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POTIONS (01%)
With this skill, recognize, compound, and dispense the infusions, poisons,
antidotes and hallucinogens of the Dark Ages. Finding ingredients may require
considerable Nature Science skill. . Beware! A fumbled infusion or antidote may
be a poison. May be used to mix basic Elixirs (plant & animal based potions) as
a non-Alchemist with simple tools (fire, hot water, bottles, etc.) without an actual
lab. May add 100% of the CRAFT (Alchemy) skill for this purpose.
OCCULT (05%)
The Occult skill is to non-mythos Old Grimoire magic and Limbo creatures, what
the Cthulhu Mythos skill is to Mythos magic and monsters. Allows the user to
recognize occult symbols and paraphernalia, and provides knowledge of
astrology and (Arabian) alchemy concepts. This skill does not apply to Mythos
magic. Any evidence of Old Grimoire magic and of Limbo creatures calls for an
Occult roll. Succeeding, the adventurer is able to recognize the occult
significance of the occurrence. The Occult skill also helps to identify major occult
texts like the Emerald Tablet or the Sibylline Books.
OTHER KINGDOMS (01%)
With this skill, the adventurer knows something about the peoples and the lands
other than his own
REPAIR/DEVISE (20%)
Every adventurer can fix or devise simple equipment, boats, and so forth. With
Devise, an adventurer can create pit-falls and other clever traps to catch
animals or humans. Tools and special materials may be needed.
Faerie Lore (Knightly): This is the art of knowing about and identifying and
avoiding trouble with the Fair Folk. Merlin is the master here.
Folk Lore(Knightly): The knowledge of how the common folk live. It can be
used to convince commoners you are friendly and like them and they can trust
you. Commoners use it to carry out their everyday activities--hunting,
agriculture, etc.
TUTORING
Without the Teach skill, a character may tutor another character. Only one
character may be tutored at a time. The Tutor must have at least a 51% in the
skill and over 2x of the skill of the student. Base of one week is required. Then
roll the Tutor's skill: Fumble d4-3, Fail d4-2, Success d4-1, Special d4, Crit d4+1
Student cannot benefit from further teaching/tutoring until they make a
successful skill increase by using the skill.
TEACH
Can teach multiple students (1/10 in Teach). Must have a higher skill being
taught than the student. Cannot teach any skill higher than the lower of the skill
being taught or ½ the Teach skill (i.e. Sword 150%, Teach 40%, can train no
student higher than 20% (limited by Teach).....Sword 40%, Teach 150%, can
train student no higher than 40% (limited by Sword)). Make Teach skill roll:
Fumble d4-2, Fail d4-1, Success d4, Special d6, Critical 2d4.
Alchemy for everyone requires:
HERBALISM (Lore)
May be used to make poultices (½ effect elixirs in general), 20% of skill may be
used to find herbs (either random or directed) and every point over 40% adds
1% to the making of elixirs and potions based on plant ingredients.
The above skills may be used to make basic elixirs (potions) based on simple
ingredients in a manner similar to making tea correctly, although a bit more
precision is required (hence, the skills). With a lab, higher effect potions and
other items may be crafted, but require the purchase of ingredients or other
skills to make them.
Craft (Tinker)
Required to make some of the more intricate equipment and items for alchemy.
Metallurgy (Science)
Gives a bonus to creating appropriate items using the Craft (Tinker) or Craft
(Alchemical Procedures) skills.
Physic (Science)
The ability to use more complicated and delicate animal parts beyond the simple
blood, skin, hair, flesh, etc. for manufacturing high level products, especially
creating life forms.