Skills & Non-Weapon proficiencies
--INFAMOUS RULES--
In Infamous play, a character usually ends up taking a secondary skill of some form. A task usually cannot be attempted unless the character in question has the appropriate skill, for instance a character not proficient in riding would not be capable of riding a horse into combat, as that usually takes a large degree of training and effort to pull off. Similarly, a character lacking the Literacy skill would be incapable of reading or writing any languages he or she speaks. These skills are typically acquired through the secondary skill the character is given at the start of the game, however any characters may replace some of their given weapon proficiencies for skills. For instance, a fighter with high charisma is more likely to take several charisma proficiencies instead of stacking several weapon proficiencies together. Skills listed by number are typically rolled for any NPC character in possession of the listed stats, however skills marked by * are rare skills, and may not be allowed on a character in just any context. If a character does not start with that proficiency, usually that character must find a tutor of some form before that skill can be learned.
The list of such skills is as follows.
Strength (S)
(1) Armorsmith(S/I) - Character can forge metal armor from steel. Add +10% to the artisan table for each proficiency in this skill.
* Arm-Wrestling(S) - Add 5 points of strength for each proficiency in this skill when arm wrestling.
(2) Blacksmith(S/I) - Character can create various kinds of metal furniture, crafts, or other objects (not weapons or armor) by means of this skill. Add +10% to the artisan table for each proficiency in this skill.
(3) Boat-Wright(S/D) - Character is familiar with the construction of boats, and is capable of building them should he have the resources available.
(4) Carpenter(S/D) - Wooden structures can be made. Add +15% to the artisan table for each additional proficiency in this skill. Occasionally, carpenters are surgeons.
(5) Climbing Walls(S/D) - The character can climb walls at half the percentage of success of a Thief of the same level. Subtract your Strength ability from your roll once, and once again for each additional proficiency in this skill.
(6) Intimidation (S/Ch) - The character is skilled in intimidating others, potentially causing them to fear him if a roll of 10 points under strength is made. Note that if this roll fails, creatures must still make a morale roll against the character with a modifier of +20%
+Intimidating Presence (Ch/S) - The character can make a charisma roll in order to become the center of attention for all opponents in combat. If the character makes a successful charisma roll, all opponents must make a morale roll, or divert their attention to you as their new target.
(7) Miner(S) - The character is familiar with all aspects mining operations. Children may possess this skill.
(8) Mountaineer(S) - The character is familiar with the process of mountain-climbing, and is not only able to climb such terrain, but can also guide others through mountains as well. This can also be done avoiding 50% of encounters if desired.
(9) Mason(S) - Stone structures can be constructed.
(10) Sailor(S/D) - The character is familiar with all shipboard operations, save navigation and piloting. This can be used to make minor repairs on the ship, operate cannons, and perform other important ship-board operations.
(11) Teamster(S/W) - Knows all aspects of land transport of goods and commodities. The character is also assumed to be capable of working with mules and donkeys to pull carts. If a strength roll is made, the character gains +1 effective strength for sake of carrying capacity. This roll is modified by +5 for each additional proficiency in this skill.
(12) Weaponsmithing(S/I) - Character can create metal weapons and silver them. A modifier of +10% to the artisan table is granted for each proficiency in this skill.
Intelligence (I)
(1) Appraisal(I/W) - The character is quite skilled in appraising non magical objects, and can determine their standard market value if an intelligence roll is made.
(2) Animal Lore(I) - A successful intelligence roll allows the character to determine the characteristics of any animal.
* Arcane Secrets - This proficiency allows the character to discern verbal and somatic components of any spell seen, if an intelligence roll is made. This is only for recognizing the spell cast, and cannot be used to learn a spell through demonstration.
* Basic Alchemy(I) - This skill allows the character to identify simple potions, and use acids, bases, and administer poisons/antidotes if an intelligence roll is made.
+Mystic Alchemy(I) - The character can make and identify most magical potions with all the components.
++Technical Alchemy(I) - This skill is possessed by very few individuals, and one of these must be found in order to learn this skill. The character is capable of creating any chemical compound, such as explosives, and allows improvising on magical potion creation.
* Disguise(I) - If an intelligence roll is made, the character may disguise himself as an assassin would.
(3) Fungus Identification(I) - The character can identify all sorts of fungus. This could apply to green slime, yellow mold, brown mold, gas spores, or any other yucky stuff that might hurt you.
(4) Gamblin'(I/W) - If an intelligence roll is made, the character can increase his odds of winning by 8% for each proficiency taken in this skill while gamblin'.
(6) Geology(I) - The character can determine the depth of any natural or man made tunnel. He may also be able to identify special types of rocks and minerals, and even identify magical gemstones with a successful intelligence roll.
(7) Hunting(I/D) - The character can hunt small animals for food, while avoiding larger, more dangerous ones. If an intelligence roll is made, the character always comes back with food.
(8) Herbalist(I) - The character knows all that herb shit.
* Interrogation(I/Ch) -The character is able to get information from other creatures by interpreting non-verbal communications and the like. A charisma roll must first be made to get the creature talking, then an intelligence roll of 10 points under must be made in order to discern the correct information.
(9) Linguistics(I) - This skill doubles the number of languages a character may know.
+Advanced Linguistics(I) - The character may communicate with any intelligent creature in its own language.
(10) Literacy(I) - The character may read and write any language he speaks. For each proficiency in this skill, a character will also gain "Knowledge points" which can be spent to gain full detailed knowledge of any spell, monster, historical event, or other like occurrence. One of these is gained for each point of intelligence the character possess.
+Cryptology(I) - The character may read any language he doesn't know with a successful intelligence roll.
++Reading Magic(I) - The character may read magical scrolls and writings in a successful intelligence roll is made.
+Forgery(I) - This skill allows the character to forge documents with a successful intelligence roll. Documents forged in an unknown language can only be finished if the character also possesses the Cryptology skill.
+Scribe(I) - The character can record events even in unpleasant circumstances or on the run.
(11) Navigator(I) - The character can navigate by the stars, allowing for sea navigation.
(12) Plant Lore(I) - The character knows all about plants and stuff like that. See Herbalist.
(13) Sage(I) - The character may pick an area of specialty in which he is quite knowledgeable.
(14) Sound Identification(I) - The character can identify sounds with a successful intelligence roll, and mimic the sounds of animals if 5 points under is rolled.
(15) Ship-Wright(I) - The character is familiar with the construction and innerworkings of seafaring vessels.
(16) Smelting(I/S) - The character can create metal alloys and melt metal objects. The character is also skilled in the creation of coke, and other fuels.
(17) Smuggler(I/Ch) - The skill allows the character to establish contact with local black markets and thieves guilds. In addition, the character is considered to have a high charisma when lying to the authorities.
(17) Scholar(I) - The character is well educated and can learn proficiencies at a much faster pace. The time it takes inbetween checks to see if the character has learned a skill is reduced by 1 day for each point of intelligence the character possesses. Also, a modifier of +15% is granted to the roll for each proficiency in this skill.
(18) Tanner(I/S) - The character can easily cure hides and turn them into leather.
(19) Tracker(I/W) - This skill allows the character to track like a first level ranger if a successful intelligence roll is made. For each additional proficiency the character gains a modifier of 5 to this roll. If three proficiencies are taken in this skill, the character can track as a ranger of the same level.
(20) Trapper(I/W) - The character is skilled in constructing traps for animals.
Wisdom (W)
(1) Alertness(W) - If a wisdom roll is made, the character is capable of sensing danger, and she cannot be surprised.
(2) Animal Handling(W) - The character can handle beasts of burden and can avoid being attacked by most animals if a wisdom roll is made.
+Animal Training(W/I) - The character may train one type of animal for each proficiency in this skill. These trained animals may perform tasks within their intelligence. Training usually requires a week to accomplish.
(3) Bartender(W/Ch) - The character can mix any kind of drink, and give psychological therapy to patrons. This proficiency also allows the character to communicate without error with drunk people, and allows for the character to communicate with normal folk while drunk.
(4) Cooking(W) - This skill allows the character to turn barely edible food into exquisite cuisine.
(5) Direction Sense(W) - If a wisdom roll is made, the character can tell in which direction the party is headed.
(6) First Aid(W) This skill allows the character to bind a dying creature's wounds for 2-5 instead of the normal 1-3. Only one attempt may be made per dying creature. Note that the creature will not wake up until reaching maximum hit points, and will remain unconscious. This proficiency also can allow the character to stop a wound from getting infected, if a wisdom roll is made before the infection sets in.
+Advanced First Aid(W) - Creatures may be bound for 1-6. The character can also disinfect wounds if 5 points under wisdom is rolled.
++Emergency Medicine(W) - Creatures may be bound for 2-7. The character can prevent infection without a roll, and can disinfect wounds on a successful wisdom roll.
+++Healing(W/D) This skill allows the character to heal wounds for 1-6 points. Note that a particular wound may only be healed once, so if a creature has not sustained new wounds, this skill may not be used again on the same creature.
+++Surgery(W/D) Creatures may be bound for 5-10, and if severed limbs are accessible and the wounded creature is still alive, the character may sew those limbs back on with a successful wisdom roll.
(7) Fishing(W) - The character may fish if she has access to a body of water, and may prepare these fish as food.
(8) Musician(W/D) - This allows the character to play an instrument with great skill. The character can make compositions with a successful wisdom roll. In addition, the character is assumed to know about one musical form for each point of wisdom the character possesses.
(9) Planter(W/I) - This skill allows a character to plant seeds where possible. The character knows what type of soil is necessary for seeds needing to be planted, and is knowledgeable in how to plant seeds most efficiently.
* Poison Sense/Cupbearer(W/I) - This skill allows the character to make a wisdom roll to find a nearby poison. If the character is sitting in front of a plate of food, the character can determine whether or not it is poisoned by making a wisdom roll, without finding out the hard way.
(10) Singer/Poet(W/Ch) - The character may sing beautiful or intense songs in any language she knows. The character is also assumed to know a poetic form for every point of wisdom the character possesses.
(11) Soaper(W/D) - The character is capable of making soap from rendered animal fat, lye, oil, and other like substances.
* Spatial Sense(W) - By making a wisdom roll of 5 points under, the character may sense objects and general movement around herself within a 10' radius. If 10 under is rolled, the character may see in full detail within a 5' radius, in addition to other senses gained.
(12) Weather Sense(W) - If a wisdom roll is made, the character may predict weather changes for up to 2 days in advance.
Dexterity (D)
(1) Animal Dissection (D/I) - The character is capable of dissecting animals properly, and can safely remove delicate organs and body parts of a dead creature if a dexterity roll is made. This can be used to remove hearts, hides, or virtually anything else.
(2) Artist(D/W) - The character may create works of art.
(3) Boating(D) - The character may pilot sailing craft and boats.
(4) Bowyer(D) - The character may create bows.
+Crossbow Crafting(D/S) - The character can build crossbows.
(5) Charioteer(D) - The character may drive a chariot, even at high speeds.
(6) Dancer(D) - The character can perform and choreograph dances.
(7) Fire-Building(D) - The character may build a fire without flint and steel.
(8) Fletcher(D) - The character can make arrows.
(9) Gem-Cutter/Setter(D) - The character can cut raw stone to make fine gemstones, and decorate finished goods with cut gems.
(10) Goldsmith(D/S) - The character can make fancy items out of gold, silver or other precious metals.
(11) Jeweler(D/W) - The character can make jewelry out of wood, stone, metal, or bone. It also lets the character accurately identify and appraise gemstones, both cut and uncut.
(12) Leatherworker(D/S) - The character can make most leather goods, including leather armor.
(13) Magician(D) - The character can perform minor magic tricks, and major ones with a successful dexterity roll.
(14) Mechanic(D/I) - The character is familiar with the construction of mechanisms, and is capable of making traps. A Dexterity roll must first be made to be certain the trap is installed properly. Failing this roll could result in !!fun!!
(15) Metalcrafter(D/I) - The character can craft small metal objects such as lockpicks using files and other similar tools.
(16) Potter(D) - The character can make ceramic and clay pots and other items.
* Riding - Airborne(D) - The character can ride and control airborne mounts, and may specialize in a particular airborne mount for each proficiency taken in this skill. A specialized mount will always regard the character with amity.
(17) Riding - Land(D) - The character can ride and control horses and other land based creatures at full speed, even in combat, and may specialize in a particular mount for each proficiency in this skill.
+Riding Focus(D) - The character is capable of casting spells shorter than 5 segments in casting time while controlling a horse.
(18) Rope-Use(D) - The character can lasso, hogtie, net, and do other fun rope things.
(19) Tailor(D) - The character can make clothing.
* Throwing(D) - The character can throw objects not normally meant to be thrown at up to a 4" range, and increase the range of thrown weapons by 2" for each proficiency in the skill.
* Tumbling(D) - The character can spend his turn in combat performing feats of gymnastics, resulting in a -4 to his AC.
(20) Woodcarver - The character can make wooden artwork.
Constitution (C)
(1) Disease Resistance(C) - If the character makes a constitution roll, he can resist a disease. (Immune to this instance of this disease.)
+Poison Resistance(C) - If the character makes a constitution roll, he can resist poison. (Immune to this instance of poisoning.)
++Immunity(C) - The character is fully immune to all forms of natural disease. In addition, up to three poison types can be selected for immunity. It is assumed that the character has built an immunity to these poisons and diseases over an extended period of time. An additional +1 is granted to the character's saving throws against poisons for each proficiency in this skill, and the constitution roll to resist a poison is now modified by +4.
(2) Endurance(C) - The character can go twice as long without food, water, or sleep if a successful constitution roll is made. The character can go one additional day for each additional proficiency in this skill.
(3) Farmer(C/W) - The character is familiar with all aspects of farming.
(4) Forester(C/I) - The character can survive in any forest without hunting, and is familiar with woodland creatures.
(5) Foraging(C/I) - The character can locate food for himself and others in areas where this is possible.
(6) Resist Pain(C) - The character may function while in extreme pain.
+Shock Resistance(C/W) - With a successful constitution roll, the character can remain at 0 hit points after being hit. If 10 points under constitution is rolled, the character may continue to fight one round after death for each point rolled past 10 under, or cast a spell after being hit. If you suffer damage during this time, another constitution roll must be made to avoid dying on the spot. These rolls are modified by +5 for each additional proficiency in this skill.
(7) Running(C) - The character may run at double normal speed on a road or trail for a day if a constitution roll is made. This can be attempted on consecutive days, with an a modifier of -5 for each consecutive day.
(8) Slow Respiration(C) - The character may go without air for 5 segments (half a round) per constitution point. If two proficiencies in this skill are taken, the character may feign death.
(9) Swimming(C) - You can swim. Good for you! But only for 10 minutes for every point of constitution the character possesses. Additional proficiencies in this skill allow for extra time, doubling how long you can swim.
(10) Survival, Cold or Arctic(C/I) - The character has sufficient knowledge to survive in cold or arctic regions of the world.
(11) Survival, Desert(C/I) - The character has sufficient knowledge to survive in desert regions of the world.
(12) Survival, Tropical(C/I) - The character has sufficient knowledge to survive in the tropical regions of the world and is capable of survival while stranded on a tropical island.
Charisma (Ch)
(1) Actor(Ch/I) - The character is skilled in acting, and can accurately mimic the voice of any character he's heard. With a successful intelligence roll, he can memorize the voice and mannerisms of a single person. A charisma roll must be made to accurately mimic these actions. Only 5 different voices may be memorized at a time, and 5 more may be memorized for each additional proficiency in this skill.
(2) Bribery(Ch) - This skill allows the character to make bribe offers without risking negative results. If a charisma roll is made the bribe will be successful, assuming of course, the bribe is adequate.
(3) Carousing(Ch) - This skill allows the character to initiate conversation without risk of a negative reaction. Add 10% to reaction rolls for each proficiency in this skill, and any reaction roll of less than 50% is treated as 50%.
+Deception(Ch/I) - This skill allows the character to make others believe he is telling the truth. If a charisma roll of 10 points under is made, even outrageous lies can be made to seem likely. For each proficiency in this skill, add 10% to reaction rolls.
(4) Comedian/Comic (Ch/W) - The character can tell jokes, which will be considered quite funny if a successful charisma roll is made.
(5) Conversion(Ch) - The character may convert any or all of his henchmen to his alignment over a long period of time. Over the course of 6 months, any number of the character's henchmen may be converted so long as all intended henchmen remain at or above 100% loyalty. If any fall below 100% loyalty, the entire month is not counted towards conversion for that individual. Once a henchmen has been at 100% loyalty for that entire period, and has gone on at least 1 adventure during that time, he will switch alignment to his master. Note that races with strong natural alignment tendencies will not change outside those natural tendencies. The only good goblin is a dead goblin.
+Corruption(Ch/I) - The character may slowly corrupt even non-henchmen characters to his alignment over at least a 6 month period if the conditions are met. During this time, the person to be corrupted must be in direct contact with the character and not suspect him of corruption at all. Each month during this period, a charisma check is made by the character. If this roll results in 5 points under, progress is made. If a success is indicated but is fewer than 5 under, progress is stalled but will resume the following month. If the roll is failed, the character's intentions are discovered and no further attempt may be made on that person. This can affect races with strong natural alignment tendencies, but only with regard to ethics (Law/Chaos). The only good goblin is a dead goblin.
(6) Instruction(Ch/I) - The character may teach any skill he possesses. If a classroom setting is available, multiple characters may be taught at once if a charisma roll is made. Additionally, if 5 points under is rolled, the character's students will make their check for learning at a modifier of +15%. This roll is modified by +5 for each proficiency taken in this skill, and by +1 for each proficiency in the skill being taught, after the first one.
(7) Interrogation(Ch/I) - This skill allows the character to make others give away information without them realizing it. A roll of 10 points under charisma must first be made to get the creature talking, and an intelligence roll must then be made to determine the correct information. A modifier of 5 is added to each of these rolls for each additional proficiency in this skill.
(8) Intimidation(Ch) - The character is skilled in intimidating others, potentially causing them to fear him if a roll of 10 points under charisma is made. If the character is leading an armed force, the opposition must make a morale role with a modifier of -25%. Note that if this roll fails, creatures must still make a morale roll against the character with a modifier of +20%.
+Influencing(Ch/I) - The character can now intimidate successfully with a roll of 5 points under, and scare one other into performing some action if 10 points under is rolled. A modifier of 5 is given to the character's influencing roll for each additional proficiency in this skill. Note that people affected must find the threat reasonable, as telling them you're going to throw a fluffy pillow at them would not be as intimidating as telling them they'll be killed with a knife by your trained assassin.
(9) Jester/Fool(Ch/D) - The character is well accomplished in the art of slapstick humor, and has served in a royal court.
(10) Recruiting(Ch) - The character can convince others to join his party. A roll of 10 points under charisma must be accomplished in order to persuade enemies to consider changing sides. In this case, if the proposition is reasonable, they are likely to join the character. If trying to recruit from an unlimited source, such as a very large city, he may recruit a number of characters equal to the number of points rolled under charisma. A modifier of 5 is granted for each additional proficiency in this skill.
(11) Storyteller(Ch/W) - The character is skilled in the art of storytelling, and may perform in public spaces. If a charisma roll of 5 points under is made, he may convince the common folk of the area that a particular person is especially good or evil. The character must know detailed stories about the person for this to succeed.
(12) Trader/Barterer(Ch) - The character is an experienced trader, and can bring the price of an item to be purchased down from standard market value based on a charisma roll. This of course depends on the economy of the area, but generally the results can be expected as follows: 0 under = -5% price. 5 under = -15% price. 10 under = -25% price. 15+ under = -45% price. A bonus of 5 is added to the roll for each additional proficiency in this skill.
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