Complete Skill Description List for the World of Otara

Quick Reference

Communication
Domestic
Espionage
Horsemanship
Labour
Magical/Religious
Medical
Military
Naval
Performing Arts
Physical
Rogue
Scholar/Noble/Technical
Science
Weapon Proficiencies
Wilderness

Note:Prerequisite Skills are shown in [italics] and Bonuses shown in ()

COMMUNICATIONS

DOMESTIC


Note: Characters can attain professional quality by selecting thesame domestic skill twice. Add a one time bonus of +10% and note thatthe end result is of superior quality.

ESPIONAGE

HORSEMANSHIP


There are several ranges of horsemanship skills, each indicating a certain degree of training and expertise. The individual O.C.C. will indicate which of the three applies to that occupation (general knowledge is most common). Each type of horsemanship has the following skills and areas of knowledge. The higher the skill percentage the better the skill or ability. Note: To avoid being thrown from the horse when jumping, charging, kicking or performing some other difficult maneuver or trick, the character must roll under his percentage to remain in the saddle and in control of his animal.
      Ride & care of horses: The first percentile number indicates the character's riding ability and a fundamental knowledge of feeding, caring, and grooming of horses.
      Recognize quality/breed: The first percentile number also indicates the success ratio of recognizing the breed quality, age, strength, speed, health, and general attributes/capabilities (race horse, workhorse, warhorse, etc.) of the animal.
      Breed horses: The second percentile number indicates the knowledgein the raising, breaking, training and breeding of horses. It includesshoeing horses, giving birth, and curing minor ailments andinjuries.
      Jumping: The second percentile number also indicates the successratio of NOT being thrown from the horse when jumping, charging,kicking or performing some other difficult maneuver or trick, charactermust roll under his percentage to remain in the saddle and in control ofhis animal. Damage from being thrown off a horse is typically 1D6.
      Racing: The second percentile number also indicates the success ratioof maintaining control and getting maximum speed while racing atfull gallop. A failed roll means the horse runs quickly but 10% short ofits maximum speed attribute. A successful roll not only means runningat maximum speed, but the rider can coax that little extra spirit andspeed out of the animal. Once every four minutes, the rider can get thehorse to kick into overdrive and run at 25% faster than its normal maximum.However, this speed can only be maintained for one minute at atime and cannot be done more than three times in a 15 minute period.Maximum running speed can be maintained for a period of minutesequal to the horse's P.E. attribute. Pushing the horse beyond its endurancewill cause it to slow down by 30% and after 4D4 minutes, collapsefrom exhaustion (requires at least a half hour rest and light activity foranother hour).
      Combat: All bonuses are in addition to other combat skills, weaponproficiencies, or attribute bonuses. Applies to the rider, not the horse.The rider gains a combat advantage from the height and speed of beingmounted.

LABOUR

MAGICAL/RELIGIOUS

MEDICAL

MILITARY

NAVAL

PERFORMING ARTS

PHYSICAL


Special Note: One of the unique aspects of this RPG system is that the player can build and increase his or her character's physical attributes (P.S., P.P., P.E., Spd., S.D.C.) by selecting physical skills that will build and develop the body's muscles and endurance. ALL attribute and skill bonuses are accumulative. However, a specific physical skill may only be chosen once, including hand to hand combat skills. There are several major kinds of fighting techniques available to the characters. Boxing and wrestling adds to the techniques and power of a specific hand to hand training. Note: Characters without combat training start with only one hand to hand attack per melee round, but get a second attack at level one, six and twelve.

ROGUE

SCHOLAR/NOBLE/TECHNICAL

SCIENCE

WEAPON PROFICIENCIES


A note about Weapon Proficiencies (W.P.): Each W.P. providescombat training with a particular type of weapon. The result is hand tohand combat bonuses to strike and parry whenever that particularweapon is used. All bonuses are accumulative. Each W.P. counts as oneskill. The character may select several W.P.s or a few. Note: Characterswithout a W.P. can use any weapon, but without benefit of the W.P. bonuses. This is considered Non-Proficiency. Rules onWeapons Specialization can be found here
Weapons Specialization Rules.

WILDERNESS

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