Supplementary skills for Knights and Barbarians

The basic professions, the Knight and Barbarian, covered in Book 1 seem not to match up to the magic-using professions in terms of prowess in combat or usefulness in situations. Book 4 restored some of the balance in giving Knights certain skills like Main Gauche or Expert Parry. This section seeks to give more interesting skills to both Knights and Barbarians, which I feel, are still disadvantaged with respect to the other professions.

THE KNIGHT

Combat skills

Disarm Technique – Same as in Book 4, but he starts earlier. At 6th rank, he uses 1d6. At 7th rank he uses 2d6 and at 8th rank, he uses 3d6.

Expert Parry – If selected at 8th rank, this skill allows him to block on a large shield with a 1 in 4, and a medium shield on 1 in 5, and a small shield on 1 in 6.

Quickdraw – If selected at 8th rank, treat him as having Reflexes +4 for that CR to determine who gets to strike first. An opponent may also be surprised (1 in 6) or shocked (shock attack) even though the Knight is already in view.

Non-combat skills

Most of the skills here are inspired from Len Henderson's New Skills List. Note that most Knights would have received some sort of academic education (the sciences of those times), so this is my suggested list. I generally don’t advise talents like public speaking, salesmanship, story-telling, and so on to be something which is generated from rolling on a table. If the character is able to role-play these convincingly, you don’t need a table to tell you what he or she can or cannot do. I will also leave out mathematics and chess-playing so you can always devise a chess game or include a math puzzle in your adventure. Choose 6-7 from the list below.

Astronomy – The ability to tell time and direction by the stars.

Astrology – The ability to tell the future from the stars. Vague, and usually on outcomes on a grand scale.

Drinking – An ale guzzling champion.

Economics – Knows which countries, cities export or import what goods; major ports and trading centers.

Etiquette – Knows how to dress and behave in official functions.

Falconry – Trains falcons and hawks for hunting purposes.

Fencing – Master of the foil, epee or sabre.

History – Knows the history of various nations.

Swimming – A good swimmer, being able to last as many hours as half their Endurance.

Philosopher, Politics – Knows about government systems, religions etc.

Music – Able to play an instrument

Literature – Familiar with famous works of literature in their native language.

Lore – Familiar with creatures, magic. Able to identify common species and items.

Venery – The art of hunting. Able to recognize the spoor (footmarks) and fewmets (droppings) of forest animals. Able to track animals, find his way through dense forest, follow and leave trails.

Wrestling – Useful in bar-room brawls. Can throw/lock his opponent on a critical hit/miss.

 

THE BARBARIAN

All barbarians have the following primary abilities. Their secondary abilities depend on the area that they are from. (The list is derived from D&D.)

Primary abilities

Surprise – Barbarians surprise opponents with 1 in 3 chance on home terrain and 1 in 4 chance on familiar terrain. They themselves are only surprised half the time even when the dice indicates so. Shock attacks by assassins must have a penalty of +1 to the dice roll.

Running – The barbarian can run at 22m per CR and walk at 11m per CR. He can maintain full speed for long periods without resting. Likewise, whilst others may travel on foot for 15 miles a day, he can travel 3-4 miles further.

Sensitivity to Magic – The barbarian has a 10-20% chance of detecting permanent enchantment on an item, and a +5% chance of detecting illusions.

Stealth and Perception – The barbarian can hide in natural surroundings, +2 bonus in forest/mountain/snowground, depending on his origin, +4 bonus on home terrain.

Protection against sleep, charm and mind controlling spells – Due to their iron will, they can resist the MA of such a spell every minute, even if they failed the roll initially.

Survival – The barbarian has skills of hunting, small-animal trapping, food gathering and shelter building.

Secondary abilities

Climbing – While climbing trees, cliffs etc they gain +2 Reflexes. For walls, +1 Reflexes.

Outdoor craft – The barbarian can determine direction of travel, and predict weather to 4 hours in daylight. He can camouflage himself.

First aid – By binding wounds, setting sprains and broken bones, the barbarian immediately restores 1 HP. The natural healing process starts the very next day, regardless of Endurance. Unconscious characters make the recovery roll (1 in 4) every minute if the barbarian administers first aid to them. He can concoct natural antidotes and cures for diseases (30%) and natural poisons (15%). +15% on home terrain.

Animal handling & horsemanship - The barbarian can handle and domesticate wild animals, such as dogs, wolves, lynxes, birds of prey etc. Moreover, his horsemanship is akin to a Cavalier of equal rank, up to a maximum of 5th rank.

Long distance signalling – Using drums/smoke/mirror flashes, the barbarian can communicate over long distances in his native land. By employing this skill, he may seek help. Usually 2-4 will be attracted in 2d100 minutes. A 8th rank Barbarian can summon at least 15 men at one call.

Water craft – The barbarian can build and use canoes, hide boats and sail boats. Good at catching fish.

Sound imitation – By mimicking various sounds, birds or animal calls, the barbarian can lure these creatures or use them as signals.

Snare building – The barbarian can construct pits, deadfalls and other traps for large animals.

 


The places of origins of different kinds of Barbarians are detailed in Book 6, Pg 150. Their respective secondary abilities are my interpretation based on the descriptions given in the book.

 Thuland – Outdoor craft, animal handling & horsemanship, long distance signalling, snare building

Mercanian Coast – Outdoor craft, water craft, sound imitation, long distance signalling

Eastern Steppes – Outdoor craft, animal handling & horsemanship, long distance signalling

Gnawing Wastes – Outdoor craft, snare building, water craft

Trackless Ooze – Outdoor craft, first aid, sound imitation, snare building

South Emphidor – Animal handling & horsemanship, climbing, sound imitation

Harogarn Mountains – Animal handling & horsemanship, climbing, long distance signalling

Drakken Peaks – Animal handling & horsemanship, climbing, snare building

Kaikuhuru Desert/Zhenir – Horsemanship, long distance signalling

Mistral Sea – Water craft, long distance signalling

Azure Coast – Outdoor craft, water craft, first aid

Thanagost Peaks – Outdoor craft, snare building, climbing, long distance signalling

Mungoda jungle – Outdoor craft, sound imitation, snare building, first aid, climbing

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