Login | Register


All times are UTC - 6 hours


It is currently Wed Apr 24, 2024 7:20 pm




Post new topic Reply to topic  [ 1 post ] 
Author Message
 Post subject: Skills
PostPosted: Mon Apr 01, 2013 5:01 pm 

Joined: Tue Nov 20, 2012 6:27 pm
Posts: 165
Location: Wharton, TX
A furre can choose up to 5 of the below listed skills.


    A skill modifier depends on the level of the furre. A level 1 furre will get a +1 on his/her skill roll whereas a level 24 character will get a +24 on his/her skill roll.
    A roll of 1d100+mod is needed with a result of 50 or higher to be successful.
    A skill roll is only valid if the skill name is in the roll description.
    Skills are cannot be defended, they can be countered by other skills however.
    Skills do not earn exp. Do not submit experience for any skills done.



Animal Empathy
    Rolling this skill successfully allows you the ability to speak with one feral animal for 30 minutes FST.
    This skill cannot be rolled for 1 hour FST if the original roll is unsuccessful.

Appraise
    Use this skill to tell an antique from old junk, a sword that's old and fancy from an elven heirloom, or a fatal wound from a scratch. This skill can also be used to appraise a forgery.
    Roll 1d6 to determine quality.
      1 - terrible quality
      2 - poor
      3 - mediocre
      4 - fair
      5 - good
      6 - high quality
    This skill cannot be rolled on the same item if the original roll is unsuccessful. If the roll fails, the item is not apraisable.

Forgery
    Use this skill to fake a written order from the Queen instructing a jailer to release prisoners or to create an authentic looking treasure map.
    This skill cannot be rolled for 1 hour FST if the original roll is unsuccessful.

Move Silently
    You can use this skill to sneak up behind an enemy or to slink away without being noticed. This can be countered by a matching or higher Listen roll.
    This skill cannot be rolled for 1 hour FST if the original roll is unsuccessful.

Listen
    Use this skill to hear approaching enemies, to detect someone sneaking up on you from behind, or to eavesdrop on someone else's conversation. This reveals a person who used Move Silently.
    This skill cannot be rolled for 1 hour FST if the original roll is unsuccessful.

Open Lock
    You can pick padlocks, finesse combination locks and solve puzzle locks. You must be OUTSIDE the cell to open it. Open your own cuffs / shackles. A prisoner inside the cell cannot use this skill.
    This skill cannot be rolled for 1 hour FST if the original roll is unsuccessful.
    *Note: Open Lock stacks with Pick Lock on Rogue Class Characters.

Perform
    You are skilled in several types of artistic expression and know how to put on a show. Possible types include ballad, buffoonery, chant, comedy, dance, drama, drums and storytelling. A successful performance roll will enchant the audience, leaving them well disposed toward you. Roll a d5 to determine the performance quality.

      A roll of 1 means that the performance was terrible, it has no effect.
      A roll of 2 means the performance was mediocre, the audience enjoy it, but there is no special effect.
      A roll of 3 is a good performance, the audience will be endeared to you for 20 minutes after your finale, and will not attack you or steal from you in that time.
      A roll of 4 is a memorable performance, the audience will be endeared to you for 40 minutes after your finale, and will not attack you or steal from you in that time.
      A roll of 5 is a captivating performance, the audience will be endeared to you for 1 hour after your finale, and will not attack you or steal from you in that time.

    This skill can only give PP if used by a member of the Artisan Guild. If you are not a member of the guild, you are not quilified to give out PP.
    This skill can only be rolled 1 time per 1 hour FST
.

PickPocket
    You can cut or lift a purse and hide it on your person, stealing your victims credits.
    Please refer to the chart on the Thieving Page for amounts stolen.
    This skill cannot be rolled for 1 hour FST if the original roll is unsuccessful.
    If this skill is rolled and it is unsuccessfull you are noticed and must face any penalties.

Search
    You can find weapons on a furre, secret doors, simple traps or other detals not readily apparent.
    This skill cannot be rolled for 1 hour FST if the original roll is unsuccessful.

First Aid
    Use this skill to keep a badly wounded friend from dying, to help others recover faster from wounds or to keep a poisoned friend alive while an antidote is perpared.
    Heals a furre 1d10+(Skill User's Level)
    This skill cannot be rolled for 1 hour FST if the original roll is unsuccessful.
    A furre can only be successfully first-aided once per hour, even if there are several furres attempting it.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1 post ] 

All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron