Exploration



Hunting (Animals): You are able to successfully hunt live game. d100 to succeed, with 5 or lower. 1 animal carcass per point, per day.
Meat edible (+1 STM for an hour per serving, max 3 in one sitting) w/ 2 servings per animal.
Animal parts (fur, claws, etc.) sellable for 1g per animal.
-1 point (Training): You've had an interest in hunting and practiced on slow, easy game. +15% hunting (20 or lower on d100 to succeed.)
-2 points (Learned): You have successfully killed regular earth bound game such as bears, elk, and deer. +20% hunting (40 or lower on d100 to succeed.)
-3 points (Novice): You are a skilled hunter able to take down game from land, or sky. +20% hunting (60 or lower on d100 to succeed.)
-4 points (Expert): You are an expert hunter able to hunt any normal game. +20% hunting (80 or lower on d100 to succeed.)
-5 points (Master): You have mastered hunting and can boast taking down any normal game. No roll needed to succeed on normal game. Able to hunt magical game with a 20% chance to succeed (20 or lower on d100.)

*Hunting (Race Specific): You have taken up a hunting trade against another race. Since it takes a lot of time to practice and research this, someone can only hunt one race. You get +1 (stat bonus), -1 (stat reduced penalty) or +/-10% (d100) for all feats involving this race (attacks, skills, damage, etc.). Bonus applies to 1 roll at a time, not stackable.

Trapping (Animals): You are able to successfully trap live game. d100 to succeed, with 5 or lower. 1 animal per quest, and/or per week. GM will determine if and what is caught and how much it is (value & rarity).
-1 point (Training): You are able to trap small ground animals (rodents, reptiles, amphibians). +15% (20 or lower on d100 to succeed.)
-2 points (Learned): You are able to trap small flying creatures in addition to above. +20% hunting (40 or lower on d100 to succeed.)
-3 points (Novice): In addition to above, you are able to catch medium size land and air animals (foxes, turkeys, hawks, wolves, etc.) +20% (60 or lower on d100 to succeed.)
-4 points (Expert): You can now trap all average size animals with ease (large cats, all fowl, raptors, elk, etc.) +20% (80 or lower on d100 to succeed.)
-5 points (Master): You are a master trapper, able to catch all normal animals without penalty (including elephants, bears, and other large land animals.) Able to trap magical game with a 20% chance to succeed (20 or lower on d100.)

Mining: You are able to mine for gems & minerals when the opportunity arrives (mountains, caverns, caves, rivers). GM discretion on when players can mine, and what they get. Once a quest and/or week.
-1 point (Training): +15% (20 or lower on d100 to succeed.)
-2 points (Learned): +20% hunting (40 or lower on d100 to succeed.)
-3 points (Novice): +20% (60 or lower on d100 to succeed.)
-4 points (Expert): +20% (80 or lower on d100 to succeed.)
-5 points (Master): No roll needed to mine when applicable. Extra chance (noted to GM) for rarer items.

Tracking: You are skilled at following signs, whether it be footsteps, broken foliage, clothing fabrics or hair, etc.
-1 point: Roll d100 and get your INT or lower to succeed at finding foot prints or a trail.
-2 points: Including the above, not only do you find your way on a successful roll, but you can also identify what the tracks belong to, or at least a hint (GM discretion).
-3 points: You can do the above, as well as make a second roll of d100 and get INT or lower, in order to discover hidden magical places (doors, entrances/exits, hidden paths, etc.) (GM discretion).

Sky Reading (weather & direction): You are able to tell what the rest of the day's weather will be like, and using the sky know which direction you are going, by the sun in the day, by the stars at night.

Navigation (boats/ships): You are able to navigate the seas well enough to not get lost in them. This skill is required for anyone wishing to use a ship, and anyone travelling the sea in a boat. Not required for rivers or lakes.

Camping: You are a skilled camper, and know how to put up a tent, find a good location to camp, and build a solid campfire when foliage is available. +1 init for next battle due to good rest.

Copyright © 2006-2009, Mystic Worlds/Varlonan RPG by Jessimi G., All Rights Reserved.
Site hosted by Angelfire.com: Build your free website today!