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2 A - +.A Principle Designer: Peter Mork Magical Balance & Profession Material: Craig O'Erien, Brian Olson, C. Charlton Material from KMSR: Coleman Charlton, John Curtis Editors: C. Charltan. Brian Olson Proofing/Editing: Jennifer Matuska Cover Illustration: Angus McBride Interior Illustration: Storn Cook, Michael Dubisch, <I <, b <> I -- -,?. L O. ( 1?I ' 3 p: and various Dover Publications. -, Donald Dennis, J. Hawkins, * >%",< <"?- ' -^ * ' A <* x 7 iyd? > +A.I+:*. -1 J. Ney-Grimm, Craig O'Brien, P 1 :" 2S:,, s,w\?aw % -,l *A 5~7, Brian Olson, Sherry Robinson; i + % ; i.&f2k-2& s, %- 81 A +* Sales, Customer.Service, 6 Operations. StaR, <I > <, %><- '< > > r4-3 ' '4- <, : '1 >h"*,. Steve Hardy, Heike Kubasch, J, ': <v>+l+?+,:+ ',. ; 1 H. Huggns. 7 $;>;???.:*. - - % li* *a Special Contributions - < r.< 3-3 ; ' Ploytesten: Ryan Brase, Dan Bye,. d x*.pl f 8? --c Micah Johnston. Doug Matuska, Jennifer -5.!"P " t*.., - RI- - I Matuska, Brian McClear, Anders Oftelie, ~;sapk;;- A:,.. Joel Ray, Andrew Warren, Paul Wilson. * - y: ", " +;<". I?.& ' >... I, Thanks: To my wife, Jennifer, for her < A x <:2 x9 %%<:a- A '. xa<;<;+ " +-? - '%*, W? v.> - :- v -> > C support and love (not to mention hours I - - *st;, A %-% -. I. of hard work). To Amy Johnson, for her d- I " YA* I A < *<" <I*. " '3?+, --A,, I +. A) 2--*< expertise with dance. To every non-garner I I I - 1- a" " > " - that didn't mock this addiction (especially Benji Zatz and Beth Truesdale). Dedication: This book is dedicated to Kregon, who reminded me that anything worth doing, is worth doing with style! Keep the faith, brother. Copynghr 1495, 2000 O hy Imn Crown Enterptises Inc... All rights rererved.... No reproduction without authors' permission. Produced and d~stributed by IRON CROW ENTERPRISES, Inc.. P.O. Box CharlottesviIle, VA Stock #5808 Kst US. Edition. ISBN

3 Table of Contents SKILL COMPANION 1.0 Introduction Skill Resolution Specialized Static Maneuver Tables Uncoordinated Efforts Coordinated Efforts Aided Maneuvers Subsequent Maneuvers Maneuver Duration Variable Stat Bonuses Extended Example Skill Development... 9 Specialization... 9 Generalization Healing General Effects Bleeding Bone Injuries Burns Cartilage & Ligament Injuries (Sprains & Strains) Head Injuries Muscle/Tendon Injuries Nerve Injuries Organ Injuries Shock Skin/Tissue Injuries Diseases Poisons Skill Categories Artistic Skills Athletic Skills Awareness Skills Combat Skills Communication Skills Crafts Influence Skills Lore Skills Outdoor Skills Power Skills Science/Analytic Skills Self Control Skills Subterfuge Skills Technical/Trade Skills Urban Skills Skills Acrobatics Acting Administration Adrenal Balance Adrenal Concentration Adrenal Defense Adrenal Deflecting Adrenal Landing Adrenal Leaping Adrenal Quickdraw Adrenal Speed Adrenal Stabilization Adrenal Strength Adrenal Toughness Advanced Math Advertising Alchemy Alertness Ambush Animal Healing Animal Handling Animal Mastery Animal Training Anthropology Appraisal Architecture Armor Artifact Lore Astronomy Athletic Games (Brawn) Athletic Games (Endurance) Athletic Games (Gymnastic) Attunement Basic Math Begging Biochemistry Blocking Boat Pilot Body Development Boxing Brawling Bribery Camouflage Cartography Caving Channeling Circle Lore Cleansing Trance Climbing Contacting Contortions Control Lycanthropy Cooking Counterfeiting Culture Lore Dancing Death Trance Demon/Devil Lore Detect Traps Diagnostics Diplomacy Directed Spells Direction Sense Disarm Foe (Armed) Disarm Foe (Unarmed) Disarming Traps Disguise Distance Running Divination Diving Dowsing Drafting Dragon Lore Driving Drowsing Duping Engineering Evaluate Armor Evaluate Metal Evaluate Stone Evaluate Weapon Faerie Lore Fauna Lore First Aid Fletching Flora Lore FlyindGliding Foraging Forgery Frenzy Gambling Gimmickry Healing Trance Heraldry... Herb Lore... Herding... Hiding... Hiding Items... History... Horticulture... Hunting... Hypnosis... Interrogation... Jousting... Juggling... Jumping... Languages... Leadership... Leather-crafts... Lie Perception... Lip Reading... Locate Hidden... Lock Lore... Magical Languages Magical Ritual Mapping Mechanition Meditation Metal Lore Metal-crafts Midwifery Military Organization Mimery Mimicry Mingling Mining Mnemonics Mounted Combat Music Navigation Observation Operating Equipment Orienteering Painting Philosophy Picking Locks Picking Pockets Planar Lore Play Instrument Poetic Improvisation Poetry Poison Lore Poison Perception Pole-vaulting Power Perception Power Point Development... 95

4 Power-striking Power-throwing Prepare Herbs Prepare Poisons Propaganda Psychology Public Speaking Quickdraw Rappelling Read Runes Reading Tracks Reality Awareness Region Lore Religion Research Reverse Stroke Riding Rope Mastery Rowing Sailing Scaling Scribing Scrounging Sculpting Second Aid Seduction Sense Ambush Sense Awareness Service Setting Traps SewindWeaving Siege Engineering Signaling Silent Attack Singing Situational Awareness Skating Skiing Skinning Sleep Trance Spatial Location Awareness Spell Lore Spell Mastery Spells Sprinting Stalking Star-gazing Stilt-walking Stone Lore Stonecrafts Streetwise Striking Degree Striking Degree Striking Degree Striking Degree Stunned Maneuvering Stun Removal Subdual Surfing Surgery Surveillance Survival Swashbuckling Sweeps Degree Sweeps Degree Sweeps Degree Sweeps Degree Swimming Symbol Lore Tackling Tactical Games Tactics Tale Telling Tightrope-walking Time Sense Tracking Trading Trading Lore Transcend Armor Trap Building Trapping Trickery Tumbling Tumbling Evasion Two-weapon Combat Undead Lore Using Prepared Herbs UsindRemoving Poison Ventriloquism Warding Lore Weapon Weather Watching Weight-lifting Wood-crafts Wrestling Xeno-Lores Static Maneuver Tables. 133 SM-7.1 Artistic Active Static Maneuver Table SM-7.2 Artistic Passive Static Maneuver Table SM-7.3 Athletic Brawn Static Maneuver Table SM-7.4 Athletic Endurance Static Maneuver Table SM-7.5 Athletic Gymnastic Static Maneuver Table SM-7.6 Awareness Perceptions Static Maneuver Table SM-7.7 Awareness Searching Static Maneuver Table SM-7.8 Awareness Senses Static Maneuver Table SM-7.9 Combat Maneuvers Static Maneuver Table SM-7.10 Communication Static Maneuver Table SM-7.11 Crafts Static Maneuver Table SM-7.12 Influence Static Maneuver Table SM-7.13 Lore Static Maneuver Table SM-7.14 Outdoor Animal Static Maneuver Table SM-7.15 Outdoor Environmental Static Maneuver Table SM-7.16 Power Awareness Static Maneuver Table SM-7.17 Power Manipulation Static Maneuver Table SM-7.18 Science/Analytic Static Maneuver Table SM.7.19 Self Control T&I~ of Static Maneuver Table 142 Contents... SM-7.20 Special Attacks Static Maneuver Table SM Special Defenses Static Maneuver Table SM-7.22 Subterfuge Attack Static Maneuver Table SM-7.23 Subterfuge Mechanics Static Maneuver Table SM-7.24 Subterfuge Stealth Static Maneuver Table SM-7.25 Technical/Trade General Static Maneuver Table SM-7.26 Technical/Trade Professional/Vocational Static Maneuver Table SM-7.27 Urban Static Maneuver Table SM- "A Blank" Static Maneuver Table Training Packages Athlete (V) Cavalier (V) Chamberlain (L) Escort (V) Farmer (L) Gladiator (L) Gossip (V) Guide (V) Guild Member (V) Henchman (V) Innkeeper (V) Librarian (V) Mother (V) Noble (L) Panhandler (V) Pirate (L) Scribe (V) Veterinarian (V) Professions Barbarian Outrider Sage Swashbuckler Optional Magical SKILL Balance Rules Expanded Risk Factors Resistance as Skills Spell Visibility ~O~PM~ON

5 ,-.,~~&,,,, Thank you for ~urchasing the Skill Companion This book is designed to be used by Gamemasters (GMs) and players to more precisely define the capabilities of the characters in their fantasy settings. This book contains detailed rules and tables for all of the skills originally listed in Rolemaster Fantasy Role Playing (RMFRP) and Character Law. In addition, there are new options for skill development, skill resolution, and healing. Each skill category and individual slull is dissected in detail. Numerous examples are ~rovided, especially for all noncombat skills. The Skill Companion also contains material that focuses on characters who do not use spells. It provides 4 new professions, 18 new training packages, and optional GM material for balancing magic use. This book does not examine combat skills or spells in any detail. These skills have been adequately dealt with in Arms Law and Spell Law. Additional details can be found in Martial Arts Companion, Arcane Companion, Channeling Companion, Essence Companion, and the Mentalism Companion. OTHER ROLEMASTER BOOKS When using this book with RMFRI? Character Law, Arms Law, and Spell Law, any information presented herein takes precedence. This book corrects a handful of minor misprints or oversights from RMFRP and Character Law. There is very little material that relates to Spell Law or Arms Law. Any information contained within any other Companion takes precedence over the rules in this book. This reference material was designed (as much as possible) as a stand alone product. As a result, there are some discrepancies between this Companion and others. In such cases, the rules provided by the other Companions offer a more detailed analysis of a particular skill. For example, Essence Companion deals with Magical Rituals more intensively than is possible in this book. Other source books (especially Castles B Ruins, Gamemaster Law, and Creatures & Monsters) are of great benefit, but not required to use this book. The information contained herein should not conf!ict with any information in those books. If discrepancies do arise in later source books, consider the specific source book to have the most applicable rules. INTRODUCTION NOTATION CONVENnONS This book uses the standard notation found in RMFRP and Character Law. Whenever a stat is referenced (e.g., Strength). -,. it refers to the stat bonus, unless otherwise indicated. In addition, for readability purposes, the standard masculine pronouns have been used when referring to persons of uncertain gender. In such cases, these pronouns are intended to convey the meanings: he/she, her/his, etc. LEVELS OF PLAY Every GM prefers his own style of play. This book attempts to accommodate this as much as possible. The GM should, however, decide on the power level of his campaign. The goal of a mundane campaign is realism. The actions performed by the players are not heroic, but plausible. The character's immediate goals are small and manageable. Most fantasy campaigns are heroic in nature. The characters are capable of performing feats not possible by mere mortals. The character's goals are grand; magic is a common occurance. The focus of an epic campaign is immense. The players play characters whose actions move and shake the universe. The differences between good and evil are clear; the good guys usually win. The penalties associated with performing maneuvers of various difficulties are presented below. DIF~CULW LEVELS The difficulty level of a maneuver determines the penalty assigned to the maneuver roll. Throughout this book difficulty levels are also used for many other purposes. As a result, each difficulty has been assigned a numeric value, ranging from 1 to 9. The first modifier applies to Static Maneuvers; the latter, to Moving Maneuvers. The Moving Maneuver modifiers are smaller since the difficulty of the maneuver is accounted for by the column on which the maneuver is resolved. Difficulty Value Mundane Heroic Epic Routine (0) +30 (0) +50 (+20) Easy (0) +20 (0) +25 (+5) Light 3 +10(0) +10(0) +10(0) Medium 4 0 (0) 0 (0) 0 (0) Hard 5-10 (0) -10 (0) -10 (0) Very Hard 6-25 (-5) -20 (0) -20 (0) Extremely Hard 7-50 (-20) -30 (0) -25 (+5) Sheer Folly 8-75(-25) -50(0) -35(+15) Absurd, (-30) -70 (0) -50 (+20)

6 2.0 SKILL RESOLUTION In many cases, a single skill or person is insufficient to complete a task. In these cases, the following guidelines can be used by the Gamemaster (GM) to facilitate sequential or simultaneous skill resolution. 2.1 SPECIALIZED STATIC MANEUVER TABLES RMFRP provides one generalized static maneuver table (T-4.3, p. 45). The-Skill Companion provides a number of optional static maneuver tables, each keyed to a specific skill category. These specialized static maneuver tables are collected in Section 7.0 (p ). Each of these specialized static maneuver tables has two additional parameters for each result: a "time multiplier" and a special modifier for subsequent related maneuvers. The General Static Maneuver Table T-4.3 provided on the next page is identical to Static Maneuver Table T-4.3 in RMFRP except for the inclusion of these two new parameters. General modifiers common to all skills within the category may be found near the bottom of each static maneuver table, while modifiers specific to each skill may be found with the definition of that skill. On many static maneuver tables there is room for the GM to write down his own general modifiers. Occasions will arise where a specialized static maneu- ver table for a skill category may not produce appropriate results for a particular application of a skill. In this circumstance, the GM should modify the results to his liking, or use the General Static Maneuver Table T-7.1 (or T-4.3). Kru TO THE STATIC MANEUVER TABLES If the initial unmodified roll is 66 or 100, the special optional entries for those values may be used instead of the modified result. The GM should examine these results carefully to appraise their suitability to his game; they have been highlighted to facilitate their exclusion if necessary. Note that any modifier specified in the text of a result is not cumulative (i.e., an individual can only have one such modifier in effect at a given time for a particular skill). Each result has a code associated with it: ## % - This indicates the extent to which a maneuver was successful. If partial or extra success is inappropriate, the GM should simply take 100% or higher as success and anything lower as failure. ## 32 - This indicates a multiplier to the amount of time the task would ordinarily take to accomplish. The GM should determine how long a "standard" successful maneuver would take, and may, at his discretion, apply this multiplier to that time to determine the speed with which a character accomplished a task. ## II* - This gives a modifier to a subsequent related action on the part of a character. Note that this modifier may only be applied to an activity that is both immediate and integrally related to the maneuver that yielded this result. For example, a mage makes a static maneuver using his Research skill to study the teachings of a famous mathemetician, and receives a Subsequent Action modifier of +30. He then makes an Advanced Math static maneuver to utilize those teachings to solve a complex problem. He may add the +30 modifier to his Advanced Math static maneuver roll. This modifier is cumulative with any modifier specified in the text of the result. Note: The GM may determine that this modifier is innapropriate to a particular subsequent action, whereupon it should be ignored. UNCOORDINATED EFFORTS An uncoordinated effort occurs whenever a group of people are working together towards a common goal, but there is no clear master craftsman or organizer. Examples of such a situation might include a group (or pair) of people rowing a boat, or a group of spell casters all working towards the same ritual. In this situation, the average bonus for the applicable skill should be determined. A single maneuver roll is made, and the average skill bonus is applied as a modifier. Group Bonus for a Coordinated Maneuver = Average of the skill bonuses of the group Whereas the average bonus might be significantly smaller than that of the best participant, by pooling one's efforts, tasks can be accomplished in a fraction of the time it would normally take to complete the task. The following formula indicates how many times faster the task will be accomplished than normal. (Max N) x (N) + (Max) Max indicates the maximum number of people - - that could work together (normallv twice the number that could comfortably woik together). N indicates the number of people currently working together. Note that if Max is very large, then the product is roughly equal to Resolution SKU COMPAN'ON

7 7 Example: In a given kitchen, only 4 people can work togeth space constraints. 3 cooks are working on preparing dinner. Dinner could be made by one person in 60 minutes. These cooks can complete the task (4+1-3) x = 1.5 times faster than normal, or in 40 minutes. If they could find additional space so that up to 6 cooks could possibly work together, then the r dinner would be finished in 30 minu tes. even the most basic principles of this maneuver. You are at -20 modification to your next two actions while you recover from your stunning failure Absolute Failure: -20% 3.0% -lot* Your remarkable failure marks you for ridicule. Hope your parents weren't watching... 0% 2.0~ +ole SKU COMPANION COORDINATED EFFORTS When there is a distinct leader or master craftsman coordinating the efforts of a group, the effective skill bonus of the group might be much higher (or lower) than in the uncoordinated circumstance. The group's skill bonus is based on the smallest skill bonus in the group. The leader then adds one to this value for every skill rank he has in the skill, minus one for each person he is coordinating, plus the number of ranks he has in Leadership. The bonus from Leadership cannot exceed the number of people being coordinated. Group Bonus for a Coordinated Maneuver = smallest skill bonus in the group (may be modijied) + leader's skill rank - number of group members (other than the leader) + leader's skill ranks in Leadership (limited) The leader can also assist the less skilled members of his staff. The leader can divide his skill rank bonus among any members of his staff as he sees fit. This will temporarily increase their skill, possibly elevating the group's overall bonus. Example: Glim is attempting to sow the seeds of rebellion. He and a group of friends are attempting to perform a coordinated propaganda drive. Glim has 15 ranks of Propaganda and 5 ranks of Leadership. His friends' skill bonuses (in Propaganda) are +30, +45, +50 and +75. Glim divides his +40 skill rank bonus among his first three friends, increasing their bonuses to +55, +55, +55 and +75, respectively. The smallest skill bonus is now +55, to which Glim adds = 15. The group's overall Propaganda skill bonus for a coordinated group maneuver is +70. If we assume that Glim 's Propaganda bonus is +loo, the group's average skill bonus (for an uncoordinated group maneuver) would only be +60 = [( )+5] Near Success: 80% 1.25X +lo(* 176 up Absolute Success: 120% 0.75X +301* Zounds! Your masterful performance has stretched the Standard Modification Any applicable skill bonus... varies Any applicable item bonuses... varies Less than normal % activity used -1 per 1% less... Difficulty ModifiUtion Routine Easy Light Medium... +O Hard Very Hard Extremely Hard Sheer Folly Absurd % of Hits Taken Modification 0% to 25% % to 50% % to 75% % to -30 Othu Wounds Hits/Rnd Penalty Being Taken...-5 per hit/rnd Stunned x SD stat bonus % of ExPI Expended Penalty 0% to 25% % to 50% % to 75% % to 90% % to 99% loot% Combat Sihlation Modification Engaged in melee... not allowed In a melee environment Under missile fire L'ihting, if Required t Mod. NO Shadows Light Shadows Medium Shadows... +O Heavy Shadows Dark Pitch Black Darknus. if Advantageour t Mod. NO Shadows Light Shadows Medium Shadows... +O Heavy Shadows Dark Pitch Black... t -These lighting cond~tions are for normal humn eyerlght. Creatures that can we in the dark should ignore the dark and pitch black modifications and halve the shadow modrfiutions.

8 The amount of time required to complete a coordinated maneuver is equivalent to that of an uncoordinated effort (see Section 2.2). Note that the leader does not count as a participant if his staff is larger than the number of ranks he has in Leadership. Example: Continuing the above example, since a nearly unlimited number of people could blanket the city with pamphlets, the task can be accomplished in onefiyth of the time normally required. AIDED MANEUVERS An aided maneuver is the converse of the coordinated maneuver. In this case a single person is attempting a maneuver, but he is being assisted by a number of people. For example, a general will often have a staff of tacticians in order to increase his Tactics bonus. The amount of time required to complete the maneuver is not reduced by the aid, but the character performing the maneuver has his skill bonus temporarily increased. The character's skill bonus is increased by the total number of ranks of the skill possessed by his aides. This number is reduced by the number of aides, squared. It is ~ossible to have one's skill bonus reduced by listenins - to too many assistants. Modification for an Aided Maneuver = character's normal skill bonus + aides' total skill ranks - (# aides x # aides) Example: Talen is planning a mid. He asks three of his friends for assistance. They have 3, 7 and 10 ranks of Tactics, respectively. Elen's Tactics bonus is increased by 20-9 = 11. If he asked three more friends for help, each of whom had 3 ranks of tactics, his skill bonus would be modijied by -7 = ( ) - (6x6). It's good to keep the advisoly board small. SUBSEQUENT MANEUVERS A subsequent maneuver occurs whenever a given maneuver must be completed before a second maneuver can be attempted. For example, a piece of music must be composed before it can be performed. The GM should first determine the order in which the skills involved should be resolved. If the maneuvers are truly sequential, the order is obvious. If one or more of the maneuvers are occurring simultaneously, the GM must decide which skill is most significant. That skill is resolved last. Example: A figure-skater is competing in icedancing. The GM decides that a Dance maneuver is the true goal of the maneuver, but that a Skating maneuver must also be completed. To determine the success of the complete maneuver, the character attempts the first maneuver. If successful, the subsequent maneuver bonus (the final number on every Static Maneuver Table) is applied to the next maneuver. The GM must also determine if the preliminary maneuvers are required to complete the overall maneuver. In the prior example, a failed Skating maneuver would indicate that the Dancing maneuver also failed. However, some skills are used simply to gain the subsequent maneuver bonus (e.g., Adrenal Balance, Meditation, Advanced Math). For example, it is not necessary for a character to successfully complete an Advanced Math maneuver before attempting an Architecture maneuver, but it may be necessary before attempting an Engineering maneuver. If the character performing the preliminary maneuver is not the one performing the subsequent maneuver, any bonus resulting from the first maneuver should be halved. It is possible for a number of people to pass the subsequent maneuver bonus from one to another, provided each maneuver is successful. When there are multiple skills being strung together, the overall maneuver is successful if every required maneuver results in Near Success or better. Characters can normally not re-roll Near and Partial Successes when attempting a sequential maneuver. Sklll Resolutton

9 Resolution 2.6 MANEUVER DURATION The amount of time needed to complete a maneuver depends on the maneuver being made and its difficulty. In general, the GM determines how long it will take to complete a given maneuver; this duration is modified by results from the various Static Maneuver Tables. If the GM is interested in a more dynamic approach, the Moving Maneuver Table can be used. The GM determines how many points must be obtained, and how often the character gets to roll. For example, picking a lock might require 600 points, but the character gets to roll every round. Constructing a house might require 300 points; the character rolls each month. The average amount of time is roughly equal to the number of points needed times the amount of time between rolls. The above examples would take 6 rounds and 3 months to complete, on average. The character makes a maneuver roll, modified by his skill and all other modifiers, not including difficulty. The result should be indexed on the Moving Maneuver Table. If the result is a numeric result, the character gains that many points. Any other good result gives the character 150 points. Any bad results provide the character with no points. In some situations, the GM may even reduce the number of points gained if the maneuver roll is particularly bad. Any subsequent maneuver bonuses or aided maneuver bonuses apply to each roll, not just the first. Once the skill is completed, the character should make a final maneuver roll and reference the result on the Static Maneuver Table. If the result is less than a complete Success, the procedure may begin anew. Subsequent and aided maneuver bonuses would then be lost. VARIABLE STAT BONUSES Normally, all skills within a category use the same stat bonuses. If a GM wishes a finer granularity in individualizing skills, he can assign two stat bonuses to the category and then a third to each individual skill. The two stats assigned to a category are the same as the first two stats given for the category in RMFRP and ChL). Each skill description (Section 6.0) gives three stats under "Optional Srats Used." When using this optional rule, each skill category bonus uses the first two stat bonuses given. Then, each skill gets a special bonus that is equal to the stat bonus for the third stat given. The net result is that 3 stat bonuses affect each skill bonus (just as they do if this optional rule is not used). Example: The Awareness Searching category has eight skills listed in it. The stats that give the stat bonuses for the category are "In/Re/SD." If this optional rule is being used, the skill category bonus would be figured as normal, except that only the In and Re stat bonuses would be added in. As each skill is developed, it would receive a special bonus equal to the stat bonus for the individual skill. Detect Traps and Locate Hidden would get a special bonus equal to the In stat bonus. Lie Perception would get a special bonus equal to the Em stat bonus. Poison Perception would get a bonus equal to the Me stat bonus. Observation, Reading Tracks, Surveillance, and Tracking would get a special bonus equal to the SD stat bonus. EXTENDED EXAMPLE A minor lord desires to have a manor built. He hires an architect, Bob, who in turn hires 3 drafers and a team of carpenters. Bob begins by attempting an optional Advanced Math maneuvel: Since he is not a mathematical genius (his bonus is only +30), he asks two of his academy buddies, Joe and Bill, for help. Thq each have 5 skill ranks in Advanced Math, and so they provide an aided maneuver bonus of ( (2 x 2) = 6). Bob rolls an aided Advanced Math maneuver and rolls an 89. His total is ( = 125) which is a Success. Since his maneuver was successful, Bob can apply twice the subsequent maneuver bonus (+20 x 2 = +40) to his Architecture maneuver (see Advanced Math, p. 28). He must then complete a required Architecture maneuver. The GM considers the situation and determines that this will be a Medium maneuver. If this maneuver is not successful, the project will be a disaster, although this may not be evident until much later! His Architecture skill bonus is +30, and he rolls a 16, so his final result is ( = 86) a Partial Success. Since the Architecture maneuver was successful, half of the subsequent maneuver bonus ( =' 2.5 = 3) is passed along to his three drafters. Not wanting to micro-manage, Bob does not attempt to coordinate their efforts. The drafters make a Medium Drafting maneuver, using their average Drafting bonus of +15. Since their workspace could comfortably house four people, the G M decides that the maximum number of drafters that could work together is eight. Thus, the draftngproject is completed (( ) x = 2.25) times as fast as normal. The lead drafter rolls a 90for his maneuver, giving a combined result of ( = 108). One half of the subsequent maneuver bonus (+I0 + 2 = 5) is passed along to the carpenters. The master carpenter (skill rank bonus of+30, category bonus of+20) is coordinating his staff of 5 carpenters (with skill rank bonuses of +5, +lo, +15, +20 and +20), so he must decide how to allocate his skill rank bonus among his staff: He decides to allocate 15 points to the least skilled worker, 10 points to the next most skilled and 5 points to the next most skilled. Once he has allocated his rank bonus, all bonuses are equal, so the smallest bonus is +20. The GMdecides that the manor will take an average of six months to complete. He requires that the carpenters roll each month until they accumulate 600 points. These rolls are modified by the master carpenter? number of ranks in Leadership (3) and Carpentry (6) minus the number of workers (5), plus half of the drafters' subsequent maneuver bonus (5). Thus, each monthly roll is modified by ( = 29) and cross-referenced on the Moving Maneuver Table until 600 points are achieved. After accumulating 600 points, the carpenters make a final Carpentry static maneuver roll. The master carpenter (Carpentry skill bonus of +50) rolls a 45 and gets a result of ( = 95) a Near Success. This indicates that the structure is 80% complete. The carpenters must now accumulate another (600 * 20% = 120) points before the building is finished. The carpenters do not gain the benefit of the drafters' subsequent maneuver bonus on remaining maneuver rolls, but the Near Success does provide them with a +10 bonus instead. Once these 120 points are accumulated, the manor will be complete if the final Carpentry maneuver result is a Success. As the project nears completion, it becomes clear to Bob whether or not he succeeded his initial Architecture maneuver.

10 3.0 SKILL DEVELOPMENT These optional rules cover the specialization and generalization of the development of certain skills. SPEClALIZATION This option allows a character to focus his skill proficiencies more finely. Many skills (e.g., History, Religion, etc.) allow a character either to develop a broad understanding of an entire field or to develop a more precise understanding of a sub-field. Other skills provide a character with a similarly diverse set of abilities. See the skill descriptions in Section 6.0 for recommended specializations for each skill (some skills have none). Specialization allows a character to select a sub-field of a skill in which he is an expert. If a maneuver roll falls within the character's specialty, he temporarily doubles the number of skill ranks he has in that skill. If the character cannot develop skill in the category (e.g., Spells, Awareness Perceptions, etc.), the character temporarily increases the number of ranks in the skill by 50%. To gain a specialization, a character must sacrifice a skill rank to the specialization when purchasing skills. This does not increase the number of ranks that can be bought in a given skill, however. For example, a Ranger wants to develop a specialization in Rigid Leather. Upon attaining level 2, he purchases three ranks of Rigid Leather. Two of these ranks are devoted to increasing - his skill in Rigid Leather, the other towards specializing in AT 10. He could not purchase three ranks and sacrifice a fourth to gain a specialization because he can only develop three ranks of Rigid Leather per level. It is not possible to specialize in a skill category. Suggested specializations are provided for each skill in Section 6.0. The GM should carefully consider any proposed specialization to ensure that its parameters are sufficiently narrow. If a specialization is constructed such that a small number of specializations would cover every possible circumstance, the specialization is too broad. It is strongly recommended that a character only have one specialization per combat skill (e.g., weapon skills, combat maneuvers, etc.) to prevent abuse of this option. A character may have multiple specializations in other skills. Example: Anton, the Paladin, is not interested in learning general Religion. Instead, he specializes in the religion to which he belongs. He has 12 ranks in religion. These 12 ranks can be applied towards any religion, but if he needs information pertaining to his own religion, he has 24 ranks. Note that he has actually purchased 13 ranks, but had to sacrifce one in order to gain the specialization. Note that once a character has a specialization, he keeps that specialization until it is replaced by another specialization. Any ranks devoted to specializations are lost; a character cannot recover the rank by losing the specialization. GENERALIZATION This option is the converse of specialization. Many skills require that a character develop the skill for each sub-category of the skill (e.g., Weapons, Riding, Metalcrafts, etc.). This option allows a character to learn all possible versions of the skill simultaneously. If the skill is an Occupational or Everyman skill, it becomes a regular skill. If the skill is a regular skill, it becomes a Restricted skill. Restricted skills cannot be generalized. Once a skill is generalized, it can be used regardless of the sub-category. For example, a generalization in Riding would allow a character to ride horses, elephants and warcats equally well. A skill cannot be both generalized and specialized. The GM may also decide that some generalizations do not apply to every subcategory, but rather a closely related group of sub-categories (e.g., a generalization in swords, rather than in one-handed edged weapons). Example: Genn, the Animist, purchases Animal Healing as a generalization. Normally, Animal Healing would a normal skillfor her. Since she has generalized, Animal Healing becomes a Restricted skill. She purchases a total offour ranks in Animal Healing (resulting in the acquisition of two ranks), but this skill can now be applied to any animal. Skill Development SKILL COMPANION

Rank Cost: # Ranks: Rank: Rank Cost: # Ranks: Rank:

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