SubjectRe: [dq] skills
FromRPer 4eva
DateThu, 22 Jul 2010 14:07:40 +1200
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Well if I had to pick three off the top of my head I do like acrobat as
acrobatics in troubador never really seemed to cut it. Mage hunter would
probably be quite popular as something for non mages and Archer as currently
to my knowledge theres no way to improve on that as warrior doesn't work for
ranged.

I've tried to pick three different skills for 3 different reasons in case
one is somehow against the spirit of what we do. At the end of the day I
think prehaps we need more input from others as I don't have much practise
at balancing new rules for DQ.


Dylan, if you think any of these could go into the campaign with a little
work, suggest no more than three specific skills, and we can take an
in-depth look at them.

>
>

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<div>Well if I had to pick three off the top of my head I do like acrobat a=
s acrobatics in troubador never really seemed to cut it. Mage hunter would =
probably be quite popular as something for non mages and Archer as currentl=
y to my knowledge theres no way to improve on that as warrior doesn&#39;t w=
ork for ranged.</div>

<div>=A0</div>
<div>I&#39;ve tried to pick three different skills for 3 different reasons =
in case one is somehow against the spirit of what we do. At the end of the =
day I think prehaps we need more input from others as I don&#39;t have much=
 practise at balancing new rules for DQ.</div>

<div>=A0</div>
<div>=A0</div>
<div><font color=3D"navy" size=3D"2" face=3D"Arial"><span style=3D"FONT-FAM=
ILY: Arial; COLOR: navy; FONT-SIZE: 10pt">Dylan, if you think any of these =
could go into the campaign with a little work, suggest no more than three s=
pecific skills, and we can take an in-depth look at them.</span></font></di=
v>

<div class=3D"gmail_quote">
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div lang=3D"EN-US" vlink=3D"purple" link=3D"blue">
<div>=A0</div></div></blockquote></div>

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SubjectRe: [dq] skills
FromJim Arona
DateThu, 22 Jul 2010 14:10:21 +1200
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Don't see a need for any of it.

On 22 July 2010 14:07, RPer 4eva <msnoverflow@gmail.com> wrote:

> Well if I had to pick three off the top of my head I do like acrobat as
> acrobatics in troubador never really seemed to cut it. Mage hunter would
> probably be quite popular as something for non mages and Archer as currently
> to my knowledge theres no way to improve on that as warrior doesn't work for
> ranged.
>
> I've tried to pick three different skills for 3 different reasons in case
> one is somehow against the spirit of what we do. At the end of the day I
> think prehaps we need more input from others as I don't have much practise
> at balancing new rules for DQ.
>
>
> Dylan, if you think any of these could go into the campaign with a little
> work, suggest no more than three specific skills, and we can take an
> in-depth look at them.
>
>>
>>
>

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<font face=3D"georgia,serif">Don&#39;t see a need for any of it.<br></font>=
<br>
<div class=3D"gmail_quote">On 22 July 2010 14:07, RPer 4eva <span dir=3D"lt=
r">&lt;<a href=3D"mailto:msnoverflow@gmail.com">msnoverflow@gmail.com</a>&g=
t;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div>Well if I had to pick three off the top of my head I do like acrobat a=
s acrobatics in troubador never really seemed to cut it. Mage hunter would =
probably be quite popular as something for non mages and Archer as currentl=
y to my knowledge theres no way to improve on that as warrior doesn&#39;t w=
ork for ranged.</div>

<div>=A0</div>
<div>I&#39;ve tried to pick three different skills for 3 different reasons =
in case one is somehow against the spirit of what we do. At the end of the =
day I think prehaps we need more input from others as I don&#39;t have much=
 practise at balancing new rules for DQ.</div>

<div>=A0</div>
<div>=A0</div>
<div><font color=3D"navy" size=3D"2" face=3D"Arial"><span style=3D"FONT-FAM=
ILY: Arial; COLOR: navy; FONT-SIZE: 10pt">Dylan, if you think any of these =
could go into the campaign with a little work, suggest no more than three s=
pecific skills, and we can take an in-depth look at them.</span></font></di=
v>

<div class=3D"gmail_quote">
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div lang=3D"EN-US" link=3D"blue" vlink=3D"purple">
<div>=A0</div></div></blockquote></div></blockquote></div><br>

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SubjectRe: [dq] skills
FromRPer 4eva
DateThu, 22 Jul 2010 14:20:46 +1200
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I've come across this attitude before. I'm sure the same could be said for
half the skills we already have. If it adds to the complexity and richness
of the game and by the very nature of adding more choices means less
characters are the same then isn't it good. I think we should worry more
about if they're balanced.

On Thu, Jul 22, 2010 at 2:10 PM, Jim Arona <jim.arona@gmail.com> wrote:

> Don't see a need for any of it.
>
> On 22 July 2010 14:07, RPer 4eva <msnoverflow@gmail.com> wrote:
>
>> Well if I had to pick three off the top of my head I do like acrobat as
>> acrobatics in troubador never really seemed to cut it. Mage hunter would
>> probably be quite popular as something for non mages and Archer as currently
>> to my knowledge theres no way to improve on that as warrior doesn't work for
>> ranged.
>>
>> I've tried to pick three different skills for 3 different reasons in case
>> one is somehow against the spirit of what we do. At the end of the day I
>> think prehaps we need more input from others as I don't have much practise
>> at balancing new rules for DQ.
>>
>>
>> Dylan, if you think any of these could go into the campaign with a little
>> work, suggest no more than three specific skills, and we can take an
>> in-depth look at them.
>>
>>>
>>>
>>
>

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I&#39;ve come across this attitude before. I&#39;m sure the same could be s=
aid for half the skills we already have. If it adds to the complexity and r=
ichness of the game and by the very nature of adding more choices means les=
s characters are the same then isn&#39;t it good. I think we should worry=
=A0more about if they&#39;re balanced.<br>
<br>
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:10 PM, Jim Arona <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:jim.arona@gmail.com">jim.arona@gmail.com=
</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote"><font face=3D"georgia,serif">Don=
&#39;t see a need for any of it.<br></font>
<div>
<div></div>
<div class=3D"h5"><br>
<div class=3D"gmail_quote">On 22 July 2010 14:07, RPer 4eva <span dir=3D"lt=
r">&lt;<a href=3D"mailto:msnoverflow@gmail.com" target=3D"_blank">msnoverfl=
ow@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div>Well if I had to pick three off the top of my head I do like acrobat a=
s acrobatics in troubador never really seemed to cut it. Mage hunter would =
probably be quite popular as something for non mages and Archer as currentl=
y to my knowledge theres no way to improve on that as warrior doesn&#39;t w=
ork for ranged.</div>

<div>=A0</div>
<div>I&#39;ve tried to pick three different skills for 3 different reasons =
in case one is somehow against the spirit of what we do. At the end of the =
day I think prehaps we need more input from others as I don&#39;t have much=
 practise at balancing new rules for DQ.</div>

<div>=A0</div>
<div>=A0</div>
<div><font color=3D"navy" size=3D"2" face=3D"Arial"><span style=3D"FONT-FAM=
ILY: Arial; COLOR: navy; FONT-SIZE: 10pt">Dylan, if you think any of these =
could go into the campaign with a little work, suggest no more than three s=
pecific skills, and we can take an in-depth look at them.</span></font></di=
v>

<div class=3D"gmail_quote">
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div lang=3D"EN-US" vlink=3D"purple" link=3D"blue">
<div>=A0</div></div></blockquote></div></blockquote></div><br></div></div><=
/blockquote></div><br>

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SubjectRe: [dq] skills
FromJim Arona
DateThu, 22 Jul 2010 14:34:35 +1200
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It doesn't add to the richness, just the complexity. Players of characters
who want a special acrobatic skill quest for them.





On 22 July 2010 14:20, RPer 4eva <msnoverflow@gmail.com> wrote:

> I've come across this attitude before. I'm sure the same could be said for
> half the skills we already have. If it adds to the complexity and richness
> of the game and by the very nature of adding more choices means less
> characters are the same then isn't it good. I think we should worry more
> about if they're balanced.
>
>
> On Thu, Jul 22, 2010 at 2:10 PM, Jim Arona <jim.arona@gmail.com> wrote:
>
>> Don't see a need for any of it.
>>
>> On 22 July 2010 14:07, RPer 4eva <msnoverflow@gmail.com> wrote:
>>
>>> Well if I had to pick three off the top of my head I do like acrobat as
>>> acrobatics in troubador never really seemed to cut it. Mage hunter would
>>> probably be quite popular as something for non mages and Archer as currently
>>> to my knowledge theres no way to improve on that as warrior doesn't work for
>>> ranged.
>>>
>>> I've tried to pick three different skills for 3 different reasons in case
>>> one is somehow against the spirit of what we do. At the end of the day I
>>> think prehaps we need more input from others as I don't have much practise
>>> at balancing new rules for DQ.
>>>
>>>
>>> Dylan, if you think any of these could go into the campaign with a little
>>> work, suggest no more than three specific skills, and we can take an
>>> in-depth look at them.
>>>
>>>>
>>>>
>>>
>>
>

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<div><font face=3D"georgia,serif">It doesn&#39;t add to the richness, just =
the complexity. Players of characters who want a special acrobatic skill qu=
est for them.</font></div>
<div><font face=3D"Georgia"></font>=A0</div>
<div>=A0</div>
<div><font face=3D"georgia,serif"><br></font><br>=A0</div>
<div class=3D"gmail_quote">On 22 July 2010 14:20, RPer 4eva <span dir=3D"lt=
r">&lt;<a href=3D"mailto:msnoverflow@gmail.com">msnoverflow@gmail.com</a>&g=
t;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">I&#39;ve come across this attitu=
de before. I&#39;m sure the same could be said for half the skills we alrea=
dy have. If it adds to the complexity and richness of the game and by the v=
ery nature of adding more choices means less characters are the same then i=
sn&#39;t it good. I think we should worry=A0more about if they&#39;re balan=
ced.=20
<div>
<div></div>
<div class=3D"h5"><br><br>
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:10 PM, Jim Arona <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:jim.arona@gmail.com" target=3D"_blank">j=
im.arona@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote"><font face=3D"georgia,serif">Don=
&#39;t see a need for any of it.<br></font>
<div>
<div></div>
<div><br>
<div class=3D"gmail_quote">On 22 July 2010 14:07, RPer 4eva <span dir=3D"lt=
r">&lt;<a href=3D"mailto:msnoverflow@gmail.com" target=3D"_blank">msnoverfl=
ow@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div>Well if I had to pick three off the top of my head I do like acrobat a=
s acrobatics in troubador never really seemed to cut it. Mage hunter would =
probably be quite popular as something for non mages and Archer as currentl=
y to my knowledge theres no way to improve on that as warrior doesn&#39;t w=
ork for ranged.</div>

<div>=A0</div>
<div>I&#39;ve tried to pick three different skills for 3 different reasons =
in case one is somehow against the spirit of what we do. At the end of the =
day I think prehaps we need more input from others as I don&#39;t have much=
 practise at balancing new rules for DQ.</div>

<div>=A0</div>
<div>=A0</div>
<div><font color=3D"navy" size=3D"2" face=3D"Arial"><span style=3D"FONT-FAM=
ILY: Arial; COLOR: navy; FONT-SIZE: 10pt">Dylan, if you think any of these =
could go into the campaign with a little work, suggest no more than three s=
pecific skills, and we can take an in-depth look at them.</span></font></di=
v>

<div class=3D"gmail_quote">
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div lang=3D"EN-US" link=3D"blue" vlink=3D"purple">
<div>=A0</div></div></blockquote></div></blockquote></div><br></div></div><=
/blockquote></div><br></div></div></blockquote></div><br>

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SubjectRe: [dq] skills
FromRPer 4eva
DateThu, 22 Jul 2010 14:37:24 +1200
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Here are the skills. Rather than just knock all 3 can people tell me whats
wrong with each please?  138. Mage Hunter

*   *A Mage-Hunter is a highly trained warrior who can overcome hostile
magic through martial discipline and indomitable willpower. Part of the
power of the Mage-Hunter comes from ritual purity. A Mage-Hunter may never
channel magical forces or use any magical item; this blank slate becomes hi=
s
shield, severing his connection with the world of the supernatural. In
addition to this defense, he learns a variety of offensive techniques that
aid him when he is battling spell-using opponents.* *

[138.1]* The character cannot possess any sort of spell-casting ability. *

   Races or creatures with spell-like abilities (such as elves) cannot
become Mage-Hunters. If the character ever acquires a level in a skill (lik=
e
Troubadour) that grants spell ability, he loses the skills=92 spell resista=
nce
and all Mage-Hunter special abilities. In order to become a Mage-Hunter, a
character must receive instruction from an experienced Mage-Hunter.

[138.2]* In order for a character to become a Mage Hunter he must possess a
WP of 20 or higher. *

[138.3]* Mage Hunters add 2% per Rank to their magical resistance.*

[138.4] *The presence of a Mage Hunter increases the Fatigue cost of spells=
.
*

   If a mage is within 20 feet (+10 feet per Rank) of a mage hunter the mag=
e
must expend an extra 1 point of fatigue [+1 every 5 Ranks the Mage Hunter
possesses] each time he casts a spell.

[138.5]* **A Mage Hunter is a disrupting influence.*

   Any mage immediately adjacent to a mage hunter must make a concentration
check to cast a spell.  For each Rank of the mage hunter 2% is subtracted
from the mage=92s concentration check.

[138.6]* **The presence of a Mage Hunter increases the severity of any
backfire from failed spells.*

   Any mage within 20 feet (+10 feet per Rank) of a mage hunter has 4 x the
Rank of the mage hunter added to his roll to determine backfire.
 98. Archery

   Archery is the art of the bow and may be used with any bow weapons.

[98.1]* A character with the archery skill suffers the following
restrictions.*

*   *It is not possible to add both Warrior and Archery bonuses at the same
time, but should any bonuses from both skills be applicable the character
gains the benefit of the greater.

[98.2]* A character with the Archery skill gains the following benefits:*

=B7          The Student's Base Chance with a bow is increased by 1%
(+1/Rank).

=B7          The Student gains an =93engaged=94 initiative, whilst unengage=
d and
with a bow prepared. This is calculated in the normal way, [AG + PC + Weapo=
n
+ other bonuses], using bow Rank for the weapon and adding an additional 1
(+1 per 2 full Ranks) with the Archery skill.

o         Using this initiative value the Student may choose to act in the
engaged portion of a Pulse rather than the unengaged portion, in order to
fire into or otherwise effect melee combat. Only their initiative and the
timing of their actions are altered, any and all action restrictions are
still based on them being unengaged.

=B7          The Strike Chance penalty for shooting a target in a sheltered
hex is reduced by 5% (+1 / Rank) provided that the shelter is predominantly
a linear obstacle between the Student and the target, and there is
sufficient ceiling height for the Student to arch their shot.

=B7          The penalty for shooting at an airborne target is reduced by 2=
%
per Rank.

=B7          At Rank 6 the Strike Chance penalty for shooting at long range=
 is
reduced to -2 per 5 hexes after first 5, and at Rank 9 it is reduced to -1
per 5 hexes after first 5.

=B7          At Rank 7 the Student may attempt a ranged Disarm attack. This=
 is
calculated as for an engaged Disarm.

=B7          At Ranks 4 and 8 the Student gains the ability to stack an
additional Aim action.

o         No other actions may be taken between the Aim actions.

o         Each additional Aim action increases their Strike Chance by +10,
and raises the chances of Endurance and Specific Grievous damage by 5% of
modified Strike Chance.

o         (e.g. at Rank 4 the Student  may use a Pass action to Aim like an=
y
other archer, then follow that with another Pass action to Aim again to gai=
n
a total of +30 to Strike Chance and raise their chances of Endurance and
Specific Grievous damage to 25% and 15% of modified Strike Chance
respectively).

=B7          At every 5 Ranks the Student gains an additional free action
every Pulse.

o         This action may only be used to Load, Aim, Fire, Evade, Prepare o=
r
Unprepare a Bow.
 94. Acrobat

     The Acrobat is a rather unusual skill (let alone profession), albeit
not entirely unknown amongst adventurers.  The acrobat skill involves the
use of gymnastic skills and natural physical abilities to

entertain an audience.  In medieval times, the importance of jugglers,
acrobats and similar performers was considerably greater than it is today,
for they were a principal source of entertainment at festive occasions.  Mo=
st
acrobats were attached to a travelling company of some kind, but there were
some that were appointed to permanent positions (the court jester being a
well-known example).

   By their very nature, the acrobat is an individual who is not afraid of
heights, who values his agility and his skill at being able to balance, and
whose overall skill while being more entertainment oriented, certainly has
its uses and applications in combat.  The skill can certainly be used to
enhance thieving abilities.

[94.1]* A character who wishes to take the acrobat skill must meet certain
minimums in his Characteristics. *

   A character who wishes to take the acrobat skill must be both extremely
dexterous and agile as well.  Thus, a character who wishes to take this
skill must have a Manual Dexterity and an Agility of at least 15.

   Any character who does not meet the minimum Characteristic requirements
noted above may still take the acrobat skill, but must expend an extra 10%
in Experience Points to progress Ranks.  If the character has a Manual
Dexterity or Agility of 22 or better, the

Experience Point cost to progress Ranks is reduced by 10%.  These modifiers
are not cumulative for higher than 22 values.

[94.2]* An acrobat must remain relatively unencumbered by armour or shield
in order to utilise any of his abilities. *

   An acrobat finds it extremely difficult to perform some of the tasks
under this skill while being encumbered by armour or shields.  With the
exception where otherwise stated, an acrobat may only wear cloth/fur, soft
leather or acrobatic mesh armour.  If he elects to wear armour of any other
type, the acrobat is then treated as being unranked in the Acrobat
skill.  Their
skill requires the use of an open hand so acrobats may not use a shield, bu=
t
may use a two-handed weapon.  The following modifiers for armour apply to
the success chances for all abilities associated with this skill.

   *Armour Type                      Modifier*

   Wearing no armour                    +5

   Wearing cloth armour                 0

   Wearing soft leather armour      -5

   Wearing acrobatic mesh            -10

[94.3]* A character with acrobat skill learns to climb in a skillful
fashion. *

   A character with the acrobat skill may increase his chance of using the
Climbing skill successfully by (Rank x 2) %.

[94.4]* An acrobat learns to roll and go limp when falling from great
heights, and thus can reduce the damage taken from falling.   *

   An acrobat learns very early how to fall properly, by rolling with the
fall and by having his body go limp.  The acrobat may subtract (Rank) point=
s
of damage that he would normally receive due to falling.  If the resultant
number is zero or negative, the acrobat

sustains no damage from the fall.

[94.5]* An acrobat increases the distance he may jump.*

=B7          *Standing Leap*: (5 feet +1 per Rank) + 1 foot for every AG po=
int
above 20.

=B7          *Running Leap*: (8 feet +1 per Rank) +1 foot for every AG poin=
t
above 20.

=B7          *Upward Leap*: (5 feet +1 per every 2 Ranks) +1 foot for every=
 2
AG points above 20, and every 2 points of PS above 20.

[94.6]* An acrobat is able to jump from a height without sustaining damage.
*

   Due to the acrobat's training, a character with the acrobat skill may
jump from a height without taking damage.  The maximum height that he may
jump in this manner is equal to [10 + (Rank x 4)] feet. This assumes the
acrobat is jumping onto solid matter; if he is jumping into water or some
other similar substance, he may jump down up to (15 + [Rank x 8]) feet.  Th=
e
Base Chance of successfully using this ability is equal to ([AG x 5] + [Ran=
k
x 3])%.  If the character fails this roll, he has landed incorrectly and
will suffer damage as if he had fallen from the appropriate height (see
154.4 above).

   This ability has a TMR cost of 1 for each 15 feet (or fraction thereof)
jumped in this fashion.  In order to get his bearings, the acrobat must
perform a Pass action immediately prior to jumping.  If he fails to do so,
this will once again result in the drop being treated as a fall from the
appropriate height.  If the jump is less than one-half of the maximum heigh=
t
the acrobat can drop, he may land on his feet.  Otherwise, he will land
rolling, and must then Rise from a prone position.

[94.7]* An acrobat is skilled at walking and crossing over narrow ledges. *

   A character with acrobat skill can cross over narrow ledges.  The Base
Chance to use this skill successfully is equal to [(AG x 3) + (Rank x
3)/(Length of Ledge in feet/10)]%.  This success chance is determined on th=
e
basis of a base ledge width of 4 inches.  If the ledge is wider or narrower=
,
the success chance should be

increased/reduced accordingly by 5% per inch of difference.  If the GM's
roll is greater than the success percentage, the acrobat has slipped and
fallen.  To determine the point at which he does so, roll percentile dice,
round the number off to the nearest 10%, and multiply the resulting
percentage by the length of the object he is attempting to cross.

[94.8]* A character with acrobat skill acquires a number of specific
additional abilities as he increases in Rank.   *

   A character with the acrobat skill gains certain abilities as he
increases in Rank with the skill.  The character begins with one of the
following abilities at Rank 0.  He may acquire one further ability every 3
Ranks.  After the character achieves Rank 10, he may gain additional
abilities by expending 1800 Experience Points per ability.

   The character may gain the following abilities:  Escapology, Stilt
Walking, Juggling, Tightrope Walking, Pole Vaulting, Spins, Dodges, Evades,
Trapeze Artistry and Jumping Spin.

*a) Escapology is the art of freeing oneself from bodily restraints through
contortions of the body, manual dexterity, and sheer skill.   *

   While this ability is not contortions in and of itself, it is the abilit=
y
to be able to manoeuvre one's body to do all manner of tasks that might
appear physically impossible.  A character could not pick a lock using this
ability, but could slip free of any bonds that the

lock secures.  An acrobat's Base Chance of using this ability successfully
is equal to (MD + [AG x 2] + [Rank x 4]) %.  The GM should modify this
chance depending on the strength, tightness and number of restraints on the
acrobat.  The acrobat may attempt to escape in some fashion once every
60/(Rank x 5) minutes.

*b) Juggling is the ability to skillfully juggle a number of objects
successfully.   *

   As a general rule, juggling is the ability to juggle common items in a
fashion so as to entertain and not drop the items in question.

The character may skillfully juggle a number of items equal to ([Agility/5]
+ [Rank/2]).  In the case of working with common items, the acrobat does no=
t
need to roll for success.

   When working with dangerous items (such as knives, swords, lit torches,
etc.), the acrobat must roll less than or equal to ([MD x 3] + [Rank x 4])
%.  If the acrobat fails this skill roll, a mishap (possibly dangerous to
the acrobat) may occur.   The Acrobat must roll  ([AG + PC] x 2) to avoid a
mishap.

*c) Pole vaulting is the ability to use a pole or other such long object to
assist in making vertical leaps and jumps. *

   Pole vaulting enables the acrobat to assist his vertical leaps (see 154.=
6
above) by using a long pole that is constructed especially for that purpose
and a good running start (20 to 30 feet).

   As a general rule, the pole may be from 5 to 20 feet in length.  A vault
is treated exactly as a vertical leap, except that the acrobat's height is
considered to have been increased by the length of the pole.

   However, because vaulting is more difficult than merely leaping
vertically, the acrobat's Base Chance of success in the jump is reduced by
(Length of Pole in Feet x 2) %.

*d) Stilt walking is the ability to manoeuvre on stilts.*

   This ability allows the acrobat to maneuver with relative ease on a pair
of stilts of up to [10 + (Rank x 2)] feet in height.  It is possible to wal=
k
on single stilt, but this has a Base Chance of ([AG x 2] + [Rank x 3]) %.

   While walking on stilts, it costs 1 TMR point per 2 hexes traversed.  In
combat, the character may move at a rate of 1 hex per Pulse on stilts
(unless is Agility is 22 or more, in which case he can move at a rate of 2
hexes per Pulse).

*e) Tightrope walking is the ability to walk across a piece of material or
an object that is very thin. *

   Tightrope walking is an ability that is performed in much the same manne=
r
as crossing a narrow ledge (see 154.8).  The acrobat's Base Chance of
success is equal to ([AG x 2] + [Rank x 3]/[Length of Tightrope in feet/10]=
)
%.  The acrobat may increase this chance of success by +10% if he uses an
appropriate object to help maintain his balance (for example, an umbrella, =
a
long pole).  Note that the acrobat must be totally unhindered by armour in
order to exercise this ability.

*f) Acrobatic Spin is the ability to use acrobatics in Melee combat
situations.*

   Standing Spin over standing opponents (dodge between the legs of bigger
ones):  ([3 x AG] + [3 x Rank]) %, and acrobat is standing behind opponent
and may back attack if he wins IV, otherwise opponent changes facing and
attacks at -2 to damage and -10% to strike because of shock.  This effect
only occurs once with a particular opponent.

   Back Spin: ([3 x AG] + [3 x Rank]) %.   This ability allows the acrobat
to back flip up to 10 feet away and land facing in any direction he chooses=
.
 The acrobat may attack, move up to half of his TMR or perform any other
normal action.

*g) Dodging is the ability to avoid missile objects, assuming the character
is aware of the object and is prepared to dodge it (in combat this requires
the Evade action).  *

   *Chance to dodge* =3D additional (2 x Rank) deduction from the opponent=
=92s
Strike Chance.**

*h) Acrobatic Evading is the ability to avoid strikes in Melee Combat.*

   An acrobat adds 2% x Rank to his defence.**

*i) Trapeze Artistry is the ability to utilise a trapeze to perform all
manner of tasks and stunts. *

   The trapeze artistry ability allows an acrobat to use a trapeze
skillfully.  He will be able to perform somersaults, twists, and other such
tricks with little difficulty.  The acrobat's Base Chance of performing suc=
h
feats is equal to [MD + (AG x 3) + Rank]%.

This success chance should be modified by the GM according to the difficult=
y
of the feat in question.

*j) The Jumping Turn is a special acrobatic combat maneuver which enables a
figure to leap past an opponent in order to better be able to grapple with
him.*

   The attacker either begins in his starting hex or moves into a hex from
which he will jump (move up to 1/2 TMR and then jump).

If the attacker does not move before jumping, his Base Chance of success is
3 x modified Agility. If he has a running start, his chance is 4 x modified
Agility.

   If the attacker has the Initiative, or uses a running start, attacks
against him for the turn are at -30. If an opponent has Initiative, he may
attack normally before

the attacker makes his Jumping Turn. In either case, the attacker gets no
benefit from any shield he carries on the Pulse he executes a Jumping Turn.

   If the attacker=92s roll is a success, he is placed either to the right =
or
the left of the hex that was in front of him. (ahead one, and one to either
side.) He is placed facing the hex he passed over. If the roll is a Critica=
l
success (< 15% of the success chance), the attacker has landed perfectly.

   If he is in the Rear hex of the defender, he may enter Close Combat and
immediately execute a Grapple attack.

   If the attacker is Stunned before the Jumping Turn, he remains in the
start hex.

   If the roll fails, the attacker lands Prone in the target hex. However,
if the attacker has acrobatic skill and misses his roll by 2 x skill Rank o=
r
less, he remains standing, but facing away from his opponent.

   If the jumping figure does not enter Close Combat immediately the
following Pulse, the defender may elect to change facing to keep the
attacker in a front hex.

   Jumping Turn may not be used against a figure who is Evading.

[94.9]* A character with the acrobat skill must spend an amount of time eac=
h
morning warming up. *

   An acrobat must spend a minimum amount of time equal to 30/(Rank x 3)
minutes each morning limbering up.

   If the acrobat fails to do so, he will suffer a penalty of -5% to his
success chance with all abilities associated with the acrobat skill.  This
penalty is cumulative over successive days, up to a maximum of 25 days.  Th=
e
acrobat may reduce this accumulated penalty by -5 for each subsequent day i=
n
which he does the limbering up exercises.

[94.10] *Characters with the acrobat skill and the climbing skill have
additional abilities.*

   Acrobats who also have Climbing skill can ascend and descend vertical an=
d
near vertical surfaces with startling speed, provided such surfaces have
numerous protrusions (e.g., trees, very rough walls, etc.).  This ability i=
s
a short-term =93momentum=94 effect and requires a running start of at least=
 a
few feet on a solid surface.  Use the lesser of Acrobatics and Rope Mastery
skill on the table below.

*Rank       Effect*

6           Can run up or down a tree or very rough wall at one quarter TMR
for two Pulses.  Must have readily accessible branches or outcroppings.

8            As above but can move at half TMR for four Pulses.

10          As above but can move at full TMR for six Pulses.


On Thu, Jul 22, 2010 at 2:20 PM, RPer 4eva <msnoverflow@gmail.com> wrote:

>  I've come across this attitude before. I'm sure the same could be said
> for half the skills we already have. If it adds to the complexity and
> richness of the game and by the very nature of adding more choices means
> less characters are the same then isn't it good. I think we should
> worry more about if they're balanced.
>
> On Thu, Jul 22, 2010 at 2:10 PM, Jim Arona <jim.arona@gmail.com> wrote:
>
>> Don't see a need for any of it.
>>
>> On 22 July 2010 14:07, RPer 4eva <msnoverflow@gmail.com> wrote:
>>
>>> Well if I had to pick three off the top of my head I do like acrobat as
>>> acrobatics in troubador never really seemed to cut it. Mage hunter woul=
d
>>> probably be quite popular as something for non mages and Archer as curr=
ently
>>> to my knowledge theres no way to improve on that as warrior doesn't wor=
k for
>>> ranged.
>>>
>>> I've tried to pick three different skills for 3 different reasons in ca=
se
>>> one is somehow against the spirit of what we do. At the end of the day =
I
>>> think prehaps we need more input from others as I don't have much pract=
ise
>>> at balancing new rules for DQ.
>>>
>>>
>>> Dylan, if you think any of these could go into the campaign with a litt=
le
>>> work, suggest no more than three specific skills, and we can take an
>>> in-depth look at them.
>>>
>>>>
>>>>
>>>
>>
>

--0015175ce0546ad1d4048bf0ccbe
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DING-BOTTOM: 2pt; PADDING-LEFT: 0cm; PADDING-RIGHT: 0cm; BORDER-TOP: medium=
 none; BORDER-RIGHT: medium none; PADDING-TOP: 0cm; mso-element: para-borde=
r-div; mso-border-bottom-alt: solid black .5pt">
Here are the skills. Rather than just knock all 3 can people tell me whats =
wrong with each please?=20
<h1 style=3D"MARGIN: 8pt 0cm 3pt"><span lang=3D"EN-US"><font size=3D"5" fac=
e=3D"Times New Roman">=A0138. Mage Hunter</font></span></h1></div>
<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><span class=3D"te=
xt"><span style=3D"FONT-FAMILY: Arial; FONT-SIZE: 10.5pt" lang=3D"EN-US"><s=
pan style=3D"mso-spacerun: yes"><strong>=A0=A0 </strong></span></span></spa=
n><font face=3D"Times New Roman"><span class=3D"text"><span style=3D"FONT-W=
EIGHT: normal; mso-bidi-font-weight: bold" lang=3D"EN-US">A Mage-Hunter is =
a highly trained warrior who can overcome hostile magic through martial dis=
cipline and indomitable willpower. Part of the power of the Mage-Hunter com=
es from ritual purity. A Mage-Hunter may never channel magical forces or us=
e any magical item; this blank slate becomes his shield, severing his conne=
ction with the world of the supernatural. In addition to this defense, he l=
earns a variety of offensive techniques that aid him when he is battling sp=
ell-using opponents.</span></span><span lang=3D"EN-US"><strong> </strong></=
span></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[138.1]</s=
pan><span lang=3D"EN-US"><strong> <span class=3D"text">The character cannot=
 possess any sort of spell-casting ability. </span></strong></span></font><=
/p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span class=3D"text"=
><span style=3D"mso-bidi-font-size: 10.5pt; mso-bidi-font-family: Arial" la=
ng=3D"EN-US"><font face=3D"Times New Roman"><span style=3D"mso-spacerun: ye=
s">=A0=A0 </span>Races or creatures with spell-like abilities (such as elve=
s) cannot become Mage-Hunters. If the character ever acquires a level in a =
skill (like Troubadour) that grants spell ability, he loses the skills=92 s=
pell resistance and all Mage-Hunter special abilities. In order to become a=
 Mage-Hunter, a character must receive instruction from an experienced Mage=
-Hunter. </font></span></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[138.2]</s=
pan><span lang=3D"EN-US"><strong> In order for a character to become a <spa=
n class=3D"text">Mage Hunter he must possess a WP of 20 or higher. </span><=
/strong></span></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[138.3]</s=
pan><strong><span lang=3D"EN-US"> </span><span class=3D"text"><span style=
=3D"mso-bidi-font-weight: bold" lang=3D"EN-US">Mage Hunters add 2% per Rank=
 to their magical resistance.</span></span></strong></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span class=3D"text"><span style=3D"FONT-WEIGHT: normal; mso-=
bidi-font-weight: bold" lang=3D"EN-US">[138.4] </span></span><span class=3D=
"text"><span style=3D"mso-bidi-font-weight: bold" lang=3D"EN-US"><strong>Th=
e presence of a Mage Hunter increases the Fatigue cost of spells.</strong><=
/span></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span class=3D"text"=
><span style=3D"mso-bidi-font-size: 10.5pt; mso-bidi-font-family: Arial" la=
ng=3D"EN-US"><font face=3D"Times New Roman"><span style=3D"mso-spacerun: ye=
s">=A0=A0 </span>If a mage is within 20 feet (+10 feet per Rank) of a mage =
hunter the mage must expend an extra 1 point of fatigue [+1 every 5 Ranks t=
he Mage Hunter possesses] each time he casts a spell.</font></span></span><=
/p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span class=3D"text"><span style=3D"FONT-WEIGHT: normal; mso-=
bidi-font-weight: bold" lang=3D"EN-US">[138.5]</span><span lang=3D"EN-US"><=
strong> </strong></span></span><span class=3D"text"><span style=3D"mso-bidi=
-font-weight: bold" lang=3D"EN-US"><strong>A Mage Hunter is a disrupting in=
fluence.</strong></span></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span class=3D"text"=
><span style=3D"mso-bidi-font-size: 10.5pt; mso-bidi-font-family: Arial" la=
ng=3D"EN-US"><font face=3D"Times New Roman"><span style=3D"mso-spacerun: ye=
s">=A0=A0 </span>Any mage immediately adjacent to a mage hunter must make a=
 concentration check to cast a spell.<span style=3D"mso-spacerun: yes">=A0 =
</span>For each Rank of the mage hunter 2% is subtracted from the mage=92s =
concentration check.</font></span></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span class=3D"text"><span style=3D"FONT-WEIGHT: normal; mso-=
bidi-font-weight: bold" lang=3D"EN-US">[138.6]</span><span lang=3D"EN-US"><=
strong> </strong></span></span><span class=3D"text"><span style=3D"mso-bidi=
-font-weight: bold" lang=3D"EN-US"><strong>The presence of a Mage Hunter in=
creases the severity of any backfire from failed spells.</strong></span></s=
pan></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span class=3D"text"><span style=3D"mso-bidi-font-size: 10.5pt; =
mso-bidi-font-family: Arial" lang=3D"EN-US"><span style=3D"mso-spacerun: ye=
s">=A0=A0 </span>Any mage within 20 feet (+10 feet per Rank) of a mage hunt=
er has 4 x the Rank of the mage hunter added to his roll to determine backf=
ire.</span></span><span lang=3D"EN-US"> </span></font></p>

<div style=3D"BORDER-BOTTOM: black 1pt solid; BORDER-LEFT: medium none; PAD=
DING-BOTTOM: 2pt; PADDING-LEFT: 0cm; PADDING-RIGHT: 0cm; BORDER-TOP: medium=
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r-div; mso-border-bottom-alt: solid black .5pt">

<h1 style=3D"MARGIN: 8pt 0cm 3pt"><span lang=3D"EN-US"><font size=3D"5" fac=
e=3D"Times New Roman">98. Archery=A0 </font></span></h1></div>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>Archery is the art of the bow and may be used with any bow weapons.</f=
ont></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[98.1]</sp=
an><span lang=3D"EN-US"><strong> A character with the archery skill suffers=
 the following restrictions.</strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span><font face=3D"=
Times New Roman"><span style=3D"mso-spacerun: yes"><strong>=A0=A0 </strong>=
</span>It is not possible to add both Warrior and Archery bonuses at the sa=
me time, but should any bonuses from both skills be applicable the characte=
r gains the benefit of the greater.</font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[98.2]</sp=
an><span lang=3D"EN-US"><strong> A character with the Archery skill gains t=
he following benefits:</strong></span></font></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 36pt;=
 mso-list: l0 level1 lfo1; tab-stops: 36.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: Symbol; mso-fareast-font-family: Symbol; =
mso-bidi-font-family: Symbol" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=
=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times =
New Roman">The Student&#39;s Base Chance with a bow is increased by 1% (+1/=
Rank). </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 36pt;=
 mso-list: l0 level1 lfo1; tab-stops: 36.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: Symbol; mso-fareast-font-family: Symbol; =
mso-bidi-font-family: Symbol" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=
=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times =
New Roman">The Student gains an =93engaged=94 initiative, whilst unengaged =
and with a bow prepared. This is calculated in the normal way, [AG + PC + W=
eapon + other bonuses], using bow Rank for=A0the weapon and adding an addit=
ional 1 (+1 per 2 full Ranks) with the Archery skill. </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 72pt;=
 mso-list: l0 level2 lfo1; tab-stops: 72.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;; mso-fareast-font-f=
amily: &#39;Courier New&#39;" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New Ro=
man">Using this initiative value the Student may choose to act in the engag=
ed portion of a Pulse rather than the unengaged portion, in order to fire i=
nto or otherwise effect melee combat. Only their initiative and the timing =
of their actions are altered, any and all action restrictions are still bas=
ed on them being unengaged. </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 36pt;=
 mso-list: l0 level1 lfo1; tab-stops: 36.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: Symbol; mso-fareast-font-family: Symbol; =
mso-bidi-font-family: Symbol" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=
=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times =
New Roman">The Strike Chance penalty for shooting a target in a sheltered h=
ex is reduced by 5% (+1 / Rank) provided that the shelter is predominantly =
a linear obstacle between the Student and the target, and there is sufficie=
nt ceiling height for the Student to arch their shot. </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 36pt;=
 mso-list: l0 level1 lfo1; tab-stops: 36.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: Symbol; mso-fareast-font-family: Symbol; =
mso-bidi-font-family: Symbol" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=
=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times =
New Roman">The penalty for shooting at an airborne target is reduced by 2% =
per Rank.</font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 36pt;=
 mso-list: l0 level1 lfo1; tab-stops: 36.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: Symbol; mso-fareast-font-family: Symbol; =
mso-bidi-font-family: Symbol" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=
=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times =
New Roman">At Rank 6 the Strike Chance penalty for shooting at long range i=
s reduced to -2 per 5 hexes after first 5, and at Rank 9 it is reduced to -=
1 per 5 hexes after first 5. </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 36pt;=
 mso-list: l0 level1 lfo1; tab-stops: 36.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: Symbol; mso-fareast-font-family: Symbol; =
mso-bidi-font-family: Symbol" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=
=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times =
New Roman">At Rank 7 the Student may attempt a ranged Disarm attack. This i=
s calculated as for an engaged Disarm. </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 36pt;=
 mso-list: l0 level1 lfo1; tab-stops: 36.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: Symbol; mso-fareast-font-family: Symbol; =
mso-bidi-font-family: Symbol" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=
=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times =
New Roman">At Ranks 4 and 8 the Student gains the ability to stack an addit=
ional Aim action. </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 72pt;=
 mso-list: l0 level2 lfo1; tab-stops: 72.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;; mso-fareast-font-f=
amily: &#39;Courier New&#39;" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New Ro=
man">No other actions may be taken between the Aim actions. </font></span><=
/p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 72pt;=
 mso-list: l0 level2 lfo1; tab-stops: 72.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;; mso-fareast-font-f=
amily: &#39;Courier New&#39;" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New Ro=
man">Each additional Aim action increases their Strike Chance by +10, and r=
aises the chances of Endurance and Specific Grievous damage by 5% of modifi=
ed Strike Chance. </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 72pt;=
 mso-list: l0 level2 lfo1; tab-stops: 72.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;; mso-fareast-font-f=
amily: &#39;Courier New&#39;" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New Ro=
man">(e.g. at Rank 4 the Student=A0 may use a Pass action to Aim like any o=
ther archer, then follow that with another Pass action to Aim again to gain=
 a total of +30 to Strike Chance and raise their chances of Endurance and S=
pecific Grievous damage to 25% and 15% of modified Strike Chance respective=
ly). </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 36pt;=
 mso-list: l0 level1 lfo1; tab-stops: 36.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: Symbol; mso-fareast-font-family: Symbol; =
mso-bidi-font-family: Symbol" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=
=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times =
New Roman">At every 5 Ranks the Student gains an additional free action eve=
ry Pulse. </font></span></p>

<p style=3D"TEXT-ALIGN: left; TEXT-INDENT: -18pt; MARGIN: 5pt 0cm 5pt 72pt;=
 mso-list: l0 level2 lfo1; tab-stops: 72.0pt" class=3D"MsoNormal" align=3D"=
left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;; mso-fareast-font-f=
amily: &#39;Courier New&#39;" lang=3D"EN-US"><span style=3D"mso-list: Ignor=
e">o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New Ro=
man">This action may only be used to Load, Aim, Fire, Evade, Prepare or Unp=
repare a Bow.</font></span></p>

<div style=3D"BORDER-BOTTOM: black 1pt solid; BORDER-LEFT: medium none; PAD=
DING-BOTTOM: 2pt; PADDING-LEFT: 0cm; PADDING-RIGHT: 0cm; BORDER-TOP: medium=
 none; BORDER-RIGHT: medium none; PADDING-TOP: 0cm; mso-element: para-borde=
r-div; mso-border-bottom-alt: solid black .5pt">

<h1 style=3D"MARGIN: 8pt 0cm 3pt"><span lang=3D"EN-US"><font size=3D"5" fac=
e=3D"Times New Roman">94. Acrobat</font></span></h1></div>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0=A0=
=A0 </span>The Acrobat is a rather unusual skill (let alone profession), al=
beit not entirely unknown amongst adventurers.<span style=3D"mso-spacerun: =
yes">=A0 </span>The acrobat skill involves the use of gymnastic skills and =
natural physical abilities to</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span lang=3D"EN-US">entertain an audience.<span style=3D"mso-sp=
acerun: yes">=A0 </span>In medieval times, the importance of jugglers, acro=
bats and similar performers was considerably greater than it is today, for =
they were a principal source of entertainment at festive occasions.<span st=
yle=3D"mso-spacerun: yes">=A0 </span>Most acrobats were attached to a</span=
><span style=3D"mso-ansi-language: EN-AU" lang=3D"EN-AU"> travelling</span>=
<span lang=3D"EN-US"> company of some kind, but there were some that were a=
ppointed to permanent positions (the court jester being a well-known exampl=
e). </span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>By their very nature, the acrobat is an individual who is not afraid o=
f heights, who values his agility and his skill at being able to balance, a=
nd whose overall skill while being more entertainment oriented, certainly h=
as its uses and applications in combat.<span style=3D"mso-spacerun: yes">=
=A0 </span>The skill can certainly be used to enhance thieving abilities.<s=
pan style=3D"mso-spacerun: yes">=A0 </span></font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.1]</sp=
an><span lang=3D"EN-US"><strong> A character who wishes to take the acrobat=
 skill must meet certain minimums in his Characteristics. </strong></span><=
/font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>A character who wishes to take the acrobat skill must be both extremel=
y dexterous and agile as well.<span style=3D"mso-spacerun: yes">=A0 </span>=
Thus, a character who wishes to take this skill must have a Manual Dexterit=
y and an Agility of at least 15.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>Any character who does not meet the minimum Characteristic requirement=
s noted above may still take the acrobat skill, but must expend an extra 10=
% in Experience Points to progress Ranks.<span style=3D"mso-spacerun: yes">=
=A0 </span>If the character has a Manual Dexterity or Agility of 22 or bett=
er, the</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">Experience Point cost to progress Ranks is =
reduced by 10%.<span style=3D"mso-spacerun: yes">=A0 </span>These modifiers=
 are not cumulative for higher than 22 values. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.2]</sp=
an><strong><span lang=3D"EN-US"> An acrobat must remain relatively unencumb=
ered by armour or shield in order to</span><span style=3D"mso-ansi-language=
: EN-AU" lang=3D"EN-AU"> utilise</span><span lang=3D"EN-US"> any of his abi=
lities. </span></strong></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span lang=3D"EN-US"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>An acrobat finds it extremely difficult to perform some of the tasks u=
nder this skill while being encumbered by armour or shields.<span style=3D"=
mso-spacerun: yes">=A0 </span>With the exception where otherwise stated, an=
 acrobat may only wear cloth/fur, soft leather or acrobatic mesh </span><sp=
an style=3D"mso-ansi-language: EN-AU" lang=3D"EN-AU">armour.<span style=3D"=
mso-spacerun: yes">=A0 </span></span><span lang=3D"EN-US">If he elects to w=
ear armour of any other type, the acrobat is then treated as being unranked=
 in the Acrobat skill.<span style=3D"mso-spacerun: yes">=A0 </span></span><=
span style=3D"COLOR: black; mso-bidi-font-family: Arial" lang=3D"EN-US">The=
ir skill requires the use of an open hand so acrobats may not use a shield,=
 but may use a two-handed weapon. =A0</span><span lang=3D"EN-US">The follow=
ing modifiers for armour apply to the success chances for all abilities ass=
ociated with this skill.<span style=3D"mso-spacerun: yes">=A0=A0 </span></s=
pan></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span><b style=3D"mso-bidi-font-weight: normal">Armour Type<span style=3D"ms=
o-spacerun: yes">=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=
=A0=A0 </span>Modifier</b></font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>Wearing no armour<span style=3D"mso-spacerun: yes">=A0=A0=A0=A0=A0=A0=
=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span>+5</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>Wearing cloth armour<span style=3D"mso-spacerun: yes">=A0=A0=A0=A0=A0=
=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span>0</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>Wearing soft leather armour<span style=3D"mso-spacerun: yes">=A0=A0=A0=
=A0=A0 </span>-5</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNoteHeading"><span lang=3D"E=
N-US"><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=
=A0 </span>Wearing acrobatic mesh<span style=3D"mso-spacerun: yes">=A0=A0=
=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span>-10</font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.3]</sp=
an><span lang=3D"EN-US"><strong> A character with acrobat skill learns to c=
limb in a skillful fashion. </strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>A character with the acrobat skill may increase his chance of using th=
e Climbing skill successfully by (Rank x 2) %.<span style=3D"mso-spacerun: =
yes">=A0=A0 </span></font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.4]</sp=
an><span lang=3D"EN-US"><strong> An acrobat learns to roll and go limp when=
 falling from great heights, and thus can reduce the damage taken from fall=
ing.<span style=3D"mso-spacerun: yes">=A0=A0 </span></strong></span></font>=
</p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>An acrobat learns very early how to fall properly, by rolling with the=
 fall and by having his body go limp.<span style=3D"mso-spacerun: yes">=A0 =
</span>The acrobat may subtract (Rank) points of damage that he would norma=
lly receive due to falling.<span style=3D"mso-spacerun: yes">=A0 </span>If =
the resultant number is zero or negative, the acrobat</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">sustains no damage from the fall. </font></=
span></p>
<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.5]</sp=
an><span lang=3D"EN-US"><strong> An acrobat increases the distance he may j=
ump.</strong></span></font></p>

<p style=3D"TEXT-INDENT: -18pt; MARGIN: 0cm 0cm 1.5pt 36pt; mso-list: l0 le=
vel1 lfo1; tab-stops: list 36.0pt" class=3D"MsoNormal"><span style=3D"FONT-=
FAMILY: Symbol; mso-fareast-font-family: Symbol; mso-bidi-font-family: Symb=
ol" lang=3D"EN-US"><span style=3D"mso-list: Ignore">=B7<span style=3D"FONT:=
 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span></span><=
/span><font face=3D"Times New Roman"><u><span lang=3D"EN-US">Standing Leap<=
/span></u><span lang=3D"EN-US">: (5 feet +1 per Rank) + 1 foot for every AG=
 point above 20.</span></font></p>

<p style=3D"TEXT-INDENT: -18pt; MARGIN: 0cm 0cm 1.5pt 36pt; mso-list: l0 le=
vel1 lfo1; tab-stops: list 36.0pt" class=3D"MsoNormal"><span style=3D"FONT-=
FAMILY: Symbol; mso-fareast-font-family: Symbol; mso-bidi-font-family: Symb=
ol" lang=3D"EN-US"><span style=3D"mso-list: Ignore">=B7<span style=3D"FONT:=
 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span></span><=
/span><font face=3D"Times New Roman"><u><span lang=3D"EN-US">Running Leap</=
span></u><span lang=3D"EN-US">: (8 feet +1 per Rank) +1 foot for every AG p=
oint above 20.</span></font></p>

<p style=3D"TEXT-INDENT: -18pt; MARGIN: 0cm 0cm 1.5pt 36pt; mso-list: l0 le=
vel1 lfo1; tab-stops: list 36.0pt" class=3D"MsoNormal"><span style=3D"FONT-=
FAMILY: Symbol; mso-fareast-font-family: Symbol; mso-bidi-font-family: Symb=
ol" lang=3D"EN-US"><span style=3D"mso-list: Ignore">=B7<span style=3D"FONT:=
 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span></span><=
/span><font face=3D"Times New Roman"><u><span lang=3D"EN-US">Upward Leap</s=
pan></u><span lang=3D"EN-US">: (5 feet +1 per every 2 Ranks) +1 foot for ev=
ery 2 AG points above 20, and every 2 points of PS above 20.</span></font><=
/p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.6]</sp=
an><span lang=3D"EN-US"><strong> An acrobat is able to jump from a height w=
ithout sustaining damage.<span style=3D"mso-spacerun: yes">=A0=A0 </span></=
strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>Due to the acrobat&#39;s training, a character with the acrobat skill =
may jump from a height without taking damage.<span style=3D"mso-spacerun: y=
es">=A0 </span>The maximum height that he may jump in this manner is equal =
to [10 + (Rank x 4)] feet. This assumes the acrobat is jumping onto solid m=
atter; if he is jumping into water or some other similar substance, he may =
jump down up to (15 + [Rank x 8]) feet.<span style=3D"mso-spacerun: yes">=
=A0 </span>The Base Chance of successfully using this ability is equal to (=
[AG x 5] + [Rank x 3])%.<span style=3D"mso-spacerun: yes">=A0 </span>If the=
 character fails this roll, he has landed incorrectly and will suffer damag=
e as if he had fallen from the appropriate height (see 154.4 above). </font=
></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>This ability has a TMR cost of 1 for each 15 feet (or fraction thereof=
) jumped in this fashion.<span style=3D"mso-spacerun: yes">=A0 </span>In or=
der to get his bearings, the acrobat must perform a Pass action immediately=
 prior to jumping.<span style=3D"mso-spacerun: yes">=A0 </span>If he fails =
to do so, this will once again result in the drop being treated as a fall f=
rom the appropriate height.<span style=3D"mso-spacerun: yes">=A0 </span>If =
the jump is less than one-half of the maximum height the acrobat can drop, =
he may land on his feet.<span style=3D"mso-spacerun: yes">=A0 </span>Otherw=
ise, he will land rolling, and must then Rise from a prone position.<span s=
tyle=3D"mso-spacerun: yes">=A0 </span></font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.7]</sp=
an><span lang=3D"EN-US"><strong> An acrobat is skilled at walking and cross=
ing over narrow ledges. </strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>A character with acrobat skill can cross over narrow ledges.<span styl=
e=3D"mso-spacerun: yes">=A0 </span>The Base Chance to use this skill succes=
sfully is equal to [(AG x 3) + (Rank x 3)/(Length of Ledge in feet/10)]%.<s=
pan style=3D"mso-spacerun: yes">=A0 </span>This success chance is determine=
d on the basis of a base ledge width of 4 inches.<span style=3D"mso-spaceru=
n: yes">=A0 </span>If the ledge is wider or narrower, the success chance sh=
ould be</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">increased/reduced accordingly by 5% per inc=
h of difference.<span style=3D"mso-spacerun: yes">=A0 </span>If the GM&#39;=
s roll is greater than the success percentage, the acrobat has slipped and =
fallen.<span style=3D"mso-spacerun: yes">=A0 </span>To determine the point =
at which he does so, roll percentile dice, round the number off to the near=
est 10%, and multiply the resulting percentage by the length of the object =
he is attempting to cross.<span style=3D"mso-spacerun: yes">=A0=A0 </span><=
/font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.8]</sp=
an><span lang=3D"EN-US"><strong> A character with acrobat skill acquires a =
number of specific additional abilities as he increases in Rank.<span style=
=3D"mso-spacerun: yes">=A0=A0 </span></strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>A character with the acrobat skill gains certain abilities as he incre=
ases in Rank with the skill.<span style=3D"mso-spacerun: yes">=A0 </span>Th=
e character begins with one of the following abilities at Rank 0.<span styl=
e=3D"mso-spacerun: yes">=A0 </span>He may acquire one further ability every=
 3 Ranks.<span style=3D"mso-spacerun: yes">=A0 </span>After the character a=
chieves Rank 10, he may gain additional abilities by expending 1800 Experie=
nce Points per ability. </font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>The character may gain the following abilities:<span style=3D"mso-spac=
erun: yes">=A0 </span>Escapology, Stilt Walking, Juggling, Tightrope Walkin=
g, Pole Vaulting, Spins, Dodges, Evades, Trapeze Artistry and Jumping Spin.=
 </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><span lang=3D"EN-=
US"><strong><font face=3D"Times New Roman">a) Escapology is the art of free=
ing oneself from bodily restraints through contortions of the body, manual =
dexterity, and sheer skill.<span style=3D"mso-spacerun: yes">=A0=A0 </span>=
</font></strong></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span lang=3D"EN-US"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>While this ability is not contortions in and of itself, it is the abil=
ity to be able to</span><span style=3D"mso-ansi-language: EN-AU" lang=3D"EN=
-AU"> manoeuvre</span><span lang=3D"EN-US"> one&#39;s body to do all manner=
 of tasks that might appear physically impossible.<span style=3D"mso-spacer=
un: yes">=A0 </span>A character could not pick a lock using this ability, b=
ut could slip free of any bonds that the</span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">lock secures.<span style=3D"mso-spacerun: y=
es">=A0 </span>An acrobat&#39;s Base Chance of using this ability successfu=
lly is equal to (MD + [AG x 2] + [Rank x 4]) %.<span style=3D"mso-spacerun:=
 yes">=A0 </span>The GM should modify this chance depending on the strength=
, tightness and number of restraints on the acrobat.<span style=3D"mso-spac=
erun: yes">=A0 </span>The acrobat may attempt to escape in some fashion onc=
e every 60/(Rank x 5) minutes. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><span lang=3D"EN-=
US"><strong><font face=3D"Times New Roman">b) Juggling is the ability to sk=
illfully juggle a number of objects successfully.<span style=3D"mso-spaceru=
n: yes">=A0=A0 </span></font></strong></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>As a general rule, juggling is the ability to juggle common items in a=
 fashion so as to entertain and not drop the items in question.</font></spa=
n></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">The character may skillfully juggle a numbe=
r of items equal to ([Agility/5] + [Rank/2]).<span style=3D"mso-spacerun: y=
es">=A0 </span>In the case of working with common items, the acrobat does n=
ot need to roll for success.<span style=3D"mso-spacerun: yes">=A0=A0 </span=
></font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>When working with dangerous items (such as knives, swords, lit torches=
, etc.), the acrobat must roll less than or equal to ([MD x 3] + [Rank x 4]=
) %.<span style=3D"mso-spacerun: yes">=A0 </span>If the acrobat fails this =
skill roll, a mishap (possibly dangerous to the acrobat) may occur.<span st=
yle=3D"mso-spacerun: yes">=A0=A0 </span>The Acrobat must roll<span style=3D=
"mso-spacerun: yes">=A0 </span>([AG + PC] x 2) to avoid a mishap.</font></s=
pan></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><span lang=3D"EN-=
US"><strong><font face=3D"Times New Roman">c) Pole vaulting is the ability =
to use a pole or other such long object to assist in making vertical leaps =
and jumps. </font></strong></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>Pole vaulting enables the acrobat to assist his vertical leaps (see 15=
4.6 above) by using a long pole that is constructed especially for that pur=
pose and a good running start (20 to 30 feet). </font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>As a general rule, the pole may be from 5 to 20 feet in length.<span s=
tyle=3D"mso-spacerun: yes">=A0 </span>A vault is treated exactly as a verti=
cal leap, except that the acrobat&#39;s height is considered to have been i=
ncreased by the length of the pole.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>However, because vaulting is more difficult than merely leaping vertic=
ally, the acrobat&#39;s Base Chance of success in the jump is reduced by (L=
ength of Pole in Feet x 2) %. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><strong><font fac=
e=3D"Times New Roman"><span lang=3D"EN-US">d) Stilt walking is the ability =
to</span><span style=3D"mso-ansi-language: EN-AU" lang=3D"EN-AU"> manoeuvre=
</span><span lang=3D"EN-US"> on stilts.</span></font></strong></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>This ability allows the acrobat to maneuver with relative ease on a pa=
ir of stilts of up to [10 + (Rank x 2)] feet in height.<span style=3D"mso-s=
pacerun: yes">=A0 </span>It is possible to walk on single stilt, but this h=
as a Base Chance of ([AG x 2] + [Rank x 3]) %.<span style=3D"mso-spacerun: =
yes">=A0=A0 </span></font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>While walking on stilts, it costs 1 TMR point per 2 hexes traversed.<s=
pan style=3D"mso-spacerun: yes">=A0 </span>In combat, the character may mov=
e at a rate of 1 hex per Pulse on stilts (unless is Agility is 22 or more, =
in which case he can move at a rate of 2 hexes per Pulse). </font></span></=
p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><span lang=3D"EN-=
US"><strong><font face=3D"Times New Roman">e) Tightrope walking is the abil=
ity to walk across a piece of material or an object that is very thin. </fo=
nt></strong></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>Tightrope walking is an ability that is performed in much the same man=
ner as crossing a narrow ledge (see 154.8).<span style=3D"mso-spacerun: yes=
">=A0 </span>The acrobat&#39;s Base Chance of success is equal to ([AG x 2]=
 + [Rank x 3]/[Length of Tightrope in feet/10]) %.<span style=3D"mso-spacer=
un: yes">=A0 </span>The acrobat may increase this chance of success by +10%=
 if he uses an appropriate object to help maintain his balance (for example=
, an umbrella, a long pole).<span style=3D"mso-spacerun: yes">=A0 </span>No=
te that the acrobat must be totally unhindered by armour in order to exerci=
se this ability. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><span lang=3D"EN-=
US"><strong><font face=3D"Times New Roman">f) Acrobatic Spin is the ability=
 to use acrobatics in Melee combat situations.</font></strong></span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span style=3D"COLOR=
: black; mso-bidi-font-family: Arial" lang=3D"EN-US"><font face=3D"Times Ne=
w Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </span>Standing Spin over=
 standing opponents (dodge between the legs of bigger ones): =A0([3 x AG] +=
 [3 x Rank]) %, and acrobat is standing behind opponent and may back attack=
 if he wins IV, otherwise opponent changes facing and attacks at -2 to dama=
ge and -10% to strike because of shock.<span style=3D"mso-spacerun: yes">=
=A0 </span>This effect only occurs once with a particular opponent.</font><=
/span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span style=3D"COLOR: black; mso-bidi-font-family: Arial" lang=
=3D"EN-US"><span style=3D"mso-spacerun: yes">=A0=A0 </span>Back Spin: ([3 x=
 AG] + [3 x Rank]) %. =A0=A0This ability allows the acrobat to back flip up=
 to 10 feet away and land facing in any direction he chooses. =A0The acroba=
t may attack, move up to half of his TMR or perform any other normal action=
.</span><span style=3D"COLOR: black; mso-bidi-font-size: 10.5pt; mso-bidi-f=
ont-family: Arial" lang=3D"EN-US"></span></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><span lang=3D"EN-=
US"><strong><font face=3D"Times New Roman">g) Dodging is the ability to avo=
id missile objects, assuming the character is aware of the object and is pr=
epared to dodge it (in combat this requires the Evade action).<span style=
=3D"mso-spacerun: yes">=A0 </span></font></strong></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span style=3D"mso-bidi-font-family: Arial" lang=3D"EN-US"><span=
 style=3D"mso-spacerun: yes">=A0=A0 </span><i style=3D"mso-bidi-font-style:=
 normal">Chance to dodge</i> =3D additional (2 x Rank) deduction from the o=
pponent=92s Strike Chance.</span><b style=3D"mso-bidi-font-weight: normal">=
<span lang=3D"EN-US"></span></b></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><span lang=3D"EN-=
US"><strong><font face=3D"Times New Roman">h) Acrobatic Evading is the abil=
ity to avoid strikes in Melee Combat.</font></strong></span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span style=3D"mso-bidi-font-family: Arial" lang=3D"EN-US"><span=
 style=3D"mso-spacerun: yes">=A0=A0 </span>An acrobat adds 2% x Rank to his=
</span><span style=3D"mso-ansi-language: EN-AU; mso-bidi-font-family: Arial=
" lang=3D"EN-AU"> defence</span><span style=3D"mso-bidi-font-family: Arial"=
 lang=3D"EN-US">.</span><b style=3D"mso-bidi-font-weight: normal"><span lan=
g=3D"EN-US"></span></b></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><strong><font fac=
e=3D"Times New Roman"><span lang=3D"EN-US">i) Trapeze Artistry is the abili=
ty to</span><span style=3D"mso-ansi-language: EN-AU" lang=3D"EN-AU"> utilis=
e</span><span lang=3D"EN-US"> a trapeze to perform all manner of tasks and =
stunts. </span></font></strong></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>The trapeze artistry ability allows an acrobat to use a trapeze skillf=
ully.<span style=3D"mso-spacerun: yes">=A0 </span>He will be able to perfor=
m somersaults, twists, and other such tricks with little difficulty.<span s=
tyle=3D"mso-spacerun: yes">=A0 </span>The acrobat&#39;s Base Chance of perf=
orming such feats is equal to [MD + (AG x 3) + Rank]%.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span style=3D"mso-a=
nsi-language: EN-AU" lang=3D"EN-AU"><font face=3D"Times New Roman">This suc=
cess chance should be modified by the GM according to the difficulty of the=
 feat in question. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><span lang=3D"EN-=
US"><strong><font face=3D"Times New Roman">j) The Jumping Turn is a special=
 acrobatic combat maneuver which enables a figure to leap past an opponent =
in order to better be able to grapple with him.</font></strong></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </span>The a=
ttacker either begins in his starting hex or moves into a hex from which he=
 will jump (move up to 1/2 TMR and then jump).</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman">If the attacker does not move before jumping, his Bas=
e Chance of success is 3 x modified Agility. If he has a running start, his=
 chance is 4 x modified Agility.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </span>If th=
e attacker has the Initiative, or uses a running start, attacks against him=
 for the turn are at -30. If an opponent has Initiative, he may attack norm=
ally before</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman">the attacker makes his Jumping Turn. In either case, =
the attacker gets no benefit from any shield he carries on the Pulse he exe=
cutes a Jumping Turn.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </span>If th=
e attacker=92s roll is a success, he is placed either to the right or the l=
eft of the hex that was in front of him. (ahead one, and one to either side=
.) He is placed facing the hex he passed over. If the roll is a Critical su=
ccess (&lt; 15% of the success chance), the attacker has landed perfectly.<=
/font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </span>If he=
 is in the Rear hex of the defender, he may enter Close Combat and immediat=
ely execute a Grapple attack.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </span>If th=
e attacker is Stunned before the Jumping Turn, he remains in the start hex.=
</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </span>If th=
e roll fails, the attacker lands Prone in the target hex. However, if the a=
ttacker has acrobatic skill and misses his roll by 2 x skill Rank or less, =
he remains standing, but facing away from his opponent.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </span>If th=
e jumping figure does not enter Close Combat immediately the following Puls=
e, the defender may elect to change facing to keep the attacker in a front =
hex.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; mso-layout-grid-align: none" class=3D"Ms=
oNormal"><span style=3D"mso-bidi-font-size: 9.0pt" lang=3D"EN-US"><font fac=
e=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </span>Jumpi=
ng Turn may not be used against a figure who is Evading.</font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.9]</sp=
an><span lang=3D"EN-US"><strong> A character with the acrobat skill must sp=
end an amount of time each morning warming up. </strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>An acrobat must spend a minimum amount of time equal to 30/(Rank x 3) =
minutes each morning limbering up. </font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span style=3D"mso-spacerun: yes">=A0=A0 </=
span>If the acrobat fails to do so, he will suffer a penalty of -5% to his =
success chance with all abilities associated with the acrobat skill.<span s=
tyle=3D"mso-spacerun: yes">=A0 </span>This penalty is cumulative over succe=
ssive days, up to a maximum of 25 days.<span style=3D"mso-spacerun: yes">=
=A0 </span>The acrobat may reduce this accumulated penalty by -5 for each s=
ubsequent day in which he does the limbering up exercises. </font></span></=
p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt" class=3D"KeyParagraph"><font face=3D"Tim=
es New Roman"><span style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.10] </=
span><span style=3D"mso-bidi-font-weight: bold" lang=3D"EN-US"><strong>Char=
acters with the acrobat skill and the climbing skill have additional abilit=
ies.</strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt; tab-stops: 36.0pt 72.0pt 108.0pt 144.0pt=
 180.0pt 216.0pt 252.0pt 288.0pt 324.0pt 360.0pt 396.0pt 432.0pt" class=3D"=
MsoNormal"><span lang=3D"EN-US"><font face=3D"Times New Roman"><span style=
=3D"mso-spacerun: yes">=A0=A0 </span>Acrobats who also have Climbing skill =
can ascend and descend vertical and near vertical surfaces with startling s=
peed, provided such surfaces have numerous protrusions (e.g., trees, very r=
ough walls, etc.).<span style=3D"mso-spacerun: yes">=A0 </span>This ability=
 is a short-term =93momentum=94 effect and requires a running start of at l=
east a few feet on a solid surface. <span style=3D"mso-spacerun: yes">=A0</=
span>Use the lesser of Acrobatics and Rope Mastery skill on the table below=
. </font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><b><span lang=3D"EN-=
US"><font face=3D"Times New Roman">Rank<span style=3D"mso-tab-count: 1">=A0=
=A0=A0=A0=A0=A0 </span>Effect</font></span></b></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">6<span style=3D"mso-spacerun: yes">=A0=A0=
=A0=A0=A0=A0=A0=A0=A0=A0 </span>Can run up or down a tree or very rough wal=
l at one quarter TMR for two Pulses.<span style=3D"mso-spacerun: yes">=A0 <=
/span>Must have readily accessible branches or outcroppings.</font></span><=
/p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">8<span style=3D"mso-spacerun: yes">=A0=A0=
=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span>As above but can move at half TMR for fo=
ur Pulses.</font></span></p>
<p style=3D"TEXT-INDENT: -18pt; MARGIN: 0cm 0cm 1.5pt 18pt; tab-stops: 18.0=
pt 72.0pt 108.0pt 144.0pt 180.0pt 216.0pt 252.0pt 288.0pt 324.0pt 360.0pt 3=
96.0pt 432.0pt" class=3D"MsoNormal"><span lang=3D"EN-US"><font face=3D"Time=
s New Roman">10<span style=3D"mso-spacerun: yes">=A0=A0=A0=A0=A0=A0=A0=A0=
=A0 </span>As above but can move at full TMR for six Pulses.</font></span><=
/p>
<br><br>
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:20 PM, RPer 4eva <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:msnoverflow@gmail.com">msnoverflow@gmail=
.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div>
<div></div>
<div class=3D"h5">I&#39;ve come across this attitude before. I&#39;m sure t=
he same could be said for half the skills we already have. If it adds to th=
e complexity and richness of the game and by the very nature of adding more=
 choices means less characters are the same then isn&#39;t it good. I think=
 we should worry=A0more about if they&#39;re balanced.<br>
<br>
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:10 PM, Jim Arona <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:jim.arona@gmail.com" target=3D"_blank">j=
im.arona@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote"><font face=3D"georgia,serif">Don=
&#39;t see a need for any of it.<br></font>
<div>
<div></div>
<div><br>
<div class=3D"gmail_quote">On 22 July 2010 14:07, RPer 4eva <span dir=3D"lt=
r">&lt;<a href=3D"mailto:msnoverflow@gmail.com" target=3D"_blank">msnoverfl=
ow@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div>Well if I had to pick three off the top of my head I do like acrobat a=
s acrobatics in troubador never really seemed to cut it. Mage hunter would =
probably be quite popular as something for non mages and Archer as currentl=
y to my knowledge theres no way to improve on that as warrior doesn&#39;t w=
ork for ranged.</div>

<div>=A0</div>
<div>I&#39;ve tried to pick three different skills for 3 different reasons =
in case one is somehow against the spirit of what we do. At the end of the =
day I think prehaps we need more input from others as I don&#39;t have much=
 practise at balancing new rules for DQ.</div>

<div>=A0</div>
<div>=A0</div>
<div><font color=3D"navy" face=3D"Arial"><span style=3D"FONT-FAMILY: Arial;=
 COLOR: navy; FONT-SIZE: 10pt">Dylan, if you think any of these could go in=
to the campaign with a little work, suggest no more than three specific ski=
lls, and we can take an in-depth look at them.</span></font></div>

<div class=3D"gmail_quote">
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div lang=3D"EN-US" vlink=3D"purple" link=3D"blue">
<div>=A0</div></div></blockquote></div></blockquote></div><br></div></div><=
/blockquote></div><br></div></div></blockquote></div><br>

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SubjectRe: [dq] skills
FromJim Arona
DateThu, 22 Jul 2010 14:49:11 +1200
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The presumption here is that if someone provides an addition to the rules
that it is the obligation of the community to explain why it should not be
adopted.
I think that it makes more sense for the proposer to justify why adding it
to the ruleset is a good idea. And, it should be a compelling case.  A
position along the lines of 'I think it'd be really cool' is too adolescent
for words.

On 22 July 2010 14:37, RPer 4eva <msnoverflow@gmail.com> wrote:

> Here are the skills. Rather than just knock all 3 can people tell me what=
s
> wrong with each please?  138. Mage Hunter
>
> *   *A Mage-Hunter is a highly trained warrior who can overcome hostile
> magic through martial discipline and indomitable willpower. Part of the
> power of the Mage-Hunter comes from ritual purity. A Mage-Hunter may neve=
r
> channel magical forces or use any magical item; this blank slate becomes =
his
> shield, severing his connection with the world of the supernatural. In
> addition to this defense, he learns a variety of offensive techniques tha=
t
> aid him when he is battling spell-using opponents.* *
>
> [138.1]* The character cannot possess any sort of spell-casting ability. =
*
>
>    Races or creatures with spell-like abilities (such as elves) cannot
> become Mage-Hunters. If the character ever acquires a level in a skill (l=
ike
> Troubadour) that grants spell ability, he loses the skills=92 spell resis=
tance
> and all Mage-Hunter special abilities. In order to become a Mage-Hunter, =
a
> character must receive instruction from an experienced Mage-Hunter.
>
> [138.2]* In order for a character to become a Mage Hunter he must possess
> a WP of 20 or higher. *
>
> [138.3]* Mage Hunters add 2% per Rank to their magical resistance.*
>
> [138.4] *The presence of a Mage Hunter increases the Fatigue cost of
> spells.*
>
>    If a mage is within 20 feet (+10 feet per Rank) of a mage hunter the
> mage must expend an extra 1 point of fatigue [+1 every 5 Ranks the Mage
> Hunter possesses] each time he casts a spell.
>
> [138.5]* **A Mage Hunter is a disrupting influence.*
>
>    Any mage immediately adjacent to a mage hunter must make a
> concentration check to cast a spell.  For each Rank of the mage hunter 2%
> is subtracted from the mage=92s concentration check.
>
> [138.6]* **The presence of a Mage Hunter increases the severity of any
> backfire from failed spells.*
>
>    Any mage within 20 feet (+10 feet per Rank) of a mage hunter has 4 x
> the Rank of the mage hunter added to his roll to determine backfire.
>  98. Archery
>
>    Archery is the art of the bow and may be used with any bow weapons.
>
> [98.1]* A character with the archery skill suffers the following
> restrictions.*
>
> *   *It is not possible to add both Warrior and Archery bonuses at the
> same time, but should any bonuses from both skills be applicable the
> character gains the benefit of the greater.
>
> [98.2]* A character with the Archery skill gains the following benefits:*
>
> =B7          The Student's Base Chance with a bow is increased by 1%
> (+1/Rank).
>
> =B7          The Student gains an =93engaged=94 initiative, whilst unenga=
ged and
> with a bow prepared. This is calculated in the normal way, [AG + PC + Wea=
pon
> + other bonuses], using bow Rank for the weapon and adding an additional =
1
> (+1 per 2 full Ranks) with the Archery skill.
>
> o         Using this initiative value the Student may choose to act in th=
e
> engaged portion of a Pulse rather than the unengaged portion, in order to
> fire into or otherwise effect melee combat. Only their initiative and the
> timing of their actions are altered, any and all action restrictions are
> still based on them being unengaged.
>
> =B7          The Strike Chance penalty for shooting a target in a shelter=
ed
> hex is reduced by 5% (+1 / Rank) provided that the shelter is predominant=
ly
> a linear obstacle between the Student and the target, and there is
> sufficient ceiling height for the Student to arch their shot.
>
> =B7          The penalty for shooting at an airborne target is reduced by=
 2%
> per Rank.
>
> =B7          At Rank 6 the Strike Chance penalty for shooting at long ran=
ge
> is reduced to -2 per 5 hexes after first 5, and at Rank 9 it is reduced t=
o
> -1 per 5 hexes after first 5.
>
> =B7          At Rank 7 the Student may attempt a ranged Disarm attack. Th=
is
> is calculated as for an engaged Disarm.
>
> =B7          At Ranks 4 and 8 the Student gains the ability to stack an
> additional Aim action.
>
> o         No other actions may be taken between the Aim actions.
>
> o         Each additional Aim action increases their Strike Chance by +10=
,
> and raises the chances of Endurance and Specific Grievous damage by 5% of
> modified Strike Chance.
>
> o         (e.g. at Rank 4 the Student  may use a Pass action to Aim like
> any other archer, then follow that with another Pass action to Aim again =
to
> gain a total of +30 to Strike Chance and raise their chances of Endurance
> and Specific Grievous damage to 25% and 15% of modified Strike Chance
> respectively).
>
> =B7          At every 5 Ranks the Student gains an additional free action
> every Pulse.
>
> o         This action may only be used to Load, Aim, Fire, Evade, Prepare
> or Unprepare a Bow.
>   94. Acrobat
>
>      The Acrobat is a rather unusual skill (let alone profession), albeit
> not entirely unknown amongst adventurers.  The acrobat skill involves the
> use of gymnastic skills and natural physical abilities to
>
> entertain an audience.  In medieval times, the importance of jugglers,
> acrobats and similar performers was considerably greater than it is today=
,
> for they were a principal source of entertainment at festive occasions.  =
Most
> acrobats were attached to a travelling company of some kind, but there
> were some that were appointed to permanent positions (the court jester be=
ing
> a well-known example).
>
>    By their very nature, the acrobat is an individual who is not afraid o=
f
> heights, who values his agility and his skill at being able to balance, a=
nd
> whose overall skill while being more entertainment oriented, certainly ha=
s
> its uses and applications in combat.  The skill can certainly be used to
> enhance thieving abilities.
>
> [94.1]* A character who wishes to take the acrobat skill must meet certai=
n
> minimums in his Characteristics. *
>
>    A character who wishes to take the acrobat skill must be both extremel=
y
> dexterous and agile as well.  Thus, a character who wishes to take this
> skill must have a Manual Dexterity and an Agility of at least 15.
>
>    Any character who does not meet the minimum Characteristic requirement=
s
> noted above may still take the acrobat skill, but must expend an extra 10=
%
> in Experience Points to progress Ranks.  If the character has a Manual
> Dexterity or Agility of 22 or better, the
>
> Experience Point cost to progress Ranks is reduced by 10%.  These
> modifiers are not cumulative for higher than 22 values.
>
> [94.2]* An acrobat must remain relatively unencumbered by armour or shiel=
d
> in order to utilise any of his abilities. *
>
>    An acrobat finds it extremely difficult to perform some of the tasks
> under this skill while being encumbered by armour or shields.  With the
> exception where otherwise stated, an acrobat may only wear cloth/fur, sof=
t
> leather or acrobatic mesh armour.  If he elects to wear armour of any
> other type, the acrobat is then treated as being unranked in the Acrobat
> skill.  Their skill requires the use of an open hand so acrobats may not
> use a shield, but may use a two-handed weapon.  The following modifiers
> for armour apply to the success chances for all abilities associated with
> this skill.
>
>    *Armour Type                      Modifier*
>
>    Wearing no armour                    +5
>
>    Wearing cloth armour                 0
>
>    Wearing soft leather armour      -5
>
>    Wearing acrobatic mesh            -10
>
> [94.3]* A character with acrobat skill learns to climb in a skillful
> fashion. *
>
>    A character with the acrobat skill may increase his chance of using th=
e
> Climbing skill successfully by (Rank x 2) %.
>
> [94.4]* An acrobat learns to roll and go limp when falling from great
> heights, and thus can reduce the damage taken from falling.   *
>
>    An acrobat learns very early how to fall properly, by rolling with the
> fall and by having his body go limp.  The acrobat may subtract (Rank)
> points of damage that he would normally receive due to falling.  If the
> resultant number is zero or negative, the acrobat
>
> sustains no damage from the fall.
>
> [94.5]* An acrobat increases the distance he may jump.*
>
> =B7          *Standing Leap*: (5 feet +1 per Rank) + 1 foot for every AG
> point above 20.
>
> =B7          *Running Leap*: (8 feet +1 per Rank) +1 foot for every AG po=
int
> above 20.
>
> =B7          *Upward Leap*: (5 feet +1 per every 2 Ranks) +1 foot for eve=
ry
> 2 AG points above 20, and every 2 points of PS above 20.
>
> [94.6]* An acrobat is able to jump from a height without sustaining
> damage.   *
>
>    Due to the acrobat's training, a character with the acrobat skill may
> jump from a height without taking damage.  The maximum height that he may
> jump in this manner is equal to [10 + (Rank x 4)] feet. This assumes the
> acrobat is jumping onto solid matter; if he is jumping into water or some
> other similar substance, he may jump down up to (15 + [Rank x 8]) feet.  =
The
> Base Chance of successfully using this ability is equal to ([AG x 5] + [R=
ank
> x 3])%.  If the character fails this roll, he has landed incorrectly and
> will suffer damage as if he had fallen from the appropriate height (see
> 154.4 above).
>
>    This ability has a TMR cost of 1 for each 15 feet (or fraction thereof=
)
> jumped in this fashion.  In order to get his bearings, the acrobat must
> perform a Pass action immediately prior to jumping.  If he fails to do so=
,
> this will once again result in the drop being treated as a fall from the
> appropriate height.  If the jump is less than one-half of the maximum
> height the acrobat can drop, he may land on his feet.  Otherwise, he will
> land rolling, and must then Rise from a prone position.
>
> [94.7]* An acrobat is skilled at walking and crossing over narrow ledges.
> *
>
>    A character with acrobat skill can cross over narrow ledges.  The Base
> Chance to use this skill successfully is equal to [(AG x 3) + (Rank x
> 3)/(Length of Ledge in feet/10)]%.  This success chance is determined on
> the basis of a base ledge width of 4 inches.  If the ledge is wider or
> narrower, the success chance should be
>
> increased/reduced accordingly by 5% per inch of difference.  If the GM's
> roll is greater than the success percentage, the acrobat has slipped and
> fallen.  To determine the point at which he does so, roll percentile dice=
,
> round the number off to the nearest 10%, and multiply the resulting
> percentage by the length of the object he is attempting to cross.
>
> [94.8]* A character with acrobat skill acquires a number of specific
> additional abilities as he increases in Rank.   *
>
>    A character with the acrobat skill gains certain abilities as he
> increases in Rank with the skill.  The character begins with one of the
> following abilities at Rank 0.  He may acquire one further ability every =
3
> Ranks.  After the character achieves Rank 10, he may gain additional
> abilities by expending 1800 Experience Points per ability.
>
>    The character may gain the following abilities:  Escapology, Stilt
> Walking, Juggling, Tightrope Walking, Pole Vaulting, Spins, Dodges, Evade=
s,
> Trapeze Artistry and Jumping Spin.
>
> *a) Escapology is the art of freeing oneself from bodily restraints
> through contortions of the body, manual dexterity, and sheer skill.   *
>
>    While this ability is not contortions in and of itself, it is the
> ability to be able to manoeuvre one's body to do all manner of tasks that
> might appear physically impossible.  A character could not pick a lock
> using this ability, but could slip free of any bonds that the
>
> lock secures.  An acrobat's Base Chance of using this ability successfull=
y
> is equal to (MD + [AG x 2] + [Rank x 4]) %.  The GM should modify this
> chance depending on the strength, tightness and number of restraints on t=
he
> acrobat.  The acrobat may attempt to escape in some fashion once every
> 60/(Rank x 5) minutes.
>
> *b) Juggling is the ability to skillfully juggle a number of objects
> successfully.   *
>
>    As a general rule, juggling is the ability to juggle common items in a
> fashion so as to entertain and not drop the items in question.
>
> The character may skillfully juggle a number of items equal to ([Agility/=
5]
> + [Rank/2]).  In the case of working with common items, the acrobat does
> not need to roll for success.
>
>    When working with dangerous items (such as knives, swords, lit torches=
,
> etc.), the acrobat must roll less than or equal to ([MD x 3] + [Rank x 4]=
)
> %.  If the acrobat fails this skill roll, a mishap (possibly dangerous to
> the acrobat) may occur.   The Acrobat must roll  ([AG + PC] x 2) to avoid
> a mishap.
>
> *c) Pole vaulting is the ability to use a pole or other such long object
> to assist in making vertical leaps and jumps. *
>
>    Pole vaulting enables the acrobat to assist his vertical leaps (see
> 154.6 above) by using a long pole that is constructed especially for that
> purpose and a good running start (20 to 30 feet).
>
>    As a general rule, the pole may be from 5 to 20 feet in length.  A
> vault is treated exactly as a vertical leap, except that the acrobat's
> height is considered to have been increased by the length of the pole.
>
>    However, because vaulting is more difficult than merely leaping
> vertically, the acrobat's Base Chance of success in the jump is reduced b=
y
> (Length of Pole in Feet x 2) %.
>
> *d) Stilt walking is the ability to manoeuvre on stilts.*
>
>    This ability allows the acrobat to maneuver with relative ease on a
> pair of stilts of up to [10 + (Rank x 2)] feet in height.  It is possible
> to walk on single stilt, but this has a Base Chance of ([AG x 2] + [Rank =
x
> 3]) %.
>
>    While walking on stilts, it costs 1 TMR point per 2 hexes traversed.  =
In
> combat, the character may move at a rate of 1 hex per Pulse on stilts
> (unless is Agility is 22 or more, in which case he can move at a rate of =
2
> hexes per Pulse).
>
> *e) Tightrope walking is the ability to walk across a piece of material o=
r
> an object that is very thin. *
>
>    Tightrope walking is an ability that is performed in much the same
> manner as crossing a narrow ledge (see 154.8).  The acrobat's Base Chance
> of success is equal to ([AG x 2] + [Rank x 3]/[Length of Tightrope in
> feet/10]) %.  The acrobat may increase this chance of success by +10% if
> he uses an appropriate object to help maintain his balance (for example, =
an
> umbrella, a long pole).  Note that the acrobat must be totally unhindered
> by armour in order to exercise this ability.
>
> *f) Acrobatic Spin is the ability to use acrobatics in Melee combat
> situations.*
>
>    Standing Spin over standing opponents (dodge between the legs of bigge=
r
> ones):  ([3 x AG] + [3 x Rank]) %, and acrobat is standing behind opponen=
t
> and may back attack if he wins IV, otherwise opponent changes facing and
> attacks at -2 to damage and -10% to strike because of shock.  This effect
> only occurs once with a particular opponent.
>
>    Back Spin: ([3 x AG] + [3 x Rank]) %.   This ability allows the acroba=
t
> to back flip up to 10 feet away and land facing in any direction he choos=
es.
>  The acrobat may attack, move up to half of his TMR or perform any other
> normal action.
>
> *g) Dodging is the ability to avoid missile objects, assuming the
> character is aware of the object and is prepared to dodge it (in combat t=
his
> requires the Evade action).  *
>
>    *Chance to dodge* =3D additional (2 x Rank) deduction from the opponen=
t=92s
> Strike Chance.**
>
> *h) Acrobatic Evading is the ability to avoid strikes in Melee Combat.*
>
>    An acrobat adds 2% x Rank to his defence.**
>
> *i) Trapeze Artistry is the ability to utilise a trapeze to perform all
> manner of tasks and stunts. *
>
>    The trapeze artistry ability allows an acrobat to use a trapeze
> skillfully.  He will be able to perform somersaults, twists, and other
> such tricks with little difficulty.  The acrobat's Base Chance of
> performing such feats is equal to [MD + (AG x 3) + Rank]%.
>
> This success chance should be modified by the GM according to the
> difficulty of the feat in question.
>
> *j) The Jumping Turn is a special acrobatic combat maneuver which enables
> a figure to leap past an opponent in order to better be able to grapple w=
ith
> him.*
>
>    The attacker either begins in his starting hex or moves into a hex fro=
m
> which he will jump (move up to 1/2 TMR and then jump).
>
> If the attacker does not move before jumping, his Base Chance of success =
is
> 3 x modified Agility. If he has a running start, his chance is 4 x modifi=
ed
> Agility.
>
>    If the attacker has the Initiative, or uses a running start, attacks
> against him for the turn are at -30. If an opponent has Initiative, he ma=
y
> attack normally before
>
> the attacker makes his Jumping Turn. In either case, the attacker gets no
> benefit from any shield he carries on the Pulse he executes a Jumping Tur=
n.
>
>    If the attacker=92s roll is a success, he is placed either to the righ=
t
> or the left of the hex that was in front of him. (ahead one, and one to
> either side.) He is placed facing the hex he passed over. If the roll is =
a
> Critical success (< 15% of the success chance), the attacker has landed
> perfectly.
>
>    If he is in the Rear hex of the defender, he may enter Close Combat an=
d
> immediately execute a Grapple attack.
>
>    If the attacker is Stunned before the Jumping Turn, he remains in the
> start hex.
>
>    If the roll fails, the attacker lands Prone in the target hex. However=
,
> if the attacker has acrobatic skill and misses his roll by 2 x skill Rank=
 or
> less, he remains standing, but facing away from his opponent.
>
>    If the jumping figure does not enter Close Combat immediately the
> following Pulse, the defender may elect to change facing to keep the
> attacker in a front hex.
>
>    Jumping Turn may not be used against a figure who is Evading.
>
> [94.9]* A character with the acrobat skill must spend an amount of time
> each morning warming up. *
>
>    An acrobat must spend a minimum amount of time equal to 30/(Rank x 3)
> minutes each morning limbering up.
>
>    If the acrobat fails to do so, he will suffer a penalty of -5% to his
> success chance with all abilities associated with the acrobat skill.  Thi=
s
> penalty is cumulative over successive days, up to a maximum of 25 days.  =
The
> acrobat may reduce this accumulated penalty by -5 for each subsequent day=
 in
> which he does the limbering up exercises.
>
> [94.10] *Characters with the acrobat skill and the climbing skill have
> additional abilities.*
>
>    Acrobats who also have Climbing skill can ascend and descend vertical
> and near vertical surfaces with startling speed, provided such surfaces h=
ave
> numerous protrusions (e.g., trees, very rough walls, etc.).  This ability
> is a short-term =93momentum=94 effect and requires a running start of at =
least a
> few feet on a solid surface.  Use the lesser of Acrobatics and Rope
> Mastery skill on the table below.
>
> *Rank       Effect*
>
> 6           Can run up or down a tree or very rough wall at one quarter
> TMR for two Pulses.  Must have readily accessible branches or
> outcroppings.
>
> 8            As above but can move at half TMR for four Pulses.
>
> 10          As above but can move at full TMR for six Pulses.
>
>
>   On Thu, Jul 22, 2010 at 2:20 PM, RPer 4eva <msnoverflow@gmail.com>wrote=
:
>
>>  I've come across this attitude before. I'm sure the same could be said
>> for half the skills we already have. If it adds to the complexity and
>> richness of the game and by the very nature of adding more choices means
>> less characters are the same then isn't it good. I think we should
>> worry more about if they're balanced.
>>
>> On Thu, Jul 22, 2010 at 2:10 PM, Jim Arona <jim.arona@gmail.com> wrote:
>>
>>> Don't see a need for any of it.
>>>
>>> On 22 July 2010 14:07, RPer 4eva <msnoverflow@gmail.com> wrote:
>>>
>>>> Well if I had to pick three off the top of my head I do like acrobat a=
s
>>>> acrobatics in troubador never really seemed to cut it. Mage hunter wou=
ld
>>>> probably be quite popular as something for non mages and Archer as cur=
rently
>>>> to my knowledge theres no way to improve on that as warrior doesn't wo=
rk for
>>>> ranged.
>>>>
>>>> I've tried to pick three different skills for 3 different reasons in
>>>> case one is somehow against the spirit of what we do. At the end of th=
e day
>>>> I think prehaps we need more input from others as I don't have much pr=
actise
>>>> at balancing new rules for DQ.
>>>>
>>>>
>>>> Dylan, if you think any of these could go into the campaign with a
>>>> little work, suggest no more than three specific skills, and we can ta=
ke an
>>>> in-depth look at them.
>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

--0015175cb25290ae87048bf0f6ff
Content-Type: text/html; charset=windows-1252
Content-Transfer-Encoding: quoted-printable

<div><font face=3D"georgia,serif">The presumption here is that if someone p=
rovides an addition to the rules that it is the obligation of the community=
 to explain why it should not be adopted.</font></div>
<div><font face=3D"georgia,serif">I think that it makes more sense for the =
proposer to justify why adding it to the ruleset is a good idea. And, it sh=
ould be a compelling case.=A0 A position along the lines of &#39;I think it=
&#39;d be really cool&#39; is too adolescent for words.<br>
</font><br></div>
<div class=3D"gmail_quote">On 22 July 2010 14:37, RPer 4eva <span dir=3D"lt=
r">&lt;<a href=3D"mailto:msnoverflow@gmail.com">msnoverflow@gmail.com</a>&g=
t;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div style=3D"BORDER-BOTTOM: black 1pt solid; BORDER-LEFT: medium none; PAD=
DING-BOTTOM: 2pt; PADDING-LEFT: 0cm; PADDING-RIGHT: 0cm; BORDER-TOP: medium=
 none; BORDER-RIGHT: medium none; PADDING-TOP: 0cm">Here are the skills. Ra=
ther than just knock all 3 can people tell me whats wrong with each please?=
=20
<h1 style=3D"MARGIN: 8pt 0cm 3pt"><span lang=3D"EN-US"><font size=3D"5" fac=
e=3D"Times New Roman">=A0138. Mage Hunter</font></span></h1></div>
<p style=3D"MARGIN: 3pt 0cm 1.5pt"><span><span style=3D"FONT-FAMILY: Arial;=
 FONT-SIZE: 10.5pt" lang=3D"EN-US"><span><strong>=A0=A0 </strong></span></s=
pan></span><font face=3D"Times New Roman"><span><span style=3D"FONT-WEIGHT:=
 normal" lang=3D"EN-US">A Mage-Hunter is a highly trained warrior who can o=
vercome hostile magic through martial discipline and indomitable willpower.=
 Part of the power of the Mage-Hunter comes from ritual purity. A Mage-Hunt=
er may never channel magical forces or use any magical item; this blank sla=
te becomes his shield, severing his connection with the world of the supern=
atural. In addition to this defense, he learns a variety of offensive techn=
iques that aid him when he is battling spell-using opponents.</span></span>=
<span lang=3D"EN-US"><strong> </strong></span></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[138.1]</span><span lang=3D"EN-US=
"><strong> <span>The character cannot possess any sort of spell-casting abi=
lity. </span></strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span><span lang=3D"=
EN-US"><font face=3D"Times New Roman"><span>=A0=A0 </span>Races or creature=
s with spell-like abilities (such as elves) cannot become Mage-Hunters. If =
the character ever acquires a level in a skill (like Troubadour) that grant=
s spell ability, he loses the skills=92 spell resistance and all Mage-Hunte=
r special abilities. In order to become a Mage-Hunter, a character must rec=
eive instruction from an experienced Mage-Hunter. </font></span></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[138.2]</span><span lang=3D"EN-US=
"><strong> In order for a character to become a <span>Mage Hunter he must p=
ossess a WP of 20 or higher. </span></strong></span></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[138.3]</span><strong><span lang=
=3D"EN-US"> </span><span><span lang=3D"EN-US">Mage Hunters add 2% per Rank =
to their magical resistance.</span></span></strong></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span><sp=
an style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[138.4] </span></span><span=
><span lang=3D"EN-US"><strong>The presence of a Mage Hunter increases the F=
atigue cost of spells.</strong></span></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span><span lang=3D"=
EN-US"><font face=3D"Times New Roman"><span>=A0=A0 </span>If a mage is with=
in 20 feet (+10 feet per Rank) of a mage hunter the mage must expend an ext=
ra 1 point of fatigue [+1 every 5 Ranks the Mage Hunter possesses] each tim=
e he casts a spell.</font></span></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span><sp=
an style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[138.5]</span><span lang=3D=
"EN-US"><strong> </strong></span></span><span><span lang=3D"EN-US"><strong>=
A Mage Hunter is a disrupting influence.</strong></span></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span><span lang=3D"=
EN-US"><font face=3D"Times New Roman"><span>=A0=A0 </span>Any mage immediat=
ely adjacent to a mage hunter must make a concentration check to cast a spe=
ll.<span>=A0 </span>For each Rank of the mage hunter 2% is subtracted from =
the mage=92s concentration check.</font></span></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span><sp=
an style=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[138.6]</span><span lang=3D=
"EN-US"><strong> </strong></span></span><span><span lang=3D"EN-US"><strong>=
The presence of a Mage Hunter increases the severity of any backfire from f=
ailed spells.</strong></span></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span><span lang=3D"EN-US"><span>=A0=A0 </span>Any mage within 2=
0 feet (+10 feet per Rank) of a mage hunter has 4 x the Rank of the mage hu=
nter added to his roll to determine backfire.</span></span><span lang=3D"EN=
-US"> </span></font></p>

<div style=3D"BORDER-BOTTOM: black 1pt solid; BORDER-LEFT: medium none; PAD=
DING-BOTTOM: 2pt; PADDING-LEFT: 0cm; PADDING-RIGHT: 0cm; BORDER-TOP: medium=
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<h1 style=3D"MARGIN: 8pt 0cm 3pt"><span lang=3D"EN-US"><font size=3D"5" fac=
e=3D"Times New Roman">98. Archery=A0 </font></span></h1></div>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Archery is the art of t=
he bow and may be used with any bow weapons.</font></span></p>
<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[98.1]</span><span lang=3D"EN-US"=
><strong> A character with the archery skill suffers the following restrict=
ions.</strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span><font face=3D"=
Times New Roman"><span><strong>=A0=A0 </strong></span>It is not possible to=
 add both Warrior and Archery bonuses at the same time, but should any bonu=
ses from both skills be applicable the character gains the benefit of the g=
reater.</font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[98.2]</span><span lang=3D"EN-US"=
><strong> A character with the Archery skill gains the following benefits:<=
/strong></span></font></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 36pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=
=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New=
 Roman">The Student&#39;s Base Chance with a bow is increased by 1% (+1/Ran=
k). </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 36pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=
=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New=
 Roman">The Student gains an =93engaged=94 initiative, whilst unengaged and=
 with a bow prepared. This is calculated in the normal way, [AG + PC + Weap=
on + other bonuses], using bow Rank for=A0the weapon and adding an addition=
al 1 (+1 per 2 full Ranks) with the Archery skill. </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 72pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;" lang=3D"=
EN-US"><span>o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=
=A0=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Tim=
es New Roman">Using this initiative value the Student may choose to act in =
the engaged portion of a Pulse rather than the unengaged portion, in order =
to fire into or otherwise effect melee combat. Only their initiative and th=
e timing of their actions are altered, any and all action restrictions are =
still based on them being unengaged. </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 36pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=
=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New=
 Roman">The Strike Chance penalty for shooting a target in a sheltered hex =
is reduced by 5% (+1 / Rank) provided that the shelter is predominantly a l=
inear obstacle between the Student and the target, and there is sufficient =
ceiling height for the Student to arch their shot. </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 36pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=
=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New=
 Roman">The penalty for shooting at an airborne target is reduced by 2% per=
 Rank.</font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 36pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=
=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New=
 Roman">At Rank 6 the Strike Chance penalty for shooting at long range is r=
educed to -2 per 5 hexes after first 5, and at Rank 9 it is reduced to -1 p=
er 5 hexes after first 5. </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 36pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=
=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New=
 Roman">At Rank 7 the Student may attempt a ranged Disarm attack. This is c=
alculated as for an engaged Disarm. </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 36pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=
=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New=
 Roman">At Ranks 4 and 8 the Student gains the ability to stack an addition=
al Aim action. </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 72pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;" lang=3D"=
EN-US"><span>o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=
=A0=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Tim=
es New Roman">No other actions may be taken between the Aim actions. </font=
></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 72pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;" lang=3D"=
EN-US"><span>o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=
=A0=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Tim=
es New Roman">Each additional Aim action increases their Strike Chance by +=
10, and raises the chances of Endurance and Specific Grievous damage by 5% =
of modified Strike Chance. </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 72pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;" lang=3D"=
EN-US"><span>o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=
=A0=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Tim=
es New Roman">(e.g. at Rank 4 the Student=A0 may use a Pass action to Aim l=
ike any other archer, then follow that with another Pass action to Aim agai=
n to gain a total of +30 to Strike Chance and raise their chances of Endura=
nce and Specific Grievous damage to 25% and 15% of modified Strike Chance r=
espectively). </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 36pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=
=B7<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=
=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Times New=
 Roman">At every 5 Ranks the Student gains an additional free action every =
Pulse. </font></span></p>

<p style=3D"TEXT-ALIGN: left; MARGIN: 5pt 0cm 5pt 72pt" class=3D"MsoNormal"=
 align=3D"left"><span style=3D"FONT-FAMILY: &#39;Courier New&#39;" lang=3D"=
EN-US"><span>o<span style=3D"FONT: 7pt &#39;Times New Roman&#39;">=A0=A0=A0=
=A0=A0=A0=A0=A0 </span></span></span><span lang=3D"EN-US"><font face=3D"Tim=
es New Roman">This action may only be used to Load, Aim, Fire, Evade, Prepa=
re or Unprepare a Bow.</font></span></p>

<div>
<div></div>
<div class=3D"h5">
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<h1 style=3D"MARGIN: 8pt 0cm 3pt"><span lang=3D"EN-US"><font size=3D"5" fac=
e=3D"Times New Roman">94. Acrobat</font></span></h1></div>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0=A0=A0 </span>The Acrobat is a =
rather unusual skill (let alone profession), albeit not entirely unknown am=
ongst adventurers.<span>=A0 </span>The acrobat skill involves the use of gy=
mnastic skills and natural physical abilities to</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span lang=3D"EN-US">entertain an audience.<span>=A0 </span>In m=
edieval times, the importance of jugglers, acrobats and similar performers =
was considerably greater than it is today, for they were a principal source=
 of entertainment at festive occasions.<span>=A0 </span>Most acrobats were =
attached to a</span><span lang=3D"EN-AU"> travelling</span><span lang=3D"EN=
-US"> company of some kind, but there were some that were appointed to perm=
anent positions (the court jester being a well-known example). </span></fon=
t></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>By their very nature, t=
he acrobat is an individual who is not afraid of heights, who values his ag=
ility and his skill at being able to balance, and whose overall skill while=
 being more entertainment oriented, certainly has its uses and applications=
 in combat.<span>=A0 </span>The skill can certainly be used to enhance thie=
ving abilities.<span>=A0 </span></font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.1]</span><span lang=3D"EN-US"=
><strong> A character who wishes to take the acrobat skill must meet certai=
n minimums in his Characteristics. </strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>A character who wishes =
to take the acrobat skill must be both extremely dexterous and agile as wel=
l.<span>=A0 </span>Thus, a character who wishes to take this skill must hav=
e a Manual Dexterity and an Agility of at least 15.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Any character who does =
not meet the minimum Characteristic requirements noted above may still take=
 the acrobat skill, but must expend an extra 10% in Experience Points to pr=
ogress Ranks.<span>=A0 </span>If the character has a Manual Dexterity or Ag=
ility of 22 or better, the</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">Experience Point cost to progress Ranks is =
reduced by 10%.<span>=A0 </span>These modifiers are not cumulative for high=
er than 22 values. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.2]</span><strong><span lang=
=3D"EN-US"> An acrobat must remain relatively unencumbered by armour or shi=
eld in order to</span><span lang=3D"EN-AU"> utilise</span><span lang=3D"EN-=
US"> any of his abilities. </span></strong></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span lang=3D"EN-US"><span>=A0=A0 </span>An acrobat finds it ext=
remely difficult to perform some of the tasks under this skill while being =
encumbered by armour or shields.<span>=A0 </span>With the exception where o=
therwise stated, an acrobat may only wear cloth/fur, soft leather or acroba=
tic mesh </span><span lang=3D"EN-AU">armour.<span>=A0 </span></span><span l=
ang=3D"EN-US">If he elects to wear armour of any other type, the acrobat is=
 then treated as being unranked in the Acrobat skill.<span>=A0 </span></spa=
n><span style=3D"COLOR: black" lang=3D"EN-US">Their skill requires the use =
of an open hand so acrobats may not use a shield, but may use a two-handed =
weapon. =A0</span><span lang=3D"EN-US">The following modifiers for armour a=
pply to the success chances for all abilities associated with this skill.<s=
pan>=A0=A0 </span></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span><b>Armour Type<span>=A0=
=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span>Modifie=
r</b></font></span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Wearing no armour<span>=
=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span>+5</font><=
/span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Wearing cloth armour<sp=
an>=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span>0</font></span><=
/p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Wearing soft leather ar=
mour<span>=A0=A0=A0=A0=A0 </span>-5</font></span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt"><span lang=3D"EN-US"><font face=3D"Times=
 New Roman"><span>=A0=A0 </span>Wearing acrobatic mesh<span>=A0=A0=A0=A0=A0=
=A0=A0=A0=A0=A0=A0 </span>-10</font></span></p>
<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.3]</span><span lang=3D"EN-US"=
><strong> A character with acrobat skill learns to climb in a skillful fash=
ion. </strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>A character with the ac=
robat skill may increase his chance of using the Climbing skill successfull=
y by (Rank x 2) %.<span>=A0=A0 </span></font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.4]</span><span lang=3D"EN-US"=
><strong> An acrobat learns to roll and go limp when falling from great hei=
ghts, and thus can reduce the damage taken from falling.<span>=A0=A0 </span=
></strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>An acrobat learns very =
early how to fall properly, by rolling with the fall and by having his body=
 go limp.<span>=A0 </span>The acrobat may subtract (Rank) points of damage =
that he would normally receive due to falling.<span>=A0 </span>If the resul=
tant number is zero or negative, the acrobat</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">sustains no damage from the fall. </font></=
span></p>
<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.5]</span><span lang=3D"EN-US"=
><strong> An acrobat increases the distance he may jump.</strong></span></f=
ont></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt 36pt" class=3D"MsoNormal"><span style=3D"=
FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=B7<span style=3D"FONT: 7pt &#39;=
Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span></span></span><fon=
t face=3D"Times New Roman"><u><span lang=3D"EN-US">Standing Leap</span></u>=
<span lang=3D"EN-US">: (5 feet +1 per Rank) + 1 foot for every AG point abo=
ve 20.</span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt 36pt" class=3D"MsoNormal"><span style=3D"=
FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=B7<span style=3D"FONT: 7pt &#39;=
Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span></span></span><fon=
t face=3D"Times New Roman"><u><span lang=3D"EN-US">Running Leap</span></u><=
span lang=3D"EN-US">: (8 feet +1 per Rank) +1 foot for every AG point above=
 20.</span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt 36pt" class=3D"MsoNormal"><span style=3D"=
FONT-FAMILY: Symbol" lang=3D"EN-US"><span>=B7<span style=3D"FONT: 7pt &#39;=
Times New Roman&#39;">=A0=A0=A0=A0=A0=A0=A0=A0=A0 </span></span></span><fon=
t face=3D"Times New Roman"><u><span lang=3D"EN-US">Upward Leap</span></u><s=
pan lang=3D"EN-US">: (5 feet +1 per every 2 Ranks) +1 foot for every 2 AG p=
oints above 20, and every 2 points of PS above 20.</span></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.6]</span><span lang=3D"EN-US"=
><strong> An acrobat is able to jump from a height without sustaining damag=
e.<span>=A0=A0 </span></strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Due to the acrobat&#39;=
s training, a character with the acrobat skill may jump from a height witho=
ut taking damage.<span>=A0 </span>The maximum height that he may jump in th=
is manner is equal to [10 + (Rank x 4)] feet. This assumes the acrobat is j=
umping onto solid matter; if he is jumping into water or some other similar=
 substance, he may jump down up to (15 + [Rank x 8]) feet.<span>=A0 </span>=
The Base Chance of successfully using this ability is equal to ([AG x 5] + =
[Rank x 3])%.<span>=A0 </span>If the character fails this roll, he has land=
ed incorrectly and will suffer damage as if he had fallen from the appropri=
ate height (see 154.4 above). </font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>This ability has a TMR =
cost of 1 for each 15 feet (or fraction thereof) jumped in this fashion.<sp=
an>=A0 </span>In order to get his bearings, the acrobat must perform a Pass=
 action immediately prior to jumping.<span>=A0 </span>If he fails to do so,=
 this will once again result in the drop being treated as a fall from the a=
ppropriate height.<span>=A0 </span>If the jump is less than one-half of the=
 maximum height the acrobat can drop, he may land on his feet.<span>=A0 </s=
pan>Otherwise, he will land rolling, and must then Rise from a prone positi=
on.<span>=A0 </span></font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.7]</span><span lang=3D"EN-US"=
><strong> An acrobat is skilled at walking and crossing over narrow ledges.=
 </strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>A character with acroba=
t skill can cross over narrow ledges.<span>=A0 </span>The Base Chance to us=
e this skill successfully is equal to [(AG x 3) + (Rank x 3)/(Length of Led=
ge in feet/10)]%.<span>=A0 </span>This success chance is determined on the =
basis of a base ledge width of 4 inches.<span>=A0 </span>If the ledge is wi=
der or narrower, the success chance should be</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">increased/reduced accordingly by 5% per inc=
h of difference.<span>=A0 </span>If the GM&#39;s roll is greater than the s=
uccess percentage, the acrobat has slipped and fallen.<span>=A0 </span>To d=
etermine the point at which he does so, roll percentile dice, round the num=
ber off to the nearest 10%, and multiply the resulting percentage by the le=
ngth of the object he is attempting to cross.<span>=A0=A0 </span></font></s=
pan></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.8]</span><span lang=3D"EN-US"=
><strong> A character with acrobat skill acquires a number of specific addi=
tional abilities as he increases in Rank.<span>=A0=A0 </span></strong></spa=
n></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>A character with the ac=
robat skill gains certain abilities as he increases in Rank with the skill.=
<span>=A0 </span>The character begins with one of the following abilities a=
t Rank 0.<span>=A0 </span>He may acquire one further ability every 3 Ranks.=
<span>=A0 </span>After the character achieves Rank 10, he may gain addition=
al abilities by expending 1800 Experience Points per ability. </font></span=
></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>The character may gain =
the following abilities:<span>=A0 </span>Escapology, Stilt Walking, Jugglin=
g, Tightrope Walking, Pole Vaulting, Spins, Dodges, Evades, Trapeze Artistr=
y and Jumping Spin. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><span lang=3D"EN-US"><strong><font face=
=3D"Times New Roman">a) Escapology is the art of freeing oneself from bodil=
y restraints through contortions of the body, manual dexterity, and sheer s=
kill.<span>=A0=A0 </span></font></strong></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span lang=3D"EN-US"><span>=A0=A0 </span>While this ability is n=
ot contortions in and of itself, it is the ability to be able to</span><spa=
n lang=3D"EN-AU"> manoeuvre</span><span lang=3D"EN-US"> one&#39;s body to d=
o all manner of tasks that might appear physically impossible.<span>=A0 </s=
pan>A character could not pick a lock using this ability, but could slip fr=
ee of any bonds that the</span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">lock secures.<span>=A0 </span>An acrobat&#3=
9;s Base Chance of using this ability successfully is equal to (MD + [AG x =
2] + [Rank x 4]) %.<span>=A0 </span>The GM should modify this chance depend=
ing on the strength, tightness and number of restraints on the acrobat.<spa=
n>=A0 </span>The acrobat may attempt to escape in some fashion once every 6=
0/(Rank x 5) minutes. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><span lang=3D"EN-US"><strong><font face=
=3D"Times New Roman">b) Juggling is the ability to skillfully juggle a numb=
er of objects successfully.<span>=A0=A0 </span></font></strong></span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>As a general rule, jugg=
ling is the ability to juggle common items in a fashion so as to entertain =
and not drop the items in question.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">The character may skillfully juggle a numbe=
r of items equal to ([Agility/5] + [Rank/2]).<span>=A0 </span>In the case o=
f working with common items, the acrobat does not need to roll for success.=
<span>=A0=A0 </span></font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>When working with dange=
rous items (such as knives, swords, lit torches, etc.), the acrobat must ro=
ll less than or equal to ([MD x 3] + [Rank x 4]) %.<span>=A0 </span>If the =
acrobat fails this skill roll, a mishap (possibly dangerous to the acrobat)=
 may occur.<span>=A0=A0 </span>The Acrobat must roll<span>=A0 </span>([AG +=
 PC] x 2) to avoid a mishap.</font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><span lang=3D"EN-US"><strong><font face=
=3D"Times New Roman">c) Pole vaulting is the ability to use a pole or other=
 such long object to assist in making vertical leaps and jumps. </font></st=
rong></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Pole vaulting enables t=
he acrobat to assist his vertical leaps (see 154.6 above) by using a long p=
ole that is constructed especially for that purpose and a good running star=
t (20 to 30 feet). </font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>As a general rule, the =
pole may be from 5 to 20 feet in length.<span>=A0 </span>A vault is treated=
 exactly as a vertical leap, except that the acrobat&#39;s height is consid=
ered to have been increased by the length of the pole.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>However, because vaulti=
ng is more difficult than merely leaping vertically, the acrobat&#39;s Base=
 Chance of success in the jump is reduced by (Length of Pole in Feet x 2) %=
. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><strong><font face=3D"Times New Roman"><=
span lang=3D"EN-US">d) Stilt walking is the ability to</span><span lang=3D"=
EN-AU"> manoeuvre</span><span lang=3D"EN-US"> on stilts.</span></font></str=
ong></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>This ability allows the=
 acrobat to maneuver with relative ease on a pair of stilts of up to [10 + =
(Rank x 2)] feet in height.<span>=A0 </span>It is possible to walk on singl=
e stilt, but this has a Base Chance of ([AG x 2] + [Rank x 3]) %.<span>=A0=
=A0 </span></font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>While walking on stilts=
, it costs 1 TMR point per 2 hexes traversed.<span>=A0 </span>In combat, th=
e character may move at a rate of 1 hex per Pulse on stilts (unless is Agil=
ity is 22 or more, in which case he can move at a rate of 2 hexes per Pulse=
). </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><span lang=3D"EN-US"><strong><font face=
=3D"Times New Roman">e) Tightrope walking is the ability to walk across a p=
iece of material or an object that is very thin. </font></strong></span></p=
>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Tightrope walking is an=
 ability that is performed in much the same manner as crossing a narrow led=
ge (see 154.8).<span>=A0 </span>The acrobat&#39;s Base Chance of success is=
 equal to ([AG x 2] + [Rank x 3]/[Length of Tightrope in feet/10]) %.<span>=
=A0 </span>The acrobat may increase this chance of success by +10% if he us=
es an appropriate object to help maintain his balance (for example, an umbr=
ella, a long pole).<span>=A0 </span>Note that the acrobat must be totally u=
nhindered by armour in order to exercise this ability. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><span lang=3D"EN-US"><strong><font face=
=3D"Times New Roman">f) Acrobatic Spin is the ability to use acrobatics in =
Melee combat situations.</font></strong></span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span style=3D"COLOR=
: black" lang=3D"EN-US"><font face=3D"Times New Roman"><span>=A0=A0 </span>=
Standing Spin over standing opponents (dodge between the legs of bigger one=
s): =A0([3 x AG] + [3 x Rank]) %, and acrobat is standing behind opponent a=
nd may back attack if he wins IV, otherwise opponent changes facing and att=
acks at -2 to damage and -10% to strike because of shock.<span>=A0 </span>T=
his effect only occurs once with a particular opponent.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span style=3D"COLOR: black" lang=3D"EN-US"><span>=A0=A0 </span>=
Back Spin: ([3 x AG] + [3 x Rank]) %. =A0=A0This ability allows the acrobat=
 to back flip up to 10 feet away and land facing in any direction he choose=
s. =A0The acrobat may attack, move up to half of his TMR or perform any oth=
er normal action.</span><span style=3D"COLOR: black" lang=3D"EN-US"></span>=
</font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><span lang=3D"EN-US"><strong><font face=
=3D"Times New Roman">g) Dodging is the ability to avoid missile objects, as=
suming the character is aware of the object and is prepared to dodge it (in=
 combat this requires the Evade action).<span>=A0 </span></font></strong></=
span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span lang=3D"EN-US"><span>=A0=A0 </span><i>Chance to dodge</i> =
=3D additional (2 x Rank) deduction from the opponent=92s Strike Chance.</s=
pan><b><span lang=3D"EN-US"></span></b></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><span lang=3D"EN-US"><strong><font face=
=3D"Times New Roman">h) Acrobatic Evading is the ability to avoid strikes i=
n Melee Combat.</font></strong></span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><font face=3D"Times =
New Roman"><span lang=3D"EN-US"><span>=A0=A0 </span>An acrobat adds 2% x Ra=
nk to his</span><span lang=3D"EN-AU"> defence</span><span lang=3D"EN-US">.<=
/span><b><span lang=3D"EN-US"></span></b></font></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><strong><font face=3D"Times New Roman"><=
span lang=3D"EN-US">i) Trapeze Artistry is the ability to</span><span lang=
=3D"EN-AU"> utilise</span><span lang=3D"EN-US"> a trapeze to perform all ma=
nner of tasks and stunts. </span></font></strong></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>The trapeze artistry ab=
ility allows an acrobat to use a trapeze skillfully.<span>=A0 </span>He wil=
l be able to perform somersaults, twists, and other such tricks with little=
 difficulty.<span>=A0 </span>The acrobat&#39;s Base Chance of performing su=
ch feats is equal to [MD + (AG x 3) + Rank]%.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-AU"=
><font face=3D"Times New Roman">This success chance should be modified by t=
he GM according to the difficulty of the feat in question. </font></span></=
p>
<p style=3D"MARGIN: 3pt 0cm 1.5pt"><span lang=3D"EN-US"><strong><font face=
=3D"Times New Roman">j) The Jumping Turn is a special acrobatic combat mane=
uver which enables a figure to leap past an opponent in order to better be =
able to grapple with him.</font></strong></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>The attacker either beg=
ins in his starting hex or moves into a hex from which he will jump (move u=
p to 1/2 TMR and then jump).</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">If the attacker does not move before jumpin=
g, his Base Chance of success is 3 x modified Agility. If he has a running =
start, his chance is 4 x modified Agility.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>If the attacker has the=
 Initiative, or uses a running start, attacks against him for the turn are =
at -30. If an opponent has Initiative, he may attack normally before</font>=
</span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">the attacker makes his Jumping Turn. In eit=
her case, the attacker gets no benefit from any shield he carries on the Pu=
lse he executes a Jumping Turn.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>If the attacker=92s rol=
l is a success, he is placed either to the right or the left of the hex tha=
t was in front of him. (ahead one, and one to either side.) He is placed fa=
cing the hex he passed over. If the roll is a Critical success (&lt; 15% of=
 the success chance), the attacker has landed perfectly.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>If he is in the Rear he=
x of the defender, he may enter Close Combat and immediately execute a Grap=
ple attack.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>If the attacker is Stun=
ned before the Jumping Turn, he remains in the start hex.</font></span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>If the roll fails, the =
attacker lands Prone in the target hex. However, if the attacker has acroba=
tic skill and misses his roll by 2 x skill Rank or less, he remains standin=
g, but facing away from his opponent.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>If the jumping figure d=
oes not enter Close Combat immediately the following Pulse, the defender ma=
y elect to change facing to keep the attacker in a front hex.</font></span>=
</p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Jumping Turn may not be=
 used against a figure who is Evading.</font></span></p>
<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.9]</span><span lang=3D"EN-US"=
><strong> A character with the acrobat skill must spend an amount of time e=
ach morning warming up. </strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>An acrobat must spend a=
 minimum amount of time equal to 30/(Rank x 3) minutes each morning limberi=
ng up. </font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>If the acrobat fails to=
 do so, he will suffer a penalty of -5% to his success chance with all abil=
ities associated with the acrobat skill.<span>=A0 </span>This penalty is cu=
mulative over successive days, up to a maximum of 25 days.<span>=A0 </span>=
The acrobat may reduce this accumulated penalty by -5 for each subsequent d=
ay in which he does the limbering up exercises. </font></span></p>

<p style=3D"MARGIN: 3pt 0cm 1.5pt"><font face=3D"Times New Roman"><span sty=
le=3D"FONT-WEIGHT: normal" lang=3D"EN-US">[94.10] </span><span lang=3D"EN-U=
S"><strong>Characters with the acrobat skill and the climbing skill have ad=
ditional abilities.</strong></span></font></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman"><span>=A0=A0 </span>Acrobats who also have =
Climbing skill can ascend and descend vertical and near vertical surfaces w=
ith startling speed, provided such surfaces have numerous protrusions (e.g.=
, trees, very rough walls, etc.).<span>=A0 </span>This ability is a short-t=
erm =93momentum=94 effect and requires a running start of at least a few fe=
et on a solid surface. <span>=A0</span>Use the lesser of Acrobatics and Rop=
e Mastery skill on the table below. </font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><b><span lang=3D"EN-=
US"><font face=3D"Times New Roman">Rank<span>=A0=A0=A0=A0=A0=A0 </span>Effe=
ct</font></span></b></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">6<span>=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0 </spa=
n>Can run up or down a tree or very rough wall at one quarter TMR for two P=
ulses.<span>=A0 </span>Must have readily accessible branches or outcropping=
s.</font></span></p>

<p style=3D"MARGIN: 0cm 0cm 1.5pt" class=3D"MsoNormal"><span lang=3D"EN-US"=
><font face=3D"Times New Roman">8<span>=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0=A0 </=
span>As above but can move at half TMR for four Pulses.</font></span></p>
<p style=3D"MARGIN: 0cm 0cm 1.5pt 18pt" class=3D"MsoNormal"><span lang=3D"E=
N-US"><font face=3D"Times New Roman">10<span>=A0=A0=A0=A0=A0=A0=A0=A0=A0 </=
span>As above but can move at full TMR for six Pulses.</font></span></p><br=
><br></div></div>
<div>
<div></div>
<div class=3D"h5">
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:20 PM, RPer 4eva <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:msnoverflow@gmail.com" target=3D"_blank"=
>msnoverflow@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div>
<div></div>
<div>I&#39;ve come across this attitude before. I&#39;m sure the same could=
 be said for half the skills we already have. If it adds to the complexity =
and richness of the game and by the very nature of adding more choices mean=
s less characters are the same then isn&#39;t it good. I think we should wo=
rry=A0more about if they&#39;re balanced.<br>
<br>
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:10 PM, Jim Arona <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:jim.arona@gmail.com" target=3D"_blank">j=
im.arona@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote"><font face=3D"georgia,serif">Don=
&#39;t see a need for any of it.<br></font>
<div>
<div></div>
<div><br>
<div class=3D"gmail_quote">On 22 July 2010 14:07, RPer 4eva <span dir=3D"lt=
r">&lt;<a href=3D"mailto:msnoverflow@gmail.com" target=3D"_blank">msnoverfl=
ow@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div>Well if I had to pick three off the top of my head I do like acrobat a=
s acrobatics in troubador never really seemed to cut it. Mage hunter would =
probably be quite popular as something for non mages and Archer as currentl=
y to my knowledge theres no way to improve on that as warrior doesn&#39;t w=
ork for ranged.</div>

<div>=A0</div>
<div>I&#39;ve tried to pick three different skills for 3 different reasons =
in case one is somehow against the spirit of what we do. At the end of the =
day I think prehaps we need more input from others as I don&#39;t have much=
 practise at balancing new rules for DQ.</div>

<div>=A0</div>
<div>=A0</div>
<div><font color=3D"navy" face=3D"Arial"><span style=3D"FONT-FAMILY: Arial;=
 COLOR: navy; FONT-SIZE: 10pt">Dylan, if you think any of these could go in=
to the campaign with a little work, suggest no more than three specific ski=
lls, and we can take an in-depth look at them.</span></font></div>

<div class=3D"gmail_quote">
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div lang=3D"EN-US" link=3D"blue" vlink=3D"purple">
<div>=A0</div></div></blockquote></div></blockquote></div><br></div></div><=
/blockquote></div><br></div></div></blockquote></div><br></div></div></bloc=
kquote></div><br>

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SubjectRe: [dq] skills
FromMartin Dickson
DateThu, 22 Jul 2010 14:50:22 +1200
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IMO there's a sort of "litmus test" around whether a particular skill is
sufficiently important to the kind of game world, and style of fantasy play
that we have in the campaign to warrant the complexity that Jim mentions.

For example, the Artisan skill was written the way it is because there were
sufficient people who wanted to have a defined, in-game, ability with
baking, or hat-making, or embalming, or cutting hair, etc, etc that having
some way of representing this skill in-game was desirable, but the
individual abilities did not warrant their own separate skills as they were
primarily for flavour and interest, and not core adventuring abilities. The
compromise was to have a single DQ skill to represent all these crafting /
gathering / service abilities, with the inevitable trade-off that the exact
representation of hairdressing would leave something to be desired.

The question then for, Acrobat, to use your first example: is the
representation of acrobatics currently within Troubadour sufficient for the
general / mainstream of the game?  Tumbling and Juggling for example are not
generally seen as primary abilities -- they may be handy to have, but don't
stand at a level equivalent to a college, or warrior, or healer...

Now that may not be sufficient if ones personal character concept is less
generic-European-fantasy and more Flying Tiger Hidden Dragon, but in that
case, as Jim says, special quest / non-mainstream options may be needed to
round out the character's skill set.

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IMO there&#39;s a sort of &quot;litmus test&quot; around whether a particul=
ar skill is sufficiently important to the kind of game world, and style of =
fantasy play that we have in the campaign to warrant the complexity that Ji=
m mentions.<br>
<br>For example, the Artisan skill was written the way it is because there =
were sufficient people who wanted to have a defined, in-game, ability with =
baking, or hat-making, or embalming, or cutting hair, etc, etc that having =
some way of representing this skill in-game was desirable, but the individu=
al abilities did not warrant their own separate skills as they were primari=
ly for flavour and interest, and not core adventuring abilities. The compro=
mise was to have a single DQ skill to represent all these crafting / gather=
ing / service abilities, with the inevitable trade-off that the exact repre=
sentation of hairdressing would leave something to be desired.<br>
<br>The question then for, Acrobat, to use your first example: is the repre=
sentation of acrobatics currently within Troubadour sufficient for the gene=
ral / mainstream of the game?=A0 Tumbling and Juggling for example are not =
generally seen as primary abilities -- they may be handy to have, but don&#=
39;t stand at a level equivalent to a college, or warrior, or healer... <br=
>
<br>Now that may not be sufficient if ones personal character concept is le=
ss generic-European-fantasy and more Flying Tiger Hidden Dragon, but in tha=
t case, as Jim says, special quest / non-mainstream options may be needed t=
o round out the character&#39;s skill set.<br>
<br><br>

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SubjectRe: [dq] skills
FromMartin Dickson
DateThu, 22 Jul 2010 15:05:22 +1200
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On Thu, Jul 22, 2010 at 2:37 PM, RPer 4eva <msnoverflow@gmail.com> wrote:

> Here are the skills. Rather than just knock all 3 can people tell me whats
> wrong with each please?
>

Very happy to tell you what's wrong with Archery at least:  I
*wrote<http://homepages.ihug.co.nz/%7Eapollyon/dq_index.html>*
the friggin thing, (as
Kyujutsu<http://homepages.ihug.co.nz/%7Eapollyon/vault/Kyujutsu.html>)
and whoever is reusing it here appears to be in violation of the attribution
requirement of the creative commons license under which it appears on the
intra-webs.  :)

(Yes, this version is slightly altered, which is just fine, but that doesn't
abrogate the attribution requirement -- and btw, the Kyujutsu version is in
the Guild GM's guide).


As for Mage Hunter... *snerk*....

"A Mage-Hunter may never channel magical forces *or use any magical item*
..."

"If a mage is within 20 feet (+10 feet per Rank) of a mage hunter the mage
must expend an extra 1 point of fatigue [+1 every 5 Ranks the Mage Hunter
possesses] each time he casts a spell."

"Any mage within 20 feet (+10 feet per Rank) of a mage hunter has 4 x the
Rank of the mage hunter added to his roll to determine backfire."

On the bright side it would give someone new for everyone to hate -- well,
the 90% of the guild that are magic users at least...


Cheers,
Martin

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<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:37 PM, RPer 4eva <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:msnoverflow@gmail.com">msnoverflow@gmail=
.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"ma=
rgin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding=
-left: 1ex;">
<div style=3D"border-width: medium medium 1pt; border-style: none none soli=
d; border-color: -moz-use-text-color -moz-use-text-color black; padding: 0c=
m 0cm 2pt;">
Here are the skills. Rather than just knock all 3 can people tell me whats =
wrong with each please?=20
</div></blockquote><div><br>Very happy to tell you what&#39;s wrong with Ar=
chery at least:=A0 I *<a href=3D"http://homepages.ihug.co.nz/%7Eapollyon/dq=
_index.html">wrote</a>* the friggin thing, (as <a href=3D"http://homepages.=
ihug.co.nz/%7Eapollyon/vault/Kyujutsu.html">Kyujutsu</a>) and whoever is re=
using it here appears to be in violation of the attribution requirement of =
the creative commons license under which it appears on the intra-webs.=A0 :=
)<br>
<br>(Yes, this version is slightly altered, which is just fine, but that do=
esn&#39;t abrogate the attribution requirement -- and btw, the Kyujutsu ver=
sion is in the Guild GM&#39;s guide).<br><br><br>As for Mage Hunter... *sne=
rk*....<br>
<br>&quot;A Mage-Hunter may never channel magical forces <b>or use any magi=
cal item</b>...&quot;<br><br>&quot;If a mage is within 20 feet (+10 feet pe=
r Rank) of a mage hunter the mage must expend an extra 1 point of fatigue [=
+1 every 5 Ranks the Mage Hunter possesses] each time he casts a spell.&quo=
t;<br>
<br>&quot;Any mage within 20 feet (+10 feet per Rank) of a mage hunter has =
4 x the Rank of the mage hunter added to his roll to determine backfire.&qu=
ot;<br><br>On the bright side it would give someone new for everyone to hat=
e -- well, the 90% of the guild that are magic users at least...<br>
<br><br>Cheers,<br>Martin<br></div></div>

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SubjectRe: [dq] skills
FromRPer 4eva
DateThu, 22 Jul 2010 15:14:00 +1200
--0015175ccf4c4e6baf048bf14f7f
Content-Type: text/plain; charset=ISO-8859-1

If one was to quest for the learning and then come back and teach others
could it become a skill? Personaly I'd like acrobatics more than most skills
on the list. I assume there are a few other characters who for one reason or
another don't want heavy armor and might like to benefit a bit from that
choice.If the main concern is that they aren't powerful enough surely thats
a player choice and even if they decide to "hamper" themselves. I withdraw
Archery if we already have kyujutsu. One of the people I play with will be
most interested in having that skill. Yeah mage hunter would have to be
tuned. Then again how many people tool around with black rock. I think from
memory that does bad things to mages within 10 ft. I think Scott has a giant
sword made of it.

On Thu, Jul 22, 2010 at 2:50 PM, Martin Dickson <martin.dickson@gmail.com>wrote:

> IMO there's a sort of "litmus test" around whether a particular skill is
> sufficiently important to the kind of game world, and style of fantasy play
> that we have in the campaign to warrant the complexity that Jim mentions.
>
> For example, the Artisan skill was written the way it is because there were
> sufficient people who wanted to have a defined, in-game, ability with
> baking, or hat-making, or embalming, or cutting hair, etc, etc that having
> some way of representing this skill in-game was desirable, but the
> individual abilities did not warrant their own separate skills as they were
> primarily for flavour and interest, and not core adventuring abilities. The
> compromise was to have a single DQ skill to represent all these crafting /
> gathering / service abilities, with the inevitable trade-off that the exact
> representation of hairdressing would leave something to be desired.
>
> The question then for, Acrobat, to use your first example: is the
> representation of acrobatics currently within Troubadour sufficient for the
> general / mainstream of the game?  Tumbling and Juggling for example are not
> generally seen as primary abilities -- they may be handy to have, but don't
> stand at a level equivalent to a college, or warrior, or healer...
>
> Now that may not be sufficient if ones personal character concept is less
> generic-European-fantasy and more Flying Tiger Hidden Dragon, but in that
> case, as Jim says, special quest / non-mainstream options may be needed to
> round out the character's skill set.
>
>
>

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If one was to quest for the learning and then come back and teach others co=
uld it become a skill? Personaly I&#39;d like acrobatics more than most ski=
lls on the list. I assume there are a few other characters who for one reas=
on or another don&#39;t want heavy armor and might like to benefit a bit fr=
om that choice.If the main concern is that they aren&#39;t powerful enough =
surely thats a player choice and even if they decide to &quot;hamper&quot; =
themselves. I withdraw Archery if we already have kyujutsu. One of the peop=
le I play with will be most interested in having that skill.=A0Yeah mage hu=
nter would have to be tuned. Then again how many people tool around with bl=
ack rock. I think from memory that does bad things to mages within 10 ft. I=
 think Scott has a giant sword made of it.<br>
<br>
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:50 PM, Martin Dickson =
<span dir=3D"ltr">&lt;<a href=3D"mailto:martin.dickson@gmail.com" target=3D=
"_blank">martin.dickson@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">IMO there&#39;s a sort of &quot;=
litmus test&quot; around whether a particular skill is sufficiently importa=
nt to the kind of game world, and style of fantasy play that we have in the=
 campaign to warrant the complexity that Jim mentions.<br>
<br>For example, the Artisan skill was written the way it is because there =
were sufficient people who wanted to have a defined, in-game, ability with =
baking, or hat-making, or embalming, or cutting hair, etc, etc that having =
some way of representing this skill in-game was desirable, but the individu=
al abilities did not warrant their own separate skills as they were primari=
ly for flavour and interest, and not core adventuring abilities. The compro=
mise was to have a single DQ skill to represent all these crafting / gather=
ing / service abilities, with the inevitable trade-off that the exact repre=
sentation of hairdressing would leave something to be desired.<br>
<br>The question then for, Acrobat, to use your first example: is the repre=
sentation of acrobatics currently within Troubadour sufficient for the gene=
ral / mainstream of the game?=A0 Tumbling and Juggling for example are not =
generally seen as primary abilities -- they may be handy to have, but don&#=
39;t stand at a level equivalent to a college, or warrior, or healer... <br=
>
<br>Now that may not be sufficient if ones personal character concept is le=
ss generic-European-fantasy and more Flying Tiger Hidden Dragon, but in tha=
t case, as Jim says, special quest / non-mainstream options may be needed t=
o round out the character&#39;s skill set.<br>
<br><br></blockquote></div><br>

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SubjectRe: [dq] skills
FromRPer 4eva
DateThu, 22 Jul 2010 15:16:16 +1200
--0015175cdd646c4bec048bf157d6
Content-Type: text/plain; charset=ISO-8859-1

What other skills are there that aren't in the main list? Why are they
seperate?

On Thu, Jul 22, 2010 at 3:14 PM, RPer 4eva <msnoverflow@gmail.com> wrote:

>  If one was to quest for the learning and then come back and teach others
> could it become a skill? Personaly I'd like acrobatics more than most skills
> on the list. I assume there are a few other characters who for one reason or
> another don't want heavy armor and might like to benefit a bit from that
> choice.If the main concern is that they aren't powerful enough surely thats
> a player choice and even if they decide to "hamper" themselves. I withdraw
> Archery if we already have kyujutsu. One of the people I play with will be
> most interested in having that skill. Yeah mage hunter would have to be
> tuned. Then again how many people tool around with black rock. I think from
> memory that does bad things to mages within 10 ft. I think Scott has a giant
> sword made of it.
>
> On Thu, Jul 22, 2010 at 2:50 PM, Martin Dickson <martin.dickson@gmail.com>wrote:
>
>> IMO there's a sort of "litmus test" around whether a particular skill is
>> sufficiently important to the kind of game world, and style of fantasy play
>> that we have in the campaign to warrant the complexity that Jim mentions.
>>
>> For example, the Artisan skill was written the way it is because there
>> were sufficient people who wanted to have a defined, in-game, ability with
>> baking, or hat-making, or embalming, or cutting hair, etc, etc that having
>> some way of representing this skill in-game was desirable, but the
>> individual abilities did not warrant their own separate skills as they were
>> primarily for flavour and interest, and not core adventuring abilities. The
>> compromise was to have a single DQ skill to represent all these crafting /
>> gathering / service abilities, with the inevitable trade-off that the exact
>> representation of hairdressing would leave something to be desired.
>>
>> The question then for, Acrobat, to use your first example: is the
>> representation of acrobatics currently within Troubadour sufficient for the
>> general / mainstream of the game?  Tumbling and Juggling for example are not
>> generally seen as primary abilities -- they may be handy to have, but don't
>> stand at a level equivalent to a college, or warrior, or healer...
>>
>> Now that may not be sufficient if ones personal character concept is less
>> generic-European-fantasy and more Flying Tiger Hidden Dragon, but in that
>> case, as Jim says, special quest / non-mainstream options may be needed to
>> round out the character's skill set.
>>
>>
>>
>

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What other skills are there that aren&#39;t in the main list? Why are they =
seperate?<br><br>
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 3:14 PM, RPer 4eva <span=
 dir=3D"ltr">&lt;<a href=3D"mailto:msnoverflow@gmail.com">msnoverflow@gmail=
.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">
<div>
<div></div>
<div class=3D"h5">If one was to quest for the learning and then come back a=
nd teach others could it become a skill? Personaly I&#39;d like acrobatics =
more than most skills on the list. I assume there are a few other character=
s who for one reason or another don&#39;t want heavy armor and might like t=
o benefit a bit from that choice.If the main concern is that they aren&#39;=
t powerful enough surely thats a player choice and even if they decide to &=
quot;hamper&quot; themselves. I withdraw Archery if we already have kyujuts=
u. One of the people I play with will be most interested in having that ski=
ll.=A0Yeah mage hunter would have to be tuned. Then again how many people t=
ool around with black rock. I think from memory that does bad things to mag=
es within 10 ft. I think Scott has a giant sword made of it.<br>
<br>
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:50 PM, Martin Dickson =
<span dir=3D"ltr">&lt;<a href=3D"mailto:martin.dickson@gmail.com" target=3D=
"_blank">martin.dickson@gmail.com</a>&gt;</span> wrote:<br>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">IMO there&#39;s a sort of &quot;=
litmus test&quot; around whether a particular skill is sufficiently importa=
nt to the kind of game world, and style of fantasy play that we have in the=
 campaign to warrant the complexity that Jim mentions.<br>
<br>For example, the Artisan skill was written the way it is because there =
were sufficient people who wanted to have a defined, in-game, ability with =
baking, or hat-making, or embalming, or cutting hair, etc, etc that having =
some way of representing this skill in-game was desirable, but the individu=
al abilities did not warrant their own separate skills as they were primari=
ly for flavour and interest, and not core adventuring abilities. The compro=
mise was to have a single DQ skill to represent all these crafting / gather=
ing / service abilities, with the inevitable trade-off that the exact repre=
sentation of hairdressing would leave something to be desired.<br>
<br>The question then for, Acrobat, to use your first example: is the repre=
sentation of acrobatics currently within Troubadour sufficient for the gene=
ral / mainstream of the game?=A0 Tumbling and Juggling for example are not =
generally seen as primary abilities -- they may be handy to have, but don&#=
39;t stand at a level equivalent to a college, or warrior, or healer... <br=
>
<br>Now that may not be sufficient if ones personal character concept is le=
ss generic-European-fantasy and more Flying Tiger Hidden Dragon, but in tha=
t case, as Jim says, special quest / non-mainstream options may be needed t=
o round out the character&#39;s skill set.<br>
<br><br></blockquote></div><br></div></div></blockquote></div><br>

--0015175cdd646c4bec048bf157d6--


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SubjectRe: [dq] skills
FromJim Arona
DateThu, 22 Jul 2010 22:50:26 +1200
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It depends on the skill but in general, no.
The skill set in the game is adequate to the task, generally speaking. It
would only happen if there were skills or abilities that should be part of
the general game but are somehow missing.
Consider this:

   - There is no critical path of development in DQ. In other words, aside
   from the Experience cost and the time it takes, your Rank in one Skill does
   not negatively affect your Rank in any other Skill. You could, were you
   happy to spend the Ranking time and Experience, advance Healer and Assassin,
   even though most people would find this an unusual combination.
   - The extremely long play history of characters and the (generally)
   quadratic cost of development means that the most cost-effective use of your
   Experience and time is spent on the initial Ranks.

This means that, given this Acrobat Skill, and considering that it generates
a benefit (or utility) to whoever knows it, then it will be acquired by
every PC who has even the most tepid interest eventually.  Being an Acrobat
is no longer a point of difference between characters, it  becomes *de
rigeur*.
If a player has to quest to become an Acrobat, then a point of difference is
established, not necessarily with all other characters, but with most. And
that is a good thing.
Adding something to the ruleset defines something about the world we play
in. Because we have a Healer skill, for example, then raising the dead is
not an unheard of activity, it is a part of the world. Depending on how the
DM sets these things, the frequency with which these things are encountered
can vary from being dead common to rare as hen's teeth. But, whatever else
they are, they are part of the technology of the world, and that cannot be
escaped because it is a detectable, definable part of the game. You can call
it quasi-magical or miraculous or paint it pink and have it wear a hat with
bobbles if it makes you feel better.



On 22 July 2010 15:14, RPer 4eva <msnoverflow@gmail.com> wrote:


> If one was to quest for the learning and then come back and teach others
> could it become a skill? Personaly I'd like acrobatics more than most skills
> on the list. I assume there are a few other characters who for one reason or
> another don't want heavy armor and might like to benefit a bit from that
> choice.If the main concern is that they aren't powerful enough surely thats
> a player choice and even if they decide to "hamper" themselves. I withdraw
> Archery if we already have kyujutsu. One of the people I play with will be
> most interested in having that skill. Yeah mage hunter would have to be
> tuned. Then again how many people tool around with black rock. I think from
> memory that does bad things to mages within 10 ft. I think Scott has a giant
> sword made of it.
>
>
> On Thu, Jul 22, 2010 at 2:50 PM, Martin Dickson <martin.dickson@gmail.com>wrote:
>
>
>> IMO there's a sort of "litmus test" around whether a particular skill is
>> sufficiently important to the kind of game world, and style of fantasy play
>> that we have in the campaign to warrant the complexity that Jim mentions.
>>
>> For example, the Artisan skill was written the way it is because there
>> were sufficient people who wanted to have a defined, in-game, ability with
>> baking, or hat-making, or embalming, or cutting hair, etc, etc that having
>> some way of representing this skill in-game was desirable, but the
>> individual abilities did not warrant their own separate skills as they were
>> primarily for flavour and interest, and not core adventuring abilities. The
>> compromise was to have a single DQ skill to represent all these crafting /
>> gathering / service abilities, with the inevitable trade-off that the exact
>> representation of hairdressing would leave something to be desired.
>>
>> The question then for, Acrobat, to use your first example: is the
>> representation of acrobatics currently within Troubadour sufficient for the
>> general / mainstream of the game?  Tumbling and Juggling for example are not
>> generally seen as primary abilities -- they may be handy to have, but don't
>> stand at a level equivalent to a college, or warrior, or healer...
>>
>> Now that may not be sufficient if ones personal character concept is less
>> generic-European-fantasy and more Flying Tiger Hidden Dragon, but in that
>> case, as Jim says, special quest / non-mainstream options may be needed to
>> round out the character's skill set.
>>
>>
>>
>>
>
>

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<div><font face=3D"georgia,serif">It depends on the skill but in general, n=
o. </font></div>
<div><font face=3D"georgia,serif">The skill set in the game is adequate to =
the task, generally speaking. It would only happen if there were skills or =
abilities that should be part of the general game but are somehow missing.<=
/font></div>

<div><font face=3D"georgia,serif">Consider this:</font></div>
<ul>
<li><font face=3D"georgia,serif">There is no critical path of development i=
n DQ. In other words, aside from the Experience cost and the time it takes,=
 your Rank in=A0one Skill=A0does not negatively=A0affect your Rank in any o=
ther Skill. You could, were you happy to spend the Ranking time and Experie=
nce, advance Healer and Assassin, even though most people would find this a=
n unusual combination.</font></li>

<li><font face=3D"georgia,serif">The extremely long play history of charact=
ers and the (generally) quadratic cost of development means that the most c=
ost-effective use of your Experience and time is spent on the initial Ranks=
.</font></li>
</ul>
<div><font face=3D"georgia,serif">This means that, given=A0this Acrobat=A0S=
kill,=A0and considering that it=A0generates a benefit (or utility) to=A0who=
ever knows it,=A0then=A0it will be=A0acquired by every PC who has=A0even th=
e most=A0tepid interest eventually.=A0=A0Being an Acrobat is=A0no longer=A0=
a point of difference between characters, it=A0 becomes <em>de rigeur</em>.=
 </font></div>

<div><font face=3D"georgia,serif">If a player=A0has to quest to=A0become an=
 Acrobat, then a point of difference is established, not necessarily with a=
ll other characters, but with most. And that is a good thing.</font></div>
<div><font face=3D"georgia,serif">Adding something to the ruleset=A0defines=
 something about the world we play in. Because we have a Healer skill, for =
example, then raising the dead is not an unheard of activity, it is a part =
of the world. Depending on how the DM sets these things, the frequency with=
 which these things are encountered can vary from being dead common to rare=
 as hen&#39;s teeth. But, whatever else they are, they are part of the tech=
nology of the world, and that cannot be escaped because it is a detectable,=
 definable part of the game. You can call it quasi-magical or miraculous or=
 paint it pink and have it wear a hat with bobbles if it makes you feel bet=
ter.</font></div>

<div><font face=3D"georgia,serif">=A0</font></div>
<div>=A0</div>
<div>=A0</div>
<div class=3D"gmail_quote">On 22 July 2010 15:14, RPer 4eva <span dir=3D"lt=
r">&lt;<a href=3D"mailto:msnoverflow@gmail.com">msnoverflow@gmail.com</a>&g=
t;</span> wrote:=20
<div>=A0</div>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">If one was to quest for the lear=
ning and then come back and teach others could it become a skill? Personaly=
 I&#39;d like acrobatics more than most skills on the list. I assume there =
are a few other characters who for one reason or another don&#39;t want hea=
vy armor and might like to benefit a bit from that choice.If the main conce=
rn is that they aren&#39;t powerful enough surely thats a player choice and=
 even if they decide to &quot;hamper&quot; themselves. I withdraw Archery i=
f we already have kyujutsu. One of the people I play with will be most inte=
rested in having that skill.=A0Yeah mage hunter would have to be tuned. The=
n again how many people tool around with black rock. I think from memory th=
at does bad things to mages within 10 ft. I think Scott has a giant sword m=
ade of it.=20
<div>
<div></div>
<div class=3D"h5">
<div>=A0</div>
<div>=A0</div>
<div class=3D"gmail_quote">On Thu, Jul 22, 2010 at 2:50 PM, Martin Dickson =
<span dir=3D"ltr">&lt;<a href=3D"mailto:martin.dickson@gmail.com" target=3D=
"_blank">martin.dickson@gmail.com</a>&gt;</span> wrote:=20
<div>=A0</div>
<blockquote style=3D"BORDER-LEFT: #ccc 1px solid; MARGIN: 0px 0px 0px 0.8ex=
; PADDING-LEFT: 1ex" class=3D"gmail_quote">IMO there&#39;s a sort of &quot;=
litmus test&quot; around whether a particular skill is sufficiently importa=
nt to the kind of game world, and style of fantasy play that we have in the=
 campaign to warrant the complexity that Jim mentions.=20
<div>=A0</div>
<div>For example, the Artisan skill was written the way it is because there=
 were sufficient people who wanted to have a defined, in-game, ability with=
 baking, or hat-making, or embalming, or cutting hair, etc, etc that having=
 some way of representing this skill in-game was desirable, but the individ=
ual abilities did not warrant their own separate skills as they were primar=
ily for flavour and interest, and not core adventuring abilities. The compr=
omise was to have a single DQ skill to represent all these crafting / gathe=
ring / service abilities, with the inevitable trade-off that the exact repr=
esentation of hairdressing would leave something to be desired.</div>

<div>=A0</div>
<div>The question then for, Acrobat, to use your first example: is the repr=
esentation of acrobatics currently within Troubadour sufficient for the gen=
eral / mainstream of the game?=A0 Tumbling and Juggling for example are not=
 generally seen as primary abilities -- they may be handy to have, but don&=
#39;t stand at a level equivalent to a college, or warrior, or healer... </=
div>

<div>=A0</div>
<div>Now that may not be sufficient if ones personal character concept is l=
ess generic-European-fantasy and more Flying Tiger Hidden Dragon, but in th=
at case, as Jim says, special quest / non-mainstream options may be needed =
to round out the character&#39;s skill set.</div>

<div>=A0</div>
<div>=A0</div>
<div>=A0</div></blockquote></div>
<div>=A0</div></div></div></blockquote></div>
<div>=A0</div>

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SubjectRe: [dq] skills
FromAndrew Withy
DateThu, 22 Jul 2010 23:19:48 +1200
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Most odd skills given out can't be taught to others. This is the GM's call,
and usually it means "this is something unique for the player, so enjoy it".

 

Martin has addressed the two other skills. It is already possible (though
not obvious how) to have a character with a lot of the proposed Acrobat
abilities. Here is a breakdown of the abilities from the skill:

 

(1) have high agility. Learn how to use it. If you value AG 22 or 26 then
you will wear light armour as you can use the extra movement better than
others. 

(2) avoid any AG penalties. Several skills and items work only if you have
no AG penalty from armour + encumbrance.

(3) climbing. Pah. Adventuring skills cover this. +80% for 6875ep.

(4) falling. There are several special abilities, boots, etc., that allow
extra (or free) falling distance.

(5) jumping. Whim flying is naff, but getting magic to do something as
underpowered as extra jumping is tricky, so specialize in
Troubadour-acrobatics.

(6) narrow ledges. Troubadour-tightropes.

(7) contortions. Spy?

(8) juggling - Troubadour-juggling.

(9) pole-vaulting. Out-of-genre.

(10) stilt-walking - Troubadour.

(11) acrobatic spin. This is a combat manoeuvre. Items, special skills, etc.
Not really an Acrobat skill.

(12) extra defence. See acrobatic spin.

(13) trapeze - Out-of-genre.

(14) jumping spin. See acrobatic spin.

(15) wall running. Items, special skills.

 

Getting the skills (or items) for 4, 11, 12, 14, 15 might take time, but if
you play someone as if they are an acrobat, you are more likely to get them
than some thug/bruiser. There are skills in play that give you some of these
abilities, but they will change how you play your character. If lots of
people wanted to play acrobats, as a fundamental part of their character, we
could add a skill to general play. However, they seem to be fairly rare.
Maybe this is because there is a lack of interest, maybe because there's a
lack of a standard path to get there. However, it is possible: I have a
character who all the abilities except 9,10,13,15. He should learn
stilt-walking!

 

Are there other people who would love to play a full-fledged acrobat, rather
than just have a little troubadour acrobatics? Several Halflings spring to
mind as potential acrobats.

 

Regards

 

Andrew

  _____  

From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of RPer
4eva
Sent: Thursday, 22 July 2010 3:14 p.m.
To: dq@dq.sf.org.nz
Subject: Re: [dq] skills

 

If one was to quest for the learning and then come back and teach others
could it become a skill? Personaly I'd like acrobatics more than most skills
on the list. I assume there are a few other characters who for one reason or
another don't want heavy armor and might like to benefit a bit from that
choice.If the main concern is that they aren't powerful enough surely thats
a player choice and even if they decide to "hamper" themselves. I withdraw
Archery if we already have kyujutsu. One of the people I play with will be
most interested in having that skill. Yeah mage hunter would have to be
tuned. Then again how many people tool around with black rock. I think from
memory that does bad things to mages within 10 ft. I think Scott has a giant
sword made of it.

On Thu, Jul 22, 2010 at 2:50 PM, Martin Dickson <martin.dickson@gmail.com>
wrote:

IMO there's a sort of "litmus test" around whether a particular skill is
sufficiently important to the kind of game world, and style of fantasy play
that we have in the campaign to warrant the complexity that Jim mentions.

For example, the Artisan skill was written the way it is because there were
sufficient people who wanted to have a defined, in-game, ability with
baking, or hat-making, or embalming, or cutting hair, etc, etc that having
some way of representing this skill in-game was desirable, but the
individual abilities did not warrant their own separate skills as they were
primarily for flavour and interest, and not core adventuring abilities. The
compromise was to have a single DQ skill to represent all these crafting /
gathering / service abilities, with the inevitable trade-off that the exact
representation of hairdressing would leave something to be desired.

The question then for, Acrobat, to use your first example: is the
representation of acrobatics currently within Troubadour sufficient for the
general / mainstream of the game?  Tumbling and Juggling for example are not
generally seen as primary abilities -- they may be handy to have, but don't
stand at a level equivalent to a college, or warrior, or healer... 

Now that may not be sufficient if ones personal character concept is less
generic-European-fantasy and more Flying Tiger Hidden Dragon, but in that
case, as Jim says, special quest / non-mainstream options may be needed to
round out the character's skill set.



 


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<body lang=3DEN-US link=3Dblue vlink=3Dblue>

<div class=3DSection1>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>Most odd skills =
given out
can&#8217;t be taught to others. This is the GM&#8217;s call, and =
usually it
means &#8220;this is something unique for the player, so enjoy =
it&#8221;.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p>=
</span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>Martin has =
addressed the
two other skills. It is already possible (though not obvious how) to =
have a
character with a lot of the proposed Acrobat abilities. Here is a =
breakdown of
the abilities from the skill:<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p>=
</span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(1) have high =
agility. Learn
how to use it. If you value AG 22 or 26 then you will wear light armour =
as you
can use the extra movement better than others. =
<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(2) avoid any AG
penalties. Several skills and items work only if you have no AG penalty =
from
armour + encumbrance.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(3) climbing. =
Pah. Adventuring
skills cover this. +80% for 6875ep.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(4) falling. =
There are
several special abilities, boots, etc., that allow extra (or free) =
falling
distance.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(5) jumping. =
Whim flying
is naff, but getting magic to do something as underpowered as extra =
jumping is tricky,
so specialize in Troubadour-acrobatics.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(6) narrow =
ledges.
Troubadour-tightropes.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(7) contortions. =
Spy?<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(8) juggling =
&#8211; Troubadour-juggling.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(9) =
pole-vaulting.
Out-of-genre.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(10) =
stilt-walking &#8211;
Troubadour.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(11) acrobatic =
spin. This
is a combat manoeuvre. Items, special skills, etc. Not really an Acrobat =
skill.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(12) extra =
defence. See
acrobatic spin.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(13) trapeze =
&#8211; Out-of-genre.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(14) jumping =
spin. See acrobatic
spin.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>(15) wall =
running. Items,
special skills.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p>=
</span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>Getting the =
skills (or
items) for 4, 11, 12, 14, 15 might take time, but if you play someone as =
if
they are an acrobat, you are more likely to get them than some =
thug/bruiser. There
are skills in play that give you some of these abilities, but they will =
change how
you play your character. If lots of people wanted to play acrobats, as a
fundamental part of their character, we could add a skill to general =
play.
However, they seem to be fairly rare. Maybe this is because there is a =
lack of
interest, maybe because there&#8217;s a lack of a standard path to get =
there. However,
it is possible: I have a character who all the abilities except =
9,10,13,15. He
should learn stilt-walking!<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p>=
</span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>Are there other =
people
who would love to play a full-fledged acrobat, rather than just have a =
little
troubadour acrobatics? Several Halflings spring to mind as potential =
acrobats.<o:p></o:p></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p>=
</span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>Regards<o:p></o:p=
></span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'><o:p>&nbsp;</o:p>=
</span></font></p>

<p class=3DMsoNormal><font size=3D2 color=3Dnavy face=3DArial><span =
lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Arial;color:navy'>Andrew<o:p></o:p>=
</span></font></p>

<div>

<div class=3DMsoNormal align=3Dcenter style=3D'text-align:center'><font =
size=3D3
face=3D"Times New Roman"><span lang=3DEN-NZ style=3D'font-size:12.0pt'>

<hr size=3D2 width=3D"100%" align=3Dcenter tabindex=3D-1>

</span></font></div>

<p class=3DMsoNormal><b><font size=3D2 face=3DTahoma><span lang=3DEN-NZ
style=3D'font-size:10.0pt;font-family:Tahoma;font-weight:bold'>From:</spa=
n></font></b><font
size=3D2 face=3DTahoma><span lang=3DEN-NZ =
style=3D'font-size:10.0pt;font-family:Tahoma'>
dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] <b><span =
style=3D'font-weight:
bold'>On Behalf Of </span></b>RPer 4eva<br>
<b><span style=3D'font-weight:bold'>Sent:</span></b> Thursday, 22 July =
2010 3:14
p.m.<br>
<b><span style=3D'font-weight:bold'>To:</span></b> dq@dq.sf.org.nz<br>
<b><span style=3D'font-weight:bold'>Subject:</span></b> Re: [dq] =
skills</span></font><span
lang=3DEN-NZ><o:p></o:p></span></p>

</div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
lang=3DEN-NZ
style=3D'font-size:12.0pt'><o:p>&nbsp;</o:p></span></font></p>

<p class=3DMsoNormal style=3D'margin-bottom:12.0pt'><font size=3D3
face=3D"Times New Roman"><span lang=3DEN-NZ =
style=3D'font-size:12.0pt'>If one was to
quest for the learning and then come back and teach others could it =
become a
skill? Personaly I'd like acrobatics more than most skills on the list. =
I
assume there are a few other characters who for one reason or another =
don't
want heavy armor and might like to benefit a bit from that choice.If the =
main
concern is that they aren't powerful enough surely thats a player choice =
and
even if they decide to &quot;hamper&quot; themselves. I withdraw Archery =
if we
already have kyujutsu. One of the people I play with will be most =
interested in
having that skill.&nbsp;Yeah mage hunter would have to be tuned. Then =
again how
many people tool around with black rock. I think from memory that does =
bad
things to mages within 10 ft. I think Scott has a giant sword made of =
it.<o:p></o:p></span></font></p>

<div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
lang=3DEN-NZ
style=3D'font-size:12.0pt'>On Thu, Jul 22, 2010 at 2:50 PM, Martin =
Dickson &lt;<a
href=3D"mailto:martin.dickson@gmail.com" =
target=3D"_blank">martin.dickson@gmail.com</a>&gt;
wrote:<o:p></o:p></span></font></p>

<p class=3DMsoNormal style=3D'margin-bottom:12.0pt'><font size=3D3
face=3D"Times New Roman"><span lang=3DEN-NZ =
style=3D'font-size:12.0pt'>IMO there's a
sort of &quot;litmus test&quot; around whether a particular skill is
sufficiently important to the kind of game world, and style of fantasy =
play
that we have in the campaign to warrant the complexity that Jim =
mentions.<br>
<br>
For example, the Artisan skill was written the way it is because there =
were
sufficient people who wanted to have a defined, in-game, ability with =
baking,
or hat-making, or embalming, or cutting hair, etc, etc that having some =
way of
representing this skill in-game was desirable, but the individual =
abilities did
not warrant their own separate skills as they were primarily for flavour =
and
interest, and not core adventuring abilities. The compromise was to have =
a
single DQ skill to represent all these crafting / gathering / service
abilities, with the inevitable trade-off that the exact representation =
of
hairdressing would leave something to be desired.<br>
<br>
The question then for, Acrobat, to use your first example: is the
representation of acrobatics currently within Troubadour sufficient for =
the
general / mainstream of the game?&nbsp; Tumbling and Juggling for =
example are
not generally seen as primary abilities -- they may be handy to have, =
but don't
stand at a level equivalent to a college, or warrior, or healer... <br>
<br>
Now that may not be sufficient if ones personal character concept is =
less
generic-European-fantasy and more Flying Tiger Hidden Dragon, but in =
that case,
as Jim says, special quest / non-mainstream options may be needed to =
round out
the character's skill set.<br>
<br>
<o:p></o:p></span></font></p>

</div>

<p class=3DMsoNormal><font size=3D3 face=3D"Times New Roman"><span =
lang=3DEN-NZ
style=3D'font-size:12.0pt'><o:p>&nbsp;</o:p></span></font></p>

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