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Skills

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Mental Skills: Danger Sense to Dwarf Runes
Danger Sense (Mental 2, Ego/Aura +1, Wisdom/Intuition +1) — This skill provides the character with a sixth sense that warns him of impending danger from traps, hazards and ambushes. When the character is approximately one round away from triggering the threat (for example, in one round he’ll step on a rattlesnake if he keeps moving at his current rate), the DM makes a secret skill check. If the check fails, the DM tells him nothing. If the check succeeds, the character feels a tingling in the back of his neck or on the tips of his fingers; the DM tells him the general direction of the threat (in front, to the right, overhead, and so on). The character doesn’t learn anything about the type of threat; it might be pool of quicksand, a concealed lion or a hidden trip wire. It’s up to the character to figure out how to respond to the warning.
If the threat is an impending ambush from an NPC or a creature, the character can only be surprised on a roll of one and if not surprised, automatically gains the initiative on the first round of combat (assuming that combat ensues one round after the character is altered by his Danger Sense). On a successful skill check, a character with Danger Sense is affected by a rear attack as if it were a flank attack.
The DM may decide that the character’s Danger Sense does not work against unfamiliar dangers. If an island barbarian has never seen a poisonous snake, he might be oblivious to the rattlesnake’s danger. Exotic magical traps or illusions may also circumvent Danger Sense.
Debate (Mental 1, Intelligence/Reason) — Characters with the Debate skill can hold their own during heated discussions, remaining quick-witted and cool-tempered. They do not gain the ability to convince guards or holy warriors of their viewpoints, however. Nor can they sway the thinking of unruly hordes or skeptical masses.
This skill does allow them to engage in meaningful arguments, impressing others with their mental faculties. As a result, debaters gain a +2 bonus to encounter reactions. When they’re attempting to smooth ruffled feathers, the bonus is subtracted from the result on the dice. When they’re attempting to enrage another character with cheek and guile, the bonus is added to the dice roll.
An individual with the Debate skill is quite engaging. As a result, a character verbally battling one-on-one with such a debater is less watchful of his or her surroundings. Pickpocket attempts against that character are made at +5% bonus, the character’s initiative is penalized by one phase, the character’s ability checks are made at -3 and skill checks are at -15%. (The debater does not suffer these penalties unless doing battle with another debater.)
Debaters cannot automatically preoccupy others, however. An individual must be willing to talk in the first place before a debater can use this skill.
Further, the skill doesn’t work unless the targeted individual is at least cautious (on the Reaction Table) toward the debater (if they saw eye-to-eye, there would be nothing to debate). Assuming these conditions are met, the debate begins if a successful skill check is rolled. If the roll fails, the debater cannot attempt to engage the target again for at least one turn. If the skill check succeeds, the debate continues until the target makes a d20 roll higher than his or her Intelligence/Reason score. The smarter the individual, the livelier the debate, and the harder it is to end it. Debate also ends if a sudden action or activity interrupts it — for example, a failed pickpocket attempt, a sudden attack or magical explosion, a scream from the harem, and so forth. As soon as the debate ends, so do the penalties noted above.
Two individuals with the Debate skill can seek to best each other in verbal sparring. In this case, both make skill checks each round until one fails. Both characters are preoccupied; they suffer the penalties noted above while engaging each other in debate.
Detect Signing (Mental 1, Intelligence/Reason +1) — This skill allows a character to realize when rogues from other guilds or crime families are communicating using their own secret signs. The character who makes a Detect Signing roll recognizes seemingly meaningless symbols found in writing and ordinary speech as having special meaning, although he will not know the content of the communication.
If a character makes a Detect Signing roll by 30% or better, he can recognize one word or symbol in a specific communication and understand its meaning. The DM chooses which word the character recognizes. (This is an opportunity for the DM to pass an intriguing clue on to the rogue character.)
Diagnostics (Mental 1, Intelligence/Knowledge -1) — Both the Healing and Diagnostics skills aid victims of trauma and disease. However, while the Healing skill can be used to restore lost hit points, Diagnostics is mainly concerned with determining the cause of the damage and the prognosis. Diagnostics alone will not heal damage. With a successful skill check, a character becomes aware of all the following information applicable to a particular patient:
  • If the patient has suffered physical damage, the character can determine the extent of the damage, though he may not be able to ascertain the exact cause (if a victim was attacked by a tiger, the character will know that the victim was clawed by a large animal, but not necessarily the species). The character can recommend treatments and offer a prognosis, as with victims of diseases.
  • If the patient has been poisoned, the character knows the antidote (if one exists) and how to prepare it. Note, even if the character knows how to prepare an antidote, he may not have access to the necessary ingredients.
  • The character knows the name of the disease, its cause, how long the patient has had it, and the optimum treatment. If the patient is treated as specified, he suffers the mildest form of the disease and its shortest duration. If the patient declines treatment, or the treatment doesn’t work, the character can determine the patient’s prognosis with reasonable accuracy. (“The patient will recover by the end of the month.” “The patient will become permanently blind if not treated within a year.”) The character may diagnose both natural and magical diseases.
  • When examining a corpse, the character can determine how the victim died and approximately how long it’s been dead. If the victim died of unnatural causes, the character will only be able to determine the general circumstances of the death. For example, if an evil wizard incinerated the victim with a fireball, a successful Diagnostics check might reveal that the victim burned to death very rapidly as a result of some type of magic, but not that it was affected by a fireball.
A character with this skill may diagnose himself or any other character or animal, except for supernatural creatures (such as a ghost or skeleton) and creatures from another plane of existence (like a xorn or aerial servant). He may attempt to diagnose an individual or creature only once.
If a character also has the Healing skill, he may modify all Diagnostic checks by +5%.
Diplomacy (Mental 1, Charisma/Leadership -1) — This is the grand art of high diplomacy between states or organizations. A character skilled in Diplomacy knows the correct procedures and unwritten rules of negotiations between states or large organizations. He is capable of discerning the true intent of the various declarations, statements and gifts or exchanges that make up a diplomatic encounter, and he is able to take his own wishes and couch them in proper diplomatic terms.
Normally, the character only needs to make a skill check if the negotiations are particularly delicate or difficult. However, if there is a specific goal or compromise the character is working towards, he may attempt a check to see if he can win the other side over to his point. Naturally, the DM can apply a modifier of -40% to +40% depending on what the diplomat’s offer means to the parties involved. Requesting the surrender of a vastly superior enemy is next to impossible, unless the character can convince them that they stand to gain something of great value by giving up. In any event, the DM shouldn’t use this ability as a substitute for good role playing by the players.
Direction Sense (Mental 1, Wisdom/Intuition +1) — A character with this skill has an innate sense of direction. By concentrating for 1d6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 96%, the character errs by 90 degrees. If a 96-00 is rolled, the direction chosen is exactly opposite the true heading. (The DM rolls the check.) Furthermore, when traveling in the wilderness, the character’s chance of becoming lost is reduced by his ability score bonus for this skill.
Racial modifiers: Surface elves receive a +5% bonus to this skill. Dwarves and races native to the Everdark receive a +5% bonus to this skill when using it underground. However when using the skill on the surface their skill scores are penalized by -15%. Surface dwelling races receive a -10% penalty when using this skill underground, but receive no special bonus (except for elves) when using it on the surface. Oceanus elves receive a +5% bonus when using this skill in a watery environment, but are penalized -15% when using it on land.
Dirty Tricks (Mental 1, Wisdom/Intuition -2) — The Dirty Tricks skill allows a character to learn how to fight dirty against an opponent. Although the exact methods may vary from character to character, the skill allows the PC to distract an opponent just long enough to get away with something otherwise not possible. The method of trickery must necessarily vary depending on terrain, the opponent, and numerous other factors. Even weather can have a serious effect on the tricks a character can play.
The Dirty Tricks skill gives a +1 bonus to one of several actions the PC can take in the combat round, provided the PC makes a successful skill check. A foe may make a Wisdom/Intuition check at -2 to detect the trick or alternately a Dirty Tricks skill check if the opponent has also has the skill. A successful Wisdom check or Dirty Tricks skill check negates the Dirty Trick for that round.
The Dirty Tricks bonus may be applied to the user’s attack, initiative (one phase bonus) or damage results. The trickster may also choose to apply the bonus as a penalty (-1) to an opponent’s attack, initiative or damage. The desired bonus must be announced before the skill is checked. A failed check indicates that the enemy is alert to such tricks and will not fall prey to them later in the combat.
Dirty Tricks generally work only once or twice against any given opponent, no matter what forms are used. They remember those who engage in such tricks against them, usually with negative overtones. Only those with average or lower Intelligence will succumb to a dirty trick played twice unless it is exceptionally clever. Players are encouraged to think of the tricks themselves, rather than simply rolling the dice.
Each Dirty Trick played by the PC against the same enemy gives the enemy a cumulative +2 bonus on his Wisdom/Intuition check or +10% bonus to his Dirty Tricks skill check. Unless it can be reasonably expected that the foe would not remember the character using a dirty trick, this bonus is permanent. A bonus also applies if the character has a reputation for dirty tricks, when facing someone who would know of this reputation.
Sample Dirty Tricks include throwing sand in a foes’ eyes, playing dead to lure and enemy into striking distance, clouting him in sensitive areas, forcing him to spring arena-laid traps and so forth.
Disguise (Mental 1, Charisma/Appearance -1) — The character with this skill is trained in the art of disguise. He can make himself look like any general type of person of about the same height, age, weight and race. A successful skill check indicates that the disguise is successful, while a failed roll means the attempt was too obvious in some way.
The character can also disguise himself as a member of another race or sex. In this case, a -35% penalty is applied to the skill check. The character may also attempt to disguise himself as a specific person, with a -50% penalty to the skill check. These modifiers are cumulative, thus, it is extremely difficult for a character to disguise himself as a specific person of another race or sex (a -85% penalty to the check).
Racial modifiers: Dwarves are penalized by -5% when using this skill.
Distance Sense (Mental 1, Wisdom/Intuition) — This skill enables a character on a successful skill check to estimate the total distance he’s traveled in any given day, part of a day, or a number of consecutive days equal to his level. For instance, a 7th-level character can estimate the distance he’s traveled in the previous week. The estimate will be 90 percent accurate.
Dowsing (Mental 1, Wisdom/Intuition -3) — This is the skill of finding lost or hidden items by seeking a disturbance in the subtle natural energies that permeate the earth. A dowser is attuned to the invisible, intangible eddies and currents of the world around him; by careful and methodical searching, he can detect particular emanations or anomalies.
Dowsing has two general uses: First, the character can attempt to detect natural deposits or minerals in the ground, such as water, gold or other ores. Secondly, the character can attempt to find a specific man-made item that has been lost or hidden, such as a friend’s dagger, a buried treasure chest or the entrance to a barrow mound. The search must be very precise — the dowser will have no luck if he sets out to find “the most valuable thing in this field” or “the nearest magical weapon,” but “Aunt Claire’s missing brooch” or “the gold buried by the pirate Raserid” are suitable searches.
Unlike the spell locate object, the dowser isn’t led or directed to the item he seeks; he has to actually pass within 10 feet of the item, or walk over the place where it is buried, and succeed in a skill check to detect the item. (The DM should keep this check hidden from the players so that he doesn’t give away the location with a failed check.) Dowsing can take a long time; quartering the dirt floor of a cellar 20 feet square might take 1d3 turns, while checking a field or courtyard might take 1d3 hours. Searching an area larger than 100 yards square is impractical — the dowser gets tired of concentrating.
A dowser can detect items or substances within 100 feet of the surface, although very strong or powerful sources may be detected slightly deeper. The dowser can guess the approximate depth of what he’s seeking within plus or minus 10 percent when he stumbles across it.
Dwarf Runes (Mental 2, Intelligence/Knowledge +2) — Dwarf Runes are the basic dwarven alphabet given to the dwarves by the dwarven god Dumathoin, and are taught to all young dwarves as a part of their basic education.
Dwarven runes are found engraved in stone and only rarely written on such transitory materials as parchment, cloth or paper. They are used to denote ownership, give warnings of nearby dangers and to record history. The tombs of dwarves who have been properly interred, as opposed to hasty burial during battle, are engraved with runes which tell the occupant’s clan, his parentage, children and the deeds of his life. In the absence of proper interment, dwarves erect stone monoliths or engrave entire cavern walls depicting the deeds of their dead. These list the clans, the names of those who died and the nature of their deaths. The numbers of slain enemies are greatly detailed.
Dwarven runes are not a phonetic form of writing, but a conceptual one, with each rune delineating an idea or implying a range of ideas depending on placement. A single rune might convey pages of human or elf writing or be as simple as a sign saying “stairs.” It’s a matter of knowing what the rune means and how it is to be interpreted in context. Dwarven runes do not contain conjunctions or pronouns, but proper names are represented by altering an existing rune. This makes runes difficult for other races to understand and dwarves consider themselves superior to races who cannot read even the most simple of them.
Racial modifiers: All dwarves receive Dwarven Runes as a bonus skill.

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