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New Proficiencies

For use in Planescape and other AD&D settings

On this page, I am presenting a few new proficiencies I have found a use for in my campaigns. Those presented on this page are done so in a way to make them compatible with the Skills & Powers system. For those of you not using these optional rules, simply substitute character points with proficiency slots: 1-3 cp=1 slot; 4+=2 slots. All these proficiencies are in the General category.

Proficiency Cost Initial Rating Ability

Child Care

2 cp

7

Wisdom/Intuition, Charisma/Leadership

Faction/Sect Lore

2 cp

6

Wisdom/Intuition

First Aid

3 cp

7

Wisdom/Intuition, Intelligence/Reason

Firefighting

3 cp

8

Wisdom/Intuition, Intelligence/Reason

Monster Lore

3/6 cp

7

Intelligence/Reason, Wisdom/Intuition

Child Care: A character with this proficiency has knowledge and experience in dealing with small children effectively. This may seem like a strange proficiency, but I still feel it is needed. First of all, it can come into play (see the movie Willow for a good example), at least as much as Dancing does. Second, while its importance is often downplayed, it is a difficult skill to master, and is hard work. Third, it can offer some benefits not immediately apparent.
Proficiency checks do not normally need to be made. The character can easily feed the children, keep them generally clean, safe, etc. Checks are called for only in extremely difficult situations (such as trying to keep a hungry baby quiet while hiding from the enemy troops).
This proficiency also lets the player be familiar with effective disciplinary techniques and psychology with children, as well as with creatures of low intelligence. With a successful proficiency check, the character can change a reaction roll or morale check against a creature of low intelligence by one category in the character's favor. Note that discipline does not necessarily mean punishment. While spanking a small child is questionable, spanking a troll is definitely a bad idea.
This proficiency also lets a character deal with things normally found disgusting (dirty diapers, vomit, etc) without becoming nauseated. With a successful proficiency check, the character may add a +1 bonus to any save against any nausea-inducing attack or substance (such as a troglodyte's chemical attack).
Lastly, this proficiency tends to make the character more alert against dangers (if they exist, the toddler will find them). Rogues with this proficiency add +10% to their Find/Remove Traps ability.

Faction/Sect Lore: This proficiency is, obviously, of use primarily in a Planescape campaign. This gives the player an extensive knowledge of the factions of Sigil, as well as various sects throughout the planes. General knowledge, such as faction beliefs, headquarters, Factols, symbols, primary planes of influence, etc. are automatically known. More secret information, such as what the Harmonium know about the third layer of Arcadia, require a proficiency check. Most sects are also known, although the rarer ones may require a proficiency check. Generally, the character will be more familiar with the sects associated with his home plane, or allied or opposed to his own faction.

First Aid: This proficiency is essentially a watered-down version of the Healing proficiency, available to non-priests at a lower cost (and efficiency). The character does not have extensive medical knowledge, but does have enough to (hopefully) preserve the patient until an actual healer can be found.
This proficiency is essentially used to prevent further damage to an injured character. With a successful check, the character can prevent further damage from bleeding (including the h.p. loss for characters with a negative total). It can be used to splint a broken or damaged limb to prevent further damage. If the character can reach a poisoned character within 4 rounds, has all the necessary equipment (tourniquet, ipecac), and the patient has not already expired, a successful proficiency check can give the poisoned character another attempt to save vs. the poison.

Firefighting: The need for this proficiency was discovered when, in one of my campaigns, a party included a trigger-happy fire mage and a ranger traveling through an old-growth forest together. They almost came to blows (in character), until I presented this to them as a proficiency.
While almost anyone can effectively extinguish a campfire, this proficiency gives the character a greater knowledge of how to quickly extinguish and control fires on a greater level. This requires equipment, such as shovels or buckets of water, and usually organization. The proficient character will know the best strategies to defeat the wildfire, and can lead any effort to extinguish a burning house, forest, etc. Proficiency checks are required to keep the flame from spreading and to extinguish small sections of it. A failed proficiency check can result in an injury: a save vs. wands must be made at +6 if the proficiency is failed or a random character takes 1d8 damage. Penalties or bonuses may apply, at the DMs discretion, based on various conditions (people helping, available equipment, humidity/dryness, wind, etc.).

Monster Lore: An adventurer with this proficiency has a store of knowledge about some group of creatures. This is actually a catch-all for several different proficiencies, which must be purchased separately. Animal Lore can be considered a specific type of Monster Lore, dealing with natural (i.e. real-world) animals.
The main point of this proficiency is to close the gap between player and character knowledge. Many times in a campaign, a player will assume his character knows about the habits, abilities, and weaknesses of some creature, to the DMs objection. For example, when a player states his character will try to burn the troll they found, the DM will insist that he should not know this weakness, and an argument ensues. So, with Monster Lore, it can be settled once and for all whether or not a character knows about the habits, abilities, and weaknesses of a type of creature.
Below are a few examples of types of Monster Lore. This is by no means a comprehensive list. For cp/slot cost, consider any small group of creatures to cost 3 cp/1 slot. Any category that could easily contain more than one complete category should cost 6 cp/ 2 slots.
Dragon Lore (3cp): Gives knowledge of all varieties of dragons, including pseudo-dragons, Oriental dragons, and dragon hybrids (dragon turtles, dragonnes, etc).
Undead Lore (3 cp): Gives knowledge of the various types of undead, including their weaknesses. Without this proficiency, these weaknesses (such as a wooden stake or sunlight for a vampire) should not be known.
Humanoid Lore (3 cp): This gives the character knowledge of various humanoid races, including but not limited to: orcs, goblins, hobgoblins, kobolds, ogres, ogre magi, trolls, gnolls, flinds, xvarts, bugbears, mongrelmen, etc. This includes a limited knowledge of these creatures' cultures.
Demi-Human Lore (3 cp): As Humanoid Lore, except dealing with the demi-human races (Dwarves, Elves, Gnomes, and Halflings), as well as their various subraces (Drow, Duergar, Kender, etc).
Giant Lore (3 cp): Gives knowledge of the culture, abilities, and weaknesses of giants, titans, giant-kin, ettins, ogres, ogre magi, and trolls.
Greek Monster Lore (3 cp): Gives knowledge of creatures of Greek and Roman mythology, such as Hydra, Minotaurs, Centaurs, Satyrs, Chimerae, Medusae, Harpies, Griffins, Perytons, Unicorns, Sphinxes, Cyclopes, Pegasi, etc.
Lycanthrope Lore (3 cp): Gives knowledge of the various forms of lycanthropic creatures, including their weaknesses. Without this proficiency, knowledge of these weaknesses (such as silver weapons) should be presumed unknown.
Underdark Monster Lore (3 cp): Of great use to dungeon delvers, this gives knowledge of various subterranean creatures, including but not limited to: aboleth, troglodytes, shriekers, piercers, slimes, molds, puddings, cave fishers, drow, kuo-toa, svirfneblin, myconids, illithids, beholders, etc. Dwarves, gnomes, drow, and other subterranean races (subject to DM approval) need spend only 2 cp for this proficiency.
Faerie Lore (3 cp): This gives knowledge of various fairy races (pixies, brownies, sprites, spriggans, nymphs, dryads, leprechauns, etc.) as well as other sylvan creatures (satyrs, centaurs, unicorns). Elves and Gnomes need spend only 2 cp for this proficiency.
Golem Lore (3 cp): Gives knowledge of the various types of golems. This includes knowledge of how to make them for priests and wizards, with a percentage chance of success equal to the character's experience level.
Sea Monster Lore (3 cp): Gives knowledge of various aquatic animals and humanoids.
Modron Lore (3 cp): Gives knowledge of the Modron race of Mechanus.
Slaad Lore (3 cp): Gives knowledge of the native(?) race of Limbo.
Rilmani Lore (3cp): Gives knowledge of the enigmatic Outlander race.
Fiend Lore (6 cp): Gives knowledge of the various lower planar races: Baatezu, Tanar'ri, Yugoloths, and Gehreleths. Knowledge of just one of these races (i.e. Baatezu Lore, Tanar'ri Lore) can be gained at a cost of 3 cp.
Celestial Lore (6 cp): Knowledge of the upper planar races: Aasimon, Archons, Guardinals, and Eladrin. Knowledge of one of these races (i.e. Archon Lore, Eladrin Lore) can be gained at a cost of 3 cp.
Elemental Lore (6 cp): Gives knowledge of elementals, pseudo-elementals, grues, elemental-kin, and other creatures of the inner planes. Knowledge of one type of creatures of one element (Aerial Lore, Earth Lore, Fire Lore, Water Lore) can be gained at the cost of 3 cp.

This should give some good examples of Monster Lore. It is encouraged to come up with new categories as well.

 

 

E-mail me @  xthulhu@crosswinds.net

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