The Taladas Rules Page

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Here is the current version of the skills system as mediated between Andrew and myself. Enjoy...

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Contents

[edit] The Ashley/Tulloch Education System

[edit] Which skills can I select?

Each character chooses 8 skills from the universal skill list below. These are classed as career skills and will be the main focus for the character. They may also choose up to 6 other skills from the same list. These are classed as general skills and represent his hobbies, side interests and the other sorts of minor things people pick up over time. Thieves and bards will also get their thief skills as normal. Non-rogue characters can also pick some of their general skills from the thief skills list, but these will be severely limited in comparison to a thief or bard (see below for details). All career and general skills (including any chosen from the thief skill list) begin at a level equal to the relevant ability score (choose the highest if there are two abilities listed). This can be increased as shown below. All other skills on the universal list can be attempted, but only at the base ability score.

[edit] How many points do I get?

First level characters then receive a number of points that may be added to skills of their choice. They receive 40 points which they may spend on their career skills, 20 points which they may spend on their general skills, 30 points which may be spent on specialisations and 60/20 points on thief skills (but only if they are a thief or a bard). They must follow these rules when spending their points at any level.

[edit] What are the restrictions on how I spend them?

  • You cannot spend more than 15 points per level on any skill, career, general, thief or specialisation.
  • Career skills and thief skills (for thieves/bards) have no maximum limit. You cannot spend more than 80 points on any general skill. The base score, based on ability scores, is in addition to the 80 point limit.
  • No more than 20 points of your specialisation points may be spent on career skills. No more than 10 points of your specialisation points may be spent upon general skills.
  • When spending specialisation points you must nominate a smaller part of the skill that is covered by those points. These are added to the main skill when attempting that part of the skill. For example, Schallat could take Survival 24% and the specialisation of Survival – Swamp +22%. So when trying to forage food in the Steamwall Mountains he has a score of 24%, but in Blackwater Glade he may roll at 46%. All specialisations must be approved by Ed.
  • Your total score in a general skill (skill + specialisation) cannot be more than 80 higher than the starting skill level. If after taking a specialisation up to 80 you decide to spend points in the skill the specialisation is part of, then you would have to lose a corresponding amount of points in the specialisation to keep the total below 80. That would represent your general level of skill catching up with the more specialist knowledge.
  • Any thief skills chosen by a non-thief or bard character as general skills may not have any points spent on them except specialisation points. For example, Smith may decide to take Move Silently and gets a score in this equal to his dexterity, 10%. That base score will not increase, but he may choose a specialisation in Urban to allow him to sneak out of the temple and down to the Whistling Fish for an evening. He spends 30 points in that to give himself a pub-sneaking skill of 40%. Being a general skill though his ability to sidle off to the pub can never be higher than 90%.
  • The thief skill Detect Noise is now classed as Spot – Listen specialisation which they count as a career skill that does not take up one of their 8 slots. Thief characters may spend either career skill/specialisation points or thief skill points on this skill/specialisation. They may add on points from either group at the same level, but no more than 15 points per level, regardless of the source.

[edit] How many points do I get when I go up a level?

At each subsequent level they gain a character may add one extra general skill to their list. They may also add an additional 40 points to their career skills, 20 points to their general skills, 30 points to their specialisations and 30/15 points to their thief skills (but only if they are a thief or a bard). These follow the same rules given above.

[edit] The skill list

The universal list of skills is as follows. This list cuts down the number of skills from previous versions by using the Craft, Knowledge and Profession skills from 3rd Edition. The missing skills are listed here as sub-skills, each of which would have its own specialisations. For example, Noman’s parents would have Profession – Farmer, while Edifice, the Airrider’s butler/servant/golem-about-the-house, would have Profession – Butler. Though they both have the Profession skill they would still only get their ability score as a percentage while attempting the other’s profession. (Pa Kente has only about a 12% chance of serving wine in a professional manner, while Edifice is only about 16% likely to be able to steer a plough…) These sub-skills may still have their own specialisations.

Skill Sub-Skill Example Specialisations Relevant Stat
Acrobatics Vaulting, Tightrope Walking, Tumbling Dex, Str
Animal Handling Specific species of animal, e.g. Dog, Horse, Giraffe Wis
Appraising Specific group of objects, e.g. gems, antique books, jewellery Int, Wis
Artistic Ability Drawing, Painting, Sculpture, Calligraphy Dex, Wis
Athletics Swimming, Running, Jumping, Climbing Str, Dex
Bluff None Cha
Craft Blacksmithing, Carpentry, Cooking, Weaving Specific type of craft, e.g. Elvish cuisine for cooking Int, Wis, (maybe even Str or Dex if appropriate)
Concentration None Con
Cryptography Specific code system Int, Wis
Disguise Specific person or face, e.g. a dual identity Wis, Cha
Driving Chariot, Cart, Stagecoach Dex, Wis
Engineering Specific structure, e.g. bridge, house, road Int, Wis
Escapology Specific method of imprisonment Dex
Etiquette Specific culture, e.g. Elf, Goblin, Dwarf Cha, Wis
Specific document Dex, Wis
Specific type of game Int, Wis
Healing Specific species Wis
Herbalism Herbs from a specific region, e.g. Amarchnesti, or for a specific purpose, e.g. anaesthetics Int, Wis
Information Gathering Specific area or city, e.g. Waltdorf, Blackwater Glade Cha
Intimidate Specific method, e.g. bullying, interrogation Str, Cha
Juggling Throwing, Catching Dex
Knowledge Alchemy, Astrology, Astronomy, Heraldry, History, Nature, Race, Religion, Weather Lore Any subsection of the skill, e.g. Specific era for History, specific family for Heraldry Int
Linguistics Any particular language Int
Lip Reading None Int, Wis
Literacy None Int
Navigation Specific route, e.g. Waldorf to Bissel Int, Wis
Perform Dancing, Specific Musical Instrument, Singing, Ventriloquism, Prestidigitation Cha, sometimes Dex for some specialisations
Profession Agriculture, Brewing, Bureaucracy, Mining, Seamanship Specific part of the job, e.g. Herding, Chicken Farming, Ploughing for Agriculture Int, Wis
Rhetoric Preaching, Inciting to Riot, Inspire, Demoralise Cha
Riding Specific animal, e.g. horse, wolf, giant lizard Wis, Dex
Rope Use None Dex, Wis
Search Specific sense, specific environment Sight, Smell, Hearing
Spellcraft Specific branch of magic, e.g. divination, conjuration, druidic Int
Spot Specific sense, specific environment Sight, Smell, Hearing
Survival Specific terrain type, e.g. desert, mountain, swamp, or specific survival technique, e.g. fire building, hunting, set snares Int, Wis

Language specialisations – To determine if a character is fluent in a language check their Linguistics specialisation score in that language. Any Linguistics specialisation of +10% or higher would be classed as fluent and able to cope with the language when spoken clearly with no major distractions. They will still need to make checks to cope with loud distractions, fast, babbling talk, speech impediments or strong accents.

[edit] An alternate system

One slight twiddle to this system would be to not bother handing out specialisation points, but instead hand out 50 career skill points per level and 25 general skill points per level. If this is done then specialisations may still be taken, but each career skill point or general skill point would buy two points worth of specialisation. This option leaves it up to the players as to whether they wish to specialise or not.


[edit] The Ashley/Tulloch School of Combat

[edit] How many points do I get?

All characters receive a number of Weapon Training Points (WTP) which they may use to buy weapon proficiencies, weapon fighting styles, armour proficiencies, and varying degrees of weapon mastery. All characters begin with 10 WTP, and receive 1 WTP per level thereafter. The cost of a weapon proficiency varies depending upon class. A warrior must spend 2 points to gain a proficiency, a priest or rogue must spend 3 points and a wizard must spend 5 points.

[edit] How much does buying a new proficiency cost?

The penalty for using a weapon without proficiency is –2 for warriors, -3 for priests and rogues and –5 for wizards. However, for every WTP spent on a weapon until the proficiency is gained the penalty is reduced by 1. Rogues and wizards may choose to buy weapons normally forbidden to them by their class restrictions but these are more expensive. A rogue must spend an extra 2 points to buy a normally forbidden weapon and a wizard pays an extra 2 points for a weapon normally permitted to a rogue and 3 points for a weapon normally allowed only to a fighter. They do not start reducing the penalty until they have finished paying off these extra points.

Using this system it is impossible to buy a whole tight or broad group. However characters get a points break in buying weapons related to those they know. A character is familiar with all weapons in the same tight group as one he knows and receives a lesser penalty while using them. If a character knows an entire tight group (or if the broad group has no tight groups) he is familiar with all weapons in the broad group.

Familiarity means that warriors only receive a –1 penalty, priests and rogues receive a –2 penalty and wizards receive a –3 penalty. The costs of buying a weapon which you are familiar with is reduced to match these lesser penalties. For example, Hank has always used the long sword and short sword. On an adventure though the group find a magic cutlass and hand it to Hank. He does not have a proficiency in the weapon, but since it shares a tight group with the long sword he only receives a –1 penalty instead of a –2 which will probably be countered by the magic bonus. Upon gaining a level he gains a WTP and spends it to adapt his long sword style for the wilder, more slashing style of the cutlass. He will now be proficient with it.

[edit] Fighting Style Specialisations

For those wishing to take fighting style specialisations and the varying degrees of weapon mastery there are now prerequisites which must be taken before such options may be chosen.

To purchase a fighting style specialisation requires a broad range of knowledge with numerous weapons and adapting what one learns with one weapon to use with another. To choose a fighting style specialisation costs 1 WTP for a fighter and 2 WTP for any other class. The following requirements must be fulfilled first though.

[edit] Two handed weapon style

Proficiency in 1 two handed weapon, and proficiency in 1 single handed weapon that can be used in two hands (such as the long sword) plus either proficiency in 1 weapon usable in one or two hands (like bastard sword or spear) or proficiency in 2 more double handed weapons. All weapon pro's must be unrelated to each other (from separate tight groups).

[edit] Single weapon style

Proficiency in 2 single handed weapons, one of which must be medium and one which much be small. plus either proficiency in weapon that can be used in one or two hands or proficiency in two more single handed weapons. All proficiencies must be unrelated to each other.

[edit] Weapon and shield style

Same as for single weapon style, plus familiarity with shields.

[edit] Two weapon style

Ambidextrous, plus either proficiency in a medium weapon and proficiency in a small weapon or proficiency in three single handed weapons. All proficiencies must be unrelated.

[edit] Missile fighting style

Proficiency in 2 missile weapons from unrelated groups plus either proficiency in 1 missile weapon or proficiency in 2 thrown weapons.

[edit] Thrown weapon style

Proficiency in 2 thrown weapons from unrelated groups plus either proficiency in 1more thrown weapon from another unrelated group or proficiency in 2 missile weapons.

[edit] Horse archery style

Riding (or a specialisation of) with a score of 75% plus either Missile fighting style or Thrown weapon style.

[edit] Weapon Mastery

(incorporating weapon specialisations, weapons of choice and weapon expertise)

To purchase levels of weapon mastery requires a good knowledge of how to fight with that weapon as well as those weapons around it. To purchase weapon mastery costs the normal cost to reach basic proficiency and then 2 WTP per further level for a fighter and 3 WTP for any other class. Certain requirements must be fulfilled to go up a level though. Furthermore skill levels above expert are unavailable to characters who haven't taken the correct options at first level.

||Basic||No modifications||No requirements|| ||Skilled||+1 to hit||Basic with one related weapon|| ||Expert||Increased attack rate||Basic with two related weapons|| ||Specialist||+2 damage||Skilled with one related weapon, basic with another|| ||Master||+3 to hit, + 3 damage.||Skilled with two related weapons.||

For those odd weapons that have less than two relatives any other weapon of the same type (S/P/B) will do. There aren't many like this, though you might have to look quite hard in certain cases (like whip, chain and er... footman's/horseman's flail? Gaff hooks may be even harder.. what about bill-guisarme and sickle?)

In any case related weapons include those from the same tight group (or broad group if the broad group contains no tight groups). A character can substitute two weapons from the same broad group for one related weapon.


[edit] Oddments

The Ambidextrous ability, Blindfighting and Armour Proficiency are all available at the following costs.

Ambidextrous 2 for warriors, 3 for non-warriors Blind Fighting 2 for warriors, 3 for non-warriors Armour Proficiency 1 for warriors, 2 for non-warriors

However the following requirements must be made first.

[edit] Ambidextrous

The character must be proficient in at least two single-handed weapons plus either at least two career skills or three general skills that involve manual dexterity (such as weaving or juggling, Ed’s decision on whether a skill counts or not).

[edit] Blindfighting

The character must have either a Move Silently – Blindfighting specialisation at 50% or higher or a Move Silently thief skill at 25% or higher or a Spot skill or a Spot – Listening specialisation at 50% or higher.

[edit] Armour Proficiency

The character must have an Endurance skill of 30% or better plus be familiar with the wearing of armour.


[edit] Example; Vindu

To show how this system works let’s use dear, departed Vindu and see how it would have worked for him. I can’t remember what his stats were exactly but this would be something close.

Str 6 Dex 8 Con 12 Int 16 Wis 17 Cha 15

As a 7th level priest at the time of his untimely burning (I think), he would have a total of 8 career skills and up to 12 general skills. On these skills he has 240 points for career skills, 140 points for general skills and 210 points for specialisations (of which 140 points are for career skills and 70 points for general skills). He opts for:-

Career Skills
	Bluff				35
	Concentration			52
	Healing				77
		Kobolds			+40 (117)
	Herbalism			37
	Information Gathering		25
		The White Tooth Tribe	+30 (55)
	Knowledge – History		56
	Knowledge – Religion		46
		Paladine		+30 (76)
	Rhetoric			35
		Sermons			+30 (65)
		Pacify Crowds		+10 (45)
	
General Skills
	Artistic Ability		17
		Mud Sculpture		+10 (27)
	Craft – Wickerwork		32
	Etiquette			27
	Gaming				32
		Newt Racing		+20 (52)
	Intimidate			35
		Spiritual Retribution	+10 (45)
	Linguistics			36
		Kobold			+10 (46)
	Literacy			36
	Perform				20
		Religious Chants	+10 (30)
	Spellcraft			33
	Spot				30
		Listen			+20 (50)

As you can see from this list Vindu was quite keen on avoiding fights by bluffing or intimidating his opponents (often by threatening them with eternal damnation if they didn’t acquiesce…). He was also a showman, able to use Rhetoric and Perform to keep his congregation under control. And talking of his congregation, we’re able to reflect his tribe of kobolds through a bundle of specialisations; he could wheedle information out of most people but excelled when with his tribe, his healing skill worked best with kobold anatomy, he knew how to build the mud sculptures his people use as art, and he was a dab hand at working the odds when attending the newt races. All in all we get a good view of where he comes from.

When it comes to fighting he gets a total of 16 WTP to spend upon weapons. As a priest his weapons are 3 points each and limited to bludgeoning. As a consequence of his upbringing I want to stick to just wooden or natural weapons, so let’s take quarterstaff, sling, staff-sling and club. He lives in a dark and dank swamp which means blindfighting would be appropriate. That leaves us with one point which we’ll put into war clubs. He is already familiar with it because of his skill with clubs. Therefore though he hasn’t quite achieved proficiency his penalty is now only –1 and had he reached next level he could have used a more damaging weapon in those desperate situations.

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