Guides

Non-Weapon Proficiencies

by T.A. Saunders ©2013 v1.5

Overview

All non-weapon proficiencies cost 3 EP for a 80% chance of success in that proficiency. A GM may give a +/- to the roll depending on the situation. However for purposes of role-playing, simply having the proficiency means that most times the character will be able to do these tasks without actually needing to roll unless the roll is for something extraordinary or unusual. Mostly, Non-Weapon Proficiencies are for fun and for enriching character development. Characters can start with six free Non-Weapon Proficiencies.

For an additional 6 EP (90%) in a particular proficiency, a character may become specialized in a non-proficiency, allowing them greater success in that particular proficiency. All new characters start with six free non-weapon proficiency slots, but are not limited to how many one can attain.

Occasionally, a situation arises where there is no clear, definable skill for what a character wants to do. In these cases, a flat 65% is assigned to that particular task. A GM may opt to lower or raise this, based on the situation. This is called a non-specific proficiency check.

List of Non-Weapon Proficiencies:

Acrobatics: This skill allows the character to execute acrobatic maneuvers such as flips, back-flips, cartwheels and the like for purposes of entertainment and possibly for sake of getting out of a tough (non-combative) spot. Picking up this non-weapon proficiency grants a +5% to evasion skills. This skill is only available melee and ranged classes, not including priests (save for monks). Dual-class characters that have a melee/ranged class, and an arcane/divine class as a secondary, may also pick up acrobatics. Specialization in acrobatics increases the bonus to +10%.

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Acting: The process of playing a part, such as during a performance or if attempting believably imitate someone else. This includes accents, tones of voice and other mannerisms that would grant the individual a believable representation of somebody else.

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Animal Handling: This proficiency can be taken multiple times - once for domestic animals and purchased multiple times for exotic animals. Exotic Animal Handling is specific to the general type of creature (i.e. Drakes, Large Cats, etc.) and will need to be purchased for each type of exotic. Those with this skill can train such animals to ‘behave' providing they are well treated.

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Airmanship: This skill allows the character to do the necessary functions to keep an airship in the sky, barring navigational skills (which is a different proficiency), including how to draw Mana from Starweave sails, make simple repairs, operate the weapons, etc.

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Archaeology: The archaeologist is able to identify relics, artifacts and other items (including magic potentiality), including their possible places of origin without use of sorcery. This pursuit requires the Lore proficiency in at least one lore category (Imarel lore, Isahaelian lore, etc).

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Artistry: Painting, drawing and pottery fall under this proficiency. Artistry also allows the artist to study and analyze art works from other civilizations and races for possible clues to origin or history.

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Author: The author is capable of penning a good story, whether it be a news story, short fictional stories or a study of animal behavior. Failing a check as an author means the character wrote something rather poorly!

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Baking: The process of making baked goods for consumption. This skill can be used for making new baked goods as well.

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Bartering: The talent of getting a lower price on something or to sell at a higher price.

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Beast-Riding: Not only is this the skill of learning how to ride an exotic mount, but the art of doing so with precision. Learning this skill means you can direct your mount to gallop at full speed, slow, prance and execute other maneuvers (including flight, if applicable) that could be used for either show or warfare. It is necessary to have Animal Handling at specialized level, to then learn this skill. For flying mounts, such as wyvern, specialization in beast-riding is also required.

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Biomancy: This skill allows any arcane or mystic caster to use Mana to mimic to a degree the regenerative powers of Druidic prayers. This can allow the arcane or mystic caster to heal even serious wounds, purify poisons and diseases and regenerate limbs with continued applications. This proficiency requires the character to also have Botany at grandmaster level and be an arcane or mystic caster. Contributed by Eoghan Farrell and Steven Robles.

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Brewing: The skills necessary for brewing ale, beer, lager, mead and porter.

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Candle-making: This skill allows the character to be able to make candles of various shapes and styles for both art, selling as wares, and use in magical rites and rituals.

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Carpentry: Being able to build the interior wooden parts of a structure

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Combat Trainer: The combat trainer can teach weapon/fighting styles that they are expert/specialized in.

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Cooking: The art of making meals for consumption. This skill can also be used to invent new dishes.

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Cardistry: The art of cardistry takes simple card tricks to a whole new level, allowing the individual with this skill to keep those observing, entertained and mesmerized for the length of the performance. Cardistry tricks are highly complex, and require years of practice to master. Sleight of Hand, at specialized level is required for this skill.
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Cartography - One part art, one part science, this proficiency is a person's ability to effectively generate a map that can be followed by others without difficulty. Further, the cartographer has the ability to read obscure maps, even those not written in their native tongue, by following common trends and comparing to similar map legends. As such, cartography also covers plotting coursesover land-based routes, but not air or sea (which fall under the purview of a navigator.)
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Cultural Knowledge: The ability to know something about a particular culture. This can be chosen multiple times for multiple cultures.

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Crotchet: The skill to crochet items like scarves, afghans and similr crafts.

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Dancing: The art of dancing. This skill can be attained multiple times for multiple styles of dance.

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Direction Sense: The character with this skill can determine what direction they're going without a compass.

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Disguise Crafting: By way of this skill, a rogue may change their appearance completely, to the point of being completely unrecognizable, if a proficiency check is made. This includes fooling sight and scent, but not fouling spells meant to reveal the true nature of things (unless an enchanted disguise kit is used). This includes changes in height, weight, race, gender and skin tone, providing the disguise remains within the humanoid spectrum. An example of a rogue's disguise kit can be seen here.

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Etiquette: Knowing how to conduct one's self in public or to smoothly escape a high society disaster, comes with knowing this skill. There are also different customs for manners, depending on where one goes in the world, therefore it is necessary to specialize in Etiquette, to cover various nations, across realms.

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Farming: The skills to raise crops and handle domesticated animals for the purposes of food.

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First Aid: The ability to offer immediate aid to wounds and afflictions, including stopping of bleeding, stitches, splinting broken bones, etc.

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Fishing: The skills necessary to catch fish with a proper pole and line. This skill allows for the identity and basic knowledge of different sorts of fish.

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Foraging: This skill is useful when searching for various edible roots, vegetables, fruits, including edible insects. Alternatively, this also prevents the forager from picking up and eating something that would otherwise poison them.

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Forgery: This proficiency allows the character to make a counterfeit article of worth or importance, such as documents to allow passage into a high security area or create a duplicitous work of art. The use of the forgery skill will also be heavily dependent on the character's other skills; a character who wants to create a counterfeit vase must have artistry in pottery as well, etc.

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Gambling: The character happens to be good at games of chance.

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Heraldry: The character can identify with this skill, the coat of arms/banner/standard of a royal house, nation or organization. Exceedingly useful when identifying the standard of a ship or an army unit.

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Horsemanship: Not only is this the skill of learning how to ride a horse, but the art of doing so with precision. Learning this skill means you can direct your horse to gallop at full speed, slow, prance and execute other maneuvers that could be used for either show or warfare.

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Hunting: The character can stalk game and successfully kill it and clean it for consumption.

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Interrogation: The skills related to getting information out of people by psychological or physical means.

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Juggling: The character is pretty good with tossing multiple objects into the air and catching them.

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Knitting: The knitting skill allows a character to make make simple items such as blankets and scarves or garments from a thread and needles.

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Laborer: Those with this skill have worked a variety of menial tasks and help bolster a manual labor work force. This can be anything from carrying materials, building simple structures or assembling simple items.

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Lore: This skill gives the character some expertise in a bit of historical event, place or persons. This can be selected multiple times for multiple types of lore.

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Lying: Those with this skill can effectively deceive people into believing them. Granted, there can be penalties attributed to this skill, or bonuses, depending on how grand the lie is, or how drunk or made pliable the subject being lied to is. Those who specialize in this proficiency can also foil ‘Detect Lie' spells, with possible penalties to the detection.

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Makeup Artist: Through this skill, a character may successfully produce and apply various forms of makeup to create a convincing effect, ex. wrinkles, change in hair color, etc. A skill usually learned from being a part of a variety show, acting troupe or similar activity, this skill is required for those who wish to learn the rogue-only skill, Disguising.

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Masonry: The skills related to stonework construction. This is different than the tradeskill of stone working, in that this specifically pertains to building edifices and buildings, not crafting personal items.

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Mechanic: The skills related to fixing and maintaining mechanical/gear-driven/steam-driven items, including War-Hulks, certain vehicles and powered armor.

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Merchant: The character with this skill is good at conducting a legal business buying/selling wares.

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Mimicry: The character with this skill, can mimic the sounds of various animals, insects or even people. When paired with Ventriloquism, mimicry can be a powerful tool of deception.

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Musical Instrument: The character with this skill can play a specific musical instrument. This skill can be taken multiple times for different instruments.

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Mythology: This proficiency offers the character knowledge of a specific religion. This skill can be taken multiple times. Priests who take this skill in their own religion do so at +10% and other religions at +5%.

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Navigator: The navigator can use a map, compass and sextant to plot a course for either a seafaring ship or an airship.

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Needlepoint: The skill of needlepoint is a counted thread form of embroidery that can be used to make a number of crafted items, such as pillowcases, wall hangings and the like. It can also be used to decorate and augment garments.

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Negotiator: The skills required to peacefully settle disputes before two or more parties.

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Nurse: A nurse is able to treat injuries and treat minor non-magical wounds as well as provide ongoing care to recovering injured individuals. Must have First Aid to qualify for this proficiency.

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Orator: Having this skill means the character has learned how to give speeches and speak to small groups. A successful check as an orator can affect enemy and/or NPC reactions (GM discretion).

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Playwright: The playwright is capable of penning a good play, whether it be a comedy, musical or a historical account. Failing a check as a playwright means the character wrote something that will get panned by critics everywhere!

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Poet: The poet is capable of penning worthy prose in whatever style they desire. Failing a check as poet means the character wrote something fruit-toss worthy!

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Physician: The physician can diagnose and treat various non-magical illnesses and conditions. Must have both Novice Botany and First Aid to qualify for this proficiency.

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Prostitution: The skill set required to convince even desperate people that your character is worth paying to have sex with. This skill doesn't guarantee that the client will actually pay for services rendered, but does at least ensure the character can loop some poor sod into engaging in such activities.

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Seamanship: This skill allows the character to do the necessary functions to keep a seafaring ship afloat, barring navigational skills (which is a different proficiency), including how to tack sails, make simple repairs, operate the cannons, etc.

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Seduction: Different than prostitution in that seduction is about allure not about the actual act and the money to pay for it.

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Singing: The character can carry a tune and have the act of doing so be enjoyable.

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Slave Trainer: This skill allows for the obedience and command training of slaves.

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Slaver: Those with the skill set to be a slaver know how to target, lure and capture individuals that they deem fit for forced slavery. Note this practice his highly illegal almost everywhere on Imarel.

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Sleight of Hand: The character knows coin tricks and card tricks that marvel the masses.

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Spell Awareness: With this proficiency, the character has the ability to predict when an enemy caster is attempting to cast a spell, allowing them to actively resist some of its effects (resulting in a  passive -20% Mystic Defense). Certain, more powerful casters (paragon) will require this to be checked against first, before the bonus is applied.

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Strategist: The character is skilled at both analyzing enemy movements and planning offensive/defensive strategies with allied troops. This skill satisfies a sound strategy, not its execution; such is the domain of the Tactician.

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Swimming: The character is good at swimming and can swim over long distances without growing exhausted. The character is also good at holding their breath and can do so for 50% longer than normal.

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Surgeon: The surgeon is able to not only see to the duties of a physician, but can also conduct operations successfully, in the field if need be to treat even severe non-magical and magical wounds. Surgeons can also act as coroners to help investigate murders. Must have the physician proficiency to qualify to be a surgeon.

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Tactician: The tactician can make minute decisions on the battlefield, to ensure troops and battle plans can be adapted to a real world situation. Strategies are static, the Tactician makes those strategies flexible. This proficiency also grants a +5% to the Soldier ability, Battle Tactics.

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Teacher: A character with this proficiency can instruct people in basic reading, writing and arithmetic. This skill is particularly useful in areas where education is not what it should be. It should be noted this can also be used to teach languages, providing the teacher can speak those languages.

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Tinkerer: The skills required to fix and maintain clockwork items, including watches and constructs that run on clockwork.

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Torture: The character excels at torturing people for whatever purpose, while making sure they do not die from the process.

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Tracing: The tracer looks at an environment in a unique way, in an attempt to move across it in the swiftest and most efficient way possible. This requires having the Acrobatics proficiency first (see Parkour).

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Tracking: This proficiency allows the character to track through most environments a target's path, using various clues as to said target's passing. This proficiency does not work underwater unless a Xalayi Scout attempts the tracking or a Xalayi Scout teaches another Scout how to track underwater. This proficiency is only available to the Scout class.

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Ventriloquism: A character with this proficiency can throw their voice as far as 15′ from where they're standing. Normally useful to entertain people with a doll, or dummy, this skill can have practical applications to the adventurer.

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Veterinarian: A veterinarian can diagnose, treat and perform surgery on most sorts of animals native to Imarel. Because of the common medical background, in a pinch veterinarians can also perform as physicians or surgeons in a pinch (-20% penalty to the check). Must have Animal Handling, First Aid and Novice Botany to qualify for this proficiency.

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War-Hulk Pilot: This skill enables those so learned to operate War-Hulk battle armor, including flight, weaponry and basic field repairs.

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Wilderness Survival: This skill allows the character to survive in certain types of environments for an extended period of time. Therefore this skill can be learned multiple times for different sorts of environments (Arctic, Woodlands, Desert, Oceanic, etc.).

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Winemaker: This skill allows the character to know the process of making wine and identify different sorts of wine in order to be a wine snob at social functions.

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