GENERAL SKILLSAs noted in Choosing Beginning Skills, General Skills give your character certain abilities that allow him or her to perform certain actions. Your character might use Acrobatics Skill to give him an edge in combat, for example, or Conversation Skill to more easily worm vital information from someone. Characters in Earthdawn will often end up in situations where they might wish to use a General Skillassuming, of course, that they have the time and money necessary to acquire it. All General Skills take time and money to learn. Unless noted in the description of a specific skill, the training time to learn a skill is a number of weeks equal to the desired Skill Rank, plus practice time for an additional number of months equal to the desired rank. To go from, say, Rank 3 Acting Skill to Rank 4 Acting Skill would require 4 weeks of training followed by 4 months of practice. An average week of training costs 25 x the desired rank in silver pieces, and can cost more if a character wants individual training. Because of the costs involved, characters may choose not to acquire General Skills, or may have fewer General Skills than Knowledge Skills to use in the course of a game session. General Skills are described in detail in the following pages. The Step Number given with each description tells you which of your characters Attribute steps determine the step number when using the skill. For example, a character with Melee Weapons Skill adds his skill rank to his Dexterity step to find that skills step number. A character with Dexterity Step 6 and Rank 5 Melee Weapons Skill would therefore use Step 11 when using the Melee Weapons Skill. The Difficulty Number to use when making Skill Tests (also given as the specific skill name test, i.e., Acrobatics Test) is also listed in the following skill descriptions. ACROBATICSStep Number: Rank + Dexterity StepCharacters use Acrobatics Skill to perform flips, jumps, swings, or other physical maneuvers during movement. A character using Acrobatics Skill in a Combat Round may also make a Combat Movement in that round. In other words, a character can make an Acrobatics Test to use that skill and, for example, can also use a talent that requires an action in that same round. Using Acrobatics Skill in combat would make a character harder to hit. The character makes an Acrobatics Test against the highest Physical Defense Rating of any opponent able to attack him. A successful test increases the characters Physical Defense by a number equal to his rank in Acrobatics. A failure results in a Knockdown, because it means something has gone wrong. Your character has made a faulty landing, or hit an obstacle, or tripped, and so on.
ACTINGStep Number: Rank + Charisma StepThe Acting Skill allows a character to act out other personalities and persuade an audience that he or she is someone else. Actors can portray emotions they do not feel, persuading listeners and watchers that the emotions are genuine. Though Acting Skill does not allow a character to physically alter his or her appearance (the character must have Disguise Skill to do that), the character can mimic voice and speech patterns, copy gestures and movements, and convey energy, attitudes, and mannerisms appropriate to his role. A character using Acting Skill makes an Acting Test against his targets Social Defense. A successful test means the target believes the character to be the type of person he is portraying. If the character pretends to be a specific person whom the target knows, the character needs at least an Excellent success to convince the target of his authenticity. When using Acting Skill in performance, the character makes an Acting Test against the average Social Defense Rating of the audience. The success level determines how much the audience enjoys the performance. Acting can be used as an Artisan Skill (see Artisan Skills). ANIMAL HANDLINGStep Number: Rank + Willpower StepThe Animal Handling Skill allows a character to work with domesticated animals; he might, for example, be a rider commanding horses, a driver urging mules to move, or a character getting attack dogs to attack. Making an animal perform any action beyond its normal activities requires that the character make an Animal Handling Test against the animals Social Defense. A successful test means the animal performs the requested action. The Animal Handling Skill assumes the character has established a level of trust with the animal, because without that trust most animals will refuse to perform an action that puts them in mortal danger. Giving such a command breaks the bond of trust between the character and the animal, and the character cannot command that animal again until he reestablishes trust. A character can use this skill against more than one animal at a time. To do so, the character makes his Animal Handling Test against the highest Social Defense Rating among the target animals, adding +1 for every additional animal. ARTISTStep Number: Rank + Charisma StepArtists create works of art either by performing or producing a physical piece of art. To use the Artist Skill for performing arts, a character makes an Artist Test against the highest Social Defense of any observer of his or her work. The success level determines how much the observers enjoy the art. The higher the success level, the more the observers enjoy and remember the performance. To use the Artist Skill for the fine arts, a character makes an Artist Test and records the test result. Later, an observer makes a Perception Test to determine how much meaning he gleans from the work of art. Increase the observers Perception step by the other characters rank in the Artist Skill; better artists earn higher appreciation. Contrary to popular belief, an observer cannot get more out of a work of art than the artist put into it. Treat any Perception Test result that is higher than the result of the Artist Test as equal to the Artist Test result. Then compare the Perception Test result to the Social Defense of the observer character. The success level determines how well the character remembers the work of art. Higher success levels create a more memorable experience for the observer.
Vialaque is a Theran poet with a Rank 6 Artist Skill. Vialaque writes what he personally judges to be one of his best poems. When he finishes the poem, he makes an Artist Test with a result of 17.Examples of the performing arts include musician (one instrument), singer, and storyteller. Examples of the fine arts include painting, poetry, sculpture, and writing. If he wishes, a character may acquire the Artist Skill multiple times to learn new types of art. The Artist Skill can be used as an Artisan Skill (see Artisan Skills).
BRIBERYStep Number: Rank + Charisma StepThough most societies publicly disapprove of bribes, those same societies harbor many members more than willing to take them. Bribery is the skill of discreetly buying favors. Characters who have this skill can use any number of successful methods to disguise the exchange. To use the skill, the character makes a Bribery Test against the Social Defense of the target. A successful test means the target will do the favor asked. Small favors require a small amount of cash, for example, 5 silver pieces or the equivalent of a few hours wages for the target. For large favors, the asking character must produce a bribe equal to a days earnings for the target. See Gamemastering Earthdawn for more on favors. A character willing to offer larger-than-necessary bribes may receive a bonus, at the gamemasters discretion. CONVERSATIONStep Number: Rank + Charisma StepCharacters with Conversation Skill can hold their own in social conversations, using quips, timing, and other verbal abilities to make a favorable impression. The character makes a Conversation Test against the Social Defense of the target. If the test is successful, the attitude of the target character rises favorably by one degree, say, from Neutral to Friendly. This change in attitude lasts only for the duration of the conversation and for a number of minutes afterward equal to the characters Conversation Rank. When trying to impress more than one person, the character makes a Conversation Test against the highest Social Defense among the group, adding +1 for each additional character.
CRAFTSMANStep Number: Rank + Dexterity StepCharacters use Craftsman Skills to make and/or repair everyday items. A character makes a Craftsman Test against the Difficulty of making or repairing the item. Ordinary items have a Difficulty Number of 6; unusual or exotic items have a Difficulty Number of 9 or more. A successful test means the character has successfully made or repaired the item. A Poor success or worse means the attempt failed completely, destroying the item beyond salvation. If the test is unsuccessful but the success level is better than Poor, the character can try again; the only thing the character has lost in the first attempt is time. Making or repairing simple, everyday items does not require a Craftsman Test. A person with Craftsman Skill is also assumed able to create or repair these items. The Craftsman Skill can be used as an Artisan Skill (see Artisan Skills ). Common crafts include Armorer (weapons and armor), Baker, Blacksmith, Cooper (barrel maker), Mason, Mechanic, Tailor, and Woodworker.
Step Number: Rank + Perception Step |
ETIQUETTE TABLE | ||||||||
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Etiquette modifiers are cumulative. For example, a commoner character who attends a banquet for a noble of a different race being hosted by a someone from a completely alien culture suffers a +9 Difficulty Modifier (2 + 3 + 4 = 9).
The Etiquette Test success level alters the reaction of observers. An Average success means that observers believe that your character seems to possess the rudiments of proper behavior. A Good success means those same people fully approve of your characters manners. An Excellent success so impresses observers with your characters manners that their attitude improves 1 degree, to a maximum of Friendly (see Gamemastering Earthdawn).
Average | 1 day |
Good | 2 days |
Excellent | 5 days |
Extraordinary | 10 days |
Average | 1 day |
Good | 2 days |
Excellent | 5 days |
Extraordinary | 10 days |
Ailment | Difficulty Number |
---|---|
Common Cold | 4 |
Wounds | 5 |
Flu | 6 |
Mild Poison | 6 |
Broken Bones | 8 |
Strong Poison | 11 |
Black Death | 15 |
It takes 30 minutes to make a diagnosis using the Physician Skill. A successful test also adds a number of steps equal to the diagnosing characters rank in Physician to the next Recovery Test the patient makes.
Poorht, the windling Thief, took a Wound. Fortunately for him, a character with Rank 3 Physician Skill was in the area. This character successfully diagnosed Poorht, and so Poorht adds 3 steps to his next Recovery Test.
A successful test result means the character has learned to read and write the desired language, and can do so from now on without difficulty. Once assigned to a language, the rank cannot be used to learn any other language. Note which languages your character speaks and reads on the Character Record Sheet.
Language | Difficulty Number |
---|---|
Dwarven | 5 |
Elvish (Sperethiel) | 6 |
Human | 6 |
Obsidimen | 7 |
Ork | 6 |
Troll | 6 |
T'skrang | 7 |
Windling | 7 |
Type of Information | Difficulty Number |
---|---|
General Informationa | 5 |
Detailed Information | 7 |
Intricate Information | 9 |
Obscure Information | 11 |
The success level of the Research Test determines how much information a character obtains. Making a good dice roll often turns up more detailed information than the character had initially sought.
While at the library of Throal, Jerreck is studying the legend of Jalendale, an abandoned kaer rumored to be full of magical treasure. Based on the nature of the information he is seeking, the Difficulty Number for his Research Test is 7. Jerreck rolls a 15, giving him an Excellent success. Jerreck had only been searching for the kaers general location, but the gamemaster decides that an Excellent success earns a bonus. Jerreck learns not only the general location of the kaer, but also its specific location, and the fact that it lies near an area rumored to hold a tribe of ork scorchers.
First Impression can be a glance, a striking outfit, a dramatic entrance, an opening lineall the pieces that fit together to make a first impression. To make a successful First Impression, a character needs an Average success.
Intriguing Conversation requires wit, flattery, a willingness to reveal hints about oneself, and the ability to pick up and respond to cues from the target. The object of Intriguing Conversation is to make the target feel special, like the most important and attractive person in the room, at the same time presenting your character as an attractive partner. To be successful, Intriguing Conversation requires a Good success. Achieving an Average success does not mean your characters Intriguing Conversation failed to produce the desired effect; it just prolongs the process.
With Move to Intimacy, your character begins to get more personal with the target character, gradually altering tone of voice, body language, and the subjects of conversation to reveal even more about himself, learn more about the target, and develop a deeper rapport. A successful Move to Intimacy requires a Good success. As with Intriguing Conversation, achieving an Average success does not mean the attempt to Move to Intimacy failed, it just prolongs the process.
The Suggestion occurs when your character suggests to the target character just how your character would like this encounter to end. A successful Suggestion requires an Excellent success. Your character only gets one chance to make The Suggestion.
A successful seduction creates other effects beyond satisfying the immediate suggestion. The seduced characters attitude toward your character improves by two degrees for the next 24 hours, and permanently improves by one degree as long as your character does not behave badly toward or betray the seduced character (see Gamemastering Earthdawn).
Language | Difficulty Number |
---|---|
Dwarven | 5 |
Elvish (Sperethiel) | 6 |
Human | 6 |
Obsidimen | 7 |
Ork | 6 |
Troll | 6 |
T'skrang | 7 |
Windling | 7 |
Once a skill rank has been assigned to a language, it cannot be used to learn any other language. Record which language your character speaks on the Character Sheet. After a character learns a language, the Speak Language Skill allows the character to speak that language. When speaking, the character makes a Skill Test to determine how well he is communicating. The outcome determines the level of communication. Simple sentences or ideas, such as Which way to the sheriff? require a dice result of no more than 2 to communicate. Normal conversation that includes idioms or jargon requires a result of at least 6. Technical conversations or other discussions filled with specialized language require a result of at least 10. Conversations about philosophical topics or other abstract ideas require a result of at least 13. One use of Speak Language allows the character to successfully communicate for a number of minutes equal to the characters Skill Rank.
To use the Streetwise Skill, the character makes a Streetwise Test against the Perception step of the target character(s). When dealing with more than one person, use the highest Perception step number among all the targets, adding +1 for each additional character. If the test is successful, the target trusts the character, who can then attempt an Interaction Test (see Gamemastering Earthdawn ). A character may make a Streetwise Test to ask about the location of the local black market or any other illegal operation; the Streetwise Skill can also allow the character to spot a con game or scam. To ask such questions, make Streetwise Tests against the Social Defense of the target character. When characters use Streetwise Skill to make Knowledge Tests, the gamemaster determines the Difficulty Number for the test (see Knowledge Skills earlier in this section).
A character may also use the Tracking Skill to obscure his own trail. A character may travel at a speed up to his rate of Combat Movement and still use Tracking Skill to obscure his tracks. In this case, the dice result of the Tracking Test becomes the Difficulty Number for another character attempting to use the Tracking Skill to follow the first character.