Courtly Etiquette: Should a nobleman not take this skill they obtain it automatically at 20+3 per level beginning at level two. Conversely, they gain a +10% bonus if they take this skill consciously. A fundamental understanding of the manners of lords, ladies, and other royal figures is provided by this skill. This would extend to include the proper titles used in addressing people of importance, correct introductions of oneself, and the basic functions of court procedures. Several times to "call" for rolls include filibustering, visiting another country's leaders, and when attending an exclusive ceremony. Base Skill: 30 + 5% per level starting at level two.
Falconry: The art of training and
handling falcons and other birds of prey. The use of these animals is
much more limited than many fantasy gamers would believe. Falcons
were used specifically for the entertainment of the rich and hunting
game fowl. A standard hunt would entail a game bird (quail, pheasant,
duck, etc.) being flushed out into the air by dogs, and the falcon
released to strike it down. They were also used for catching small
ground game, such as rabbits, but were not as god at this form of
hunting as with birds.
Players take note! For game purposes, let us presume that
these avian predators can be trained to pursue and attack any
"moving" target that they are directed at, then return to their
master. In real life, this would be limited to natural prey for these
animals, but for game play includes any target pointed out by the
controller. This means a falcon could be sent to fly in the face of
an opponent and slash at him with its claws for up to two attacks per
round before returning to its master. These birds respond to hand
signals and whistles, and are trained to strike and return; little
more. Under no circumstance can these birds fly alongside its master
or follow even simple instructions - this is a dumb bird, not a dog
with wings.
Also note that falcons or any other uncaged bird cannot
be taken into underground dwellings or inside buildings without
panicking. This is one reason they are always blinded with a leather
hood when not actually in use. Another reason is that the
instinctively attack any small, moving prey and are easily startled.
Furthermore, it is impossible to engage in combat with a falcon on
one's wrist or shoulder without injuring the falcon or oneself.
Trainers must roll two out of three successful rolls to
succeed in training their bird, after spending a month training the
bird. Failure means the animal cannot be broken of bad habits and
training is a general failure (no second attempt possible). Base
Skill: 30% + 5% per level of experience.
Field Armorer: This is a somewhat simplistic version of a weapons engineer and assistant blacksmith. A competent field armorer can maintain, fix and modify medieval body armor (a successful roll and 1D4 hours of work with a blacksmith facility restores 30% of lost S.D.C.) In addition, the field armorer can patch holes in metal armor or pots, arrows and arrowheads, sharpen blades, and make basic metal items(such as horseshoes, nails, spikes, chain links and simple rings). He can also deactivate, reset and fix simple mechanical traps. Base Skill: 30% + 5% per level of experience.
Horsemanship
There are three ranges of horsemanship skills: General,
Knight, and Palladin. Each indicates a certain degree of training and
expertise. In the PFRPG, the individual O.C.C. will indicate which of
the three applies to that occupation (general knowledge is most
common). The ability to skip and/or upgrade to higher levels of
ability is up to the GM in all other games, though I would suggest
giving Cyber-Knights at least Knight level as a base. Each type of
horsemanship has the following skills and areas of knowledge. The
higher the skill percentage the better the skill or ability. Note: To
avoid being thrown from the horse when jumping, charging, kicking or
performing some other difficult maneuver or trick, the character must
roll under his percentage to remain in the saddle and in control of
his animal.
Ride & care of horses: The first percentile
number indicates the character's riding ability and a fundamental
knowledge of feeding, caring, and grooming of horses.
Recognize quality/breed: The first percentile
number also indicates the success ratio of recognizing the breed
quality, age, strength, speed, health, and general
attributes/capabilities (race horse, workhorse, warhorse, etc.) of
the animal.
Breed horses: The second percentile number
indicates the knowledge in the raising, breaking, training and
breeding of horses. It includes shoeing horses, giving birth, and
curing minor ailments and injuries.
Jumping: The second percentile number also
indicates the success ratio of NOT being thrown from the horse when
jumping, charging, kicking or performing some other difficult
maneuver or trick, character must roll under his percentage to remain
in the saddle and in control of his animal. Damage from being thrown
off a horse is typically 1D6.
Racing: The second percentile number also
indicates the success ratio of maintaining control and getting
maximum speed while racing at full gallop. A failed roll means the
horse runs quickly but 10% short of its maximum speed attribute. A
successful roll not only means running at maximum speed, but the
rider can coax that little extra spirit and speed out of the animal.
Once every four minutes, the rider can get the horse to kick into
overdrive and run at 25% faster than its normal maximum. However,
this speed can only be maintained for one minute at a time and cannot
be done more than three times in a 15 minute period. Maximum running
speed can be maintained for a period of minutes equal to the horse's
P.E. attribute. Pushing the horse beyond its endurance will cause it
to slow down by 30% and after 4D4 minutes, collapse from exhaustion
(requires at least a half hour rest and light activity for another
hour).
Combat: All bonuses are in addition to other
combat skills, weapon proficiencies, or attribute bonuses. Applies to
the rider, not the horse. The rider gains a combat advantage from the
height and speed of being mounted.
Horsemanship - General: Base Skill:
35%/20% + 5% per level of experience.
Combat: All bonuses are in addition to other
combat skills, weapon proficiencies, or attribute bonuses. Applies to
the rider, not the horse. The rider gains a combat advantage from the
height and speed of being mounted.
+1 to parry or dodge while on horseback.
Inflicts +1D4 to damage when on
horseback.
Charge attack (running horse) with a lance,
pole-arm or spear: +1D6 damage. The attacker must roll under the
second percentile number to avoid being dismounted. Charge attacks
count as two melee actions/attacks.
Horse attack: This indicates that the rider is
skilled enough to remain saddled while he attacks and has his horse
rearing or kicking in simultaneous attack (roll under second
percentile number). Damage from the kick of a horse will vary with
the size and breed of the animal: generally 2D6 from the front legs
and 4D6 from the rear legs.
Horsemanship - Knight: Base Skill:
40%/30% + 5% per level of experience.
Combat: All bonuses are in addition to other
combat skills, weapon proficiencies, or attribute bonuses. Applies to
the rider, not the horse. The rider gains a combat advantage from the
height and speed of being mounted.
+1 on initiative when on horseback.
+1 to roll with fall or impact when knocked
from a horse.
+2 to parry or dodge while on horseback.
Inflicts +1D6 to damage when on
horseback.
Charge attack (running horse) with a lance,
pole-arm or spear: +2D6 damage. The attacker must roll under the
second percentile number to avoid being dismounted. Charge attacks
count as two melee actions/attacks.
Horse attack: This indicates that the rider is
skilled enough to remain saddled while he attacks and has his horse
rearing or kicking in simultaneous attack (roll under second
percentile number). Damage from the kick of a horse will vary with
the size and breed of the animal; generally 2D6 from the front legs
and 4D6 from the rear legs.
Horsemanship - Palladin: Base Skill:
45%/40% + 5% per level of experience.
Combat: All bonuses are in addition to other
combat skills, weapon proficiencies, or attribute bonuses. Applies to
the rider, not horse. The rider gains a combat advantage from the
height and speed of being mounted.
+1 on initiative when on horseback.
+2 to roll with fall or impact when knocked
from a horse.
+2 to parry or dodge while on horseback.
Inflicts +6 to damage when on horseback.
Charge attack (running horse) with a lance,
pole-arm or spear: +3D6 damage. The attacker must roll under the
second percentile number to avoid being dismounted. Charge attacks
count as two melee actions/attacks.
Horse attack: This indicates that the rider is
skilled enough to remain saddled while he attacks and has his horse
rearing or kicking in simultaneous attack (roll under the second
percentile number). Damage from the kick of a horse will vary with
the size and breed of the animal; generally 2D6 from the front legs
and 4D6 from the rear legs.
Heraldry: A surprising number of
players have inquired about heraldry or coats of arms, so we include
a brief description courtesy of Michael Kucharski:
The heraldry skill is really two-fold. First, it offers
political knowledge regarding ruling governments/powers, kingdoms and
royal families. The heraldry symbols are often genealogical and
political stamps that can reveal a great deal to those familiar with
world politics and political intrigue. Such emblems can reveal at a
glance what kingdom the wearer represents, his royal family, social
status, reputation, military strength, wealth, etc.
The second is the ability to correctly create (or devise)
or blazon a heraldic mark in accordance to the rules of the land and
court. Punishment for stealing or forgery of another's insignia can
be quite severe, and can lead to lengthy imprisonment, torture, or
death at the hands of an irate noble, knight or royalty. Base
Skill: 15%/20% + 5% per level of experience. The first number
indicates the character's ability to recognize and interpret the
political significance of a coat of arms (as described above). The
second number indicates the character's ability to recognize whether
the emblem is correctly emblazoned, as well as to make a proper coat
of arms himself (as described below). Add a +5% bonus if the
character also has the intelligence skill.
Next section Military Skills.
Medieval.html -- Revised: 980804
maddog1@alaska.net