Showing posts with label Majestic wilderlands fudge. Show all posts
Showing posts with label Majestic wilderlands fudge. Show all posts

Friday, May 16, 2014

Fudge Playtest Report #4 (Magic) and the very alpha rules.

Monday I ran another playtest of the roleplaying game I am working on that is based on Fudge and Fate.

I talked about the adventure I ran.
As well as some rules on the Characters.
And the combat system

Today's post is on Magic.

Magic
I am on the third version of the magic system. The first version was a spell slot system similar to DnD. The second... well it just didn't work. The third is a mana based system that works as follows.

There are two classes of spells. Arcane and Divine. The spell lists derives directly from the d20SRD. I don't include all the d20 spells however. It basically the list from Swords and Wizardry with some additional spells that fits in with the flavor side of the system.

Arcane caster start with a Mana Pool equal to their Fortitude + 4. Caster regain mana at 1 point per minute. Each spell has a mana cost associated with it. Arcane spells are caster with the Thamautology skill. The caster needs a 1 or better to cast the spell. The level of the spell subtracts from the roll making higher level spells more difficult to cast. The degree of success impacts the spell in various ways. Most importantly in making resisting certain spells more difficult. After Monday's playtest the degree of success will add to the damage of the spell. If the mage rolls a critical failure (natural -4) he rolls 4dF+ the mana cost and consults the Disastrous Magical Results table. If the mage has exhausted his mana pool, he can still cast a spells but immediately rolls 4dF + the mana deficit and consults the Disastrous Magic Results table.

The spells that a individual mage can cast are the spells written in his spell book. However unlike D&D the caster doen't have to memorize the spell. The act of writing the spell into the spell book allows the mage to cast the spell. The mage can scribe spell of a level equal to or less than his Thamautology bonus. The spellbook also have to be available to the mage to use as part of the daily routines needed to cast arcane magic.


The Divine caster starts with a Mana Tally, initially set to zero. The Divine caster can cast any spells equals too or is less than his Religious Ritual bonus. To cast a spell the divine caster has to get a 1 or better on a Religious Ritual Roll. The level of the spell subtracts from the roll. The mana cost is added to the religous caster's Mana Tally. If the Tally exceeds 20 then the caster has to immediately roll on the Violations of the Compact table. The gods of the default setting as largely agreed to operation on the basis of divine faith and excessive use of divine spells by a caster may result in the gods considering the spell a violation of the compact. Like arcane casters the degree of success effects the spell's effect particularly any required resistenance rolls. The Mana Tally is reduced by performing acts of piety. The most common of which is the daily prayer which subtracts 4 off of the tally.

Both Arcane and Divine caster can cast their spells as rituals. Instead of gathering mans quickly and releasing it as a spell. A slow ritual gathers in the mana through the use of magical components. In general a ritual takes ten minutes and requires components equal to the spell level squared times 10 silver. Zero level spells cost 1 silver (or d) to cast.

Included in the rules will be a magic item creation system. For example a scroll for one spell cost 100d per level to make and takes 1 day per 100d to write. A scroll can be made for any spell the caster knows, and doesn't require mana or adds to the tally.

In Monday's playtest these was well received. The biggest issue is that I didn't add the degree of success to the damage caused by a magic missile. In the future this will be the case.

Conclusion
What goint to make this work are the numbers. Having the right numbers to reflect a generic fantasy world that most gamers have experience with. +1 in Fudge is a significant bonus so it going to take some carefully planning to make it work.

My goal is to create a system that is flexible but at the same time provides plenty of ready to run content. A system that make it easy through the use of aspects to implement specific setting details.

A lot of been asking to look at the rules. I warn you, although nicely formatted, they are very rough and are only lightly edited at best. The major pieces that are missing are anytype of Monster list or NPC galley. Aspects are vaguely define and I only provide concrete example for a generic Fighter, Burglar, Mage, and Priest. Only one example of a gift granted by an aspect, the ability of priests to turn undead.

You can download the various PDFs from here.

Thursday, May 15, 2014

Fudge Playtest Report Part 3 (Combat)

Monday I ran another playtest of the roleplaying game I am working on that is based on Fudge and Fate.

I talked about the adventure I ran.
As well as some rules on the Characters.

Today's post is on Combat.

Combat Round
A combat round is six seconds with ten rounds in a minute.
In general characters can perform two actions one of which can be an attack (melee, missile, spell, item). In general the idea is that you can perform a move and then attack. Quaff a potion and attack and so on.

Character move in the order of their initiative roll. 4dF + Initiative. Or if you want they just move in the order of the their initiative score with dexterity breaking ties. I used the latter method for Monday's game.

Attacking

To attack with a melee or missile weapon is an opposed roll.

The attacker rolls 4dF+Dexterity+Skill.

For melee the defender has the options of blocking, parrying, or dodging.
Parrying the defender rolls 4dF+Dexterity+Weapon Skill+Shield Bonus
Blocking the defender rolls 4dF+Dexterity+Shield Skill+Shield Bonus
Dodging the defender roll 4dF+Dexterity+Acrobatics skill+Shield Bonus.

You can parry once, block once, and have unlimited dodges. Except that every dodge after the first one is at -1 accumulative. (-1 for the 2nd dodge, -2 for the 3rd dodge, and so on). You can only block or dodge missile fire.

If this sound familiar to GURPS it is. However what different compared to GURPS are maneuvers. In GURPS maneuvers are distinct actions to achieve a specific result. Maneuvers in the Majestic Realms RPG are lifted from Runequest II/Legends.

In Runequest you compared the degree of success c if the attacker and the defender have the same level of success, then combat proceeds. However if there a different whoever have the better degree of success is able to perform one or more special maneuvers. (Disarm, bypass armor, trip, etc).

I lifted this directly from Legend (Isn't the OGL great!) and applied this to game. I feel it really adds a lot to combat as the opposed rolls generate a richer set of results other than damage.

What I am not sure of is how to generate the number of maneuvers. Either to use the same degree of success as Runequest. Defining critical results as either a natural +4 or -4 or a +5 or greater degree of success.

Or just keep track of the relative degree of success from round to round allowing the person with a positive result to cash in for maneuvers. In previous playtest I allow players to hold their degree of success rather than just going for damage right away. It was felt that this represented gaining a positional advantage. The final damage roll represents exploiting the advent. The problem with this is what to do with the relative degree of success by the defender.

Damage and Injury
The degree of success is applied to the damage roll.

Attacker Damage = 4dF+Weapon Damage+Degree of Success+Strength+Scale.

The defender rolls his Damage Threshold which is

Defender Damage Threshold = 4DF+Fortitude+Armor+Scale.

If the attacker wins then injury results.

+1 to +2 a scratch
+3 to +4 a hurt wound
+5 to +6 a very hurt wound
+7 to +8 incapacitated.
+9 or greater dead.


A character can take 3 scratches, 2 hurts, 1 very hurt, 1 incapacitated and of course 1 death.

If you are hurt, you are a -1 to all rolls. Very hurt you are at -2 to all rolls.

If they are out of any level the damage is applied to the next worse level. So if you are out of hurts and you take another hurt it is applied as a very hurt wound.

So far the system feels fairly deadly.

Keeping Track

Finally I added a combat section to the characters that has everything pre-calculated. Hopefully this is to speed up play over the long term.

The total modifier for the Attacker is the Offensive Combat Value or OCV. For the Defender it is a the Defensive Combat Value or DCV. Yeah a little Hero System in those terms.

Next time the magic system.

Wednesday, May 14, 2014

Fudge Playtest Report, Part 2 (Characters)

Monday I ran another playtest of the roleplaying game I am working on that is based on Fudge and Fate.

I talked about the adventure I ran in yesterday's post.

Now onto the game itself.

First off I do not use the adjectives of either Fudge or the Fate Ladder.  I will provide a chart at the beginning of the rule but everything is expressed in numbers. In general if you roll a +1 or better you succeed at whatever you are doing.

Attributes


The primary Attributes are Strength, Dexterity, Intelligence, and Constitution. The secondary attributes are Endurance, Reflex, Will, Perception, Fortitude, Move, and Initiative.  Endurance is based off of strength. Reflex off of dexterity. Will and Perception off of Intelligence. Fortitude is based off of Constitution. Initiative is equal to Constitution + Dexterity. And Move is your Initiative +4 and is the number of yards per action you can move.

Scale represents the size and mass of the person/creature. Each point of scale is 1.5 greater size and/or mass. If a normal human averages 6 feet and is at Scale +0. A +1 Scale creature is around 9 1/2 feet tall. A -1 scale creatures is around 4 feet tall. Note that Halflings are at scale -1 while Dwarfs are at Scale +0. The dwarves are short than human but have a similar mass. Scales factor into strength, and damage rolls. As well as damage resistance.  It is a simple but elegant method that Fudges uses to handle character of radically different sizes.


You buy your Attributes in accordance to this chart.

Skills

I have about 63 skills defined. Divided into Adventuring (Climbing, Stealth, etc), Arcane (Thaumatology, Alchemy, etc), Melee (Sword 1H, etc), Missile (Bow, etc), and Professional (Animal Handling, Mining, etc).

Each skill defaults to +0 (Brawling), -1 (Sword 1 handed), or -2 (Thaumatology). You buy skills in accordance to the following chart.


Aspects
For a campaign, I recommend picking five aspects. A high concept, a trouble/complication, and three background aspects.

My take on aspects probably will be the most controversial thing about this game.  In a nutshell they replace what GURPS and Hero System uses for Advantages and Disadvantages. They can be purely roleplaying or they include additional powers and mechanics for the character. For example taking the High Concept of "A priest of Delaquain, goddess of justice." Will confer the ability of turning undead on the character. Taking one of the mage high concepts will allow the character to use Thamautology to cast spells.

YOU DON"T PAY CHARACTER POINTS. Nada, zip, zilch. You just right it down on your character sheet. So what the catch? The catch is that your referee will define the available aspects for his setting. In addition these aspects will come with consequences as defined by the referee. For example a Paladin of Delaquain will have superior abilities over that of an ordinary fighter. But a consequence is a requirement to follow the Five Fold path. And a big consequence is the undivided attention of the goddess Delaquain as you are now one of her champions in the mortal world.

So what to stop a group from having aspect like God of Thunder on their sheets. Nothing, if that how you want to play your campaign go for it. I know for me having uber power quickly becomes boring and soon I am seeking other challenges. I suspect most of you are like that as well.

You see GURPS, Hero System, Fudge and all the other point buy systems with their advantages, disadvantages, gifts, faults, talents, etc, etc are a rat race in my opinion. What does a point mean, how much work is enough to balance everything out according to cost? I been playing some of these systems so long that some are on their third or fourth cycle of rethinking costs.

What works consistently is making the mechanics reflect your setting. If a character is required to do X, Y, and Z to achieve the maximums fitness package, then that what the character needs to do during the campaign. Not trying to scrimp together X points to buy it. To fair what GURPS and other games do is recommend both. You have to do the roleplaying in-game AND have the point on hand to get whatever. However my group (+Tim Shorts +Dwayne Gillingham) we wind up ignore the points stuff after the campaign starts. Dwayne as William Enderil becomes the wealthiest man in the City-State. Does he have to buy Very Wealthy, nope it just the consquence of how the campaign played out. His points went into improving things like accounting, and his weapons skills. Maybe buying the Fit Advantage. The same for Tim's character Dracolindus who manages to become a Duke. Does he need to buy social status, nope.

This will codify what I been doing across multiple systems for the last 15 years. That many issues with mechanics cease being important if the focus on making the mechanics reflect the reality of the chosen setting.

Now right now in this playtest I don't have a lot of these aspects defined. I plan to draft a "ready to run" set of aspect to allow a bog standard fantasy campaign to be run. For those of you who have my Majestic Wilderlands Supplement can see some of these ideas in a more polished form. Particularly in my comments about how the classes and races are not "balanced" but rather reflect how the Majestic Wilderlands works.

Tomorrow we will look at combat and then in the concluding post the magic system.

Tuesday, May 13, 2014

Fudge Playtest Report Part 1

Monday I ran another playtest of the roleplaying game I am working on that is based on Fudge and Fate.

The characters were

Olaf, a fighter played by Chris
Maximilian, a mage played by Tim
Randor, a cleric of Dannu played by Ken
Fahris Starfall, half-elf mage/archer played by Dan

The setting was the City of Tashal from Harn. I used Harn instead of City-State because in a unrelated project I am working on a urban adventure and didn't have time to do the detailed maps I wanted. Luckily over on Lythia.com, a dedicated Harn fan mapped out an entire city block of Tashal that had all the elements I had planned for the adventure. A few modifications, some uploading of files to Roll20 and I was done on the prep.

The rules are the Majestic Realms RPG I been working on. Basically at this point it has the following elements

A set of traditional attributes (Str, Int, Dex, and Con)
A traditional skill list expanded from my MW Supplement ability list.
Aspects taken from Fate
Fudge style combat where your to hit is an opposed roll. If you win the degree of success is applied to your damage.
I added combat maneuvers modified from Runequest II/Legends.

The spell system has been revised a third time. This time everything is based off either a Religious Ritual roll for Divine spells, or a Thaumautology Roll for Arcane spell. The spell level subtracts from the roll making higher level spells more difficult to cast. Arcane spells take mana to cast which based off the character's constitution. The mana for Divine spells are kept track in a mana tally. If you exceed a threshold you are deemed in violation of the divine compact and various "bad" things can result for the caster.

The results of the session was as follows

The Scenario
The scenario I felt went well. For this adventure I embraced the traditional "meeting at a tavern" trope with a vengeance. The characters for the most part either worked at the tavern or had a relationship with the tavernkeeper.

A new mechanic I was trying out was a way to simulate the ebb and flow of tavern life. I noticed that the Harn Urban Encounter rules had some interesting features. The Harn book tells you to roll every minute. That if you roll a 16 or higher you generate an encounter. When I plugged this into Inspiration Pad Pro and generated 240 encounters (two hours) the result felt like what would be happening if you were just standing there in the tavern. On average 10 to 15 minutes would go by before an encounter happened and there were the occasional burst were three or four encounters would happen in successive minutes.

I attempted to run the playtest last Monday but only Chris was able to play. So I ran a short session with him acting as a bouncer. I used the above encounter method and got good results. Like with all random encounter tables, I had to apply a little creative interpretation of the results. Afterward, Chris remarked that it felt natural and was fun to deal with.

Now back to last Monday, I tried it out on the whole group, and the results were about the same. The main difference I focused on each player in turn. Every fourth encounter focused on a particular character. But for most encounter that didn't stop the others from jumping in.

I think I need to come up with a better table geared towards tavern life but the basic idea is very workable.

After about a hour or so of dealing with the tavern, the rest of the adventure unfolded. This led to the group being hired to look for a wayward young noble lord who happened to be the grandson of the King. The party combed the back alleyways of Tashal, gambling dens, and finally confronted a vampire in a crumbling tenement. They didn't destroy the vampire but managed to rescue the young noble. And that where the session ended.

Everybody did a great job roleplaying. Tommorrow I will dig into the system.

Wednesday, January 15, 2014

Divine Magic Version 2

As promised here the rules for divine magic. The main challenge were allowing cleric to have  access to all divine spells but somehow tying the maximum spell level to something in-game. In this case I opted to tie to the skill bonus for Knowledge(Theology). Specific to my campaigns was that cleric/priest got a specific bonus spell at 3rd level. I converted that into a rule that use of the bonus spell is not fatiguing except on a critical failure.

Also yesterday I decided at the last minute to write a In a Nutshell section that summarizes the rules as a introduction. I like this idea and place to use it in the other sections of the rules.

Divine Magic

In a Nutshell
The character can cast divine spells with a Religious Ritual roll. The higher the spell level is the more difficult the spell is to cast. The character can cast Divine spells where the spell level is equal to or less than his Knowledge (Theology) skill bonus without an additional penalty. Casting is fatiguing and repeated casting without rest will cause the character to pass out. A spell can be cast as a longer ritual without fatigue.

Spells
With the right aspect a priest can cast a spell as a single combat action. Casting requires a successful Religious Ritual roll based on the difficulty of the spell. Casting is fatiguing unless a critical success or a high degree of success is rolled.

Religious Ritual
In order to successfully cast a spell, the result of a Religious Ritual roll needs to be equal to or greater than the spell level plus one.

Knowledge (Theology)
The level of spell the priest can cast without penalty is equal to Knowledge (Theology) bonus. For example a +3 bonus to Knowledge (Theology) allows the priest to cast up to 3rd level spells.

Higher level spells can be cast but the difficulty increases to two times the spell level +1. For example for the above priest to cast a 4th level spell requires a +9 or better result on his Religious Ritual roll.

Spell Components
In order to cast a spell, components costing 10d times the spell level squared are consumed. In addition the caster must be wearing or holding his holy symbol. One pound of spell components equals 100d.

Fatigue
The casting of spells from memory is fatiguing. Unless there is a +8 degree of success or a critical success (a natural +4). The character must make an endurance check or pass out. Afterwards the character’s endurance is reduced by 1. It takes 15 minutes of rest to regain each point of fortitude.

Each deity has one spell that is not fatiguing to cast (except on a critical failure). For example priest of Delaquain, the goddess of honor and justice can cast the 3rd level divine spell, Prayer without incurring fatigue.

Rituals
Any divine spell can be cast as a ten minute rituals. In general Priests can cast any divine spell as a ritual and not incur fatigue except on a critical failure (-4).

Tuesday, January 14, 2014

Arcane Magic version 2

So after some initial sessions the players would like a different magic system than vancian style spell slots. I would still like to use the wealth of material based on the d20 SRD. So I developed this system to use for the next round of playtesting.

This is for Arcane Magic and I will cover Divine Magic in the next post. Remember I am adapting the spell list found in the d20 SRD including the spell levels. For the arts of magic see this post. I am still working on the list of spells and when that done I will post a list of what spells goes into which art.

Arcane Magic

In a Nutshell
The character can cast any spell found in his spellbook with a Thaumatology roll. The higher the spell level is the more difficult the spell is to cast. Casting is fatiguing and repeated casting without rest will cause the character to pass out. A spell can be cast as a longer ritual without fatigue. Casting spells also require the expenditure of components. Spontaneous magic is more flexible and doesn't require spell books. Learning magic and spell casting are more difficult. 

Spells
With the right aspect a mage can cast a spell as a single combat action. Casting requires a successful Thaumatology roll based on the difficulty of the spell. Casting is fatiguing unless a critical success or a high degree of success is rolled.

Thaumatology
To successfully cast a spell, the result of a Thaumatology roll needs to be equal to or greater than the spell level plus one.

Spell Components
In order to successfully cast a spell, components costing 10d times the spell level squared are consumed. One pound of spell components equals 100d.

Fatigue
The casting of spells from memory is fatiguing. Unless there is a +8 degree of success or a critical success (a natural +4). The character must make an endurance check or pass out. Afterwards the character’s endurance is reduced by 1. It takes 15 minutes of rest to regain each point of fortitude.

Spell Book
In order to cast a spell caster must scribe into a special book incantations and rituals of the spell. The cost of scribing a spell into a spell is 100d per level of spell. In addition to the cost it takes a number of days equal to the spell level to scribe the spell in the spell book.

Study
The caster must set aside one hour of study per spell level per spell per month in order to cast spells from memory.

Initial Spells
At character creation the caster buys his initial spells from his character's starting funds.

Spontaneous Magic
With the right aspect the caster can use spontaneous magic. Instead of casting spells learned from a spell book, the character performs a series of meditations and rituals to memorize and attune to one of the ten arts of magic. This requires 1,000d worth of components and ten weeks of time.

Afterwards the character can cast any spell from that art with an additional -4 to his Thaumatology roll. The character can only attune to as many arts equal to his Intelligence score in addition to the Art of the Forge.

Starting characters are attuned with one art plus the Forge.

Rituals
Any spell can be cast as a ten minute ritual. In general mages can cast any spell in their spell book as a ritual without incurring fatigue except on a critical failure (-4).

For mages practicing spontaneous magic they can cast any spell out of a spell book or any spell in the arts they have learned. Any spell cast from their knowledge of the arts is cast at a -4 penalty.

Saving Throws and Spell Effects
The degree of success of the ritual roll is used as the target number for any required saving throws. For example a mage cast a sleep spell and rolls a +4. Since sleep requires a 2 or better to cast the degree of success is 2. The target now needs to make a will save of 2 or higher. The degree of success is also used in some spell to determine how effective the spell is.

Wednesday, December 18, 2013

Majestic Wilderlands Fudge Attributes

Here is the list of attributes I am using in the Majestic Wilderlands Fudge RPG. It is somewhat similar to how GURPS is setup.

The following the are the costs.  I started with one of the recommended point buy system in the Fudge SRD.

Here is the combat stat block from the Character sheet I made.


A very basic outline of combat is 

  • Roll for initiative 4dF+initiative..

Or if you really like how GURPS does things 
  • Go in initiative order from high to low.
  • Everybody get to do two actions on a turn. A move plus an attack, a long action or an attack/cast spell.

To Attack
  • Roll 4DF add your skill plus dexterity.

The target defends either choosing to parry, block, or dodge. Only one parry or block per turn. First dodge is at full subsequent dodges are at -2 cumulative per dodge. No defense against rear or surprise attacks.
  • Roll 4dF add your skill plus dexterity.
If the roll equals or is greater than the attackers roll then you have defended.
If it is under the difference is applied to the attacker's damage roll.
  • To do damage make an opposed roll of 4dF + weapon damage + strength vs 4dF + armor rating + shield bonus + fortitude. 
If the attackers wins then apply the degree of success as follows

+1 to +2 scratch, +3 to +4, Hurt (-1), +5 to +6 Very Hurt (-2), +7 to +8 incapacitated, +9 or better death.

Humans can take three scratches, two hurts, one very hurt, one incapacitated, one death. If you take more injury at a particular level you mark off one on the next worse levels. So if you took three scratches then your fourth scratch is a hurt. Hurt injuries causes you to be at -1 to all rolls. Very Hurt -2.

You can download a short price list with fudge stats for weapons and armor.
Note the +0 for buckler for the shield bonus is useful because it allows the use of the shield defense.

Here is a character sheet.

For magic just wing it using the spell list found here.

To successfully cast a spell roll 4dF + Thamautology + Intelligence. If you roll equal or greater than the spell difficulty you get the spell off. The degree of success acts as a penalty on the target's save if a saving throw is needed. The reason I have secondary characteristic named Reflex, Willpower, and Fortitude is to make d20 spell conversion easier. 

Each spell has a difficulty associated with it. If you use numbers then you can equate the difficulties as follows

Mediocre 1, Fair 2, Good 3, Great 4, and so on up the Fudge Scale. Note I don't plan on using the Fudge Scale just raw numbers.

Spell damage works the same as weapons except add the degree of success of the Thamautology roll instead of the weapon roll.

I had a full writeup but that was using Vancian magic and spell slots. I am in the process of switching it over to a system like the above and when I am done I will share it.

Sunday, December 15, 2013

Majestic Wilderlands Fudge Skills

 been asked what the skills I am using for the Majestic Wilderlands RPG.

The basic list comes from my Majestic Wilderlands supplement for Swords and Wizardry. There they are called abilities. I been running Swords and Wizardry with my supplement since 2009 so I am pretty comfortable with that set.

In the MW Supplement I have a catch all ability called Professional Skill. For Fudge I expanded that into something more concrete. Plus I had to add weapon skills which are covered by proficiencies in SnW.

Each skill has an associated attribute and a default level of -3 to +0.   Added to this your skill level. Skill levels cost are as follows.


For example Sword, One Handed is associated with Dexterity and defaults to -2. If you have a Dex of +1 and put 4 points into the skill your final levels is -2 + 1 + 3 = +2 Swords, One Handed.

This is one of the options found in the Fudge SRD and is obviously inspired by GURPS. Which make sense given how fudge is developed.

I have to stress that I haven't subjected any of this to a proper campaign so this is very much alpha level of quality. However given my experience with the list in Swords and Wizardry I have high hopes that it is diverse enough to make for interesting characters but not so huge that one gets lost in figure out what is needed for a given character.

The adventuring skills are pretty much ported over from my Majestic Wilderlands supplement.
The professional skills are from the guild categories found in my price list.

Adventuring Skills
Skill(Attribute) Default
Acrobatic(Dex) -2
Athletics(Str) -1
Climbing (Min(Str, Dex)) -2
Combat Dodge (Dodge) +0
Eavesdrop(Per ) -1
Interrogate(Will) -1
Legerdemain(Dex) -2
Locution(Int) -2
Perceive(Per) +0
Physician(Int) -3
Riding(Dex) -2
Stealth(Dex) -2
Strategy(Int) -2
Survival(Con) -2

Arcane Skills
Alchemy(Int) -3
Divine Ritual(Int) -3
Herblore(Int) -2
Research(Int) -2
Thaumatology(Int) -3

Melee Weapons
Axe/Mace/Hammer(Dex) -2
Axe/Hammer, Throwing(Dex) -3
Knife(Dex) -1
Knife, Throwing(Dex) -2
Polearm(Dex) -2
Shield(Dex) -1
Spear(Dex) -1
Spear, Throwing(Dex) -2
Staff(Dex) -1
Sword, One handed(Dex) -2
Sword, Two handed(Dex) -2

Missile Weapons
Blowpipe(Dex) -2
Bow(Dex) -2
Crossbow(Dex) -1
Sling(Dex) -2

Professional Skills
Accounting(Int) -2
Animal Handling (type)(Int) -2
Artist (type)(Int) -3
Brewing(Int) -2
Carpenter (Int) -2
Cooking(Int) -1
Farming(Int) -2
Finesmith(Dex) -2
Glassblowing(Int) -2
Hideworking(Int) -2
Knowledge (type)(Int) -1 to -3
Knowledge (Heraldry)(Int) -3
Knowledge (Legal) (Int) -3
Knowledge (Ritual) (Int) -3
Knowledge (Social)(Int) -2
Knowledge (Area, local)(Int) -1
Knowledge (Area, region)(Int) -2
Knowledge (Area, cont.)(Int) -3
Lexigraphy(Int) -2
Mathematics(Int) -2
Masonry(Int) -2
Mechanics(Int) -2
Metalsmith(Int)-2
Mining(Int) -2
Natural Philosophy(Int)-3
Performance(type)(Dex) -3
Pottery(Int) -2
Tailoring(Dex) -2
Timbering(Int) -1