Proficiency Descriptions

Proficiency: Accounting
Group: General
Number Of Slots: 1
Check: Int 0

This skill identifies the character as a skilled keeper of monetary records, be they of a business, private estate, or a government.

Proficiency: Archaeology
Group: General
Number Of Slots: 1
Check: Int 0

This skill indicates that a character is familiar not only with the study of the past, but also the techniques by which such information is acquired.

Proficiency: Arithmology
Group: Wizard
Number Of Slots: 2
Check: Int -2

This is the practice of finding the numerical values of letters, words, and names, and using those values in magical equations to discover truths about an opponent you expect to face. Names, even assumed names, carry power, and knowing the values of these names grants power over the named individual. In game terms, using airithmology to calculate the value of a subject's name allows you to cast against them more effectively. This manifests itself as a penalty to their saving throws.

Arithmology has two requirements aside from knowledge of the craft: materials and time. Materials are fairly easily acquired: paper, writing utensils, and a book of tables. The time factor can be more prohibitive. It takes two hours to calculate all the appropriate formulae.

If only part of a name, or an alias is available and the arithmologist makes a successful check then all spells cast by the arithmologist which have the named individual as a target have a -1 save penalty if a save is allowed. If the true name of the individual is available and a successful check is made then saves are made at a -2 penalty. It is important to note that this penalty only affects spells which specifically target the named individual (such as hold person) and does not affect spells which affect an area (such as fireball) even if the named individual is within the area. The calculations depend somewhat on the positions of the stars and thus the penalty is only in effect for one week before everything must be recalculated. The DM should roll all checks privately. Neither the player nor the character should know for certain if the calculations were done correctly.

Proficiency: Astronomy
Group: General
Number Of Slots: 1
Check: Int 0

This skill indicates a solid knowledge the rapidly growing science of stellar observation. This skill allows characters to identify celestial bodies and to predict upcoming stellar events. Characters with this proficiency gain a +4 bonus to all navigation checks.

Proficiency: Biology
Group: General
Number Of Slots: 1
Check: Int 0

Biology involves the study of all living things, including humans. A character with this proficiency will have a general knowledge of plants and creatures and the interactions between them. Such a character will have a working knowledge of the human body, and may be able to diagnose simple common diseases.

Proficiency: Botany
Group: General
Number Of Slots: 1
Check: Int 0

Characters with this proficiency have extensive knowledge of plant anatomy, varieties, byproducts, propagation, hybridization, and diseases. Botanist can identify most plants with ease and even rare plants with a successful proficiency check. If the character also has the toxicology proficiency then they gain a +2 bonus on their toxicology check to produce a poison derived from plants.

Proficiency: Bullet Moulding
Group: General
Number Of Slots: 1
Check: Int 0

Characters with this non-weapon proficiency understand the process of making bullets or "running lead". This allows them to produce bullets if they have a lead melting pot, a bullet mould, and at least 2 pounds of pure lead. This proficiency does not allow characters to work on muskets or pistols. Nor does it allow them to create new bullet moulds. This proficiency is completely superseded by Gunsmithing.

Proficiency: Chemistry
Group: General
Number Of Slots: 1
Check: Int 0

The chemistry proficiency enables heros to attempt to identify and create chemical compounds. This includes the ability to run tests that will identify the composition of a substance, so that a blood spot might be identified as something other dark red paint. In addition, chemical compounds can be manufactured assuming that the character has sufficient materials, lab equipment, and time to work.

Proficiency: Clockwork
Group: General
Number Of Slots: 1
Check: Int -2

This proficiency reflects the ability to work with the small mechanisms similar to those used in clocks and music boxes. With the right tools, the character can use this talent to construct clocks, watches, or similar timing mechanisms. A check at a -6 penalty is sufficient to create simple clockwork automata. In a case where a trap is fashioned from such components a rouge with this skill receives a +20% chance to disarm it.

Proficiency: Cryptology
Group: General
Number Of Slots: 1
Check: Int -2

The character with this skill has some training in deciphering hidden messages and codes. The character has some knowledge of how ciphers and codes are designed.

Proficiency: Demolition
Group: General
Number Of Slots: 1
Check: Int -1

This proficiency means that the character is knowledgeable about the use of various types of explosives, and how to set charges to the greatest effect. He/She also has knowledge about storage requirements of various types of explosives and detonators. It is possible that he/she may be able to look at debris from an explosion and determine what type of explosive was used, though this is difficult.

Proficiency: Geology
Group: General
Number Of Slots: 1
Check: Int 0

A character who is proficient in Geology has a good working knowledge of the process by which features of the earth's surface are formed. He/She also has a good recognition of various rocks and minerals. Such a character may be able to determine the safety of travel in a subteranian environment or determine the likely source of a rock or soil sample.

Proficiency: Gunpowder Preparation
Group: General
Number Of Slots: 1
Check: Wis -2

This proficiency represents a knowledge of how to produce gunpowder. Sulphur/Brimstone, Carbon/Charcoal, and Potassium Nitrate/Nitre/Saltpeter are required for this process*. The character knows how to produce the gunpowder in a "cook book" fashion. This ability does not imbue any knowledge of the underlying chemistry at work. A failed check results in loss of the ingredients and possibly more dire consequences at the DMs discretion.

* Brimstone can be found near volcanic formations or sometimes in mines in areas that once had volcanic activity. Charcoal can be produced by burning wood. Saltpeter can be produced by soaking rotting organic matter in water for several weeks. Ashes are then added to the putrid mix. This is then strained and evaporated yielding saltpeter.

Proficiency: Gunsmithing
Group: General
Number Of Slots: 2
Check: Int -2

Characters with this non-weapon proficiency can build and repair muskets and pistols and make bullets, and bullet molds. This proficiency does not allow a character to produce gunpowder. If the proficiency check for building fails, the weapon is damaged, and it explodes the first time it is used, causing 1d8 points of damage to the user. Any failed repair check indicates that the character breaks something in the firearm being fixed, necessitating two subsequent successful checks to repair it.

Proficiency: Journalism
Group: General
Number Of Slots: 1
Check: Int 0

This skill reflects a talent for writing and a familiarity with the business of publishing. Attempts by a character to sell written work will be governed by proficiency checks and the DM's estimate of the quality and interest of the work.

Proficiency: Mathematics
Group: General
Number Of Slots: 1
Check: Int 0

This proficiency indicates that the character has studied the various branches of abstract or theoretical mathematics. At the DM's discression this knowledge may positively modify other proficiency checks such as Accounting, Arithmology, Astronomy, Astrology, Biology, Clockwork, Cryptology, Engineering, and Physics.

Proficiency: Medicine
Group: General
Number Of Slots: 2
Check: Wis 0

A character with this skill has attended a medical school or studied closely under a skilled physician. Under the care of a physician a character recovers one additional hit point per day. If the character has complete bed rest as well as the aid of a doctor then he/she will recover four hit points per day. If the character has bed rest and is attended by a physician in a well stocked medical facility then that character will recover five hit points per day plus any additional constitution bonus (i.e. 6/day with a 15 CON, 7/day with a 16 CON).

Proficiency: Mesmerism
Group: General
Number Of Slots: 2
Check: Cha 0

A character with this skill is able to place a willing subject into a trance. This enables the mesmerist to explore the inner reaches of the mind with carefully phrased questions. Unwilling characters or those who are unaware of the attempt are impossible to entrance.

Establishing a trance requires one turn. During this time, the mesmerist and subject must be in a quiet place with no obvious distractions. The mesmerist then focuses the subject's attention (usually on a watch or candle flame). The DM should then roll a secret proficiency check for the mesmerist. If it is successful then combination of focused attention and the soothing words of the mesmerist lull the subject into a sleep-like trance. If it is unsuccessful the subject may fall asleep, giggle at the corny phrases, or attempt to fake a trance (either to deceive the mesmerist, or because they believe that is what is expected of them).

Once the subject has been mesmerized, the mesmerist may begin to ask questions. With each question asked the character must make a successful proficiency check. Failure indicates that the trance has faltered and the subject has awakened. The questions asked must be fairly simple and straightforward. It is impossible for the entranced subject to lie or deceive the character in any way, although the answers given may be tainted the emotions or beliefs of the subject. A mesmerized subject has almost total recall, so this skill is useful for recovering information that may have been lost to the conscious mind.

Proficiency: Photography
Group: General
Number Of Slots: 1
Check: Wis 0

A character with this skill can use and repair camera equipment, In addition this talent allows a character to develop photographic plates if the proper equipment is available. The character can also produce daguerreotypes that are considered artistic rather than merely competent. Attempts by a character to sell photographic work will be governed by proficiency checks and the DM's estimate of the quality and interest of the work.

Proficiency: Physics
Group: General
Number Of Slots: 1
Check: Int 0

A character with this skill understands the rapidly developing sciences which study the physical laws and structure of the universe. This skill includes knowledge of forces and motion, gravity, heat, light, optics, magnetism, and properties of matter and energy. The DM may deem that possession of this proficiency entitles a character to a +2 bonus to certain engineering checks.

Proficiency: Psychology
Group: General
Number Of Slots: 1
Check: Wis -2

The acquisition of the psychology proficiency indicates that a character has a knowledge of various mental disorders and their symptoms. In addition the character is trained in the care and handling of persons suffering from mental illness. This includes the effects of failed horror or madness checks. This skill has no effect on failed fear checks.

Using this skill the character may act as the therapist when attempting to help another recover from a failed madness or horror check. (see Ravenloft: Realm of Terror page 41) If the psychologist makes a successful proficiency check then they may apply an additional -2 penalty to the save. This penalty is cumulative with the one for hypnotism.

Proficiency: Quick Draw
Group: General
Number Of Slots: 1
Check: Dex -2

This proficiency allows a character to quickly draw and ready a pistol. A successful check negates all initiative penalties for having a pistol holstered.

Proficiency: Somatic Concealment
Group: Wizard
Number Of Slots: 1
Check: Dex -1

Though spell casters can mumble verbal components and hide material components in their hands or robes, somatic components are harder to hide. The somatic component of any spell, magical or clerical, is apparent to any character watching the spell caster.

A character using the somatic concealment proficiency must announce to the DM his intention to do so at the beginning of the round. Then, when the character casts his spell, the DM makes his roll in secret. A successful check indicates that anyone who could normally view the wizard doesn't recognize his gestures as magical in nature. A failed check means that all who can view the casting wizard see his movements for what they really are.

Proficiency: Taxidermy
Group: General
Number Of Slots: 1
Check: Dex 0

A hero who chooses this proficiency is able to dismember and successfully reconstruct the carcasses of animals for display purposes. Attempts by a character to sell such work will be governed by proficiency checks and the DM's estimate of the quality and interest of the work.

Proficiency: Toxicology
Group: General
Number Of Slots: 2
Check: Int -4

Toxicology is the science of poisons, their effects and handling. The character with toxicology has a chance to identify common poisons, know how they are administered, and have a basic understanding of their effect. He/She knows how to handle most poisons without endangering him or herself.

The making of poisons as well as antidotes and antitoxins is possible, but extremely difficult. In any event it requires a well stocked laboratory. Consult your DM with information about what specific venom or antivenom you want to create and ask about the penalty. In the case of an antivenom the character must first successfully identify the poison using this skill before he/she can know what type of antivenom to create. It should also be noted that this proficiency cannot be used to create antivenoms for magical poisons, although if the character is a spellcaster with the ability to create such antivenoms this proficiency may be helpful.

Proficiency: Zoology
Group: General
Number Of Slots: 1
Check: Int 0

A character with this skill has a working knowledge of the world's known animals and their habits. This skill does not permit a character to train wild animals. This skill will allow a character to tend a minor injury or recognize a common ailment in an animal. It does not confer the ability to perform surgery or diagnose complex diseases.