Special Skills: A New Category for the General Skill Rules for BECMI/RC
by Håvard Since we have been talking about Special Skills in this topic and this other topic about Clerics, I have been thinking about some new rules for skills.Using these rules, I am dividing skills into General Skills and Special Skills.
Using Special Skills: Most special skills function just like General Skills. However, many have specific effects as well.
Advancement
Starting Character Special Skills: Using these rules, a PC gains 1 special skill and 4 General skills at 1st level.
Gaining New Special Skills: Every four levels (4, 8, 12 etc), the PCs gain 1 new General Skill and 1 new Special Skill. Many Special Skills are only taught at special places in Mystara. This requires the PC to not only spend a Special Skill point, but also find a teacher in those locations willing to teach those skills first.IMPORTANT: Some skills that were previously considered General Skills are now considered Special Skills. Here are some examples:
Sample Special Skills
SPECIAL SKILL SOURCE Effect Taught Agility Training (Dex) Gaz 3 Allows movement while casting spells Glantri Conjure Companion (INT) Gaz 3 Binds a monster to the caster. Glantri Learn Language Gaz 3 Glantri Mandragora Gaz 3 Glantri Meditation Gaz 3 Glantri Quick Casting Gaz 3 Glantri Spell Combination Gaz 3 Glantri Wrestling (STR) RC +1 to Wrestling Rating Danger Sense (WIS) RC Can detect an immediate danger, wake up if attacked at night. Success avoids surprise. Alertness (Dex) RC Success avoids surprise, unsheathe or change weapon without losing initiative, oppose disarm attempts. Blind Shooting RC Success allows the attacker to ignore penalties for darkness. Quick Draw RC +2 to individual initiative for missile weapons Artillery Gaz 12 +1 to hit with Siege Weapons Ethengar Rapid Fire Gaz 12 Success allows 2 missile attacks per round at -3 to hit Ethengar, Alfheim Animal Empathy /Monster Empathy HW Hollow World Fighting Instinct Gaz 12 +2 to individual melee initiative Ethengar Equestrian Gaz 12 Allows spellcasting, missile fire etc from horseback Ethengar Ledge Hopper HW Allows free movement leaping along mountain sides Hollow World Treewalking Gaz 5 Allows full movement rate walking across treetops (See Ledge Hopper) Alfheim Leadership RC House ruled: Allows reroll of group initiative Weapon Mastery Gaz10, Gaz 13 See my revised version here. Varies by weapon More Special Skills