfurten, to a competition. Layariel’s player makes a competitive check on Singing (Bard’s Ballad), while the GM makes a check on the same application for Briegel. Layariel’s player achieves 5 QL, but Briegel gets only 1. Layariel’s singing entrances the castle’s inhabitants. Chorale Chorale is a type of ecclesiastical singing performed to honor the gods. Aventurians usually hear this style in a temple or an abbey. Not every Blessed One is a talented singer, and chorales do not play an important role in every Church, but singing plays a role in services at many. Check: Chorale is resolved by a simple check. The higher the QL, the more pleasant the singing. Action Modifier Good conditions, appropriate acoustics +1 to +3 Acceptable conditions +/- 0 Poor conditions, bad acoustics -1 to -3 Example: It is autumn and Brother Hilbert, full of pride, wants to proclaim that the farmers’ hard work earned them a good harvest. He gathers them in the temple of Peraine and leads them in a chorale honoring Peraine. The GM asks Hilbert’s player to make a check on Singing (Chorale) to see how well Hilbert performs. Surprisingly, his player achieves 3 QL (thanks to some FtP). Hilbert impresses the farmers (and Peraine) with his marvelous tenor voice. Choral Singing When two or more people wish to sing together, they use the application Choral Singing. Check: This is either a competitive group check or a cumulative group check, depending on whether choir groups are competing against each other. QL is a measure of the singing. Action Modifier Good conditions, appropriate acoustics +1 to +3 Acceptable conditions +/- 0 Poor conditions, bad acoustics -1 to -3 Example: Brother Hilbert convinces Rowena, Tjalva, and Geron to sing with his choral group. After some training, the characters think that they are ready to perform on stage without embarrassing themselves. All three players make checks as part of the cumulative group check. Rowena achieves 2 QL. True to form, Geron gets only 1 QL. Tjalva gives it her all, and her powerful voice surpasses all others (she obtains 4 QL). Together the characters obtained 7 QL and achieved a passable (partial) success. Recital Aventurian Recital is a form of expression usually only heard in opera houses, as operas tell a story through song. Check: This is a simple check. QL measures the performance. Action Modifier Good conditions, appropriate acoustics +1 to +3 Acceptable conditions +/- 0 Poor conditions, bad acoustics -1 to -3 Example: After many years of preparation, one of Tjalva’s dearest wishes comes true: the Vinsalt Opera House invites her to sing on stage. To impress the audience, her player must make a check on Singing (Recital). She achieves a respectable 5 QL but still decides to spend a FtP to increase her total to 6 QL. The audience are so moved that they give her a lengthy standing ovation after each song. Swimming Chases Chases are not restricted to the land. This application determines whether a swimming or diving character can decrease the distance to a target or increase the distance from a pursuer. Check: The player makes several simple checks for Chases, like the method used for cumulative checks (see Core Rules, page 349).


26 Chapter 1: Skills Action Modifier Calm sea +1 to +3 Small waves +/- 0 Rough sea -1 to -3 Example: Brother Hilbert is swimming for his life from a goblin pursuer. The GM declares that this is a chase. Hilbert’s player must make multiple checks on Swimming (Chases), as per the rules for chases. Combat Maneuver Characters must sometimes fight for their lives while in water. A check on Swimming (Combat Maneuver) may allow a character to adopt an advantageous position. Check: This check is almost always resolved as a simple check. Action Modifier Performing combat maneuver +/- 0 Example: Layariel is fighting a giant fish underwater. She is in a very disadvantageous position and wants to achieve a better one. The GM asks her to make a check on Swimming (Combat Maneuver). The check is successful and Layariel is now in a (technically) advantageous position. Diving Diving is also resolved with a check on the skill Swimming. Use this application whenever a character leaves the surface and heads for deeper waters. Check: Diving is resolved as a simple check. Each QL adds 30 seconds to the amount of time the character can stay submerged. Action Modifier Calm sea +1 to +3 Small waves +/- 0 Rough sea -1 to -3 Example: Tjalva needs to dive a short distance to reach a grotto under the water. Tjalva’s player makes a check on Swimming (Diving) and achieves 2 QL. This is just enough, as the cave is about 1 minute away. Long-Distance Swimming To cover a long distance in water (such as to swim from a deserted isle to the mainland, many miles away), use the application Long-Distance Swimming. Check: This is a simple check. Each QL after the first takes 5% off the time needed to cover the distance. Action Modifier Calm sea +1 to +3 Small waves +/- 0 Rough sea -1 to -3 Example: Layariel’s rowboat sinks, and she must try to swim back to shore. This is not an easy task, so the GM asks for a check on Swimming (Long-Distance Swimming) with an increased difficulty of 1. Layariel’s player succeeds on the check and achieves 4 QL. Not only does Layariel make it back to shore, the GM decides that she swims the distance in good time. Treading Water The application Treading Water allows characters to stay on the surface. This is especially important when a character has been in the water for a long time, or if the sea is stormy and the character must struggle to keep from being washed away. Check: Keeping one’s head above water is a simple check. Each QL lets a character stay afloat for 30 minutes without going under. Action Modifier Calm sea +1 to +3 Small waves +/- 0 Rough sea -1 to -3 Example: Brother Hilbert accidently fell into a well and is calling out for help. To keep from going under, his player must make a check on Swimming (Treading Water). He achieves 1 QL, so Hilbert has at least 30 minutes.


I Chases The following rule is a Level I Focus Rule for chases. Eventually every hero chases a villain (or tries to escape from one). The existing Chase rules (see Core Rules, page 349) allow for a simple and quick resolution of chases, while the following offer a greater level of detail and take more variables into consideration. Types of Terrain Terrain and certain other factors limit a character’s maximum speed during a chase. For instance, it is nearly impossible for someone on foot to catch up with someone on horseback in open terrain, but that same rider does not have this advantage in thick forest. The five major types of terrain are as follows. Open Terrain: Open spaces do not greatly hinder one’s movement. There are few obstacles and the ground is firm and flat. Such terrain is rarely found in nature— and then only in the great plains of the north. It occurs more frequently in areas influenced by civilization, such as deserted streets and large public squares. The flat surface of a lake at a dead calm is another example of this kind of terrain. The character with the greatest speed clearly has the advantage on such terrain. Passable Terrain: Terrain is described as passable if it impedes movement in only minor ways. Examples include tall vegetation (such as wheat), hilly but otherwise open terrain, useable but unpaved roads, and wide city streets. A light swell slows movement on water, while a fresh breeze can slow movement in the air. Typical Terrain: Occasional obstacles decrease the chances of catching a target. Examples include tree stumps, low fences, or ditches that cross the landscape. Trails also restrict movement, as do the countless winding alleys found in cities. Swimming is impeded by the current of a small river can impede someone swimming upstream, and a stiff headwind can slow winged creatures in flight. Rough Terrain: Steep inclines require greater stamina and make rapid or even magical chases impossible. Narrow or barely visible paths winding through mountains impede movement as much as do light woods. A heard of animals, loosely distributed next to one another, can be obstacles. A strong current impedes swimming, and strong winds can make movement in the air strenuous. Difficult Terrain: Numerous obstacles impede movement at every turn and negate almost every advantage of greater speed. Thick bramble bushes and impenetrable woods fall under this category, as do narrow rock fissures and an alley filled with crowds of people. In water this equates to a stormy sea with high waves, while in the air this is a gusting wind. Types of Movement Characters and villains often move on foot and most chases occur with little preparation. Sometimes those involved have some form of conveyance at their disposal, while in other cases the chase takes place on the water or in the air rather than on land. In such situations, make checks with Body Control (Running) or another appropriate skill, depending on the circumstances. It is also possible for the required skill to change during a chase, such as when crossing a river or when trying to board a vehicle. Chase with a mount: A chase or flight on the back of a mount greatly increases the chances of catching or escaping. Even the fastest runner cannot escape a rider, or catch one, on flat ground. All riders make checks on Riding (Chases). Note that riders cannot cross Difficult Terrain while mounted. Chase with a vehicle: There is little chance of successfully flying with an ox-cart, but the speed of a carriage or a chariot is unmatched. Similarly, in water it is easier to move forward when one has a ship. When using a vehicle for chases, checks depend on the vehicle type and use either Sailing (Chases) or Driving (Chases). Land vehicles may be used only in Open, Passable, or Typical Terrain. Types of Terrain for Chases Type of Terrain Actual Speed Examples Open Terrain MOVx2 Open space, racetrack, quiet body of water, dead calm Passable Terrain MOVx1.5 Hills, tall vegetation, light swell, light breeze Typical Terrain MOVx1 Meadows, alleys, light current, average winds Rough Terrain MOVx0.75 Light woods, crowd of people, strong current, strong winds Difficult Terrain MOVx0.5 Thick forest, alley full of people, stormy sea, gusting wind 27


Chapter 1: Skills Chase in water: Occasionally, chases require one or more of the participants to swim, in which case make Swimming (Chases) checks. Swimmers can avoid most obstacles, but their movement rate depends on current and waves. Chase in the air: a character that takes to the skies ignores all ground obstacles and usually moves much faster than creatures that must rely on their feet. On the other hand, flyers must deal with the wind, which can impede movement like difficult terrain. A flying character makes all checks for chases using Flying (Chases). MOV-Examples of Vehicles Vehicle MOV Rowboat 10 Carriage 11 Donkey 11 Horse 12 Flying carpet 14 Galley 14 Hippogriff 16 Sailboat 16 Witches’ broom 16 Karakil demon 18 Sailing ship 20 Combination of Different Types of Chases In principle, it is possible for someone on horseback to chase someone on foot, or to use a carriage to chase a flying person. Here it is important to remember that a flying person easily stays out of reach of the pursuers on the ground, that mounts usually have considerably greater MOV than characters on foot, and that following a ship at sea is simply impossible with most kinds of movement. Special Situations Every chase results in either a success or a failure, each with its own consequences, but some situations call for more detail. The GM decides which rules to use for chases, based on the circumstances. It is possible, for instance, for a second chase to begin after a target technically escapes during the first chase (see below). Successful chase: If the chase is successful, the pursuer catches up to the target and enters attack distance. Pursuers who know maneuvers/commands that resolve movement and attack within the same CR (Trample or Charge, for example) may carry out such attacks in the CR in which they catch up to their targets. Also, because fleeing targets present their backs to pursuers, their defense counts as 2 less (unless they choose to end the chase; see below). A pursuer who does not know such a maneuver or does not wish to use it for any reason may make an Attack of Opportunity instead. The target may prevent an attack from the rear by ceasing to flee at the beginning of the CR and instead facing the pursuer. 28


The GM decides if a chase may last longer than 5 CR. For chases involving things like ships, however, the chase is conducted not in CR but hours (meaning each round equals 1 hour). Unsuccessful chase: The basic chase rules state that a chase fails if the pursuer does not catch up to the pursued after 5 CR. This does not necessarily mean that the target can no longer be seen. A fleeing target may technically escape and remain within sight on plains or an open sea, for example. However, if a faster mode of movement becomes available to the pursuer, and the target is still visible, it is possible to start a new chase. This might happen, for instance, when characters reach their horses or receive a boost in speed from a spell. Failed Checks: If anyone involved in a chase fails one of the checks on Body Control (Running), they need not simply stop moving. They may still move with their normal MOV, but they receive no bonuses for SP. When a check results in a botch, an unfortunate slipup occurs. The character trips, stumbles, runs into an obstacle, turns into a blind alley, or otherwise faces a major setback. The net result is that the character fails to cover any ground this CR and the following CR. Such occurrences usually bring the chase to an end. Barriers: The basic chase rules assume that the terrain is generally passable. It might slow movement but does not stop it entirely. However, an unlucky target might encounter an obstacle such as a steep wall, a yawning gorge, or even a simple locked door. At this point, unless the target wishes to concede the chase, the barrier must be overcome with an appropriate skill (for example Climbing, Body Control, or Pick Locks). The difficulty of overcoming the barrier and the time it takes to do so depend on the barrier type; usually it is impossible to increase the distance from the pursuer at the same time. If the barrier is overcome, the pursuer might eventually face the same problem, which could assist the target’s escape. Example: Geron chases after an orc who is 82 feet away but facing a 12-foot-high wall. To scale the wall, the orc must make a check on Climbing (Walls). If the check is successful, the orc climbs the wall, but he cannot both attempt to scale the wall and continue to flee from Geron in the same CR. Geron, however, can make a check on Body Control (Running) to close the 82- foot distance. If the orc fails his Climbing check, he does not scale the wall and must try the check again next round. If he is successful, he makes it over the wall, but Geron must then scale the wall or else give up his pursuit. Obstacles & Hurdles: Running as fast as possible is just one way to escape a pursuer. A fleeing person can also attempt to hinder the pursuer by creating obstacles, such as by overturning a table, shutting a door, or rolling a barrel down the street. The creation of certain obstacles does not take up an action in a round and can be performed automatically and concurrently with the chase. Some obstacles cost 1 action to create Some obstacles cost 1 action and require a check. Appropriate checks to create such obstacles include Feat of Strength or Body Control, for example. Obstacles can force the pursuer to spend 1 action to remove or evade the obstacle, or lose 1 MOV during that check for the chase. The following table gives examples of obstacles and the requirement to create and/or evade, as applicable. Examples for Obstacles & Methods Obstacles and Methods Consequences for the Pursuer Creation Requires... Evading/jumping over a prone person -2 MOV Automatic Spilling melons from a bazaar stall into the path -2 MOV Automatic Throwing stones, fruit, or other small objects at the pursuer -2 MOV Automatic Cart blocks the path -2 MOV Automatic Evading rolling barrels 1 action, check on Body Control 1 action, Feat of Strength Evading pedestrians 1 action, check on Feat of Strength 1 action, Feat of Strength 29


Chapter 1: Skills Social Skills Disguise Costuming Characters pleasing unto Phex sometimes use disguises to make themselves look like beggars, traveling merchants, or city guards. Whenever an adventurer attempts to use a disguise to hide from the prying eyes of the city watch or a villain, they use the application Costuming. Check: Costuming is a competitive check of Disguise (Costuming) against Perception (Search or Spot). Action Modifier Good costumes +1 to +3 No special circumstances +/- 0 Poor costumes -1 to -3 Example: The characters get blamed for an act of thievery and now the city watch is searching for them. Mirhiban decides to disguise herself as a beggar while the party remains in the city. She throws on some old rags and splashes herself with mud. To keep from revealing her identity if she meets a troop of guards, the mage must make a competitive check on Disguise (Costuming) against Perception (Spot). Imitate Person Costuming allows you to disguise yourself as a generic type of person, but the application Imitate Person covers imitating a specific person. This can range from portraying a local patrician to a well-known investor in the Northland Bank, or even the empress herself. Check: This application is a competitive check of Disguise (Imitate Person) against Perception (Search or Spot). Action Modifier Good costumes +1 to +3 No special circumstances +/- 0 Poor costumes -1 to -3 Example: Even though Mirhiban does not like to deceive people, she and her companions need to steal an important spell book to banish a dangerous demon, and she has no other choice. She disguises herself as Ashtarra al’Okharim, head of the mages’ academy in Khunchom. The GM asks Mirhiban’s player for a competitive check on Disguise (Imitate Person). The person she wants to fool is an adept of the Academy of Sword & Staff who has orders to give the book only to Ashtarra. He makes a check on Perception (Spot). Mirhiban knows Ashtarra, is wearing the right clothes, can passably imitate her body language, and even looks a little like her, so the check receives a bonus of +2. Stage Acting The application Stage Acting allows characters to disguise themselves with theater makeup and costumes. However, everyone notices this disguise immediately because stage makeup is thick, and the clothes, while appropriate, are often greatly exaggerated. This application also covers acting on stage. Check: This uses a simple check. QL determines the quality of the makeup job / costume and how quickly it was applied. Action Modifier Good costume available +1 to +3 No special circumstances +/- 0 Poor costume available -1 to -3 Example: Brother Hilbert auditioned for a play being held in his home town and won the role of the Sword of Swords. He must now dress up as a Blessed One of Rondra. The GM asks Hilbert’s player to make a check on Disguise (Stage Acting). He achieves only 1 QL, so Hilbert’s interpretation of the robes of a Blessed One of Rondra looks somewhat sloppy. Empathy Discern Motivation Empathy allows a character to look for subtle clues about a target’s hidden plans. Is the quest giver’s real plan to take vengeance, or is he only trying to get rid of a competitor? Discern Motivation can reveal this. Check: Just like with Sense Deception, this is a competitive check between Empathy (Discern Motivation) and Fast-Talk (Hard Sell, Subterfuge, Manipulation, or Sweet-Talk). Action Modifier Character knows the target person well 0 to +3 No special circumstances +/- 0 Character does not know the target person 0 to -3 Example: Carolan’s companions accepted their quest giver’s offer—an easy mission, decent (though by no means rich) 30


reward, and probably little risk—a bit too quickly for his liking. He believes the merchant, but he thinks she has more than business on her mind. The GM asks Carolan’s player to make a competitive check of Fast-Talk (Sweet-Talk) versus Empathy (Discern Motivation). If Carolan’s player wins the competitive check, Carolan notices that the merchant is not interested in the success of the mission so much as the time the characters set out. The merchant probably just wants to use the characters as a diversion. Sense Deception Characters primarily use Empathy (Sense Deception) to discern whether an opponent is lying. Check: In most cases, this is a competitive check of FastTalk (Hard Sell, Subterfuge, Manipulation, or Sweet-Talk) versus Empathy (Sense Deception). Action Modifier Character knows the target person well 0 to +3 No special circumstances +/- 0 Character does not know the target person 0 to -3 Example: Tjalva tries to discern whether a noble named Gerowin lied to her when he said he did not know the mercenaries who burned her friend’s home village. The GM asks for a competitive check on Empathy (Sense Deception) against Fast-Talk (Manipulation). Tjalva’s player gets only 1 QL, while the GM achieves 2 for the noble. Therefore, Tjalva cannot read him. Etiquette Fashion At festivals, one method of drawing attention (whether positive or negative) is the proper selection of and knowledge about the right clothes. Check: A simple check on Fashion can tell characters how to dress properly, whether for a party hosted by a Horasian noble or an Aranian sultana, or for a ritual performed by a tribe of Forest Folk. This application helps you choose the right fashion for the right occasion, and lets you judge the suitability of others’ clothing. Characters who wish to attract attention by dressing well should use Seduction (Beautify), instead. Action Modifier Character has time to prepare 0 to +3 No special circumstances +/- 0 Character is unfamiliar with the manners of this milieu 0 to -3 Example: Mirhiban rarely pays attention to clothing regulations, but when she receives an invitation from the Academy of Sword & Staff in Gareth, she wishes to dress according to the rules of the Codex Albyricus. Her player makes a check on Etiquette (Fashion). Greater QL means Mirhiban makes fewer mistakes when choosing garb and makes a better impression. Manners The best way to avoid giving an unpleasant impression at a festival or during an audience with a noble is to exhibit good Manners. What is the proper way to greet a peer? Which forms of address should one use with one’s superior? What should one remember when dealing with the chieftain of an Utulu tribe? Check: Resolve this using a simple check. QL indicate the character’s familiarity with the basic rules of etiquette. QL for checks in related, subsequent Social skills may not exceed the QL obtained with the Manners check. This relation must be clear (for example, during a dress ball, a noble’s feast, and so on). Action Modifier Character has time to prepare 0 to +3 No special circumstances +/- 0 Character is unfamiliar with the manners of this milieu 0 to -3 Example: Growing up in Thorwal, Tjalva was taught to address everyone directly, whether she was speaking to a serf or the Horas-Emperor. Her friends told her that this kind of behavior is not welcome at the court of the Duke of the Northmarches, so Tjalva tries her best to change her behavior and address the nobles politely and correctly. The GM asks for a check on Etiquette (Manners). The more QL Tjalva obtains, the better the impression she makes. 31


Chapter 1: Skills Rumors This application covers the latest Rumors about society, such as who is in love with whom, which nobles are feuding, and whether the baron really contracted dullskull because he told a lie in a temple of Praios. Check: A simple check is usually enough to determine what Rumors a character has heard. QL indicate the amount or significance of information the character knows. Action Modifier Character had time to prepare 0 to +3 No special circumstances +/- 0 Character is unfamiliar with the manners of this milieu 0 to -3 Example: The party is hunting a confidence artist who is preying upon wealthy widows. Rowena arranged an invitation to the house of a distinguished patrician during an important festival, where she hopes to overhear local gossip about widows, marriages, and love. The GM asks Rowena’s player to make a check on Etiquette (Rumors). The more QL she obtains, the more clues she receives about the confidence artist. Small Talk Those who tell good jokes, recount amusing anecdotes, or generally add something entertaining to conversation are usually remembered more pleasantly than those who bore their fellows or otherwise remain silent. Small Talk also allows characters to draw attention to themselves. Check: This is a simple check. QL indicate how well others remember the character. Action Modifier Character had time to prepare 0 to +3 No special circumstances +/- 0 Character is unfamiliar with the manners of this milieu 0 to -3 Example: Brother Hilbert and Carolan need to search the chambers of an esquire’s wife for clues. Since Brother Hilbert knows many tales While attending the birthday feast of a Bornish esquire, they decide that Hilbert should provide a distraction by entertaining the guests with tales of heroic exploits. The GM asks for a check on Etiquette (Small Talk). The greater the QL, the more captivating the Blessed One’s anecdotes, and the more time he buys for Carolan. Fast-Talk Begging Begging is the art of asking people for coin and other necessities of life. While usually the domain of beggars, characters with nothing might have to resort to this application to fill their coin pouches. Begging may also be used to convince someone to fulfill a request. Check: This is a simple check. QL indicates how much money, food, or clothes the character obtains. In special cases, this may be resolved as a competitive check between Fast-Talk (Begging) and Willpower (Resist Fast-Talk). Action Modifier Strong arguments +1 to +3 No special circumstances +/- 0 Weak arguments -1 to -3 Example: While searching for the polar diamond, the party was ambushed by yetis. The snow bugbears took everything, even the characters’ clothes. When they return to civilization, the characters attempt to buy a few pairs of breeches and shirts. Since Mirhiban is the most eloquent of the characters, she speaks to the merchant. To see how well she performs, the GM asks for a check on FastTalk (Begging). Her player achieves 3 QL; some villagers feel pity for Mirhiban and give her a basketful of old clothes. Hard Sell Hard Sell is the art of convincing someone to buy or accept an item that they do not wish to own or even cannot use, usually by making the item seem attractive than it is. Do not confuse this with Haggling, which is the domain of the skill Commerce and involves trying to obtain a better price for an object or service. Check: This is always resolved as competitive check on Fast-Talk (Hard Sell) versus Willpower (Resist Fast-Talk). Depending on the situation, the target may make a check with Empathy (Sense Deception or Discern Motivation), instead. If the check is successful, Hard Sell grants a bonus of QL/2 on the subsequent competitive check with Commerce (Haggling). Action Modifier Strong arguments +1 to +3 No special circumstances +/- 0 Weak arguments -1 to -3 32


Example: Geron wants to trade his scarf for Layariel’s wirsel herb salve and tries to think of a way to make the colorful scrap of cloth seem more attractive to her. The GM asks both players to make a competitive check on FastTalk (Hard Sell) versus Willpower (Resist Fast-Talk). Geron achieves 1 QL, and Layariel gets 2. The elf shows no interest in the piece of cloth. Manipulation Clever characters can manipulate other people to carry out acts they never intended. Schemers are particularly good at knowing when they can take advantage of someone. Ideally, victims should never even suspect they were manipulated. Manipulation can also directly influence someone’s opinion. Check: This is a competitive check using Fast-Talk (Manipulation) against Willpower (Resist Fast-Talk), although Empathy (Sense Deception or Discern Motivation) could also serve, depending on the situation. Action Modifier Strong arguments +1 to +3 No special circumstances +/- 0 Weak arguments -1 to -3 Example: Rowena has often used others for her purposes, and today she tries to influence a knight named Kunislaus of Andrastone. At breakfast, she tells him about some rumors she heard. She describes the knight’s neighbor, Wenzelausia of Gristhome, as a slave driver (this is true) and implies that she insulted Kunislaus, albeit indirectly. The GM decides that Rowena’s player should make a check on Fast-Talk (Manipulation) to determine if her ruse succeeds. The GM makes a check on Willpower (Resist Fast-Talk). Rowena wins with 2 QL to 1. The knight now ponders how he should respond to Wenzelausia’s insult. Subterfuge Characters in a difficult situation, such as being caught trespassing or possessing something that does not belong to them, can attempt to talk their way out of it by using Fast-Talk (Subterfuge). Check: This is a competitive check between Fast-Talk (Subterfuge) and Willpower (Resist Fast-Talk). Alternatively, Empathy (Sense Deception or Discern Motivation) could also serve, depending on the situation. Action Modifier Strong arguments +1 to +3 No special circumstances +/- 0 Weak arguments -1 to -3 Example: As Carolan tries to enter the city, the gate guards find a large Gwen-Petryl stone in his pack. The Church of Efferd usually claims ownership of stones of this size, and the guards make this clear to the rogue. He attempts to talk the guards into letting him keep the stone, explaining that he is on his way to donate it to the local temple (this is a lie; he actually wants to sell the Gwen-Petryl stone). The GM asks for a competitive check on Fast-Talk (Subterfuge) against Empathy (Sense Deception) to determine whether the guards believe Carolan’s lie. 33


Chapter 1: Skills Sweet-Talk This application uses compliments to make the target feel more successful, more beautiful, or more intelligent than the rest of humanity—always with the goal of winning favor with the target and receiving favor in return. Check: This is a competitive check of Fast-Talk (Sweet-Talk) against Willpower (Resist Fast-Talk). Depending on the situation, Empathy (Sense Deception or Discern Motivation) might be a better choice. If the check is successful, subsequent checks on Persuasion, Seduction (Romantic Arts), Fast-Talk, and Commerce (Haggling) against the target gain a bonus of QL/2. On a failure, these skills suffer an increased difficulty of 2. The GM may prohibit certain inappropriate combinations of Sweet-Talk and other skills. Action Modifier Good compliments +1 to +3 No special circumstances +/- 0 Weak compliments -1 to -3 Example: Brother Hilbert wishes to help the natives of Uthuria gain a better understanding of Peraine’s gifts, so he decides to outfit an expedition to that far-away continent. This requires a great deal of money, and Hilbert thinks his talent for flattery might entice a noblewoman to make a large donation to the cause. The GM asks Hilbert’s player to make a competitive check on Fast-Talk (Sweet-Talk) against the noblewoman's Willpower (Resist Fast-Talk). Hilbert’s player achieves 1 QL, while the noblewoman gets 2 QL. She gives him only a few silverthalers— not enough for his endeavor—so Hilbert must think of another way to raise funds. Intimidation Interrogation Intimidation (Interrogation) helps get information from prisoners. The application imparts knowledge of the tactics needed to pry secrets from people without physically injuring them. Check: This is a competitive check of Intimidation (Interrogation) against Willpower (Resist Intimidation). Action Modifier Character has a reputation for cruelty +1 to +3 No special circumstances +/- 0 Character is known to be decent or merciful -1 to -3 Example: Carolan and Geron are questioning a prisoner. Carolan has watched city guards interrogate thieves many times and understands their tactics. Before they enter the room with the prisoner, he tells Geron to act fearsome toward the prisoner while Carolan takes the role of the compassionate guard. The GM decides that Carolan’s player and the target of the interrogation must make a competitive check of Intimidation (Interrogation) versus Willpower (Resist Intimidation). Carolan’s promising tactic earns a bonus of +1 for the check. Provoke Clever insults from the characters can provoke the enemy to act in rash ways, which can have a negative impact on combat and grant the characters a small advantage. Provoke can also be used outside of combat (for instance, when challenging someone to a drinking game or another test). Check: This is a competitive check of Intimidation (Provoke) against Willpower (Resist Intimidation). Action Modifier Clever insults +1 to +3 No special circumstances +/- 0 Weak insults -1 to -3 Example: Mirhiban spent all her arcane energy and, armed only with a knife, now faces a thief. Since she is an abysmal fighter, she uses insults to goad him into making mistakes. The GM asks for a competitive check of Intimidation (Provoke) against Willpower (Resist Intimidation). Mirhiban’s player fails the check, so her plan does not work. Threats The primary use of Intimidation is Threats, whereby one attempts to unsettle or frighten the target with words and gestures. Threats covers, for example, the wild appearance of a Fjarning tribal warrior, the menacing stance of a villain, or a Thorwaler brandishing a weapon. Check: This application typically uses a competitive check of Intimidation (Threats) against Willpower (Resist Intimidation). Action Modifier Character has a particularly bad reputation +1 to +3 No special circumstances +/- 0 Character is known to be friendly -1 to -3 Example: While traversing a swamp, the characters encounter a band of half-starved goblins. Tjalva immediately spots an opportunity to frighten the goblins and avoid unnecessary combat. She roars at the red-furred creatures while brandishing her weapon. 34


35 The GM asks Tjalva’s player to make a competitive check on Intimidation (Threats) against the goblins’ Willpower (Resist Intimidation). Her player obtains 5 QL, and the GM fails the check. The goblins, completely intimidated, bow to Tjalva. Torture Torture is the tool of cruel, sadistic individuals who enjoy humiliating and crippling their victims. Good characters never use torture. They understand that professional interrogators can obtain useful information without resorting to violence. Good and ethical characters, such as faithful worshipers of the Twelvegods, must have GM permission to possess Intimidation (Torture). Check: This is resolved as a competitive check on Intimidation (Torture) versus Self-Control (Resist Torture). Action Modifier Character has a particularly notorious reputation +1 to +3 No special circumstances +/- 0 Character is known to be kindly (or at least not known to use torture) -1 to -3 Example: During a raid on dwarven territory, an evil human mercenary captures a young dwarven recruit named Dargo son of Malro. The mercenary’s hatred for dwarves is well known, and he decides to torture Dargo to learn where the dwarf’s unit is bivouacked. The GM calls for a competitive check using the mercenary’s Intimidation (Torture) versus Dargo’s Self-Control (Resist Torture), but Dargo knows his unit has prepared a trap for the enemy. He pretends to be so terrified of torture that he freely reveals the location. Even though Dargo cooperated, the mercenary thinks the dwarf is lying and proceeds to torture him anyway. Dargo’s screams attract the attention of some dwarven scouts in the area, and they rescue him from the mercenary. Luckily, Dargo did not suffer permanent injury. The encounter strengthens his resolve to defeat the invaders and protect his community. Persuasion Conversation Some characters, especially Blessed Ones, try to convince others of their worldview or convert them to their faith via intensive, personal Conversation. Unlike with public speaking, initiators can tailor their arguments to the target’s personality, thus influencing them more easily. Check: Permanently changing someone’s worldview requires a cumulative check. The target may resist by accumulating QL via checks on Willpower (Resist Persuasion). These are then subtracted from the initiator’s QL to determine success. Action Modifier Easy topic, strong arguments +1 to +3 No special circumstances +/- 0 Difficult topic, weak arguments -1 to -3 Example: After destroying a cult that performed human sacrifices, the characters try to redeem the lone surviving cultist and convert him to the creed of the Twelvegods. The GM calls for a cumulative check on Persuasion (Conversation) against the cultist’s Willpower (Resist Persuasion), deciding that the interval is 1 week and that the player (Arbosh’s, in this case) may make a maximum of 10 checks. After each check on Persuasion (Conversation), the cultist makes a check on Willpower (Resist Persuasion) to try to reduce Arbosh’s QL. Only Arbosh’s net QL matter in the end. Debate Debate is used to put on a good show and present the right arguments to outdo one’s opponent. Always use Debate to resolve a verbal dispute. As opposed to a Conversation, the goal is not to convert one’s opponent; it is simply to convince him of one’s point of view and impress a neutral audience. Check: A Debate is resolved as competitive check on both participants’ Persuasion (Debate) skill. The one with the most QL poses superior arguments and views themselves as the winner. Action Modifier Easy topic, strong arguments +1 to +3 No special circumstances +/- 0 Difficult topic, weak arguments -1 to -3 Example: A heated discussion about the shape of Dere breaks out between Mirhiban and a Maraskan. While her Maraskani counterpart sees the world as a disc, Mirhiban holds the view that the world is spherical.


36 Chapter 1: Skills To determine who has the more convincing arguments, the GM asks for a competitive check on Persuasion (Debate). Both achieve 3 QL, so both bring forward excellent arguments but neither convinces the other and there is no clear winner in this discussion. Oration Speaking in public requires, among other things, rhetorical skill, suitable arguments, and knowing when to raise one’s voice. For example, use Oration when a Blessed One, a field commander, or a noble attempts to convince a large group of people to believe something. Check: Usually a simple check is enough. QL indicate the speech’s level of success. Action Modifier Easy topic, strong arguments +1 to +3 No special circumstances +/- 0 Difficult topic, weak arguments -1 to -3 Example: Brother Hilbert travels to the village of Alrikfsford to announce some bad news. The local temple wants the villagers to pay higher tithes after a bad harvest. Hilbert knows that the increase is necessary and wants to win the villagers to his side. Therefore, he climbs onto a platform on the village green and addresses the Alriksforders. The GM asks Hilbert’s player for a check on Persuasion (Oration). He succeeds and obtains 5 QL. The villagers no doubt grumble in the coming weeks, but they obediently continue to support the Church. Seduction Beautify Seduction (Beautify) covers applying makeup (to one’s self or others), styling one’s hair, and choosing (and wearing) proper clothes with the intent of attracting favorable attention. Check: Beautification takes at least one hour, regardless of the recipient (the character with the skill, or someone else). On a successful check, each QL grants a bonus of +1 for the character’s subsequent Persuasion, Seduction (Romantic Arts), Fast-Talk, and Commerce (Haggling) checks. If the Seduction (Beautify) check fails, subsequent checks on the aforementioned skills suffer an increased difficulty of 1 for a period of 6 hours. Action Modifier Suitable clothes and makeup +1 to +3 No special circumstances +/- 0 Unsuitable clothes and makeup -1 to -3 Example: Carolan has received a rare honor—an invitation to the festivities at the Duke of Grangor’s palace. He wants to make a good impression, so he buys expensive makeup and fine clothes. The GM asks Carolan’s player to make a check on Seduction (Beautify) to see if Carolan’s efforts pay off. Carolan’s player fails the check, so the rogue makes some embarrassing mistakes (bad perfume, wrong clothes, and too much makeup). He does attract attention, but it is of the wrong kind. Flirting This application allows a character to influence the target’s feelings toward them in a positive way. However, this does not necessarily mean that the character is romantically interested in the target. A female thief carrying contraband might bat her eyelashes at a city guard in the hopes that he won’t search her possessions too closely. Check: Resolve Flirting as a competitive check of Seduction (Flirting) against Willpower (Resist Seduction). If successful, the character’s subsequent checks on Persuasion, Seduction (Romantic Arts), Fast-Talk, and Commerce (Haggling) against the target gain a bonus of QL/2. If the check fails, however, these skills suffer an increased difficulty of 2. Action Modifier Target already likes the character +1 to +3 No special circumstances +/- 0 Target has no interest in the character, for whatever reason -1 to -3 Example: Rowena heaps flattery upon an innkeeper in an attempt to garner a discount for herself and her friends. Rowena’s player makes a competitive check on Seduction (Flirting) against the innkeeper’s Willpower (Resist Seduction). If she obtains the most QL, the innkeeper lowers his price, giving them a nice discount. Romantic Arts Romantic Arts can help determine a character’s level of attention, inventiveness, and reciprocity in matters of the heart. This application also covers such things as choosing the perfect gift for a loved one, remembering important dates (like anniversaries or Tsa’s Days), or simply choosing the right words for the occasion. Yes, it is possible to first Beautify oneself, then use Flirting, and then make a check on Persuasion.


Check: This is a simple check. Based on QL, the GM determines how well the character succeeds. Targets of seduction may resist with a competitive check on Willpower (Resist Seduction). Action Modifier Easy topic, strong arguments +1 to +3 No special circumstances +/- 0 Difficult topic, weak arguments -1 to -3 Example: Taynor, a soldier, returns from patrolling the border and hurries home to see his wife Alrika. When he last saw her, she had been inconsolable, for she couldn’t understand why the king keeps sending him away on long deployments during times of peace. Taynor knows his marriage is in trouble, so he devoted weeks to planning a romantic getaway that will start with a trip to the bards’ festival, Alrika’s favorite activity. He fears that if he fails to show he still loves her, she will leave him, or worse, allow herself to be wooed away by another. Since Taynor is planning a special romantic evening, the GM asks Taynor’s player to make a check on Seduction (Romantic Arts), with an increased difficulty of 1 since Taynor’s gift for choosing the wrong words has landed him in hot water before. He achieves 3 QL. Alrika seems much cheered up by his presence and his sweet words, and the two spend an enjoyable week off together. Streetwise Asking Around This application covers such things as learning where to fence stolen goods in a city, what the underworld knows about a cargo shipment on the mail coach from the next town, or whom to ask about the suspicious innkeeper in the Kraken King tavern. Check: Asking Around is a simple check. QL measure the quality of the information and how much time a character must spend searching for clues. Lengthy research might require a cumulative check. Action Modifier Obtaining information +/- 0 Example: Geron plans to challenge the sword master Erlan Adersin of Gareth to a duel in a few days. However, he first wants to approach an underworld figure to learn if the sword master has any weaknesses and hear what people say about Erlan. The GM asks Geron’s player for a check on Streetwise (Asking Around). The more QL he obtains, the more information he discovers. Judging Locations Judging Locations covers situations such as knowing where to find good and reasonably priced accommodation, where the garrison of the city guard is located (without the guards noticing that someone is asking about them), and where to find the nearest temple of Travia. 37


Chapter 1: Skills Check: This is a simple check. QL indicate the quality of the information and how quickly a character obtains it. Action Modifier Obtaining information +/- 0 Example: Tjalva arrives in Punin for the first time. She has only a few halers in her pocket and desperately needs a place to stay, so she seeks a familiar area—the alleys—and asks around for a cheap inn. The GM decides that it is time for a check on Streetwise (Judging Locations). Tjalva’s player obtains 2 QL. The people she speaks to direct her to Lower Punin. Not a good neighborhood, but it is known for its countless cheap inns. Shadowing Shadowing involves more than simply moving silently and sneaking after somebody. One must also know the city streets and potential hiding places in case the target becomes suspicious of being followed. Furthermore, the character must adopt an inconspicuous disguise, usually as a nondescript pedestrian. Check: Streetwise (Shadowing) is usually resolved as a competitive check against Perception (Spot). Action Modifier Obtaining information +/- 0 Example: Carolan is hunting a burglar to find out where the city thieves’ guild holds its meetings. Carolan’s player must make a check on Streetwise (Shadowing). The GM makes a check on the burglar’s Perception (Spot). If the player achieves the higher result, the thief does not notice Carolan. Willpower Face Threats Use the application Face Threats whenever characters face terrifying opponents that want to frighten them. Check: This is usually resolved with a competitive check between Intimidation and Willpower (Face Threats). Action Modifier Resist +/- 0 Example: Geron is facing Grulmporkmok, a terrifying demon with the power to inspire fear. To keep Geron calm, Geron’s player must make a check on Willpower (Face Threats). On a success, each QL reduces the fear modifier by 1. Resist Fast-Talk Characters can use Resist Fast-Talk to resist influence. Note that this application does not cover sensing deception or gleaning an NPC’s motivation. For that, use the skill Empathy instead. Check: Fast-Talk is an attempt to convince targets to do something they would prefer to avoid. To resist this attempt, make a competitive check on Willpower (Resist Fast-Talk). Action Modifier Resist +/- 0 Example: A pitiful, one-legged beggar tries to appeal to Mirhiban’s conscience while begging for alms, but Mirhiban is not feeling charitable today and tries to resist. The GM asks for a competitive check between the beggar’s FastTalk (Begging) and Mirhiban’s Willpower (Resist Fast-Talk). Mirhiban’s player achieves 3 QL, while the beggar gets only 1 QL. Mirhiban is not moved by the beggar’s plight. Resist Intimidation The ability to resist provocations or threats can help prevent characters from acting rashly. Check: When provoked, threatened, or interrogated with the skill Intimidation, make a competitive check on Willpower. If the check involves Intimidation (Torture), the character makes a check on Self-Control (Resist Torture) instead. Action Modifier Resist +/- 0 Example: Surprisingly, Layariel gets lost in the woods and encounters a band of orcs. Orcs fear and respect elves, but the band nevertheless tries to intimidate her with loud and crude behavior. The GM asks Layariel’s player to make a competitive check on Willpower (Resist Intimidation) versus the orcs’ Intimidation (Threats). The orcs achieve 2 QL, while Layariel’s player gets only 1. Layariel is unsettled by the orcs’ menacing behavior. Resist Persuasion Use Willpower (Resist Persuasion) to resist strong influence, such as when a Blessed One or a cultist tries to change one’s mind about the nature of reality. Check: The influencing party makes a competitive check on Persuasion (Conversation) versus the target’s Willpower (Resist Persuasion). 38


39 Action Modifier Resist +/- 0 Example: Arbosh meets a Blessed One of Ingerimm who tries to convince him that the dwarven god Angrosh is just an aspect of Ingerimm. The Blessed One and Arbosh make competitive checks on Persuasion (Conversation) against Willpower (Resist Persuasion). Arbosh’s player achieves 4 QL, the Blessed One only 2. Therefore, Arbosh remains steadfast in his beliefs. Resist Seduction Willpower (Resist Seduction), as its name implies, represents the character’s ability to resist Seduction attempts. Check: This is usually resolved as a competitive check of Seduction (Flirting or Romantic Arts) versus Willpower (Resist Seduction). Action Modifier Resist +/- 0 Example: Geron ducks into a crowded tavern to get out of the rain and orders a drink. After a few minutes he notices an attractive woman making moon eyes at him from across the room. She dances over to him and asks if he would be willing to escort her home on this stormy night. Although her request seems reasonable, something about her demeanor gives Geron a bad feeling. The GM calls for a competitive check on Seduction (Flirting) against Geron’s Willpower (Resist Seduction). Geron’s player fails the check, and the GM achieves a critical success for the woman. Geron quickly forgets his supicions and willingly follows her out of the tavern….


40 Chapter 1: Skills Social Conflicts This is a Level I Focus Rule for resolving Social skills. There are many ways to influence someone with words, including fast-talking, flirting, and persuasion. The game’s term for one party’s attempt to convince another party to act a certain way is social conflict. The following rules for social competition focus on the target’s attitude toward the active party, as well as on the action the character wants to convince the target to take. Social Competition If a gaming group chooses to use skill checks for social conflict, then use competitive checks. To do this, first differentiate between the active party and the passive party. The active party is the side that wants to exert influence, while the passive party is the one resisting the manipulation. The active party uses Fast-Talk or another skill to convince the passive party to perform an action while the passive party resists the attempt with Willpower. Modifiers apply, depending on the situation (see the table Modifiers for Social Interactions, on page 43). Social competition takes several basic forms: influencing another person’s attitude, and forcing another person to act. Both methods may be combined if time permits, but doing so requires different skill checks. Modifiers apply to both methods (see the table Modifiers for Social Interactions, on page 43). Skills and Check Intervals If Active Party uses: And Passive Party uses: Check Interval should be (depending on situation)... Persuasion Willpower (Resist Persuasion) Between 1 hour and 1 day Seduction Willpower (Resist Seduction) Between 1 minute and 1 hour Fast-Talk Willpower (Resist Fast-Talk) Between 1 minute and 10 minutes Influencing an Attitude First the GM must decide which skills to use for the social competition. If the skill is not clear, have the active party describe how they want to influence their target. The winner, and the result, is decided by net QL (the QL that remain after subtracting the lower QL total from the higher QL after the competitive check). Use of Social Skills against Player Characters The use of Social skills by NPCs or by one PC against another is a difficult topic. Few players want their characters to be susceptible to Social skills because this reduces their free will and negates their characters’ opinions (this is already a contentious subject regarding a number of domination spells). Social skills are important because player characters can use Social skills on NPCs, and players technically shouldn’t complain when their characters become the target of such influence. Nevertheless, we understand that this can be demoralizing, especially for characters with low Willpower who can end up at the mercy of unwanted influences. For this reason, GMs should discuss this with their players in advance. Should social conflict be permitted against player characters, or not? Another important, related question to discuss is, “Should one player’s character be allowed to use Social skills to influence another player’s character?” This does not cover the use of Provoke, which is an attempt to influence an enemy in combat. Provoke has its own rules (see page 108). I Roleplaying Social Conflicts Optional Rule Every gaming group can choose to simply resolve social conflicts by roleplaying them. If so, compare the influencing party’s skill rating in Persuasion, Seduction, or Fast-Talk to the defender’s Willpower to measure relative performance. As a matter of fairness, when using this optional rule, a character who lacks any ability in these areas should not achieve success after success simply because that character’s player is eloquent or devises clever arguments. In general, when roleplaying social conflicts, greater success should come only to characters with better skill values. This rule makes the game a little bit less complex. Players who spend AP to increase their characters’ Social skills should enjoy an advantage over characters whose players think up good arguments but who have not spent a single AP on Social skills.


41 It is possible that a NPC passive party will not mind that a character attempted to change their attitude, and therefore need not necessarily decrease their attitude level. The GM decides the check interval based on the situation. Often, the active party only wants to make a single check, but it can still be important to know how much time must pass before another check can be made. For suggested intervals, see the table Skills and Check Intervals. When using social competition, checks to change an attitude can be made only once every 24 hours. If the active party wins, the passive party’s attitude toward them increases by one level per net QL. Furthermore, the passive party does not realize that they were influenced. If the passive party wins, they may adjust their attitude level (one level per net QL) in their favor, though they are not required to do so. Furthermore, they realize that the active party tried to influence them. Influencing Attitude Levels Check Result Active party succeeds on the check Increase target’s attitude toward the character by +1; target does not notice being influenced. Tie No change in attitude level; target does not notice being influenced Passive party succeeds on the check No change to target’s attitude level; target notices being influenced; target’s attitude toward the active party may change negatively, at the GM’s discretion. A character can never change the attitude of a target by more than 2 levels. For example, a passive party that starts out as a sworn enemy (level 2) can be raised to attitude level 4 (the target has a certain dislike for the character). The exceptions are spells, liturgical chants, botches, and critical successes, which may increase or decrease the passive party’s attitude level beyond this limit. A botch changes the attitude level by 1D3+1 to the disadvantage of the party that botched, and a critical success changes it by 1D3+1 in favor of the party that rolled it. The GM decides if an absolute limit exists between a player’s character and a NPC. For example, the attitude level of the character’s archenemy may never increase above level 2. Attitude Every person has a certain attitude towards others (see Bannbaladin in the Core Rules, page 288). Initially, Aventurians have a neutral attitude towards other Aventurians (Level 5), but non-player characters (NPCs) with prejudices may start at an attitude level as low as Level 2, at the GM’s discretion. Starting attitude level also depends on culture. For example, Andergastans and Nostrians dislike each other, Novadi strongly dislike worshippers of other religions, and farmers typically hold low opinions of nobles. NPCs who know the player characters should have attitude levels that match their shared history. The GM decides a NPC’s initial attitude toward a player character, as modified by the situation. However, as a rule, assume that NPCs start with an attitude level of 5.


42 Chapter 1: Skills Attitude Attitude Level Attitude Level 1 The target feels insatiable hatred for the character. Level 2 The target is the character’s sworn enemy. Level 3 The target does not like the character. Level 4 The target has a slight dislike for the character. Level 5 The target’s opinion of the character is neutral. Level 6 The target has a slight feeling of affection/ friendship/connection toward the character. Level 7 The target feels deep trust toward the character. Level 8 The target is deeply loyal to the character, and possibly even loves the character. Level 9 The target is in love with the character, or at least has a strong sense of connection or friendship and is ready to do anything for the character. Force Action Instead of changing the target’s attitude toward the character, social competition can, depending on the skill, also be used to suggest certain actions and make the other party carry them out. Characters can use this option initially or after manipulating the target’s attitude. In this case, the active party makes a competitive check against the passive party. The chosen skill need not be the same as the one used to change the target’s attitude. The interval is identical with the interval for changing the attitude. If the active party wins, the net QL determine how enthusiastically the other party carries out the action. In case of a tie, the passive party does not carry out the action, but they also do not notice that they have been influenced. If the passive party wins, they notice the influence and may react accordingly. In this case, the GM may decide that the NPC’s attitude toward the character immediately changes. Force Action Check Result Active party succeeds on the check Forced action is taken; victim does not notice being influenced. Both parties tie No action is taken; victim does not notice being influenced Passive party succeeds on the check No action is taken; victim notices being influenced; victim’s attitude toward the active party can change at GM’s discretion. The character may make one check to force a target to carry out an action. The GM decides whether to allow another check with the same action against the same target. Forced actions end at the GM’s discretion. The GM can decide that someone is not even tempted to carry out specific actions, regardless of success. For example, characters cannot Sweet-Talk their archenemies, and elves cannot Incite an orc tribe to smash their holy images in a Brazoragh sanctum, no matter how successful their rolls. Quality Levels and Actions (Examples) Quality Level Intensity QL 1–2 The target performs the action, albeit reluctantly, or perhaps does not carry out the action in its entirety. QL 3–4 The target accedes to the character’s wishes and performs the action to the character’s satisfaction. QL 5–6 The target performs the action and fulfills special requests or aids the character voluntarily. Example Actions This section presents examples of typical actions that characters can perform with force action. As always, results depend on the net QL. Inciting the Common Folk This covers such actions as convincing a gaggle of farmers that their lord is acting unjustly and that they should follow the characters instead. QL determine the characters’ level of success. Skill: Persuasion (Oration) against Willpower (Resist Persuasion) QL 1: The farmers agree with the characters but do not act against their lord. QL 2: The farmers do not act directly against their lord, but they do support the characters with equipment, hiding places, or accommodation. Using Skills Against Groups When Inciting the Common Folk, one character makes the check against multiple people. In such cases, use the stats of the person within the passive party who has the highest SR in the skill used against the character. If the check succeeds, the person with the lowest SR in Willpower is the first to succumb to the influence. People with higher SR don’t often fall victim to influence.


43 QL 3: Same as QL 2, but one to three farmers join the characters. QL 4: Same as QL 3, but a quarter of the farmers join them. QL 5: Same as QL 4, but half of the farmers join them. QL 6: Same as QL 5, but three-quarters of the farmers join them. Beguiling a Guard Use this action to charm a gate guard or a rogue when trying to gain entry to a city or a thieves’ hideout, to avoid being frisked, or to ask for a small favor. Skill: Seduction (Flirting) versus Willpower (Resist Seduction) QL 1: The guard makes the rounds sporadically, acts distracted, and generally does not harass the character unnecessarily, but does demand a service in return. QL 2: The guard lets the character pass or grants a small favor that is not too difficult to perform. QL 3: The guard becomes well-disposed towards the character, foregoes any searches, or grants a larger, more-complicated favor. QL 4: Same as QL 3, but the guard also provides some useful rumors or tips (such as revealing which guard is particularly pious regarding Praios, which one can be bribed, and so on), and even delivers more information, if they know where the characters are staying QL 5: Same as QL 4, but the guard comes to the character’s aid if the guard happens to be nearby when problems arise (such as from rogues, or if other guards search the character’s belongings). QL 6: Same as QL 5, but the guard is infatuated with the character and takes great risks to please them or save their life, if combat occurs. Rabble-Rousing Sometimes characters simply want to sow a little chaos or spark some trouble between two or more people. Use this option to resolve such minor intrigues. Skill: Fast-Talk (Manipulation) versus Willpower (Resist Fast-Talk) QL 1: The target is concerned but does not act against the supposed enemy. QL 2: The target is deeply concerned and questions the supposed enemy (either directly or indirectly, depending on the situation), and then decides on a course of action. QL 3: The target agrees that the supposed enemy poses a threat and takes steps against them (such as ostracizing them, driving them off, or depriving them of resources). QL 4: Same as QL 3, but with stronger and more intense methods. QL 5: Same as QL 4, but the target has no qualms about using violence against the supposed enemy. QL 6: Same as QL 5, but the target is willing to kill the supposed enemy. Modifiers for Social Interactions The following tables offer examples of bonuses and penalties that might apply to the active party’s checks. The passive party usually receives modifiers only from spells, liturgical chants, conditions, and so on. All modifiers are cumulative. Good or Poor Arguments Optional Rule When role playing scenes of social conflict, the GM may set modifiers of -3 to +3 for the use of good or poor arguments. This optional rule makes the game a bit more complex. General (Active Party) Each attitude level above 5 +1 Each attitude level below 5 -1 Active and passive party come from different cultures and/or races 0 to -3 Active party has higher social status (see Core Rules, page 338) +1 Persuasion (Active Party) Sermon at a deity’s holy site +1 to +3 Active party uses a Divine Sign or similarly powerful liturgical chant in view of the passive party; this might apply for magic use as well +1 to +2 Passive party receives an offering from the active party +1 to +2 Active party addresses topics that the passive party shares/also wants to see fulfilled +1 to +2 Active party fits the description of the passive party’s enemy (such as Middenrealmers trying to persuade orcs) -1 to -3 Active party demands something that violates the passive party’s moral principles -1 to -3


Chapter 1: Skills Seduction (Active Party) Active party has studied the passive party’s preferences +1 to +2 Passive party is very faithful to Rahja +1 to +3 Passive party is very chaste -1 to -3 Passive party is already in a loving relationship -1 to -3 Active party belongs to a group that is unfavorable/forbidden to the passive party (such as race, fringe group, and so on) -1 to -2* Active party has bad manners (or a corresponding Bad Habit) -1 to -2 Fast-Talk (Active Party) Active party has a good reputation +1 to +3 Active party is considered truth-loving +1 to +2 Active party has a bad reputation -1 to -3 Active party is a notorious liar -1 to -2 * This modifier is cumulative with the general modifier for different culture or race. Example: Rowena wants a Tulamydian city guard to protect her while she is in town. His attitude towards her starts at neutral (attitude level 5), and she attempts to change his attitude level before she tries flirting. Rowena’s player makes a competitive check on Seduction (Flirting) against the guard’s Willpower. The GM sets an interval of 1 minute. Rowena and the guard come from different cultures, increasing the difficulty by 1, but the guard is a pleasing-unto-Rahja womanizer (bonus of +1), for a net modifier of +/- 0. The player achieves 1 QL, so the guard’s attitude raises to 6. Rowena does not have much time, so she stops attempting to change his attitude and begins flirting with him in earnest. Again, both make a competitive check, but Rowena’s player receives a bonus of +1 due to the guard’s attitude level regarding the witch. Her player achieves an incredible 5 net QL. The guard is smitten with Rowena. He lets her pass the city gate without hesitation and looks after her, telling her which guards to stay away from and warning of areas of the city to avoid. 44


Official adventures state whether relevant information is available. I Asking Around The following is a Level I Focus Rule for Social skills. Searching for important information usually requires thorough questioning and often a great deal of time as well. Asking Around works similarly to conducting research in libraries (see page 72), but there are some differences. The following rules cover the amount of time needed to obtain information and the checks required to do so. When questioning witnesses or sounding out the local underworld, the entire settlement is used as location for Asking Around. One need not differentiate between individual city quarters, since asking around usually takes place all over the city. Setting the Size The size of the settlement determines some factors, such as the time interval required or the general availability of information. In most cases, the GM already knows the size of the settlement—perhaps the GM decided arbitrarily, or maybe it was stated in an official publication. If the GM does not know the size, determine it now. Availability of Information Before making the check, the GM must first decide whether anyone in town actually has the knowledge that the characters seek. The GM keeps this a secret; neither players nor characters should learn this beforehand. To leave this decision up to chance, the GM can roll on the table Settlement Size. From the table, Availability Value determines whether anyone in town knows the desired information. The GM rolls 1D20: if the result is equal to or lower than the Availability Value, the information is present. If the result is higher than the Availability Value, the information is not available, or is not currently available, at that locale. Various modifiers apply (see the table Availability Modifiers). These modifiers are cumulative. Availability Modifiers Type Modifier Location has a temple +1 Location has a temple of Hesinde or Nandus +1 Location has a chapterhouse +1 Location has a beggar +1 Location has at least one thieves’ guild +1 No tavern at the location -1 People have prejudices against the characters -1 45


46 Chapter 1: Skills Asking Around Check The Streetwise (Asking Around) check covers ways to obtain information from the inhabitants of a settlement, such as asking a large number of people, knowing which words to choose, or offering small bribes for cooperation. The time interval depends on the size of the city, at the GM’s discretion. Asking Around in a city requires a cumulative check. If only one character is asking around, this is a normal cumulative check. Make a group cumulative check if more than one adventurer is looking for information. The GM can limit Asking Around to a specific number of searchers, but the general rule is that a group working together gets results faster than someone working alone. The searchers gain a partial success, as usual, at 6 QL, in which case they could, for example, find the first clue or someone who knows at least part of the truth. At QL 10, the searchers should finally find what they are looking for (if the information is available in this location, that is). The Topic of Asking Around Before conducting their search for clues, the characters first must decide on a topic (such as “Where can I find Hook Joe?” or “Has somebody smuggled a Gwen-Petryl stone through Havena in the last two weeks?”). The topic can be broadly defined or focused. Broadly-defined topics are less specific and result only in general information, though it is easier to obtain. Focused topics are detailed and result in information that is much more precise, but it is relatively difficult to find someone who is willing to talk. Broadly-defined topics grant a bonus of up to +3 on the research check, while focused topics can incur a penalty of up to -3. The GM determines the difficulty based on the topic that being researched. The Right Language To gather information from somebody else, one must speak the informant’s language. The character must possess at least a Language II special ability for the language most commonly spoken in that city. Language I is insufficient and incurs an increased difficulty of 1 for all Asking Around checks. There are no penalties for Language III. A different language may be necessary, at the GM’s discretion, depending on the person being questioned. Special abilities such as Foxian may be required to garner certain information, at the GM’s discretion. For example, rogues may refuse to give information to characters who do not know Foxian. Critical Success and Botch A critical success immediately and successfully concludes the Asking Around research. Provided the information is available in that location, the characters obtain the information they seek and may even gain additional useful hints. Maybe the people they questioned helped the characters in other ways or provided additional clues on the topic. However, a botch causes problems with the people being questioned. Perhaps the characters asked the wrong person, who then grew suspicious and maybe even sent some thugs after them. Additionally, the characters can no longer gain the information this way. Social Interaction While Searching for Clues If the GM permits, characters may try other Social skills, such as Intimidation, Seduction, or Fast-Talk, to help loosen peoples’ tongues. This involves replacing a single check on Streetwise with a different Social skill. The player first announces the proposed skill and the type of character being questioned in this manner (such as a tavern maid, a beggar, or the leader of a thieves’ band). If the GM agrees, the player may roll once on one of the aforementioned skills instead of Streetwise. Note that in any case, the first check may not be replaced. Settlement Size Size Availability Inhabitants Designation Interval Extremely small 1 up to 100 Hamlet 30 minutes Very small 2 up to 500 Village 1 hour Small 3 up to 1,000 Small town 2 hours Medium 5 up to 5,000 Town 4 hours Large 8 up to 10,000 City 8 hours Very large 12 up to 50,000 Metropolis 1 day Extremely large 15 more than 50,000 Large metropolis 2 days


47 Nature Skills Animal Lore Domesticated Animals Dogs, cats, horses, sheep, goats—all became accustomed to humans a long time ago and now live with them as livestock, pets, or loyal companions. These are Domesticated Animals, and this application allows one to recall more about them as well as attempt to train them—and of course find them. Check: For information on animals, a simple check suffices, but training them requires a cumulative check. Training domesticated animals does not require a special ability. Action Modifier Finding animal/knowledge of animal +/- 0 If desired, the Hunt modifier may apply (see page 56). Example: Geron purchased a young foal a few days ago. He wants to train it to become a destrier. He knows that he will have to work with the horse for a long time before it is suitable for battle, but he feels the effort is worth it. The GM sets an interval of 2 months and Geron’s player must make a cumulative check on Animal Lore (Domesticated Animals). He has a maximum of 10 attempts to obtain 10 QL before the horse stops responding to his training. Monsters It is sometimes difficult to distinguish between monsters and common animals. Even Aventurian scholars often quarrel about which creatures to regard as monsters. Monsters are generally characterized by the danger they pose to humanoids, but also sometimes by their supernatural abilities, giant size, or cruelty. Characters cannot use this application to hunt monsters (they must be faced in battle). Check: This application requires a simple check. Action Modifier Knowledge of monster +/- 0 Example: The characters set out to kill a gorger so they can impress a tribe of lizard people with their trophies. While the application does not help them hunt the beast, knowing more about the monster’s behavior and natural history might help the characters locate one in the wild. The GM asks the players for a check on Animal Lore (Monsters). QL determines the amount of information they gain. Wild Animals The application Wild Animals covers all mundane, undomesticated animals, such as wild horses, deer, wolf rats, and bears, as well as creatures such as the gorger or the saber-toothed tiger. A check with Animal Lore (Wild Animals) provides information and also aids in the hunting of such creatures. The analysis of Venoms is resolved with Alchemy.


48 Chapter 1: Skills Check: Recalling knowledge about a certain animal, as well as hunting that animal, is generally resolved with a simple check. Training wild animals requires the general special ability Animal Trainer (see page 102). Modifiers depend on the region. Hunt modifiers apply as appropriate (see page 56). Action Modifier Hunting animal/knowledge of animal +/- 0 Example: Hilbert has caught a wolf rat. As a Blessed One of Peraine, he knows they are associated with the Nameless One. He also knows that in large numbers, they can threaten communities. Hilbert’s player asks what else he knows about them so he can come up with a strategy to prevent a plague of rats. The GM asks him to make a check on Animal Lore (Wild Animals). The QL determines what Hilbert recalls about wolf rats. Fishing Freshwater Animals The counterparts to saltwater animals are Freshwater Animals. This application covers all fish and other animals (except for monsters) that live in brooks, rivers, or lakes. This application allows characters to determine the type of animal and grants knowledge of methods used to catch them. Check: Recalling facts about (or catching) animal species that live in freshwater is a simple check. Characters may use either Freshwater Animals or Saltwater Animals to catch or recall facts about animals that can live in both salt and fresh water. When trying to catch animals, each QL allows a character to gather one ration per day. When employing a weir or a large net, this amount increases to QL×3 rations per day. Action Modifier Catch animal/knowledge of animal +/- 0 Hunt modifiers apply (see page 56). Example: Layariel casts her fishing line into a promising river. For each QL that her player achieves in a check on Fishing (Freshwater Animals), she catches one ration of fish. Saltwater Animals The application Saltwater Animals covers all fish and other aquatic animals (except for monsters) that live in saltwater. This includes such creatures as most species of sharks, whales, dolphins, jellyfish, and shellfish. This application allows characters to determine the type of animal and grants knowledge of methods used to catch them. Check: Recalling facts about (or catching) animal species that live in saltwater is a simple check. Characters may use either Freshwater Animals or Saltwater Animals to catch or recall facts about animals that can live in both salt and fresh water. When trying to catch animals, each QL allows a character to gather one ration per day. When employing a weir or a large net, this amount increases to QL×3 rations per day. Action Modifier Hunt animal/knowledge of animal +/- 0 Hunt modifiers apply (see page 56). Example: Brother Hilbert avoids traveling by sea like Archdemons avoid holy water, but sometimes he has no choice. His temple has ordered him to visit the island of Altoum to teach the local Forest Folk craft skills that are pleasing unto Peraine. As Brother Hilbert stands at the bow of the ship, he spots a dorsal fin rising from the water (and it does not belong to a dolphin). He knows it is a shark’s fin, but he wonders what kind of shark it is. The GM asks Brother Hilbert’s player to make a check on Fishing (Saltwater Animals) to see if he can recall the species. Water Monsters Terrifying creatures live in the depths of the seas and oceans. Sea serpents, krakennewts, and the fearsome decapus all pose a threat to ships and their crews. The application Water Monsters allows characters to recall the strengths and weaknesses of sea monsters—knowledge which may save their lives. Check: Recalling the strengths and weaknesses of Water Monsters is a simple check. Action Modifier Knowledge of monsters +/- 0 Example: A krakennewt unexpectedly surfaces in front of Mirhiban’s boat. Mirhiban’s player makes a check on Fishing (Water Monsters). QL determine how much information Mirhiban’s player receives about the krakennewt.


49 Orienting Below Ground A person traveling in a mine, a tunnel, or a subterranean crypt can use neither the position of the sun nor the position of the stars to orient themselves. However, determining one’s position Below Ground is not impossible. Use this application when characters cannot see the night sky or the position of the sun, no matter the time of day. Check: This skill is usually resolved as a simple check, and the QL determine accuracy and time required. Action Modifier The tunnels offer multiple aids for orienting +3 Orienting oneself in a familiar tunnel system +1 Determining the cardinal direction in a cave system by using chalk markings +/- 0 Determining cardinal direction by the type of rock -1 Orienting oneself in a labyrinth -3 Example: The characters are deep below ground, in an ancient dwarven tomb, fleeing from angry rummaging bugbears. Arbosh attempts to orient himself so he can lead the way out. His player must make a check on Orienting (Below Ground). Luckily, dwarven moss is growing on the walls, which gives Arbosh a clue to the cardinal directions. The check therefore receives a bonus of +1. Night Sky At night, characters can no longer orient themselves using the position of the sun. However, the gods in their grace decreed that travelers might use the Night Sky, especially the North Star, for orienting. With good visibility of the sky, a character can determine the cardinal directions all night long. This application covers all Orienting checks made during the night (even though the stars may not always be the deciding factor). Check: A successful simple check is enough to determine the time of night or find one’s way. QL determine accuracy (and the time required, if applicable). Action Modifier Finding the North Star on a clear night +3 Finding the harbor quarter in a coastal city +1 Trying to use the North Star for orienting while the sky is overcast -1 Determining cardinal directions in an unfamiliar city with an obstructed view of the sky -3 Example: Geron has ended up in the Khôm Desert. He travels by night to avoid the scorching midday heat and orients himself using the stars. To do this, Geron’s player makes a check on Orienting (Night Sky). If the check succeeds, Geron finds the North Star and avoids traveling in the wrong direction. Position of the Sun The most common method of orienting oneself is a glance at the Position of the Sun. depending, of course, on the weather and the time of day. This covers all checks on Orienting made during the day (even though the sun’s position may not always be the deciding factor). Check: A successful simple check is enough to determine the time of day and the cardinal directions by referencing the Position of the Sun. QL determine accuracy and the time needed. Action Modifier Distinguishing west from east +3 Finding the harbor quarter in a city +1 Determining northwest using the position of the sun +/- 0 Orienting oneself in a forest -1 Orienting oneself in a jungle -3 Example: Tjalva is traveling through a forest. The dense forest canopy obscures the sun, but she wants to make sure she is traveling steadily to the north, because she wants to reach Olport as fast as possible. The GM asks Tjalva’s player to make a check on Orienting (Position of the Sun) with a penalty of -1. Without the SA Orienting (Below Ground) a check on this application always has a penalty of -3.


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