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Medieval Civilization Skills (terms of all Earth-based RPGs):
Courtly Etiquette: Should a nobleman not
take this skill they obtain it automatically at 20+3 per level beginning
at level two. Conversely, they gain a +10% bonus if they take this skill
consciously. A fundamental understanding of the manners of lords, ladies,
and other royal figures is provided by this skill. This would extend to
include the proper titles used in addressing people of importance, correct
introductions of oneself, and the basic functions of court procedures.
Several times to "call" for rolls include filibustering, visiting another
country's leaders, and when attending an exclusive ceremony. Base Skill:
30 + 5% per level starting at level two.
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Falconry: The art of training and handling
falcons and other birds of prey. The use of these animals is much more
limited than many fantasy gamers would believe. Falcons were used specifically
for the entertainment of the rich and hunting game fowl. A standard hunt
would entail a game bird (quail, pheasant, duck, etc.) being flushed out
into the air by dogs, and the falcon released to strike it down. They were
also used for catching small ground game, such as rabbits, but were not
as god at this form of hunting as with birds.
Players take note! For game purposes, let us presume that these
avian predators can be trained to pursue and attack any "moving" target
that they are directed at, then return to their master. In real life, this
would be limited to natural prey for these animals, but for game play includes
any target pointed out by the controller. This means a falcon could be
sent to fly in the face of an opponent and slash at him with its claws
for up to two attacks per round before returning to its master. These birds
respond to hand signals and whistles, and are trained to strike and return;
little more. Under no circumstance can these birds fly alongside its master
or follow even simple instructions - this is a dumb bird, not a dog with
wings.
Also note that falcons or any other uncaged bird cannot be taken
into underground dwellings or inside buildings without panicking. This
is one reason they are always blinded with a leather hood when not actually
in use. Another reason is that the instinctively attack any small, moving
prey and are easily startled. Furthermore, it is impossible to engage in
combat with a falcon on one's wrist or shoulder without injuring the falcon
or oneself.
Trainers must roll two out of three successful rolls to succeed
in training their bird, after spending a month training the bird. Failure
means the animal cannot be broken of bad habits and training is a general
failure (no second attempt possible). Base Skill: 30% + 5% per level
of experience.
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Field Armorer: This is a somewhat simplistic
version of a weapons engineer and assistant blacksmith. A competent field
armorer can maintain, fix and modify medieval body armor (a successful
roll and 1D4 hours of work with a blacksmith facility restores 30% of lost
S.D.C.) In addition, the field armorer can patch holes in metal armor or
pots, arrows and arrowheads, sharpen blades, and make basic metal items (such
as horseshoes, nails, spikes, chain links and simple rings). He can also
deactivate, reset and fix simple mechanical traps. Base Skill: 30%
+ 5% per level of experience.
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Horsemanship
There are three ranges of horsemanship skills: General, Knight,
and Paladin. Each indicates a certain degree of training and expertise.
In the PFRPG, the individual O.C.C. will indicate which of the three applies
to that occupation (general knowledge is most common). The ability to skip
and/or upgrade to higher levels of ability is up to the GM in all other
games, though I would suggest giving Cyber-Knights at least Knight level
as a base. Each type of horsemanship has the following skills and areas
of knowledge. The higher the skill percentage the better the skill or ability.
Note: To avoid being thrown from the horse when jumping, charging, kicking
or performing some other difficult maneuver or trick, the character must
roll under his percentage to remain in the saddle and in control of his
animal.
Ride & care of horses: The first percentile number
indicates the character's riding ability and a fundamental knowledge of
feeding, caring, and grooming of horses.
Recognize quality/breed: The first percentile number
also indicates the success ratio of recognizing the breed quality, age,
strength, speed, health, and general attributes/capabilities (race horse,
workhorse, warhorse, etc.) of the animal.
Breed horses: The second percentile number indicates
the knowledge in the raising, breaking, training and breeding of horses.
It includes shoeing horses, giving birth, and curing minor ailments and
injuries.
Jumping: The second percentile number also indicates
the success ratio of NOT being thrown from the horse when jumping, charging,
kicking or performing some other difficult maneuver or trick, character
must roll under his percentage to remain in the saddle and in control of
his animal. Damage from being thrown off a horse is typically 1D6.
Racing: The second percentile number also indicates the
success ratio of maintaining control and getting maximum speed while racing
at full gallop. A failed roll means the horse runs quickly but 10% short
of its maximum speed attribute. A successful roll not only means running
at maximum speed, but the rider can coax that little extra spirit and speed
out of the animal. Once every four minutes, the rider can get the horse
to kick into overdrive and run at 25% faster than its normal maximum. However,
this speed can only be maintained for one minute at a time and cannot be
done more than three times in a 15 minute period. Maximum running speed
can be maintained for a period of minutes equal to the horse's P.E. attribute.
Pushing the horse beyond its endurance will cause it to slow down by 30%
and after 4D4 minutes, collapse from exhaustion (requires at least a half
hour rest and light activity for another hour).
Combat: All bonuses are in addition to other combat skills,
weapon proficiencies, or attribute bonuses. Applies to the rider, not the
horse. The rider gains a combat advantage from the height and speed of
being mounted.
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Horsemanship - General: Base Skill: 35%/20%
+ 5% per level of experience.
Combat: All bonuses are in addition to other combat skills,
weapon proficiencies, or attribute bonuses. Applies to the rider, not the
horse. The rider gains a combat advantage from the height and speed of
being mounted.
+1 to parry or dodge while on horseback.
Inflicts +1D4 to damage when on horseback.
Charge attack (running horse) with a lance, pole-arm
or spear: +1D6 damage. The attacker must roll under the second percentile
number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
Horse attack: This indicates that the rider is skilled
enough to remain saddled while he attacks and has his horse rearing or
kicking in simultaneous attack (roll under second percentile number). Damage
from the kick of a horse will vary with the size and breed of the animal:
generally 2D6 from the front legs and 4D6 from the rear legs.
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Horsemanship - Knight: Base Skill: 40%/30%
+ 5% per level of experience.
Combat: All bonuses are in addition to other combat skills,
weapon proficiencies, or attribute bonuses. Applies to the rider, not the
horse. The rider gains a combat advantage from the height and speed of
being mounted.
+1 on initiative when on horseback.
+1 to roll with fall or impact when knocked from
a horse.
+2 to parry or dodge while on horseback.
Inflicts +1D6 to damage when on horseback.
Charge attack (running horse) with a lance, pole-arm
or spear: +2D6 damage. The attacker must roll under the second percentile
number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
Horse attack: This indicates that the rider is skilled
enough to remain saddled while he attacks and has his horse rearing or
kicking in simultaneous attack (roll under second percentile number). Damage
from the kick of a horse will vary with the size and breed of the animal;
generally 2D6 from the front legs and 4D6 from the rear legs.
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Horsemanship - Paladin: Base Skill: 45%/40%
+ 5% per level of experience.
Combat: All bonuses are in addition to other combat skills,
weapon proficiencies, or attribute bonuses. Applies to the rider, not horse.
The rider gains a combat advantage from the height and speed of being mounted.
+1 on initiative when on horseback.
+2 to roll with fall or impact when knocked from
a horse.
+2 to parry or dodge while on horseback.
Inflicts +6 to damage when on horseback.
Charge attack (running horse) with a lance, pole-arm
or spear: +3D6 damage. The attacker must roll under the second percentile
number to avoid being dismounted. Charge attacks count as two melee actions/attacks.
Horse attack: This indicates that the rider is skilled
enough to remain saddled while he attacks and has his horse rearing or
kicking in simultaneous attack (roll under the second percentile number).
Damage from the kick of a horse will vary with the size and breed of the
animal; generally 2D6 from the front legs and 4D6 from the rear legs.
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Heraldry: A surprising number of players
have inquired about heraldry or coats of arms, so we include a brief description
courtesy of Michael Kucharski:
The heraldry skill is really two-fold. First, it offers political
knowledge regarding ruling governments/powers, kingdoms and royal families.
The heraldry symbols are often genealogical and political stamps that can
reveal a great deal to those familiar with world politics and political
intrigue. Such emblems can reveal at a glance what kingdom the wearer represents,
his royal family, social status, reputation, military strength, wealth,
etc.
The second is the ability to correctly create (or devise) or
blazon a heraldic mark in accordance to the rules of the land and court.
Punishment for stealing or forgery of another's insignia can be quite severe,
and can lead to lengthy imprisonment, torture, or death at the hands of
an irate noble, knight or royalty. Base Skill: 15%/20% + 5% per
level of experience. The first number indicates the character's ability
to recognize and interpret the political significance of a coat of arms
(as described above). The second number indicates the character's ability
to recognize whether the emblem is correctly emblazoned, as well as to
make a proper coat of arms himself (as described below). Add a +5% bonus
if the character also has the intelligence skill.
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