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=== Skill and Languages === [[File:NamelessThings03.jpg|right|400px]] Most skills now have '''Specializations,''' each of which represents a specific usage of that skill. A character picks one specialization when they gain their first rank in the skill; additional specializations can be acquired by spending skill points or Advances. Gaining a new specialization counts as raising a Skill below its linked Attribute, and so costs 1 skill point or half an Advance. When you use a skill in a manner you lack Specialization in, subtract 2 from your roll. The following skills do not have specializations: '''Battle, Common Knowledge, Gambling, Language, Research, Stealth, Taunt.''' The following skill specializations are available. This list is not exhaustive. *'''Academics:''' History, Law, Culture (specific), Elf-Magic, Dark Sorcery *'''Athletics:''' Climbing, Wrestling, Swimming, Throwing *'''Boating:''' Small Craft, Ships, Navigation *'''Fighting:''' Blunt/Axes, Knives, Swords, Poles, Unarmed *'''Healing:''' Diagnose, First Aid, Disease, Anatomy, Veterinarian *'''Intimidation:''' Overawe, Brag, Threaten *'''Notice:''' Scrutiny, Insight, Vigilance *'''Performance:''' Sing, Dance, Instrument, Storytelling *'''Persuasion:''' Charm, Fast-Talk, Orate *'''Repair:''' Carpenter, Mason, Smith, Jeweler, Engineer *'''Riding:''' Horse, Pony, Teamster *'''Science:''' Geology, Biology, Botany, Chemistry *'''Shooting:''' Bow, Crossbow, Rifle *'''Survival:''' Herblore, Hunting, Tracking *'''Thievery:''' Sleight of Hand, Pick Pockets, Lockpicking. ===== New Skill: Morgal ===== ''Morgal'' replaces the Occult skill. Unlike most skills, Morgal has no governing Attribute. Also unlike most skills, Morgal cannot be bought normally; the Morgal skill can only be increased by reading certain ancient tomes, or through direct interactions with certain creatures. Morgal reflects knowledge and experience with the paranormal and unnatural, and an awareness of a side of reality most people could not fathom. It can be used to decipher strange pictograms, recall information about unnatural creatures, understand strange and alien spells, or perform dark rituals. A character can gain their first rank in Morgal in one of two ways: either by reading from certain blasphemous, forbidden tomes, or by encountering a strange and alien creature whose very presence fractures their sanity. The first time a character critically fails a Sanity roll, they gain one free rank in the Morgal skill. Subsequent increases require research into dark and sinister lore. Increased knowledge of Morgal comes at a cost: for every rank a character has in Morgal, their maximum Sanity is reduced by 1 rank. Upon gaining their first rank in Morgal (d4), the character’s maximum Sanity is reduced to d10, and so on. If the character’s current Sanity is above their new limit, their Sanity is immediately reduced. '''Idea Rolls''' Veteran Call of Cthulhu players may be familiar with the Idea roll. An Idea roll may be requested by the player or called for by the GM, and represents the character piecing together known information, noticing something the player may have overlooked, or otherwise being made aware of information the character has but the player may not. Idea rolls are useful when an investigator feels stuck or a GM feels the players are overlooking something significant. An Idea roll is a Smarts roll. Idea rolls can be rerolled with a benny, but cannot otherwise be tried multiple times. ==== Languages ==== Languages are very important, both to the world of Arda and to delvers after ancient lore. What languages you can read or speak, and how well you understand it, can mean the difference between a vital clue and a meaningless mess of gibberish. All characters start with d8 fluency in the Westron (common) tongue. Dwarves have d8 in Khuzdûl and d6 in Westron. In addition, characters have d6 fluency in a number of languages equal to ½ their Smarts die. The following languages exist in Middle-earth: *'''Adûnaic:''' Language of the Edain and downfallen Numenor. A dialect is known to have been used by Black Numenoreans. *'''Black Speech:''' The language of old Mordor. *'''Drûadan:''' The guttural, throaty language of the Wild Men, the Drûedain. It is rarely written down and even more rarely taught to others, and shares almost nothing with other Mannish tongues. *'''Old Entish:''' A long, slow, rumbling language attributed to the legendary tree-herders. *'''Haradric:''' The people of Harad and the East have many languages, the majority of which are unknown in Western lands. Haradric is the one most used by those who trade with Gondor. *'''Khuzdûl:''' The secret tongue of the Dwarves, which they do not teach to outsiders. *'''Orcish:''' A debased form of the Black Speech mixed with Westron words. There are many Orcish dialects, some of which function as separate languages. *'''Quenya:''' Tongue of the Noldor, the High Elves of the West. *'''Rohirric:''' Language of the Horse-Lords of Rohan. The Men of the northern land of Dale speak a variant of this tongue. *'''Silvan Elvish:''' Language of the Wood-elves, derived from the Teleri tongue. *'''Sindarin:''' Tongue of the Sindar elves. *'''Valarin:''' Language of legendary Valinor; very obscure *'''Westron:''' The “common tongue” of the Western lands, with many dialects
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