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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