Optional NWP skill system

for use with AD&D Second Edition

As happy as I was WAY back when, when skills were first introduced to the AD&D game, I have not kept that enthusiasm all these many years. As a matter of fact, I've become rather discontent with how that system works, or fails to work rather. As nice as it is to have skills, doesn't it seem a bit far fetched that one should if one wishes only be able to improve an existing skill by +1 every 3 to 4 levels. Heck, it's as hard to increase an existing skill by one as it is to become completely proficient from scratch in a new skill all together.


In keeping with the idea, "don't complain about something unless you can do it better", I have decided to do just that. Here I present to you my new system for skill advancement in an AD&D campaign. I warn all of you before hand, with increased realism comes increased complexity. This system is not meant for players or Game Masters who run/play a less than organized game. Some accurate paperwork is required as well as a Game Master willing to expend the same kind of effort working with skill advancement as he does with level advancement XP. That in mind, I think players and Game Masters alike will find this system to add a new enjoyable element to the game.

The first presumption we will make is that there are three basic types of skills, as defined by how they are learned and improved. Different kinds of skills are developed in different ways. Lets face it, no matter how many books you read on the topic, you'll never get better at running, swimming or weightlifting if you don't do it frequently. On the other hand, some skills leave little other avenue for learning than old fashioned hitting the books. Most skills however are known by psychologists as modeling or scaffolding, and are learned by a process of observation, practice, experimentation, and further observation and practice.

Our second presumption is that skills increase with use. Therefore, each skill will now be given points that will represent how much work and practice have been done with them. These points will be known as KPs ( Knowledge Points). Each skill will have it own KP score associated with it, just as a multi-classed character would have an separate XP tally for each class. Just as with level, when a skills KP tally reaches particular amounts, they go up a ranking.

Our third presumption is that some skills are simply more difficult than other to learn. Because of this, skills are ranked by difficulty to learn. Skills that are harder, require more KPs to improve in rank, and thus more practice, work, and study.

The tables directly below give the listings of skills as well as a description, and the other system data needed to use this secondary skill method.

The allowing of skills marked with " * " is as always at the GMs discretion. These particular skills are more suspect than most others. Many of these were entered as part of a game I run which allows "normal" 0 level characters to grow into characters more resembling characters with "classes" defined by their skills. Some of these skills allow characters to have skills which represents practical mystical knowledge. These the GM may ultimately handle as he/she finds best for their game. Those marked with " * " are links to a pages which contain abilities that I have used for these skills.


Main Link Junction for Page

This Link leads to the table at the bottom which denotes what rank a skill is at based upon KPs allocated and earned as compared to the difficulty of the skill Here

These are loose categories of skills, and links to the top of their tables.

Basic , Nature , Construction , Trade , Scholarly , Rogue , Artistic , Mystic and Weapon

These links jump to listings of suggested KP reward values. Academic , Modeling and Natural


Basic Skills

Skill

Base

Difficulty

Type

Back up to Main Link Junction

Land Based Riding

here

here

Natural

Land Based Riding- Allows a character to skillfully and quickly maneuver a trained mount in adverse situations. Allows for very limited riding of untrained mounts

Airborne Riding

WIS

hard

Modeling

Airborne Riding- Allows a character to skillfully and quickly maneuver a trained mount in adverse situations. Allows for very limited riding of untrained mounts

Swimming

STR

easy

Natural

Swimming- Allows a character to swim long distances or remain swimming under difficult conditions

First Aid

INT

average

Modeling

First Aid- Basic medical skills that may keep the injured or ill from death or loss for a limited time

Read / Wright

INT

average

Modeling

Read/Write- Pending upon the level of skill, it confers understanding of the written word from basic literacy to masterful reading and writing ability

Blind Fighting

WIS

hard

Natural

Blind Fighting- Helps "blinded" characters compensate for the normal -4 penalty for fighting blind, Rather only a -2 is used. This skill also negates penalties for those races that suffer a -1 or -2 for being blinded by too much light

Jumping

STR

easy

Natural

Jumping- Allows characters greater than normal ability to leap, bound and jump.

Endurance

CON

hard

Natural

Endurance- Increases the amount of time a character can engage in physically demanding activity

Running

CON

hard

Natural

Running- Increases characters running speed and the duration at which he may move at top speed

Etiquette

CHA

average

Modeling

Etiquette- Understanding of the practices, customs and taboos of high society life. Characters with this skill are far more capable of mixing with the powerful and wealthy, and are more likely to be despised in the way the wealth despise each other rather than the way they despise the less than wealthy.

Charioteering

WIS

average

Natural

Charioteering- Character is skilled at the driving of various animal pulled war machines and vehicles under combat situations. Normally skill checks are required under situations of duress.

Mercantile

WIS

average

Natural

Mercantile- This skill represents a characters ability at businesses interactions such as haggling over prices and negotiating deals.

Nature Skills

Skill

Base

Difficulty

Type

Back up to Main Link Junction

Animal Handling

WIS

average

Natural

Animal Handling- Character is knowledgeable in how to care and feed animals familiar to him. It also allows a bit for approaching and gaining the trust of encountered "wild" animals
Animal Training

WIS

hard

Modeling

Animal Training- Character becomes skilled in teaching animals over a period of time do as he desires.
Direction Sense

WIS

average

Modeling

Direction Sense- Character can often deduce which direction is which by signs such as stars, moon, sun, plant growth, etc.
Fire Building

WIS

easy

Modeling

Fire Building- Character is skilled in building and maintaining fires. Fires can be started from basic materials, but the worse the conditions, the lower the chance.
Fishing

WIS

easy

Modeling

Fishing- Character is skilled in a couple methods of fishing including string and hook, net and spear methods. Fishing skill also confers knowledge of how to properly identify, preserve and prepare fish
Rope Use

DEX

easy

Modeling

Rope Use- Character with this skill is familiar and capable of using all kinds of knots and lashings to accomplish a great many potential feats
Weather Sense

WIS

average Modeling Weather Sense- Character is both knowledgeable and intuitive about the likelihood of the weather conditions in the near future.
Navigation

INT

average Modeling Navigation- Allows character to skillfully and knowledgeably travel from place to place with reduced fear of becoming lost.
Set Snares

DEX

average

Modeling

Set Snares- allows for the manufacture of snares, pits, and other traps normally intended to catch game. This skill also confers most basic knowledge of how to cook and eat most common game animals
Trapping

WIS

average

Modeling

Trapping- Similar to set snares, in some ways, this skill allows also for the construction of basic traps to catch game animals. This skill however differs in that rather than conferring knowledge of how to cook and prepare, it allows a user to skillfully skin for pelts
Hunting

WIS

average

Modeling

Hunting- Simply allows for a character find larger game by understand animal instincts and how to locate and attract them without "spooking" everything in the area as an unskilled person is apt to do. Hunting like this with bigger game can lead to a more violent confrontation with prey in that big wild animals are far less easily dropped with spear and bow than the M-16 style guns we are so accustomed to hunting with today :) Hunting also confers a basic knowledge of how to proper eat hunted animals, as well as a limited tracking ability
Mountaineering

WIS

average

Modeling

Mountaineering- Character is skilled in climbing and using climbing implements for travel upon mountainous terrain. Character is also skilled in the leading on non skilled members on such treks.
Survival

INT

hard

Modeling

Survival- Chosen for a particular environment, this skill confers basic knowledge for gathering food and water as well as knowledge of how to avoid natural hazards.
Tracking

WIS

hard

Modeling

Tracking- Character is skilled in identifying, dating and following many types of tracks in less than perfect conditions. Skilled trackers may even track without foot prints at all, rather by broken or bent branches, etc.

Construction Skills

Skill

Base

Difficulty

Type

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Metal Smithing

INT

average

Modeling

Metal Smithing- Metal Smithing is the basic practice of being able to take crude ore and smelt it into usable forms. Metal smiths are also skilled in the mixing of materials to make metal alloys like steel and brass. Metal Smithing does not imply knowledge of how to work these metals however.

Black Smithing

STR

average

Modeling

Blacksmithing- Blackmsithing is the making of nails, hinges, hooks, braces, brackets, etc. Though traditionally blacksmiths work in iron, this skill allows basic work in any metal. Though skilled in metal work, they are not particularly skilled in the nuances of decent weapon craft.

Carpentry

STR

average

Modeling

Carpentry- Carpentry is the building of practically anything out of lumber.

Lumberjacking

CON

easy

Modeling

Lumberjacking- Though anybody can cut down a tree, it takes a lumberjack to determine which trees make the best lumber, which burn well, which trees are most ready, and which are too young. A lumberjack can also keep a lumbered forest form defoliating too much. Furthermore, the taking down of large trees often takes skill to do without cracking it on the fall

Lumber Milling

INT

average

Modeling

Lumber Milling- Lumbermilling is simply the process of taking timber and forming it into useful lumber through drying and cutting with a plane.
Wood Curing

WIS

hard

Modeling Wood Curing- This is the art of taking lumber and altering it's shape and properties. By means of adding oils, pigments and adhesives, soaking, drying, and proper application of pressure over time during soaking and drying, lumber can have it's primary shape and surface permanently changed to serve a number of uses far better than normal planks of wood. These techniques are most commonly used to prep wood for use in bows, naval vessels and other water proof wood containers.

Stone Masonry

STR

average

Modeling

Stonemasonry- Stone masonry is the knowledge of how to properly quarry, cut, form and erect structures from stone.

Engineering

INT

hard

Modeling

Engineering- Engineering is the knowledge of how to properly, safely and efficiently design structures like buildings, and implements like siege equipment, aqueducts, and other such things.

Complex Design

INT

hard

Natural

Complex Design- This skill represents the know who needed to design and oversee the production of complicated pieces of equipment like looms, wind and water mills, laves, etc.

Mortar Making

INT

easy

Modeling

Mortar Making- character is skilled in taking the raw materials of sand, water and lime, to make into mortar properly for use in construction.

Trade Skills

Skill

Base

Difficulty

Type

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Tool Smithing

INT

hard

Modeling

Tool Smithing- A tool smith is skilled in constructing all kinds of tools from all sorts of materials. Toolsmiths with this skill alone are not good blacksmiths, tinsmiths or carpenters, but know those skills just a bit as it applies to their craft.

Tin Smithing

DEX

average

Modeling

Tin Smithing- Tin Smithing is a bit misleading. Tinsmithing is not the working of Tin, but rather fine metal work like sewing needles, fishing hooks and tumblers.

Brewing

INT

average

Modeling

Brewing- Used in the making of beers, meads and ails.

Distilling

INT

average

Modeling

Distilling- Used in the making of distilled spirits and other strong liquors

Fermenting

INT

average

Modeling

Fermenting- Used for the making of wine and ciders of all sorts.

Cobbling

DEX

average

Modeling

Cobbling- This skill allows for the repair, manufacture, fitting, and all other aspects of work with shoes.

Cooking

INT

average

Modeling

Cooking- This skill imparts knowledge of how to properly prepare all sorts of meals making food most safe for consumption, including the knowledge of what needs to be kept at what temperature, how to tell if something has gone bad, and what bits of some foods should not be eaten, etc.

Leather Tanning

INT

average

Modeling

Leather Tanning- With this skill and the proper materials a character can take animal hide and properly manufacture it into leather suitable for use in nearly everything. Tanning leather without proper knowledge and materials tends to ruin the hide

Leather Working

INT

average

Modeling

Leather Working- Skill simply represents knowledge and skill in making all sorts of items from armor to sheaths and clothing from leather

Mining

WIS

hard

Modeling

Mining- Mining is a skill that represents not only the skills of properly cracking rock with a pick, but a great many other things as well like how to properly shore up mine shafts well as ventilating, lighting and connecting them. It also confers a understanding of sorts as to where to find what minerals, where and how far veins run, and how rich they are likely to be.

Pottery

DEX

easy

Modeling

Pottery- Though pottery is most common obviously in the making of pots, it is also the ability to make all sorts of things from clay and to fire them properly. This skill also confers knowledge about the proper construction and maintenance of a kiln.

Seamanship

DEX

average

Modeling

Seamanship- Knowledge of how a large naval vessel is operated, maintained, piloted and repaired

Boating

WIS

easy

Modeling

Boating- The simple piloting of small rafts, sail and oar boats. generally needed only under bad conditions, or organizing many individual hands.

Spinning

DEX

easy

Modeling

Spinning- The ability to use a spinning wheel or more primitive contraption to bind together plant and animal fibers such as wool, cotton, silk or flax in to yarn thread or string.

Seamstress / Tailor

DEX

average

Modeling

Seamstress/ Tailor- The production of cloth items like clothing, sails, drapes, etc. from textiles. As well is included is the basic knowledge of taking measurements and fitting

Textile Making

DEX

average

Modeling

Textile Making- The taking of thread made of cotton, flax, wool silk, etc. and turning them into workable cloth. This generally requires a loom

Weaving

DEX

average

Modeling

Weaving- The manufacture of baskets and other such objects from reed and wicker

Dairy Work

INT

average

Modeling

Dairy Work- Skill implies knowledge of most elements of the dairy industry such as care for cows, milking of them, limited pasteurizing of the milk, and the making of other dairy products from it such as cheese and butter.

Butchery

WIS

easy

Modeling

Butchery- Skill imparts knowledge to the owner of how to properly cut meat, keeping the edible and eliminating the inedible or less than edible as well as understanding proper procedures for cleaning, roasting, preserving, etc.

Dye / Pigment Making

INT

average

Modeling

Dye / Pigment Making- Character is skilled and knowledgeable in the manufacture of dyes, inks, paints and other pigments from natural substances.

Soap Making

INT

average

Modeling

Soap Making- The ability to make cleansing compounds of all kinds from lye, soap plant, and other natural plant and animal fibers and lipids

Appraising

INT

average

Modeling

Appraising- Character is skilled in knowing the relative worth of precious metals, gemstones, jewelry, works of art, etc.

Gem Cutting

DEX

hard

Modeling

Gem Cutting- Character is skilled in the masterful cutting of precious gemstones, glass, and other such crystalline structures.

Armorer

INT

hard

Modeling

Armorer- Character is skilled in the fitting, sizing, altering and constructing of all sorts of metal armor. Leather working is required to produce Ring mail and other similar armors.

Bowyer / Fletcher

DEX

average

Modeling

Bowyer / Fletcher- Character is skilled in the production of arrows from natural materials relatively easily found, and bows from lumbered wood. Bow strings are also able to be produced from a number of materials, most commonly animal intestines.

Weapon Smithing

INT

very hard

Modeling

Weapon smithing- The fine art of producing balanced, accurate, strong and well edged weapons from metals and wood. Weapon smiths are also skilled in the repair of weapons as well as the crafting of their molds.

Instruction

CHA

average

Natural

Instruction- Skill represents the characters proficiency in relating skills and information to another. Anybody can teach or tell another something, but those skilled in instruction know best how to convey information and experience in the most efficient way possible.

Foraging

INT

easy

Modeling

Foraging- Foraging is the basic skill of going out into the wild and finding fruits, nuts and roots to eat. Anybody can walk through the woods and find buries, but a skilled forager know which you can eat, and which you cant. As well, a skilled forager can know how to take just the right amount getting the maximum food yield without endangering future growth.

Preserving

INT

easy

Modeling

Preserving- Preserving is a skill at packing perishable foods and storing them for lengthy amounts of time while still maintaining much of their food value. Some skills give their owners knowledge about particular foods, but this skill applies to all familiar food types.

Crop Farming

INT

average

Modeling

Crop Farming- Character is knowledgeable in the methods of planting, tending, harvesting and rotating crops.

Animal Ranching

INT

average

Modeling

Animal Ranching- Character is familiar with all manner of farm animals as well as how to tend, breed, graze, feed, and put down all sorts of live stock.
Bee Keeping

WIS

average

Modeling Bee Keeping- Ability to keep, breed, maintain and propagate a man made and controlled bee hive or number of hives. From these hives honey and bee's wax may be obtained safely and regularly.

Oil making

INT

average

Modeling

Oil making - This skill represents ability to take some animal parts, particularly blubber from sea animals and process it into lamp oil. Skilled characters can also do similar by limited refining of Petroleum.

Candle making

INT

easy

Modeling

Candle Making- Character is skilled in producing candle wax from both bee's wax and tallow trees, as well as actually making the candles and their wicks.

Rope Winding

DEX

easy

Modeling

Rope Winding- Character is skilled at taking hemp and other such plants and producing usable rope from them

Instrument Working

INT

hard

Modeling

Instrument Working- Allows for the direction of those with other skills to properly produce a number of complicated instruments like hourglasses, sundials, astrolabes, sextants, musical instruments etc. Note that a character with this skill must also have other skills associated with the appropriate device for it to be built accurately. For example, Astronomy or navigation must be had to make an astrolabe or sextant. Mathematics will also be a common skill needed in conjunction with this.

Cooping

DEX

easy

Modeling

Cooping- Used for the proper manufacture of barrels, chests, caskets and other such wooden containers. Cooping is also a common skill applied to the building of furniture

Boat Wright

INT

average

Modeling

Boat Wright- Character is skilled in boat repair as well as overseeing and directing other skilled individuals in their design and building. Actually building of a boat requires that the boatwright have skilled carpenters, blacksmiths, coopers, adhesive makers, rope riggers and seamstresses.

Wagon Wright

INT

average

Modeling

Wagon Wright- Character is skilled in wagon repair as well as overseeing and directing other skilled individuals in their design and building. Actually building of a wagon requires that the Wagonwright have skilled carpenters, blacksmiths, and coopers,

Lock Smith

INT

hard

Modeling

Lock Smith- Character is skilled in the constructing and manipulation of keys and locks. This skill along with tin smithing allows for locks and keys of all sorts to be manufactured. Locksmiths are also adept opening locks without a key

Glass Working

INT

average

Modeling

Glass Working- Character is skilled at taking base materials and fabricating glass from it. Character also has knowledge of how to then work glass in all manner of ways.

Barbering

INT

average

Modeling

Barbering- This skill represents not only hair grooming as we presume today, but general dentistry as well as it did in years past. For all practical purposes this is a minor medical skill dealing with all sorts of problem with the head, mouth, throat, ears, noise, etc.

Grain and Bean Mixing

INT

average

Modeling

Grain and Bean Mixing- A more specialized skill for the blending of fine coffee, tea, bread and even pastry.

Adhesive Making

INT

average

Modeling

Adhesive Making- Skill represents knowledge of creating and using adhesives, glue, tar, etc.

Parchment Making

INT

average

Modeling

Parchment Making- Making of papers of all sort from wood pulp, animal skin, etc.

Book Binding

INT

easy

Modeling

Book Binding- The proper assembly of books and tomes from parchment, leather and wood.

Tobacconist

INT

average

Modeling

Tobacconist- The proper drying, preparing, and blending of all sorts of tobacco products for pipe and dip.

Taxidermy

WIS

average

Modeling

Taxidermy- The ability to prepare, stuff, mount and preserve the remains of an animal such that it looks very life like, yet will no longer decompose.

Sea Trapping

INT

average

Modeling

Sea Trapping- Sea trappers have most importantly a good knowledge of what types of sea creatures can be best found in what types of waters in what quantity. This skill works both for the production and use of sea traps to catch lobster, crab and the like as well as directing of net fishing from along boat side.

Scholarly Skills

Skill

Base

Difficulty

Type

Back up to Main Link Junction

Modern Language

INT

here

Modeling

Modern Language- The ability to speak, ( as well as read and write if character has read/write) the native tongue of another race. the higher the score, the more fluent the character is at that language.

Ancient Language

INT

hard

Academic

Ancient Language- This skill is proficiency in the understanding and writing of a language seldom any longer used. this language can be both spoken as well as read or written.

Ancient History

INT

very hard

Academic

Ancient History- Represents a knowledge of past events, and timelines as well as a bit of an understanding of what caused those events to unfold.

Astronomey

INT

hard

Academic

Astronomy- A knowledge of the mechanical workings of the heavens. Character can use and understand the principals of a spherical world, and how planets and moons revolve around each other. This can be applied to several "occult" sciences as well as navigation among other things

Mathmatics

INT

hard

Academic

Mathematics- Mathematics involves a bit of geometry and trigonometry useful in design as well as basics of statistical analysis, units of measure, etc.

Healing

INT

hard

Modeling

Healing- The knowledge of how to care for and treat diseases, injuries etc. Healers are skilled in diagnosis, as well as preventative measures. Healers have a general understanding of the cause of disease, as well as methods quarantine.

Herbalism

INT

very hard

Modeling

Herbalism- The knowledge of how various herbs grow, and where they can be found. Herbalism also concerns itself with the various properties of plants, and how they can effect a person or even each other.

Animal Lore

INT

hard

Academic

Animal Lore- A knowledge about the lives, habits, needs, instincts and habitat of most "natural" animals like those that would be encountered in our "real world" as well as the more "natural" ones native to fantasy world settings including giant animals

Fungal Lore

INT

average

Academic

Fungal Lore- Similar to herbalism, though it concerns itself with fungus in regards to medical, narcotic, toxic, and produce value. It also represents knowledge of where such fungus may be found, how to properly handle, etc.

Toxacology

INT

hard

Academic

Toxicology- Toxicology is the study of how to produce, use and treat various poisons. This includes poisons produced from both plants and animals as well as elements, minerals, and other chemical compounds

Monster Lore

INT

hard

Academic

Monster Lore- Represents knowledge about lives and habits of creatures that exist with an fantasy world which are less than "natural" This includes all sorts of creatures, save for those which are considered demihuman and have an actual culture, those fall under anthropology.

Anthropology

INT

average

Academic

Anthropology- The study of other cultures, including those of other intelligent races. Anthropology recognizes many of the important cultural functions, goals, beliefs, tendencies and taboos.

Midwife

WIS

easy

Modeling

Midwife- Skill represents knowledge of the safe delivery of children.

Fey Lore

INT

hard

Academic

Fey Lore- Represents a characters understanding of the various kinds of Fey and their cultures

Dowsing

WIS

average

Academic

Dowsing- The using of divining rods and other such tools to detect "magnetic and other forces" to help in the location of hidden water and other minerals and ores

Heraldry

INT

hard

Academic

Heraldry- The ability to recognize and identify family and noble crests and flags as well as understanding the meanings of other symbolic methods of honoring, commemorating, etc.

Local History

CHA

average

Natural

Local History- Character is familiar with all the recent and past goings on of a particular small area. Obviously character must have some reason to have become knowledgeable of such.

Rogue Skills

Skill

Base

Difficulty

Type

Back up to Main Link Junction

Back Stabbing *

INT

hard

Modeling

Back Stabbing- Characters skilled in back stabbing are knowledgeable and practiced at striking humanoid targets in most vital areas. back stabbing can be done under only under conditions where the target is unaware of danger and not acting defensively. If a target is acquired under this condition, the attacker is allowed to roll a back stabbing skill check. if successful, the attack is +4 to strike. If the strike is successful, it inflicts double damage. Back stabbing is only allowed against humanoid targets who's physiology is similar to humans.

Pick Pockets *

DEX

hard

Modeling

Pick Pockets- Character is skilled at stealing directly of a target's person without their knowledge. The most common use is the lifting of coins, or perhaps even the entire purse. more extreme attempts may include removing weapons or equipment, but these are done at a penalty

Open Locks *

DEX

hard

Modeling

Open Locks- Character is skilled at picking and foiling locks and catches of all types to gain undesired entry. This skill, especially when actually picking a lock, often requites some special tools like lock picks.

Find / Remove Traps *

INT

hard

Modeling

Find/Remove Traps- Characters with this skill are apt at finding traps, snares and triggers of all sorts, and foiling them mechanically or otherwise. This skill doesn't really represent a knowledge of how traps actually work completely, but Does represent a good knowledge how to recognize triggers and expound on their likely results and "disarm" appropriately.

Construct Traps

INT

hard

Modeling

Construct Traps- This skill represents the technical know-how to design traps, but not necessarily how to build them. This skill confers to its owner the ability to work out the mechanics of how a trigger event will cause a (normally painful) result. This does not mean that the character automatically becomes a proficient blacksmith, carpenter, weaponsmith, or stone mason to build his trap.

Move Silentley *

DEX

hard

Modeling

Move Silently- Character is skilled at skulking about at a slower speed , making little or no noise. This obviously if successful gives him a good chance at surprise or to simply avoid an unwanted encounter.

Hide in Shadows *

DEX

hard

Modeling

Hide in Shadows- Character is skilled at taking advantage of terrain and darkness such as to move about unseen. Hiding in shadows is often a slow process based upon cover, lighting, and the attentiveness of others present.

Climb Walls *

DEX

average

Natural

Climb Walls- Character is skilled in the climbing of all sorts of objects and is talented at finding the handholds necessary to hoist one's self up. Obviously the higher the climb, and the smoother the surface, the less likely this is.

Disguise

CHA

hard

Modeling

Disguise- Character has some basic impersonation skills, most usable to make himself or other look unrecognizable with a change of clothing, hairstyle, color, etc. Under excellent conditions a person with this skill could make himself or another look like a particular other person.

Forgery

DEX

average

Modeling

Forgery- Character is skilled at duplicating signatures as well as making documents that look official. In many cases, a forger will be familiar with the exact appearance of common documents and will be able to produce those easily.

Gaming

CHA

average

Natural

Gaming- Character is familiar with all manner of games of chance and gambling. Characters with a high skill will also be knowledgeable of many of the ways these games can be cheated in, and may attempt to cheat himself of catch others at cheating.

Reading Lips

INT

hard

Natural

Reading Lips- Character is skilled at understanding speech not by sound, by rather the movements of his subject's lips. This skill is most commonly used to "ease drop" on conversations that they could not otherwise hear, or to communicate silently.

Artistic and Entertainment Skills

Skill

Base

Difficulty

Type

Back up to Main Link Junction

Sculpting

DEX

average

Natural

Sculpting- Carving stone into a distinguishable, generally aesthetically pleasing form. This skill allows for the sculpting of statues, reliefs and stone carvings

Painting

DEX

average

Natural

Painting- Creating frescos, murals canvas paintings and other such works of art by applying paints and pigments.

Dancing

DEX

average

Modeling

Dancing- Hell, I'm a shrink and I can't explain either the act of or the rationale for dancing :)

Singing

CHA

average

Natural

Singing- Allows a character to sing in a more professional manner, keeping tune and rhythm as well as being familiar with man common songs.

Musical Insterment

DEX

average

Modeling

Musical Instrument- Character is a bit more than competent in the playing of a particular musical instrument, as well as being familiar with many songs and pieces written for that instrument.

Juggling

DEX

average

Natural

Juggling- ya ya ya, character can juggle. Yet another skill I'm totally at a loss to explain.

Tight Rope Walking

DEX

hard

Natural

Tightrope Walking- Character is capable of maintaining balance when waking a tight rope, as well as under a number of other conditions. Characters skilled in Tightrope walking not only can do that, but seldom slip and fall under other conditions either

Tumbling

DEX

average

Natural

Tumbling- Character is skilled at diving, rolling, flipping and other acrobatics. Though most useful for entertainment, some claim it has its place on the field of battle.

Ventriloquism

INT

average

Natural

Ventriloquism- Character is skilled at "throwing his voice" as well as speaking without appearing to move his lips. The practical applications of this are limited at best

Engraving

DEX

easy

Natural

Engraving- Characters is skilled at delicate metal and wood etching. Other than possible magical necessity for this, its effect though beautiful and appreciated even by warriors is still aesthetic at best.

Mystic Skills

Skill

Base

Difficulty

Type

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Religion *

WIS

very hard

Academic

Religion- Characters with this skill have a strong understanding of various deity's and their worship. A very knowledgeable character may have enough insight into proper veneration of a deity to organize worship and begin down the path of becoming clergy.

Spell Craft *

INT

very hard

Academic

Spell Craft- A character with this skill has some education in formal thamatergy. A high enough score denoted enough knowledge on that topic that, if given time, basic spells could be deciphered and understood., starting one on a path of a wizard.

Astrology *

INT

hard

Academic

Astrology- By knowing peoples dates of birth and conception, it is known to astrologers many elements of a persons life, and perhaps even their destiny. Astrology uses the movements and placement to understand paranatural influences of a person's life. By understand the influences, it is possible to predict things. Astrology can often be applied to judging a persons general personality and potential motivations and actions, match making, and planing the most cosmically appropriate to take particular actions, are the most common benefits.

Demonology *

INT

very hard

Academic

Demonology- At its lowest levels it represents knowledge of various things infernal like names and influences of particular demonic powers as well as how they are served by mortals. It its higher levels knowledge is complete enough to call upon infernal creatures, invoke their names, conduct their dark ceremonies and persuade them into pacts.

Do *

WIS

very hard

Modeling

Do- A character skilled in Do who is practicing lives a life based strongly around philosophy of metaphysical understanding. practicing Do artists will NOT involve themselves in any other "mystic" art. Practicing Do artists carefully regulate their life regiments including diet, exercise, meditation and study. The philosophy of Do emphasizes peace, hard work, harmony, discipline and respect for all life. Characters skilled in Do who practice it devoutly are well on their way to being a monk.

Druid Craft *

WIS

very hard

Modeling

Druid Craft- Character has been indoctrinated to some degree in the formal practice of druidical study. At its lowest levels the character can recognize druidical craft as well as understand mush of the significance of druidical ceremony. At higher levels the character actually knows and comprehends many of the ceremonies themselves and may begin down the path of druidical practice himself.

Shamanism *

INT

hard

Modeling

Shamanism- Shamanism is the knowledge and practice of basic "primitive" magics most involving healing and dealings with animal spirits. At its lowest levels comes recognition and understanding of these practices. At higher levels comes the actual ability to take the part of a medicine man and use shamanism to cure and heal as well as a number of other shamanistic practices involving animals and spirits.

Spirit Craft *

INT

hard

Modeling

Spirit craft- Spirit craft is the study of spirits and souls exist in the world, and how they transcend physical reality like life and matter. Those with basic knowledge of this skill can often have insight into ghostly phenomena. At higher levels communication with spirits of all sorts becomes possible as well as protecting oneself and other from them. Those most advanced can even summon up and call forth spirits as well as command them.

Divination *

WIS

hard

Academic

Divination- At its most basic levels, those with divination will recognize omens for what they are, and occasionally have insight as to their meaning. More advanced diviners learn to perform all forms of divination from reading runes to entrails.

Apotropism *

WIS

hard

Academic

Apotropism- Apotropism is the study of how to protect oneself from evil magics, spirits, etc. An Apotropist knows and learns all types of charms, rituals, talismans, etc to help ensure his safety from the various powers of occult forces

Alchemey *

INT

hard

Academic

Alchemy- Alchemy is the study of matter in a thamatergical sense. Though it is often though the ancient Alchemists were searching to turn lead to gold, rather they sought to turn lead into silver, silver consider to be pure among all other things. The point of this was not wealth, but of a step toward understanding how the human soul could be made pure. Likewise, Alchemists are concerned with the study of the essences of matter and how it may be altered, transformed and used.

Necromancy *

INT

very hard

Academic

Necromancy- Necromancy involves itself in the study of death in both a physiological and a paranatrural way. basic inanities of necromancy understand the transcendence and fate of the recently dead, as well as charms to and ceremonies to guide their passage. Advanced understanding leads to knowledge of the undead, and wards against them, and even methods of minor influence over them. Still yet a skilled necromancer can call upon spirits of the dead to communicate or even do his will. The greatest necromancers can even create the undead and control them utterly. The pinnacle of Necromantic knowledge is the fabled ability to bring life back from death, and in essence reverse death, though this is more believed fable

Tantris *

CHA

hard

Modeling

Tantris- Often referred to as Sex magic, Tantris invokes power from some of the most basic urges of the living. Among things reputed of those who know how to work tantris are better sexual experiences. production of love potions, love making spells and charms, maintaining of attractiveness and vitality, influence of the opposite gender, and practices to either encourage or impede conception.

Exorcism *

WIS

hard

Modeling

Exorcism- Exorcism is the casting out of unwanted spirits and influences from people places and things. Though exorcism is quite useful, it is a difficult and demanding art at times, putting the will and determination of the exorcist against that of many potential spirits. Less than perfect exorcisms may often lead to more trouble in the future

Meadiumship *

INT

hard

Modeling

Meadiumship- Meadiumship is the risky art of channeling spirits through ones body and mind. Though it is considerably more easy than other methods of contacting spirits, the risks are also much more apparent. Meaduimship is generally done only by those who are either exceptional brave, strong, skilled, trusting or stupid.
Rune Magic *

INT

very hard Academic Rune Magic- Rune magic is an ancient arcane art which invokes forces and powers through the creation of mystical symbols, wards and glyphs. The origin of such magic is thought to be similar or parallel to the invocations of traditional sorcery. Rune magic always requires elaborate preparations be made requiring a good degree of artisanship as well as many exotic materials. Though application of rune magic is varied, it is most known for it's protective wards and the wondrous items that can be fabricated with it.
Geomancy * INT very hard Academic Geomancy- Geomancy is an elemental form of magic of sorts which channels the magic of the planet itself. Geomancy is often thought of as magic of earth, rock and stone, though it's practitioners can draw on all manner of terrestrial forces, particularly geological and atmospheric. The origin of geomancy appears to come from secret knowledge extorted from the elementals which manipulate and draw power from the planet's own ley lines, nexus points and other places of ambient power.
Thaumaturgy

INT

hard

Academic Thaumaturgy- Thaumaturgy is the specific study of places and objects of magical power. A student of this art has the ability to glean very useful knowledge from study of such things. Those highly skilled in Thaumaturgy will able to deduce the functions, methods of activation, magnitude of power and probable method of creation for items and places of power.

Occultism

INT

average

Academic

Occultism- Occultism is a basic study of all the "mystic" arts. A skilled occultist may generally recognize various "mystic" practices for being authentic or not, and have a pretty decent guess on their potential results. Occultism is generally the skill for the look but don't touch crowd.


Weapon Skill (Modeling skill)

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A weapon skill must be purchased using KPs for any particular weapon a character may wish to use without penalty or with specialization bonus. Weapon choice should be specific to type of weapon such as long sword or short bow as opposed to "sword" or "bow".

Benefits of skill beyond basic proficiency which can be obtained by spending SUs can be found Here

KPs in particular Weapon Skill

Benefit

25 KPs

only -3 penalty to attack rolls

50 KPs

only -2 penalty to attack rolls

75 KPs

only -1 penalty to attack rolls

100 KPs

PROFICIENCY - no penalty to attack

119 KPs

1 SU to spend on Specialization

138 KPs

2 total SUs to spend on Specialization

157 KPs

3 total SUs to spend on Specialization

176 KPs

4 total SUs to spend on Specialization

195 KPs

SPECIALIZED 5 total SUs to spend on Specialization

214 KPs

6 total SUs to spend on Specialization

233 KPs

7 total SUs to spend on Specialization

252 KPs

8 total SUs to spend on Specialization

271 KPs

9 total SUs to spend on Specialization

290 KPs

MASTERY 10 total SUs to spend on Specialization

309 KPs

11 total SUs to spend on Specialization

328 KPs

12 total SUs to spend on Specialization

347 KPs

13 total SUs to spend on Specialization

366 KPs

14 total SUs to spend on Specialization

385 KPs

GRAND MASTERY 15 total SUs to spend on Specialization


Skill Ranking Table

The table directly below indicated how many KPs are necessary for a skill to be at a particular ranking based upon it's difficulty. When a Skill has enough KPs in to reach the limit in the next ranking, advance the level of the skill.

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Skill Ranking

Easy Skill

Average Skill

Hard Skill

Very Hard Skill

( BASE / 4 ) %

3

6

8

11

( BASE / 3 ) %

6

13

16

22

( BASE / 2 ) %

9

19

25

33

BASE %

12

26

33

44

BASE X 1.5 %

15

32

41

55

BASE X 2 %

18

39

50

66

( BASE X 2 ) + 2 % 

21

45

58

77

( BASE X 2 ) + 4 %

24

52

66

88

( BASE X 2 ) + 6 %

27

58

75

99

( BASE X 2 ) + 8 %

30

65

83

110

( BASE X 2 ) + 10 %

33

71

91

121

( BASE X 2 )  + 12 %

36

78

100

132

( BASE X 2 )  + 14 %

39

84

108

143

( BASE X 2 )  + 16 %

42

91

116

154

( BASE X 2 )  + 18 %

45

97

125

165

( BASE X 2 )  + 20 %

48

104

133

176

( BASE X 2 )  + 22 %

51

110

141

187

( BASE X 2 ) + 24 %

54

117

150

198

( BASE X 2 ) + 26 %

57

123

158

209

( BASE X 2 ) + 28 %

60

130

166

220

( BASE X 2 ) + 30 %

63

136

175

231

( BASE X 2 ) + 32 %

66

143

183

242

( BASE X 2 ) + 34 %

69

149

191

253

( BASE X 2 ) + 36 %

72

156

200

264

( BASE X 2 ) + 38 %

75

162

208

275

( BASE X 2 ) + 40 %

78

169

216

286

( BASE X 2 ) + 42 %

81

175

225

297

( BASE X 2 ) + 44 %

84

182

233

308

( BASE X 2 ) + 46 %

87

188

241

319

( BASE X 2 ) + 48 %

90

195

250

330

( BASE X 2 ) + 50 %

93

201

258

341

( BASE X 2 ) + 52 %

96

210

266

352

( BASE X 2 ) + 54 %

99

220

275

363

( BASE X 2 ) + 56 %

102

230

283

375

( BASE X 2 ) + 58 %

106

240

291

390

( BASE X 2 ) + 60 %

110

250

300

400

( BASE X 2 ) + 62 %

114

260

308

412

( BASE X 2 ) + 64 %

118

270

316

424

( BASE X 2 ) + 66 %

122

280

325

436

( BASE X 2 ) + 68 %

126

290

333

448

( BASE X 2 ) + 70 %

130

300

341

460

What follows is a description of what activities produce how many KPs based upon the type of skill.


Academic- Academic skills are those that are generally learned only through study and consultation with those of greater knowledge. Academic skills do not get better with use because your not learning something new, your simply remembering something you already know.

Activity

KPs gained for that skill

Day of Study with Some resources

1/14

Day of Study with Fair resources

1/10

Day of research and study with Excellent resources

1/7

Profesional Lecture and following debate and discussion ( generally a day long)

1

Day of individual tutoring

1/2

Day of formal education in topic

1/5

Day of direct observation and experimentation

1/3

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Modeling- Modeling skills are those that are learned and bettered by practice, use, instruction and study. A great number of skills are Modeling skills which are gained by instruction, then self practice and use, Then more instruction and practice of those techniques.

Activity

KPs gained for that skill
Day of instruction

1/5

Day of use

1/10

Day of Study with Some resources

1/14

Day of Study with Fair resources

1/10

Day of research with Excellent resources

1/7

Hour of technical discussion, or individual tutoring with another with skill

1/5

Shorter successful use under challenging conditions

1/5

Shorter failed use under challenging conditions

1/10

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Natural- Natural skills are those which practice and actual use are practically the same thing. natural skills are basically self taught, save for perhaps the most basics. Natural skills simply get better with practice and effort as that the user of the skill is really the only person capable of instructing himself.

Activity

KPs gained for that skill
Day of Practice / Use

1/2

Day of Practice / Use with another skilled individual "coaching"

1

Shorter successful use under challenging conditions

1/4

Shorter failed use under challenging conditions

1/8

Day of Formal Instruction ( only up to base -5 )

2

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How then should starting characters be made with skills? I propose you use one of two methods.

Method 1: Skills should be taken to start a character as normal. After this is done, find the KP value for each skill at its base level for its difficulty. From this point on, skills increase as described in this system.

Method 2: Characters can be given KPs rather than NWP with which to buy their skills as described in this system. Your average NWP is worth about 95 KPs. thus you might consider allowing starting characters to build with 380 KPs for rogues and warriors, and 475 for mages and clerics. For those of you who give extra skill slots from "additional languages" based on the INT stat (like I did), I suggest an additional 65KPs for every point of INT over 8.

What about level advancement and skill progression? I suggest these as possibilities.

Method 1: Don't let people get any NWPs or KPs for level advancement. Let them increase skills only as described in these rules.

Method 2: A truly generous GM might realize that skill advancement as meager as it is in AD&D is figured into Level advancement and is a strength of a class that should not be taken away. Perhaps allow then 95 KPs at a level at which they should get a NWP. Perhaps allow them 30 KPs each level. Or even perhaps allow only more "skill" based character classes KPs each level as you see fit.


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