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Heraldry<br />

This broad skill refers to several things.<br />

Some cultures do not award coats of arms to families,<br />

but instead employ a generalized symbol. Heraldry<br />

entails knowledge and recognition of various<br />

family or cultural symbols. Familial coats of arms<br />

are a recent fad in the world, serving to distinguish<br />

friend from foe on the battlefield. Usually, the family<br />

insignia is embroidered on the surcoat worn over<br />

the coat of mail, and is hence why it is called a coat<br />

of arms. Unfortunately, coats of arms seem out of<br />

control, since no authority supervises the granting<br />

of armorial bearings, though many would welcome<br />

such an authority. As a result, characters, families,<br />

kingdoms, lordships, and towns may have coats of<br />

arms. Whenever heraldic information or recognition<br />

is relevant, a Heraldry skill check is made.<br />

Check: Roll 3d10 and apply the Skill Modifier<br />

from the sub-ability Common Sense. Higher<br />

results correspond with more knowledge and recognition<br />

of armorial bearings.<br />

TH Example<br />

< 14<br />

14-16<br />

17-20<br />

21-23<br />

24-29<br />

> 29<br />

Recognize<br />

the<br />

coat<br />

of<br />

arms<br />

of<br />

your<br />

king<br />

or<br />

ruler<br />

Recognize<br />

the<br />

coat<br />

of<br />

arms<br />

of<br />

a popular<br />

local<br />

Recognize<br />

the<br />

coat<br />

of<br />

arms<br />

of<br />

a foreign<br />

king<br />

or<br />

ruler<br />

Recognize<br />

the<br />

coat<br />

of<br />

arms<br />

of<br />

a popular<br />

foreigner<br />

Recognize<br />

the<br />

coat<br />

of<br />

arms<br />

of<br />

an<br />

obscure<br />

local<br />

Recognize<br />

the<br />

coat<br />

of<br />

arms<br />

of<br />

an<br />

obscure<br />

foreigner<br />

353<br />

Herbalism<br />

This skill is not to be confused with Toxicology,<br />

the study of toxins. While toxins are usually<br />

derived from plants, Toxicology is a separate skill.<br />

Quite the opposite, Herbalism is concerned with<br />

medicinal herbs that heal or alleviate wounds and<br />

ailments. Whenever such knowledge is relevant or<br />

herbs are applied, an Herbalism skill check is made.<br />

Check: Roll 3d10 and apply the modifier<br />

from the Intelligence ability. A separate check must<br />

be made for finding, identifying, and extracting or<br />

preparing herbs. Finding an herb means that the<br />

character is attempting to find it in nature, such as<br />

searching a forest for an herb. The exact herb found<br />

is determined by the Aedile. Identifying an herb<br />

means that if a character beholds a substance that<br />

they suspect is beneficial such as a glass of wine<br />

handed to them by a moral knight, they may possibly<br />

detect whether or not the wine contains an herb.<br />

Finally, extracting an herb refers to properly removing<br />

it from nature, such as removing sap from a plant<br />

and converting it into a drink. Preparing an herb<br />

means to properly prepare the extracted herb, such<br />

as how much to mix with what kind of liquids, such<br />

as wine, etc.<br />

TH Find Identify Extract Prepare<br />

< 13<br />

Nothing Nothing Sample<br />

Ruined<br />

13Common Nothing Simple Easy<br />

14-15Common Obvious Simple Easy<br />

16Common Obvious Simple Easy<br />

17Common Obvious Moderate Easy<br />

18-19Common Obvious Moderate Average<br />

20Uncommon Ordinary Difficult Average<br />

21-23Uncommon Ordinary Difficult Average<br />

24-29Rare Obscure Difficult Hard<br />

> 29<br />

Veryrare Obscure Impossible Hard<br />

Chapter 8: Skills

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