NEPA Known World
At first level you get 4 skill slots plus your INT bonus. You can use one slot to buy any one skill, and you can put more than one slot into a skill. Each additional slot spent in this way gives a +1 to the skill roll.
Every four experience levels gained gives you another skill slot. Dwarf characters gain an additional slot for every 1,200,000 XP over 12th level, Elves get one every 1,350,000 XP above 10th level, and Halflings get one every 1,000,000 XP above 8th level.
Additional Languages (beyond native starting languages) may be acquired by spending General Skill slots, one for one. All races of intelligent beings have a language, but one must find someone willing and able to teach the wanted tongue. If selected during the character creation phase, it is assumed that such an instructor was found in the past. However, learning additional languages after character creation may involve a quest to find an appropriate instructor.
Skill checks will be made using a d20 check with skill points and ability modifiers adjusting rolls. The minimums are:
|7||for a very easy task|
|10||for an easy task|
|13||for a typical task|
|16||for a difficult task|
|19||for a very difficult task|
|21 or higher||for an impossible chance (giving those with the skill or high ability modifier, the chance to actually perform the impossible).|
If you do not have a specific skill for a task, you may still try it but you must take a -5 penalty to your roll. However, many tasks, like jumping across a ravine, are general so would not require the penalty.
We can also easily use opposed rolls such as when you want to push an Orc out of a door way and he wants to push you away. Both you and the Orc would roll d20 and add any strength bonuses then the higher number wins.
Although Halflings have many special skills, as listed in the Rules Cyclopedia, the adventuring Hin of Mystara have developed a few more tricks. Any Hin character may select any one of the following thief skills at the time of character creation:
* Open Locks
* Find Traps
* Remove Traps
* Climb Walls
* Pick Pockets
* Move Silently
* Hide in Shadows
* Hear Noise
The Halfling can perform this task as a thief of the same level. As the character gains experience, s/he progresses as a similar level thief in that one skill. A character cannot change this skill nor can s/he learn a different thief skill. A Halfling can never gain the thieves abilities to read languages/magic or backstab.
- Boxing: The character has received training in the art of boxing. With a successful check, s/he gets a +1 to hit and damage for each skill level.
- Intimidate: The ability to bully NPC’s. Will not work on 5HD or greater NPC’s.
- Muscle: +2 bonus on STR rolls for tasks like opening doors with successful skill check.
- Wrestling: +1 for each level of skill to Wrestling Rating (WR) with successful skill check.
- Alchemy: The ability to recognize and identify common alchemical substances and potions.
- Alternate Magics: Basic familiarity with those magics which are not related to standard spell casting. It includes knowledge of magical abilities of creatures, monsters and maybe even Immortals.
- Ancient History: Detailed knowledge of history and prehistory of a particular area or culture, along with general knowledge of other nations and races.
- Appraising: A successful skill roll allows the appraiser to correctly estimate the value of an item of worth.
- Artillery: Allows a character to understand the use of artillery pieces. A successful check gives +2 to hit with such weapons.
- Artisan: This is the skill of creating art. One slot per type of art (i.e.: sculpting, painting, woodcarving…).
- Boating: The ability to handle small boats or perform as a crewman on a larger ship. Also includes fishing skills.
- Clerical Magics: Ability to recognize and identify magical effects associated with clerical spells and other magical abilities.
- Craftsman: PC can make a living at specified craft.
- Disguise: The ability to make oneself look like someone else. A skill check must be made for each group of people the PC is trying to fool. The target must make a Wisdom roll against the Disguise roll in order to penetrate the disguise.
- Engineer: This is the skill of planning, designing, and building large constructions.
- Fire-Building: The ability to start a fire without a tinderbox or flint and steel.
- Healing: The ability to treat wounds and diagnose illness. A successful skill roll allows a character to restore 1d3 hit points. A botched skill roll will cause 1d3 points of damage. A successful skill roll made by 5 will allow the healer to determine whether an illness is natural or magically induced.
- Helmsman/Captain: The ability to handle a larger ship and direct a competent crew.
- Hiding: The ability to conceal yourself or other objects in a specified terrain. Modifiers to skill check as follows:
|Lots of local cover (plenty of trees, etc…)||+1|
|Little cover (some low bushes, etc…)||-1|
|Very little cover (patches of grass, etc…)||-3|
|No cover (grassless plain)||-5|
|Character was raised in this area||+1|
|Hiding a large object||+1|
|Hiding a small object||+3|
|Moving while hiding||-2|
- Hunting: The ability to locate, stalk and hunt large and small game with the bow, sling or spear. Successful skill roll gives +1 to hit with a bow, sling or spear.
- Knowledge: The character is an expert in one field of study. May make a living as a teacher.
- Know Market Value: A character with this skill automatically knows the market value of all common goods and a successful skill check will allow one to estimate the approximate value of special or rare goods.
- Know Terrain: The knowledge of land, water, and weather of a region. This includes knowing the safest or fastest travel routes, pathfinding, local waterways, and dangerous weather conditions.
- Labor: The character is very accomplished at one type of laborer profession. May make a living with this skill. With a successful skill roll, he can interpret information in light of his occupation.
- Lip Reading: Successful skill roll allows conversation to be ‘overheard’.
- Magical Engineering: This is the ability to recognize the basic principals of some unfamiliar magical devices, including recognizing common magical items.
- Mapping: This skill allows the character to automatically comprehend simple maps. Skill roll required to interpret or draft complicated layouts, or to map an area by memory.
- Military Tactics: This skill allows a character to interpret the movements of enemy forces and to move his own forces better.
- Mimicry: This ability allows the character to mimic animal noises and foreign language accents.
- Nature Lore: This skill is the knowledge of common plant and animal life forms of one specific terrain.
- Navigation: By taking directions from the position of the sun and stars, the character can always know roughly where he is. Requires a successful skill roll.
- Non-Human Cultures: General knowledge of non-human races including incomplete knowledge of customs, methods of warfare, kills with magic, and a very basic vocabulary.
- Outdoorsman: Experience with and knowledge of wilderness travel, camping, and survival techniques.
- Planar Geography: This includes general knowledge of the Prime, Inner, Outer, Astral, and Ethereal Planes. It includes knowledge of techniques of travel among the planes and common inhabitants of better-known planes.
- Profession: The character is accomplished at one type of non-labor profession. May make a living with this skill.
- Read Runes: The ability to read the sacred runes of the Northern Reaches. May be taken as a language instead.
- Sailing Weather: The ability to anticipate sea and weather conditions – to take advantage of them, or to avoid their dangers.
- Science: The character is an expert in one branch of scientific study. May make a living with this skill.
- Ship Building: The ability to build boats and ships, and to keep them in good repair.
- Shipwright: This is the engineering skill of shipbuilding.
- Signaling: Successful use of this skill allows the character to leave messages that can only be understood by another character of NPC with this skill. Must choose type of signals and culture origin upon obtaining this skill.
- Skald: Knowledge of traditional verses, legends, and heroic figures.
- Snares: This is the skill of building traps to capture animals, monsters, and unwanted visitors.
- Survival: This skill allows the character to find food, shelter, and water in any one type of terrain.
- Tracking: The character can follow tracks.
- Animal Empathy (or Monster Empathy): The character has the ability to sense and communicate basic feelings with one type of animal or monster within 100’. Skill roll is at a minus of the difference between HD and level if HD>level.
- Animal Trainer: The character knows how to raise, train, and care for one type of animal. The animal can be taught some simple tricks or simple orders.
- Bravery: With a successful skill roll, the character can resist the effects of any magical fear.
- Caving: This is the ability of not getting lost while exploring underground caves, cavern complexes, rivers, etc. A character with this skill will automatically know the route he has taken to get where he is. The caving skill may also be used in a maze.
- Codes of Law and Justice: This is the knowledge of the laws and judicial system of one country.
- Cooking (Military): The character is capable of cooking food for up to a regiment of soldiers. It also allows him to make relatively palatable food out of unappetizing ingredients scrounged up.
- Danger Sense: A successful skill roll means that the character may detect imminent danger. The character may not know the nature or source of the danger.
- Detect Deception: This is the ability to recognize deceptive behavior in an NPC. This does not reveal the truth or falsehood of specific statements, nor the motivations of the speaker, nor the exact nature of the deception. This skill only warns the character to distrust the deceptive NPC.
- Executioner: The sinister ability to make a prisoner talk, or scare him enough to cause the same.
- Falconry: The skills of hawking – of knowing when to release a bird of prey to catch small game and how to retrieve the bird afterwards. It also includes looking after and training a bird of prey.
- Gambling: The ability to win money in gambling games of skill. This involves honest games, and is treated like any other profession skill for the amounts of money earned in the long run.
- Guidance/Counsel: This is the advisory skill of the kindly old cleric or mystic. A successful roll will allow the Counselor to know whether or not his guidance is accurate or helpful.
- Honor (Specific Immortal): This skill honors an Immortal to gain his favor and aid. This includes knowing the code of behavior and the rituals pleasing to the Immortal. If the cleric has performed actions displeasing to his Immortal, he may be required to make a skill roll to gain spells, otherwise gaining cleric spells is automatic.
- Mysticism: This skill, similar to Honor (Specific Immortal), is usually taken by non-clerics. This skill allows the character to instinctively know the best course of action to follow to please the Immortals in general. Allows the character to recognize things sacred to Immortals and know some of the proper etiquette of clerical orders.
- Teaching: The ability to teach a skill most efficiently. A successful skill roll means the apprentice learns the skill with a permanent +1 modifier, as long as his final score remains at best equal to his teacher’s.
- Soothsaying: (Possibly) allows a character to divine the future via some obscure method (tarot, lots, stones, entrails)
- Spirit Lore: Knowledge of creatures from the spirit plane and how to deal with and placate them.
- Spirit Plane Geography: General knowledge of the geography of the Spirit Plane. It includes knowledge of travel between the Prime and Spirit Plane.
- Acrobatics: The character with this skill may perform impressive acrobatic feats. A successful skill roll is required to perform any acrobatic feat. A successful roll allows a character to reduce the effective height of a fall by 10’.
- Alertness: Successful use of this skill allows the character to draw a weapon without losing any time, to avoid the effects of surprise, or to wake up at the slightest out-of-place noise.
- Blind Shooting: This skill is the ability to shoot at a target without being able to see it. The character must be able to hear the target so that its position can be evaluated.
- Cheating: This is the skill of winning at gambling games by cheating.
- Domestic Crafts: Knowledge of basic homecrafts providing shelter, food, and garments for a household.
- Escape Artist: The character is often able to get loose when tied or locked up. A successful skill roll is required for each ‘layer’ that is to be escaped. The DM may add penalties as he sees fit.
- Fighting Instinct: The reaction of impulsively attacking first in order to gain the advantage in combat. Successful skill roll gives +1 to initiative in the first round of combat.
- Find Traps: This skill allows the character to detect traps after observing a corridor, room, or other area. An ambusher hiding in the area counts as a trap. A thief having this skill may add his DEX to his Find Traps skill.
- Forgery: Characters with this skill can create duplicates of scrolls, seals and documents, and can detect another’s forgeries. A sample is required.
- Hear Noise: This skill allows the character to perceive faint noises, or some specific detail in a multitude of different sounds. If successfully used at the same time as the Blind Shooting skill, the shooter is at +1 to hit. A thief having this skill may add his DEX to his Detect Noise skill.
- Hide in Shadows: This is similar to the thief’s ability. Only demi-humans and non-humans may take this skill.
- Jumping: A character trained at jumping can make a running long jump of 2d6 + ½ his skill in feet. He may also make a standing broad jump of 1d6 + ¼ his skill in feet.
- Knot Tying: This skill allows the character to tie all kinds of knots. This skill can also be used to escape from knots at a skill roll with a –3 penalty.
- Ledge Hopping: With this skill, the character is as surefooted on cliffsides and in uneven caverns as most characters are on flat ground. The character can safely hop from one rocky ledge to another within 6’, even when carrying normal encumbrance loads.
- Mountaineering: This does not replace the thief’s Climb Walls special ability; it is the skill of mountain climbing with the use of ropes, pitons, and other climbing gear. A character with this skill can use such gear to climb difficult rock faces and rig lines to enable non-climbers to ascend those faces.
- Quick Draw: Successful use of this skill allows the character to notch and fire an arrow with a +2 bonus to Initiative.
- Rapid Fire: A successful check enables a character to fire a bow twice instead of once. Each shot is made with a penalty of –3 to hit.
- Riding: This includes the basic care and feeding of a riding animal, and the ability to control it under difficult circumstances.
- Riding Monster: The aptitude of riding a monster trained for that purpose. Choose a specific monster.
- Seamanship: The character is qualified to work as a deck crewman, and is familiar with all types of ships.
- Stealth: This is similar to the thief’s Move Silently ability, but the character must choose one terrain in which it will work. A thief taking this skill may add his DEX to his Move Silently while in the specific terrain.
- Treewalking: This is the skill of staying aloft in trees, transferring from one tree to another close by, and working and fighting from a tree branch.
- Drinking: This skill gives the character a talent for absorbing alcoholic beverages without being affected.
- Endurance: This skill gives the character the ability to perform a task for long periods of time. Each check will allow the character to continue the task for another hour.
- Running: The character is a trained runner. By succeeding at a skill roll, he can increase his running movement rate by 10’ per round for 10 rounds.
- Sleeping: A habit for being capable of sleeping through anything!
- Slow Respiration: A successful check means your character survives in a low oxygen environment. One roll per day is required, at a cumulative –1 per day.
- Acting: This is the ability to make one’s living as a stage actor, but it also imparts the ability to pretend to be someone else or to show false emotions.
- Bargaining: A successful skill roll allows a character to get the best deal available for goods, services, or information.
- Deceive (Fast-Talk): This is the ability to persuade a listener of the truth and sincerity of what is said, despite the fact that the skill user is lying through his teeth.
- Etiquette: A person skilled at Etiquette knows proper table manners, styles of dance, how to dress properly, and how to address officials.
- Grovel: The skill of getting out of tricky situations by begging and crying.
- Leadership: Successful use of this skill adds +1 to the morale of any NPCs under the character’s control. It may also be used to convince other NPCs to follow the character’s commands.
- Music: This skill allows a character to play one group of related instruments in a skilled manner.
- Oration: Characters with this skill are able to sway large crowds of people with verbal persuasion.
- Persuasion: This is the ability to persuade NPCs of your honesty and sincerity. The speaker must believe the truth of what he says. Successful use of this skill means the listener believes what the speaker tells him; it does not mean that the listener will agree to actions proposed by the speaker.
- Singing: This is the ability to sing in a skilled manner; a character can make his living with this skill and can become a famous entertainer or bard.
- Storytelling: This is the ability to captivate an audience when telling stories. The character can earn his living as a teller of stories; if he also has Knowledge skills of appropriate worth he can be a sage or lore master.
These are skills for which characters must find specialized training to receive. Predominantly, they are not available in the Rules Cyclopedia.
- Quick Casting: This allows a magic-user to cast spells more quickly. If, at the beginning of a round, the magic user states he has the components ready for a specific spell, that spell goes off first thing in the next round, before initiative is rolled. If he changes his mind in between, he must shuffle his components and do nothing else that round.
- Spell Combination: This technique, normally taught by only the most impressed mentors, allows the student to mix his spell levels in any combination, so long as the total spell levesl memorized do not exceed his capacity. For example, a level four magic-user normally casts two 1st level and two 2nd level spells (for a total of 6 spell levels). With this technique, he can choose to memorize six first level spells, or three seconds, or any other appropriate combination.
- Spell Agility Training: Taught to students at magical academies, this skill allows a magic-user to make a dex check to be able to cast spells while moving. This can only be done ata normal walking pace; riding a mount or dodging attacks imposes a severe penalty on the check (-1 to -10, depending on circumstances). If the attempt fails, the spell is lost.