Wisdom Skills

Alertness
Bargain
Caving
Direction Sense
Firebuild
Fish
Gamble
Garden
Herding
Hunting
Listen
Loot
Notice
Profession
Strategy Games
Survival
Tracking
Use Magic Device
Weapon Improvisation
Weather Sense

 

Alertness - A character with this proficiency is able to instinctively notice and recognize signs of a disturbance in the immediate vicinity, reducing by half the character's chance of being surprised whenever he makes a successful proficiency check.

 

Bargain - A successful roll allows the character to buy an item at 10% less than its asked price (or 10% over the base price if selling); a roll of 4 or less means a 25% change. A roll of 19 or 20 means the other party is outraged by the last offer and refuses to negotiate further. GMs might require that this be role-played; naturally charming characters should have an edge, while characters who are arrogant or simply demand the 'right' price may blow it on any die roll. Remember, many shopkeepers and merchants have this skill, usually more than 1 slot is devoted to this ability also.

 

Caving -  Also known as spelunking this is the hobby of exploring caves. The character knows how to negotiate pitches, squeezes, and water (though actual cave diving is a separate sub-specialty undertaken only by very few cavers). Climbing or crawling is often necessary, and ropes are used extensively for safety of the negotiation of particularly steep or slippery passages.

 

Direction Sense - A character with this proficiency has an innate sense of direction. By concentrating for D6 rounds the character can try to determine the direction the party is headed. If the check fails but is less than 20 the character errs by 90 degrees. If a 20 is rolled the direction chosen is exactly opposite the true heading.

 

Firebuild - A character with fire-building proficiency does not normally need a tinderbox to start a fire. Given some dry wood and small pieces of tinder he can start a fire in 2D20 minutes. Flint and steel are not required. Wet wood, high winds, or other adverse conditions increase the time to 3D20 and a successful proficiency check must be rolled to start a fire.

 

Fish - The character is skilled in the art of fishing be it with hook and line, net, or spear. Each hour the character spends fishing roll a proficiency check. If the roll is failed no fish are caught that hour. Otherwise a hook and line or a spear will land fish equal to the difference between the die roll and the character's Wisdom score. A net will catch three times this amount. Of course no fish can be caught where no fish are found. On the other hand some areas teem with fish, such as a river or pool during spawning season. The GM may modify the results according to the situation.

 

Gamble - The character knows most common games of chance and skill, including cards, dice, bones, draughts, and chess.

 

Garden - This skill includes automatic success at planting, harvesting, storing crops, using an existing irrigation system, tending animals, and butchering. Tasks that require proficiency checks include designing or making an irrigation system, and weed and pest control.

 

Herding - This is the act of bringing individual animals together into a group (herd), maintaining the group and moving the group from place to place or any combination of those.

 

Hunting - When in wilderness settings the character can attempt to stalk and bring down game. A proficiency check must be made with a -1 penalty to the ability score for every nonproficient hunter in the party. If the die roll is successful, the hunter (and those with him) have come within 100 +1D100 metres of an animal. The group can attempt to close the range but a proficiency check must be made for each 20 metres closed. If the stalking is successful the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the GM.

 

Listen - This is the ability to pay attention to every detail no matter how small, including faint sounds that most others miss. His ability to hear tiny sounds (behind heavy doors, down long hallways, etc.) is much better than the ordinary person's. Listening is not automatic, the character must stand still and concentrate on what he's hearing for one round. He must have silence in his immediate surroundings and must remove his helmet or hat. Sounds filtering through doors or other barriers are unclear at best.

 

Loot - This proficiency represents a knack for grabbing the best loot in the shortest time. If his proficiency check succeeds he is able to recognize and stuff into his pack the most valuable combination of items that is feasible, given his limitations of time and space.

 

Notice - This is the ability to spot something hidden including secret doors.

 

Strategy Games - This character has expertise in such games as checkers, chess, go, mastermind and other board games.

 

Survival - This proficiency must be applied to a specific environment i.e., a specific type of terrain and weather factors. Typical environments include arctic, woodland, desert, steppe, mountain, or tropical. The character has basic survival knowledge for that terrain type. Additional proficiency slots can be used to add more types of terrain. A character skilled in survival has a basic knowledge of the hazards he might face in that land. He understands the effects of the weather and knows the proper steps to lessen the risk of exposure. He knows the methods to locate or gather drinkable water. He knows how to find basic not necessarily appetizing food where none is apparent thus staving off starvation. Furthermore a character with survival skill can instruct and aid others in the same situation. When using the proficiency to find food or water the character must roll a proficiency check. If the check is failed no more attempts can be made that day. It includes lighting a fire, finding shelter, making water safe to drink, finding and identifying food, treating injuries, and climbing, swimming, and using specific or makeshift tools. The survival skill in no way releases the player characters from the hardships and horrors of being lost in the wilderness. At best it alleviates a small portion of the suffering. The food found is barely adequate and water is discovered in minuscule amounts. It is still quite possible for a character with survival knowledge to die in the wilderness.

 

Tracking - Characters with tracking proficiency are able to follow the trail of creatures and characters across most types of terrain.
Soft or muddy ground                          +4
Thick brush, vines, or reeds                +3
Occasional signs of passage, dust       +2
Normal ground, wood floor                   0
Rocky ground or shallow water          -10
Every two creatures in the group         +1
Every 12 hours since trail was made    -1
Every hour of rain, snow, or sleet         -5
Poor lighting (moon or starlight)           -6
Tracked party attempts to hide trail       -5
To track a creature the character must first find the trail. Indoors the tracker must have seen the creature in the last 30 minutes and must begin tracking from the place last seen. Outdoors the tracker must either have seen the creature, have eyewitness reports of its recent movement, or must have obvious evidence that the creature is in the area (such as a well-used game trail). If these conditions are met a proficiency check is rolled. Success means a trail has been found. Failure means no trail has been found. Another attempt cannot be made until the above conditions are met again under different circumstances.

Once the trail is found additional proficiency checks are rolled for the following situations: The chance to track decreases (terrain, rain, creatures leaving the group, darkness, etc). A second track crosses the first. The party resumes tracking after a halt (to rest, eat, fight, etc). Once the tracker fails a proficiency check another check can be rolled after spending at least one hour searching the area for new signs. If this check is failed, no further attempts can be made.

 

Use Magic Device - While common magic items can be used by anyone some can only be activated by special words, thoughts, or actions. This character can activate such an item as if he were using the activation type required even when he's not and even if he doesnt know it. You get a special +2 bonus on your Use Magic Device check if you’ve activated the item in question at least once before.


Weapon Improvisation - Any object that can be picked up and used by one to cause bodily harm to another can be considered an improvised weapon. Examples of common ready-at-hand weapons can include:
common sports equipment, any object made of glass with a grip, clothing accessories, tools, construction materials, vehicular maintenance tools and parts, kitchen utensils, musical instruments, farming and gardening tools, nautical and boating equipment, office, art and school supplies, cleaning and janitorial equipment, interior decorations and furniture accessories, personal grooming products, medical equipment, any liquid that causes pain upon contact with skin, and natural debris.

 

Weather Sense - This proficiency enables the character to make intelligent guesses about upcoming weather conditions. A successful proficiency check means the character has correctly guessed the general weather conditions in the next six hours. A failed check means the character read the signs wrong and forecast the weather incorrectly. A proficiency check can be made once every six hours. However for every six hours of observation the character gains a +1 bonus to his ability score (as he watches the weather change, the character gets a better sense of what is coming). This modifier is cumulative although sleep or other activity that occupies the attention of the character for a long period negates any accumulated bonus. Sometimes impending weather conditions are so obvious that no proficiency check is required.


 

Skills Charisma Constitution Dexterity
Intelligence Strength Wisdom