From russell.whyte@sheridanc.on.ca
Skills for DragonQuest
======================
1. Acrobat
2. Administrator
3. Engineer
4. Miner/Prospecter
5. Scribe
6. Farmer
7. Lore or Knowledge skills
General notes about skills
==========================
Intro
-----
These are general ideas, with some "fleshing-out" of specific details.
Some of these could definitely use some expanding on, but either I don't
have the time or the knowledge to do it. (Not having a group to game
with doesn't do much for motivation either, but that's the price I pay
for having all my games buddies move away.)
Anyways, I'm always open to suggestions for improvements/additions.
Experience
----------
When I was regularly running a campaign, I had the group from hell.
Powergamers, munchkins, rules-lawyers, the whole damned lot! One of the
players found a rather nasty loophole in the experience, and exploited
it full-steam. He played a Namer, and Ranked truenames like mad. No
experience cost for Namers to rank truenames! He was a hero-level in no
time!
Ever since then, I've thought hard about how to prevent this sort of
abuse. I came upon the following idea. The ranked skills/spells/whatever
must be spread across at least 4 categories:
Weapons
Languages
Skills (simple things like swimming, riding, stealth)
Lore/Knowledge (history, current affairs)
Professions (Ranger, thief, healer, etc)
Spells, talents, truenames, and rituals
No more than 4 skills from one category can be used to determine
experience category. At least 2 skills must be taken from each of the 4
categories.
I also increase the number of required skills from 8 to 12. Since most
characters start with 2 language skills at Rank 8 (native tongue spoken
and read/write), only 10 more skills are actually required.
In my opinion, this prevents abuse, and helps encourage a more balanced
character.
------
Now, I fully realize that this is probably a dangerous thing to ask, but
is anyone else on the DQ list interested in combining notes to create a
DQ Netbook? I'm sure I'm not the only one who has added new things into
the game (the list has proven that many a time!). I think that combining
everything into one composite document, complete with Table of Contents
and a good index, would give us all an excellent resource to work with.
A possible ToC could be:
New races
Changes to existing Races
Weapons
Skills
Monsters
Colleges
New equipment/items
Comments, anyone?
Skill Levels and Titles
-----------------------
I don't like the idea of a player wandering into a village and telling
the local smith "I'm Rank 5 in smith, could you use a helping hand
around here?". It just sounds too artificial to me.
Instead, I use the old medieval titles for craftsmen, based upon the
character's rank in the given skill:
Title: Rank:
------------------
Apprentice 0-2
Journeyman 2-4
Craftsman 5-7
Master 8-10
This makes roleplaying a little smoother, IMO. Now, the conversation is
more like this:
"I've just been granted my journeyman's papers by the Hilltown smith's
guild, and am hoping I could work for you part time for a while during
my stay in town so I can further my skills."
Doesn't guarantee he'll be taken on as an assistant, but it makes for
better roleplaying.
I use a similiar approach with adepts - they average out the Ranks in
their General spells to determine their exact title. This can create such
labels as "Gaynar the Green, Journeyman Earth Mage".
If nothing else, it gets away from reciting numbers to each other and
gives us a chance to use real discussion. I find it helps (for me
anyways :-)).
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1. Acrobat
This skill involves the use of gymnastic skills to entertain an
audience. It can also be used to enhance theiving abilities greatly.
While a troubador has access to acrobatic skills, the acrobat is a
specialist in this area, and has a wider range of abilities to call
upon. Also, the acrobat's skills can be applied in areas other than the
stage (ie burglary, or even combat!)
Skills:
Tightrope walking
Under ideal conditions (no winds, no distractions, secure line, ie
circus performance), this is automatic. Skill check must be made for
unusual circumstances such as running, no balance bar, hastily strung
rope, under attack, or being chased.
The maximum distance travelled is ([Rank * 5] + Agility). Beyond this,
another proficiency check must be made.
The maximum angle of elevation climbable is ([Rank * 3] + Agility)
degrees.
Skill check is ([Agility * 3] + Rank + Perception)%, minus any modifiers
for conditions. (ie -1 per mile/hour of the wind).
Pole vaulting
This assumes a sturdy pole at least 5 feet higher than the character,
and at least a 30 foot running start. Characters can clear a height of
(Height + Rank). An agility higher than 20 adds 3 feet to this height.
High Jumping
>From a running start, this allows a character to make an unassisted jump
over an obstacle.
The maximum height of the obstacle is (4 + [Rank /2 ]) feet. An extra
foot can be added if agility is over 20.
Long Jumping - standing and running
A standing long jump is the distance a character can jump from a
standing start. The distance is (4 + [Rank / 2 ]) feet. An extra
foot can be added if agility is over 20. A backwards jump can be done,
to a maximum distance of (2 + [Rank / 2]) feet.
A running long jump requires a minimum run of 20 feet before jumping.
The distance a character can clear is (8 + Rank) feet. An extra 2 feet
can be added if agility is over 20.
Falling
For every rank a character has in acrobat, they can fall up to 3 feet
without sustaining damage. A fall over the maximum fallable distance
will have this distance subtracted before damage is calculated.
ie Edara the nimble is a Rank 6 acrobat. She's currently using her
tightrope walking skill to walk along the edge of a castle during a
rainstorm. (She's trying to escape after pulling off a rather bold robbery.)
The edge is 30 feet high. She slips and falls due to rain on the ledge.
6 * 3 = 18 feet. 30 - 18 = 12 feet. Edara takes damage for falling 12
feet. Not much, but it knocks the wind out of her. Unfortunately, it
stuns her long enough for the watchmen to catch up to her. That's
another story. :-)
Juggling
This skill allows an acrobat to take common objects and juggle them. The
maximum items you can juggle is ([Agility / 5] + [Rank / 2]). Dangerous
items (knives, axes, lit torches) require a success roll each round to
avoid hurting yourself. Success is ([Agility * 3] + [Rank * 2] +
Perception). For every 2 points the roll is over the success chace, one
item is accidentally dropped.
Throwing at a target (knives, axes)
This is a bonus of (Rank) to any rolls for throwing a dagger, throwing
axe, or darts, at a target, in a spectacular fashion. This assumes the
character has a few seconds to aim and prepare. Assuming they have the
preparation time, this skill can be used in combat.
Unarmed combat attack and defense bonuses
(2 * Rank) can be added to the attack roll for unarmed combat or Defense
Rating. The DR bonus can only be used if the character takes no other
actions that round.
Gymnastics - tumbling, rings, balance bar, parallel bars, etc.
This covers the usually gymnastic skills we usually see in tournaments,
Olympics, etc.
This can be used rather creatively sometimes. ie, a character is in a
duel with an opponent. The opponent successfully disarms the character.
Gymnastic ability would allow the character to somersault over a chair
into a shoulder-roll, grab his rapier, and jump back up and rejoin
battle. Sounds munchkin-ish, and rather hokey, but I learned this move
in a white-belt karate class. It's actually easier to do than it sounds.
Success chances will have to be determined as required, as there are far
too many variables can can affect the success chance.
Note - NONE of these skills can be used while wearing armour. Also, both
hands must be free for these skills to work. Some exceptions apply,
based on the GM's rule. ie I allow limited tumbling while holding a
small object (dagger sized or less) in one hand.
Experience cost is identical to thief. Elves pay 75% of listed cost due
to their natural agility.
Agility over 20 reduces listed cost to 75%.
Halflings pay 50% of listed cost due to their natural agility and smaller
size.
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2. Administrator/Bureaucrat
This skill specializes in the skills of paperwork, laws and customs, and
cutting through the red-tape of any bureaucracy.
Any dealing with officials, whether they be church, customs, or palace,
can be greatly enhanced through the use of this skill.
A character must be able to read/write at least one language at Rank 8
to take this skill. In order to improve this skill beyond Rank 3 a
character must be able to speak and read/write at least 3 languages at
Rank 9 or better. In order to improve this skill beyond Rank 8, the
character must be able to speak and read/write five languages at Rank 9 or
better, and at least one language must be at Rank 10.
Since courtesan/courtier is related to this profession (in some cultures
anyways), skill costs for courtesan are at 80% of listed cost until the
rank in courtesan equals rank in Administrator. (Sometimes, cash just
won't suffice - you gotta take more drastic measures to succeed :-)).
Specific Skills:
Bribery
The ability to use material goods, or the promise of same, in order
to convince the other person to grant your request.
This does not include intimidation. This is a positive adjustment
to the other person's impressions.
Note - this won't always be usable. ie Temple guards are legendary
for being unbribable.
This can also sometimes result in an enemy if the character
decides the offer is too low.
If the bribe is large enough, you've bought yourself an
ally. But remember - someone else may offer them even more!
Success chance: ([Characters willpower - opponent's willpower] + [5 *
Rank] + [Relative Value of bribe])/difficulty rating%
Obviously, a strong-willed opponent is going to come out of this
to their advantage.
Relative value of bribe depends on how much is being offered to who.
A gold crown to a bartender will get you more than a gold crown to
the king's advisor.
Difficulty factor depends on who is being bribed, when, where, how
by whom, and why (what's being asked for). For example, a sargeant
of the King's Guard is going to have a rating so high it's suicide to
try. The King's younger brother (and heir to the throne if big brother dies)
might be so easy, he offers YOU money!
Intimidation
Similiar in goal to bribery (convince the other guy to give you what
you want), except that this uses negative enforcement. This
doesn't necessarily mean put a dagger to the guy's throat; It
simply suggests that unpleasant things could happen. Aside from
the obvious physical harm implied, threats could include taking
your business (and gold) elsewhere, to the detriment of the
individual, escalating the situation to his/her superior (who won't
agree with your opponent's stand), or suggesting that his/her
position/career is endangered by not complying with your request.
Note - use of this skill usually results in the character making
a life-long enemy.
Administration
Familiarity with the daily operating of a business, organization,
or a facility. This includes steward of a castle/keep, running
of an Inn, or operations officer in a Military environment. It's up
to the individual GM to determine exactly what the character will
know, based on the character's background (nice way to "encourage"
players to develop detailed character histories)
Detecting Lies
The ability to determine if someone is telling the truth or not, and
by how much.
Detect Lie: ([Player's WP - Opponent's WP] + Perception + [3 * Rank])%
If successful, you can tell whether the opponent is telling the truth.
To determine how much of what is being said is true, use the following:
(Rolled score / Required roll)%.
ie: Player 1 has a 60% chance of telling if player 2 is being honest.
(Player 2 is lying like a rug. 90% is pure B-S)
The roll is 45. 45/60 = 75%. Player 1 knows that player 2 is lying.
Player 1 figures at best, 75% of what player 2 says is true.
Political in-fighting
This is the skill of participating in, and surviving political intrigue
and dirty-fighting. Anyone who has read Machiavelli will understand this
one! The "Game of Houses" in Robert Jordan's WHEEL OF TIME series is an
excellent example of political warfare at its best. Think of this as
"character assasinations". This includes being able to tell the major
players in the situation, their political stand, and an estimate of the
types of tactics likely to be employed. Forgery, bribery/intimidation,
seducement, planting false evidence, and friends and enemys are what
this is all about.
Any bureaucracy will have its "mandarins", aka high-level civil servants
whose goal in life is to make their life as pleasant and easy as
possible, preferrable at the expense of everyone else. This skill makes
dealing with these individuals possible. Without administrator skill,
these people with have a party of characters for lunch!
Experience Costs - Same as courtesan
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3. Engineer
Similiar to a mechanician, Engineers are builders. This skill allows the
character to design and build buildings, structures, bridges, roads, waterways,
or other such things. I differentiate engineer and mechanician this way -
Mechanicians create mechanical devices (ie clocks) that contain moving
or movable parts; an engineer is a civil builder.
A variation on this skill is the Military or Combat engineer. These are
also known as Sappers. They make roads, clear terrain, set up camps, and
help set up sieges (includes building siege engines). Where appropriate,
it also includes destroying enemy structures, such as blowing up
bridges, tearing down walls, polluting wells, salting fields, and any
other nasty thing a band of techies would do to the bad guys.
While any Lord can muster his troops and a Military Scientist can lead
them into battle, engineers are the ones who know how to lay a proper
siege.
The more advanced the Rank in engineer, the more complex or larger the
works can be.
Experience cost is identical to mechanician. I allow dwarves to take
this skill at 50% listed cost. Also, dwarves reduce required time by 25%
due to natural talent at this profession.
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4. Miner/Prospecter (aka Mining Engineer)
This is the skill of searching for resources within the ground, and
extracting them to create raw materials. Metals and minerals are the
most common raw resources sought after, but other things could include
base elements such as sulpher, natural gas, oil, crystals and gemstones.
Prospecter is the searching skill. This has two areas - determining
resources likely available in a given geographic location, and actually
searching for those resources.
Searching an area to determine the resources available takes (15 - Rank)
days. An area covering (Rank / 2) square miles can be searched in that
time period. This assumes aboveground searches. Underground searches
cover (Rank / 4) sqaure miles in the same time frame.
This time assumes no distractions (such as orc raids, inclement weather,
etc). Distractions add more time to search and/or reduce the area
covered.
The chance of finding something is ([2 * Rank] + [Perception * 5])%. If
the roll is over by 20 or more, then the character is totally wrong (ie
he thinks he's hit the motherlode, but when mining gets under way, they
find nothing). If the roll is a success, something is found. Note that
whatever is found may not be exactly what the character was looking for!
ie, You may go prospecting for gold, and find a copper deposit instead.
This can also work the other way around; a character searching for an
iron ore vein instead finds Mithil!
What is found will depend on the GM's wishes. Obviously, if the GM
decides there's nothing there, or very little, a successful roll will
show that. A bonus or penalty may assigned to the roll, depending on the
"richness" of the find.
Miner is the skill used when the decision is made to start digging to
obtain the desired resources.
There are a few mining methods available. The old-fashioned sluice
(water chute) or pan mining is common in small operations near rivers.
Only gold, silver, and platinum can be found using this method. All
other resources are underground, and must be tunnelled.
These type of mines have a lifespan of (2D10 * Rank) hours. Once that time is
spent, any available ore is obtained (or lost).
Tunnels consist of digging a tunnel or shaft into the ground, which
follows the path of the ore vein. Tunnels must be supported with wood
frames or stone pillars every 10', up each wall and across the ceiling.
Failure to do this can (and usually does) result in collapse or cave-in
of the unsupported section.
These mines can be mined for up to (2D10 * Rank) weeks before running
dry.
The mine lifespans above assume a single miner. Divide the number of
weeks by the number of miners to obtain the exact lifespan.
Strip mining usually gets every Earth Adept within 100
miles chasing after you. Even Pacifistic adepts will go for blood upon
discovering someone doing this! (String mining is a method of excavating
by removing the entire layer of earth above the ore. It's extremely
damaging to the local environment, and leaves everything as a wasteland
when finished.)
Example:
Forgan the Hill Dwarf is looking to strike it rich. After checking the
geology of the nearby hills, he determines that there's a good chance of
finding a vein of silver. The DM makes a roll to determine if Forgan
finds anything. If the roll is successful, he hits paydirt. If
unsuccessful, Forgan finds nothing, or thinks he found something (but
didn't!)
Let's assume that Forgan is lucky, and finds a nice rich silver load.
Now, he starts mining. Since it's hills, he's going to have to dig a
shaft down. It's too much for one person to do (even a dwarf), so Forgan
runs back to the clan with pouches full of samples. He shows it to the
Thain, who starts drooling with thoughts of filling the royal coffers.
In exchange for a percentage of the profits, he assigns a company of
miners, engineers, and other support troops to assist.
Forgan now has some assistance. Everyone shows up at the site, and sets
up a mining camp. The picks and shovels come out, and everyone starts
digging down. Once the shaft is down far enough, branch tunnels are then
created to follow the vein of ore, which is dug out, hauled to the
surface, and smelted down to extract the silver.
Experience cost is identical to mechanician. I allow dwarves to take
this skill at 50% listed cost. Also, dwarves reduce required time by 25%
due to natural talent at this profession.
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5. Scribe
These individuals have two major purposes:
1. The recording and duplicating of information such as documents, books,
and letters
and 2. Storage and retreival of this information (ie librarians)
Scribes can usually be found in the employ of rulers, merchants, guilds,
churchs, schools, and other individuals or institutions requiring a
scribe's talents.
Some scribes also freelance their skills. Beginners are relatively cheap
and easy to locate; masters usually are approachable only with the rarest of
documents (ie an ancient manuscript found in a dungeon, written in an
obscure language).
A character must be able to read & write in at least three languages at
Rank 8 each in order to take this skill. A Character must maintain at
least 2 written languages for every three Ranks in scribe, with each
language being at least Rank 8.
In order to progress to Master Scribe (Rank 8+) a character must be able
to read & write at least 10 languages at Rank 10.
Skills:
Duplicate text
This skill simply takes a page at a time, and duplicates it onto
another, blank page. The languages used are irrelevant as this is simply
duplicating lines and shapes on a page. This is the most basic scribe
skill, and the cheapest.
Note that this skill, at higher levels, can be used to create an EXACT
duplicate of the original. This gets into that wonderful thing we know
as forgery. Expensive to obtain this service, but sometimes worth it.
Translate text (known languages)
This is where the extensive knowledge of languages comes into play.
While characters may know more than one language, translating thoughts
and concepts into a foreign tongue are not always easy. This skill
allows the scribe to provide a conceptual translation of the text,
rather than a mere literal one. This allows the meaning of the text to
be converted into another tongue. The scribe will usually be aware of
cultural peculiarities involved in translating text.
(A literal translation is similar to what we see in imported VCR manuals
often :-).)
Translate text (unknown language)
This assumes either a language the scribe isn't familiar with, or an
ancient tongue no longer used (ie ancient Greek or Sanskrit). While the
exact translation may not always be possible, the general gist of the
material may be discovered.
Illuminate manuscript(s)
This is the ability to add images, colours, and other graphic
enhancements into a document. (Think of monks adding images to the Holy
Bible.) Depending on colours and details, this can get real expensive.
It can also be a nice intro to an adventure... Scribe needs rare items
to create a particular hue for some ink, and hires party to find the
items. The items are rather difficult to obtain (rare herbs in a valley
protected by gryphons, blood of a giant snapping turtle, etc).
Write appropriate type and level of document
This skill gives the scribe the ability to write an appropriate document
for the occasion. The document will be the correct type, with
appropriate levels of language. A letter requesting a loan of 10,000
gold crowns will be written in a totally different level than a love
letter to the Duke's daughter. For anyone with a technical writing
background, I'm referring to levels of register here, as well as the
appropriate type of document.
Enhanced (photographic) memory
As a scribe increases in skill, he/she has an increased chance of
remembering information due to the volume of data they have dealt with
over time. There is a chance something can be duplicated from memory,
instead of from an original or a copy.
Experience cost is identical to merchant. Having 50% more languages than
the number listed reduces cost by 25%.
Halflings can develop this skill at 75% of listed cost. Many famous
halflings have written stories about the adventures of their younger
days.
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6. Farmer
Yes, a farmer! These people often have a suprising repetoire of skills.
Driving a team of animals, planting crops, raising animals, storage of
animals and food are some of the abilities this profession has.
Team driver
Usually horses, mules, donkeys, cattle, or oxen, a team is hitched up to
something that needs to be pulled. It can be a wagon, a plow, or the
carcass of a dead dragon (Yeah, don't we wish!). While anybody who has
riding skill could fasten the cables and rigging, a farmer actually
knows how to get the animals to cooperate. A farmer will know the right
combo of gentleness, yelling, whipping, or whatever it takes to get the
team to do the job.
Planting crops
This allows the farmer to determine the appropriate type of crop to
plant for the given geographic location, time of year, and weather
conditions.
The ability to tend these crops is also part of the farmer's trade.
Raising animals
A farmer functions as a beast-master of the same level, when dealing
with farm animals only. This includes horses, oxen, cattle, sheep,
chickens, dogs, and any other animal commonly found around a farm.
Combat training these animals is not possible. The sole exception is
that dogs are usually well-trained in hunting and fighting. Dogs will
usually be a medium-sized dog such a Lab, a collie, sheepdogs, or other
working-class canines. A mastiff or great dane usually wasn't used as a
farm dog, they're used for war dogs.
Storage of animals and crops
A farmer knows how to take care of the crops/animals under his care.
This includes knowing how to house or store them. A farmer will be
familiar with the basic care needs of his stock, and how to store his
crops so they don't spoil.
Cooking
Farmers usually know how to cook rather well. After all, they're
surrounded by food items!
Building
A farmer knows how to assemble and construct any typical building found
on a farm. This includes the farmhouse, barns, toolsheds, stables, and
the outhouse. (can't forget that! OK, it's late at night and I'm getting
punchy.) Usually when a new building is required, farmers from all
around will congregate together and chip in to help. Anyone who used to
watch "Little house on the Prarie" has probably seen this.
Distillery
Many farmers who grow grain or fruits are intimately familiar with
taking some of their crop and distilling/fermenting/brewing it into rather
potent substances known as moonshine, beer, corn likker, or white
lightning. While this may be somewhat silly, passing around a jug was a
typical way of spending an evening around the campfire.
Farmers will almost always have some sort of craftsman skill as a
secondary skill. Blacksmith, carpenter/cabinetmaker, leathermaker, and
butcher are all common farming professions. Because of this, a farmer
can choose one of these professions as his "chosen field" and progress
in it at half the rank they have in farmer at no cost. This reflects the
fact that the farmer is often out working in the shed/barn, using the
particular skill. Once Rank 10 has been reached in farmer, the craftsman
skill can be developed further (above 5) at 50% of listed cost.
To prevent abuse of this last ability, I only grant it to characters who
have farmer as an initial skill due to their background roll (or
choice). This represents the years a character has spent growing up in a
farming community.
Farmers will be able to effect basic repair on almost any common item,
from putting a new handle in the shovel, up to sewing a new workshirt.
Experience Cost is identical to Astrologer.
-----------------------------------------------------------
7. Lore or Knowledge skills
These skills are general knowledge skills of a specific academic topic.
This reflects knowledge the character has that may not be directly
applicable to a specific profession, but may still be of use. A possible
list is given below.
General history - can specify the geographic region. I suggest local
(town and county), provincial, or country. The more widespread the
region, the less specific the knowledge. ie someone with Rank 10 in
local history knows ALL the gossip, rumours, and old stories about their
community. Farmers, barkeeps, and most older folks in a town will have
this skill.
Animal lore - general info about animals, their preferred terrain,
eating habits, any other general info. The higher the rank, the more you
know. This does NOT confer the ability to work with that animal, you
just know something about it. ie How many kids are walking
encyclopaedias on dinosaurs, snakes, or lizards, but don't know a think
about caring for one?
Cooking - OK, this one is actually practical. It covers not only
cooking, but how to prepare a proper meal (what goes with what, laying
out the table, etc). It also covers limited wine knowledge, as in a red
wime goes well with beef/pork, white wine for fish/poultry, but not much
more than that. Hobbits have this automatically, at Rank 2 to start.
(Whoever heard of a hobbit who doesn't like to eat?)
Wine lore - This skill actually covers specific knowledge of wines,
vintages, and methods of making various wines and liquers. Ales and
distilled spirits (Whiskey, Rum) are also included. This is about
knowing what drink goes with what, and how to prepare mixed drinks.
Actually creating the wine/ale/whatever is covered under the appropriate
craftsman skill. Hobbits can take this skill at 50% of listed cost, due
to their great familiarity with eating. I also let them take the
craftsman skill in brewer or vinier at 50%.
Gambling - The fine art of separating fools from their money. Thieves
and troubadours can take this one for 50% of listed cost. Covers
everything from dice and cards to setting up horse-racing bookie
operations.
Geography - history is the skill of knowing what happened, geography is
knowing where the place is. Same as histry (local, provinical,
national). The wider the area covered, the less-specific the knowledge.
National would be able to locate major cities, most towns. Local could
tell you all 5 routes to the Millar farm from where you're standing, and
which one you'd want, depending on how you're travelling.
Groom - Knowing how to take care of your mount. Covers everything from
putting the saddle on properly, to feeding and stabling a riding animal.
I don't recommend taking riding unless you have this skill, or you've
hired someone who has!
Fishing - line and lure (or rod'n'reel) fishing. Covers knowing what
sort of fish can be found where, and what sort of bait to use to catch
them. Also covers cleaning whatever you catch. Fishing with nets (or
commercial, large scale fishing) is a separate skill. I allow Rangers to
take this for 50% of listed cost, as can anyone who has farmer,
woodsman, or other rural-based backgrounds. The latter categories
usually already have Rank 1-2 in this skill automatically. (What else is
a farmboy going to do on a hot summer afternoon after all the chores are
done?)
Experience costs: To make life easy, I give all of these the same cost,
which is 100 experience points for Rank 0, and (100 * Rank) experience
points for each subsequent Rank.
Other skills can be added as desired. Please let me know anything you
come up with.
-----------------------------------------------------------------------
Russell (russell.whyte@sheridanc.on.ca)
Feb. 1996
Copyright - I hereby place this into the public domain. It may be
freely given away to anyone who asks for it. All I ask is that if any
improvements are made, please let me know so everyone can benefit, and
leave my name in. Thanks!
holwinkle@oocities.com