Chapter 1: Skills Plant Lore Crops Plants that are neither poisonous nor healing plants fall under the application Crops. These include perfectly mundane cereal plants such as oats, barley, wheat, rye, or rice, as well as certain special kinds of plants. Check: This uses either a simple check, such as when determining the number of rations obtained while gathering herbs (see Core Rules, page 344), or a cumulative check, such as when it involves agriculture or cultivating garden herbs. Modifiers depend on region (see page 57). Action Modifier Gathering food or identifying a plant +/- 0 Example: Brother Hilbert wants to help with planting so that the farmers can make ends meet and perhaps offer Peraine a little extra besides the temple tithes. The GM asks the player to make a cumulative check on Plant Lore (Crops). The GM sets a time interval of 30 minutes, so it might take Hilbert many hours to finish the task. Healing Plants Healing Plants and herbs are valuable, and not just to herbalists and alchemists. Check: Identifying a plant requires a simple check modified by the identification difficulty. Finding a healing plant requires a simple check modified by the plant’s search difficulty. QL determine the number of doses obtained (see Core Rules, page 344). Action Modifier Searching for a plant/identifying a plant +/- 0 Example: A few members of the party injured themselves during their last encounter. Rowena goes searching for wirsel herb, a healing plant that grows in the region, while the others rest. Rowena’s player makes a check on Plant Lore (Healing Plants). The more QL she obtains, the more applications of wirsel herb she finds within the next few hours. The check is modified by the search difficulty, which in the case of wirsel herb is -1. Poisonous Plants Characters are often interested in forms of flora that are poisonous or known for healing properties. The application Poisonous Plants covers finding them as well as knowing other things about such plants. Check: Usually a simple check modified by the identification difficulty determines whether a character recognizes a plant as poisonous. Finding a poisonous plant requires a simple check modified by the search difficulty. The QL influences the number of doses found (see Core Rules, page 344). However, this application cannot be used to find antidotes for those affected by the poison. That requires the antidote, which can be determined with Treat Poison (see page 78). Modifiers can apply to the search or identifying difficulty. Action Modifier Searching for a plant/identifying a plant +/- 0 Example: While picking herbs, Mirhiban encounters a familiar plant, but she is uncertain whether it is edible or poisonous. To determine which is the case, Mirhiban’s player makes a check on Plant Lore (Poisonous Plants). In this case, if the check is successful, Mirhiban recalls that the plant causes bad diarrhea. If the check fails, she remains uncertain. The check is modified by the identification difficulty of the plant. The analysis of plantbased toxins is resolved via Alchemy. 50
Ropes Bindings Bindings covers tying up prisoners so well that they cannot free themselves, and includes knowing which knots to tie, how to securely bind arms and legs with available materials, and how to spot the tricks that prisoners use for interfering with bindings (such as straining their muscles to create slack). Check: This is a simple check. Each QL reduces the number of checks allowed for Body Control (Squirm) by 1 (see Core Rules, page 189). Action Modifier Character is able to concentrate +1 Character is not subject to any special circumstances +/- 0 Character is slightly distracted -1 Example: Geron wants to tie up an orc captive so he can interrogate him safely. His character must make a check on Ropes (Bindings). Each QL reduces the allowed number of attempts the orc can make using the cumulative check on Body Control (Squirm) to free himself. Knots Knots covers fashioning sailor’s knots, splicing mooring ropes, and knowing how best to apply knots as well as how to untie them. It also includes complicated knots, which are different from standard knots. It is usually, except in rare cases, used for checks on Ropes. Check: QL indicate how well the knot turned out and how fast the character tied it. This application is not suitable for binding enemies. Action Modifier Knowing different types of loops +3 Tying a knot that will hold during a storm +1 Knowing typical sailor’s knots +/- 0 Untying a knot on a ship during a storm -1 Splicing a mooring rope -3 Example: The merchant ship on which the characters are traveling has encountered a storm. The sail’s ropes have come loose and Tjalva is attempting to tie them down correctly so they won’t come loose again. To achieve this, the player must make a successful check on Ropes (Knots) with a penalty of -1. Each QL she obtains lets her finish the task one CR faster. The GM decides she has 10 CR to complete the action. Tie Nets Tie Nets allows characters to make fishing nets and dragnets of all sizes. It also includes knowing how to tie the special knots used in fine-mesh fishing nets and gladiators’ nets, which are used to entangle one’s enemy and cause them to trip and fall. Check: As with most Craft skills, the character must make a cumulative check. The interval depends on the type of net. Some nets are simple, but some are complex and therefore require a trade secret. Action Modifier Character is able to concentrate +1 Character is not subject to any special circumstances +/- 0 Character is slightly distracted -1 Example: Layariel is a good fisher, but providing fish for all of her companions is not easy. Therefore, she decides to tie a net to make it easier to catch fish. The GM asks her player to make a cumulative check on Ropes (Tie Nets) with a time interval of 1 hour and a maximum of 10 attempts. If she doesn’t succeed by then, she fails to catch enough fish. Survival Build Campsite Finding a suitable location for a campsite is only half the battle. Characters must also set up their camp. This includes choosing proper sleeping locations, pitching tents, and, possibly, building a fire pit. Then the group must assign people the tasks of gathering firewood, cooking, and keeping watch. Check: Setting up a camp usually involves a cumulative check (almost always a group cumulative check) with a bonus of QL/2 from the check on Survival (Find Campsite). The Survival (Build Campsite) check has an interval of 10 minutes. Action Modifier Conditions are good and the characters have previously spent the night here +3 The ground is well-suited for tent pegs and poles +1 Conditions are passable +/- 0 It rains or snows, or the characters are easily distracted from setting up camp -1 The ground is muddy or frozen -3 51
Chapter 1: Skills Example: It has been raining torrentially the entire day, and the only suitable campsite is an abandoned bear’s den. Rowena, Arbosh, and Hilbert split up to look for firewood and set up the camp. The GM asks for a cumulative group check on Survival (Build Campsite), but the check suffers a penalty of -2 due to the overall situation (constant rain and sodden wood). If the characters accumulate 10 QL, they enjoy a quiet night. Find Campsite Not every picturesque clearing in the forest is suitable for an adventuring party’s campsite. Characters must first determine such things as whether a campsite is protected from the elements, or whether a cozy-seeming cave is actually home to a bear. Check: A successful simple check on this application grants the subsequent check on Survival (Build Campsite) a bonus of QL/2. Moreover, QL measures how quickly the character finds a suitable campsite. Base search time is 70 minutes, minus 10 minutes per QL. Action Modifier Finding a good campsite in cultivated land +3 Finding a suitable campsite at the edge of a forest +1 Finding a dry campsite in a forest +/- 0 Finding a good campsite on the outskirts of a desert -1 Finding a suitable campsite in a jungle -3 Example: The party of characters travels through Bornland and reaches the cold valleys and mountains of the Iron Edge. Not many campsites here are protected from the wind and weather. To find a suitable campsite, the group sends Layariel to scout around. Her player makes a check on Survival (Find Campsite) with a penalty of -2. If the check is successful, she finds a comfortable cave within 70 minutes. Each QL she achieves subtracts 10 minutes from the required time. Furthermore, if she obtains, for example, 2 QL, the check on Survival (Build Campsite) gains a bonus of +1. Make Fire In civilized regions of Aventuria, flint and steel are used to make fire. However, a character without these two items must rely on more difficult methods. In the wilderness, this generally means falling back on the application Make Fire to spark a fire using whatever flammable material is at hand. Check: Lighting a fire requires a simple check. QL indicate how quickly this is accomplished. The base time is 7 minutes, minus 1 minute per QL. Action Modifier Dry wood, tinder, and flint available +3 Dry wood and flint available +1 Dry wood available +/- 0 Wood is wet -1 Wood is soaked -3 Example: The party recently lost some of their equipment, including their flint and steel. None of the characters can light 52
53 a fire via magic or divine powers, and all they have is a bit of straw, two pieces of wood, and a string. The group chooses Carolan to light the fire because they think he is the most dexterous. His player makes a check on Survival (Make Fire). If successful, QL determine how long it takes him to start the fire. With 3 QL, for instance, he gets the flame going in 4 minutes. Tracking Animal Tracks Good hunters know how to identify and interpret Animal Tracks. This application lets characters identify the type of animal that made the tracks and the time since the tracks were made, and also interpret territorial markings or feces, fur on branches, or evidence of predation or browsing on plants. Check: Finding tracks is a simple check. The greater the QL, the more information gained and the faster the character follows the trail. Action Modifier Tracking on soft ground +3 Tracking on sand +1 Tracking in the forest +/- 0 Tracking on hard ground -1 Tracking on a dry plain -3 Example: The baron invites Carolan along on a hunt in the Realmwood and asks him to take the lead in searching for the tracks of a white stag. He does not have much knowledge of tracking, but he also does not want to appear incompetent in front of the baron. The GM asks Carolan’s player for a check on Tracking (Animal Tracks) to find the trail. However, white stags are so rare that the GM sets a penalty of -4 for the check. Carolan’s player achieves a good result, but the penalty is too much. This time, the white stag gets away. Conceal Tracks Often, characters must attempt to hide from pursuers by concealing their tracks. This may sound easy, but they must also take care to hide any other tell-tale signs of their presence, such as bloodstains, dirt, or cloth fibers. Check: The application Conceal Tracks is resolved as competitive check against Tracking (Humanoid Tracks). The QL are the deciding factor for the competitive check. Action Modifier Concealing tracks on a dry plain +3 Concealing tracks on hard ground +1 Concealing tracks in a forest +/- 0 Concealing tracks on soft ground -1 Concealing tracks on muddy ground or sand -3 Example: Carolan escapes from the Akond’s dungeon and flees through the forest. He knows that his former captors are on his trail, so he wants to camouflage his tracks. The GM asks his player to make a competitive check on Tracking (Conceal Tracks) versus the castle guards’ Tracking (Humanoid Tracks). Carolan’s player achieves 2 QL, while the castle guards get only 1 QL. Carolan successfully hide his tracks. Humanoid Tracks Humanoid tracks include those made by humans, orcs, elves, dwarves, and other intelligent bipeds (and undead). While following them might appear no different from tracking an animal, the tracker must also keep an eye out for pieces of cloth, traces of campsites, dropped or forgotten items, and other signs that animals do not leave behind. Check: This is also resolved as competitive check, but against Tracking (Conceal Tracks). If the target is not trying to hide its tracks, a simple check is sufficient. QL measures the speed at which the trail is fond or the amount of information obtained from the tracks (when were they made? Is the quarry carrying a heavy load?) Action Modifier Tracking on soft ground +3 Tracking on sand +1 Tracking in the forest +/- 0 Tracking on hard ground -1 Tracking on a dry plain -3 Example: Layariel pursues a bandit through the mountains, trying to catch him before he reaches a town and she loses his trail. The GM asks Layariel’s player for a check on Tracking (Humanoid Tracks). QL determines the accuracy of information Layariel’s player obtains from the GM and the speed at which she may follow his tracks.
Chapter 1: Skills Hunting The following is a Level I Focus Rule for the topic of hunting. Characters often spend many weeks in the wilderness, where they must fend for themselves. Hunting is therefore essential for surviving. The following rules expand on the basic rules for hunting presented in the Core Rules, on page 200 (prevoiously, the number of rations obtained via hunting was determined by a single check on Animal Lore). These expanded rules also take region and terrain into account and provide more detail on the individual steps of the hunt. This detail results in a greater number of checks and leads to a higher risk of failure, but it also allows skilled hunters to track down their quarry faster. Hunting Wild Animals Characters can usually hunt numerous types of animals for food in the wilderness. Compared to gathering berries and nuts, animals yield a far greater number of rations. However, much more can also go wrong. For example, animals might sense the hunter and flee, or worse yet, attack. Moreover, in some regions of Aventuria hunting is the sole privilege of the nobility or the local rulers. In such places, hunting by unauthorized persons is considered poaching, a crime that carries a severe punishment. Determining the Region Before a character sets out on a hunt, the GM must determine which kind of game are present in the region. If the region is particularly rich in game—for example, a forest where people rarely hunt, or a watering hole in a dry grassland—the check on Animal Lore (Wild Animals) receives a bonus of up to +3. However, if the hunter chooses a region with a very low population of game, such as a scrub desert or the icy wastes of the Far North, the check receives a penalty of up to -3. The Animal Lore Check Make a check on Animal Lore (Wild Animals, applying appropriate modifiers for the region. If the check fails, the hunt fails. If the check is successful, QL determine how quickly the hunt comes to a conclusion and whether any bonuses apply for the subsequent check on the relevant hunting skill. These results complement each other, but are not cumulative in the same category (for example: with 4 QL, the hunt takes only 4 hours less, not 6, and the check receives a bonus of only +2, not +3). Region for the Hunt Region well-suited for hunting +1 to +3 Average region for hunting +/- 0 Region ill-suited for hunting -1 to -3 Additional Modifiers (Cumulative with Region Modifiers) Raining/Snowing -1 Storm -2 Hurricane -3 Quality for the Hunt QL from Animal Lore check Effect 1 Timespan reduced by 2 hours 2 +1 bonus to hunting check 3 Timespan reduced by 4 hours 4 +2 bonus to hunting check 5 Timespan reduced by 6 hours 6 +3 bonus to hunting check The Basic Timespan The basic time required for a successful hunt is 10 hours. Certain QL thresholds for the Animal Lore check reduce the time needed for the hunt. Each additional 2-hour block of time spent hunting increases the number of rations obtained by 2, but characters may hunt for a maximum of only 10 hours per day (see below). The Hunting Skill Check Which hunting skill the character uses depends on the chosen hunting technique. For example, when searching for an animal trail, use Tracking (Animal Tracks). Skills vary by hunting technique (see page 55). Each QL on this check represents 2 rations’ worth of animal located. The only thing left to do is take the shot. The Shot For purposes of this rule, there is no need to reduce the target animal’s LP to 0. A successful shot surprises and kills the animal immediately, or at least leaves it mortally wounded. Less-effective weapons (those with short range, or which deliver fewer DP) receive penalties for the RC check (see the table Shot Modifiers). I In rare instances, the application Domesticated Animals applies instead. 54
Even when hunting from an elevated hiding place, characters without ranged weapons can attempt to catch animals with their bare hands. This requires an AT check on Brawling with a penalty of -8. If successful, the character may obtain an animal that provides a maximum of 2 rations in this manner. Size and visibility modifiers also apply. For distance, the range category is assumed to be medium (+/- 0); for movement, the target is assumed to be standing still (+2 RC). Shot Modifiers Type Modifier For each DP that the ranged weapon’s damage rating is less than 1D6+4 -1 The weapon’s rating for the range bracket of far is 262 feet or less -1 No movement (target stands still) +2 Distance, medium +/-0 Size Per size modifier Visibility Per visibility modifier Other Hunting Techniques Aventurians have developed many different methods of hunting. The more common methods are listed here along with rules. Characters must select one of these options before setting out on a hunt, use the corresponding hunting talent, and follow any additional steps, as indicated. Otherwise, use only the steps for hunting wild animals. Fishing People usually catch fish with a fishing rod and bait. Fish are not normally considered dangerous, but catching them sometimes requires patience. Rules: Instead of a check on Animal Lore (Wild Animals), use Fishing (Saltwater Animals or Freshwater Animals). The subsequent hunting skill to use is Stealth (Hide). The maximum number of rations obtained per check is 4. Hunting Skill: Stealth (Hide) Hunting from a Raised Blind Hunters sometimes lie in wait in blinds, elevated hiding places that are normally situated in trees, until game such as red deer or wild boar wander by. This type of hunting usually occurs at twilight, often at deer crossings or clearings that offer a wide field of fire. Rules: To guarantee a sufficient field of vision, the archer looks for a solid tree branch or other raised hideout, or perhaps constructs a blind at an elevated point in a field, and then waits there until game moves into the field of fire. The Stealth check receives a bonus of +2 because the hunter must remain nearly motionless in cover for this method to work. On a success, make the obligatory check for the shot using RC. For purposes of this rule, the Stealth check succeeds on a tie. A failure on the Stealth check ends the hunt immediately. The RC check suffers a penalty of -2 if the game animal gets spooked and bolts for any reason. Also, hunting from a raised blind increases the timespan by 25%. Hunting Skill: Stealth (Hide) 55
Chapter 1: Skills Trapping Snap traps require bait to lure animals. When a hungry animal triggers the trap, usually via a small pressure plate or a mechanism fitted to the bait, the two iron bars above the trigger snap shut with great strength and break the animal’s neck. Steel traps, which are usually hidden under leaves, require no bait and are triggered directly by a pressure plate. When an animal steps on the plate, the trap’s serrated jaws snap closed around the animal’s leg or paw without killing it. These traps are usually chained to stakes to prevent the trapped animal from escaping (at least in theory; some animals do manage to escape by chewing off their own leg). Snares made of rope are inexpensive and easy to improvise. They are usually set along animal trails or at natural chokepoints. Sturdy snares can even catch larger animals, such as stags. As their name implies, the more sophisticated tree snares make use of young trees bent down and held in position with a simple trigger mechanism that releases when the bait is taken. The tree then snaps up, pulling the snare (and, ideally, the animal) behind it. This type of trap is usually employed to catch smaller animals, such as rabbits or foxes. Deadfalls are simple heavy objects, such as logs, propped up by a stick tied to the bait. When an animal tugs on the bait, the object falls and pins the animal down. Rules: The basic timespan for trapping is 24 hours. The character uses Tracking (Animal Tracks) as the hunting skill because the trap must be set in an area with animal tracks. Traps do not need to be watched. Timespan in this case indicates the amount of time that must pass to have a reasonable chance for an animal to trigger the trap. Also, trapping does not require a shot (RC check) at the end of the hunt. Hunting Skill: Tracking (Animal Tracks) Hunting Specific Types of Animals Hunting a specific type of animal is a Level II Focus Rule for hunting. In this case, use the rules described above, but apply the following differences: The hunting modifier for the animal modifies both the Animal Lore check AND the check for the shot. The animal can make a competitive check on Perception to oppose the hunting skill. If the animal wins the check, it flees and the shot suffers an increased difficulty of 2 (if fishing, this means the fish aren’t biting). Hunting applies only to animals of size category medium or smaller, or small or tiny fish. The character obtains the rations, trophies, and other things listed in the creature’s Loot entry (for further information, see the Aventurian Bestiary). The use of traps (steel jaw, snares, and so on) does not count as a hunting technique. 56
I Finding Edible Plants The following Level I Focus Rules cover foraging for and preserving edible plants. These rules, especially the one for preserving plants, add greater detail to the relatively simple guidelines presented in the Core Rules. Healing plants treat injuries or illnesses, and can be sold to stock the laboratories of alchemists or the shelves of city apothecaries. Characters with extensive wilderness experience almost instinctually find and gather healing plants and herbs in forests and meadows, or hidden between rocks, as they travel. However, Nature supplies more than healing herbs. Adventurers often rely on herbalists to collect nutritious roots, berries, and other edible plants, especially when provisions run low or characters wish to supplement their rations with fresh food. Foraging for Edible Plants Nature offers many edible plants, such as berries, wild fruit, and roots. Unlike when hunting animals, foraging for plants is relatively safe (plants rarely put up a fight). However, this doesn’t mean a search for edible plants always succeeds. Determining the Region Modifier The difficulty of finding edible plants varies by region, which modifies the Plant Lore (Crops) check as shown in the table. Additional (cumulative) modifiers may apply for weather as well. The Plant Lore Check The foraging character must make a check on Plant Lore (Crops), applying the region modifier. If the check fails, the foraging attempt produces no edible plants that day. If successful, QL grants a reduction in search time and possibly a bonus for the subsequent check on Perception as well. QL results complement each other, but are not cumulative in the same category (for example: with 4 QL, the search takes 4 hours less, not 6, and the check receives a bonus of only +2, not +3). Region Modifier for Plant Search Type Modifier Cultivated land +1 Desert -5 Desert outskirts -3 Edge of the forest +1 Forest +2 Icy wastes -5 Jungle -2 Mountains -1 River meadow -1 Steppe +/- 0 Swamp -1 57
Chapter 1: Skills Additional Modifiers (Cumulative with Region Modifiers) Rain/Snow -1 Storm -2 Hurricane -3 QL and Plant Search QL of the Plant Lore Check Effect 1 Timespan reduced by 2 hours 2 +1 bonus to Perception check 3 Timespan reduced by 4 hours 4 +2 bonus to Perception check 5 Timespan reduced by 6 hours 6 +3 bonus to Perception check The Basic Timespan The basic time required for successful foraging is 8 hours. Certain QL thresholds for the Plant Lore check reduce the time needed for the search. Each additional 2-hour block of time spent foraging increases the number of rations obtained, but characters may forage for a maximum of only 8 hours per day (see below). The Perception Check The character’s Perception (Search) check may receive a bonus from the QL obtained on the Plant Lore check. If the check on Perception (Search) is successful, the character finds edible plants. If the check fails, that character’s search produces nothing that day. Results of the Search Each QL on the Perception (Search) check produces 1 ration of edible plants. If desired, the character may increase the time spent searching. This results in 1 additional ration obtained per 2 additional hours invested. The character may search for a maximum of 8 hours per day. Shortened Search Whether through choice or necessity, characters may reduce the time spent searching. The rules for searching apply as usual, but for every 2 hours less spent searching, the check on Perception receives a penalty of -1. Searching for less than 2 hours produces no results (the food found, if any, does not even amount to one ration). Searching as a Group Characters may cooperate to search for plants, but this is not resolved by a cumulative group check. Instead, all participants must perform the search steps individually. Example: Rowena is searching for edible plants in a forest. Her player makes a check on Plant Lore (Crops) with a bonus of +2 for searching in a forest region. Rowena achieves 5 QL, which reduces the timespan by 6 hours (to 2 hours) and grants a bonus of +2 to the subsequent check on Perception (Search). She obtains 3 QL on this check, meaning she finds 3 rations, and doing so takes her only two hours. Since she can obtain an additional ration for every 2 hours of additional time spent searching, she decides to continue searching for four more hours and thus receives two more rations. Preservation The basic rule for preservation states that plants last for 3 months if they are dried, pickled, or otherwise preserved. The Preservation Focus Rule presented here applies to crops and other edible plants as well as to healing and poisonous plants. To determine the length of time that preserved plant material, follow this procedure. For the sake of simplicity, a single check determines the preservation of more than one dose or ration of the same type of plant. However, preserving a different type of plant requires a separate check. Preservation sometimes requires materials beside the plant itself, such as a container for pickling, a mortar and pestle, salt, or vinegar. These expendable materials usually have a flat cost of 5 kreutzers per use. Make a check on Plant Lore (application: corresponding plant type). Preserved plant material remains edible or efficacious for a base time of one month, plus 1 month for each QL. Example: Rowena wants to preserve three doses of singleberry. She spends 15 kreutzers for the necessary supplies and begins her work. The GM asks Rowena’s player to make a check on Plant Lore (Healing Plants). Rowena’s player achieves 4 QL, which adds four months to the base storage time of one month. Therefore, the three doses remain efficacious for five months. Preservability By Plant Type Naturally, individual plants differ in durability, structure, and so on, but this Focus Rule does not take each plant’s characteristics into consideration. We plan to present this level of detail for individual Aventurian plants in a future publication. 58
Reminder: Regions of Aventuria The following rules for applications for the skills Geography, History, Law, and Myths & Legends refer to these regions: Albernia, Almada, Caliphate, Cyclopes Islands, Far South, Garetia, Kosh, Northmarches, Rommilysian Marches, Tobrien, Weiden, Windhag, Al’Anfan Empire, Andergast, Arania, Bornland, Gjalskland, Far North, Horasian Empire, Lands of the Tulamydes Maraskan, Mountain Kingdoms of the Dwarves, Nostria, Orcland, Salamander Stones & Heartlands of the Elves, Shadowlands, South Sea & Forest Islands, Svellt Valley, and Thorwal. Knowledge Skills Special Knowledge vs. General Knowledge To determine whether a character knows specific knowledge about a given topic, make a simple check with an appropriate Knowledge skill. Apply modifiers based on the topic. If more in-depth knowledge on a specific topic is needed, make a cumulative check instead. To determine if someone has general knowledge about a given topic, make a simple check with an appropriate Knowledge skill, but any information gained this way should be less specific. General Knowledge checks rarely receive modifiers. If desired, QL determines the level of detail revealed. Recommendations for which check to use—general knowledge or specific knowledge—appear in individual skill descriptions, below. Astronomy Astrology Astrology, also called stargazing, is concerned with the interpretation of stellar events, the interplay of the stars, and their influence on the lives of mortals. Most Aventurians consider Astrology a highly prestigious science, and its scholars are well versed in creating horoscopes, which are very popular among nobles and patricians. Check: Creating a horoscope is a simple check. Research requires a cumulative check. QL measures the detail or entertainment value of a horoscope. Action Modifier What does a specific zodiac sign represent? +3 Knowing different interpretations for the zodiac signs +1 Creating a simple horoscope for a person +/- 0 Creating a precise horoscope that takes the constellations into account -1 Knowledge of important astrological discoveries by famous astrologers -3 Example: Mirhiban wants to create a horoscope for her friend Rowena and spends some time studying the stars. Mirhiban’s player makes a check on Astronomy (Astrology). The more QL Mirhiban achieves, the more precise and colorful Rowena’s horoscope will be. Calendars Various Aventurian cultures determined the passage of time via the movement of wandering stars and constellations. Predicting star conjunctions or lunar eclipses is especially important for mages and Blessed Ones, as these events influence the difficulty of summoning demons or conducting holy ceremonies— some are possible only during certain events. The application Calendars covers all of these tasks. Check: Use simple checks for a quick check of a character’s knowledge. Use cumulative checks for research. QL determines the accuracy or level of detail. Action Modifier How many days until the next full moon? +3 On which day of the week does the next fisher’s festival of Pailos occur? +1 Knowing how a certain instrument measures time. +/- 0 Predicting the next flood of the Mhanadi River. -1 Predicting the next lunar eclipse. -3 Example: Carolan masquerades as an astrologist to gain entry to the prince’s court. When someone questions his credentials, he attempts to assuage their suspicion by predicting the next lunar eclipse. The GM calls for a check on Astronomy (Calendars) with a penalty of -3. As expected, the player fails the check, so Carolan must hazard a guess or risk being unmasked. 59
60 Chapter 1: Skills Trade Secret Astronomy Orcish Calendar (Secret Knowledge) Characters with this trade secret know methods of orcish timekeeping. They also know highlights of the orc calendar, which dates back tens of thousands of years. Prerequisites: Astronomy 8 AP Value: 1 adventure point Stellar Cartography The application Stellar Cartography, for the skill Astronomy covers the position of the stars in the sky, their names, and their movements. Some Aventurian scholars have dedicated their lives to the study of the night sky. In general, Aventurians recognize the constellations of the Twelvegods and most can even find the North Star, but they do not often know other facts, such as the names of the wandering stars. Check: For basic knowledge, make a simple check. Creating a star chart or conducting research requires a cumulative check. QL measures the accuracy of the results. Action Modifier Identifying constellations of the Twelvegods +3 Reciting the names of wandering stars +1 Knowing other cultures’ names for the stars +/- 0 Knowing the course of wandering stars -1 Knowing the names of obscure stars -3 Example: The party is exploring the tomb of a Mage Mogul, but access to the chamber with the sarcophagus is blocked by a heavy stone door weighing many tons. An elaborate mechanism opens the door, but only if someone presses the wandering stars on a chart in the order they proceed across the sky in midsummer. Carolan’s player makes a check Astronomy (Stellar Cartography) with a bonus of +1 to solve the riddle. The higher the QL, the faster he solves the riddle. Gambling Betting Games Winning at Betting Games requires knowledge of probabilities, which change depending on the type of game. For example, with dog and horse races, the gambler must consider the animal’s physical condition, the rider’s demonstrated skill, and perhaps the condition of the track. When betting on a wheel of fortune, knowing the chance for a certain number’s appearance can be a great help. Check: Betting is usually resolved by a simple check on Gambling (Betting Games). QL indicates the size of the winnings derived from a number of wagers. Action Modifier Character is allowed to concentrate +1 No special circumstances +/- 0 Character is slightly distracted -1 Example: Tjalva takes a liking to dog races and spends her entire day wagering at the racetrack. To determine Tjalva’s success, her player makes a check on Gambling (Betting Games). The check fails, and Tjalva loses many silverthalers, but she had fun anyway.
61 A selection of dice games appears in The Dark Eye Gamemaster Screen. Board Games Sophisticated Aventurians prefer Board Games to simple gambling. The best-known board game is Red and White Camels, but there are also Garadan, Urdas, and Pentagram, which is very popular among scholars. Check: Because most Aventurian board games involve two players competing against each other, the game is resolved by making a competitive check on Gambling (Board Games). Each check corresponds to a number of moves and has an interval of 10 minutes. If the game requires a winner, then continue making checks on Gambling (Board Games) until one player achieves more QL than the other. Action Modifier Character is allowed to concentrate +1 No special circumstances +/- 0 Character is slightly distracted -1 Example: Brother Hilbert has been playing Red and White Camels for several months and feels he is ready to challenge Mirhiban to a game. The GM asks both participants to make a competitive check on Gambling (Board Games). Mirhiban’s player achieves only 1 QL, while Brother Hilbert’s player pulls through with 2 QL. Surprisingly, Brother Hilbert wins! Card Games Boltan may be the most famous Card Game in Aventuria, but there are countless others, including Pick Up Two, Black Alrik, and Traveling Onion. This application grants an overview of rules, strategies, and odds of winning. It also includes adopting a boltan face with which to deceive one’s opponents. Check: Since card games usually involve more than two people, they require a cumulative check on Gambling (Card Games). The first to reach 10 QL wins. Each check represents multiple rounds, and the interval is 15 minutes. If the card game requires a winner, continue making checks on Gambling (Card Games) until one player obtains more QL than the others. Action Modifier Character is allowed to concentrate +1 No special circumstances +/- 0 Character is slightly distracted -1 Example: Carolan enters a seedy tavern in Havena and joins a round of boltan against a group of scoundrels. Naturally, Carolan wants to win, but he isn’t looking for trouble, so he plays without cheating. All participants make a check on Gambling (Card Games). Carolan’s player rolls for Carolan, and the GM rolls for the scoundrels. As it happens, Carolan’s player is the first to obtain 10 QL for the cumulative check. Carolan wins fair and square, but the others still suspect that he cheated. Dice Games Ship, Captain, Crew. 21 Kreutzers. Gareth Burns. These are three of the best-known Aventurian Dice Games, and every Aventurian knows rules for dozens more. Dice games help pass the time at social gatherings in taverns. They are particularly popular with the lower classes and also with sailors and mercenaries. Check: Unless the players and GM wish to play out dice games at the gaming table, every participant makes a competitive check on Gambling (Dice Games). The player with the highest QL wins. Each check encompasses several games, one after another; the victor may lose single rounds, but will have won the most in total. A check always corresponds to an interval of 10 minutes. Ties sometimes occur, depending on the game. If a game ends in a tie but the players want a clear winner, roll 1D6 until one player achieves the highest result. Action Modifier Character is allowed to concentrate +1 No special circumstances +/- 0 Character is slightly distracted -1 Example: The characters are sitting in a way-inn called the Hearthfire, playing the dice game 21 Kreutzers with some featureless river pebbles. All participants make a competitive check on Gambling (Dice Games) and compare their QL with the QL of the other players. Brother Hilbert’s player has 2 QL, Geron’s player 3, and Rowena’s player achieves 4 QL. Rowena is ultimately the winner. Distraction and Concentration The category Character is allowed to concentrate covers games played in a quiet location free of irritating background noises. No special circumstances applies to an environment with a typical noise level, such as a tavern or inn. Use Character is slightly distracted when musicians or performers are plying their trade in the room, or when someone makes faces or otherwise tries to distract the people playing the game.
62 Chapter 1: Skills Trade Secrets of Gambling see page 116. Game Complexity Battle of Jergan Complex Boltan Complex Garadan Complex Inrah Game Complex Pentagram Complex Red and White Camels Complex The Evil One Complex Geography Individual Regions The different applications of Geography always include the characters’ home regions. With Geography, one knows where the corresponding region lies, which settlements it contains, the name and location of the capital, if any, and things such as where bridges cross rivers, the number of inhabitants in a city, and which passes lead through the mountains. Check: Special Knowledge vs. General Knowledge. For research on a specific topic, make a cumulative check that depicts the progress in steps. Action Modifier Knowledge of a region’s provinces and rulers +3 Knowledge of a region’s roads and trade routes of +1 Knowledge of the population of a region and its larger settlements +/- 0 Knowledge of important regional bridges and mountain passes -1 Estimating travel time from Point A to Point B in a certain region -3 Example: Tjalva takes a long ocean voyage and her ship docks in the port of Sinoda. This is a good opportunity to recall what she knows about the island of Maraskan. The GM asks Tjalva’s player to make a check on Geography (Maraskan). No modifier applies, as the GM only wants to determine which general information Tjalva has obtained about Maraskan. With 4 QL, Tjalva knows quite a bit about the island: she has a good idea of Sinoda’s size, which road leads north from here, and how long it would take her to reach Jergan if she set out through the jungle. Trade Secrets of Geography Myranor Geography Middenrealmers and Thorwalers originated in Gyldenland, and recently both peoples rediscovered and began exploring their homeland. Occasionally an expedition from Aventuria makes it to Myranor and back. This trade secret covers eastern Myranor, including knowledge of some of the larger cities (such as Balan Cantara or Sidor Corabis) and of the Empire, the largest realm in Myranor. Prerequisites: Geography 8 AP Value: 5 adventure points Uthuria Geography The southern continent remains largely unexplored and still holds many secrets. This trade secret grants basic knowledge of routes between Aventuria and Uthuria, reports of the inhabitants of north Uthuria, and recognizable landmarks on the coast. Prerequisites: Geography 12 AP Value: 5 adventure points History Individual Regions Similar to Geography, the skill History encompasses a large number of applications (depending on region) for Aventuria. History also covers knowledge of important dates in history for the respective region. Check: Use a simple check to determine a character’s general knowledge of a region or its history. The higher the QL, the more precise the information the character recalls. Lengthy research requires a cumulative check, which represents incremental progress. For a summary of regions, see page 59. Characters must know the specific trade secret for each continent to obtain its associated applications for Geography.
63 Action Modifier Reciting turning points in history +1 to +3 Knowing important events +/- 0 Knowing details about events -1 to -3 Example: Carolan finds an old vase in an emir’s tomb and wants to know when it was made. The GM asks Carolan’s player to make a check on History (Lands of the Tulamydes). Because the vase was created many centuries ago, the GM imposes an increased difficulty of 3. With 2 QL, Carolan determines that the vase was fashioned during the Dark Ages, more than 1,000 years ago. Trade Secrets of History Ancestors of the Middenrealmers (Secret Knowledge) With this trade secret, the character knows not only that the Middenrealmers originated in Gyldenland, but also that many of them were convicts. Prerequisites: Geography 8 AP Value: 1 adventure point Study of Ages (Secret Knowledge) Few Aventurians know the Hesinden classification of Ages. Someone with this trade secret can name the different Ages, has a general idea of the most important lessons learned from each Age, and is familiar with various theories regarding the Ages. Prerequisites: History 12 AP Value: 1 adventure point Law Individual Regions The skill Law, grants knowledge of regional Aventurian laws, outcomes to certain cases, and taking advantage of loopholes in legal texts. Check: Special Knowledge vs. General Knowledge. For lengthy research on a specific topic, use a cumulative check, which depicts incremental progress. For a summary of regions, see page 59. Action Modifier Knowing the punishment for theft in the region +3 Knowing typical laws and punishments in the region +1 Knowing the market rules in the region +/- 0 Knowing special rules for a typical case in this region -1 Knowing rare interpretations and loopholes in an esoteric area of law -3 Example: Andergast’s laws resemble those in the Middenrealm in many ways. Still, there are some differences, such as the treatment of men and women. Rowena wants to know if she must keep anything in particular in mind while traveling through Andergast. The GM asks for a check on Law (Andergast), and Rowena’s player achieves 2 QL. As it turns out, she understands the legal differences between men and women in Andergast quite well. Magical Lore Artifacts This application grants insight into the structure and power of magical items, facilitating magical analysis. Check: Analysis requires a simple check. QL measures the level of detail obtained during the analysis. Remember that, without the aid of magic or liturgical chants, the number of QL that can be obtained is limited (see Core Rules, page 269). Clairvoyance magic and liturgical chants increase the maximum number of QL possible with a check on Magical Lore (Artifacts). Action Modifier Access to notes from a previous in-depth analysis +3 Normal artifact, and the mage can concentrate +1 Normal artifact, and no special circumstances +/- 0 The artifact is defective or somehow resists the analysis -1 Raw materials, chaotic assembly -3 Example: Mirhiban wants to analyze a magical ring. She has already cast Analyze, so she can obtain up to 4 QL. Her player makes a check on Magical Lore (Artifacts) and achieves 5 QL, but due to the limitation of 4 QL granted by the Analyze, her net QL is 4.
64 Chapter 1: Skills Magical Beings This application permits analysis of Magical Beings, which includes monsters, magical animals, creatures like ghouls and kobolds, and all beings with supernatural abilities that are not beings from other Spheres (for information about these creatures, use the skill Beings from the Spheres). Note that not all dragons are considered magical beings. Check: This uses a simple check. Magical analyses bears the same limitations as for Artifacts (see Core Rules, page 269). Action Modifier Access to notes from a previous in-depth analysis +3 The being permits the analysis and sits still +1 No special circumstances +/- 0 The being shifts nervously during the analysis -1 Unknown being -3 Example: Many characters dream of slaying a dragon. Arbosh has decided to go on a dragon hunt and chooses a cave dragon as his target. He does not want to face the dragon entirely unprepared and tries to recall what he knows about cave dragons. The GM asks for a check on Magical Lore (Magical Beings). This is not Arbosh’s field of expertise and his player fails the check. He knows that cave dragons are huge, malicious monsters, but he can’t recall anything about their magical powers. Rituals This application covers ritual magic, which requires more energy and time to perform. A check may be used for analysis, and to obtain general information on a specific ritual. Check: This usually requires a simple check. For research, use a cumulative check. Action Modifier Access to notes from a previous in-depth analysis +3 The ritual is known to the analyzer +1 No special circumstances +/- 0 Ritual is from a different Tradition -1 Unknown ritual -3 Example: The characters have heard of an old, sinister ritual that turns people into mindless slaves. To prevent the knowledge of this slave ritual from falling into the wrong hands, the characters scour Elburum’s archives for clues to its location. Brother Hilbert searches in the Temple of Hesinde, and the GM asks for a cumulative check on Magical Lore (Rituals), with a maximum limit of 7 checks. Even though Hilbert does his best, the check fails and he does not find any information on the ritual. Spells Spells need less preparation compared to Rituals. This application lets characters analyze Spells and conduct research on specific formulae. Check: This is a simple check. For research, use a cumulative check. Action Modifier Access to notes from a previous in-depth analysis +3 The spell is known to the analyzer +1 No special circumstances +/- 0 Spell is from a different Tradition -1 Unknown spell -3 Example: Mirhiban wants to research a new spell formula. The GM calls for a cumulative check on Magical Lore (Spells) with a maximum of 7 attempts to achieve the necessary 10 QL. As an experienced library user, Mirhiban succeeds in finding the necessary books in the academy’s dusty archives. Trade Secrets of Magical Lore Dark Portals (Secret Knowledge) Dark portals are said to link the various mage’s academies of Aventuria, as well as other places, allowing for immediate teleportation between portals. This trade secret grants knowledge of these portals and their use. Prerequisites: Magical Lore 12, Myths & Legends 8 AP Value: 1 adventure point Vessels of Rohal (Secret Knowledge) Rohal the Wise locked 77 demons into magical vessels during his lifetime. A character with this trade secret knows about the vessels and also knows that some of them have since been opened…. Prerequisites: Magical Lore 12, Myths & Legends 8 AP Value: 1 adventure point
65 Math Addition and Subtraction Not every Aventurian can read, but everyone knows how to count (to a certain extent, at any rate). Addition and Subtraction are the simplest forms of mathematics and almost anyone can manage a rudimentary count on their fingers and toes. Check: Addition and subtraction require a check on Math (Addition and Subtraction). QL indicate how quickly the character solves the equation. Action Modifier Adding or subtracting a handful of numbers +3 Solving an average fraction exercise in a Hesinden school +1 Using aids to solve an average math task +/- 0 Solving a difficult exercise at school -1 Solving a complex riddle exercise using addition or subtraction -3 Example: As a Tulamydian, Mirhiban has a reputation of knowing about numerology. Even though this is not true, she can calculate quite well and is familiar with Addition and Subtraction. She wants to calculate how much interest a bond with the Northland Bank would bring in. Success is not automatic, so the GM asks Mirhiban’s player to make a check on Math (Addition and Subtraction). She achieves 4 QL. Fractions As its name implies, Fractions involves calculating with simple fractions. Characters with in-depth knowledge of fractions also know how to simplify them to speed up calculations. Most Aventurian farmers know that half a gallon of milk and a quarter gallon of milk add up to threequarters of a gallon of milk, but few can correctly add three-fifths of a gallon to seven-eighths of a gallon. Check: Calculating with fractions requires a check on Math (Fractions). QL indicate how quickly the character solves the equation. Action Modifier Adding or subtracting a handful of simple fractions +3 Solving a typical fraction exercise in a Hesinden school +1 Simplifying fractions in a typical exercise +/- 0 Solving a complex school exercise -1 Solving a complex riddle exercise with fractions -3 Example: The characters are helping Igwitz Meeltheuer, a Bornish merchant, with his inventory. Arbosh volunteers to count bags of flour, and soon finds that he must add fractions (such as 1/3 bag of flour + 4/5 bag of flour) to get an accurate total. To avoid miscalculating, Arbosh’s player must make a check on Math (Fractions) with a bonus of +5. He barely achieves 1 QL. Therefore, it takes quite a while for Arbosh to finish, but he eventually succeeds at the task. Multiplication and Division Multiplication and Division is far more complex than Addition and Subtraction, but good mathematicians know tricks to speed up calculations. Aventurian scholars refer to the multiplication or division of numbers as point calculation. Check: Dividing or multiplying many numbers, or large ones, requires a simple check on Math (Multiplication and Division). QL indicate how quickly the character solves the calculation. Action Modifier Multiplying or dividing a handful of numbers +3 Solving a typical math problem in a Hesinden school +1 Using aids to solve an average task +/- 0 Solving a difficult exercise at school -1 Solving a complex riddle exercise with point calculations -3 Example: Brother Hilbert noticed that Rowena’s math skills were not very good, so he has been tutoring her. She puts his instruction to the test when she is asked to solve a difficult mathematical exercise (2 × 34 ÷ 56 × 78). The GM asks Rowena’s player to make a check on Math (Multiplication and Division). The check fails, meaning Rowena’s answer is incorrect.
Chapter 1: Skills Trade Secrets of Math Probability Calculation Hardly any Aventurian has ever been concerned with Probability Calculation. Characters with this trade secret can calculate probabilities and are familiar with related mathematical topics. Prerequisites: Math 8 AP Value: 2 adventure points Mechanics Complicated Systems The application Complicated Systems covers all areas of Mechanics related to pulleys, gears, and other comparably complex systems. Check: The design and implementation of Complicated Systems almost always requires a great deal of planning. Therefore, we suggest resolving it with cumulative checks. To quickly discern basic facts about a system, use a simple check. Action Modifier Designing a simple pulley +3 Designing simple clockwork toys +1 Creating a more complex pulley +/- 0 Designing a vault or a combination lock -1 Designing a clock mechanism -3 Example: While exploring the jungle, the characters discover a large number of chests in a pit in a cave. Each chest is stuffed with silver and the companions want to recover them quickly using a pulley. The GM asks for a check on Mechanics (Complicated Systems) to determine if they know how to rig a suitable pulley. Mirhiban’s player achieves 4 QL, so Mirhiban knows what to do. Trade Secrets of Mechanics Dwarven Vaults (Complicated Systems) Dwarves use combination locks to protect doors. The locks on dwarven vaults are known for their excellent quality and durability. Characters with this trade secret know how to design and build such combination locks. Prerequisites: Mechanics 8 AP Value: 2 adventure points Vinsalt Egg (Complicated Systems) A Vinsalt Egg is the Aventurian equivalent of a pocket watch. Its workings are so fine and complex that only specialists know how to construct it. Characters with this trade secret know how a Vinsalt Egg works. Prerequisites: Mechanics 12 AP Value: 3 adventure points 66
Hydraulics Hydraulics lets characters harness the force of water, and understand, design, and build pumps and water-driven machines. Check: This can use either a simple or a cumulative check, depending on the situation. Action Modifier Designing a pump for a well +3 Constructing a small waterwheel +1 Designing an Al’Anfan elevator +/- 0 Developing a dual-piston hand pump -1 Designing a complex system that works with hydropower -3 Example: Brother Hilbert and his companions are buying grain at a water mill. Hilbert wants to show off his knowledge a little by explaining the mill’s workings to the others. A check on Mechanics (Hydraulics) proves how much he really knows. Hilbert’s player succeeds with 2 QL. Hilbert not only explains how the mill works, he even remembers some special terms and details. Levers The application Levers covers all systems of levers, including everything from simple seesaws all the way up to systems of levers that open secret doors or shift heavy weights. Check: To gain a rough understanding of a system of levers, make a simple check. For work that requires more detail, such as for a Craft skill, make a cumulative check. Action Modifier Designing the lever of a simple pump +3 Designing a lever system for a castle gate +1 Designing the lever mechanism for a secret door +/- 0 Designing a simple catapult -1 Designing a pulley -3 Example: Carolan wants to design a secret door for his thieves’ hideout, so he can escape quickly and invisibly when danger looms. The GM asks for a cumulative check on Mechanics (Levers), as the construction requires research and precision planning. Myths & Legends Individual Regions All Aventurian cultures have a large treasure trove of fairy tales, myths, and legends that are passed on from one generation to the next. Therefore each region requires its own applications. Check: Special Knowledge vs. General Knowledge. For lengthy research, make a cumulative check, which depicts incremental progress. Action Modifier Recalling a region’s well-known legends +3 Knowing which stories are currently popular in the bazaars +1 Knowing a typical myth from the region +/- 0 Knowing an older story -1 Recalling an obscure legend from the region -3 Example: The provincial inhabitants of Kosh know many legends, including the story of Rabbatzman, a giant who is said to live on a Koshan mountain. Local villagers have asked Brother Hilbert and his companions to investigate a missing cow that was apparently stolen by a giant. Brother Hilbert grew up some distance away, in Weiden, but he thinks the tale of Rabbatzman sounds familiar, so he leads the effort to gather information. The GM asks Brother Hilbert’s player to make a check on Myths & Legends (Kosh). The player obtains only 1 QL. Hilbert receives a few clues from the GM, but not very useful ones. Sphere Lore A Specific Sphere Each of the seven Spheres requires its own application. If a character needs information on a specific Sphere (such as how to get there and which dangers to keep in mind), the GM can ask for a check on Sphere Lore (<Corresponding Sphere>). Action Modifier Which Spheres exist? +3 The Seventh Sphere is actually not a Sphere, but the infinite, chaotic space between them, in which demons dwell +1 What awaits me in the Second Sphere? +/- 0 Besides the Seven Spheres, there are other worlds that Sphere travelers can visit -1 Which gates connect Limbo to the Fourth Sphere? -3 67
Chapter 1: Skills Example: The characters wish to visit the Halls of Boron by means of powerful magic. The Realm of the Dead is a dangerous place, and Mirhiban tries to recall what she knows about the Fourth Sphere. The GM asks Mirhiban’s player to make a check on Sphere Lore (Fourth Sphere). She achieves only 1 QL; at this time, her knowledge about the Realm of the Dead is rather sparse. Beings from the Spheres Beings exist in Limbo even though it is a hostile environment, and a sphere traveler may encounter them. This application of Sphere Lore covers all beings that originate from places other than the Third Sphere, as well as beings whose homes are Globules. Such beings include demons, elementals (even those that have been living in the Third Sphere for a long time), and fairies. Recalling knowledge about beings from other Spheres is a simple check. Each QL imparts more details about the demon, elemental spirit, or fairy in question. Check: This is usually resolved with a simple check, but research may require cumulative checks. Action Modifier Djinn exist +3 Fairies usually originate from other worlds +1 Detailed knowledge on specific beings +/- 0 Detailed knowledge on the powers of a specific djinni -1 Detailed knowledge on the powers of a specific fairy -3 Example: Some villagers from Alriksford ask Brother Hilbert to examine a strange tree in the vicinity of their village. Brother Hilbert discovers that this tree is a dryad, so he tries to recall what he knows about dryads. The GM asks Brother Hilbert’s player to make a check on the skill Sphere Lore (Beings from the Spheres) because dryads are fairies, which come from a Globule. The player barely succeeds on the check, as spherology is not really Hilbert’s strong point. With 1 QL, Hilbert recalls only a few of the things he has heard about dryads: they live in trees, they are fairies, and they seduce mortals. Limbo Hardly any Aventurian has ever heard of Limbo, the space between the Spheres. The application Limbo covers knowledge about the nature of this intermediate world, such as how long characters can remain in this hostile void, the fact that mages quickly regain their powers in Limbo, and which other phenomena can be encountered there. Check: Use a simple check to determine a character’s knowledge. For lengthy research, use a cumulative check. Action Modifier Limbo is a hostile environment and living beings perish if they remain in Limbo for too long +3 Ghosts and demons have been banished to Limbo +1 There are portals in Limbo that lead to other Spheres +/- 0 Some spells allow travel through Limbo or open gates to that realm -1 Mages can travel extremely fast in Limbo and quickly recover AE while there -3 Example: Before the characters follow an enemy who fled into Limbo, they first visit the Hesinden temple library to gather as much information about Limbo as possible. The GM asks for a cumulative group check on Sphere Lore (Limbo). If successful, their research reveals useful facts. Trade Secret Sphere Lore Islands in the Fog (Secret Knowledge) Only a few initiates know of a chain of islands east of Aventuria that can be reached only via Limbo. Known as the Islands in the Fog, the high elves retreated here after the fall of their civilization. Prerequisites: Myths & Legends 8, Astronomy 12 AP Value: 1 adventure point Menacorites (Secret Knowledge) A secret Order of mages known as the Menacorites are said to dwell in Limbo. Their fortress floats unhindered through the gray non-world. Few know of the Order’s existence. Prerequisites: Magical Lore 8, Astronomy 12 AP Value: 1 adventure point Religions Individual Deities Applications for the skill Religions always apply to just one Aventurian church, cult, or deity. This means that each individual deity of the Churches of the Twelvegods has its own application, as do the demigods and various foreign religions and cults. Specific philosophical schools of thought, such as Wizard’s Philosophy, also require their own application. Check: Special Knowledge vs. General Knowledge. When detailed research on a specific topic is desired, use a cumulative check, which shows the character’s progress in discrete steps. 68
Action Modifier Knowing the cult’s festivals +3 Knowing the significance of one of the cult’s ceremonial items +1 Knowing important cult leaders +/- 0 Naming the cult’s saints -1 Knowing lesser known liturgical chants of the cult -3 Example: Rowena is not a specialist on the Churches of the Twelvegods, but she needs to recall what she learned about the ceremonies of the Church of Rahja. The GM asks Rowena’s player to make a check on Religions (Rahja). She obtains 1 QL, but this is still enough to avoid embarrassing herself when she visits the temple. Are there Applications I Can’t Take Initially? Secret or otherwise obscure cults and religions count as trade secrets and are not initially available to characters without GM permission. Philosophies, whether Wizard’s Philosophy or one from the philosophical schools of the Cyclopes Islands, are initially trade secrets. Religious beliefs from other continents are trade secrets. Old and forgotten gods (such as those of the Ancient Tulamydes, certain gods from the Dark Ages, and those worshiped by little-known races) are trade secrets. Trade Secret Religions Wizard’s Philosophy (Secret Knowledge) Wizard’s Philosophy contends that, while the gods may be powerful beings, their power has limits and is proportional to the number of their followers. Mage Philosophers advise everyone to stop worshipping and praying to the gods, and to instead draw their own conclusions about existence. Prerequisites: Religions 8, Magical Lore 8 AP Value: 1 adventure point Warfare Open Battle This application covers such knowledge as committing the right types of troops in the right place at the right time, securing favorable terrain, or confusing an enemy with an unusual tactic. Check: This is a simple check. QL measures the value of a tactical decision before and during the battle. The greater the number of QL, the more efficiently or quickly your troops react to enemy movements and tactics. Action Modifier Occupying favorable terrain in a battle +3 Attacking a bivouacked banner of troops under cover of darkness +1 Securing a regiment’s supply lines +/- 0 Using cavalry to trap archers on a riverbank -1 Holding out while outnumbered three to one until reinforcements arrive -3 Example: Geron is given command of thirty mercenaries to protect a village from marauding orcs. He plans to intercept the orcs in the nearby meadow and sets about evaluating the area to find tactical advantages. The GM asks Geron’s player to make a check on Warfare (Open Battle). Somehow, he achieves 6 QL. The orcs encounter traps, ambushes, and some unpleasant surprises on the day of the battle. Partisan Tactics Resistance fighters use Partisan Tactics to make life difficult for an occupying enemy. Such fighters are often well trained in hiding and disrupting enemy supply lines. Check: In most cases, a simple check suffices. QL indicate the level of disruption to enemy forces. QL may also measure the enemy’s losses or the amount of loot obtained, or even how small one’s own losses were. Action Modifier Securing supplies for a small group of partisans in the forest +3 Using favorable terrain and setting traps +1 Planning an attack on a supply train in the forest +/- 0 Planning an ambush on a small garrison -1 Attacking an enemy at regiment strength with little cover and escaping afterwards -3 Example: Goblins conquer the city of Alriksford and Layariel retreats into the Realmwood with a group of resistance fighters. Once they set up camp, Layariel proposes several tactics to demoralize the occupying forces. To determine their value, the GM asks for a check on Warfare (Partisan Tactics). With a lucky roll and a FtP, Layariel achieves 2 QL. 69
70 Chapter 1: Skills Sea Battle Whether fighting a single pirate ship or an entire enemy fleet, Sea Battles demand great strategy and attention to details such as crew morale, ship maneuverability, wind and weather conditions, and the availability of projectile weapons. Check: Sea Battle is usually resolved as a simple check. QL determine the results of tactical decisions at sea. More QL might mean fewer losses to allied crew, or more damage inflicted upon the enemy. Action Modifier Boost crew morale before a battle with extra rations and shore leave +3 Disguising one’s ship as an allied ship for tactical reasons +1 Making necessary preparations to aid the injured +/- 0 Maneuvering into a favorable position -1 Maintaining crew morale when outnumbered -3 Example: Brother Hilbert understands that battle often results in terrible injuries. He’s been thinking of nothing else since the lookout in the crow’s nest reported a pirate ship closing in. Seeking an advantage in surprise, the captain orders a turnabout attack on the pirates, but Hilbert is the only leader on board who is not ill. Hilbert does his best to lead the attack. The GM asks Hilbert’s player to make a check on Warfare (Sea Battle) to determine if he can make all the necessary preparations. The check fails, as expected, so it is likely that Hilbert’s battle plan fails as well. Siege Tactics As the name implies, Siege Tactics play an important role in siege warfare. Good strategists must know, for example, how many troops it takes to defend a castle during a siege, how to keep the castle’s inhabitants supplied, and which tactics are most likely to break the besiegers’ morale. Check: Resolving a siege is usually a simple check. QL may indicate the value of tactics and preparations, and could earn such rewards as a hint from the GM or a small bonus to the characters’ AT or Initiative for a few CR. It could also impose the state surprised on the enemy for one CR. Action Modifier Organizing the supply of one’s troops in a quiet region +3 Positioning catapults on a hill +1 Making a successful plan to storm a bandit’s cave +/- 0 Organizing a foray -1 Developing an effective supply plan in a barren region -3 Example: Arbosh must see to the supply of a castle under siege. Many lives depend on it.
71 Official adventures state whether relevant information is available. To develop an effective supply plan, the GM decides that he must make a check on Warfare (Siege Tactics) with a penalty of -3. Including the use of a FtP, Arbosh’s player obtains 4 QL. The GM informs him that the supplies will only last six months, even if everyone lives on reduced rations. Tunnel Fighting Environment and surroundings play an important role in Tunnel Fighting, which is studied especially by dwarven strategists because tunnels and caves are the natural habitat of the Angroshim. Check: A simple check on Warfare (Tunnel Fighting) indicates how well characters can use a tunnel to their advantage. QL may indicate such things as figuring enemy losses or determining how long the characters can keep an enemy trapped in a tunnel. Action Modifier Cornering a rummaging bugbear +3 Setting traps in tunnels +1 Choosing the right defensive position in a tunnel +/- 0 Trapping a lesser dragon -1 Maintaining morale while trapped in a dead end and outnumbered -3 Example: Rummaging bugbears invade a dwarven tunnel and Arbosh tries to think of a means to drive them out, or at least contain them. His player makes a check on Warfare (Tunnel Fighting) with a bonus of +2, and achieves 3 QL. Arbosh comes up with an excellent plan to set a trap for the rummaging bugbears. Research The following is a Level I Focus Rule for checks on Knowledge skills. Characters’ lives are not simply one endless parade of killing monsters, rescuing the count’s son, or solving riddles. Sometimes they urgently need information on a beast’s weaknesses, the location of a noble’s castle, or the key to deciphering a code. This usually requires in-depth research. Research works similarly to Asking Around in settlements (see page 45), but there are some differences. When city libraries aren’t convenient, researchers may have to settle for a black mage’s library, a town mayor’s pleasing-unto-Hesinde archives, or an eccentric scholar’s private collection. Determining Quantity Size and population play an important role for asking around in cities, but for libraries, it is the quantity of books and the size of the library’s collection, not the size of the room or building, that counts most. For example, skimming all three books on a palace bookshelf is far easier than reading through several thousand volumes in an academy archive. Quantity determines factors such as time interval or the general availability of information. Availability of Information Before making the check, the GM must determine whether the required information actually is available in the chosen archives. The GM determines this in secret; neither characters nor their players should learn this beforehand. To leave availability up to chance, roll on the table Library Quantity, cross reference the result with the entry under Availability, and roll another 1D20. If the result is equal to or lesser than the Availability rating, the information exists in that collection. If the result is higher than the Availability rating,the information is not available (or possibly just not currently available) in that collection. Modifiers may apply (see the table Availability Modifiers; all modifiers are cumulative. ) Availability Modifiers Type Modifier Library research +3 Collection specializes in knowledge that the character seeks +1 Library contains rare editions +1 Many books are moth-eaten, torn, and so on -1 Bad lighting -2 Many books are severely damaged -3 The Research Check In most cases, Research applies to libraries, city archives, or journals in the study of a black mage. Books usually must be treated carefully, and some works are not suitable for extended reading due to their subject matter. Basically, searching for a specific piece of information in a room full of uncatalogued books can be time-consuming. I
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Research in libraries requires a cumulative check. This can be a normal cumulative check for one character or a cumulative group check if more than one adventurer joins the search for information. The GM can limit Research to a specific number of characters, but in general, a group gets faster results. Partial success, as usual, occurs at 6 QL and may represent finding the first clue or a reference to another work that contains the desired information. At 10 QL, the researchers find the info they need, assuming it is indeed available in that collection. The check is made on the skill that is most closely related to the topic. In almost all cases, this should be a Knowledge skill. Also, the application should fit the desired information. If the researchers want information about a magical phenomenon, Magical Lore is the right choice. If the search is concerned with a clerical text, use Religions instead. The time interval is based on the size of the library, though the GM is free to adjust this number based on other factors. The Topic of Library Research Before conducting their search, the characters must first decide which topic they seek. The topic can be broad (“What is known about demons?”) or very precise (“Can the acid from a Zant eat through a diamond?”). The broader the topic, the easier it is for the characters to find information. Similarly, the narrower the topic, the more difficult it is to find something. However, broad topic searches tend to reveal only general information, which is less useful than more focused questions. A broad topic search grants a bonus of up to +3 on Research checks. Focused topics incur a penalty of up to -3. The GM decides which, depending on the topic and the detail required. The Right Script and Language Finding the right book, chapter, or passage in the right volume usually requires command of the language and the scripts in which the book is written. A character with the special ability Language III and the corresponding scripts of the books receives no modifier. A character with the corresponding scripts of the book but only Language II suffers a penalty of -1 on all research checks. A character with Language I and the corresponding scripts of the book suffers a penalty of -5. Also, the time required to conduct the search increases fivefold. A character who knows neither the right language or the right script can still contribute to a group cumulative check but incurs a penalty of -3. Also, that character is unable to find the right text unaided. While conducting Research, a character need not be able to read the scripts of all of a library’s books, but if the character can read relatively few, a penalty of -1 may apply to the group cumulative check, at the GM’s discretion. Critical Success and Botches Characters can also achieve a critical success or botch on Research. A critical success brings the research to an immediate end and reveals the desired information (if it is available, that is). Botches mean the characters destroy information, obtain the wrong kind of information, or take three times as long to complete the research and don't find anything in the end. Library Quantity Size Availability Time Interval Extremely small 1 10 minutes Very small 3 30 minutes Small 5 1 hour Medium 8 2 hours Large 12 4 hours Very large 15 8 hours Extremely large 18 24 hours 73
74 Chapter 1: Skills Craft Skills Alchemy Alchemical Poisons One of the principal applications of the skill Alchemy is the creation of Alchemical Poisons. Use this application whenever attempting to produce or analyze poisons such as dragon spittle and sleeping poisons that can only be produced by alchemical means. Plant-based toxins, mineral-based poisons, and traditional venoms are produced with the skills Plant Lore, Earthencraft, and Animal Lore, respectively. To analyze them, however, one needs Alchemy. Check: This application usually requires a simple check. In general, the creation of alchemical poisons uses the same rules as the brewing of elixirs (see Core Rules, page 270). Alchemical poisons can also be analyzed this way. Each alchemical poison requires its own trade secret. QL indicate the quality, and therefore the value, of the poison. Action Modifier Investing additional AE* +1 per 4 AE used, maximum +2 Laboratory Varies* (see Core Rules, pages 270–271) Creating alchemical poison +/- Brewing difficulty * Modifiers are cumulative. Example: Mirhiban wants to create an alchemical poison called dragon spittle. She gathers the required ingredients and begins the procedure. Mirhiban’s player makes a check on Alchemy (Alchemical Poisons) with a penalty of -2 due to the brewing difficulty for dragon spittle. The check succeeds, but with a QL of 1. Elixirs This application includes all tinctures that supernaturally influence body and mind or that change objects. This includes healing and magical potions, weapon balms, and love potions. Elixirs are different from mundane Alchemy in their magical effects. Check: This classic area of Alchemy is resolved with a simple check. In general, the creation of elixirs uses the rules for brewing elixirs as presented in the Core Rules (see Core Rules, page 270). Elixirs can also be analyzed in this manner. Each elixir is a trade secret. QL directly influence the quality, and therefore the effect, of the product. Because Alchemy can also be used to determine types of poison. The gaming group should decide beforehand whether to have the GM make these checks secretly so as not to reveal information about application and brewing difficulty.
75 Action Modifier Investing additional AE* +1 per 4 AE used, maximum +2 Laboratory Varies* (see Core Rules, pages 270–271) Creating alchemical poison +/- Brewing difficulty * Modifiers are cumulative. Example: Rowena cannot safely use or sell a jar she found until she knows what it contains, so she tries to analyze the contents. Rowena’s player makes a check on Alchemy (Elixirs) with a penalty of half of the brewing difficulty (it is weapon balm, so the penalty is -1). The player succeeds despite the penalty and achieves 2 QL. Rowena learns the type of elixir and the quality of the weapon balm. Mundane Alchemy Mundane Alchemy is used to create soap, lye, glass, porcelain, simple fireworks, and other products of Alchemy that are neither Alchemical Poisons or Elixirs. Check: Mundane alchemy almost always uses simple checks. This application can also be used to analyze mundane alchemicae. Note that specific alchemicae may also be trade secrets. QL measures success: fireworks are more colorful, porcelain is more valuable, and glass is more transparent. The value rises by 2.5% for every QL above the first. Action Modifier Laboratory Varies* (see Core Rules, pages 270–271) Creating alchemical poison +/- Brewing difficulty * Modifiers are cumulative. Example: Mirhiban wants to create a porcelain cup. She has knowledge of this trade secret, so if she procures the necessary material, she can attempt to create a beautiful porcelain cup with Alchemy (Mundane Alchemy). The check results in 5 QL. This increases the cup’s value by 10% compared to an average porcelain cup. Trade Secrets of Alchemy Fireworks Some alchemists specialize in the dangerous work of creating Fireworks. Minor Fireworks cannot be used as weapons, but their explosions are impressive. Prerequisites: Alchemy 12 AP Value: 3 adventure points Unau Porcelain Unau Porcelain is regarded as especially fine. Its name comes from its place of origin, but a handful of porcelain manufacturers are rumored to have taken their knowledge with them to other places. Prerequisites: Alchemy 12, Trade Secret Porcelain AP Value: 4 adventure points Artistic Ability Carving Artistic Ability covers not only working with brushes and pencils, but also carving with tools. Carving involves using a sharp tool to embellish a surface—such as wood, stone, or another substance—by making small indentations or removing material. This application is especially useful for engraving letters or inscribing images, but not carving a work of art out of wood (use the skill Woodworking for this purpose). Check: Carving is resolved as cumulative check. All QL after the first increase the price of the finished work by 2.5% per QL. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: The unadorned table in Geron’s room looks quite cheerless, so the mercenary tries to embellish it. The GM asks Geron’s player to make a check on Artistic Ability (Carving). The check fails, and the table now looks as if it spent a few years in a Havenan tavern. Drawing Unlike with Painting, Drawing uses a pencil or similar tool to create a black and white illustration. Drawings could be everything from small sketches to site maps and even detailed portraits. Check: This is usually resolved as a simple check. Each QL above 1 increases the price of the finished work by 2.5%. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Mirhiban draws a caricature of Brother Hilbert. The check on Artistic Ability (Drawing) succeeds, giving Mirhiban’s player 3 QL. The mage could sell the painting for 5% more.
Chapter 1: Skills Painting This usually involves using a brush and colors to create a painting or other work of art on canvas or another background. Check: This is a simple check. Each QL above 1 increases the price of the finished work by 2.5%. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Tjalva wants some peace and quiet to offset her constant fighting and decides to make an oil painting. She has the corresponding SA Oil Painting, the right colors, and a canvas. The GM asks for a cumulative check on Artistic Ability (Painting). The check succeeds after 4 of the 7 possible attempts. Tjalva’s painting is quite impressive for a first try. Clothworking Dyeing Dyeing is used to change the natural color of cloth to another color by soaking it in a mix of water and dyes. White cloth is particularly well suited for dyeing, but darker colors can also be dyed using suitable chemicals. Check: A simple check suffices for Dyeing. QL indicate how well the cloth has taken the color. Each QL after the first increases the value of the finished cloth by 2.5% compared to similar, undyed items. Action Modifier Good conditions, appropriate tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Layariel wants to dye the new shirt she bought at the bazaar. It is white, but she wants to dye it green. This seems like a simple task, but the GM asks for a check on Clothworking (Dyeing). Layariel’s player achieves 3 QL, which is enough to achieve a good result. The shirt is now worth 5% more than she paid for it. Felting Felting is used to craft felt hats and other felt products. This is not as common as other kinds of Clothworking, but items made from felt are especially popular in northern Aventuria. Check: The application Felting is usually resolved as a cumulative check. This determines the time needed to craft a felt hat or similar item. Each QL after the first increase the value of the felt item by 2.5% compared to similar items made from other materials. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Brother Hilbert wants a felt hat to keep the rain off his head, and thinks he would like to craft it himself. The GM asks for a cumulative check on Clothworking (Felting) with 7 attempts. Hilbert’s player still fails to obtain the necessary 10 QL. The resulting felt hat looks rather turban-like in the end and won’t keep anything dry. Sewing This covers the cutting of cloth, tailoring, and the manufacture of clothes. It also includes the crafting of cloth armor. Check: This is usually resolved as a cumulative check, which determines how quickly a dress is tailored, torn clothing is fixed, or cloth can be made into clothes. Each QL after the first increases the value of the product by 2.5% compared to similar, mass-produced items. 76
Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Layariel wants to tailor new cotton clothes because countless battles have rendered her old clothes worthless. The GM asks her player for a cumulative check on Clothworking (Sewing) with an interval of 4 hours, and 7 attempts. The player obtains the necessary 10 QL after only 5 checks. Weaving Weaving is one of the oldest techniques to create cloth. Warp threads, inserted into a loom, are crossed with a weft thread to create diverse fabrics and textiles. Check: Weaving is usually resolved as a simple check. QL indicate whether a piece turns out well. Each QL after the first increases the value of the cloth by 2.5%. To portray the creation of cloth from start to finish, make a cumulative check instead. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: To pass the time between adventures, Rowena likes to weave. She learned to do this when she was a young pupil. The GM asks for a check on Clothworking (Weaving). Rowena’s player succeeds and gets 3 QL. The cloth is worth 5% more as a result. Spinning Spinning, one of the oldest techniques involved in Clothworking, is the art of making yarn. This application covers the processing of various crude fibers, such as linen or wool. Check: Spinning is usually a simple check. QL indicate whether a piece turns out well. Each QL after the first increases the average value of the yarn by 2.5%. To simulate the creation of yarn from start to finish, use a cumulative check. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Geron learned spinning from his mother, and he sometimes spins to unwind from his difficult adventurer’s life, even though he would never admit this to his companions. One day while he is spinning, the GM asks for a simple check on Clothworking (Spinning). His player receives 1 QL—a success, but this time the resulting yarn is not particularly valuable. Trade Secrets of Clothworking Drôlan Lace Drôlan Lace is a prized commodity in Aventuria that demands premium prices. Prerequisites: Clothworking 12, Special Ability Crafting Flamboyant Attire AP Value: 2 adventure points 77
78 Chapter 1: Skills Commerce Accounting No trading station, shipping company, or merchant prince can manage without someone who is experienced in Accounting, which covers bookkeeping, profit and loss, margins, and interest calculations. Check: This is usually resolved as a simple check. QL measures the accuracy of work and lets one see trends, such as whether profits are rising, and so on. As a general rule, an accountant can increase the profits of a business per month by 2.5% for every QL after the first. Action Modifier Good conditions, accurate bookkeeping, assistants +1 to +3 No special circumstances +/- 0 Poor conditions, poor bookkeeping, unexpected problems -1 to -3 Example: Mirhiban spent all of her money during her last adventure and nobody is hiring characters at the moment. She looks around for other opportunities and finds one with an office clerk named Grimmwalder, who needs someone to take over the business’ accounting for a month. She accepts the job. To see how well she performs, the GM asks Mirhiban’s player to make a check on Commerce (Accounting). She achieves 4 QL; Mirhiban performs her tasks diligently, and the monthly profit is about 7.5% higher than expected. Haggling Negotiating prices is common in both Tulamydian bazaars and the markets of Bornland, the Middenrealm, and the Horasian Empire. Haggling covers establishing a positive relationship with merchants, which arguments to use to drive the price up or down, and even rapid calculation of trades. Check: Haggling is resolved as competitive check. Each QL lowers or increases the price by 10%, as desired. Action Modifier Good arguments to drive the price up or down +1 to +3 Exchanging the usual small talk while haggling +/- 0 Poor or predictable arguments to drive the price up or down -1 to -3 Example: Geron needs a new battle-axe. He finds one he likes in a market in Andergast. The merchant wants 120 silverthalers for it, which seems a bit steep to Geron, so they start to haggle. The GM asks Geron’s player for a competitive check on Commerce (Haggling). He obtains 2 net QL, lowering the price by 20%, and must pay only 96 silverthalers instead of 120. Money Exchange As professions go, money changing is important but carries little prestige. Whenever ducats, silverthalers, and halers must be exchanged for the currency of another country, it is important to know the current custom laws and the value of various coins. Check: This is resolved as competitive check. In the case of a tie, the character receives just 70% of the value of the coins being exchanged. Each QL increases or lowers this value by 5%, to the benefit of the character or the moneychanger, as applicable. Action Modifier Good arguments to drive the price up or down +1 to +3 Exchanging the usual small talk during the process +/- 0 Poor or predictable arguments to drive the price up or down -1 to -3 Example: Carolan’s journey led him from the Horasian Empire to the Caliphate, and he now needs to exchange his last 100 silverthalers for the local currency. The Novadi moneychanger is a true master of his craft and tries to offer Carolan a bad rate. If Carolan isn’t careful, he will receive the local equivalent of only 70 silverthalers. The GM asks Carolan’s player for a competitive check on Commerce (Money Exchange). The GM achieves 4 net QL, meaning the moneychanger does 20% better than planned. Carolan receives only 50% of his money’s value in Novadi coins. Earthencraft Stonecutting Stonecutting involves breaking large pieces of rock into smaller pieces to aid processing. Miners, for example, typically use this application. Check: This is usually resolved as a simple check. QL indicate how many pounds of rock a the character can mine. Typically, characters can mine 55 pounds of rock per QL, per hour. Action Modifier Soft stone +1 to +3 Standard conditions +/- 0 Hard rock -1 to -3
79 Example: Mirhiban is wrongfully convicted and sentenced to hard labor in a quarry. To avoid the lashes of the overseer, she works as hard as she can. The GM asks Mirhiban’s player for a check on Earthencraft (Stonecutting). She barely succeeds, with only 1 QL. Mirhiban produces only 55 pounds of rock, but at least she avoids punishment for loafing around. Masonry The application Masonry covers everything involved in the erection of walls and buildings made from stone. Unlike Stone Carving, this entails only rough workmanship, not decorative carving or works of art. Check: Masonry is resolved as cumulative check. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Geron wants to build a wall to protect against a horde of ogres that is just one day’s march away. He hopes that by blocking a natural choke point he can give the villagers a chance to defend themselves. The GM asks for a cumulative check on Earthencraft (Masonry), 7 attempts, and an interval of 2 hours. Geron’s player accumulates 10 QL after only 4 attempts. The wall is erected before the ogres arrive. Stone Carving Stone carving covers the sculpting and decoration of stone, turning it from its raw form into works of art (or if not art, then at least something with a pleasing shape). Checks: This application requires a cumulative check, which determines how long the work takes to complete. Each QL after the first increases the value of the finished product by 2.5%. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Carolan wants to make something special for his beloved. Since he has the special ability Sculpture, he may use the skill Earthencraft (Stone Carving) to carve a bust of her from stone. The GM asks Carolan’s player for a cumulative check (7 attempts, interval 4 hours). Carolan’s player succeeds on the last attempt, gathering the necessary 10 QL and producing an excellent likeness. Trade Secrets of Earthencraft Tulmadron Mining The poison known as Tulmadron is derived from the mineral of the same name. Safely mining Tulmadron requires special knowledge. Prerequisites: Earthencraft 8 AP Value: 2 adventure points Driving Chases Chases can also involve vehicles. For example, use this application whenever one carriage chases another, such as when the characters pursue a carriage thief. Checks: Resolve this as a cumulative check. All other rules for Chases apply. Action Modifier Good conditions, paved roads +1 to +3 Normal conditions, normal roads +/- 0 Poor conditions, cross-country -1 to -3 Example: Carolan steals a carriage and the owner’s henchmen chase him using a second carriage. The carriages start out 98 feet apart and both parties attempt to increase or decrease this distance using the rules for Chases and making checks on Driving (Chases). Carolan successfully keeps his distance through all 5 CR and gets away. Combat Maneuvers This application lets a character perform Combat Maneuvers with a vehicle, such as a chariot or a carriage. This can also be used, for example, to secure an advantageous position. Check: Performing a Combat Maneuver usually requires a competitive check. The net QL can be used as an indicator of how spectacularly the character achieves the maneuver. Action Modifier Perform combat maneuver +/- 0 Example: Brother Hilbert is steering a carriage that is fleeing from brigands in another carriage. The other carriage’s driver is trying to force Hilbert from the road.
80 Chapter 1: Skills The Blessed One of Peraine has a plan, but he first needs to get the carriage into an advantageous position. The GM asks for a competitive check on Driving (Combat Maneuvers), and Hilbert’s player fails the check. Hilbert must think of another way to lose the brigands. Long Distance This application measures how quickly a character can traverse a long distance with a vehicle. It is typically used for journeys between two places. Check: Long Distance checks are resolved as simple checks. QL indicate how quickly the character arrives at the destination. As a general rule, each QL after the first reduces the traveling time by 5%. Action Modifier Good conditions, paved roads +1 to +3 Normal conditions, normal roads +/- 0 Poor conditions, cross-country -1 to -3 Example: Mirhiban rents a cart and sets off for the next city, but a storm starts to brew, and she needs to get there as quickly as possible. The GM asks for a check on Driving (Long Distance). Mirhiban’s player achieves 4 QL, so Mirhiban’s trip takes 15% less time than it normally would have. Races Races does not cover attacking another driver or driving another vehicle off the road. Instead, it is used for sporting challenges or competitions. Check: Races are resolved as cumulative checks. The first driver to obtain 10 QL wins the race. If multiple drivers obtain 10 QL in the same round, the driver who has achieved more QL overall wins. If there is still a tie, continue making checks until a clear winner emerges. Action Modifier Good conditions, paved roads +1 to +3 Normal conditions, normal roads +/- 0 Poor conditions, cross-country -1 to -3 Example: Arbosh and Geron decide to race each other in chariots. The first to reach the bend in the road wins. Arbosh’s and Geron’s players each make a cumulative check on Driving (Races) once per round and gather their QL. After 5 rounds, both have 10 QL. It’s a tie. Therefore, both make another check: Arbosh’s player obtains 3 QL, and Geron’s player gets 4 QL. Geron wins the race! Trade Secrets of Driving Iceboating Middenrealmers might assume that all sailing boats travel on water, but the inhabitants of the icy north prove otherwise. These hardy souls build and race iceboats, saildriven vessels that skate across ice and snow on long, skilike blades called runners. Prerequisites: Sailing 8, Area Knowledge Ice and Snow AP Value: 2 adventure points Leatherworking Furrier Unlike the application Tanning, Furrier covers processing pelts so they can be made into fur caps, fur mittens, and fur coats. Note that the actual production of these items requires the application Produce Leather Goods. This application only covers processing the pelt of a dead animal. Check: Furrier is usually resolved as a simple check. QL indicate whether a piece turns out well. Each QL after the first increases the value of the pelt by 2.5%. If desired, use a cumulative check to represent processing a pelt from start to finish. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Layariel kills a polar bear and wants to process its pelt herself. The GM asks Layariel’s player for a check on Leatherworking (Furrier). The player achieves a praiseworthy 5 QL, so the pelt is worth 10% more than an average polar bear pelt. Produce Leather Goods The application Produce Leather Goods covers making leather and pelts into clothes and other goods. This broadly defined application includes making things such as leather boots, armor, and bags. Check: Use a cumulative check. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Rowena’s shoes have worn out. Instead of buying new ones, she decides to make herself a new pair of leather boots.
81 The GM calls for a cumulative check on Leatherworking (Produce Leather Goods), with 7 attempts, and a 4-hour interval. Rowena’s player succeeds at the cumulative check on the sixth attempt. She is pleased with her nice, new pair of leather boots. Trade Secrets of Leatherworking Dragon Scales Only those with this secret can make dragon scales into armor. Prerequisites: Leatherworking 8, Animal Lore 12, Special Ability Armorer AP Value: 4 adventure points Iryan Leather The hides of various lizard creatures are not as easy to process as hides derived from mammals. To successfully process Iryan leather, one must know this trade secret. Prerequisites: Leatherworking 8, Animal Lore 8, Special Ability Armorer AP Value: 2 adventure points Tanning Tanning is the process of making raw animal hides into leather (except for pelts, which require Furrier). This application covers the process of preserving animal skins for use in the production of leather goods. Fashioning leather into goods requires the application Produce Leather Goods. Checks: Tanning is usually resolved as a simple check. QL indicate whether a piece turns out well. Each QL after the first increases the value of the leather by 2.5%. If desired, to represent the entire process of creating leather, use a cumulative check instead. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Tjalva bags a red deer during a hunting expedition and plans to process its skin into leather. The GM asks Tjalva’s player to make a check on Leatherworking (Tanning). The check fails, meaning the skin is ruined and cannot be turned into leather. Metalworking Blacksmith This application covers everything from horseshoes to sword blades and entire suits of plate armor, and also includes fashioning metal items that do not require special tools, as is the case with gold. Check: Blacksmith always uses a cumulative check. QL indicate whether a piece turns out well, and also how long it takes. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Geron breaks his sword during a fight, and he needs to forge a new one. His player makes a cumulative check on Metalworking (Blacksmith) (interval 1 day, 7 attempts). Unfortunately, he does not succeed in gathering the necessary QL by the seventh attempt. If he still wants to make his own sword, he must start again from the beginning. Casting Casting involves pouring molten metal into a casting form to make a shape that is nearly impossible to achieve with forging. This process is especially useful for making things like standard tools. Check: Casting is usually resolved as a simple check. QL indicate whether a piece turns out well. Each QL above the first increases the average value of the item by 2.5%. If desired, to represent the entire casting process, use a cumulative check instead.
82 Chapter 1: Skills Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Tjalva needs a new hammer head and wants to create it on her own using Casting. The GM asks Tjalva’s player for a check on Metalworking (Casting). Unfortunately, Tjalva’s player does not succeed on the check, meaning that the entire process is a failure. She spent a long time trying, but she has nothing to show for it. Goldsmith A Goldsmith creates small metal parts, such as gears, filigreed metal ornaments, and other detailed forms that a blacksmith would have difficulty creating. Check: This is usually resolved with a cumulative check. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Arbosh wants to create a music box made out of metal as a gift for a dwarven lady he is wooing. The GM asks the dwarf’s player to make a cumulative check on Metalworking (Goldsmith). Arbosh’s player even invests a FtP, and succeeds after 3 attempts. It is one of the best music boxes in the kingdom! Smelting Smelting is the separation of metal from rock, usually via heating. It is the first step in the production of metal items. Sometimes this process requires the use of additional substances such as limestone or acids as well. Check: This requires a simple check. Each QL after the first reduces the required smelting time by 5%. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Arbosh wants to forge a piece of equipment but wants to carry out all the steps in the process by himself. After spending a day hewing rock from a mine, he proceeds to smelt the ore. The GM asks for a check on Metalworking (Smelting). Usually, smelting this much ore takes a day, but since Arbosh’s player achieved 3 QL, the work time is shortened by 15%. This means it now only takes about 20 hours. Trade Secrets of Metalworking Clay Oven Technique The Clay Oven Technique, which involves coating a metal blade in clay before heating it, is said to have been invented by the Tulamydes. Prerequisites:Metalworking 8, Special Ability Weaponsmith Tight Chain Linking Chainmail links can be crafted so small and packed so tightly that the resulting suit of armor is of a much higher quality. Not all armorers know this technique. Prerequisites: Metalworking 4, Special Ability Armorer AP Value: 3 adventure points Folding Technique As its name implies, a smith can use this technique to fold a blade multiple times, creating a stronger and sharper weapon. Prerequisites:Metalworking 8, Special Ability Weaponsmith AP Value: 3 adventure points Music Drums The application Drums allows a character to play this instrument without sounding like a small child randomly hitting a kettle with a spoon. Check: This is a simple check. QL indicate how well the character performed. Action Modifier Good conditions, suitable acoustics +1 to +3 Acceptable conditions +/- 0 Poor conditions, bad acoustics -1 to -3 Example: Arbosh wants to show his companions that the Angroshim are gifted and respected musicians. He unpacks his dwarven drum while the group cooks dinner, and starts playing. Unfortunately, Arbosh’s player fails the requested check on Music (Drums), so Arbosh does not fully convince his friends of the quality of dwarven music.
83 Stringed Instruments As the name implies, Stringed Instruments covers all instruments that have strings, such as lutes and harps. Everyone can create sounds with these musical instruments, but only true musicians are able to make them sound good. Check: This requires a simple check. QL indicate how well the character performs. Action Modifier Good conditions, suitable acoustics +1 to +3 Acceptable conditions +/- 0 Poor conditions, poor acoustics -1 to -3 Example: Saddened by recent events, Layariel seeks a secluded glade in the forest, takes out her hand harp, and begins to play an elven song of mourning. The GM asks Layariel’s player to make a check on Music (Stringed Instruments). She succeeds and achieves 5 QL. Many animals gather to listen to Layariel’s tune. Wind Instruments This application covers the playing of flutes, trumpets, horns, and all other instruments that produce sound when someone blows air through an opening in the instrument’s body. Check: This application requires a simple skill check. QL indicate how well the character performs. Action Modifier Good conditions, suitable acoustics +1 to +3 Acceptable conditions +/- 0 Poor conditions, poor acoustics -1 to -3 Example: To raise everyone’s morale during an arduous hike, Carolan takes out his flute and begins piping a happy song. His player makes a check on Music (Wind Instruments), and even though he spends a FtP, the check fails, resulting in a miserable performance. Geron takes the flute away from Carolan for the time being. Pick Locks Combination Locks Dwarves, especially, study the art of designing and building Combination Locks. Such locks are harder to pick, but still are no match for talented thieves. To open one of these technological marvels without the proper key, one needs a steady hand as well as good hearing to perceive the sounds of the internal mechanisms clicking into place. Check: Designing, building, and picking a combination lock require cumulative checks. Action Modifier Good conditions, suitable tools, simple lock +1 to +5 Average lock +/- 0 Poor and/or confined conditions, complicated lock -1 to -5
84 Chapter 1: Skills Example: Carolan must open a combination lock if the party wishes to proceed any further into the fortress without making too much noise. The GM calls for a cumulative check on Pick Lock (Combination Locks) with a maximum of 5 attempts. Given Carolan’s skill, the odds are against him, but his player succeeds at the check, so Carolan opens the lock. Bit Locks Most locks in use in Aventuria are known as Bit Locks. This form of lock uses a key with a jagged beard. Someone with skill and a lock pick can open one of these locks without the proper key. In a pinch, any pointed object, such as a bent hairpin or even a hook, might also suffice. Check: Picking a bit lock requires a simple check. More complicated locks may require a cumulative check. Action Modifier Good conditions, suitable tools, simple lock +1 to +5 Average lock +/- 0 Poor and/or confined conditions, complicated lock -1 to -5 Example: Carolan is an expert when it comes to locks. Therefore, he doesn’t hesitate to try his hand at opening an especially complicated bit lock. The GM asks Carolan’s player for a simple check on Pick Locks (Bit Locks). He needs to spend a FtP, but the check succeeds, and the lock opens. Prepare Food Baking As the name suggests, Baking allows a character to make edible bread and other baked goods. Baking includes making simple cakes, but rarer and higher-quality confectionery products require the SA Confectioner and the appropriate trade secret for the desired creation. Check: Since this is basically about making something, most Baking attempts require a cumulative check (although a simple check might suffice for simple baked goods). For each QL above 1, the resulting product can be sold for 2.5% more than the normal price. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: A master baker named Haraldson taught Rowena how to conjure up fantastic cakes without the use of magic. Since she possesses the SA Confectioner, she wishes to make a threetiered cream cake. The GM asks the player to make a cumulative check on Prepare Food (Baking) (7 attempts, interval 1 hour). Rowena’s player achieves 10 QL before exhausting her 7 attempts. It takes several hours, but Rowena produces a lovely cake. Brewing Brewing beer or similar types of alcoholic beverage requires the application Brewing. While primarily used for brewing beer, it also includes the making of mead. Check: This requires a simple check. QL basically indicate how good the product tastes. For each QL above 1, the resulting product can be sold for 2.5% more than the normal price.
85 Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: To help his brothers in Saint Perainebur Abbey, Brother Hilbert offers to assist them in brewing their beer. The abbey is well known for its beer, but the abbot grants Hilbert some latitude to help refine the recipe and brewing process for their famous Peraineburbräu. Hilbert’s player makes a check on Prepare Food (Brewing). He achieves an impressive 6 QL, so Hilbert brews the best beer that was ever made within the abbey walls. Frying & Boiling This application covers making a delicious wild boar roast, a Cyclopes’ Skewer, or other dish that must be fried or boiled. Check: Frying & Boiling may require a simple or a cumulative check, depending on the recipe. With a simple check, QL determines the result. In addition, for each QL above 1, the resulting product can be sold for 2.5% more than the normal price. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Layariel shoots a wild boar and wants to make a delicious roast for Brother Hilbert. She may not be an exceptional cook, but she wants to do something nice for her friend. Layariel’s player makes a check on Prepare Food (Frying & Boiling). She succeeds, but only with 1 QL. The roast may not be perfect, but it’s the thought that counts, so Brother Hilbert smiles politely at the elf while he eats the slightly tough meat. Gutting The application Gutting covers processing an animal carcass for eating, and includes removing entrails and separating the meat and other parts from the body. Few animals can be consumed without at least a minimal level of preparation (and even a simple mistake while gutting a deer can turn a hearty meal into an inedible mess). For more information, see the Aventuria Bestiary, page 122. Check: This application requires a simple check. Each QL increases the amount of meat obtained for rations (as listed in the creature’s description, under Loot) by 5%. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Brother Hilbert returns from a successful stag beetle hunt and wants to process his catch into rations. He begins by removing the animal’s entrails and separating the edible meat from the shell. Hilbert’s player makes a check on Prepare Food (Gutting) and obtains 3 QL, which means Hilbert obtains 15% more rations. Preserving Preserving allows one to keep meat from spoiling for a longer time. This application also covers the smoking of fish, salting, pickling, and other procedures. Check: Preserving requires a simple check, and QL indicate how long rations remain edible. At the GM’s discretion, this time increases with QL. As a general rule, each QL above 1 doubles the time rations remain edible. The base increment is 2 days for smoking, 1 day for salting, and 3 days for pickling. The process of preservation costs between 1 and 3 kreutzers. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: After gutting a fish she caught, Layariel wants to preserve it in a smokehouse. The GM decides that each QL above 1 extends the length of time it remains edible by 10%. Layariel’s player makes a check on Prepare Food (Preserving), and the check succeeds with 4 QL. Trade Secret Prepare Food Chocolate While still uncommon, knowledge of making delicious chocolate from the dark-colored, south Aventurian beans is spreading. Those with this trade secret know how to make chocolate bars as well as the drink known as hot chocolate. Prerequisites: Prepare Food 8, Special Ability Confectioner AP Value: 2 adventure points
Chapter 1: Skills Schaumkuss An alchemist working for the confectioner guild accidentally invented this newest creation, the marshmallow, during an experiment. This delicious treat, which consists mainly of egg white, sugar, and gelatin, is highly prized in the Horasian Empire, especially in the city of Belhanka. Prerequisites: Prepare Food 8, Special Ability Confectioner AP Value: 2 adventure points Sailing Chases Chases are not limited to land or air, and, as expected, may also occur at sea. Pirates stalk merchant ships, warships hunt pirates, and characters must occasionally hunt archvillains who own their own sailing ships. Check: This is resolved as cumulative check. All other rules for chases apply (see Core Rules, page 349 or page 27). Action Modifier Favorable weather, calm seas +1 to +3 Standard conditions +/- 0 Heavy weather, rough seas -1 to -3 Example: The characters borrow a rowboat so they can chase another rowboat on the Ingval River. To determine if they can close the starting distance (98 feet) to the lead rowboat, the rowing character’s player must succeed at a cumulative check on Sailing (Chases) within 5 CR, as is usual for chases. Combat Maneuvers Sometimes ship-to-ship combat involves boarding attempts, ramming attacks, and other maneuvers. To employ (or prevent) such maneuvers, the helmsman of a ship uses the application Combat Maneuvers. Check: Combat Maneuvers require either a simple check or a competitive check. Action Modifier Perform combat maneuver +/- 0 Example: Layariel, in a small sailboat, wishes to ram the boat sailing next to hers. The GM asks for a competitive check on Sailing (Combat Maneuvers) between Layariel and the helmsman of the target boat. Layariel’s player achieves 1 net QL on the check, so her ramming attack succeeds, though not spectacularly. Long Distance Sailing is inherently risky. This application allows captains of ships to reach their ships’ destinations as quickly as possible. It also covers how well a character endures a lengthy voyage at sea. Check: This is usually resolved with a simple check. QL indicate how well the character weathered the journey, as well as how quickly the ship traveled. As a general rule, each QL after 1he first saves 5% of the traveling time. Action Modifier Good weather, quiet sea +1 to +3 Normal conditions +/- 0 Bad weather, rough waters -1 to -3 Example: Brother Hilbert takes command of a pirate ship and orders the crew to sail to Altoum as quickly as possible. Since the ship is 500 miles from that port, the GM asks Hilbert’s player to make a check on Sailing (Long Distance). The player obtains 2 QL, so Hilbert reduces the ship’s traveling time by 5%. Races In some regions of Aventuria, the best rowing and sailing crews of one city traditionally compete against their rivals from another settlement. This is basically a type of chase, but what matters here is the sporting challenge, not a conflict between the parties. Also, such races have set starting points and goals. Check: Resolve Races as cumulative checks. The first crew to reach 10 QL wins the race. If multiple crews obtain 10 QL in the same CR, the crew with the overall highest number of QL wins. If there is still a tie, make further checks until one crew finally achieves more QL. Action Modifier Good weather, quiet sea +1 to +3 Normal conditions +/- 0 Bad weather, rough waters -1 to -3 Example: Tjalva and Geron are having a race in small sailing boats to determine which of them is the better seafarer. The players make a cumulative check on Sailing (Races). After one CR, Tjalva’s player has 3 QL, and Geron’s has 2. After the second CR, Tjalva’s total is 6 QL, while Geron’s is only 4. Tjalva’s player achieves the necessary 10 QL after the third CR, but Geron’s still has only 4 QL. Tjalva wins the race! 86
Trade Secrets Sailing Route Through the Sargasso Sea The character knows one of the few passages through the Sargasso Sea and can therefore reach the southern continent of Uthuria. The character can set courses that lead within the Sargasso Sea or even beyond it. Prerequisites: Sailing 16, Geography 12 AP Value: 10 adventure points Through the Wall of Efferd and Back This trade secret grants knowledge of the best routes to Gyldenland, and also how to pass the Wall of Efferd on the return journey. Prerequisites: Sailing 16, Geography 12 AP Value: 10 adventure points Treat Disease Treat Disease includes discovering which disease afflicts someone, and gaming groups may wish to discuss beforehand whether the GM should roll these checks secretly so as not to unintentionally reveal information about the disease. Different Diseases A separate application is required for the treatment of each disease. Aventurians know of folk remedies and any Aventurian may attempt to gather and prepare healing herbs, but only an experienced healer with the necessary insight can cure patients with any regularity. Check: To determine whether a character knows the cure for a specific disease, make a simple check. The analysis suffers a penalty equal to half of the disease’s level. Action Modifier Analyze disease - half the disease’s level Example: Mirhiban has contracted swift difar. Layariel knows the trade secret for swift difar, so she attempts to treat her companion’s illness. With a successful check on Treat Disease (Swift Difar), Layariel recalls the proper cure to fight the disease and heal Mirhiban. If Mirhiban had fallen ill with bloody phlegm instead, Layariel could not have treated her because she does not have the trade secret Bloody Phlegm and the application of the same name. Trade Secrets of Treating Diseases For more information, see page 115. Disease Complexity Battlefield Fever (Jaundice) Complex Black Rabies Complex Bloody Phlegm Complex Blue Wheeze Complex Dullskull Simple Efferd and Dungeon Syndrome Simple Leprosy Complex Lutanas Simple Rabies Complex Rapid Mania Simple Swamp Fever Complex Swift Difar Simple Traumatic Fever Simple Yearly Fever Complex Zorganpox Complex Treat Poison Because Treat Poison is about discovering which kind of poison is affecting a person, the group should discuss beforehand whether the GM should make this check secretly so as not to reveal information regarding the poison’s application and brewing difficulty. Alchemical Poisons Poisons derived from alchemical sources often have strange effects that natural poisons cannot achieve. Known examples of Alchemical Poisons include the artificially-created dragon spittle, as well as doses of fear poison. Check: Discovering which poison is affecting a person requires a successful simple check modified by half the alchemical poison’s brewing difficulty. Action Modifier Laboratory* Varies (see Core Rules, pages 270–271) Analyze alchemical poison +/- half of the brewing difficulty * Only if there is time for its use. Some diseases are so rare that one must possess a trade secret to learn the cure and to obtain the relevant application for the skill. 87
88 Chapter 1: Skills Example: Layariel was hit with a poisoned arrow and Rowena is attempting to identify the poison. The GM asks for a check on Treat Poison (Alchemical Poisons) with a secret penalty of -1 (half of the poison’s brewing difficulty). Rowena’s player succeeds on the check and learns that the poison is dragon spittle, which has a brewing difficulty of 2. She now also knows the secret penalty that applied to her check (half of 2 = 1). Mineral-based Poisons Mineral-based Poisons are fairly rare. The best known mineral poison is tulmadron, but other types of rock are poisonous or can be rendered poisonous via processing. This application also covers identifying metallic poisons and other toxins created from rock or soil. Check: Identifying which mineral poison is affecting a person requires a simple check. Action Modifier Laboratory* Varies (see Core Rules, pages 270–271) Analyze mineral-based poison +/- half the poison’s level * Only if there is time for its use. Example: Geron was poisoned by a blade that was secretly coated in tulmadron. Rowena quickly tries to discover which poison is tormenting her friend. Her player must make a successful check on Treat Poison (Mineral-based Poisons) with a secret penalty of -2 (half of tulmadron’s level). Plant-based Toxins Plant-based toxins are rather common and can be obtained from many plants. Some of these toxins need only be touched to have their effect, while others must be imbibed or introduced directly into the victim’s bloodstream via a weapon coated in the toxin. This application covers knowledge of harvesting plant-based toxins, and also which antidote works best for each one. Check: Identifying which plant-based toxin is affecting a person requires a simple check. Action Modifier Laboratory* Varies (see Core Rules, pages 270–271) Analyze plant-based toxin +/- half the poison’s level * Only if there is time for its use. Example: Arbosh suffers an upset stomach after unknowingly eating a plant that is poisonous to dwarves. Rowena examines him to try to discover which poison it was. The GM asks for a check on Treat Poison (Plant-based Toxins) with a penalty of half the poison’s level. Rowena’s player succeeds at the check. She remembers that while it is not a strong poison, it does have an unpleasant effect on dwarves. Arbosh is in for a rough night.
89 Venoms The application Venoms can diagnose poisoning by snakes, scorpions, spiders, and other animals, so that a character can quickly determine if an antidote is available. Check: Learning which venom is affecting a person is a simple check. Action Modifier Laboratory* Varies (see Core Rules, pages 270–271) Analyze venom +/- half the poison’s level * Only if there is time for its use. Example: A scorpion has stung Rowena. Her foot hurts so badly that she can no longer concentrate. Geron tries to determine what type of animal did this to his companion. Geron’s player makes a check on Treat Poison (Venom) with a secret penalty of half the poison’s level but, unfortunately, he fails. Therefore, Geron is unable to identify the type of scorpion and does not know how to successfully treat the poison. Trade Secrets of Treating Poison For more information, see page 116. Poison Complexity Arax Simple Coucris Complex Kelmon Complex Mandragora Simple Omrais Complex Sunsura Complex Tulmadron Complex Wurara Simple Treat Soul Suppress Fear Some characters suffer from phobias such as fear of the sea, heights, or animals such as spiders or snakes. Even though few healers are skilled in the art of healing souls, any Aventurian can offer some words of encouragement to their companions, thereby helping them deal with their fears for a short while. Check: A simple check suffices for this application. If the check is successful, the target may ignore things like a fear or the disadvantage Afraid of… for QL × 3 minutes. Action Modifier Suppress fear Level in Afraid of… as penalty Example: Arbosh suffers 1 level of Afraid of (the Sea) and refuses to set foot on ships, but he still wants to join his companions on their long ocean voyage to the legendary Gyldenland. Brother Hilbert attempts to help him overcome his fear of boarding a ship. Hilbert’s player makes a check on Treat Soul (Suppress Fear) with a penalty of -1. He achieves QL 1. For a few minutes, Arbosh feels brave enough to board the vessel. The long-term consequences of Arbosh’s choice remain to be seen… Suppress Negative Trait Suppress Negative Trait frees a patient for a time from Negative Traits such as Vengeance or Greed for Gold. It helps as long as the patient doesn’t face triggers in a tense situation. Even so, the suppression does not last for long. Check: A simple check suffices for this application. If the check succeeds, the Negative Trait is suppressed for QL × 3 minutes. Action Modifier Suppress Negative Trait +/- 0 Negative Trait currently active -1 to -3 Example: All characters are thought to have a healthy dose of curiosity, but since Layariel set off a trap the last time the group searched a tomb, Mirhiban tries to have a serious word with her—before the group enters another tomb from the time of the Scorpio Wars. The GM asks Mirhiban’s player for a check on Treat Soul (Suppress Negative Trait). She does not succeed. Layariel promises not to touch anything, but then, full of joyful anticipation, she steps towards the entrance of the tomb and completely disregards the bargain once something arouses her curiosity. Suppress Personality Flaw Quite a few soul healers wish to suppress fears. However, personality flaws can also have negative results in specific situations, and it can be advantageous to free a patient from them for a short while. Suppress Personality Flaw is the right application in this case. Check: A simple check suffices for this application. If the check succeeds, the Personality Flaw is suppressed for QL × 3 minutes. Action Modifier Suppress Personality Flaw +/- 0 Personality Flaw currently active -1 to -3
Chapter 1: Skills Example: Due to his past, Geron has some prejudices against orcs. But since he is supposed to lead the negotiations between the party and an orc tribe, Rowena tries to talk with him beforehand about his experiences, so that the mercenary is not influenced too strongly by his prejudices during the upcoming negotiations. Rowena’s player makes a check on Treat Soul (Suppress Personality Flaw). It succeeds with QL 3. This means that Geron can suppress his prejudices against orcs for the next 9 minutes. Treat Wounds Enhance Healing Proper medical care, such as changing bandages or preparing herbal compresses, can help a person’s injuries heal faster. Check: This is resolved with a simple check, and takes 15 minutes to perform. For each QL, the subject heals 1 additional LP during the next regeneration phase. Action Modifier Good conditions, remedy present, clean environment +1 to +3 Acceptable conditions +/- 0 Poor conditions, no remedy, unclean environment -1 to -3 Example: Tjalva is wounded in a fight with a bear and Rowena wants to treat her wounds. The GM asks for a check on Treat Wounds (Enhance Healing). Rowena’s player obtains 4 QL, so Tjalva gains 4 additional LP during her next regeneration phase. Relieve Pain The application Relieve Pain helps a character ease a patient’s pain during treatment or while recuperating from injury. Check: A successful simple check on Treat Wounds (Relieve Pain) removes only levels of the condition Pain that was suffered through the loss of LP from weapons or physical injury. The check takes 15 minutes to perform, and each QL removes one level of Pain. The effect lasts until the end of the patient’s next regeneration phase. Action Modifier Good conditions, remedy present, clean environment +1 to +3 Acceptable conditions +/- 0 Poor conditions, no remedy, unclean environment -1 to -3 Example: Geron fought well in a large battle, but he suffered a severe injury (Pain level III). Brother Hilbert carried him off the battlefield and attended to his wounds. The GM asks Hilbert’s player to make a check on Treat Wounds (Relieve Pain). He achieves 2 QL, so Geron is relieved of two levels of Pain. This effect lasts until the end of the next regeneration phase. Stabilize Saving someone from Death’s doorstep is a difficult and strenuous task. Methods such as mouth-to-mouth resuscitation, chest compressions, and other aid can save the life of even someone who is heavily injured, stabilizing them. Check: A simple check on Treat Wounds (Stabilize) is used for patients with 0 LP or less. The check takes 15 minutes and suffers a penalty of half of the LP the patient has slipped below 0. If the check succeeds, the patient lives. Otherwise, the patient dies. Characters cannot use Stabilize on themselves. Action Modifier Good conditions, remedy present, clean environment +1 to +3 Acceptable conditions +/- 0 Poor conditions, no remedy, unclean environment -1 to -3 Example: Brother Hilbert has been severely injured and his LP are currently at -5. Carolan attempts to save his friend’s life. The GM asks Carolan’s player to make check on Treat Wounds (Stabilize) with a penalty of -3 ( half of -5 is -2.5, which rounds up to -3). Fortunately for Brother Hilbert, Carolan still has one FtP left, so the gods are with him. The check is successful and Brother Hilbert lives. Woodworking Carpenter Carpenter allows character to make furniture and other simple items, as well as construct things like roofs and walls. Unlike with Joiner, this application covers making things that do not require a wood plane or other tools and which end up rather rough and unfinished. Check: This is usually resolved with a cumulative check. 90
Action Modifier Thin trees +1 to +3 Average trees +/- 0 Thick trees -1 to -3 Example: Geron's room is already furnished with an ornate table, but he is missing a fitting chair and thus decides to try to make one for himself. The GM asks Geron’s player to make a cumulative check on Woodworking (Carpenter). With an interval of 4 hours and a maximum of 7 attempts. Geron’s player barely succeeds on the check. Although it isn’t much to look at, Geron now has a tolerable chair. Felling & Cutting Before one can proceed with Woodworking, one must procure raw material to work with. The application Felling & Cutting covers cutting down trees, removing branches and bark, and rendering logs into boards. Check: This is almost always resolved with a simple check. QL indicate the total number of trees that may be felled within 1 hour (provided there are enough trees in the vicinity and the character actually wants to cut down that many, of course). Action Modifier Thin trees +1 to +3 Average trees +/- 0 Thick trees -1 to -3 Example: Arbosh wants to surprise Mirhiban with a gift of stone oak wood so she can make a new mage’s staff. He travels to the Stone Oak Forest and begins cutting down one of the iconic trees. The GM asks Arbosh’s player for a check on Woodworking (Felling & Cutting). The dwarf obtains 3 QL. Arbosh can cut down three trees in an hour, but one is all he wants. Joiner Joiners’ tools differ from those used by carpenters, because Joiners are concerned with the finished surface of wood used for making buildings. In many cases, Joiners are also responsible for decorative carvings as well. Check: Most tasks require a cumulative check, but simple reworking requires only a simple check. Action Modifier Good conditions, suitable tools +1 to +3 Acceptable conditions +/- 0 Poor and/or confined conditions -1 to -3 Example: Rowena receives a gift—a kind of rough, wooden piggy bank called a fox box. The box has not been sanded yet, so Rowena sets about finishing the wooden item. Rowena’s player makes a check on Woodworking (Joiner) and succeeds. Rowena is happy with the result and deposits two halers into the fox box. Crafting This is a Level I Focus Rule for the subject of cumulative checks. Not everyone is good with tools, but they sometimes need to repair items, or want to try their hand at skills such as weaponsmithing. This Focus Rule presents you with guidelines for crafting a number of items, from simple tables to excellent weapons. General Overview on Crafting Two areas of crafting are especially relevant for adventurers. Each works in similar ways, but they also require some special rules, so each is presented separately. The first includes the crafting of items useful for daily life, such as chairs, tables, armoires, chests, plates, cutlery, vases, toys, and even cakes. The second governs the creation of weapons and armor. Almost every character uses a weapon sooner or later. Unlike mundane items, weapons use special stats (such as DP and AT/PA modifiers) that can be affected by the creation process. These differences are highlighted in the stats for weapons and armor. Alchemy The art of brewing beer is a Craft skill. However, Alchemy is more strongly related to magical rather than mundane tasks, so the Focus Rules for Alchemy are discussed in another supplement (see Aventuria Magic). This section focuses on the creation of mundane items only. I 91
Chapter 1: Skills Crafting Mundane Items To craft an item, one needs raw material, tools, knowledge, and time. Crafts Skills The following skills are relevant for crafting items: Artistic Ability, Clothworking, Earthencraft, Leatherworking, Metalworking, Prepare Food, Ropes, and Woodworking. Artistic Ability: Even though this is a very specialized area, characters can create drawings and paintings with the skill Artistic Ability. Clothworking: This allows characters to craft or mend shirts, breeches, and other items of clothing. This skill even covers the creation of cloth armor. Earthencraft: This covers the creation of earthen weapons (such as flint spear tips), artwork made from alabaster and marble, small statuettes, or even walls of stone. Leatherworking: This allows characters to create or mend leather armor, and also to process animal pelts into items such as warm hats. Metalworking: Metal is primarily used for items such as chandeliers, horseshoes, silver cutlery, and the like. Prepare Food: Food may not be an item in the classical sense, but in game terms the creation of cakes and the baking of bread works like the creation of other items. Ropes: This allows characters to weave nets and tie ropes. Woodworking: Wood is used for the construction of houses, boats, and ships, as well as for weapons, everyday items, and even armor. Item Complexity Every item belongs to one of the following three categories: primitive, simple, or complex. Primitive items can be crafted using just one skill. Manufacturing simple items requires a special application, such as Craft Instruments. In most cases, a corresponding special ability is needed as well. In rare cases, one check is sufficient. Complex items require a corresponding trade secret in addition to the appropriate skill. The Crafting Check To create an item, a character must make a cumulative check—also referred to as crafting check—with the appropriate crafting skill. The following tables list many examples of items and their corresponding Craft skills, for reference. The following tables list suggestions for check intervals. The GM ca set the check interval, if desired. Player characters may make 7 attempts for nearly all such checks. 92
93 Craft Skill, Interval, and Complexity Artistic Ability Interval Complexity Application (Possible Application) Charcoal Drawing 5 Minutes Simple Craft Charcoal Drawing Copperplate Etching 2 Hours Simple Craft Copperplate Engraving Oil Painting 6 Hours Simple Paint Oil Painting Sketch 1 Minute Primitive Drawing Wall Painting 12 Hours Simple Craft Wall Painting Clothworking Interval Complexity Application (Possible Application) Ball Gown 12 Hours Simple Sewing (Craft Flamboyant Attire) Caftan 2 Hours Primitive Sewing Cloak 4 Hours Simple Sewing (Craft Flamboyant Attire) Cloth Doll 4 Hours Primitive Sewing Corset 6 Hours Simple Sewing (Craft Flamboyant Attire) Dress 8 Hours Primitive Sewing Felt Hat 2 Hours Primitive Felting Gugel 2 Hours Primitive Sewing Hammock 1 Hour Primitive Sewing Hooded Cape 1 Hour Primitive Sewing Jacket 4 Hours Simple Sewing Juggling Balls 1 Hour Primitive Sewing Laced Corset 6 Hours Simple Sewing (Craft Flamboyant Attire) Loincloth 1 Hour Primitive Sewing Mage’s Robe 2 Hours Complex Sewing (Craft Flamboyant Attire) Pants 4 Hours Primitive Sewing Pants with Pocket 5 Hours Simple Sewing (Craft Flamboyant Attire) Robe 4 Hours Primitive Sewing Scarf 1 Hour Primitive Sewing Shawl 1 Hour Primitive Sewing Shirt 2 Hours Primitive Sewing Silk Stockings 4 Hours Simple Sewing (Craft Flamboyant Attire) Skirt 2 Hours Primitive Sewing Sleeping Bag 2 Hours Primitive Sewing Turban 1 Hour Primitive Sewing Underpants 2 Hours Primitive Sewing Woolen Socks 2 Hours Primitive Sewing Earthencraft Interval Complexity Application (Possible Application) Burning Lens 8 Hours Complex Glassblowing Bust 2 Days Simple Stone Carving (Sculpture) Cup 1 Hour Simple Pottery Hand Mirror 6 Hours Simple Glassblowing Jar 2 Hours Simple Pottery Statue 3 Days Simple Stone Carving (Sculpture)
94 Chapter 1: Skills Statuette 6 Hours Simple Stone Carving (Sculpture) Telescope 6 Hours Complex Glassblowing Vial 4 Hours Complex Pottery Vase 1 Hour Simple Pottery Wall (16 feet long, 10 feet high) 4 Hours Primitive Masonry Leatherworking Interval Complexity Application (Possible Application) Belt pouch 20 Minutes Simple Produce Leather Goods Canteen 4 Hours Primitive Produce Leather Goods Coin bag 20 Minutes Primitive Produce Leather Goods Coin pouch 20 Minutes Primitive Produce Leather Goods Dagger Sheath 1 Hour Primitive Produce Leather Goods Leather Backpack 10 Hours Simple Produce Leather Goods Leather Bandana 10 Minutes Primitive Produce Leather Goods Leather Belt 10 Minutes Primitive Produce Leather Goods Leather Boots 3 Hours Simple Produce Leather Goods Leather Cloak 10 Hours Simple Produce Leather Goods Leather Gloves 10 Hours Complex Produce Leather Goods Leather Shoes 2 Hours Simple Produce Leather Goods Quiver, for 20 arrows or bolts 30 Minutes Primitive Produce Leather Goods Sword Scabbard 2 Hours Primitive Produce Leather Goods Water Skin 2 Hours Primitive Produce Leather Goods Metalworking Interval Complexity Application (Possible Application) Amulet 2 Hours Simple Blacksmith (Craft Jewelry) Bangle 3 Hours Simple Blacksmith (Craft Jewelry) Candlestick 4 Hours Primitive Blacksmith Climbing Hooks 30 Minutes Primitive Blacksmith Copper Pot 1 Hour Primitive Blacksmith Earring 30 Minutes Simple Blacksmith (Craft Jewelry) Horse Shoe 1 Hour Primitive Blacksmith Lantern 1 Hour Primitive Blacksmith Metal Box 1 Hour Primitive Blacksmith Nail 10 Minutes Primitive Blacksmith Necklace 2 hours Simple Blacksmith (Craft Jewelry) Pan 1 Hour Primitive Blacksmith Quadrant 4 Hours Complex Goldsmith Skewer 1 Hour Primitive Blacksmith Ring 20 Minutes Simple Blacksmith (Craft Jewelry) Tiara 30 Minutes Simple Blacksmith (Craft Jewelry) Vinsalt Egg (pocket watch) 6 Hours Complex Goldsmith Prepare Food Interval Complexity Application (Possible Application) Bread 10 Minutes Primitive Baking Chocolate 10 Minutes Complex Baking (Confectioner)
95 Marzipan Cake, Single-tier 30 Minutes Simple Baking (Confectioner) Marzipan Cake, Three-tiered 10 Minutes Complex Baking (Confectioner) Pie 10 Minutes Primitive Baking Roast Venison 20 Minutes Primitive Frying & Boiling Schaumkuss 10 Minutes Complex Baking (Confectioner) Schnapps 4 Hours Simple Distilling Stew 10 Minutes Primitive Frying & Boiling Ropes Interval Complexity Application (Possible Application) Binding Rope 4 Hours Simple Crafting Ropes Climbing Rope 4 Hours Simple Crafting Ropes Fishing Net 6 Hours Primitive Tie Nets Trawl Net 8 Hours Simple Tie Nets Woodworking Interval Complexity Application (Possible Application) Board Game 6 Hours Primitive Carpentry Carriage 4 Days Complex Craft Carriage Cart, single-axle 1 Day Simple Craft Carriage Chair 6 Hours Simple Joiner (Craft Furniture) Chest 8 Hours Simple Joiner (Craft Furniture) Comb 6 Hours Primitive Carpentry Dice 2 Hours Primitive Carpentry Handcart 1 Day Simple Craft Carriage Small Rowing Boat 2 Days Simple Craft Boat Small Sailing Boat 4 Days Complex Craft Boat Table 6 Hours Simple Joiner (Craft Furniture) Wooden Bowl 6 Hours Primitive Carpentry Wooden Dish 4 Hours Primitive Carpentry The Material Due to the sheer number of different materials that can go into various items, we do not list them all here. Instead, we group materials into five different categories: very cheap, cheap, average, high-quality, and premium quality. An item’s structure points depends on the material(s) that go into it. This rule assumes that the item is made primarily of one type of material (meaning no mix of metal and glass or wood). Material Material Structure Points Very Cheap -20% Cheap -10% Average +/- 0 High-Quality +10% Premium Quality +20% Items Made from Different Materials The GM determines the number of checks required, and which Craft skills to use, when characters wish to craft items that consist of multiple kinds of materials. For example, an item made out of metal and wood might require the use of Woodworking as well as Metalworking. The GM also determines the order in which to make the required skill checks. Production Costs An item’s production cost should not be mistaken with its selling price (which is much higher than the production cost, but not the topic of this discussion). The producer must be paid for the time spent working (see Core Rules, page 364). The materials used to craft an item cost about 25% of the item’s price as listed in the Core Rules. Materials increase (or decrease) the list price by the percentage given in the Material table (above), depending on their quality.
96 Chapter 1: Skills Item Repair An item may be damaged and lose structure points. Repairing items and restoring lost structure points requires access to the appropriate material (at a cost of 20% of the item’s listed value). A successful Crafting check can restore all of the item’s structure points. The repair check receives a penalty of -1, -2, or -3 if the item has lost 25%, 50%, or 75% of its structure points, respectively. Once destroyed (0 structure points), items cannot be repaired. If the repair check fails, it may be repeated according to the rules for Retry, but this requires another expenditure of 20% of the item’s normal value. To repair certain items, characters need the corresponding application and trade secret. Otherwise, repair is impossible. Weapon Breaking Point and Armor Wear Some of the materials and techniques listed below change an item’s Breaking Point Value (for weapons) or Stability Value (for armor). This value is part of a Focus Rule and is only explained in detail in the Aventuria Armory. We have chosen to list these values here so that you can use the rules for weapon and armor damage with the materials and techniques listed here. Crafting of Weapons and Armor The crafting of weapons and armor essentially works like the crafting of items. However, weapons and armor require some special considerations. The following is an overview of the skills required for crafting various types of weapons and armor. Craft Skills (Weapons) For the crafting of weapons, the following skills are relevant: Earthencraft, Metalworking, and Woodworking. Earthencraft: Earthen weapons (such as a druid’s flint dagger) Metalworking: Metal weapons (such as swords, battle axes, great swords) Woodworking: Wooden weapons (such as spears and wooden spears, crossbows, bows, throwing clubs, and weapons made from horn or bone) Craft Skills (Armor) For the crafting of armor, the following skills are relevant: Clothworking, Leatherworking, Metalworking, and Woodworking. Clothworking: Cloth armor Leatherworking: Leather armor, scale armor made from real dragon scales Metalworking: Chainmail, scale armor, plate armor Woodworking: Wooden armor, horn armor, bone armor Complexity To help determine whether characters have the knowledge and ability to craft a specific weapon or piece of armor, we group all weapons and armor into three categories: primitive, simple, and complex. Characters do not need to possess the SA Weaponsmith or Armorer, or any corresponding trade secret, to craft primitive weapons or armor. Characters must possess the SA Weaponsmith or Armorer, as applicable, to craft simple weapons or armor. Characters must know the specific trade secret and the corresponding SA to craft complex weapons or armor. Primitive Weapons: brass knuckles, club, cudgel, dshadra, flail, hatchet/hand axe, horsewhip, leather shield, mage’s staff (all sizes), knife, quarterstaff, rolling pin, scythe, shepherd’s crook, sickle, slingshot, spear, throwing club, throwing spear, torch, war flail, war scythe, wooden shield, wooden spear, Simple Weapons: barbarian axe, barbarian sword, bastard sword, battle-axe, blacksmith’s hammer, Brabak cudgel, broadsword, cutlass, cut-tooth, dagger, doublekhunchomer, great shield, great slave-death, great sword, halberd, heavy dagger, Khunchomer, light crossbow, long bow, long sword, mace, main-gauche, Molokdeshnaja, morningstar, orc-nose, Parazonium, rapier, Raven’s beak, saber, Scrimshar, short bow, slasher, slavedeath, Thorwaler shield, throwing axe, throwing dagger, throwing disc/ ring/star, tournament great sword, tournament lance, tournament sword, trident, waqqif, warhammer, war lance Complex Weapons: Balestrina (4 AP), Basilisk-tongue (2 AP), composite bow (4 AP) Dragon tooth (2 AP), Dwarf cudgel (3 AP), Elf bow (5 AP), Foil (3 AP), hand crossbow (3 AP), heavy crossbow (4 AP), Iron Forest crossbow (4AP), Pailos (4 AP), Rock-cleaver (3 AP), Rondra’s Crest (4 AP), Seal-killer (3 AP), Sun-scepter (2 AP), Tuzak knife (4 AP), Two-lilies (2 AP), Wolf-knife (3 AP), Wyvern-beater (3 AP) Primitive Armor: bone armor, cloth armor, horn armor Simple Armor: chain armor, leather armor, plate armor, scale armor, wooden armor Complex Armor: tournament armor (5 AP) Example: Arbosh wants to craft a battle axe. This is a simple weapon, which means that he needs the SA Weaponsmith. If he had wanted to craft a club, then no SA would have been required, since it is a primitive weapon. For a Balestrina (a complex weapon) he would have needed the corresponding trade secret in addition to the SA. The Crafting Check Crafting a weapon or piece/suit of armor requires a cumulative check, which in this case is called the crafting check. The applicable skill is determined by the material being shaped.
The preferred type of steel is called Great River Steel, and while many regions produce steel for use in weapons and armor, the stats are the same as for Great River Steel. Modifiers depend on the chosen material, the crafting technique, and chosen improvements. All modifiers are cumulative. The check interval varies by the weapon’s combat technique or the type of armor, and the character may make a maximum of 7 attempts to succeed at the cumulative check. Combat Technique and Interval Combat Technique Interval Bows 6 Hours Brawling 2 Hours Chain Weapons 6 Hours Crossbows 3 Days Daggers 4 Hours Fencing Weapons 1 Day Impact Weapons 2 Hours Lances 2 Hours Polearms 6 Hours Shields 4 Hours Slings 1 Hour Swords 1 Day Thrown Weapons 4 Hours Two-Handed Impact Weapons 1 Day Two-Handed Swords 1 Day Whips 2 Hours Armor Type and Interval Armor Type Interval Chain Armor 1 Day Cloth Armor 3 Hours Heavy Clothes 2 Hours Leather Armor 6 Hours Normal Clothes 2 Hours Plate Armor 1 Day Scale Armor 12 Hours Tournament Armor 2 Days Wooden Armor 8 Hours Example: The interval for crafting a battle axe is 2 hours, since a battle axe is an impact weapon and is governed by the combat technique of the same name. The Material Aventurian weaponsmiths and armorers have access to a wide range of materials, including steel, wood, and dwarven toshkril. The standard material for making metal weapons is steel. Several types of wood are suitable for wooden weapons. This section presents a number of materials and their modifiers. Material influences weapon or armor stats, and imposes a modifier on the crafting check. Example: Arbosh wants to make a new battle axe using good dwarven steel. This has no particular advantage other than to grant a bonus of +2 to the crafting check. If the gaming group is using the optional rule for Breaking Point values, dwarven steel grants a bonus of +2 to the axe’s breaking point as well. Different Materials If a character wants to craft a weapon or a piece armor that consists of several different materials, the GM determines which Craft skill checks apply. For example, making a spear from metal and wood might require checks on both Woodworking and Metalworking. The GM determines the number and type of checks, as well as the order in which they must be made. Example: The battle axe that Arbosh wishes to make consists of a metal axe blade and a wooden handle. The GM decides that Metalworking is far more important than Woodworking, but nevertheless asks Arbosh’s player to substitute one check of the cumulative check with Woodworking. 97
Chapter 1: Skills Crafting Technique (Weapons) Technique Effects Crafting Check Time Factor Breaking Point Value Note Folding Technique +1 DP -1 Interval ×5 +1 metal weapons only Clay Oven Technique - +1 Interval ×3 +2 metal weapons only Crafting Technique (Armor) Technique Effects Crafting Check Time Factor Stability Value Note Filigree Chain Linking Ignore INI penalties due to ENC -1 Interval ×3 +/- 0 chain armor only Material for Weapons Technique Effects Crafting Check Breaking Point Value Note Metal Bronze -1 DP +1 -4 - Dwarven Steel - +2 +2 - Iron -1 DP +1 -2 - Great River Steel - +/-0 +/- 0 - Khunchom Steel - -1 for fencing weapons; +1 for swords -1 - Maraskan Steel - +1 +1 - Mirham Steel Rust-resistant +/- 0 +/- 0 - Sod Iron - -1 -2 Toshkril +2 DP; acid-resistant -3 +4 maximum of 5 crafting attempts Uhdenmount Steel - -1 +/- 0 - Wood Bone* -2 +/- 0 -2 - Cyclopes Cedar - +1 +/- 0 - Ebony - +2 for bows; +/- 0 for all other combat techniques +1 - Horn* -1 +1 -2 - Ironwood +1 DP -2 +3 - Stone Oak +1 DP -1 +4 - Stone Flint* -1 DP versus metal armor -4 +1 - Volcanic Glass* -1 DP +2 -2 - * Only specific items, such as spearheads, hatchets, and knives, make suitable earthen weapons. 98
Material for Armor Technique Effects Crafting Check Breaking Point Value Note Metal Bronze -1 PRO +2 -4 - Dwarven Steel - +2 +2 - Great River Steel - +/- 0 +/- 0 - Khunchom Steel Ignore INI penalties due to ENC +/- 0 -1 - Maraskan Steel Ignore MOV and INI penalties due to ENC +1 +1 - Mirham Steel Rust-resistant +/- 0 +/- 0 - Prem Steel - +1 +/- 0 Toshkril +1 PRO -3 +4 Max. of 5 crafting attempts allowed Uhdenmount Steel - -1 +/- 0 - Wood Bone - -1 -2 - Cyclopes Cedar - +1 +/- 0 - Ebony - +/- 0 +1 - Horn - -1 -2 - Ironwood Ignore MOV and INI penalties due to ENC -2 +3 - Stone Oak +1 PRO, +2 ENC -1 +4 - Cloth Drôlan Lace - +1 +/- 0 - Phraisheep Wool Ignore MOV and INI penalties due to ENC +/- 0 +1 - Leather Iryan Leather Fireproof* +1 +/- 0 - Wooly Mammoth Leather Is not damaged by bladegrass -1 +1 - * Fireproof: PRO counts as double versus fire attacks (such as an Ignifaxius or a dragon’s fire breath). 99