Learned Capabilities
Rather than depend upon the Core Capabilities for all stage business that might need to be checked with a dice roll Learned Capabilities offer a more nuanced and detailed skill set to a character. A LC will allow a character to specialize in an arc of action wider than merely relying on core capabilities stats.
The LC mechanic does add complexity to character generation and advancement, it will make up for that by opening options to the player and the DN.
To achieve success in a specific Learned Capability (LC) the LC value or less is rolled on a 20d. When a roll is required is up to the DN. It may be that a simple task will be accomplished as long as the LC is in the player’s profile and the associated took kit is on their person.
Details for Learned Capability
There is a minimum requirement for any learned capability (those listed here or invented by DN). The LC must be at least 12. Thus, to access the LC for Skullduggery the Skullduggery derived value must be 12 or more. That means that the value of the two Core Capabilities that generated the score must total at least 24.
An LC starts at Level 1. The LC Check Value increases one point per LC level. If a cast member chooses 2 different LC in their profile, then at each level increase they may pick only 1 to advance.
The DN may award LC Tokens for exceptional effort in a specific LC so that a player may advance faster in their LC then their general level.
One can always score higher than 12 (12 = a 60% chance of capability success). But must be at least 12 to begin a Learned Capability. The base number needed is not meant to echo reality but to aid play flow. One can have up to two learned Capability. However, advancement in any LC is specific to only one LC per level. (DN may change that to reflect LC dramatic usage.)
It is also required that a LC kit specific to the LC be carried. A LC kit takes up 4 slots (any combination of quick or stored slots) and includes what might logically be expected to be carried around to assist in the capability. For Skullduggery it would include lock picks, grapple hook, face black, leather sap, loaded dice, marked cards, two headed coin, impression wax, etc.
A Hunter’s Kit might include flint and tinder, twine for snare, skinning knife, cooking tin, hand hatchet, fishing line & hook, sack for foraging, green face paint. The LC list given is basic and other Learned Capabilities are certainly possible subject to the location, milieu and focus of the play as determined by the DN.
Capability Check
When required a skill check is made. Check value is base LC value Plus the LC level. That number or less must be rolled on a 20d.
Skullduggery
Open to any cast member with Skullduggery value of 12 or better. Requires a thief, Kit.
Unless otherwise stated Check die increment 1 point per LC level.
Level 1 Open Lock, Disarm Trap, Pick Pocket, Cheat, Stealth
Basic actions include but not limited to the following: Open Lock, Disarm Trap (Anyone might detect a trap), Pick Pocket, Stealth.
Stealth is an improved version of basic sneak. Movement is not reduced. Stealth cannot be used in full view, but if deep shadows or cover is available Stealth may offer a chance to get much closer than normal sneaking would allow. Success is rolled at the end of movement and before enemy phase. You do not know if you succeeded until you don’t.
Level 2 Bushwhack
Bushwhack is a back attack that can be made even if the target is not pinned or held. It can be made with melee and ranged attack. Like any back attack it adds +4 to Strike value (or minus from the die if you like). But it also adds to the damage given. Plus 2 damage for every level gained in the LC. Thus at level 2 the bonus damage is 4 and at level 3 bonus damage if 6.
Level 3 Mendacity
Mendacity is the ability to lie convincingly enough for the target to believe what you say is true. Enabled by the perceptive understanding of what the Target wants to hear and lack of regard for truth. A succeful check grants belief for 1-6 turns before the victim realizes the truth.
Level 5 Scaling
Scaling is technical climbing and is more than merely finding hand holds, which anyone can do. It requires special tools and skill. An attempt may made on rock faces, buildings, or stone walls. Once the way is set by scaling others may be able to follow the route if they have the agility. Scaling might not be silent since it may require using anchors or pitons hammered home. The roll is made every 10 feet of vertical distance.
Level 1 Tracking, Forage, know prints, know plants etc.
Basic Hunter skills include but not limited to the following: Forage, survivalism, know prints, know plants. No LC Check needed.
Level 2 Tracking
Tracking assumes there are tracks. Obvious tracks might be seen by anyone but only a tracker knows the number direction and time frame of the tracks in question. They can also tell what normal animal made them. However, they may not know tracks of an unfamiliar monster the first time they are discovered.
Level 3 Orientation
Orientation allows the player to know the way they came and the direction they wish to go. It doesn’t tell them they are going in the right direction to find their goal, only that they are where they think they are. Never lost in the wilderness.
Level 4 Hunter’s Stealth
Hunter’s Stealth works out of doors and like other stealth does not work in plain view but if there is cover the hunter can approach within 1/2 missile range of the target and gets two shots in 1st missile phase. May have to check for stealth.
Level 5 Snare
Snare allows the player to create a snare to trap an animal or monster. The snare is checked at 8-hour intervals. A successful roll indicates the desired animal is trapped. The trap can be a dead trap or a live trap and there has to be some likelihood that the animal or monster can be found in the area.
Battle Master
Open to any cast member with Battle Master value of 12 or better. Requires a no kit.
Unless otherwise stated Check die increment 1 point per LC level.
Level 1 Battle Cry
Battle Cry: May attempt to cause morale check in adjacent foe. A successful check means all adjacent foe must check morale. Melee or Battle Cry. Once per encounter performed at end of player movement phase.
Level 2 Exploit Weakness
Exploit Weakness: Melee Phase. +1 damage to target per LC level. Thus level 2 LC give plus 2 bonus damage.
Level 3 Resist Fear
Resist Fear: A fear effect that would result from magic or events will allow the player to check their LV value to avoid fear. (Get saving throw vs fear).
Level 4 Second Wind
Second Wind: Once per encounter a player may move up to 3 hexes after making a successful Melee strike then strike again.
Level 5 Battle Rage
Battle Rage: Regain 3-18 LF until end of the encounter. Rage performed in Management Phase.
Duelist
Open to any cast member with Duelist value of 12 or better. Requires melee weapon.
Unless otherwise stated Check die increment 1 point per LC level.
Level 1 Bind Weapon
Bind Weapon: If using off hand dagger or buckler will bind opponent weapon granting +1 strike value per 1 LC level.
Level 2 Forced Retreat
Forced Retreat: After a successful strike a second strike is rolled at +1 per LC level and a success forces the opponent to be displaced one hex/inch at attackers digression
Level 3 Bind Weapon
Bind Weapon: Is a type of strike and requiresoff hand dagger or buckler. If successful the strike will bind opponent weapon granting +1 Damage per 1 LC level. At LC level 3 will get +3 bonus damage on succefful Strike and prevent the targets melee in that current phase.
Level 4 Blade Dance
Blade Dance: On a killing melee strike a duelist may move up to 2 hexes and Strike again. If the next target is killed in one strike, the dance may continue to one more target. Potentially killing 3 targets in one melem.
Level 5 Blade Wall
Blade Wall: For each LC level +1 to attacker’s Strike Die. May not use melee strike if using blade wall. Thus this skill starts at +5 to attackers strike die roll and will go up from there. Blade Wall in combination with armor and agility may make a duelist nearly invunerable to melee.
Scholarship
Open to any cast member with Scholarship value of 12 or better. Requires a Scholar kit.
Unless otherwise stated Check die increment 1 point per LC level.
Level 1 Basic Scholorship
Scholorship will include but not limited to the following: Read Common, Decipher Ancient Text, Understand Language, General History, Regional Lore, Myths and Legends, Monsters.
Level 5 Decipher/Deduce
Decipher/Deduce: Chance to understand the import of clues and deduce important facts that pertain to their goals. This does not mean they have a better chance to find the clue but have a chance to understand any clues found by themselves or others. This can be useful as a DN hint mode to move the story alone if players get stuck.
Level 3 Arcane Lore:
Arcane Lore: Chance to discover nature and information in arcane inscriptions, writings, symbols of a cryptic or magical nature. While not stricktly a magical ablility, it straddles the line in some cases.
Level 4 Use & Value
Use & Value: The chance to determine value of any item and what it might be used for. Things such as ancient artifacts and art as well as unfamiliar weapons and tools. May include magical items mentioned in tomes and scrolls.
Level 5 Convincing Rhetoric
Convincing Rhetoric is the ability to bring persons to your point of view. It is a primary feature of the academic whose intellect offers insight into how to best use language to convince others of a point of view. +1 person per LC level. Unlike Mendacity, this is a perment change of view in the target. +1 Target per LC level. Level 5 will convince 5 people upon successful check.
Healing Arts
Open to any cast member with Healing Arts value of 12 or better. Requires a Healer kit. Healing Actions are 6th Phase actions, after movement and combat.
Unless otherwise stated Check die increment 1 point per LC level.
Level 1 Field Dressing
Field Dressing: Stops a Bleed Effect. Restores 1-6 LF and +1 LF per LC level. Must be adjacent. No skill check.
Level 2 Accelerate Recovery
Accelerate Recovery: Rather than the standard 4 LF per eight hours rest accelerate to 8 LF in 8 hours by using Healer Kit supplies.
Level 3 Resuscitate
Resuscitate: raise to conscious (1-6 LF) someone who has fallen below 0 LF but not yet reached -10.
Level 4 Cure disease
Cure disease: With healer kit disease may be removed during an 8 hour rest period.
Level 5 Remove Poison
Remove Poison: With healer kit may attempt to purge poison. Must be adjacent.
Craftsmanship
Open to any cast member with Craftsmanship value of 12 or better. Requires a Craftsman kit.
Unless otherwise stated Check die increment 1 point per LC level.
Level 1 Repair
Repair: The craftsman may attempt to repair an existing device or object. Roll for success. A failure means the object/device is beyond repair.
Level 2 Use Device
Use Device: Any complex device that might be beyond the lay person to understand and use the Craftsman can master on a succeesful LC Check.
Level 3 Build Device
Build Device: With either an invention blueprint or a found blueprint the craftsman may attempt to build the device. Roll for success. Requires a workshop and 1-6 days of effort. If roll fails, may try again every month of campaign time.
Level 4 Reverse Engineer
Reverse Engineer: The craftsman may attempt to create a blueprint from a found object/device in order to build the object or device. Roll for Success. If roll fails, may try again every month of campaign time.
Level 5 Invent Device
Invent Device: By consultation with the DN a new device or improvement on existing device might be attempted. Roll for success. Requires a workshop and 1-6 days of effort. If roll fails, may try again every month of campaign time.
Showmanship
Open to any cast member with Showmanship value of 12 or better. Requires a performance, Kit. May be used off stage or on stage in encounter space.
Showmanship actions are performed in the 1st phase of a moment for an encounter, or off stage. Up to two areas of expertise must be declared such a juggler, acrobat, slight of hand, singer, musician, actor etc. This helps determine the type of options available in a situation at DN discresion. An area of expertise may be employed in action even if there is no specificlly defined skill check. For example an acrobat may attempt a feat of balance not open to a normal person or an illusionist might make an object disappear up his sleve or palm an object. The player who wants to play a showman must use imgination and forthought to find the right time and place to display their capablity to best advantage.
Level 1 Pass the Hat
Pass the Hat: This is a shortcut for making coin from ones art. While the amount of coin would naturally depend on the size and wealth of the audience, this is a quick rule of thumb to which the DN is encouraged to add their own flavor. Assumes a 1-hour performance (6 turns). Hamlet (2-12 copper), Village (3-18 copper), Town (2-12 silver), Large Town (3-18 silver), City (4-24 silver), Metropolis (6-36 silver).
Level 2 Gather and Hold Audience
Gather and Hold Audience: A successful roll will mean all those within sight and hearing of performer will draw closer to see what is going on. The number and type of audience is 4-24 individual and may include potentially hostile NPC who have not yet triggered aggro. A successful check means the gathered audience is held attentive only to performer for as long as the performance lasts (1 or more turns). Thus a good performance by one player may allow the other to slip by guards unnoticed.
Level 3 Impersonate
Impersonate: The ability to appear as someone you are not. To assume a role. An actor may try to pass as a noble or a solider. Might even attempt to pass for a specific person rather than just a type of person subject to DN judgement.
Level 4 Charm
Charm an individual an make them friendly to you and your goals. The effect lasts as long as you are in the targets company. Unlike a magical charm the target will not do anything counter to their own best interests. A charmed person would offer goods and services at a reduced rate or perhaps even more.
Summary
A character may have 2 Leanred Capablities. Basic advancement is only one LC advanced per character level unless by DN exception.
The DN is encouraged to use the Learned Capabilities mechanic to enhance character development and action options for encounters. Thus checking for success should be used sparingly. Advancement of the story should never hinge on a successful roll for an LC check. The LC is here to provide action options for a player not to block progress.
In most cases the player who states they will use a skill will succeed at that skill in a normal situation. Only if the DN deems that the chance of success is small should a roll be required. The provided listing and skills may be augmented by the DN as desired.
Progression Option
LC progression could be decoupled from character level progression by awarding special LC tokens for creative use of the LC during encounters. This is potentially fun but also fraught with organizational issues.
A DN who does not mind paper work might increase LC by character usage. Thus, a player may advance in LC areas during one session by effectively and dramatically using their LC to the party advantage. It could even be a full secondary advancement system for those who revel in tracking stats.
