Selected Proficiency Explanations

Last Updated 4/20/04

Alchemy

Vital for creating or researchign potions etc. Can be used to evaluate unknown potions as to their contents and effects

Alertness

See explanation for Alertness under Awareness below. It is a combo of the Spot skill in 3rd e, and helps prevent surprise.

Arcane Reading/Writing

Each ancient writing system requires a separate cost. This is combined with learning ancient languages, but as ancient writing systems sometimes encompass more than one ancient language, once the writing system is learned it doesn't have to be relearned to master an ancient language. With Master level, an additional ancient writing system is learned, as same with Adept.

Artifice/Technomancy (Magical Device Construction)

Vital in the construction of magical devices, items etc. other than scrolls or potions. Also helpful int he identification of such items.

Assassination

The assassination proficiency is essentially for more subtle forms of assassination beyond the backstab and garroting type assassination you would use, these would involve knowledge of how to get around certain magical defenses they might encounter blocking their assassination as well as the complex set-ups involving poisoned garments, doses for poisoned food, troll grenades, green slime grenades and /or the art of using tuqil stones to summon slithering trackers, invisible stalkers, intellect devourers, thought eaters,assassin bugs, or slayer genies to effect assassinations. Journeymen would know some of the basic (mundane)tricks of the trade, Masters would know the more mystical sides of assassination, and Adepts would simply be more proficient in the mystical and mundane arts and know some really esoteric assassination knowledge. The skill role would essentially be 1. a knowledge roll, and 2. a roll of the proficiency. Essentially the player would ask about some knowledge, or attempt to do something, giving a description of the process they wish to use. The feasibility is then factored in with regard to their proficiency level (journeyman, master, adept) and other mitigating factors. Then if the roll is missed the proficiency level determines how bad a mess the botch is and what options the player will get in mitigating the botch, i.e. can the assassination still go through, can the player get out.

Awareness

Awareness is kind of a combination of Observation and Alertness, but oriented towards urban tricky situations, rather than outdoor/dungeon adventure type situations. Alertness affects being surprised by ambushes, traps etc. it is more of a generalized adventure skill. Awareness is more about discerning discontinuities in people, their behavior and activities in a urban environment. Observation is discerning discontinuities in objects, places and circumstances. It also helps with spotting hidden or obscured objects.

Balance

Is a general ability . It helps you on horeseback, tricky maneuvers and tightwalk type situations, but not as much as the specific skill . I.e. it is more jack of all trades.

Bargain/debate/diplomacy

Bargain/debate Is the ability to haggle, negotiate and argue. If someone uses this in the purchase of items in the bazaar, they typically get great deals. It helps when trying to persuade someone to surrender, in negotiating reaction rolls and the like. It effectively raises one's charisma in such negotiations by 1 (journeyman), 2 (master) and 3 (adept).

Business acumen

Is useful if the character wants to establish an estate, invest his found coins in a lucrative enterprise,or run a business on the side. It allows the easy understanding of ledgers, business records or the like that might be encountered on an adventure. Journeymen will generally get 10% returns on their investments, Masters 15% returns and Adepts 20%.

Calligraphy

Necessary to inscribe spells in spellbooks and to make scrolls. It also gives some basic understanding of writing systems and helps deciphering of scripts. Combines well with Read/Write.

Chanting/Energy Focus

Increases the efficacy of all chants, prayers and blessings by 1. If not caught unawares it improves the save against Naalite (Mental) magic by one at Journeyman, 2 at Master and 3 at Adept. It combines well with all skills that enhance spellcasting.

Chicanery

This skill is similar to business acumen except it involves shady operations, scams, cons and the running of criminal enterprises.

Crystallography and Crystal Gazing (Scrying):

Do I Need this to use a crystal ball?

Yes to use it effectively, as well as the manipulation of other types of crytals and to have knowledge about the potency and powers of crystals and gems, and of magical resonance. Combines well with Soul Retrieval and Divination type magic.

Danger Sense:

Danger Sense is a prescience about impending danger. If the DM (me) states you feel the hackles rising on your neck, then you know know that the party is about to make a very dangerous decison, enter a very dangerous situation. This operates on the same principle as an elf detecting secret doors. You are also are +1 (+3 if you have honed these reflexes to master level, +5 at the adept) on all saves versus pits, traps, sudden attacks etc, because this sense helps you react faster than you would normally. Works well with Sixth Sense

Demonological bargaining

Summoning and controlling demons (particularly powerful ones) is an artform. This skill adds strong bonuses to your reaction rolls when encountering demons, devils and nether creatures.

Doomlore (Curses, hexes, geas etc.)

This skill allows for the understanding of the principles behind these types of magic to add skill to their employment of such arch, research into these arts, and the construction of ointments, balms, poltirces, enemas, wards, charms, amulets, scarabs etc. to be used to counter or bluntthe effects of such magic.

Dreamquest Lore (Shaman Only)

This skill which is a free bonus for shamans, allows the shaman to conduct dreamquests for the purposes of mystical explorations for knowledge and level training. nstead of weeks of training, training can be done in a single night.

Empathic Naturalism/Nature Spirits and Sprite Lore:

In wildereness settings you can get an instant impression of wrongness, injury or imbalance to an area because you have been atuned to the "voices of nature". You also gain a +3 on all reaction rolls with Nature spirits, and a +1 on interaction with fey folk because you you have some knowledge of their ways, weaknesses and nature.

Escape artistry

This allows the practioner to escape from bonds, wiggle through tight places, evade prusuit and you get your AC improved by 4 against free attacks caused by withdrawing from melee. It adds +1 to dex based saves. This works well in conjunction with Hide and Evasion, Spelunking, Sleight of Hand, Pickpocketing,Climbing,and Athleticism

Forbidden Lore/Tenebrous Knowledge

This is an area of knowledge that travels down into the darkest, most taboo, and most secret areas of magic, beings, and the secrets of the universe that are usually best left secret. Material on the Nyriddians, the Dark Overlord, the Old Ones, the Elder Gods, the hidden creatures and places in the voids between time and space and the darkest reaches of the nether-realm that enfolds the helix.

Gunnery:

Skill in the use of artillery such as ballista, onagers etc. Firearms exist, but are magical rather than mundane in their working.

Hiding and Evasion:

This skill is used to slink back into the shadows and proceed unseen, adds +10% to rogue's hide in shadows. Masters adds +10% to Hide and Adept an additional +10%. This skill aids in escaping pursuit, covering tracks,etc. This spell works well with Tracking, Move Silently, and Hide in Shadows

Hypnosis

Hypnosis the non magical version of the First level Magical spell Hypnotism . It requires the use of an individual using voice, shining objects and movement. Journeymen can hypnotize one creature at a time, Masters can hypnotize three persons, and Adepts can hypnotize 20 persons.

Law and Politics

Is a skill that allows a character to understand the fundamental laws and politics of his home region, and to quickly assess the laws and politics of new areas. If combined with bargain/debate the individual can argue as a lawyer, better negotiate treaties and otherwise negotiate through the political realms, but even without bargain/debate it adds to the character's effectiveness in such situation.

Luck:

You are unusually lucky. (Although sometimes at the expense of your comrades). There is a formula in terms of game mechanics, but this is for Dm knowledge, I don't want for you to lose the feeling of luck as sort of a capricious unfathomable thing. You cannot gain a master or adept level in luck.

Mana Reading:

Not related to mana point systems of magic. The Tyrellian Helix version gives you a feeling for whether an area is rich in magical energies or devopid of them, this can effect the efficacy of spells as well as detect places of power and cross currents of potent magical energies. It does not detect magic rather it reads "the signs" or wakes of powerful magical forces.

Marksmanship (Wizard, Clerical and Warrior)

For spellcasters, this allows the casting of spells without penalty on moving platforms such as chariots, houdahs, ships. At master level if combined with masteror above riding skill it allows the casting of spells from horsback without penalty. It also adds +2 to all magics that require a to hit roll. For warriors, it has a prerequisite of specialization in some melee weapon. It is useful for called shots and shots at long range as well as firing into melee. The skill reduces the penalties for such efforts by 1 (2 for masters, 3 for Adept.). At master level when combined with riding skill of master and above it creates mounted archer capabilities. Allowing not only firing forward, but firing over the shoulder as you gallop away.

Martial Arts:

You are skilled at unarmed combat using martial arts techniques that are a combination of Judo and karate. Those with such a skill will virtually always win a one on one brawl with those lacking the skill. It is a more disciplined and effective unarmed combat skill than the unarmed combat (brawling), Normal proficiency removes penalty for unarmed combat versus armored opponents and gives a fist/fist/kick attack sequence. Against armed and armored opponents, attacks can be designated to damage or to disarm. Each unadjusted roll of 20 (19+ for Journeyman, 18+ for Master) represents a stunning blow (triple damage and a knock out. Disarm attacks are -3. Journeyman proficiency allows a "ki" focus which allows a character to double all damage inflicted. Masters allow a key focus allowing the fighter to expend hit points for each round they wish to fight as if "hasted". These lost hit points can only be recovered through rest. Combines well with Athleticism, Escape Artistry and some Dexterity related skills

Mystical Biology

Knowledge of the magical properties of animals, particualrly unnatural versions of natural animals, the uses of selected animal parts in potions, the manipulation of animals or combination of animals to create monsters, and a chance to know something about monsters encountered.

Mysticism and the Occult

Familiarity with strange supernatural phenomena and rituals, spirits, faeries, demiurges, spirit magic, and how to deal with occult creatures:their strengths, weaknesses etc. Combines well with Tenbrous Knowledge, Demonological Bargaining, and arcane knowledge skills such as Legend and Lore

Numerology

This is the knowledge of the mystical power of numbers and paranormal calculus and geometry, as well as knowledge of the mathematical foundations of the universe. Useful in understanding certain spheres of magic and arcane lore, as well as gaining precision to spellcasting. Combines well with spellcraft. It gives a +1 to all dex based saving throws.

Observation

See explanation for Observation under Awareness above. This is the same as the Search skill in 3rd e.

Parrying/Fencing:

This makes you +1 (+2 at master and +4 at adept) to all parrying rolls (a parry is successful if you make a successful "attack" roll against the opponent's AC). Attack sequences in the round may be designated as either attack or parry, but those with the parry proficiency can parry an extra attack/attack sequence per round. You are also a "fencing" champ should occassion ever happen to warrant such a duel. You also can pull off Zoro-type stunts.

Psychopomp:

Guiding the souls of the dead to their appointed place and rest, detecting the auras of restless spirits and empathic impressions of their sorrows, etc. It is also useful in contacting and communicating with departed spirits. It can be used to free spirits trapped in magical recepticals and magic jars. It also increases success in raise dead rolls. This is mandatory for shamans

Religion:

Gives the character knowledge of doctrines and rites of their own religion in good detail and a smattering of information on other religions. Useful in combination with Spellcraft, Priest and combines well with many of the priestly skills.

Sixth Sense:

Sixth Sense is an awareness of the magical otherworlds tangent to the material world. It gives you peculiar insights into places, objects, people and events. It is a wild talent, but hose with master and adept skills have worked on honing these talents so that they are better able to interpret visions, insightful flashes etc. that they may have. This operates on the same principle as an elf detecting secret doors. You can scan an area in which powerful magic has been perforemd, a battle fought or some other case where powerful signatures may have been left behind. The holder of this prof. is also +1 (+2 if you have honed these reflexes to master level, +3 at the adept) on all saves versus Naalite spells (charms, enchantment,mind spells) because this sense helps you mentally prepare against such magics. It also helps in discerning and disbelieving illusions along the same lines. Works well with Danger Sense

Sorcerous Dueling:

It is a focusing of wills, energies and mental powers. It actually is the closest thing to a psionic battle that the campaign has, but the participants must willingly enter the contest, but once engaged they lose the option of simply quiting unless the other party allows them to yield. Enhances Spellcraft and if not caught by surprise, enhances all saves (+1/+2/+3) against Naalite (Mental) type magics, as well as concentration, mental focus attempts.

Soul Retrieval:

A skill for only darker alignment types, it allows for the extraction of a soul of any invidual below zero h.p. or who was life was extenguished in the combat phase previously. The soul is collected into a magical vial or gemstone for use in making magic items, mana restoration potions, and bargaining with demons.

Spellcraft:

A skill that combines the ability to have a chance at identifying a spell being cast, target spells more precisely (to center so as to get area of effect in correct space, combine with read magic, spell learning (ups percentage 1% at journeyman, 2% more at master, 3% more at adept.) It also works to help decipher magic, combines well with arcane lore and knowledge skills and also allows spellcaster a chance to maintain concentration and not lose a spell in mid-casting even if taken damage or otherwise distracted.

Spiritual Healing:

A skill that provides knowledge about the removal of curses on areas and inviduals, the rites for resanctification, aids in extracting and battling fever demons in combination with cure disease, aids in exorcism, and speeds the recovery of temproary attributes or level loss. It also increases success in system shock and increases the efficacy of all cures by 1 dice at journeyman, 2 dice at master and 3 at adept.

Statecraft/Rulership/Politics/Intrigue

Is a higher order skill than Law and Politics and is meant for characters operating in the highest circles of the poltical scene. It is an understanding of courts, power politics, and the "big picture.

Theurgy and Spiritology

This is knowledge for dealing with and knowing the nature of spirits and gods. It combines well with Religion.

Voodoo (Obeah) Lore

Basic knowledge of these black art, some rudimenry skills in the rituals of voodoo. This is skill in the manipulation of a particular class of evil spirits and the black arts of Obeah (stealing spirtual essence for the purpose of creating charms, hexes, talismans and evil spellweaving. The darker arts of the manipulation and control of souls

Wild Fighting

Ability to control somewhat berserker abilities, such that the berserker state can be achieved in half the time, and ended early (1d6 +2 combat phases to "wind down"). It also diminishes the likelihood of striking friendly targets while in berserker rage.