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BW PDF - Midnight Campaign

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Intelligence SKILLSMastery of the mind is the work of the scholar, but itis also the strength of the engineer, the expertise ofthe medic, and the survival of the explorer. Intelligenceskills should not be overlooked, as even the strongestof adventurers can be stopped cold by not having theinformation they need when they need it.LoreThe Lore skill can be used to find information or gaina better understanding about a person, place or someartifact or object. It can be used when trying to decipheran ancient text, or when the party needs specificinformation about the nature of their situation,where the knowledge of the scholar might be applicable.Lore can also be used to determine the specific purposeand even the kinds of magic used by an arcane device,including potential triggers and key-words required bysuch an object.Only one check may be made to Lore a specific topic perday. Additionally, bonuses may be applied if the characterhas access to books or libraries that might containinformation on the topic at hand.More specific knowledge skills or arcane ideals,if appropriate, may be used in place of a Lore check,but a Storyteller should not require a more specificskill in most cases.MedicMedic can be used to patch up after combat, and atmore complex levels, can be used to correct specificinjuries at a surgical level.Recovering Damage by Resting: A talented medic can speedthe healing process considerably. When an individual ora party rests for the night, any member of that party maymake a Medic check. The party recovers that amount ofdamage by resting for the night. Only one Medic checkmay be applied per individual per period of rest, but itis possible to take the highest result from among severalparty members.Reviving an Unconscious Character: The medic skill canalso be used to revive someone from unconsciousness.As an average action, make a check with a difficultyequal to the amount of damage that character is overtheir unconsciousness limit. This does not removethe damage, but it will make them able to act again.If they take any further damage, they will be renderedunconscious again.Saved From Death: As an average action, the medic skillcan also be used to save a character from death. If anindividual takes damage greater than their death limit,they have 3 rounds to be stabilized, or they will die.A successful medic check, made by another charactercan stabilize their injury, with a difficulty equal to theamount of damage they have received over their deathlimit. This does not heal that character, but does preventthem from dying. More information on damage andinjury can be found in chapter 3.tinkerThe Tinker skill is a mastery of mechanical things.The use of springs, gears and other such mechanismsmake tinker useful for locks and traps and manyother applications. Bonuses to tinker can be obtainedby using specialized tools.Disarming Traps: The tinkerer is very useful as adungeoneer. When faced with wire traps, dart traps,pit traps, pendulums, giant gears, falling boulders andany other nightmare than an engineer can come up with,the tinkerer is the best line of defense against certaindeath. The difficulty for these traps is set individually,depending upon the complexity and skill of its design.Picking Locks: A good lock is a deterrent to crime. A goodtinkerer doesn’t care. Locks range very widely in theircomplexity, and frequently come hand in hand with traps.Difficulties should be set based on the complexity ofthe lock.21

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