Advanced Rulebook

MODERATION SKILLS

All parties have the following moderation skills automatically at a base level, which are hidden stats.
Moderation Skill purchases require a Special Action plus 50,000 Gold, which will be deducted from the appropriate designated funds.
To use a Moderation Skill requires a Special Action, except those noted as not requiring a SA.
Moderation Skills are used to improve a party's chance of succeeding in any Actions, moderation events or using Powers.
Moderation Skills can be purchased multiple times.
For the Moderation Skills that have several different types, such as Sermon, each type can be purchased, but all parties have a base rating in all types.

MODERATION SKILLS & ALLIANCES

If an Alliance purchases a Moderation Skill then every member of the Alliance is treated as having the Moderation Skill improved.
If a party leaves an Alliance, they do not have access to these skills anymore and their rating is returned to its non-Alliance value.
An Alliance party cannot purchase private sessions in a Moderation Skill, attempting to do so could result in the action being rejected by the GM or the other Alliance members being informed that the party is undermining the Alliance.
Never mention what skill you want to use in an action; the GM automatically works this out.

ACTING / DISGUISE

This skill allows a party to act out different personae. This is actually to inter-related skills, acting and disguise. They do not require a Special Action to use, as they are used in conjunction with another Moderation Skill, for example Code of Conduct.
Acting: This is used during any action to portray different emotions, the use of this skill never needs to be specified, just mention that the party wants to be for example, intimidating, or friendly, and so on.
Disguise: Expertise in this skill is generally reserved for underpaid, over criticised actors and can also enhance a party member's attempt to pass for someone else convincingly, thus enabling the party to try and avoid some consequences of their actions. It is assumed that uniforms and basic items can be accessed with ease, so there is no need to use an action to acquire uniforms or other items first. Special items such as official documentation, magical items of office and similar things cannot be properly replicated.

  • · It is worth noting that it is very difficult for a character to be disguised as a specific person.

Special Action: Party 1112 will introduce us to the Bankers & Merchant Guild using Formal Etiquette, but disguising ourselves as members from the Bankers & Merchant Guild in Avaellia

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ADVANCED LARCENY

This skill enhances a party's chances of pulling off a successful Special Action that involves robbing, breaking and entering, shadowing, or similar Thief Special Actions. (This has no effect on normal Thief actions.)
Special Action: Party 1112 will shadow Captain Belrona and see with whom he associates.

APPRAISAL

This skill allows a party to appraise the value of rare and/or powerful items. This skill may also allow the party to discern if the item has any magical properties, and what they might be. It involves a combination of referencing other items and values, a good eye for opportunity and the knowledge of who and where is most likely to be interested in it.

Special Action: Party 1112 has a magical gem (?82329), appraise it.

COMMERCE

This skill enhances a party's monetary understanding, and thus their ability to make better use of their money. This skill is automatically used, thus no Special Action is required, and so any deals offered to the Alliance will have already taken this skill into account. If a party wants to use this skill in the way of embezzling then it requires a Special Action, as will any other more interesting action. Embezzling is a very dangerous thing to attempt.

Special Action: The Alliance will try and embezzle 50,000 Gold from the Bankers & Merchants Guild.

CRYPTOGRAPHY

This skill allows a party member to encode messages and also to decode other messages. Since there are many magical and miraculous ways to intercept messages the majority of Officials insist on information being encoded.

Special Action: Party 1112 has a magical gem (?82329), it has encrypted writing on it, decrypt it.

CODE OF CONDUCT (TYPE)

These skills allow a party member to behave in a more appropriate manner in the designated type of community. There are three types of conduct; each is considered to be a separate skill. These are: Formal Etiquette, which is appropriate for rich and strict meetings, usually the Settlement Officials or Bankers & Merchant Guild; Ritualised Etiquette, for dealings with the different Priests and the Magic Cyrcle, and Street Wits, for dealings with the Thieves Guild. In the case where two skills are appropriate to an Organisation the best skill is always used.

Special Action: Party 1112 will introduce themselves to the Bankers & Merchant Guild using Formal Etiquette.

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FORGERY

This skill allows a party member to forge documents, or to spot forgeries. Many Organisations tightly regulate the teaching of this skill, since it can have dangerous repercussions. There are other ways to detect a forgery, particularly if a power is used, but since the powers are not common, many Officials choose to not check every document, making this skill still quite useful.
Special Action: Party 1112 will check the contact's documents to see if they are forgeries.

FORTIFICATIONS

This skill allows a party member to analyse a settlement's defences. This can be carried out in any settlement, but there is a risk that the party could end up in trouble, as nearly all settlements keep their actual military capabilities secret. This also allows a party to help fortify a settlement, lending the Officials - another point of view. A detailed breakdown is not given, since this information has no meaning to the player, instead a short summary, such as weak fortifications is given.
Special Action: Party 1112 will check-out the village's(112) fortifications.

INTERROGATION

This skill allows a party member to interrogate NPCs in their possession for information. Up to three questions can be asked. Some of the more evil parties may change the interrogation to torture, which could result in the death of the NPC, but tends to result in more information. The type needs to be specified when used.
Special Action: Party 1112 will interrogate the spy they captured who tried to pretend he was the party's contact.

INVESTIGATION

This skill allows a party member to investigate an area, person or item. The information uncovered by this skill is unlikely to be completely trustworthy. With the amount of misleading information passed about, it is hard to determine fact from fiction. This is independent from issuing an 'I 0' order at a location.
Special Action: Party 1112 will go to the local taverns and investigate them for information on the Thief Linder who is hiding in the town.

MAGIC RITUAL(TYPE)

This skill allows a party member to perform a ritual to enhance some magical feat or power. The (Type) is the type of magic chosen from the following list: Scrying/Detection, Fortifications, Battle, Social, Movement, Enchantment, Summoning, Evil, Good. The skill can be used in conjunction with special powers; the higher the skill, the bigger bonus to that special power. For example, an Alliance is performing a Scrying Power, but since they have extra skill in the use of Scrying they receive a bonus in their attempt to succeed. This skill does not require a Special Action - it is automatically taken into account when any powers are used.
Message to Gm, not a Special Action: Party 1112 will use their Power Scroll Enhance Fortification II (?89436).

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MASS ALLEVIATE DISEASE

This skill allows a party member to alleviate disease from a settlement. Unlike the basic Baldor miracle, this can work over a large area, and involves several cleansing rituals and treating the citizens. If a party uses the Power Remove Pestilence, this skill will give the party a bonus. This helps a settlement's morale and production return to normal.

Special Action: Party 1112 will provide relief to the citizens of the village in the form of Mass Alleviate Disease.

MASS HEAL

This skill allows a party member to alleviate suffering at a settlement that is in poor health and hasten the recovery of the injured. Unlike the basic Baldor miracle, this does not miraculously cure everyone, but it does alleviate suffering and promotes the fast recovery of a lot of the citizens. If a party uses the Power Heal I, etc, this skill will give the party a bonus. This helps a settlement's morale and production return to normal.

Special Action: Party 1112 will provide relief to the citizens of the village in the form of Mass Heal.

PRIEST RITUAL (TYPE)

This skill allows a party member to perform a ritual dedicated to a particular God, or a Philosophy. The types to choose from are the Gods. The skill is used in conjunction with other Special Actions, the higher the skill the bigger bonus to that Special Action. For example: an Alliance that works for Baldor could be asked to carry out a cleansing ritual. With Priest Ritual(Baldor) the Alliance would receive a bonus to succeed in its attempt.

Special Action: Party 1112 will carry out a ritual of dedication to Fleyshur on the magical site at their current location.

SERMON (TYPE)

This skill allows a party member to effect a settlement's beliefs. The types to choose from are the Gods. The citizens can be swayed towards the type of Philosophy or God that the Sermon is about. The effects of giving sermons can vary greatly, but in general a slow change usually occurs, as at least a few of the citizens are swayed by the words. The use of this skill, though, can have very dramatic effects. It is possible that a settlement that has been suffering under a particular God or Philosophy may be fired-up to such heights as rioting, protests and even more 'extreme' actions. On the other hand the party may draw the attention of the Settlement Officials, and any local Priests, which can result in bans, fines and maybe a bounty being declared on the parties' heads. If an Alliance gives a Sermon in a settlement that is well balanced, then it is likely that the Sermon will have little effect. Only performing lots of sermons is not very effective - actions speak louder than words.

Special Action: Party 1112 will carry out a Sermon in the name of Fleyshur.

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STRATEGY

This skill allows a party member to help in mass battles and also to operate more than one party in a moderation action. If a settlement is under attack by a large force, an event that is far too risky for a party to get involved in directly, they can at least help out on the scouting front. With this skill the information gained by the Alliance will be more useful for the party's allies, as the Alliance will be better able to spot decoys, traps, and ambushes.
When more than one party participates in an action their Strategy ratings are checked to see if the parties can co-ordinate their efforts. This is an automatic process so there is no need to mention the use of the skill in any action.

Special Action: Party 1112 will examine the immediate area in and around the town to figure out the best course of attack.

SUBTERFUGE

This skill allows a party member to sense when someone is not being truthful and/or hiding something. This skill involves a combination of observing another's body language, words, deeds and the user's gut instinct.
In addition, the party members are also better at getting away with lying and hiding information.
This skill is automatic in all actions and does not require a Special Action .

Special Action: Party 1112 will introduce ourselves to the Bankers & Merchant Guild using Formal Etiquette.

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