Modified Skill, Magic and PFPOA Rules.   Posted by Destiny or Chance.Group: 0
Destiny or Chance
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Mon 2 Nov 2015
at 10:15
Modified Skill, Magic and PFPOA Rules
Modified Skills and Attribute raising Rules

Each Skills gives its PC possessor some ability or advantage not possessed by other PCs that do not have that skill. Some skills improve a PC's performance in combat.  Others aid them by requiring the GM to give out extra information — things that the "skilled" person could see that his companions could not. For example, a Naturalist gets an extra saving roll against slimes and other ambushing creatures — because he knows what to look out for.

Each Skill has an "IQ level." This represents the MINIMUM IQ a PC must have to learn this Skill. Any beginning PC could learn Knife, an IQ 7 talent — but becoming a Master Physicker requires an IQ of 14.  Each Skill also has an NUMBER, in parentheses after the name of the Skill. Initially this is how many IQ points that must be allotted to that Skill to start out knowing it. Simpler lower IQ Skills usually cost a single IQ point, will higher IQ, more complicated skills cost 2 or 3 IQ points.  An may have the requirement of you knowing the simpler version of a Skill set, called a  Prerequisite.  More how this NUMBER effects learning skills during game play will be explained below.

Example:
Grod the Barbarian is a beginning PC. He automatically knows the Human Tongue, which is the 'Common' Language, without spending any IQ on it, An chooses not to learn anymore languages. His IQ is 8. He picks the following Skills: Knife(1), Sword (1), Shield (1), Bow (2), Sex Appeal (1), Swimming (1) and Riding (1).  These are all IQ 8 (or less) skills, and the IQ required to "remember" them adds up to 8.

Starting Wizards and Priests can only spend half their starting IQ point total on Spells and Prayers for Petition of Aid, (PFPOA), i.e. Divine Spells, rounding down. An must spend the rest on Skills.  Starting Spells and PFPOA are learned just like skills concerning the IQ level requirements, but never cost more then 1 IQ each to learn at the start.

IQ cost of a Skill reflects both its complexity and the time it takes to keep in practice. For example, Runner (2), an 8th IQ level skill.  Is not an intellectually demanding talent - but keeping in that kind of shape requires lots of time practicing doing it.

PCs gain a +1 to their skills, spells and PFPOAs (SSP), once they have successfully used it a # of times.  15 for Weapon Skills and 10 for all others SSP's.  Then to gain a +2, it is another 20 times for Weapon Skills and 15 for all others SSP's.  An so on.

So for example, if a PC's knows the Bow skill at +1 and his adjusted DX is 12.  So when shooting his bow he now succeeds in hitting on a roll of 13 or less.

Beside the starting SSPs, a PC knows.  They also start out with with 3 SSPs that they are training to use.  In the case of  Wizards and Priests. This can be two spells or PFPOA and a single skill.  Starting out, the one, that the PC the has been considered to have been training the longest with, is attempted at a -1 disadvantage.  A second at -2 disadvantage, and a third at a -3 disadvantage.  At least one of these can be for a SSP 1 IQ level higher then the PC is currently at.
Though To gain normal proficiency with that SSP, they need to raise their IQ up one to be able to use it without the -1 disadvantage.  The requirements are the same as gaining a +1 to the SSPs they already know.

Then once a training SSP has been learned at a base adjusted attribute level.  The PC must chose a new SSP to train in, accordingly to the precepts listed above.

Of course any PC can attempt any skill untrained any up through 9 IQ level. That they don't have the skill for.  At a disadvantage of -4 to the adjusted attribute dice roll needed to know it.  As well certain higher level skills, with the'OK' of the GM.  Of course such is not the case for Spells and PFPOAs.

Raising Attributes

Each time a SSP is raised up, either from training to learned at a adjusted level or up to +1, +2, +3 etc..  The PC has a chance to raise up the base attribute related to it.  Melee weapons are Strength related.  Ranged weapons are Dexterity related.  Others are as listed, etc.  The PC player should roll 3D6.
On a roll of a '3', that attribute goes up 1 higher.
On a roll of a '4', immediately roll another 3D6, if anything but 16, 17 or 18, it is as a roll of 3.  Otherwise it is as '7'.
On a roll of a '5', immediately roll another 3D6, if anything but 14, 15, 16, 17 or 18, it is as a roll of 3.  Otherwise it is as '7'.
On a roll of a '6', immediately roll another 3D6, if anything but a 12, 13, 14, 15, 16, 17 or 18, it is as a roll of 3.  Otherwise it is as '7'.
On a roll of a '7', they get 2 additional rolls.
On a roll of a '8', they get 1 additional rolls.
On a roll of a '9'+
All newly gained rolls for extra die rolls add to the remaining chances to roll.  So if the first time you rolled, you rolled a '5' and got 2 additional rolls.  And on the 1st of those rolls you got a '6'.  Gaining 2 more rolls to add to the 1 remaining of the first 3.  Thus having 3 more rolls remaining, etc.. Each time you fail, you gain a cumulative -1 to future rolls until succeeding.



IQ 7 SKILLS
For this IQ level they are all basic weapon skills that even sub-humans can learn.
A PC with a weapon talent can use any weapon from that class (if he has the ST to carry it). A PC who is NOT skilled with a weapon may still try to use it - but his DX to hit is at -4 for his lack of skill. After all, you can attempt to hack with a sword the first time you pick it up ... but not very well. Fighting with a shield when you do not have the SHIELD Skill also puts you at a -4 DX, just as though it were a weapon.  Having a weapon skill lets you throw that weapon if it is one that can be thrown. Characters without the skill for a Thrown Weapon is at -4 DX.

AX/MACE (1):
Prerequisite Club/Cudgel. Ability to use all axes, maces, and hammers on the Weapon Table.

Club/Cudgel (1):
Ability to use a one handed club or two handed cudgel

JAVELIN (1):
Ability to use Short spears made for throwing.  Do not need to know THROWN WEAPONS to use.  If used in Melee, they are -1 to Dex use and -1 to damage

KNIFE (1):
Ability to use all types of knife.

SHIELD (1):
Ability to use a shield properly.
When PC with shield is hit according to their foes dice roll.  PC player rolls 3D6.  On a a roll of 7 or above the shield only subtracts the 1, 2 or 3 from the amount of wounds received, according to the type of shield used.
On a roll of a 6, all damage is blocked.
On a roll of a 5, all damage is blocked and the foe takes 1d3 wounds, no deductions,  from a shield bash given by the PC.
On a roll of a 4, all damage is blocked and the foe takes 1d3 wounds, no deductions,  from a shield bash given by the PC.  An get there weapon stuck in the shield and takes a turn to loosen it.  An is +1 to hit do to the fact.
On a roll of a 3, all damage is blocked and the foe takes 1d3 wounds, no deductions,  from a shield bash given by the PC.  An get there weapon stuck in the shield and takes a turn to try to loosen it but can't.  An is +1 to hit do to the fact.  An must fight on with another one of their weapons.  Or fists if they have none.

SPEAR/STAFF (1)
Ability to jab with end and hit and parry with shaft, when useing a Spear or Staff.  Spears can be thrown up to 4 hexes at  -2 to DX, and -2 to damage, without the Thrown Weapon skill.  With it, up to 6 hexes at -1 damage.

THROWN WEAPONS: (1)
Ability to throw things such as Axe, (2handed at -1) , Bottle, Brick, +1 to Javelin, Rock and Spear, hard and accurately.   A PC can throw any weapon on the same turn he readies it.

IQ 8 SKILLS

BOW (2):
Ability to use great bow, long bow, horse bow, short bow, and other
"draw" bows.

CROSSBOW (1):
Ability to use the heavy and light crossbow.

POLE WEAPONS (1):
Prerequisite Spear/Staff  Ability to fight with all pole weapons.

SLING (1)
Ability to a Sling to throw lead shot or rounded stones, which are free but -1 to damage.

SWORD (1):
Prerequisite Knife  Ability to use straight double edged swords, or single curved edged swords on the Weapon Table.  -1 to hit and damage when using other kind you are not skilled with,

WHIP (1).
Ability to use a Whip.

Other IQ 8 non-weapon Skills

ALERTNESS (1).
The talent of being keen-eyed, watchful, alert A PC with this skill rolls 1 less die when looking for anything hidden or when "noticing" something. He also has a 3-die roll against IQ to detect any ambush before being attacked.

ACUTE HEARING (2):
This is the ability that the blind develop -being able to sense walls, obstructions, and living beings by sound and pressure waves in the air. A PC with Acute Hearing can (1) hear approaching beings before they hear him, unless his own party is making too much noise (GM's discretion); (2) travel in the dark at only half his normal speed, though with no chance of noticing hidden doors, traps, etc.; (3) detect invisible or hidden creatures within 3 MH on a 4-die roll against IQ, IF his own party is silent (he listens for breathing); (4) fight in the dark at -4 DX instead of -8. A figure with this ability CANNOT be taken by surprise from behind - his "sixth sense" will warn him.

FARMING (1).
General practical knowledge of fanning — animals, crops, etc.

RIDING (1):
The ability to deal with horses (and other 1-to 3-hex riding animals with which you may become familiar). Any fool can sit on a nag; this is the ability to ride a good horse. A Rider understands animals, and will not often be cheated when buying a riding beast. In combat, he uses weapons at only -1 D while riding. A PC without this talent fights at -3 DX while riding, and must make a 3/DX saving roll each turn to avoid falling. Even when combat is NOT occurring, a non-Rider must
make a 3/DX saving roll every 15 minutes to avoid a fall, unless he is riding a pack mule, old mare, or similarly docile slow moving (1/2 normal movement) beast. A fall from a riding animal in motion, does (1-2) damage.

RUNNING (2):
This "Skill" representing long hours of jogging,sprinting, and other track training. A figure with this ability adds 1 to his/her MA at all times.

SEAMANSHIP (1):
Ability to act as an ordinary seaman on a tradingship, fishing boat, or other medium-to-large vessel. A figure without this talent suffers a -2 DX adjustment (except to cast a non-missile spell) while on shipboard.

SEX APPEAL (1).
Ability to charm the opposite sex. Gives you a savingroll of 3 dice against your ST or IQ (whichever is higher) against being slain by members of the opposite sex and a similar race. If they have you helpless and you make the saving roll, they win take you away to slavery (from which you may someday escape or be
freed) instead of killing you. Also: you may use this talent when negotiating with a member of the opposite sex. Make the same saving roll as above. If you make it, the GM adds 1 to the reaction die roll for his character. If you fail, the GM subtracts 1 for your clumsiness.

SWIMMING (1).
General swimming ability. This talent also increases your chances of surviving a fall into water, even in armor

IQ 9 SKILLS

ACROBATICS (2).
An acrobat is one who is trained in keeping his balance, recovering from falls, etc. A person with this talent can make his DX roll on one less dice whenever a saving roll is called for to avoid some type of fall or clumsiness, or to avoid some large falling object. A DX of 12 is required to learn this skill. An acrobat can also climb up a rope at the rate of 2 meters per turn with no risk of falling. A non-acrobat climbs at 1 meter per turn, and must make a saving roll (2 dice vs. DX) each turn.

ANIMAL HANDLER (1).
(The ability to make friends with (and, in time, train) One species of "normal" animals. To make friends with an animal, you must be at least 3 hexes away from other people/animals in your party, and ACT as though you are trying to be friendly. If you make your roll (3 dice vs. IQ), the animal will not attack, and may even
befriend you for a while (GM makes a reaction roll). If you miss the saving roll, the animal will behave as it would toward anyone else - up to and including attacking you.  This skill works only on "normal" animals - the type listed
under BEASTS. No werewolves, undead, bugs, dragons, octopi, reptiles, slimes, etc.
If an animal "befriends" you, it will accompany you for a time.
If its reaction roll was a 6, it will stay as a pet; otherwise, it will follow the party, tolerating your companions and protecting you, until you leave the area. The animal will NOT attack on your orders; in a doubtful situation, the GM may make another reaction roll to see whether it will fight in your defense or just slink away. This talent also gives you the ability to train animals.

BOATING (1).
Ability to use a small rowboat, canoe, sailboat, raft, etc., skillfully. A figure without this ability must make a 4-die roll on DX every 5 minutes, or tip over.

CHARISMA (2).
This skill gives you an automatic +1 on all reaction rolls, except with animals, zombies, demons, and similar nasties. It also gives you a chance to make friends with any humanoid creature.  The GM rolls the dice: 3 dice against your IQ in an ordinary encounter, 4 if combat was about to occur, 5 if charisma is attempted
on or by a prisoner. If you make the roll, the beings will automatically be friendly . . . the GM will ignore any "hostile" reaction roll, treating it as "neutral" instead. True personal charisma works, regardless of language (you can use signs, or whatever) - but if you don't speak the language, your new friends can't do you much good, and will be less inclined to accompany you or render any great aid.  They'll think "Nice fellow, that" and go on about their business.

CLIMBING (1).
Rock-climbing or mountain-climbing experience. A PC with this ability is at a great advantage whenever vertical or near-vertical obstacles must be traversed; he is at home with ropes, spikes, and other climbing gear. He can also climb a very
rough rock face or decorative stone wall without equipment. He is NOT by any means a "human fly," though, and can't scale sheer faces unaided!

DETECT TRAPS (2).
A figure with this ability rolls 2 fewer dice when looking for any trap, and 1 fewer die when making his saving roll against a trap that went off - see TRAPS for more details. This skill only costs 1 IQ if you already have ALERTNESS.
Having both DETECT TRAPS and ALERTNESS gives you no extra bonus when looking for a trap. The Thieves' Guild (q.v.) is normally the only place to learn this skill.

DRIVER (1).
Ability to drive a wagon, cart, chariot, etc., or to act as a mahout to control an elephant, dinosaur, or other LARGE animal,in battle or otherwise. See RIDING ANIMALS. Also gives all Rider-type abilities (q.v.) with respect to large (over 3-hex) riding animals.

FIRST AID (1).
A beginner healer's ability. First Aid can heal up to 1 hit on any creature after any combat or accident. He MUST have a first-aid kit to do so. Efforts of more than one PC with First Aid on the same wounded figure are NOT cumulative. Example: A figure takes 5 hits. No matter how many PCs skilled in First Aid there are in the group, he can only be cured of 1 hit. However, if he later takes another 5 hits in a different mishap, he can be cured of 1 more by any PC skilled with First Aid. It takes 1 minute to heal 1 hit.

KNOW SUMS (1)
Knows how to Add, Subtract, simple Multiplication and Division.  As well as simple Fractions and Measurements.  Had at no cost if the PC has LITERACY.

LITERACY (1):
Ability to read and write all the languages that you know. An illiterate figure can't read or draw any but the simplest maps.

MUNDANE SKILLS:
A number of "mundane" abilities may be learned at IQ 9. Their names are self-explanatory. To go into great detail would not be worthwhile, since the nuances of cooking or carpentry are of little use in a game. However, if a player wants a
character to be a cook or a carpenter (or any of a number of other things), he may - the advantages it can bring him will be up to his own ingenuity and the GM's adaptability. This list is by no means complete; feel free to add to it.

1 IQ point to learn: Beekeeper/Candlestick Maker, Butcher, Carpenter, Cook, Draper, Fisherman, Tanner, Tinker.

2 IQ points to learn: Artist/Calligrapher, Baker, Blacksmith, Brewer, Leather craft, Mason, Potter, Sculptor, Tanning, Tinsmith, Vintner, Wood-Carver.

RECOGNIZE VALUE (1).
If a PC has this ability, the GM will tell him whenever he sees something of worth. He will be able to tell good wine from orc-swill, real jewels from paste, etc., even though he win not know their cash value. If the GM thinks the value of a thing is well-hidden, he may make a 3-or-4-die roll against the PC's IQ to see whether he notices. (Likewise, the GM may give a PC WITHOUT this ability a 5-or-6-die chance to recognize the worth of a thing.)

SILENT MOVEMENT (2).
A PC with this ability can walk so quietly that he cannot be heard by normal ears. A figure with Acute Hearing, or a wolf, dog, or similarly sharp-eared animal, could hear him up to 3 MH away, but only if he was actively listening for something.To move silently, a figure must be wearing leather armor or lighter, and may not be travelling faster than MA 4.

THIEF (2).
Ability to pick locks and pockets, and commit similar acts of depredation. To pick an ordinary lock, roll 3 dice vs. DX; you may try once per minute until you succeed. This skill is useless against magically locked doors, and some locks require more than 3 dice to pick. Roll 3 dice vs. DX to pick a pocket or steal a purse;
failure means you're noticed. Roll only 2 dice if some distraction is arranged to fool your victim. The Thieves' Guild teaches this talent;
see THIEVES' GUILD.
A non-thief may attempt to pick a pocket (rolling 5 dice). A non-thief trying to pick a lock rolls DOUBLE the number of dice that a thief would.

UNARMED COMBAT I (2).
Basic martial arts knowledge, similar to boxing and Greco/Roman style wrestling,  DX 12 or better is required. A figure with this skill does one extra hit of damage whenever he fights with bare hands in either HTH or regular combat. NOTE: To use this skill - or any of the higher-level Unarmed Combat skills — a PC MUST be unarmored, or wearing cloth armor only.

WARRIOR (2):
This skill represents the toughness and expertise gained from years of combat experience. Its effect is to subtract one hit from every successful attack made against anyone with this skill. He is tough and hard to hurt - and knows how to roll with the punches. Prerequisite is a ST of 12 or better.

IQ 10 SKILLS

ARCHITECT/BUILDER (2). Ability to design and build common buildings, etc.

ARMOURER (1).
Prerequisite: Blacksmith. Lets PC, given access to the proper tools and materials, forge, build and maintain ordinary weapons and armor — NOT including fine weapons, bows & crossbows,  or siege engines. He "knows weapons" very well; he will know a fine weapon for what it is, and will recognize a magic one (as being magic, but not as to the spell type) on a 3-die roll against IQ.

BOWYER (1)
Prerequisite: Carpenter. Lets a PC, given access to the proper tools and materials, forge, build and maintain ordinary bows and crossbows, arrows and bolts

BARD (2).
Ability to sing and/or play a musical instrument. A bard is welcome in most places. Treat his ability to ingratiate himself as a SEX APPEAL ability (see above) which may be attempted against any human or humanoid creature. If the bard ALSO has SEX APPEAL, subtract 2 from his die roll. In other than life-or-death
situations, though, the bard's +1 on reaction rolls is automatic if he speaks the language of those he is dealing with.

BUSINESS SENSE (1).
Prerequisite: LITERACY, KNOW SUMS and RECOGNIZE VALUE.  General knowledge of business, trading, etc. A PC with this skill gets a +1 on any reaction roll involving a business deal. He can also try to swindle a chance-met figure by either selling him something at twice its value, or buying one thing at half its value, if (a) the trader is smarter than the figure being bilked and all his companions, (b) the trader makes his IQ roll on 4 dice. If the trader meets his victim again after the victim has had time to think things over, he must roll his IQ or less on 4 dice.  AGAIN to avoid hostility (-2 on reaction if the IQ roll is missed).

DIPLOMACY (1).
Allows a PC with this skill the ability to attempt to step in and try to mediate
and intervene between people in a dispute in order to bring about an agreement or reconciliation.

EXPERT RIDER (1).
Prerequisite: ANIMAL HANDLER and RIDER. An Expert RIDER can break wild horses and other riding animals of any type with which he is familiar, and can ride an already-trained animal even if it is of a new type. He suffers no DX penalties for using weapons while riding, as long as he has the appropriate talent for the weapon he is using.  An Expert RIDER can train riding animals as though he were an Animal Trainer, and doctor them as though he were a Vet.

MANOR & BARONIAL LAW (1) Knowing how Each manor, as well as Barony had its own laws promulgated in a document called the custumal, and anyone in breach of those laws could be tried in a manorial and or Baronial court.  Minor infractions are usually handled on site by a sworn representative.

NATURALIST (2).
Knows about herbs, animals, etc.; will recognize all races and creatures except special weird GM creations. A naturalist gets a 3-die saving roll against IQ to see a slime or similar ambushing creature, just BEFORE he walks into the ambush area. This becomes a 5-die roll if the naturalist is running or righting. Even if he does not see a creature before it attacks, he gets a normal saving roll
to dodge the attack.

NEW FOLLOWERS (2).
Prerequisite: CHARISMA. Can only be tried after you have successfully "made friends" with a humanoid by use of Charisma, and only if you know his/her language. Can only be tried once per character. Make a 4-die roll against IQ if character is of your race, 5 dice if he is of another race. Roll 6 dice if he is of a hostile race, and even then you must have the DIPLOMACY talent or it won't work. A successful roll turns that character into a follower - so you take over that character and run it as one of your own. Other players' characters cannot be taken over this way - just the GM's. In a very bad situation, the GM will make a reaction roll, modified as he sees fit, to determine whether your follower(s) stay loyal. A figure may have only as many followers and/or trained animals as HALF his IQ, rounded down.

PRIEST/ESS (2).
This is the ability to act as a priest (shaman, clergyman, or whatever) of the religion of your choice - running a temple, getting donations, attracting converts, etc. If the GM wishes to make one or more religions "effective" he may give the priests the power to affect their die rolls (or others') through prayers. If this ability is used, it should be made very minor and unreliable, as miracles will
unbalance the game and everyone will want to be a priest.

REMOVE TRAPS (1).
Prerequisite: DETECT TRAPS. Using this ability, you roll the printed number of dice to remove any trap. Without this SKILL, you roll twice as many dice. Learned from the Thieves' Guild.

TRACKING (1).
A tracker can look at an area 10' square in size and (if the GM makes a 3-die roll against IQ) tell accurately what has passed within the last day — or the last thing to pass, if many have gone by.  He can also get a general idea of what frequents an area. Of course, if the GM misses the IQ roll, he can lie to the tracker, or say that nothing has passed.

TWO WEAPONS (2). Prerequisite: You MUST have the talents for any weapons you
use this way. . This is the knowledge of the Florentine style of fighting - or, in the Orient, the Nitto style of the Katori Ryu of
Izasa. In other words, the ability to use two swords (or, if you want
to be unconventional, any two one-handed weapons) at the same
time. You MUST have DX 13 or better to learn this.
Any character can fight with two weapons at once - IF one of
the weapons is a dagger, main-gauche, or spike shield, or IF some
combination like net-and-trident or two cesti is being used. However,
a character that wants to fight with two swords, sword and
mace, or other such combination MUST have this talent.
This skill permits a PC fighting with two weapons, on
any turn he attacks, to do any one of the following:
(a) attack with both weapons, at normal DX for the first attack
and -2 for the second one. The attacks may be against the same OR
different figures.
(b) make a normal attack with one weapon and parry with the
other. The second weapon acts as a shield to stop 2 hits.
(c) parry with both weapons, stopping 4 hits of damage, but not
threatening the enemy. It is permitted to combine the Fencing
ability with this one - but you must use either two rapiers, or a
rapier and main-gauche, as your two weapons, since these are the
two-weapon techniques taught to fencers. If you are not using the
Fencing talent and its accompanying bonuses, you may fight with
any two weapons that you have the ST to use.

UNARMED COMBAT II (2).
Prerequisite: U.C. I and a DX of 12 or better.  A level of ability, used by martial arts similar to to judo, karate, la savate, etc..  Like U.C. I, except that you do two extra hits of damage in any bare-handed combat. You also have the ability to "shield-rush" without a shield - you throw your foe, knocking him down. Use the shield-rush rules.

VETERAN (1):
Prerequisites: ST 14 or better, and the WARRIOR skill. Like Warrior, but more so: its possessor subtracts 2 hits, rather than 1, from every attack against him.

WOODSMAN (1).
Prerequisite: NATURALIST. A Woodsman is knowledgeable at "living off the land." Expert in camping and survival, he can build a camp, make a fire in the rain, find edible plants, etc.  If a party without a Woodsman is travelling through wilderness without rations and/or camping gear, each member must make a 3-die roll daily against IQ, or take one hit of damage due to exposure, lost sleep, bad food, etc. Damage is double in a swamp or rain, triple in desert or extreme cold. ST lost this way may not be recovered until the party reaches civilization and can rest. A party in the wilderness travels at half normal speed unless half (or more) of the PCs are Woodsmen. Note: Some places (like caverns) may have no food of any kind to be found.

IQ 11 SKILLS

ASSESS VALUE (1).
Prerequisite: RECOGNIZE VALUE. Lets a PC look at any object and determine its value. You can NOT determine the value of the magic in an item unless you already know what that magic is - i.e., this is NOT an "analyze magic" talent, but a knowledge of market value.

BLADEMASTER (2).
Ability to use a sword WELL. You must already have the SWORD and TWO WEAPONS skills. Your basic DX must be at least 14, and your armor may not reduce your adjDX below 14 when you use the ability.  You may use any sword that you have the ST for. When you use this Skill, you do DOUBLE damage on any "to hit" roll or 7, 6, or 5, and TRIPLE damage on a 4 or 3.

CAPTAIN (2).
Prerequisite: SEAMANSHIP and two years around the sea. The ability to command a large vessel on an extended voyage.  A Captain in command of your party gives you +1 on initiative rolls if the combat involves boats.

COURTLY GRACES (1).
This is the ability to pick up court manners and protocol, and to behave in an "upper-class" fashion when necessary.  A figure with this talent gets +1 on all reaction rolls involving nobility or similar figures. He/she also gets +1 on reaction rolls where very LOW-class figures are involved ... he overawes them. If
the character uses his upper-class manner in an unwise, inappropriate, or obnoxious manner, though, the GM should give him a -2. For instance, if a character attempts to bully a chance-met group of (apparent) wanderers, and one of them is an elven prince in disguise, the prince will probably take grave offense!

DETECTION OF LIES (2).
Ability to tell when a humanoid type is lying by watching his eyes, breathing, etc. A figure with this talent may use it ONCE after conversing with any character belonging to the GM or another player. The GM makes the roll He rolls 5 dice against the lie-detecting figure's IQ if the liar is SMARTER than he is, 4 dice if they have the same IQ, 3 dice if the liar is LESS smart than the figure detecting the lie. If the roll succeeds, the GM tells whether the figure lied. If the roll fails, the GM LIES about whether the figure lied. GMs: You can give this ability to priests and powerful leaders that you create - and make it harder for the player characters
to lie to them about their missions.

GOLDSMITH (2).
Prerequisite: RECOGNIZE VALUE and Tinsmith.  Ability to work with gold, silver, jewels, etc. Both this talent and ARMOURER are needed for the manufacture of silver weapons, armor, etc.

HERBALIST (2).
Prerequisite: NATURALIST.  Knows how to grow herbs and find and harvest wild herbs.
For cooking and medicinal purposes.  An how to make herbal remedies.  Make Cures Disease Potions and Healing Potions

LOCK & TRAPSMITH (3).
A builder of locks and traps and other mechanical gadgets. This ability includes the THIEF's Lock picking ability and that of DETECT TRAPS and REMOVE TRAPS:  If you DO already have any of these skills already, this skill costs you 1 IQ point less for each one. They can not only remove traps - he can build them, if the materials are at hand. It takes time, though ... twice as half as many hours as the total number of dice needed to see the trap, to dodge it when it goes off, and to remove it. Example: A trap (the type is not important) is so well hidden that it takes 4 dice vs. IQ to see it, so quick that the saving roll to dodge it is 5 dice vs. DX, and so cunningly installed that it takes a 5-die roll vs. DX to remove it safely. It would take them 7 hours of work to build that trap... see TRAPS.

PHYSICKER (1).
Prerequisite: FIRST AID.  Healer's ability. A Physicker can heal up to 3 hits anyone of the Four Races after any combat or accident. He MUST have a Physicker's Kit to do so. Efforts of more than one Physicker on the same wounded figure are NOT cumulative. Example: A figure takes 5 hits. No matter how many Physickers there are in the group, he can only be cured of 3 of them. However, if he later takes another 5 hits in a different mishap, he can be cured of 3 more by any Physicker. It takes 2 minutes to heal 2 hits.
NOTE: A PHYSICKER PC is not able to heal a PC with FIRST AID as well.

SHIPBUILDER (2). Prerequisite: SEAMANSHIP.  Ability (given time) to construct any type of water-going vessel.

TACTICS (1).
Prerequisite: VETERAN.  The ability to guess what the enemy will do. Requires a 4-die roll against IQ. The GM makes the roll. If the roll is successful, the GM tells the player, truthfully, what he (the GM) plans to havethe enemies do in the immediate situation. If the leader of a party has this ability, the party gets +1 on initiative rolls.

VET (2).
Prerequisite: ANIMAL HANDLER and FIRST AID.  Just like the Physicker talent (above), but for use on animals.  Special note: If you already have the Physicker ability, as well, you can get the Vet ability by "spending" only 1 IQ point, since you already have medical knowledge. Same in reverse: If you have Vet ability already, Physicker ability costs you only one IQ point.

WEAPONSMASTER (3).
Prerequisites: WARRIOR skill. Ability to use a SPECIFIC type of non-sword weapon well. You must already have the weapon's skill. Your basic DX must be at least 13, and your armor may not reduce your adjDX below 12 when you use the ability.  You may use any type of that specific weapon that you have the ST for. When you use this Skill, you do DOUBLE damage on any "to hit" roll or 6, or 5, and TRIPLE damage on a 4 or 3.

IQ 12 SKILLS

DISGUISE (2).
This is the ability to impersonate others. It takes about an hour to disguise oneself (less if it's a simple disguise). Each minute (12 turns) the GM rolls against the disguised character's IQ to see if he is detected: 6 dice if he is impersonating someone wholly dissimilar (like a goblin impersonating a giant) OR someone known to those he's trying to fool; 4 dice for a creature of a different
species than his own or a member of the opposite sex; 3 dice for an ordinary disguise. On a very simple disguise (like putting on old clothes and going into a tavern in an enemy city to see what rumors you can pick up) the GM need not roll at all. If you have this talent, you won't slip on a simple job.  If a wizard casts an illusion or shape-shift to perfect your physical appearance, you roll one less die. If you must know the language!) you roll one less die. If you don't know the language, you'd better keep your mouth shut.  If your disguise is penetrated, those you are attempting to fool will probably attempt to seize you - but if they are very smart, they will string you along, pretending to be fooled, to see what
advantage they can gain. GMs should be creative here...

EXPERT ARCHITECT/BUILDER (2).
Prerequisite: ARCHITECT/BUILDER.  Ability to design and build bridges, fortifications, castles, labyrinths, etc.; ability to direct a mining operation in a siege; ability to read plans and maps and spot weak points. If a character has this talent, the GM should give him a few extra hints when the players are presented with mysterious labyrinth or building maps. An architect also rolls 1 less die to see a hidden trap, door, or similar item, unless he already has ALERTNESS or DETECT TRAPS.

ENGINEER (2).
Ability to build, maintain, and effectively use all "siege engines" and large weapons of war, including the ballista,trebuchet, catapult, bombard, siege tower, battering ram, etc. Ability to detect a mining operation against a castle.

EXPERT NATURALIST (2).
Prerequisite: NATURALIST An Expert Naturalist gets a 2-die saving roll to see ambushes by slimes, etc., before they occur, or a 4-die saving roll if he is running or fighting. He is capable of recognizing all races of intelligent creature and all types of monster and beast, and he knows all important information about them; he can make a good guess (4-die roll against IQ) as to the general nature of new beings the GM has introduced.

MASTER BARD (2).
Prerequisite: BARD. A Master Bard can sing very well, play all manner of musical instruments, and compose songs and poetry to please his listeners. A Master Bard receives an automatic +2 on all reaction rolls where he speaks the reacting creatures' language, and +1 on rolls made to determine reactions even when he
does not speak the language, or when animals are involved.

MASTER THIEF (2).
Prerequisites: THIEF talent and DX 14 or better.  Like THIEF, except you roll 1 less die to pick any lock or pocket.  A Master Thief knows the Thieves' Argot at no extra IQ cost. A Master Thief is also an excellent liar; whenever he lies (even to someone
with the Detect Lies talent), and an IQ roll is made to see whether the lie is detected or believed, roll one extra die. This talent must be learned from the Thieves' Guild (q.v.).

MASTER ARMOURER (2).
Prerequisites: ARMOURER.  A high degree of smithcraft.  A Master Armourer is the only one who can make fine weapons (q.v.). If he is also a Goldsmith, he can make fine weapons out of silver. A Master Armourer can, if he turns his hand to it, make or duplicate any type of weapon available to a medieval technology except a magic one - and he is even familiar with those. He will always realize that a magic weapon is magic just by the "feel" of it (unless the spell is protected by a CONCEAL spell). On a 4-die roll against IQ, he will recognize the Weapon/Armor Enchantment spells, immunity to Drop and Break Weapon, and the ability to "flame." If he misses the roll, or if the spell is another type, he will still know the weapon is magic, but not what type.

SCHOLAR (3).
Prerequisite: LITERACY with KNOW SUMMS.  Will recognize any language (even if he doesn't speak it) on a 3-die roll vs. IQ; common languages will be automatic. Can
teach, research, etc., and will receive respect (+1 on any reaction roll) in all civilized areas. If he speaks a language, he will speak it WELL - as though he were a native. Knows a good deal about history and about customs of the various races and peoples, and can (on a 4-die roll vs. IQ) make a very good guess about the origin of most artifacts or objects.

SPYING (3).
Prerequisite: Adjusted DX of 14 and SILENT MOVEMENT.  This is the ability to move so inconspicuously that people will look right through you. This skill lets you open doors a crack and look, peek around corners without being seen, etc. on a roll of 3 dice against your DX. On a roll of 4 dice, a spy can escape pursuit (even close
pursuit) by ducking into a room, branching tunnel, or wide spot if one is available. (Other PCs may TRY these things, but it takes a roll of 5 or 7 dice, respectively, against DX.) To spy, you must be wearing no more then leather armor.

UNARMED COMBAT III (2).
Prerequisite: U.C. II. A figure with this ability is a master of martial arts. He does 3 extra hits of damage when he strikes with bare hands, and can knock a foe down as described under U.C. II. Because of his great skill, his opponent must make a 5-die roll vs. DX to avoid falling (4 dice if the opponent has more than twice the ST he does). A figure with this talent may attempt to "throw" any foe whose ST is less than 3 times his own. He can also choose the "defend" option bare-handed.

IQ 13 SKILLS

CHEMIST (2).
Prerequisite: NATURALIST and SCHOLAR .A Chemist knows all the formulas on the Chemist Table and, with access to the proper materials and facilities, can make
them. A chemist can also identify any of these potions by smell on a roll of 3 dice vs. IQ (he only gets one try). If he makes the roll, he will know the potion (if it is a chemical one). If it is alchemical, he will know that, and that only. If he misses the roll, the chemist will be uncertain; if he misses badly, he will be mistaken (the GM will lie to him), or he will suffer the bad effects (if any) of the potion.

STRATEGIST (2).
Prerequisite: TACTICS. Knowledge of military history, theory, and practice;
ability to command a military force in the field. If a Strategist is in
command of a party, the party gets +2 on all initiative rolls in combat.
Prerequisite: TACTICS, and at least two years of military
experience.

MATHEMATICIAN (2).
Prerequisite: SCHOLAR.  This is the knowledge of math below the
calculus level: algebra, geometry, possibly some trigonometry, and
accounting. This ability also takes in astronomy and astrology.
Mathematicians are always in demand as accountants, astrologers,
teachers, etc. A mathematician who is in business for himself
earns an extra 10% profit, because he is capable of effective cost
accounting and/or cheating on taxes. Prerequisite: Literacy.
Since math and magic are closely allied, this talent costs only 2
points for a wizard, just as though he were a hero.

IQ 14 SKILLS

ALCHEMY (2).
Prerequisite: CHEMIST.  This highly complex discipline involves both chemical
and magical knowledge. Therefore, it costs 3 IQ to ANY figure -
hero or wizard - who wants to learn it. An Alchemist knows all the
formulas on the Alchemist Table and, with access to the proper
materials and facilities, can make them. An alchemist can also identify
any alchemical potion on a roll of 3 dice vs. IQ. He gets only
one try. If the potion is a chemical one, he will learn that, and that
only, if he makes the roll. On a barely-missed IQ roll, the alchemist
will be uncertain what the potion is; on a badly-missed roll, he will
be mistaken and/or suffer the ill effects, if any, of the potion he
tried to identify.

MASTER PHYSICKER (2).
Prerequisite: Physicker. A Master Physicker can heal 4 hits (instead of 3) if he has a medic-kit, or 1 hit even WITHOUT such a kit. Either way, it takes 2 minutes. Treatment by a Master Physicker is NOT cumulative with treatment by a Physicker for any one mishap - that is, if you have both a Master Physicker and a Physicker in your party, you can't use them both together to cure a 5-hit wound. The Master Physicker can cure 3, and the Physicker can just stand around and watch. NOTE: Either a Physicker or a Master Physicker can work on his own wounds just as he can another's. A Master Physicker can also make the Healing Potion (see Alchemist's Table) as though he were an Alchemist

THEOLOGIAN (2).
Prerequisite: PRIEST.  Like PRIEST, except more so. This is the level of
ability needed to be a High Priest or similar character. If the GM is giving Priests any special abilities or bonuses, a Theologian should get about twice as much.

LANGUAGES
The languages used on the continent of Alaytheon.  An thus the Nentir Vale.  Are The human tongue, i.e. 'common' (which all human characters automatically know).  Each of the other three of the Four Fair Races have their own languages.  Learning a language enables a character to SPEAK it. If a PC has the Literacy talent, he can also read and write every language that he knows.  A PC starts off knowing his own race's tongue at NO IQ cost. Master Thieves know Thieves' Argot; wizards over IQ
12 all know the Sorcerers' Tongue. Each additional language learned requires one IQ point. There is also Foulspeak, used by the invading Foul Folk.

This message was last edited by the GM at 10:17, Mon 02 Nov 2015.

Destiny or Chance
 GM, 3 posts
 Which is it that
 controls the PCs lives?
Mon 2 Nov 2015
at 10:16
Modified Skill, Magic and PFPOA Rules
Magic

As for who is born among the Four Folk Races on Torvyl.  With the innate talent to use magic.   It is strangely random.  Not sticking to bloodlines or the like, as one might think.   Perhaps one out of a five hundred of those of the  are born with it.  With it being closer to one in two and a half thousand for halflings and one in 100 for Elves.  With humans and dwarfs sticking at that 1/500 margin.  Of course not all those who have been born with the ability are recognized and properly trained.  Those few that are not usually die young.  Killing themselves or others with wild magic, as well as sometimes going mad.  As they go through their life. without realizing what is happening to them.  Unless one who has been trained, recognizes it, in them and helps them gain the training to control their magic ability.

The technique Wizards have learned to use magic.  That allows them to be able to cast the spells they have learned.  Using their own Personal Power, (PP) which at the beginning of the day, after getting roughly 8 hours of sleep in a 24 hour period.  Is based on the PC's adj IQ.  In addition, each Combat Turn, which lasts roughly five seconds.  An additional 0-4 points of Power created by the Winds of Magic is available for the Wizard to tap into and utilize.  Which is the remnant energies left over from when Torvyl was first created by the Sacred Seven, who are now Six.  It is ever ebbing and flowing around and through the world in no apparent pattern.  Like a ever changing fickle wind.  Raging one moment and be at nothing the next.  Thus, due to this, these  energies have come to be know as the Winds of Magic.  Invisible and not noticed to those without the nurtured and trained innate ability to use magic.  When a Wizard gets below 2/3rd the level of that day's starting PP level, when he casts a spell, the dice result is +1.  An when below 1/3 +2, thus illustrating the strain caused in using magic.

To determine what the level the Winds of Magic are for each combat turn.  The Wizard with the highest initiative.  Be it friend or foe.  Rolls one 1D6, if the result is a 1.  The result of the actual 1D3 Winds of Magic roll will be at -1.  On the result of a 6, it is +1.  With  a roll of 2-5 on this first roll having no effect.  So the actual 1D3 Winds of Magic roll can generate a result between 0-4 Power.  Even with the addition of aspects of the Winds of Magic.  Normally, no matter how high the Winds of Magic are blowing during a turn.  A Wizard expends at least 1 point of there own PP to cast a new spell or to renew one previously cast. Unless they rolled a 3, 4 or 5 when casting a spell.  (See below}

CASTING SPELLS
A wizard may cast one spell per turn, as long as he knows the spell or is one of the spells he is training with.  An has enough PP and from the Wind of Magic to pay the cost, and selects an option allowing a spell to be cast. If he cast continuing type spells during any previous turn, he must energize them before the movement phase, or they will cease to operate. A wizard may energize any number of spells at once, provided he has enough PP and from the Winds of Magic that turn.  But may cast only one new spell per turn. If he fails to energize any continuing type spell, it goes away and (if he wants to use it again) he must cast it all over again on some later turn.

To successfull cast a spell, a 3D6 roll is made to determine whether the PC is successful that is, whether its spell worked, its staff or sword struck, etc.
In order to succeed, a wizard must roll its adjusted DX or LESS on 3 dice. All DX adjustments should be taken into account and are cumulative.

A wizard must be able speak the certain syllables of power.  As well as make certain mystic hand gestures, with at least one free hand.  Unless the wizard's IQ is at least 2 levels higher then the IQ level needed to learn and cast the spell.
If that is the case, then if the IQ level needed to learn and cast the spell is IQ level 12 or below.  They only need only to think those certain syllables and gestures in their mind.
On a failed roll, most spells produce no effect and cost the wizard only 1 personal power. No matter how much of their own PP was invested.  Except on a roll of 16, 17 and 18.  See below.

Some rolls have special significance. When you roll to hit, a 3, 4, or 5 is an AUTOMATIC success and cost no PP, as spell has been cast so perfectly.   Roll of  16, 17, or 18 is an automatic miss, regardless of DX.  An comes with additional penalties.  See below

• A roll of “3” produces triple effect – missile spells do three times as much damage.  Creation spells produce three times as much or as many of whatever they create, and other spells have one aspect chosen by the player (and approved by the GM) tripled.  An at the cost of no personal power.
• A roll of “4” produces double effect – as above, but only doubled.  An at the cost
  of no personal power.
• A roll of “5” is an automatic success. Note, however, that most spells cannot be
  cast at all if the wizard’s adjDX is 6 or below.  An at the cost of no personal power.

• A roll of “16” is an automatic failure loses half the personal power invested, rounding up.
• A roll of “17” is a fizzle – the wizard pays all the personal power cost, but the spell produces nothing beyond a few trivial “special effects”
• A roll of “18” is a backblast – the wizard pays all the personal power cost plus 1d3, and produces a backblast that knocks him down causing 1D3 wounds of damage. No deduction for armour, toughness or possible magical protection.


With all mention of ST should be translated to Power, whatever the source.  Keeping in mind the rule that  Wizard expends at least 1 point of there own PP to cast a new spell or to renew one previously cast. Unless they rolled a 3, 4 or 5 when casting a spell.

This message was last edited by the GM at 10:17, Mon 02 Nov 2015.