3.0 -- Skill Groups and Skill Description
Put some thought into the
Skills you choose for your character. Even members of the nobility will have
some knowledge of craft skills and artistic talents and hobbies. Many different
skills give added dimension to your character as well as provide a ability to
adapt easier to all occasions. Court functions require not only knowing how to
get along with everyone (Court Etiquette), but also the ability to Dance, woo a
lover (Poetry), social Hunting trips, and to fix your minor wounds from practice
and rough living (First Aid). Covert Skills can be gained in a number of ways
(be sure to note how in your background), and can be useful in the intrigues
that spice noble Gwenydd life. Also, if you limit your skills to only one area,
your character may be less able to fit in to a variety of situations and it may
hurt his social standing if he's found lacking.
Notes:
- Some Skills will overlap with others. The differences are in the focus of
the Skill.
- Deryni blood is required to access any Deryni Group Skill.
- Deryni skills follow normal costs up to the level of the character's Power
Attribute. After that, it is two times the cost to advance to the next level.
Can't have higher than Power at start, unless you have bought the Deryni
Formal Training Gift.
- If a Skill is in the Deryni Group, assume that it is a function of Deryni
powers and a normal human cannot do the same thing in the same way, although
there may be skills that produce the same results through human means.
- Meditation and Arcane Lore are Deryni Skills, but it is possible for
non-Deryni to make use of these skills, although even Meditation is not taught
beyond Deryni and the priesthood very often.
- Superb is the highest level attainable in Skills.
- Deryni start with certain Skills defaulted off of their Power level.
See Deryni
Magic in FUDGE for more details.
- Ease factors are only important in raising skills later. They do not
affect charcter creation.
Religious Skills
- Calligraphy and Illumination (A): The art of calligraphy and illumination.
Used most often on religious text copying.
- Latin (A): Understanding the primary language of the Church. If Literate,
that covers Latin as well.
- Literacy (A): The ability to read or write. The default is Fair unless
you take the Illiterate Fault.
- Meditation (H): Used to build a calm mind state for proper contemplation
or magical working. A check is required usually if trying to achieve
meditation in a difficult setting.
- Religious Ritual (H): The detailed knowledge of religious rituals.
- Theology (H): The knowledge of the Church's doctrine and religious texts,
and the understanding of them.
- Torture (A): The ability to cause pain.
- Counseling
- Church Etiquette
- Court Etiquette (A): Knowledge of how to behave properly in noble
society.
Combat Skills
- Broad Sword
- Great Sword
- Pike
- Dagger
- Bow
- Mace/Club
- Spear
- Quarter Staff
- Dodge (E): "The best defense is not being there when the blow comes."
- Quick Draw (H): The ability to have your weapon to hand quickly. A
successful Quick-Draw check vs. Fair plus the size modifier of the weapon
allows for an attack the same round it is drawn. (One Quick-Draw skill covers
all weapons known by the character).
- Shield Defense (H): This is the ability to defend yourself actively using
a shield. One must be using a shield at the time in order for the Skill to be
used.
- Throwing (H): The ability to throw items with accuracy.
- Unarmed Combat (H): The ability to fight without weapons.
- Sling
- Axe
- Crossbow
Urban/Covert Skills
- Disguise (A): The ability of disguise.
- Gambling (A): How to work the odds in your favor.
- Haggling (A): How to get the best of the bargain. Used rather than
role-play out every transaction.
- Lockpick (H): How to pick a lock effectively.
- Pickpocket (H): Sleight of hand.
- Stealth (H): The ability to move quietly.
- Climbing (H): How to climb.
- Traps
- Forgery
- Tailing
- Poisons
- Appraisal
Deryni Skills
Note: Full Details on Deryni Skills are in Section qqq -- Magic Details.
Basic Skills
- Arcane Lore (H): Knowledge of various arcane arts. Reflects the basic
training that the character has in the arcane arts.
- Clairvoyance (H): The ability to see through obstacles and at a distance.
- Enchantment (H): Imbuing an object with energy and/or spells.
- Fatigue Banishment (H): A spell that gets rid of Fatigue.
- Fire Conjuration (H): Generating fire magically. Also used to destroy and
control fire.
- Meditation (H): Used to build a calm mind state for proper contemplation
or magical working. A check is required usually if trying to achieve
meditation in a difficult setting.
- Mind Control (H): The ability to set controls and manipulate the memories
of others.
- Move Objects (H): Telekinesis. Works only on small objects.
- Object Reading (H): Being able to get information from an object or
location regarding it's history.
- Handfire (E): Creation of light. Each character has creates light of a
color unique to him.
- Mind Speech (A): Talking mind to mind, reading memories and
sending/receiving emotions.
- Shields (A): The inherent Deryni ability to prevent others from entering
their minds.
- Truth Reading (A): The ability to detect whether or not a person is
telling the truth, or to force them to do so.
Advanced Skills
Advanced Skills have no defaults under any
circumstances and may not be attempted unskilled except in special instances.
Also, when bought at character creation, once Skills have been purchased with
CPs, lower each Advanced Skill by one.
- Duel Arcane (VH): The battle of Deryni magic vs. Deryni magic in a
controlled, ruled environment.
- Healing (VH): The art of healing with magic. Healers need to touch the
wounds directly. Does not work on disease, except for easing of symptoms.
Requires the Healer Gift.
- Illusion (VH): Creating glamours and illusions that can fool the average
person.
- Memory Assumption (VH): The ability to absorb the memories from a person,
usually dying or dead, and assimilate them into your own. There are inherent
dangers in this procedure.
- Shape-changing (VH): The ability to change your features and voice pattern
to that of someone else. May be done on others
- Warding (VH): The knowledge of and ability to create a ward, using ritual
or warding cubes. Skill check determines strength of the wards.
- Mind-ripping
Knowledge Skills
- Accounting (A): Understanding of finances and how to record them.
- Administration (H): How to manage people and a sect of land.
- Alchemy (H): The science of materials and their components.
- Body Language (H): How to read another person's various expressions and
body positions to gather an insight into their emotions and thoughts. Also is
used if trying to mask own body language.
- Border Dialect (A): The ability to understand and speak border-speak. For
all intents and purposes, while there are several dialects, this is one skill.
Characters who are actually Border Folk are assumed to have a Great in this
Skill, which may be bought down at character creation with GM approval.
- Chess (A): How well your character plays the game. Also covers several
similar games.
- Cartography (A): The art of map making. Also map reading.
- Dowsing (H): Finding water using a dowsing rod (may be applied to other
things with special tools). Only available to Borderers, although may be
taught to non-Borderers who are Deryni. May be taken by Borderers who are
human.
- Heraldry (A): Knowledge of the various coats of arms in the Eleven
Kingdoms.
- Herbalism (VH): The knowledge of how and what to use from various herbs
for various purposes.
- History (A): Knowledge of the history of the Eleven Kingdoms.
- Latin (A): Understanding the primary language of the Church. If Literate,
that covers Latin as well.
- Literacy (A): The ability to read or write. The default is Fair unless
you take the Illiterate Fault.
- Literature (A): The knowledge of the contemporary literature of the time.
- Astrology
- Legend Lore
- Chiurgy (H): The medicine of the times. Crude and not always effective,
often using methods such as bleeding as well as medicines.
- First Aid (A): Quick-fix medical know-how.
- Battle Surgery (VH): The ability to sew up wounds, perform minor
surgeries, and work under battlefield conditions. Different from Chiurgy in
that Battle Surgeons do not generally have knowledge of curing disease and
Surgeons use more "modern" techniques.
- Veterinarian (H): The knowledge of animal medicine.
Professional/Craft Skills
- Cartography (A): The art of map making. Also map reading.
- Cooking (E): The art of cooking quality food.
- Bowyer-Fletcher
- Farmer
- Metalsmith (H): The ability to craft metal into a useable item or weapon.
- Leatherworking
- Teamster (A): The ability to control a team of driving animals.
- Herding (A): Controlling a herd of animals.
- Farrier
- Animal Handling (H): Knowledge of how to handle, train, and care for
animals. Also includes Riding. Is used to show a character who has lots of
animal knowledge. Use highest of Animal Handling and Riding Skills to
determine actual level of ability.
- Accounting(A): Understanding of finances and how to record them.
- Carpentry
- Masonry
- Tailor
- Shop-keeping
- Weaving
- Navigation
- Haggle (A): How to get the best of the bargain. Used rather than role-play
out every transaction.
- Appraisal
Scouting/Outdoor Skills
- Camoflauge (A): The ability to hide oneself in the wilderness.
- Falconry (A): The ability to train and hunt with falcons.
- Herbalism (VH) The knowledge of how and what to use from various herbs for
various purposes.
- Tracking (A): The ability to follow tracks left by a passing animal or
person.
- Animal Handling (H): Knowledge of how to handle, train, and care for
animals. Also includes Riding. Is used to show a character who has lots of
animal knowledge. Use highest of Animal Handling and Riding Skills to
determine actual level of ability.
- Stealth (H): The ability to move quietly.
- Survival-Mountains
- Survival-Forest
- Survival-Other
- Navigation
- Dowsing (H): Finding water using a dowsing rod (may be applied to other
things with special tools). Only available to Borderers, although may be
taught to non-Borderers who are Deryni. May be taken by Borderers who are
human.
Noble/Knight Skills
Note: These are lumped together, since a knight is a noble after all. There
is no requirement for what a knight needs to take, as some will be more focused
on combat skills and others (usually the heirs to titles) will have more social
types of skills.
- Administration (H): How to manage people and a sect of land
- Body Language (H): How to read another person's various expressions and
body positions to gather an insight into their emotions and thoughts. Also is
used if trying to mask own body language.
- Court Ettiquette (A): Knowledge of how to behave properly in noble
society.
- Dancing (A): Knowledge and ability to perform the various country dances.
Also, will cover court dances if higher than Court Etiquette.
- Heraldry (A): Knowledge of the various coats of arms in the Eleven
Kingdoms.
- Needlecraft (E): Decorative sewing. All noble ladies and many noble men
did needlecraft.
- Poetry (A): The knowledge of poetic forms and the ability to write such.
- Literature (A): The knowledge of the contemporary literature of the time.
- Literacy (A): The ability to read or write. The default is Fair unless
you take the Illiterate Fault.
- Bow (Ladies only)
- Broad Sword
- Lance/Jousting (A): The fine art of the joust, and counts as the Weapon
Skill of Lance. It may be listed as either Jousting or Weapon-Lance, but only
one Skill is needed.
- Shield Defense (H): This is the ability to defend yourself actively using
a shield. One must be using a shield at the time in order for the Skill to be
used.
- Riding (A): Riding a horse
- Unarmed Combat (H): The ability to fight without weapons
- Dagger
- Spear
Artistic Skills
- Woodworking
- Drawing (A): The art of art with a pencil.
- Painting
- Sculpture
- Calligraphy and Illumination (A): The art of calligraphy and illumination.
Used most often on religious text copying.
- Dancing (A): Knowledge and ability to perform the various country dances.
Also, will cover court dances if higher than Court Etiquette.
- Needlecraft
- Musical Instrument (A): The ability of playing an instrument. One
instrument may be known per level of this Skill.
- Poetry (A): The knowledge of poetic forms and the ability to write such.
- Singing (E): Self-explanatory.
- Storytelling (A): The art of telling stories.
- Acting (A): The ability to take on and portray emotions and personalities.
Athletic Skills
- Acrobatics (H): Any gymnastic type of feat.
- Boating (A): Piloting a small water craft.
- Dancing (A): Knowledge and ability to perform the various country dances.
Also, will cover court dances if higher than Court Etiquette.
- Juggling (A): How to juggle objects.
- Jumping (A): The skill of jumping.
- Running (E): The ability to run long distances.
- Sailing (H): The knowledge of how to sail a ship, including how to
navigate.
- Swimming (E): The opposite of sinking.
- Throwing (H): The ability to throw items with accuracy.
- Climbing (H): How to climb.
- Riding (A): Riding a horse.