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Skills

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Mental-physical Skills: Weakness Identification to Weapon Improvisation
Weakness Identification (Mental 1, Physical 1, Observation -2) — This skill, like Tactics, allows the character to assess an opponent for signs of weakness. A successful skill check means that the character has located the foe’s weakness, whether it lies in fighting style or a fault in the opponent’s armor. If the character wants to take the usual penalties for a called shot (one phase penalty in melee and -4 to hit), he can cause double damage to the opponent for one attack only. After such a wound, intelligent opponents adjust their fighting style so that the weakness is not as exposed.
Creatures with low intelligence or less simply try to minimize the danger by presenting a different side to the attacker. Thus, if two or more characters attack a weakened creature, there is a good chance they can continue exploiting its weakness throughout the battle as it shifts the damaged area from one side to another.
The bonus conferred by this skill can be communicated to one’s allies. However, if the creature under attack understands the language used to make this communication, anyone attacking the creature does so with a -2 to hit penalty (in addition to the normal -4).
When used against a character with the Arena Acting skill, the two sides involved must have a skill contest. Each character must make their respective skill checks. The degree of success in this is measured by the difference between the target number and the actual die roll. The winner is the character with the higher degree of success. If the winner is using Weakness Identification, he spots the acting through some small flaw in the performance. Likewise, if the arena actor has the greater success, the character with Weakness Identification believes his performance.
Example: Bythal has an Arena Acting skill of 70%. His opponent, Haarna has a Weakness Identification skill of 65%. Bythal’s roll is a 35, while Haarna’s is a 15. Since Haarna’s difference is greater at 50 (65-15=50) than Bythal’s 35 (70-35=35), Haarna can easily see that Bythal is acting. He is not drawn in and Bythal’s bonus is negated.
The interchange here can be complicated. Some characters have both Arena Acting and Weakness Identification. Arena Acting should be checked first, so that the enemy may be fooled from the first instant he spies his opponent. After the character assumes his weakness, he can begin checking his enemy for the same thing. Both these rolls should be rolled secretly by the DM.
Weapon Improvisation (Mental 1 or Physical 1, Observation -1) — With this skill, the character can improvise a weapon from natural materials. He must search the area for 1d6 rounds, then make a skill check. If the check fails, he finds nothing useful; he may try again in a different area. If the check succeeds, he finds an object that can be wielded as a club, such as a branch, a bone, or an icicle.
The improvised weapon inflicts 1d6+1 damage to man-sized and smaller creatures or 1d3+1 to larger opponents. On a natural roll of 01-10, the object has jagged projections or is sufficiently heavy to cause additional damage man-sized and smaller creatures suffer 1d6+3 damage, larger opponents suffer 1d3+3 damage. On a natural roll of 96-00, the improvised weapons shatters or splinters on its first use, causing no damage, useless thereafter.
The DM may veto the use of this skill in inappropriate environments, such as a barren plain or a snow-filled valley. Likewise, he may impose penalties or bonuses to the check in areas where improvised weapons are exceptionally difficult or easy to find. For example, a hill covered with stones might merit a +5% bonus; an empty plain might merit a -10% penalty; a marketplace would give a +10% bonus.
Barbarians: A barbarian receives a +10% bonus when searching for an improvised weapon in his homeland terrain.

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