Abilities Cost Ability
30 30 Character Points’ worth of magic Perks and spells
8 +8 INT
6 +3 EGO
3 +3 PRE
2 Cryptography; Translation Only (-½) 3 Deduction
3 Inventor (Spell Research) 3 KS: Arcane And Occult Lore (INT) 1 KS: Faerie Lore 8-
2 KS: Legends And Lore 11- 1 Literacy
2 PS: Wizard 11- 1 WF: Staffs
9 9 points’ worth of abilities from the following list Analyze Magic, Concealment, Cramming, Forensic Medicine (Embalming), Gambling, High Society, Riding, Stealth, Streetwise, Sur- vival, Tracking, Trading, Weapon Familiarity, any Background Skill, Eidetic Memory 10 Perk: Fringe Benefit: Social Rank: Aise Tathra Equipment
Cost Power
0 Staff
0 Wizard’s robes
Total Cost Of Package Abilities And Equipment: 84
Optional Abilities Cost Power
-10 Necromancer or Sorcerer: Remove Perk: Social
Rank and take certain Disadvantages (see text) -10 Witch: Remove Perk: Social Rank
132 pCharacters Hero System 5th Edition Revised
S
kills are an important aspect of TualaMorn campaigns — they’re the main abil-
ities most characters rely on to get things done, even in Superheroic campaigns. This section discusses some special applications for Skills in Tuala Morn.
EVERYMAN SKILLS
Here are the Everyman Skills for Tualan characters:
Tuala Morn Everyman Skills
Acting Climbing Concealment Conversation Deduction
AK: home area or region KS: My Tuath 11- KS of player’s choice 11- KS of player’s choice 8-
Tualan (4 points’ worth, no literacy) Paramedics (Healing)
Persuasion
One PS at 11- (representing the character’s job, hobby, or the like)
Shadowing Stealth TF: Horses
ARMORSMITH
Tuala Morn campaigns use the rules for the Armorsmith Skill on page 85 of Fantasy Hero.
Only Smith characters can buy this Skill (which they receive as part of their Package Deal); the knowledge of how to work metal in general, and create armor with it in particular, is a carefully- guarded form of mystical knowledge among their brotherhood.
COMBAT DRIVING: CHARIOTEERING
Tualan characters can buy Combat Driving as Charioteering — the ability to drive a chariot successfully in combat or crisis conditions. A character who buys Charioteering receives TF: Chariots for free (and already has TF: Horses as an Everyman Skill).
Except among the Barbathans, who still regu- larly use chariots in battle, Charioteering is no longer a common Skill in Tualan circles. But it’s still necessary on occasion, and fighters admire a man who has the Skill.
See page 292 for a character sheet for a typi- cal chariot.
HIGH SOCIETY
While this Skill retains its usual functions (knowledge of who’s who in Tualan society, how to act toward a noble or king, and so forth) in
Tuala Morn campaigns, it has other uses. In
many ways it’s more of a Tualan Society Skill than just High Society, since it lets a character know how to act toward anyone of a different social station. A Tualan character with High Society knows the proper way to behave before a king... or a betag.
Tualan royal courts aren’t always the highly refined and culturally sophisticated courts found in other lands like Logres and Acquitaine. For a Tualan, High Society includes not only proper manners at court, but such things as how to take (and give) lighthearted insults without causing offense, knowledge of the customs surrounding the Hero’s Portion, how to apologize to nobles he’s inadvertently offended, rules and customs regard- ing hospitality (including weapons and dueling), and the like.
Many faerie-folk have this Skill as well. For them it typically represents a knowledge of the “faerie hierarchy” (such as who rules which shee) and how to conduct one’s self before a powerful faerie to prevent offending him.
KNOWLEDGE SKILL
Many KSs are appropriate for Tualan charac- ters. Some of the ones they often buy include: KS: Faerie Lore: Knowledge of the different types of faerie-folk — what they’re like, what they do, how they tend to react to Men and their activities, and even their quirks and weaknesses. The GM may apply a penalty to the roll based on how rare a particular type of faerie creature is, or how well-known to humans. While this KS should often prove helpful to PCs, the GM shouldn’t treat it as a “free pass” to know every faerie’s Disadvantages or flaws... after all, some- times “common knowledge” about these things is wrong, or the faeries let Men think they know something about them that’s actually not correct. KS: Legends And Lore: A character with this KS has a general knowledge of the lore, legends, and his- tory of Tuala Morn and its people. He knows how the Bloody Stone of Knoc Lorreg got its name, the hand-sign to make to ward off curses and misfor- tune, and how Ailell of Seanclough tricked the Four Troll Brothers to save himself and his wife from being eaten.
SKILLS
CHARACTERISTICS
Standard rules for Characteristics apply in Tuala Morn. Characters in Heroic campaigns are subject to the Normal Characteristic Maxima rules auto- matically, for no points. Characters in Superhe- roic campaigns are not, though their Character- istics rarely rise above 30 (at the most).
KS: My Tuath: This KS, an Everyman Skill for Tualan characters, represents knowledge of the character’s tuath, or clan. He knows who’s who, where specific clansmen live, who likes or dislikes who, who’s responsible for what aspects of clan life, who’s sweet on who, and other such information — both the pratical and the gossipy.
LANGUAGE
All Tualan characters know Tualan (Tual-
annach) as an Everyman Skill for free (though
characters from some regions, like Duvárach, substitute another Language, as discussed in their Racial Package Deals). Other Languages they can learn include:
Barbathan: The language spoken in Tir Barbatha. It has 2 points of similarity with both Tualan and Pictoi.
Duvárachan: The heavy dialect spoken in Duvárach. It has three points of similarity with Tualan. Logren: The language spoken in Logres, the king- dom to the west of Tuala Morn whose traders often visit Tualan cities. It has 1 point of similarity with