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SCHOOL OF HARD KNOCKS" The Skill Companion Principle Designer: Peter Mork Magical Balance & Profession Material: Craig O'Brien, Brian Olson, C. Chariton Material from RMSR: Coleman Chariton, John Curtis Eaitors: C. Chariton, Brian Olson Proofing/Baiting: Jenifer Matuska (Cover Mustration: Angus McBride Interior Wustration: Storm Cook, Michael Dubisch, John T. Snyder. Secondary use art from: Art Explosion and various Dover Publications Project Specific Contributions: ‘Art Direction Jason O. Havens, Jessica Ney Grimm; Cover Graphizs J. Ne Grima Rune Daign: Daniel Cruger, J. Curtis, J. Hawhins, C. Chariton; Bagerahing & Stondary Art C. Chatkon, Proofrading THE Howard Huggins ICE Staff — Pride Peter Fenlon; ‘CHO: Bruce Neidlinger, Managing Edior Coleman Chariton: Deaelpment. & Preducion Stat Donald Dennis, J Hawkins, J. NeyGriram, Craig OBrien, Brian Olson, Sherry Robinson; Sale, Customer Serie, & Operation Saf Steve Hardy, Heike Kub H. Huggins Special Contributions — Playtsten: Ryan Brase, Dan Bye, Micah Johnston, Doug Matuska, Jennifer Matusia, Brian McClear, Anders Oftlie, Joel Ray, Andrew Warren, Paul Wilson Thanks: To my wife, Jenifer, for her support and love (not t9 mention hours of hard work). Te Amy Johnson, for her expertise with dance. To every non gamer that didn’t mock this addiction (especialy Benji Latz and Beth Truesdale). Dedication: This book is dedicated to Kegon, who reminded me that anything worth doing, is worth doing with style! Keep the faith, brother CCopriht 1995, 2000 © by ron Crown Enterprises Ine... Al ahs reserved... No reproduction without author! persian. Produced and dtubuted by IRON CROWN ENTERPRISES, Inc, PO. Box 1605, Charles, VA 22902. ‘Stock 15808 Fint US. Eaton SBN 1-55606-560-4 1.0 Introduction, 2.0 Skill Resolution. 24 Specialized Static Maneuver Tables ane 5 2.2 Uncoordinated Efforts oom 5 2.3 Coordinated Efforts nun 6 24 Aided Maneuvers 7 25 Subsequent Maneuvers sane 7 2.6 Maneuver Duration nsw 8 8 8 9 9 9 2.7 Variable Stat Bonuses .. 28 Extended Example 3.0 Skill Development. Special tion Generalization . : Bone Injuries Burns Carilage & Ligament Injuries (Sprains & Strains) .. Head Injuries. Musele/Tendon injuries won 11 Nerve Injuries Organ Injuries... Shock Skin/ Tissue Injuries Diseases. Poisons. 5.0 Skill Categories. 5.1 Artistic Skills... 5.2 Athletic Skills... 5.3 Awareness Skills 5.6 Crafts 5.7 Influence Skills. 58 Lore Skills 5.9 Outdoor Skills. 5.10 Power Skills B.L1 Science/Analytie Skills. 18 5.12 Self Control Skil 5.13 Subterfuge Skills. 5.14 Technical/Trade Skills... 19 5.15 Urban Skills cnn 6.0 Skills. ‘Acrobatics Acting ‘Administration . Adrenal Balance Adrenal Concentration vnc 24 Adrenal Defense Adrenal Deflecting. Adrenal Landing ‘Adrenal Leaping. ‘Adrenal Quickeraw. ‘Adrenal Speed. vn Adrenal Stabilization eocseons 27 Adrenal Strength 27 Adrenal Toughness... 28 ‘Advanced Math Advertsing Alchemy. Alertness on Ambush Animal Healing. Animal Handling... Animal Mastery Animal Training.. Anthropology. Appraisal . Architecture ‘Astronomy ‘Athletic Games (Brawn) Athletic Games (Endurance) .. ‘Athletic Games (Gymnastic) Artunerent Basic Math Begging. Biochemistry. Blocking Bost Pilot Body Development Boxing Brawling Bribery. Camouflage. Cartography Cavin Channeling Girele Lore Gleansing Trance Glib Contacting. Contorions Control Lycanthropy Cooking ...-- Countering Galture Lore Dancing Death Trance Demon/Devil Lore Detect Traps Diagnostics. Diplomacy... Directed Spel Direction Sense Disarm Foe (Armed) Disarm Foe eee Disarming Tras. Disguise... Distance Running Divination Diving Dowsing Drang. Dragon Lore Driving Drowsng on Doping. Engineering. Evaluate Armor Evaluate Meta. Evaluate Stone Evaluate Weapon Faerie Lore Fauna Lore First Aid Fletching Flora Lore... Flying/Gliding Foraging . Forgery Frenzy Gambling Gimmickry Healing Trance Heraldry nnn Herb Lore. Hist0F9 wenn Horticulture Hunting Hypnosi Interrogation. Jousting ann ‘Joseling.. Jumping... Language Leadership. Leather-crafts Lie Perception. Lip Reading... Locate Hidden. Lock Lore Magical Languages. Magical Ritual... Mapping. Mechanition .. Meditation. Metal Lore . Metal-crafts Midwifery Military Organization Mimery Miricry Mingling. Mining . Mnemonics Mounted Combat Masic nn Navigation. Observation Operating Bauman. . Orienteering. Paling won Philosophy Picking Locks... Picking Pockets Planar Lore Play Instrument. Poetic Improvisation... Poetry on Poison Lore. Poison Perception Polewaulting Power Perception vn Power Point Development Powerstriking Powershrowing Prepare Herbs Prepare Poison Propaganda Peychology Public Speaking Quickdraw Rappeling Read Runes 2 Reading Tracks Reality Awarenes Region Lore Religion. Research Reverse Stroke Riding Rope Mastery Rowing Sailing. Scaling Seribing von Scrounging.. Sculpting venom ‘Second Aid : Seduction wenn ‘Sense Ambush ‘Sense Awareness. Service. : Setting Traps Sewing/ Weaving Siege Engineering Signaling Silent Arack, ing. Skating. Skiing Skinning en Sleep Trance Spatial Location Awareness . Spell Lore. Spell Mastery. Spells. Sprinting Stalking .. Stargazing Stiltwalking Stone Lore Stonecrafts ssn ‘Streetwise... Striking Degree Von Striking Degree 2 un Striking Degree 3 easena Striking Degree 4 ‘Stunned Maneuvering... ‘Stun Removal Subdual.. Surfing... Surgery Surveillance... Survival 7 ‘Swashbuekling ‘Sweeps Degree 1 ‘Sweeps Degree 2 ‘Sweeps Degree 3... Situational Awareness 101 rm 102 102 103 104 104 104 105 105 106 106 106 107 108 108 108 109 109 “110 110 a mld 112 112 m4 “13 113 aatrs 114 mid 115 415 116 16 112 4? vi 112 18 118 118 18 118 119 119 119 120 121 121 121 122 ‘Sweeps Degree § an. ‘Swimming nee ‘Symbol Lore Tackling Tactical Games Tacs wenn Tale Telling en Tightrope walking oc sennnenn Time Ses srsonnnnn Tracking... Trading nn ‘Trading Lore.. Transcend Armor... Trap Building ‘Trapping Trickery. Tumbling... Tumbling Evasion nnn ‘Twoweapon Combat Undead Lor : Using Prepared Herbs Using/Removing Poison. Ventriloquism. Warding Lore: Weapon n Weather Watching Weight iting un Wood crafts Wrestling, XenoLores 72.0 Static Maneuver Tables. SM2.1 Artistic + Active Static Maneuver Table .. ‘SM-7.2 Artistic + Passive ‘Static Maneuver Table . SM-73 Athletic * Brawn ‘Static Maneuver Table SM74 Athletic * Endurance Static Maneuver Table ‘SM-2.5 Athletic * Gymnastic ‘Static Maneuver Table 134 134 135 ‘SM-1.6 Awareness + Perceptions Static Maneuver Table ... 135 SM2.7 Awareness * Searching ‘Static Maneuver Table ... 136 SM28 Awareness * Senses ‘Static Maneuver Table .... 136 SM-29 Combat Maneuvers Static Maneuver Table ... 137 SM-7.10 Communication Static Maneuver Table... 137 SM2.11 Crafts Static Maneuver Table... 138 ‘SM-7.12 Influence Static Maneuver Table... 138 SM-7.13 Lore Static Maneuver Table... 139 ‘SM-7.14 Outdoor * Animal Static Maneuver Table ... 139 SM2.15 Outdoor * Environmental Static Maneuver Table .... 140 SM2.16 Power Awareness Static Maneuver Table .... 140 ‘SM:1.17 Power Manipulation ‘Static Maneuver Table 'SM-1.18 Science/Analytic ‘Static Maneuver Table... 141 '$M-7.19 Self Control ‘Static Maneuver Table... 142 'SM-7.20 Special Attacks Static Maneuver Table .. 142 SM-1.21 Special Defenses Static Maneuver Table SM-7.22 Subterfuge * Atta ‘Static Maneuver Table... 143 'SM:1.23 Subterfuge * Mechanics ‘Static Maneuver Table... 144 SM-7.24 Subterfuge * Stealth 14 143 Static Maneuver Table 144 $M-1.25 Technical/Trade * General Static Maneuver Table .. 145 SM2.26 Technical/Trade * Professional/Vocational Static Maneuver Table ... 145 $M.7.27 Urban ‘Static Maneuver Table... 146 SM. “ABlank™ ‘Static Maneuver Table... 146 8.0 Training Packages....... 147 8.1 Athlete (V) 148 8.2 Cavalier (V).. 148 83 Chamberlain (L) 149 8.4 Excort (V) 149 85 Farmer (L) 150 8.6 Gladiator (L) 150 8.7 Gossip (V). ees 88 Guide (V) 151 89 Guild Member (V) 152 8.10 Henchman (V). 152 8.11 Innkeeper (V) 153 8.12 Librarian (V). 153, 8.13 Mother (V).. 154 8.14 Noble (L). 154 8.15 Panhandler (V) 155 8.16 Pirate (L). Seriss 8.17 Seribe (V) 1156 8.18 Veterinarian (V) 156 9.0 Professions. ocnnnnnnn 147 9.1 Barbarian 152 9.2 Outsider 158 9.3 Sage 159 9.4 SwashbUEhletvennnnnns 160 10.0 Optional Magical Balance Rule... 161 10.1 Expanded Risk Factors .. 161 10.2 Resistance a8 Ski ne 165 103 Spell Visibility nue 166 ‘Thank you for purchasing the Skill Companion This book is designed tobe used by Gamemasters (GMs) and players to more precisely define the capabilities of the Characters in ther fantacy settings. “This book contains detailed rules and tables forall ofthe skils originally listed in Role master Fantasy Role Playing (RMERP) and Character Lave Tn addition, there are new options for skill development, skill resolution, and Realing Each sil category and indi vidual sil is dissected in de tail Numerous examples are provided, especially for all noncombat skills “The Skill Companion also contains material that focuses on characters who do not use BPH cpels. Ie provides 4 new pro- BGP essions, 18 new training pack RTE AERA es, and optional GM mate- rial for balancing magic use “This book does not examine combat skills or spells in any detail, These skills have been adequately dealt with in Arms Law and Spell Law, Additional details can be found in Martial arts Companion, Arcane Companion Channeling Companion, Exence Companion, and the Men. tam Compenion. UsING THIS BOOK WITH OTHER ROLEMASTER BOOKS When using this book with RMFRP. Character Law, Arms Law, and Spell Law, any information presented herein, takes precedence. This book corrects a handful of mi- nor misprints or oversights from RMFRP and Character Law. There is very little material that relates to Spell Law or Arms Law. ‘Any information contained within any other Com panion takes precedence over the rules in this book. This reference material was designed (as much as pos- sible) as a stand alone product. As a result, there are some discrepancies between this Companion and oth ers. In such cases, the rules provided by the other Com panions offer a more detailed analysis of particular skill. For example, Essence Companion deals with Magi- cal Rituals more intensively than is possible inthis book, Other source books (especially Castles © Ruins, Game conkion master Law, and Creatures G Monsters) are of great ber efit, but not required to use this book. The information contained herein should not conftct with any informa- tion in those books. If discrepancies do arise in later source books, consider the specific source book to have the most applicable rules. SSeS ese ISSN |, SSSR EE SRERS RS RS RES INTRODUCTION NOTATION CONVENTIONS ‘This book uses the standard notation found in RMFRP and Character Law. Whenever a stat is referenced (e.., Strength), it refers to the stat bonus, unless otherwise indicated. In addition, for readability purposes, the stan- dard masculine pronouns have been used when refer. ring to persons of uncertain gender, In such cases, these pronouns are intended to convey the meanings: he/she, her/his, etc. LEVELS OF PLAY Every GM prefers his own style of play. This book attempts to accommodate this as much as possible. The GM should, however, decide on the power level of his campaign, ‘The goal of a mundane campaign is realism. The actions performed by the players are not heroic, but plausible. The character's immediate goals are small and manageable, Most fantasy campaigns are heroic in nature. The characters are capable of performing feats not possible bby mere mortals. The character's goals are grand; magic is a common occurance. ‘The focus of an epic campaign is immense. The play- cers play characters whose actions move and shake the universe. The differences between good and evil are clear; the good guys usually win. ‘The penalties associated with performing maneuvers of various difficulties are presented below. Dircutry Levers ‘The difficulty level of a maneuver determines the penalty assigned to the maneuver roll. Throughout this book difficulty levels are also used for many other pur poses. As a result, each difficulty has been assigned a numeric value, ranging from 1 to 9. ‘The first modifier applies to Static Maneuvers; the latter, to Moving Maneuvers. The Moving Maneuver modifiers are smaller since the difficulty of the maneu- ver is accounted for by the colurnn on which the maneu- ver is resolved Difficulty Value Mundane +30 (0) +20 (0) +100) Heroic +300) +200) +10 (0) 0(0) -10(0) Epic +50 (+20) 425.(45) +100) Extremely Hard Sheer Folly Absurd 50 (20) 30(0) -15 (25) 50 (0) -100 (30) -70 (0) 25 (45) 35 (+15) -50 (420) Ly A SKILL RESOLUTION In many cases, a single skill or person is insufficient to complete a task. In these cases, the following guide- lines can be used by the Gamemaster (GM) to facilitate sequential or simultaneous skill resolution. 2.1 SPECIALIZED STATIC MANEUVER TABLES RMEFRP provides one generalized static maneuver table (14.3, p. 45). The Skil! Companion provides a number of optional static maneuver tables, each keyed to a spe- cific skill category. These specialized static maneuver tables are collected in Section 2.0 (p. 133-146). Each of these specialized static maneuver tables has two additional parameters for each result a “time multi plier” and a special modifier for subsequent related ma- neuvers. The General Static Maneuver Table T-4.3 pro- Vided on the next page is identical to Static Maneuver ‘Table T-4.3 in RMFRP except for the inclusion of these two new parameters General modifiers common to all skills within the category may be found near the bottom of each static maneuver table, while modifiers specific to each skill may be found with the definition of that skill. On many static maneuver tables there is room for the GM to write down his own general modifiers. Occasions will arise where a specialized static manew- ver table for a skill category may not produce appropri- ate results for a particular application of a skill. In this circumstance, the GM should modify the results to his liking, or use the General Static Maneuver Table T-7.1 (or T4.3). Key to THe Static Maneuver TABLES If the initial unmodified rol is 66 or 100, the special eptional entries for those values may be used instead of the modified result. The GM should examine these re- sults carefully to appraise their suitability to his game; they have been highlighted to facilitate their exclusion if necessary. Note that any modifier specified in the text of a re- sult is not cumulative (i. an individual can only have one such modifier in effect ata given time fora particu- lar skill), Each result has a code associated with it: HH% HAM HE ## % — This indicates the extent to which a maneuver was successful. If partial or extra success is inappropri- ate, the GM should simply take 100% or higher as suc- cess and anything lower as failure. ## M — This indicates a multiplier to the amount of time the task would ordinarily take to accomplish. The GM should determine how long a "standard" successful maneuver would take, and may, at his discretion, apply this multiplier to that time to determine the speed with which a character accomplished a task. ## — This gives a modifier to a subsequent related action on the part of a character. Note that this modi- fier may only be applied to an activity that is both ir mediate and integrally related to the maneuver that yielded this result. For example, a mage makes a static maneuver tsing his Research skill to study the teachings of a famous mathemetician, and receives a Subsequent Action modifier of +30. He then makes an Advanced Math static maneuver to utilize those teachings to solve a complex problem. He may add the +30 modifier to his Advanced Math static maneuver roll, This modifier is cumulative with any modifier specified in the text of the result. Note: The GM may determine that this modifier is innapropriate to a particular subsequent action, where upon it should be ignored. 2.2 UNCOORDINATED EFFORTS ‘An uncoordinated effort occurs whenever a group of people are working together towards a common goal, but there is no clear master craftsman or organizer. Examples of such a situation might include a group (or pair) of people rowing a boat, or a group of spell casters all working towards the same ritual. In this situation, the average bonus for the applicable skill should be determined. A single maneuver roll is made, and the average skill bonus is applied as a modi- fier. Group Bonus for a Coordinated Maneuver = ‘Average of the skill bonuses of the group Whereas the average bonus might be significantly smaller than that of the best participant, by pooling one's efforts, tasks can be accomplished in a fraction of the time it would normally take to complete the task. ‘The following formula indicates how many times faster the task will be accomplished than normal. (Max + 1 -N) x (N) = (Max) ‘Max indicates the maximum number of people that could work together (normally twice the number that could comfortably work together). N indicates the num- ber of people currently working together. Note that if Max is very large, then the product is roughly equal to N Example: In a given kitchen, only 4 people can work together due to space constraints. 3 cooks are working on preparing din- ner. Dinner could be made by ‘one person in 60 minutes. These cooks can complete the task (4413) x34 = 15 times faster than normal, ‘orin 40 minutes. If they ‘could find additional space so that up to 6 cooks could pos. sibly work to- gether, then the 4 dinner would be 2.3 COORDINATED EFFORTS ‘When there is a distinct leader or master craftsman coordinating the efforts of a group, the effective skill bonus of the group might be much higher (or lower) than in the uncoordinated circumstance. The group's skill bonus is based on the smallest skill bonus in the ‘group. The leader then adds one to this value for every skill rank he has in the skill, minus one for each person he is coordinating, plus the number of ranks he has in Leadership. The bonus from Leadership cennot exceed the number of people being coordinated. Group Bonus for a Coordinated Maneuver = smallest skill bonus in the group (may be modified) + leader's skill rank = number of group members (other than the leader) + Teader’s skill ranks in Leadership (limited) ‘The leader can also assist the less skilled mernbers of his staff. The leader can divide his skill rank bonus arwong. any members of his staff as he sees fit. This will tempo rarily increase their skill, possibly elevating the group's overall bonus. Example: Glim is attempting to sow the seeds of rebellion. He and a group of friends are attempt- ing to perform a coordinated propaganda drive. Glim has 15 ranks of Propaganda and 5 ranks of Leadership. His friends’ skill bonuses (in Propa- ganda) are +30, +45, +50 and +75. Glim divides his +40 skill rank bonus among his first three friends, increasing their bonuses to +55, +55, +55 and +25, respectively. The smallest skill bonus is now +55, to which Glim adds 15 - 4 + 4 = 15. The group's overall Propaganda skill bonus for a coordinated group maneuver is +70. If we assume that Glim’s Propaganda bonus is +100, the group's average skill bonus (for an uncoordinated group maneuver) would only be +60 = [(100+30+ 45+50+75)=5). General ‘Static Maneuver Table T-4.3 -26 down Spectacular Failure: 50% + 5.0% + 30— ‘You make 8 thorough mess of your attempt as you forget even the most basic principles ofthis maneuver. You ae at 20 modification to your next two actions while you recover from your stunning failure 25-04 Absolute Failure: 20% + 3.08 + 10 ‘Your remarkable failure marks you for ridicule. Hope your parents weren't watching 05-75. Failure: 0% + 20 + +0 ‘You fal. Your shill isnot up tothe task. Maybe next time. 20% © 15K 6 45m ‘Your attempt beas litle fruit, but you appear to be on the right track. Perhaps more attention to detail wall improve our chances. 91-110 Near Success: 80% + 1.250 + +10— ‘You sre within sight of your goal! If appropriate, you may attempt to complete your maneuver with another roll with a rrodifieation of +10. "oscar because of an unexpected ext ‘of a remarkable personal effort, 111-125 Success: 100% + 10M + +20— ‘Congratulations! You are completely successful in your a tempt. Carry on. 126 wp Absolute Success: 120% + 0.75% + +30— Zounds! Your masterful performance has stretched the boundaries of your own abilities! You operate at +10 (non- cumulative) to all furue attempts to use this skill, until you receive a result of Absolute Fallre or Spectacular Failure, General and GM-Assigned Modifers ‘Ry opt true ey anpie ts a normal ey ed a per PR eet Modetion Rove eee