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RC General Skills Revised List

by Anarion_Elendili

I might copy your list and clean it up some with my above suggestions, to make it more clear what I'd be going for.

Something like this:

 
SKILL ATTRIBUTE SPECIALIZATION
Athletics (T) Strength / Dexterity Climb, Jump, Swim, Mountaineering, Climb Walls, Muscle, Lifting*, Bending Bars*,
Alchemy Intelligence Alchemy, Fantasy Physics, Prepare Poisons*
Arcane Knowledge (M-U) Intelligence Magical Engineering, Alternate Magics, Planar Geography
Craft [Type] Intelligence / Dexterity Specializations inside the types (most common people specialize on a single one to earn their living):
- Metalworking (Armorer*, Blacksmithing (includes Toolmaking and Tinkering), Jeweler (includes Engraving, Gemcutting and Whitesmithing), Weaponsmithing)
- Stoneworking (Masonry (includes Bricklaying), Building (mainly stone), Stonecutting, Glassblowing)
- Woodworking (Barrelmaking, Bowyer (includes Fletcher), Building (mainly wood), Carpentry (includes Cabinetmaking), Wheelwright (includes carts and wagons))
- Leatherworking (Cobbler, Saddlemaking, Tanning)
- Clothworking (Canvasmaking, Spinning and Weaving, Tailor, Ropemaking (includes Netmaking) )
- Foodworking (Brewing, Cooking, Potter)
- Art (Painting, Compose, Sculpting)
Engineering (Dw, G) Intelligence Engineering, Shipbuilding, Fantasy Physics
Language Intelligence Decipher Scripts*, Signalling, Sigil Lore (Gaz 12)
Profession [Type] Intelligence usually but could be others Each type has a set of skill specializations appropriate for the profession, some examples:
- Helmsman/Captain*: Navigation, Leadership, Piloting [Specialization]
- Lawyer: Advocacy*, Code of Law and Justice
- Farmer*: Nature Lore (agriculture), Animal Handling (farm animals), Carpentry
- Miner: Just take Dungeoneering instead
- Hunter: Just take Survival instead
- Wagoneer: Piloting (Cart Driving), Drayer (cargo handling), Animal handling (draft animals)
- Academic*: Ancient History, Geography, Cultures
- Housewife: Spinning and Weaving, Tailor (normal fabrics), Cooking (normal food), Brewing (Ale)
Merchant* Intelligence Appraisal*, Trade Routes*, Finance*
Warfare* Intelligence Military Tactics, Siege Weapons
Healing Wisdom Treat Poison*, Natural Healing*, Prepare Poisons*, First Aid
Survival Wisdom Hunting, Snares, Tracking, Nature Lore, Mimicry, Herbalism
Dungeoneering* (Dw) Wisdom Caving, Orientation in Caves*, Nature Lore (Underground), Finding Large Traps
Animal Handling Wisdom Animal Training, Veterinary Healing, Falconry (Gaz12)
Religion* (C) Wisdom Ceremony, Mysticism, Spirit Lore (Gaz12), Spirit Plane Geography (Gaz12)
Perception (T, E, My) Wisdom Detect Deception, Find Secret Doors, Find Traps, Awareness (Mystic Ability)
Acrobatics (T) Dexterity Tumble, Treewalking, Ledge Hopping, Juggling
Sleight of Hands (T) Dexterity Cheating, Escape, Quick draw, Gambling, Rope Use, Open Locks, Disarm Traps, Pick Pockets
Piloting Dexterity Cart Driving, Sailing, Air Ship Sailing, Boating
Stealth (T, H) Dexterity Hide, Sneak, Hide in Shadows, Move Silently
Riding Dexterity Land-based*, Air-Based*, Underwater*, Equestrian (Gaz12), Dismount Rider (Gaz 12)
Perform Charisma Acting, Music, Singing, Storytelling, Disguise, Dancing
Charm* Charisma Persuasion, Deception, Bargaining, Gain Trust (Gaz 13, Grovel (Gaz 12), Negotiation (Gaz 11)
Willpower* Charisma / Strength Bravery, Intimidation, Leadership, Terrorize, Terrorize (gaz 12)

*= Skill or Specialization does not appear in The D&D Rules Cyclopedia. Some are taken from the Gazetteers.
T=Thief, H=Hafling, Dw=Dwarf, G=Gnome, My=Mystic, C=Cleric, M-U= Magic-User (These classes get this skill for free).

Skill selection: As per the standard rules, all characters begin with 4 skills. Additional Language slots from high intelligence may be substituted for General Skills. For every 4th level, all characters gain a new skill slot. Skill slots gained at higher levels may be used to buy new skills, gain a +3 bonus to a current skill, or buy skill specializations if that optional rule is used (see below). All characters, subject to the DM's approval, start with Riding (Land-based).

Skill Value: (Attribute+Level)/2. See also the optional specialization below.

Skill Specializations: If the character takes a general skill, and then specializes on a single specialization inside it, they gain +6. However, they do not know anything about other aspects of the skill. This is mainly relevant for Craft [Type]. As an example, a Cooper would have a Craft [Woodworking: Barrelmaking] and gain the +6 bonus. Note that this bonus does not apply in Professional skills where the already more limited version of the General skill is included, such as Captain's Piloting [Specialization].

Unskilled Use: All skills may be performed by ANY character. If the character performing the action does not have the appropriate skill, he rolls with Attribute/4.

Overlapping Skills: In some cases, skills may overlap in use. In such cases, let the player choose which skill he wants to use. Players should not be penalized for only posessing one skill where several might apply.

Skills with multiple Attributes: Some skills such as Craft [Type] and Intimidation are based on more than one ability. In these cases, use the highest of the two abilities, unless the situation makes it clear that only one ability may apply.

Dwarves and Engineering: According to Gaz6, Dwarf Underground Abilities are replaced by the Engineering Skill if the General Skill system is used. In this version, the new skill Dungeoneering is given to Dwarves for free and includes the Dwarf Underground Abilities, while Engineering is a separate skill.

Elves/Shadowelves and Treewalking/Ledge Hopping: Treewalking and Ledge Hopping are now specializations under Acrobatics. Elves and Shadowelves get Acrobatics [Treewalking/Ledge Hopping] for free, without needing to pick Acrobatics. If they take Acrobatics as well, they gain +6 Specialization bonus to Treewalking/Ledge Hopping.

Non-adventurers: Craftsmen/Professionals who are doing their job for their daily living can add a bonus to their skill for their experience, once they become journeymen (i.e. once they have the skill): 1 year = +1, 2 years = +2, 4 years = +3, 8 years = +4, 16 years = +5, 32 years = +6, 64 years = +7, 128 years = +8, 256 years = +9 and 512 years = +10. However, note that Elves generally dislike the grind, so their years should probably be divided by 4. (EDIT: I am a bit iffy about this. My original idea was just use Years instead of Levels, up to 36, but it breaks pretty quickly for Dwarves and Elves... More pondering needed. On the other hand, since these are likely NPCs, I can just use GM Fiat to set their skill level where I please.)