kablang kablang *grunt* kablangProficiencies

These rules totally replace the Players' Handbook proficiency rules.

Starting Proficiencies
Going up Levels
Weapon Proficiencies
Level Factor
Non-Weapon Proficiencies

A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z

Starting proficiencies

Class

Weapon

Nonweapon

Weapon/level

Warrior

4

4

1

Wizard

1

5

1/5

Priest

2

5

1/2

Rogue & Psionicist

1

5

1/3

Bonus proficiencies for MND:

MND

1-8

9-11

12,13

14,15

16

17

18

19

Bonuses proficiencies

0

1

2

3

4

5

6

7

The bonus proficiencies may be put into weapon and/or non-weapon proficiencies.

Rules for the non-weapon proficiency table:

  1. You get your own language (speak) non-weapon proficiency free.
  2. Proficiencies may only be taken if you have got the proficiency(s) in the "Required" column. You must have this "required" proficiency at full strength.
  3. The "Requisites" column show which of your requisites are used for the proficiency value. If there are two or more requisites, then take the average (round halves up). The last column penalty/bonus is then applied to the requisite value. This final result is the number to be rolled on or under to make a successful proficiency check.
  4. The "free at half" column means you get the proficiencies listed at half their value (round halves up). This is subject to the following rules:

                                    (i)                   Two (or more) half-proficiencies do not make a full proficiency.
                                    (ii)                 Half-proficiencies cannot be used as "required" proficiencies.
                                    (iii)                Half-proficiencies can be increased to full when you go up a level. (See below.)

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Going up levels

When you go up a level you get a bonus slot for your non-weapon proficiencies.

You may do one of the following:

  • Save the non-weapon proficiency slot for next level.
  • Get one brand new non-weapon proficiency (2+ slot proficiencies will require you to have additional free slots).
  • Increase one of your current non-weapon proficiencies by 2.
  • Increase three of your current non-weapon proficiencies by 1.
  • Increase two half-proficiencies to full. (This then gives you the "free at half" non-weapon proficiencies.)

If you are the right level, you might also be able to get an additional weapon proficiency.

Consult the last column of the first table on this page to see if you are eligible (e.g. fighters get one additional weapon proficiency every level; wizards every 5 levels). Like with the non-weapon proficiencies, this weapon proficiency slot need not be used immediately.

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Weapon Proficiencies

  • Fighters start with three weapon proficiencies and non-fighters start with one.
  • The bonus proficiencies due to MND, however, may be used here instead of on non-weapon proficiencies
  • New proficiencies every n levels: Fighters 1; Priest & Thief 2; Wizard 3
  • Non-proficient penalties: Fighter -2; Priest & Thief -3; Wizard -5
  • A weapon proficiency slot is required for a weapon
  • A slot may be spent to get a style specialisation, subject to class (see the table).
  • In all cases, the weapon(s)/shield-type used with the styles must be nominated.
  • This is not only a flavour thing, but its important when magical weapons are found.
  • There is no longer the concept of weapon specialisation.
  • All characters can fight with their hands. Spending a slot on martial arts gives you additional bonuses - see later.

Weapon Categories:

Category

Damage

Examples

Tiny

D4

Dagger, stiletto

Small

D6, D4+1

Short sword, staff

Medium

D8, D6+1

Longsword, mace, rapier, battle axe

Large

D10

Double-handed sword, polearm, great axe

For flavour, you may use the D&D weapon damage charts - the damage vs SM targets will determine the weapon size. Note that 2D4 weapons fall into the "Medium" category if used one-handed and "Large" if two. Large Weapons may only be used two handed.

Note: heavy crossbows do 3D4 damage and take 4 rounds to load. Light crossbows take 2 rounds and do 2D4.

Style Specialisation:

 Style

Classes

Notes

No Style

Any

 

Parry style

Any

Gets the parry bonus to defence   + 3: weapons and bucklers

 

(wizards may only

                                                  + 4: medium shields

 

parry with weapon)

                                                  + 5: large shields (STR 14+ required)

Strength style

Fighters

No parry (or shield) bonus - weapon assumed to be used with both hands

 

Priests

Gets the STR bonus to hit and damage

Dexterity style

Fighters

No parry (or shield) bonus - two weapons used. Damage up toD8

 

Thieves

Gets the DEX bonus to hit

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Level Factor

Class \ Level -->

1          2          3          4          5          6          7          8

Pure Fighter

3          5          7          9          11        13        15         17

Other Fighter*

2          4          6          8          10        12        14         16

Priest

1          3          4          6          7          9          10         12

Thief

1          2          3          4          6          7          9          10

Wizard

0          1          2          3          4          5          6          7

* = includes multi-classed fighters, Paladins & Rangers

Normal non-levelled people have a level factor of zero.

Formula:          

Pure Fighter:     level*2 + 1
Other Fighter:    level*2
Priest:              int. (level*1.5)
Thief:                int. ((level-1 )*1.5) except when level<3 then level
Wizard:             level - 1

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Non-Weapon Proficiencies
A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z

Nonweapon Proficiency

Required

Free at half

Requisites

 

Abseiling

mountaineering

 

MND DEX

-1

Acting

 

singing; dancing

MND COM

0

Alchemy

spellcraft

 

MND CON

-2

Alertness

observation

 

PER

0

Animal anatomy

animal health

 

MND PER DEX

-4

Animal handling

animal maintenance

riding; animal training; ostler

MND

-1

Animal health

animal maintenance

animal anatomy

MND PER

-2

Animal lore

animal maintenance

 

MND

0

Animal maintenance

 

animal handling; animal health; animal lore; animal noise

MND

0

Animal noise

animal maintenance

 

MND PER

-1

Animal training

animal handling

 

MND

-1

Appraising

   

MND PER

-2

Armourer (2 slots)

blacksmithing

 

MND STR DEX

-2

Artistic skills

 

craft; drawing; painting

MND DEX

0

Astrology (2 slots)

spellcraft

 

MND COM

0

Astronomy

spellcraft

 

MND PER

0

Baking

cooking

 

MND

+2

Banking

write

prostitution

MND PER

0

Bean counting

   

MND PER

+6

Bee keeping

   

MND CON

0

Begging

survival, urban

 

MND PER

0

Blacksmithing

 

armourer; weaponsmithing

MND STR

0

Blindfighting (1 slot)

Is a weapon prof.

     

Boating

survival, water

seamanship; rope use

MND DEX STR

+1

Boozing

   

CON STR

+2

Bowyering

   

MND DEX STR

-1

Brewing

   

MND STR

0

Carpentry

 

hammer recognition; furniture making

MND DEX

0

Cartography

write

 

MND

0

Carving

 

sculpting

MND DEX

0

Charioting

ride wagon

 

MND DEX STR

-3

Chemistry

spellcraft

 

MND DEX

0

Cobbling

   

MND DEX

0

Cooking

 

baking; roasting

MND DEX

0

Coopering

carpentry

 

MND DEX

-2

Craft

artistic

 

MND DEX

0

Cultural <specific>

 

etiquette; history; heraldry

MND

0

Currents extrapolation

survival, water

 

MND PER

0

Dancing

 

singing; acting

MND DEX COM

+1

Detect sliding

survival, underground

 

MND PER

-1

Detect sloping

survival, underground

 

MND PER

-1

Direction sense, overland

 

navigation, overland

MND PER

+1

Direction sense, underground

 

navigation, underground

MND PER

-1

Direction sense, underwater

 

navigation, underwater

MND PER

-2

Direction sense, urban

 

trailing

MND PER

0

Disguise

   

MND PER

-1

Drawing

artistic

 

MND DEX

0

Embalming

   

MND CON

0

Endurance (2 slots)

   

CON STR

0

Etiquette

culture

 

MND COM

0

Farming <specific>

 

Agriculture

MND STR

0

Firebuilding

survival

Firebuilding in wet

MND DEX

-1

Firebuilding in wet weather

firebuilding

 

MND DEX

-4

Firebuilding without flint

firebuilding

 

MND DEX STR

-3

Fishing

   

MND DEX PER

-1

Fletcher

   

MND DEX

0

Food presentation

 

cooking

MND COM

+4

Forgery

   

MND PER DEX

-1

Furniture making

carpentry

 

MND DEX

+2

Gaming

   

MND PER DEX

0

Gem cutting (2 slots)

appraising

jeweller

MND PER DEX

-3

Harness & Tack

leatherworking

 

MND DEX

+1

Healing (2 slots)

   

MND DEX

-3

Heraldry

culture

 

MND

0

Herbalism (2 slots)

plant identification

 

MND DEX

-2

History, ancient

culture

 

MND PER

-1

History, modern

culture

 

MND PER

0

Hunting <specific terrain>

 

set snares; rope use; hunting, generic

MND PER STR

-1

Jeweller

gem cutting

 

MND DEX PER

-5

Juggling

   

MND DEX

-1

Jumping

   

STR DEX

0

Language, speak <specific>

   

MND

0

Leatherworking

 

harness

MND DEX

0

Locksmithing

 

pick lock

MND DEX

-2

Looting

   

MND PER

0

Mimicry (2 slots)

 

sign; unnatural axe

MND DEX

0

Mining (2 slots)

 

rope use

MND STR CON

-3

Mountaineering

survival, mountains

rope use; abseiling

MND STR

-1

Music

 

singing

MND

0

Musical instrument <specific>

 

music; read music

MND DEX

-1

Navigation <specific terrain>

   

MND PER

-2

Observation, overland

 

alertness

PER

0

Observation, underground

 

alertness

PER

-2

Observation, urban

 

alertness

MND PER

-1

Ostler

   

MND

+2

Painting

artistic

 

MND DEX

0

Physics

spellcraft

 

MND STR

0

Picking locks (2 slots)

locksmithing

 

MND DEX PER

-4

Plant identification <specific terrain>

survival

 

MND PER

+1

Poison production (2 slots)

poison use AND herbalism

 

MND

-2

Poison use (2 slots)

   

MND CON

-1

Pole climber

   

DEX STR

+1

Pottery

   

MND DEX

0

Priestcraft (priests only)

write

etiquette; rites & ceremony; undertaking; embalming

MND

0

Prostitution

 

unnatural axe; seduction

MND COM

0

Publican

brewing

boozin'

MND COM

0

Read <specific language>

language

write

MND

0

Read music

music OR musical instrument

 

MND PER

0

Reading lips (2 slots)

 

sign

MND PER

-2

Ride wagon

 

charioting

MND DEX

0

Riding <specific animal>

   

MND DEX

+2

Riding, airborne <specific flying animal> (2 slots)

   

MND DEX STR

-2

Rites & ceremony

priestcraft

 

MND MND COM

0

Roasting

   

MND

+1

Rope use

 

set snares

MND DEX

0

Running

 

endurance, sprinting

DEX CON STR

-6

Scavenging

   

MND PER

0

Sculpting

carving

 

MND DEX

0

Seamanship

 

boating rope use

MND DEX STR

+1

Seduction

 

prostitution; unnatural axe; semenship

MND COM COM

-1

Set snares

rope use

 

MND DEX

-1

Shelter

   

MND PER

0

Sign language

   

MND COM

-1

Singing

 

music; dancing; acting

MND COM

+1

Spellcraft

write

alchemy; chemistry; physics; astronomy; astrology

MND

-3

Sporting <specific sport>

 

endurance

MND DEX STR

-1

Sprinting

 

running

special

0

Stonemasonry

   

MND STR

0

Survival <specific terrain>
(2 slots)
Terrain types : Desert,
 Forest,
 Plains,
 Swamp

 

shelter; scavenging; observation, overland; firebuilding; plant identification; weather sense; hunting; fishing; direction sense, overland

MND CON
MND DEX
MND
MND PER

0

Survival, Mountains (2 slots)

 

<survival skills>; mountaineering

MND STR

-1

Survival, Underground (2 slots)

 

scavenging; plant ID, underground; hunting, underground; direction sense, underground

MND PER

-2

Survival, Underwater (2 slots)

 

<survival skills>; direction sense, underwater

MND CON

-2

Survival, Urban (2 slots)

 

begging; direction sense, urban; observation, urban

MND COM

-1

Survival, Water (2 slots)

 

<survival skills>; swimming

MND DEX

0

Swimming

   

STR DEX CON

0

Tailor

 

ulstering; upholstering

MND DEX

-1

Teacher <specific skill> (2 slots)

<skill to teach>

 

MND PER

-1

Tightrope walking

tumbling

 

DEX PER

0

Tinker

   

MND

0

Torturing

   

MND PER

-2

Tracking, overland (2 slots)

 

direction sense, overland

MND PER

-6*

Tracking, underground (2)

 

direction sense, underground

MND PER

-6*

Tracking, urban (2 slots)

 

trailing; direction sense, urban

MND PER

-7*

Trailing

 

tracking, urban

MND PER

0

Translate <specific>

write

 

MND

-3

Tree feller

   

STR CON

0

Tumbling

 

jumping

DEX PER

0

Ulstering

tailor

 

MND DEX

0

Undertaking

write

embalming

MND STR

0

Unnatural acts

seduction

rope use

MND DEX COM

-2

Upholstering

tailor

 

MND DEX

0

Ventriloquism

 

mimicry

MND PER

-3

Wainwrighting

carpentry

 

MND STR

0

Weaponsmithing (3 slots)

blacksmithing

 

MND DEX

-3

Weather sense

   

MND PER

-2

Weaving

   

MND DEX

-1

Write <specific>

read

translate

MND

0

         

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