Skill Category; Test Class
Attributes, Learning Untrained Basic Cutback Difficulty Use Penalty
Each skill’s description begins with a short text, inform- ing you about its main objectives. A ‘P’ or a ‘G’ in brackets following the skill’s name indicates that it actually is a parent skill or a skill group, and that you have to designate the spe- cific (sub-)skill you wish to learn. The italicised part of the header tells you to which skill category the skill belongs, and what test class modifiers usually apply to tests made with it.
In bold type, on the left, the abbreviations of the three at- tributes that normally govern the skill are given, along with
the basic cutback which you must subtract from the average of the attributes when calculating the skill’s total bonus. Note that the Microsoft Excel-based Skill Sheet automatically subtracts the basic cutback.
In the middle, the skill’s learning difficulty is given. It
tells you how hard it is to learn and improve in the skill. On the right, its untrained use penalty is shown. This
can either be a number that you would have to subtract from the bonus provided by attributes if you haven’t developed any ranks in it yet, or a ‘No’. A ‘No’ indicates that you cannot use the skill unless you have acquired at least one rank in it. As soon as you pick up even a single rank in the skill, the un- trained use penalty is ignored.
REQUISITE: Some skills have requisites—other skills or abilities you must have to be able to develop it. Usually, this happens when a more sophisticated skill is based on, and is in some ways an outgrowth of, a more simple one. You must always have at least two more ranks in any requisite skills than in the skill requiring the requisite.
WEARINESS: Following the basic description of the uses of
any physical test class skill, this entry indicates how quickly weariness points are accumulated when the skill is used at a normal pace (i.e., usually at a walking pace). Increased paces raise the weariness point costs of strenuous movement ac- tions. Note that despite their names, the various paces may be applied to any kind of movement action, including swim- ming, climbing, rowing, and the like. If no other weariness point costs are given for moving faster than at the basic pace (i.e., x 1), refer to the following table:
TABLE 4.8:WEARINESS AND PACE PACE STANDARD WEARINESS
PACE MULTIPLIER TNMODIFIER MODIFIER
Walk x 1 – x 1
Jog x 2 – x 5
Run x 3 +5 x 50
Sprint x 4 +10 x 500
DISTANCE MULTIPLIER: Multiply the character’s base
movement rate by this value (and, if applicable and possible, the desired pace multiplier) to determine his effective move- ment rate while performing the skill.
SAMPLE SPECIALTIES: Two or more specialties for the skill,
if it has specialties. When a specialty is not self-explanatory, a short description is included, too. With your Turambar’s approval, you can make up additional appropriate specialties. Needless to say, the –3 penalty for missing a specialty does
not apply if no specialties are given at all.
TEST: Common ways in which characters use the skill, in- cluding circumstances or factors that can affect the difficulty of tests made with the skill, and examples of use in each dif- ferent difficulty category (Routine, Easy, Light, Medium, Challenging, Hard, Extremely Hard, Virtually Impossible).
LSF: This section lists sample benefits for achieving addi- tional LoS with a skill test and guidelines on how to handle dramatic LoF if these issues were not already touched under the ‘Test’ entry. Most of the time, a Turambar should make up appropriate effects himself. Depending on the situation, the descriptions of the various difficulty categories may be a good starting point to determine the outcome of a particular- ly successful or a miserably weak test.
ADDITIONAL MODIFIERS: In addition to the common test
class modifiers discussed in Chapter Nine, some skills are af- fected by modifiers specific to them. This section lists some of them, if there are any, though the Turambar may create others based on circumstances.
AFFINITY: Any skills that may frequently be tested to pro-
vide affinity bonuses to this skill (depending on the LoS you achieve), and the situations in which they may apply.
ACTION TIME: The base time, expressed either in action
points or units of time (minutes or hours), needed to per- form tasks with the skill. Any non-action-point time re- quirements are guidelines only. Based on circumstances, the Turambar may alter the time needed to accomplish a task.
EXTENDED TEST FAILURE: With some skills, a failure dur-
ing an extended test (see page 223) may prevent the character from making further tests to finish the task. A ‘N/A’ indi- cates that characters normally do not use the skill in extend- ed tests. A ‘Yes’ indicates that even if the character fails a test during the extended test, he can keep making further tests, though he may suffer penalties for his failure. A ‘No’ indi- cates that if he fails one part of the extended test, he fails al- together and cannot make further tests for this attempt.
ACROBATICS
Athletic; Physical
Ni/Ni/St, –7 Hard Untrained: –4
Lithe and agile, you have little trouble balancing on nar- row mountain ledges, swinging across chasms, and perform- ing similar feats.
WEARINESS: 1 (or more) point(s) every 10 rounds
DISTANCE MULTIPLIER: BMR x 1
SAMPLE SPECIALTIES: Balance, Swing, Tumble.
TEST: A successful test allows you to complete athletic tasks such as balancing, swinging, or tumbling. You make it across the chasm or keep from falling off the ledge. The Tu- rambar determines the TN based on how difficult or dan- gerous the task is. Also see ‘Falling’, page 228.
Routine (TN 9): Balancing on a 3’ wide surface, holding
onto a swinging rope. LoF –1 requires a second test to determine whether or not the character has lost grip.
Easy (TN 12): Balancing on a 2’ wide surface, swinging
across a pit or other opening provided the rope is already in hand. Again, LoF –1 requires another test.
Light (TN 15): Balancing on a 1’ wide surface, swinging
to a specific location. Failure indicates that the swing may still be successful, but misses the intended location by a percentage determined by the movement percentage column of Table 9.10. For example, Idril wants to swing from one balcony, across the room to the top of a stair- case (a total of 40’). With a LoF –2 on her test, she misses the intended location by 20’ (50%). The Turam- bar decides that Idril has instead landed on the banister twenty feet down the stairs.
Medium (TN 20): Balancing on a 6” wide surface,
swinging onto or into a combatant. A successful test forces the victim to make a Strength test, opposed by the acrobat’s Prowess. If the acrobat lands on the victim, the victim suffers a –3 test result penalty, but the acrobat falls if the victim wins the opposed test. If the victim los- es the opposed test, he takes 1d10 points of blunt dam- age for each LoF. This is a Challenging action if the ac- robat has a weapon or other object in one hand.
Challenging (TN 25): Balancing on a 3” wide surface,
riding a curtain or a sail with a knife. Failure indicates the acrobat falls more quickly than intended and may take falling damage as described on page 228. For exam- ple, Sakalthor leaps out of a crow’s nest and attempts to use the sail to brake his fall. He rolls the dice and achieves but LoF –1. Since the crow’s nest was 50’ high, Sakalthor takes damage for a 25’ fall (i.e., 50% of 50’) and must also make a TN 20 Stumble test.
Hard (TN 30): Balancing on a 2” wide surface, swinging
from rope to rope, vine to vine, or the like. LoF –1 indi- cates that the acrobat covers less than the normal dis- tance. If one rope must be released prior to grasping the next, the action becomes more difficult and all results of LoF –1 must be rolled again to avoid falling.
Extremely Hard (TN 35): Balancing on a 1” wide sur-
face, flying 1–10’ between two ropes while swinging.
Virtually Impossible (TN 40+): Balancing on a 0.5”
wide surface, flying eleven or more feet between two ropes while swinging.
ADDITIONAL MODIFIERS: If the character tries to balance
on sloped, slippery, or rough surfaces, apply terrain modifiers from Table 9.7. Using a slippery rope to swing entails a –3 (or greater) test result penalty.
AFFINITY: Climb, Jump, and other Athletic skills may be
tested in appropriate circumstances to provide an affinity bo- nus of +1 per LoS.
ACTION TIME: Varies. Most Acrobatics tests are full
round actions or require at least one half of a character’s ac- tion allowance.
EXTENDED TEST FAILURE: No, unless the applicable ‘Test’
entry specifically states otherwise.
ACT
Artistic; Influence
Bg/In/Wt, –5 Average Untrained: –2
Whether on stage or while dealing with other people, you convincingly portray the emotions and traits you wish to ex- press. If it cannot be avoided, you are even good at telling lies.
SAMPLE SPECIALTIES: Lie, Impersonate Specific Individual
or Race, Onstage Performance, Pretend Specific Emotion.
TEST: This skill represents your ability to counterfeit moods, emotions and beliefs, and to lie convincingly over a period of time. It allows you to simulate actions or reactions of others, as often used in theatrical performances. An Act test may also be attempted to impersonate others, or to hide your own reactions from others. You may use this skill any- time you wish to behave or appear in a manner other than normal and natural to you under any given circumstances.
Conversely, the Turambar may require an Act test when- ever you try to fool someone, lie to them, and the like. When attempting to fool a target, the target may be entitled to an opposed Wisdom or Discern test. Normally, it’s best to compare the participating characters’ respective LSF (rather than their numerical test results) as described on page 223.
Impersonation of a particular person is a special type of acting. To mimic a particular person, you must first success- fully disguise yourself—see the Disguise skill, page 90.
Routine (TN 9): Hiding a specific brief response. Suc-
cess indicates that the actor has replaced his natural re- sponse with one chosen by him.
Easy (TN 12): Hiding one characteristic trait for an ex-
tended period of time. Each time the trait would have been exhibited, the actor makes a test to hide it. See ‘LSF’ below for consecutive modifiers.
Light (TN 15): Adding one characteristic trait for an ex-
tended period of time. Each time the trait is exhibited, the actor makes a test. See ‘LSF’ below for consecutive modifiers.
Medium (TN 20): Portraying a simple character. The
character has no emotional depth and is plausible only for a short time. Most minor theatrical roles fall into this category.
Challenging (TN 25): Portraying a specific individual to
an audience or target who has only heard of the individ- ual.
Hard (TN 30): Portraying a complex character. The
character has real emotional depth and is plausible for an extended time. Most main and supporting roles fall into this category.
Extremely Hard (TN 35): Portraying a specific individ-
ual to an audience or target who is familiar with the in- dividual, but not a close friend or family member. The actor could, for example, portray the king at official functions to thwart assassination attempts.
Portraying a complex character whose ethos is anti- thetical to that of the actor’s. Many actors simply refuse such roles, due to the difficulty of the task.
Virtually Impossible (TN 40+): Portraying a specific
individual to that individual’s close family and friends. Note that this implies that the actor has spent a great deal of time with the individual.
LSF: In a series of Act tests, each consecutive LoF –1 the actor scores confers a +2 bonus to the target’s opposed Wis- dom or Discern test. Upon LoF –2 or worse, the target real- ises that the actor is lying to him. Any LoS +1 (or better) in- flicts a cumulative –2 penalty to the target’s opposed test, un- til the actor scores LoF –2 or worse.
AFFINITY: Disguise and Mimicry (Voices) may be tested
in appropriate circumstances to provide an affinity bonus of +1 per LoS.
ACTION TIME: Varies. Acting usually requires no more
than 10% of the character’s action allowance.
EXTENDED TEST FAILURE: Yes, but only if the extended Act test is resolved as a series of opposed tests as described under ‘LSF’ above.
ALCHEMY (G)
Lore; Academic
Aw/In/Wt, –7 Hard Untrained: –4
With your deep knowledge of the elements that comprise Arda, your are a master at analysing, devising, and producing alchemical compounds.
REQUISITE:The use of this skill requires access to the nec-
essary equipment, tomes of alchemical lore, and materials.
SAMPLE SKILLS AND SPECIALTIES: Acids, Fireworks, Itching
Powders, Perfumes, Poisons, Potions, or any other chemical compound (Identify, Devise, Prepare).
TEST: This skill allows to identify and mix various sub-
stances with relatively predictable results. Each type of com- pound requires a separate skill. However, some general tasks —such as extracting, separating, or purifying common ele- ments—can be attempted with any type of Alchemy skill, re- gardless of the nature of the involved elements.
The creation or identification of an alchemical compound is the alchemist’s goal. The more general the results, the easi- er it is to create or identify a given compound. The Turam- bar must be very careful about which substances he will allow to be created.
Routine (TN 9): Extracting a dissolved compound from
a solution (for example, extracting salt from salt water).
Easy (TN 12): Separating a non-acidic liquid from a sol-
id (for example, separating wood into an oil and char- coal).
Light (TN 15): Purifying a common element or com-
pound.
Medium (TN 20): Recreating a known compound that
produces general results.
Challenging (TN 25): Identifying a compound that con-
tains no obscure elements.
A
LCHEMY:P
OISONSYour skill with plants and herbs, animal organs, and ven- omous beasts allows you to brew poisons to smear on weapons or introduce into an enemy’s food.
REQUISITE: Normally, only tribesmen, Orcs, wicked herb-
masters, and assassins will develop this skill. The Turambar has the final word on whether you may select it. In addition, he may require you to have the same number of ranks in an ap- propriate skill such as Herbcraft or Nature Lore.
TEST: When brewing a known poison from a single type of
herb or bestial venom, look up its Prepare TN in Appendix B. When preparing a poison from a new or unlisted specimen, or when mixing a poison of two or more components, use the following guidelines and Table B.1 on page 337 to establish the Prepare TN:
With a successful Alchemy: Poisons test against TN 15, you may prepare injury or ingested poisons with an onset time of 20 minutes or more, a Potency of ±0 (i.e., Stamina TN 15), a Treatment of ±0 (i.e., Physician TN 15), minor effects (i.e., ran- dom effects 1 through 4 on Table B.1), and 1 stage.
You may attempt to brew stronger poisons, though at a greater Prepare TN. Add the shown TN modifiers to the basic TN of 15 to enhance the poison’s effects in one or more of the following ways:
Brew poison of any type: +5 Prepare TN (inhaled poisons
automatically have continuous stages)
Decrease or increase onset time: +2 Prepare TN for each
step away from the basic onset time of 20 minutes
Increase the Potency TN by +3, to a maximum of TN 40:
+2 Prepare TN for each +3 Potency TN increment
Increase the Treatment TN by +5, to a maximum of TN
40: +2 Prepare TN for each +5 Treatment TN increment
Create poison with serious or extreme effects (i.e., random
effects 5 through 8 on Table B.1): +3 Prepare TN
Create grievously damaging or paralysing poison (random ef-
fects 9 and 10 on Table B.1): +6 Prepare TN
Increase the stages by one step, from 1 to 1d3, to 1d6, to
1d10, to 2d10: +3 Prepare TN for each step
LSF: On LoF –1, the poisoner wastes one dose worth of in- gredients but does no other harm to his effort. On LoF –2, however, things go wrong but the poisoner fails to realise his mistake—usually, the poison will be ineffective or otherwise spoiled, as the Turambar sees fit. Achieving LoS +1 or greater normally grants no benefits, but the Turambar may rule that the poisoner has created more doses, or a more effective poi- son.
ACTION TIME: Provided you have access to the appropri-
ate ingredients, it usually takes you about one hour to pre- pare a single dose of poison, enough for one blow or to put in one person’s food.
Hard (TN 30): Creating a new compound that produces
general results. Recreating a known compound that produces specific results.
Extremely Hard (TN 35): Identifying a compound that
contains obscure elements.
Virtually Impossible (TN 40+): Creating a new com-
pound that produces specific results.
ADDITIONAL MODIFIERS: Without a reasonably equipped
laboratory at his disposal, an alchemist suffers a test result penalty from –5 to –15.
AFFINITY: If applicable, Herbcraft, Observe, Physician,
and Research may be tested in appropriate circumstances to provide an affinity bonus of +1 per LoS.
ACTION TIME: From several minutes to weeks or months.
EXTENDED TEST FAILURE: Yes.
APPRAISE
Lore; Academic
Aw/In/Wt, –5 Average Untrained: –4
You have a fine eye for the value of objects, be they worked items of great worth, raw gold and gems fit for craft- ing into heirlooms of beauty, precious wines and spices, or fertile farmlands and stately homes.
SAMPLE SPECIALTIES: Gems, Gold, Silver, mithril, Armour, Weapons, Tools, Grain, Livestock, Wool, Wine, Manors, or any other merchandise.
TEST: Appraise has two uses: valuing objects, which in-
cludes evaluating their quality in general, and determining if an object is fake. See ‘LSF’, below, for details.
Routine (TN 9): Evaluating the value of a commodity
whose price is strictly regulated.
Easy (TN 12): Evaluating the value of a raw commodity
whose price is tracked by a large number of merchants.
Light (TN 15): Evaluating the value of trivial, everyday
objects (most ordinary market purchases, such as a pot, clothing, and the like).
Medium (TN 20): Evaluating common objects (gold
nuggets, low-value gems, ordinary weapons and ar- mour).
Challenging (TN 25): Evaluating uncommon objects
(valuable gems, quality Dwarven goldsmithing).
Hard (TN 30): Evaluating the value of rare items with
little or no practical—and no artistic—value (but possi- ble historical significance, like a tome of lore whose ma- terial is outdated).
Extremely Hard (TN 35): Evaluating rare objects (a
weapon or armour made by Telchar of Nogrod).
Virtually Impossible (TN 40+): Evaluating unique ob-
jects (the fragments of Aiglos).
LSF: When evaluating an item, LSF ±0 indicates you cor- rectly judged its quality and can value it within 10% of its ac- tual value. LoS +1 tells you the value within 5%. LoS +2 gives you the correct value. LoS +3 or greater also tells you where it came from and who made it, if such facts are known—and if not, you can hazard a rough guess, such as ‘the Dwarves of the Blue Mountains’. LoF –1, LoF –2, and
LoF –3 or worse mean you misestimate the value between 10% to 20%, 30% to 50%, or 60% to 100% of actual worth, respectively—either over or under.
AFFINITY: A Craft skill used to craft the object may be
tested in appropriate circumstances to provide an affinity bo- nus of +1 per LoS. For example, Goldsmith (Silver) may grant affinity bonuses for valuing objects made of silver.
ACTION TIME: 1 minute or more, depending on the na-
ture and obscurity of the object.
EXTENDED TEST FAILURE: Yes.