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Post by Idris on Sept 24, 2008 21:06:18 GMT
A note on the methodI have kept character creation for the Victorian Adventures game as simple as possible. There are no character classes as such but choice of occupation determines core skills and is related to social status. PC’s have expertise in either offensive or defensive techniques. They also gain feats and skills representing training or native talent. Membership of various groups - including social class - affects how the character is seen by others, and may give them access to support and assistance. Deciding on your characterBefore beginning to generate a character, decide on the kind of person you want to play. Although there are no rigid character classes, when selecting options, feats and skills you should be considering the background, education, training and life history of the character. If you choose to play a bank-clerk, be prepared to explain exactly how they came to be proficient with a Blowpipe and have Knowledge:Warfare! Select your Occupation from the Social Class & Occupations table. Occupations fall into groups which share characteristics such as university education, apprenticeships, training or lack of it and so on. Your Group gives you twelve Core Skills, and also determines the Social Class of your character. Your social status places you within a web of associations which will both help and hinder you in connecting with other people. Gentry and Squires have no Occupation as members of the Upper Class are expected not to work. The other major consideration is whether, when faced with a violent situation, your character relies more on offence or defence, as detailed in the Offence or Defence Option table. Remember that combat is going to be a less regular feature of play-by-post gaming, and that a fire-fight is rarely the solution to a problem in Victorian London. The likelihood is that if someone draws a gun, most people will put their hands up and do as they are told, and that anyone who commits murder, except in the most extraordinary circumstances, will be facing the possibility of the hangman’s noose. Attributes, feats and skills are as detailed below. Changes from basic d20 include the Extended Point Buy system applied to attributes, and the capping of Hit Points at 4th level. There are also some changes to skills, and a rapid feat progression. Background InformationOnce you have created your character, I will provide more detailed background information for your particular social class and occupation. I will also be posting background notes on topics such as money. Useful sites for factual information about this era:www.victorianweb.org/lots of specific articles and resources on our era www.victorianlondon.org/great source of original texts on everyday life www.channel4.com/history/microsites/H/history/guide19/part01.htmlmore useful background and a timeline www.visionofbritain.org.uk/census/report_page.jsp?rpt_id=EW1881GEN&show=ALLsome reports drawn from the 1881 census If you want more detailed information there are many sites relating to more specific areas of life such as housing, disease, education etc. Suggested fiction by Victorian authors stories by Arthur Conan Doyle, Rider Haggard, Edgar Allen Poe, Jules Verne, Robert Louis Stevenson, Charles Dickens and Rudyard Kipling. There are also plenty of modern writers who set their stories in Victorian London. I recommend Phillip Pullman’s series set in the 1870s – The Ruby in the Smoke, The Tiger in the Well, and The Shadow in the North, which include all the familiar elements of 19th century adventure stories.
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Post by Idris on Sept 24, 2008 22:57:19 GMT
Character Creation InformationOccupation and Social ClassSelect your Occupation from the Class Groups and Occupations table This will give you your Social Class and Core Skills. AttributesYou have 32 points to spend on Attributes. A score of 8 in any ability costs nothing - scores over 8 cost points as in the table below. No starting attribute score may be more than 18 or less than 8. Point buy costsAbility.......Points 9 ................1 10...............2 11...............3 12...............4 13...............5 14...............6 15...............8 16..............10 17..............13 18..............16 Strength (Str) measures the character’s muscle and physical power – the Str modifier is applied to - melee attack rolls - damage rolls when using a melee or thrown weapon (except when making an off-hand attack) - grapple checks - climb, jump and swim checks - strength checks eg breaking down doors Dexterity (Dex)measures the character’s hand-eye coordination, agility, reflexes and balance – the Dex modifier is applied to - ranged attack rolls, including attacks made with guns, bows, throwing knives and other ranged weapons - the character’s defence score, provided they can react to the attack - reflex saving throws, for avoiding explosions, traps etc that can be escaped by moving quickly - balance, escape artist, tumble, drive, ride, forgery, open lock, sleight of hand, hide, move silently, use rope, disable device, repair, use machine and some craft checks Constitution (Con)represents the character’s health and stamina – the Con modifier is applied to - each hit die (cannot drop below 1 hit point/level) - fortitude saving throws, for resisting poison and similar threats - how long a character can hold their breath If a character’s Constitution changes enough to alter the Con modifier, their hit points increase or decrease accordingly Intelligence (Int)determines how well the character learns and reasons – the Int modifier is applied to - the number of skill points gained at each level - the number of languages the character knows at the start of the game - animal care, decipher, evaluate, know ancient language, medicine, research, read lips, search, speak other language, tinker, all academic and specialised knowledge checks, and some craft checks Wisdom (Wis)represents a character’s willpower, common sense, perception and intuition – the Wis modifier is applied to - will saving throws (for negating mental affects) - listen, spot, sense motive, first aid, woodcraft, and craft: cuisine checks - concentration checks – ability to do things under pressure Charisma (Cha)measures a character’s force of personality, persuasiveness, personal magnetism, leadership ability and physical attractiveness – the Cha modifier is applied to - checks that represent an attempt to influence others - bluff, diplomacy, intimidate, gather information, disguise, animal empathy, animal training and all perform checks Ability ModifiersAbility Score.....Modifier 1....................... -5 2-3.................... -4 4-5.................... -3 6-7.................... -2 8-9.................... -1 10-11................ 0 12-13................ +1 14-15................ +2 16-17................ +3 18-19................ +4 20-21................ +5 Extended Point buy:Instead of simply being able to raise any attribute by one point at every 4th level, you gain two points at level 2, and one more at each subsequent level. You may distribute points as you wish, and you may save them in order to raise a high ability score. Raising an ability score costs the same number of points as it does when creating a character (see Point Buy Costs table above) It costs four points to raise any score above 18 by 1. (thanks to SD for this!) Offence or Defence OptionSelect one of the options from the Offence or Defence Option tableOffence OptionThe character begins play with one good save (starting at +2) and two poor saves (starting at +0). Assign the three saving throw progressions to Reflex, Fortitude and Will Power, in any order. Base attack bonus starts at +1. An Offence Option character also gains Weapon Proficiency:Fists, and either Weapon Proficiency: Club or Weapon Proficiency: Dagger. Defence Option The character begins play with two good saves (starting at +2) and one poor save (starting at +0). Assign the three saving throw progressions to Reflex, Fortitude and Will Power, in any order. Base attack bonus starts at +0. Hit PointsAll characters get the maximum number of Hit Points at first level ie. 6 plus Con bonus, and gain Hit Points equal to 1d4+2 plus Con bonus at each subsequent level up to 4th. Hit Points are capped at 4th level and no more may be gained. However at further levels a player can choose to reroll existing low Hit Point scores, and keep a higher roll. Only one reroll is allowed per level. FeatsAll characters start with two feats at 1st level, selected from the Feat ListThere are no restrictions on which feats can be chosen. Characters gain one further feat at every level divisible by two. SkillsAt first level all characters gain nine skill points plus Intelligence bonus, multiplied by four. They gain a further nine skill points plus Intelligence bonus at each subsequent level. Occupation gives access to twelve Core Skills. For most Occupations these include nine specified skills and a further three of the player’s choice. The exceptions are Gentry and Squire with four of their twelve skills chosen by the player, the greater flexibility reflecting the lack of vocational training and more free time available to these two groups. Available skills are shown on the Skills tableCraft, Perform and Knowledge skills are broken down into areas of expertise – these must be taken individually, although synergy bonuses may be gained by taking related skills. Core skills cost 1 skill point per rank, all other skills cost 2 skills points per rank. The maximum number of ranks a character can have in a core skill is equal to their character level plus three. At any level the maximum number of ranks for noncore skills equals half the maximum for a core skill. Half ranks do not improve skill checks – they represent partial purchase of the next skill rank as one is training to improve that skill LanguagesAll characters can speak English, whether or not they are natives of the country. Characters also gain bonus languages equal to their Intelligence modifier. Further languages cost skill points as above – one point if Speak Other Language or Know Ancient Language is a Core Skill, two points otherwise. Note that although all languages have the same point cost, they are not all equally available. Good reasons must be given for why a character has learned a particular language, especially if it is obscure. Other Languages:There are many contemporary languages to choose from. French, German, Italian and Spanish often figure as part of a good education, especially if privately tutored. Other European languages - Portuguese, Polish, Russian, Hungarian, Danish, Dutch, Norwegian - may be learned for trading or other specific reasons. The Empire's administrators and enforcers commonly learn Hindustani (India) or Swahili (Africa). Missionaries and merchants may also pick up languages such as Chinese, Persian, Arabic or Afrikaans, or learn less common tongues. Erse, Gaelic, Welsh, Romany and Yiddish belong to oppressed minorities, and are not generally shared with outsiders. Characters must definitely have a good background reason for why they might have picked up one of these languages. Ancient Languages: The Classics - Latin and Greek - are central to a public or grammar school education. Biblical scholars learn Ancient Hebrew and Aramaic. Other ancient language such as Sanskrit, Middle Egyptian, Babylonian and Coptic are usually the reserve of antiquarians, both professional and amateur. LiteracyAll except those in the Poor and Lower Working Social Classes can read and write English. For a Poor or Lower Working Class character, roll percentile dice and add 5% per point of Int bonus. If you roll under 25% your character is illiterate. Characters with Speak Other Language and Know Ancient Language are automatically literate in the selected language. Notes on Skill UseTaking 10 and 20: When you are not threatened or distracted you may choose to take 10 on the skill check. When you have plenty of time, and are not faced with threats or distractions, and there is no penalty for failure, you can take 20 on the skill check. Aid Another:In situations where characters can cooperate to accomplish a task, one character can be designated the leader while the others try to aid them in their efforts. If any of those giving aid succeed in a skill check (DC10) their ally gains a +2 circumstance bonus to their attempt. Such bonuses stack, but the number of others who may aid is restricted by the situation. Skill Synergies:Sometimes the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a +2 bonus on the skill check. see below for details of skills
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Post by Idris on Sept 24, 2008 23:11:56 GMT
Skills in Detail
Academic Knowledge (Int: Trained only) Academic Knowledge represents depth of learning and requires extensive study, usually at a University or College. Use this skill to remember pertinent facts and figures, and to aid research. Academic Knowledge is not one skill but many, each of which must be individually acquired. These include -
Archaeology: a relatively new discipline, Archaeology is the scientific study of ancient artefacts, skeletal and other remains recovered by excavation. Archaeology also encompasses palaeontology, the study of fossils.
Architecture: a far older discipline, Architecture deals with the principles of design and construction and ornamentation of fine buildings. It combines elements of art as well as engineering.
Astronomy: an ancient discipline, Astronomy is the study of celestial bodies, what they are made of and their magnitudes and motions.
Chemistry: the science of matter. Chemistry is the branch of the natural sciences dealing with the composition of substances and their properties and reactions.
Classics: the name given to the study of the languages, literature, history, art, and other aspects of the ancient Mediterranean world - especially Ancient Greece and Ancient Rome during the time known as classical antiquity.
Engineering: the discipline dealing with the application of scientific knowledge to the design, construction and operation of structures and machines.
Geography: the scientific study of the Earth’s land, sea, air, climates, natural resources, distribution of plant and animal life, and its peoples. Geography also encompasses Geology and Meteorology.
History: the branch of knowledge that studies the recorded past, assessing notable events and persons.
Law: knowledge and understanding of Common and Statute law. Common law is set by precedent in court and by interpretation of statute law. Statute law is governing action or procedure approved by Parliament.
Logic and Rhetoric: Logic is the branch of philosophy that deals with the formal properties of arguments and the philosophical problems associated with them. Rhetoric is the art of using language, especially public speaking, as a means to persuade, and focuses on the interrelationship of invention, arrangement, and style.
Mathematics: the study of numbers, shapes, structure and change and the terms used to express them. Mathematics includes arithmetic, algebra, geometry, trigonometry, and calculus.
Natural History: the scientific study of plants or animals, primarily by observation rather than experiment.
Philosophy: the search for a general understanding of values and reality by chiefly speculative rather than observational means. Philosophy has five main branches - logic, aesthetics, ethics, metaphysics, and epistemology.
Physical Science: the study of matter and its motion, of space and time, dealing with concepts such as force, energy, mass and charge. Physical science uses experiments to understand how the physical world works, measuring and quantifying physical things in order to describe relationships or laws between them .
Religion: the study of the beliefs and practices, rituals, writings and traditions of different faiths.
Knowledge of a particular subject adds +2 to Research checks in that or related areas of study.
Animal Care (Int) Use this skill to take care of farm and domestic animals. Skill checks are not needed for routine care and feeding, but are required to spot developing illness or problems, or for special grooming.
Animal Empathy (Cha:Trained only) Use this skill to improve the attitude of an animal – stop a guard dog from barking at you, keep a wild animal at bay while you back off, get a wild bird to come to your hand. You and the animal must be able to study each other therefore you must be within 30 feet under normal conditions. Generally influencing an animal in this way takes 1 minute, but might take more or less.
Animal Training (Cha: Trained only) You know how to train animals to perform tricks and obey simple commands. Training takes time – skill checks to be made once per week. A simple trick can be learned with one successful check, a moderately difficult trick with three successful checks, and a really hard check with ten successful checks.
Balance (Dex) Use this skill to balance while walking on a narrow or unstable surface. Make a Balance check to keep your footing on ice, move across a roof, run over a narrow beam, or walk a tightrope. With a successful Balance check you can walk on a precarious surface at half your normal speed for one round. Failure by 4 or less means that you are unable to move for one round. Failure by 5+ means you slip and fall. It is possible to reduce the falling damage by using Jump or Tumble.
Attacked: While balancing you lose your Dexterity bonus to Defence unless you have 5 or more ranks in Balance. If you take damage you must make a Balance check to remain standing.
Accelerated Movement: You may attempt to move at normal speed but must take a -5 penalty to the check and automatically fall if you fail. Moving at twice your speed in a round requires two checks, one for each move action.
Bluff (Cha) You can make outrageous or untrue claims seem plausible. The skill encompasses acting, con-artistry, fast-talk, misdirection, prevarication and misleading body language. Your Bluff check is opposed by the target’s Sense Motive check, modified by circumstances.
Innuendo: You can send and understand secret messages while appearing to be talking about other things. Use Bluff to get a message across to another character. They must make a Sense Motive check to understand what you are trying to get across.
Feint: You can also use Bluff as an attack action in combat. Used successfully against an opponent, it will make him unable to dodge you effectively - he loses his Dexterity bonus to defence against your next attack.
Climb (Str) A successful Climb check allows you to advance up, down or across a vertical or steeply sloping surface at one-half your normal speed. This is a full-round action. A slope is any incline or less than 60 degrees, a wall has an incline of steeper than 60 degrees. A failed check means you make no progress. Failure by 5 or more means that you fall. It is possible to reduce the damage by using Jump or Tumble.
Scramble Up: if you accept a -5 penalty on Climb checks you can attempt to cover your full speed in climbing distance. You must also make two Climb checks each round.
Attacked: While you are climbing, each attacker targeting you gets +2 to attacks, and you lost your Dexterity bonus to defence. If you take damage while climbing you must make another successful Climb check or fall.
Gear: Climbing gear gives a +2 circumstance bonus on Climb checks. You can use pitons to climb a sheer or dangerous surface. Doing so takes one minute per piton and one piton is needed every three feet. In the same way a climber with an ice-axe or similar implement can cut holds in an ice-wall.
Concentration (Wis) You are good at focusing your mind, even under difficult circumstances - under attack or wounded, surrounded by distractions such as harsh weather, loud noise etc, or suffering from heat, cold, hunger, thirst or exhaustion.
Composure: you remain coolheaded under pressure. When unable to take 10 on a skill check due to distraction or pressure, make a Concentration check (DC the same as the skill check). If you succeed, you can take 10 on that check.
Focus: you can push distractions, pain, or illness aside in order to focus on the task at hand. When suffering from any circumstance penalty, you can make a Concentration check (DC 15 + twice the value of the penalty.) This check takes one minute, and success allows you to ignore the penalty on your next skill check. Skill checks that take a long time to complete, such as Research or Gather Information, require a check of DC 15 + thrice the value of the penalty you wish to ignore.
Craft (Various: trained only) You are skilled in a fine art or in the creative use of specific materials. Your skills may have been gained at an art college, in a previous career, or you might well be a talented amateur – however you have learned them, you use them to create individual works which you may then sell or exhibit. You know how to use the requisite tools, how to perform the craft’s essential tasks, and how to handle common problems - these aspects of the skill do not require checks. Make a Craft check when you make an item or to recognise the quality of work in your own field, or wherever your particular expertise might give you insight.
Craft is actually a number of individual skills, each of which is purchased separately. You can have several Craft skills, each with its own ranks. Craft specialisations include –
Ceramics (Dex): The creation of works such as vases, figures etc from fired clay. The specialisation covers all aspects of the craft – obtaining and treating raw materials, use of a kiln, glazes etc.
Clockwork (Dex): The creation and maintenance of mechanisms using geared wheels driven by a wound spring, and their use in items such as clocks, mechanical toys, astronomical models and musical boxes.
Cuisine (Wis): The art of skilfully preparing meals that are pleasing to both the eye and the palate. The specialisation covers the sourcing of fine ingredients, and all aspects of preparation and cooking.
Fine Art (Dex): The creation of visual two-dimensional works, using a variety of media including pencil, pen and ink, charcoal, oil paint, water colours, etching and engraving.
Glasswork (Dex): the creation and repair of stained glass windows and other pieces of decorative glasswork. The specialisation includes the cutting, grinding, leading and painting of glass.
Metalwork (Dex): the use of tools and techniques in cutting, texturing, bending, forming and colouring metal using tools and techniques to make decorative pieces including jewellery, sculpture etc.
Photography (Int): the process and art of recording pictures using a camera. The specialisation includes the use of dry-plates for taking photographs, and enlarging and processing in the dark-room.
Printing (Dex): the processes involved in producing printed materials, including books, newspapers etc. The specialisation includes the use of presses, moveable type, qualities and sizes of paper, lithography etc.
Stonework (Dex): use of stone to create ornamental architecture or statuary. Specialisation includes selection at the quarry, and the use of tools for cutting, dressing, carving and polishing of stone.
Woodwork (Dex): the working of wood to create objects such as toys, carvings and other decorative pieces. The specialisation includes selection of wood, joinery skills and the use of specialised tools.
Writing (Int): the crafting of words to create fine prose – fiction, non-fiction, journalism - or poetry. Decipher (Int: Trained only) You are trained in breaking codes, or interpreting ancient hieroglyphs and runes. The GM makes your Decipher check in secret. If the check succeeds you understand the general content of a piece of text. If the check fails, the GM makes a Wisdom check for you to see if you avoid drawing a false conclusion about the text.
Diplomacy (Cha) Diplomacy includes etiquette, social grace, tact, subtlety, and a way with words. A skilled character knows formal and informal rules of conduct, social expectations, proper forms of address and so on. This skill represents the ability to give others the right impression, negotiate effectively and influence others. Diplomacy only works when someone is willing to listen to you and can understand the language you are speaking.
Make a Diplomacy check when you try to influence the attitude of others. Changing others’ attitudes takes at least a full minute and may take considerably longer. When negotiating or acting as an advocate make opposed Diplomacy checks to see who gains the advantage.
Disable Device (Int: trained only) Use this skill to defeat a mechanical lock or trap, to rig a device to fail when used, or even to disarm a bomb. The time taken depends on the complexity of the device. The GM makes the Disable Device check in secret. If the check fails by 4 or less you have failed but can try again. If you fail by 5+ something goes wrong.
Examining and disabling any device requires at least a simple tool of the appropriate sort (a pick, crowbar, saw, file etc) Attempting a Disable Device check with makeshift tools carries a -2 circumstance penalty, unless you also have the Tinker skill, in which case a successful Tinker check negates the penalty.
Disguise (Cha) Use this skill to change your own or someone else’s appearance. This requires at least a few props, make-up and 1d4x10 minutes of work. Your Disguise check is opposed by others’ Spot checks. You can impersonate specific people or types of people – in this case those who know that person or type will always make an opposed check, with a bonus depending on how well known the person is to them. The GM makes your check in secret.
A disguise kit provides a +2 circumstance bonus on the Disguise check.
Drive (Dex) Use this skill to drive a horse-drawn vehicle – a wagon, cart. dray, carriage, hansom cab etc. The Drive skill also covers dealing with harness, trappings etc and basic maintenance of the vehicle. Driving under normal conditions does not require a skill check. Make a check only when some unusual circumstance exists – for example an icy road, being followed or chased, or someone shooting at you.
Escape Artist (Dex) Use this skill to slip bonds or manacles, wriggle through tight spaces, or escape someone grappling you. Escaping from rope is an opposed check. Handcuffs and manacles have their own DC. Making a check to escape from being bound or squeezing through a tight space takes one minute.
To escape a grapple or pin requires a successful opposed check against your opponent’s grapple check. This is a move action.
Evaluate (Int) You can judge the value of objects, commodities or bloodstock. This covers not only monetary value but quality of workmanship, intrinsic worth and in some cases future profitability.
A tool such as a magnifying glass will give a +2 circumstance bonus on Evaluate checks involving small or highly detailed items. A weighing scale will give a +2 circumstance bonus on Evaluate checks involving any item valued by weight, including precious metals. These bonuses stack. Evaluating a common item takes one minute, rare or exotic items may require more complex tests.
First Aid (Wis) Use this skill in a to keep a badly wounded friend from dying. If the character has negative hit points and is losing hit points, you can attempt to stabilise them with a First Aid check.
First Aid may also be used to give immediate psychological aid when another character is affected by any kind of fear effect. Make your first aid check against the original DC of the effect. If you succeed the effect is reduced as follows –
Shaken: with your help the character is able to pull themselves together: the fear effect is negated.
Frightened: with your help the Frightened character can control their fears enough to face danger: the effect is reduced to Shaken (-2 to attacks, saves, skill & ability checks)
Panicked: with your help the Panicked character retains some control over themselves despite their fear: the effect is reduced to Frightened (flee as best one can, if can’t flee may fight if attacked, -2 to attacks, saves, skill & ability checks)
Cowering: with your help the Cowering Character can force themselves to act and flee to safety: the effect is reduced to Panicked (drop anything one holds, flee at top speed from the source of fear, and any other dangers, along a random path, take no other actions, -2 on saves, skill & ability checks, if cornered will cower using total defence but not attack)
(NB: Cowering = one is frozen in fear & can take no actions. -2 to defence, lose Dex bonus)
Use of a First Aid kit gives a +2 circumstance bonus to First Aid stabilisation checks.
Forgery (Int) Use this skill to create false documents, fake someone’s signature or detect the forgeries of others. You require writing materials appropriate to the document being forged, and enough time. The time taken to forge documents is variable, and samples of originals are needed to forge a specific handwriting.
The check only needs to be made when someone examines the work. Your Forgery check is opposed by the Forgery check of the person examining the document to check its authenticity.
Gather Information (Cha) Use this skill for making contacts in an area, find out local gossip, spread rumours and collect general information. It takes a few hours of talking to locals, possibly buying drinks and so on, to gain a general idea of local events. Results vary according to how specific and obscure the information you are pursuing. In some cases even a successful check may elicit only a negative reaction, if people know nothing.
Characters may draw attention to themselves if they repeatedly ask about certain information. Checks may be made with a -5 penalty to cover their tracks.
Hide (Dex) Use this skill to sink into the shadow, to move unseen or to follow someone through a busy street without being noticed. Your Hide check is opposed by the Spot check of anyone who might see you. Moving over half speed incurs a -5 penalty to the check.
If you are being observed, you can’t hide, but you can use the Bluff skill to give you a momentary diversion. If successful, while the observer’s attention is distracted you can attempt a Hide check if you can get to a hiding place.
Intimidate (Cha or Str) Use this skill to get a person to do something they don’t want to do by means of verbal threats, force of will and imposing body language. Your check is opposed by the target’s level check (1d20 + character level + any Will save versus fear).
Jump (Str) Use this skill to leap over pits, vault low fences, or reach a trees lowest branches. If you have ranks in the Jump skill and succeed on a check, you land on your feet and can continue moving as far as you are able. If you attempt a Jump check untrained, you land prone unless you succeed by 5 or more.
Listen (Wis) Use this skill to hear people or animals moving, detect someone sneaking up from behind, or eavesdrop on a conversation. If the person is sneaking your Listen check opposes their Move Silently check.
Medicine (Int: trained only) You have been trained to aid those that are sick or injured, and are skilled in medical and surgical techniques. Make a Medicine check to treat injuries and deal with the effects of disease and poisoning.
Minor injuries: If a character loses less than half their maximum number of hit points they are lightly injured. Medical treatment will assist the lightly injured character to regain hit points at double the usual rate (2 per level per day)
Injured: If a character loses more than half their maximum hit points they are injured - this represents wounds which require dressing or minor broken bones which need setting. Without such medical attention a character will regain hit points at half the normal rate (1 per level every 2 days)
Long-term care: If a character’s hit points are reduced to two or less they are severely injured. Severe injuries require long-term care and sometimes medical or surgical intervention. Without medical attention and bed rest, a severely injured character will not regain hit points. Long-term care must always be given when a character is or has been on negative hit points.
Poisoning: a Medicine check can be made in place of a poisoned character’s saving throw, and the result used if higher. This represents the practitioner’s ability to recognise the poison and apply an antidote in time.
Disease: a Medicine check can be made in place of a diseased character’s saving throw, and the result used if higher. This represents the practitioner’s knowledge and use of medicines and other treatments.
Both Poisoning and Disease represent severe effects on the body, although it is possible to recover without medical assistance.
Move Silently (Dex) Use this skill to sneak up behind someone or slink away without being noticed. Your Move Silently check is opposed by the Listen check of any who might hear you. You can move up to your normal speed at no penalty, at any faster speed, you suffer a -5 penalty.
Open Lock (Dex:Trained only) You know how to use unorthodox means to open locked doors, drawers and even safes. Opening a lock takes a full round and requires a tool of the appropriate sort (skeleton keys or pick-locks).
Attempting an Open Lock check with makeshift tools carries a -2 circumstance penalty, unless you also have the Tinker skill, in which case a successful Tinker check negates the penalty.
Perform (Cha: Trained only) You are skilled in some form of artistic expression, and can entertain audiences and use your performance to manipulate their emotions. A professional standard of performance may only be learned through training and practice, but untrained Perform checks may be attempted in Comedy, Oratory and Singing at the GM’s discretion. Specialisations include –
Comedy: popular entertainment that may be composed of jokes, satire, humorous songs, eccentric dancing, slapstick or combinations of these.
Dance: (trained only) this skill represents a variety of separate styles, including classical ballet, popular dances (eg. waltz, polka), folk dancing etc. Each style should be taken separately.
Drama: this skill covers all aspects of the drama - acting, voice projection, and stagecraft – and all dramatic styles - comedy, tragedy, farce, pantomime or melodrama.
Illusion: (trained only) the art of the stage magician, creating magic effects by means of tricks. Stage magic includes prestidigitation, escapology, ventriloquism, mind reading and conjuring.
Musical Instrument: (trained only) this skill represents the ability to play a specific instrument – pianoforte, harp, flute, organ, trumpet, violin, viola, cello, banjo etc. Each instrument should be taken separately.
Oratory: the art of public speaking & debate. This skill also covers story-telling and public readings.
Singing: this skill covers all varieties of vocal music, including opera, operetta, popular and folk songs, and the performance of drawing-room ballads and parlour songs.
Repair (Dex: Trained only) You know how to repair damaged machinery. The difficulty and time taken vary with each instance.
Attempting a Repair check without proper tools carries a -5 circumstance penalty, unless you also have the Tinker skill. A successful Tinker check reduces the penalty to -3.
Research (Int) Use this skill for learning information in libraries, museums, newspaper archives etc. A general idea on any topic - apart from obscure, arcane or secret knowledge - can be gained given enough time (1d4 hours) but more specific information will take longer and may require higher check results.
Ride (Dex) Use this skill to ride horses and similar mounts. Riding under normal conditions does not require a skill check. Checks may be called for when galloping, racing, guiding a steed through treacherous terrain, leaping onto a moving mount etc
Row (Str) Use this skill to propel rowing-boats, punts and similar vessels. Rowing under normal conditions does not require a skill check. Checks may be called for when there is bad weather, dangerous obstacles, or rough waters to contend with.
Search (Int) Use this skill to check an area for clues, hidden objects or other details not readily apparent. Search lets you discern a small detail or irregularity through active effort. Search may also be used to find tracks when the character does not have the Track feat, but can only follow tracks in easy circumstances.
Sense Motive (Wis) This skill represents sensitivity to body language, speech habits and mannerisms of others. A successful check allows you to counteract the Bluff skills, letting you sense that what you are hearing may not be true. Trying to gain information with this skill takes at least 1 minute.
Hunch: You can get the feeling from another’s behaviour that something is wrong, or ascertain that someone is trustworthy.
Sleight of Hand (Dex: Trained only) You can lift a purse or wallet and hide it about your person, palm an unattended object, conceal a weapon in your jacket, or perform a feat of legerdemain with an object no larger than a hat. When trying to take something unnoticed by another character make a skill check to take the object, while the observer makes a Spot check against your roll to detect the attempt.
Specialist Knowledge (Int:Trained only) This skill represents depth of knowledge but not that attained through academic or formal education. Use this skill to remember pertinent facts and figures, and to aid research. Specialist Knowledge is not one skill but many and each must be individually acquired. These include –
Arcane Lore: you have developed an interest in the occult, magic and the supernatural, and know details of astrology, numerology and similar topics.
Arts: you are a devotee of the arts. You are very well informed about all aspects of painting and sculpture including history and techniques, as well as performance art forms such as opera, ballet and orchestral music.
Business: you have commercial experience, and know how to deal with money, banks and marketing.
Civics: you know about political and governmental institutions and processes, legislation and legal rights and obligations.
Current Affairs: you are well informed about recent events throughout the world, and have absorbed fine details about persons, organisations, nations etc in the news.
Etiquette: you are familiar with the forms required by good breeding, or prescribed by authority, to be observed in social or official life.
Foreign Culture: you are less parochial than most and have developed an interest in other peoples, their traditions, art and literature, costume and cuisine.
Individual cultures include Oriental (China/Japan/Siam), South American (Mexico to Patagonia), African (Sahara to South Africa), Pacific (Australian aborigine/Maori/islands), North American (including Indian & Eskimo), Indian (Ceylon to Afghanistan), Asian (Central Asia), Middle Eastern (Arabic/Persian). This skill can also be applied to cultural groups such as Gypsies.
Foreign Culture can be taken more than once - a new culture must be specified each time this skill is taken.
Local Knowledge: you have a thorough knowledge of a particular district, including local personalities, traditions and stories, places of interest, meeting places, shops and markets for bargains. You have contacts among the local inhabitants who may be able to offer you information or even assistance.
Myths & Legends: you are familiar with stories of gods and heroes of ancient times, folk beliefs and customs, and supernatural or mysterious phenomena connected with localities.
Navigation: you know how to determine the position and location of a vessel, and plot a course to a specified destination.
Underworld: you know your way around London’s dark and dangerous underworld. Thieves’ cant, beggars’ symbols and the etiquette of the underworld are familiar to you, and you can navigate the opium dens, brothels and back-rooms of the most notorious areas of the city.
Warfare: your study has given you an understanding of strategy and tactics, the disposition of forces, and an academic knowledge of weapons and materials.
Knowledge of a particular subject adds +2 to Research checks in that or related areas of study. Five or more ranks in the Research skill adds +2 to Knowledge of a particular subject.
Spot (Wis) Use this skill to notice objects that are somehow out of place, characters or creatures that are hiding, or noticing someone in disguise. Spot can be opposed by a Hide checks of a character trying not to be seen, or the Disguise skills of someone who doesn’t want to be identified.
As a full-round action you may attempt to spot something that you failed to spot previously.
Swim (Str) Using this skill, you can swim, dive, navigate underwater obstacles etc. A successful Swim check allows you to swim one-quarter of your speed as a move action, or one-half you speed as a full-round action. Roll once per round. If you fail, you make no progress through the water. If you fail by 5 or more, you go underwater and start to drown. If you are under the surface, you suffer a cumulative -1 penalty to your check for each round you have been underwater.
Tinker (Int) You have a way with machines and materials. A Tinker check (DC variable) will allow you to improvise with whatever is to hand. The time taken depends on the complexity of the device. Finding something to use as a simple tool takes a few minutes – a complex contraption might take hours or even days. The availability of materials also affect the DC of a Tinker check.
On a failed check, the tool breaks or the device is ruined and the materials are wasted. A check that fails by 10 or more results in possible damage to its constructor or surroundings.
Tumble (Dex: Trained only) You can dive, roll, turn cartwheels and somersaults and so on. You can tumble past opponents once per round during combat. You can try to reduce damage from a fall, treating it as 10 feet shorter with a successful check. You can also use the skill to entertain an audience.
Use Machine (Dex:Trained only) You are trained in the use of one form of machinery - a loom, press, locomotive or other mechanical device. If you have this skill you do not need to make a check to use a machine you are familiar with. Make a check when you need to use your skill to give you an insight into the use of another kind of machine, drawing on your experience and knowledge of steam-power, gears, safety-valves etc.
Use Rope (Dex) With this skill you can make or undo knots, splice lengths of rope together, and bind a person with rope. In this case, your Use Rope check is opposed by their Escape Artist check.
Woodcraft (Wis:Trained only) Use this skill to subsist in the wild – fishing, game hunting, making fires and charcoal, finding edible food, constructing improvised shelters etc.
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Post by Idris on Feb 15, 2009 23:18:26 GMT
Please see the information about equipment, clothes, travel etc. in the background information thread.
A PC will not have a specific amount of money to start the game. A member of the upper class will have virtually unlimited credit in shops and legitimate businesses. Working class will expect to pay in cash and have an abhorence of debt, so nothing extravagent even among the craftsmen. If you are really poor you will have hardly anything.
All PCs have access to equipment and/or services connected with their group and occupation. Those in practical professions, crafts and trades possess their own tools of the trade - for instance a surgeon will have surgical equipment, a blacksmith will have hammers and tongs etc, a musician will have a musical instrument. Those with academic or specialist knowledge will also have books and/or equipment relating to it - eg a telescope for astronomy.
The character may also have a place in which they practise their occupation - a surgery, office, chambers, workshop, forge, barge etc - where further equipment and services are available. Some occupations involve transport - a handsom cab driver will have the use of a cab and horse for example.
All occupations have access to relevant services and/or support - a journalist can go through the news archives, a professor belongs to the university library and so on. Professional bodies, guilds and trades societies can also provide support and assistance. A vetinary surgeon may have contacts in London Zoo, or a miner know of a means to obtain explosives. Those in the underworld may be protected by gang leaders.
Most characters have family who may be able to assist them, if not financially then in other ways. Immigrant communities do the same for their members. Gentleman's and other clubs and societies also provide support. This is especially true of very selective groups such as the Masons.
You will find all the London clubs and societies listed in the Dickens Dictionary - see the information thread.
Religion is also important - although less than half the population are regular church-goers. Please consider whether your character is an active member of a faith. Maybe they have cultural ties to a certain church or group, maybe they are lapsed but still respect it, maybe they don't care, or are positively atheistic. Belonging to a church or belief group provides support, although it may also impose responsibilities or guilt.
Your character may also be a member of a political party - currently the Conservatives (Tory) or Liberals. Or you may be an socialist or other activist - perhaps someone concerned with the plight of the working class, or trying to create a more just or liberal society.
Let me know what possessions you want your PC to carry plus anything in particular that your character can access. If this needs altering I'll let you know. Also please tell me of any clubs, societies, religious groups etc that your character belongs to.
Id
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