Ceremony (P/Int): Training in the formal practice of ritual observances and procedures. Active a successful role will restore 1d6 X will power mana to a priest. Takes at least one hour of undis turbed time.
Climbing (R/Dex): Training in scaling walls, ladders or siege towers. Active: climb a wall, ladder or other obstacle.
Courage (W/WP): Training to act in the face of danger, fear or death. Passive: each level of cour age adds 1 to fright, morale or any other check that involves fear. *even if the effect is magical or divine in nature.
Criminal Underworld (R/Int): Training in identifing and locating people and locations associat ed with criminal activity. Active Locate a fence or thief in an unfamiliar area.
Deception (R/Cha): Training in subterfuge to trick or mislead someone by statement or appear ance. Active a successful will convince the target a false hood is true.
Disguise (R/Int): Training in concealing one’s identity by changing one’s appearance. Active a successful roll prevents people from discerning the true identity of the target.
Escape (R/Dex): Training in breaking free from confinement or restraints. Active a successful roll allows the target to untie ropes or slip off manacles.
Evaluation (R/Int): Training in determining the value of an object or service. Active a successful allows the target to determine approximate street value of gems, jewelry or other valuable objects.
Exorcism (P/WP): Training in the elaborate ritual to remove a ghostly, demonic or other worldly presence from a person or location. Active contest between priest and other worldly presence. Takes at least one hour of undisturbed time can take several days.
Faith (P/Int): Training in focusing the will of a good through ceremonies and chants to cause minor divine effects on the world.
First Aide (W/Int): Training in the battle field treatment of injuries. Passive stabilize a dying per son Active: restore 1d6+first aide level hit points. * can only be performed out of combat and only once after each encounter per individual.
Gambling (R/Int): Training in playing and winning games of chance. Active a successful roll al lows the character to win a game of chance. The amount won is based to the difficulty level the game master and his discretion.
Healing (P/Int): Training in treating wounds and curing diseases. Passive stabilize a dying person Active: restore 1d6+ healing level hit points. * can only be performed out of combat and only once after each encounter per individual.
Hearing (R/Int): Training in active listening and understanding the importance of particular sounds. Passive each level of hearing adds 1 to active perception checks requiring auditory.
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