Crafts
All talents of this area may be improved by up to 2
points per level.
Rowing/Sailing (DE/AG/ST)
This talent comprises every way of moving on some kind
of vehicle on water, rowing, sailing, paddling, etc... Every hero will
be capable of gliding across a still water without any TaPs in this talent,
but sailing and wild water trips should be dangerous enough to require
a test in Rowing/Sailing.
Driving (IN/CH/DE)
The art of driving a vehicle consists of controlling a
variety of animals and their numbers, thus these criteria determine the
test. To keep a mail coach on the road spanned by four horses it is essential
to stand a test Driving+4, whereas an oxcar may be driven with a Driving-test
minus 6. Harder tests are always of certain use in difficult manoeuvres
like galloping through a town-gate or steering a quadriga into the battlefield.
Cheating (CO/CH/DE)
Cheating comprises different styles of cheating during
games in a role-playing game. These may be applied as following: 1st
A hero wants to earn money fast. He walks into a tavern, rolls a Cheating-tests
and by succeeding gets some money. the amount is controlled by the gamemaster
alone. 2nd The gamemaster wants to do the game in real-time, i.e.
he offers a game of cards or dice. Heroes may now improve their cards or
dice rolls by rolling a Cheating-test and changing one card or one die
to another card or a better role. If more than 1 card or die is essential
to win and a lot of spectators watch the game, the test may be a harder
test.
In some situations cheating might lead to a counteract
by another gambler. In Arkania steady cheating might lead to a quick death.
In combination with a test of Sensitivity Cheating
may also be employed to unmask another Cheater in the game. (But attention,
please: The cheater may not be of the same opinion and he may force the
bold man to a duel to regain his honour.)
"Is this a game of luck ?"
"Not the way I am playing it."
(W.C.Felder, a gambler from the Horasrealm)
Healing Poison (CO/WI/IN)
Succeeding in a first test of Healing Poison requires
the gamemaster to analyse the kind of poison involved. It should also lead
to a solution to the problem, i.e. the master should tell plants or anti-poisons
to heal the sick. This could involve running to some herb-selling witch
or whatsoever. If all essential herbs are available the hero may test his
Healing Poison-Talent for another time. This test will be a harder test
with an additive of the level of the poison. If the test succeeds, the
effect of the poison is stopped. By further investigation and Healing-Poison
the healer may even remove some of the damage that has already been done.
Every self-declared additive of the hero will regain one point of life-energy
of the affected person.
If the test fails, this will show up as: 1st test (Identification):
No identification.
2nd test (Stopping): No healing at all.
3rd test (Healing): The poisoned body is affected
by 3 more points of damage, i.e. LE=LE-3.
The first test takes 1 turn to be established, the
second and third one take at least 4 turns. |
Healing Wounds (WI/CH/DE)
Cuts, Stitches and fractures, resulting from a fight,
can be cured by Healing Wounds. The healer stands a first test to investigate
the wounds to supply the body with the essential care (i.e. to stop battle
fever) and to observe the problem. The next test will be responsible for
giving back lost points of life energy to the damaged body. The sick hero
regains as much points as the talent points he did not need to succeed
in the Healing Wounds-test. These points will be regenerated during the
following night.
If the first test fails, the wounds will not heal and
the the probability of battle fever will rise, i.e. 15-20 on a D20 will
allow battle-fever to break out. If the second test fails, the normal regeneration
during the night will be interrupted for 24 hours and the wounded body
will have to face a loss of another 3 points of life energy (LE).
The first test takes 4 turns, the second the rest of
the day.
Some general notes on Healing-tests:
The time it takes to heal a wounded or poisoned body
is not the time it takes to heal someone, but the time it takes to be healed.
That is, during this time no other apparent healer should approach the
cured person, because this would endanger the progress in healing. So it
should be secured that the person regenerating lies in a safe place before
starting to heal her.
Singing (WI/IN/DE)
Well, this is a talent that may as well be performed in
real, but experience shows that avoiding such situations is an essential
part contributing to the general peace around the gaming table.
Singing is involved in some particular kinds of magic
performed by elves that are not specified in this rule book, but will follow
at some distant time in the future. Singing is an essential part of any
time of nature community, i.e. druids, witches and elves are well-trained
at it. It may also serve as a talent on a royal court or in a tavern to
gain some money or expanding some information in a subtle way. To sing
an aria or sing in a choir might be a harder test to stand.
Breaking Locks (IN/DE/DE)
This is a talent I do not really like to explain, because
somebody used it against me in real life more often than I would have preferred,
i.e. they broke the locks of our home as well as the locks of my bicycle.
But, all the way, this is the basic stuff for being
a real thief, I suppose. To open a lock without the suitable key (i.e.
a needle, picklock, knife etc.), the gamemaster may demand a test of Breaking
Locks, which could be harder test if the lock is a complicated mechanical
device.
Magical locks may not be broken by this talent. The
failure of the test could harden any other trials again, because a broken
picklock hinders anyone from accessing the basic mechanics of the lock.
So the master should be assured about the device used before any damage
is done.
By use of this talent some heroes may as well disarm
some mechanical traps. A failure would mean that he gets a full load of
the damage it is capable of doing.
Thieving (CO/IN/FF)
When demanding an additive to a Thieving-test as a gamemaster
you should reassure yourself on the general conditions of the attempt:
Will the target know what is happening ? Is the loot big or small ? Is
there a way the thief tries to fool her target by bumping into the target
or things like that...
The player can influence the test by explaining exactly
what she is going to do and convincing the gamemaster that this is the
real stuff to loot everyone or exactly this cute guy who wears the most
valuable diamond of all Arkania.
An attempt of thieving may be detected by a crosscheck
of Sensitivity. |