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Post by Brad the Inhaler on Dec 28, 2004 1:04:29 GMT
Find specific skills with Ctrl+F
Acrobatics This skill allows characters to be highly trained athletes, capable of amazing feats of tumbling, leaping, jumping, etc. Characters with this skill should add 2 yards to the distance of any Leap, and a + 2 modifier to the die roll for damage from Jumps and fall. In addition, they can climb all but sheer surfaces without needing to take Risk tests (see Jumping, Falling, Leaping, Climbing). Although characters with Acrobatics can perform back-flips, handstands, somersaults and cartwheels without risk, they may not perform acrobatics and simultaneously combat, or attempt any manipulative actions, such as opening doors. Characters with this skill may seek work as entertainers with a +10% modifier to Employment tests, or may Busk with a +10% modifier for the test.
Acting Characters able to act can assume or feign other identities as well as project themselves before an audience. They may Bluff or Gossip with a 15% bonus to the test. Actors also have a stock repertoire of speeches, and a good actor will be able to recite these at the drop of a hat, which allows them a 10% bonus to all Busk tests.
Acute Hearing Characters with this talent are blessed with astoundingly good hearing. They get a +10 to Listen tests, and may also add 2 yards to the normal distances over which sounds can be heard.
Ambidextrous Ambidextrous characters can use both hands equally well and suffer no disadvantageous modifiers for using weapons wrong-handed. They also have a 10% bonus for all Risk tests based on Dexterity to account for their greater adroitness.
Animal Care Characters with this skill are used too dealing with domestic animals, including riding animals and beasts of burden. They arc aware of the requirements of the animal as regards general care, feeding, grooming and exercise. They will also be likely to spot any developing illness or sign of discomfort. Typically, this skill applies to horses, other equines and cattle.
Animal Training Characters with this skill can train animals to perform certain duties or tricks. The skill is general, and applies to horses, dogs, hawks and other pets as well as suitable wild animals. Any non-fantastic animal can be trained (unless noted otherwise in The Bestiary), as long as it has an Intelligence of 6 or more. The more complicated the task is, the longer it takes to teach, as the following guidelines show: Obey simple verbal command in the character's presence 1 week Count, balance balls, perform party tricks 3 weeks Fetch items or obey commands whilst out of the character's presence 10 weeks Train a fighting animal, such as a hawk, warhorse or guard dog 12 weeks The training must be appropriate to the animal. A warhorse could be taught to remain absolutely still, even in the midst of great excitement and the smell of blood; a hawk will obey ‘Attack' and 'Return' commands, or return to a lure. The loyalties of a trained animal cannot always be transferred to a new owner. The GM should determine if this occurs. Warhorses would probably accept a new owner, whilst dogs would be less likely to do so. The skill additionally confers a +10% modifier to all Employment tests for work as retainers, stable lads, falconers, or whichever is appropriate.
Arcane Language - Magick Characters with this skill can speak, read and write the arcane language. Arcane language is used only for the purposes of magic, and never spoken merely to communicate - indeed that would be largely impossible. All books, scrolls and other inscriptions of a truly arcane nature are written in the secret arcane language. A psychical book or inscription may be written in an ordinary language, but it will have no power to teach a psychical ability, and will not in itself be psychical - it would be a mere curiosity. The character will know which language is indicated from the career description. - Arcane Dwarf - Arcane Elf - Druidic - Demonic
Art Artists can paint, sculpt or produce other works of art. Some are limited in the type of work they can do as defined under the appropriate career. Whatever their talent, artists can produce useable or saleable items (saleable at the GM’s discretion naturally!), including convincing copies of existing works of art. The following chart can be used by the GM to establish the sale values of the artist's work and the percentage chance of a forgery being spotted as a fake by a non-expert: Time spent Sale Value detection 1 Week 10D12 Crowns Buyer's Intelligence % + Per Week + 10D12 Crowns +10%-maximum 90% The maximum time that can be spent on an average painting or sculpture is two months. Larger or finer works are at the GM's discretion. The Sale Value depends upon the Artist being acceptable to the purchaser. Not everyone in The Old World values art highly, and the GM must allow for the possibility that the character's art just doesn't fit in with what people are willing to buy... Even so, the character has a 10% modifier to all Busk tests. Artists are better at spotting forgeries themselves, and have a bonus of 15% to their Intelligence for the purposes of Detection.
Astronomy Characters with this skill are familiar with the heavens and the cycles of the heavenly bodies. They can recognize constellations, planets and unusual bodies such as comets, novae, etc. On a successful Int test, the character can navigate by the stars with reasonable accuracy, and can predict cyclic astral events such as eclipses and meteor showers.
Begging This is a skill learned the hard way, and usually through strict necessity. Characters with this skill know all the standard beggar's tricks: pleading, groveling, whining, and pretending to be a war hero and so on. The skill allows characters to earn a little cash. On a successful test based on the average of WP and Fel, the character will gain D3 Silver Shillings. A test should be made for every hour of begging. Any success depends ultimately on being in the right place at the right time, and the GM should modify the chance of success and the reward as circumstances warrant.
Blather Characters with this skill may attempt to blather against characters that speak the same tongue. Blathering can be used in almost any situation in order to gain time. Blatherers simply invent a complete string of nonsense, ranting on and on whilst their victims stand dumbfounded, wondering whether they are insane, intoxicated or possibly dangerous. Blathering is always nonsensical - it is not an attempt to bluff; only to confuse. Blathering characters should make a test against Fel. A successful test indicates that the blathering succeeds in its purpose for that ten second combat round. Success by +10% or more points indicates that it works for D6 additional rounds. After this time, the victim will wise up, and the character had better run for it. NPCs will not remain transfixed by a blathering character if they are in obvious danger, or if blatant preparations are being made to harm them. Although blathering characters may transfix any number of opponents, they are unlikely to succeed with more than one if anything else is going on around them, such as a fight.
Boat Building Characters with this skill have worked building boats and understand the basic principles and requirements of constructing sea or river-going vessels. They are familiar with nautical terminology as well as the normal range of woodworking and sail-making tools. Given time and equipment, characters would be able to repair or construct a boat. Rafts or other improvised craft can be built at the rate of ten man-hours per passenger to be carried. Characters with this skill have a modifier of +10% for Construct tests when employing wood or other boat-related raw materials.
Brewing Characters with brewing skills can brew wine and beer, and understand the principles of the fermentation process. They are able to Judge the quality of the ingredients and the finished product, estimate fermentation times in any given environment, and judge whether a particular brew is ready. They also have a +10% modifier to their chance of noticing a drug or poison in wine or beer. If successful, the presence of some foreign substance will be detected, but not its nature.
Bribery Characters with this skill have mastered the art of buying favors. They know who to bribe, what to offer and how to go about it. They have a + 20% modifier to Bribe tests - note that money is not the only thing that can be used for a bribe.
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Post by Brad the Inhaler on Dec 28, 2004 1:06:05 GMT
Carpentry Carpenters have experience of working with wood, constructing items such as furniture, house fittings, chests, wagons, etc. They are familiar with woodworking tools, techniques and types of timber. Characters with this skill have a +10% modifier to Construct tests when building wooden structures.
Cartography Characters with this skill are familiar with the practices and uses of map-making. They can read maps, even if they are drawn in an unconventional or archaic manner, or depict unknown areas. They are also able to recognize coastlines and other geographic features, even when distorted, badly drawn or presented in a disguised fashion. Using a map, cartographers can guide themselves or others towards a certain goal, or in a specific direction. Cartographers are also very good at remembering directions and features. This is very useful in dungeons, and may enable a character to remember a way out or recall where a passage leads. Tests are made against Int to determine success.
Cast Spells Can cast spells of the appropriate level and type.
Charm Characters with charm have that indefinable quality which allows them to get on exceptionally well with people, who will generally be friendly and helpful. Charming characters will find it easy to persuade other people of almost anything. They can ‘turn on the charm’ at will, giving them a +10% modifier to all tests involving Fel.
Charm Animal Characters with this skill get on exceptionally well with animals, and receive their trust for some reason. Domestic animals with an Intelligence of 10 or more will be affected as soon as they approach within twelve yards of the character. They will respond by wagging their tails, mewing, purring or acting in a similar friendly manner, and unless restrained by a leash, tether, fence or something - will start to follow the character around. Simple verbal commands can be given to any animals with an Intelligence of 5 or more, as long as they are within twelve yards. A test against the animal's WP must be made to determine success. These commands must be very basic, such as 'Follow me', 'Halt', and ‘Go away', etc. Characters may also attempt to influence animals threatening or attacking them. In this case, the animals might obey a simple 'Go away', but they will show the character no outward signs of affection. The GM can enliven the proceedings by having charmed animals constantly trailing the character, turning up unexpectedly, getting in the way and generally making a nuisance of themselves.
Chemistry Characters with this skill have a reasonable understanding of the principles of chemistry, although their knowledge will often be in a mystical or psychical form. As chemists, these characters have the ability to recognize various types of mineral ores, naturally occurring chemical compounds and prepared chemicals. They also know where to look for these items (e.g., that sulphur can be obtained from volcanic pits, etc). Chemists also understand how to extract and refine chemicals from mineral ores or compounds. They can isolate an element from its compound to produce iron, copper, silver, etc. It is left up to the GM to guide players running characters with this skill. They should be permitted to manufacture certain compounds, but must be restrained from trying anything too complex or unlikely. TNT is definitely out! Gunpowder and various flammable mixtures should be permitted. Gunpowder comprises a mixture of sulphur, saltpeter and carbon, whilst most of the 'Greek Fire' mixtures of ancient times contained naphtha and usually sulphur, as well as various bitumen substances and oil. A test against Int should be used, with modifiers to reflect the complexity of the task, as the GM sees fit. Serious failures can be expensive, messy and painful.
Clown Characters with this skill have worked as clowns, usually as part of a traveling circus or within a company of players. Clowns concentrate on visual humor, slapstick and crude jokes. Even companies specializing in high drama and tragedy employ clowns for comic relief during their productions, if only to keep the stupid and drunken portion of the audience happy. Clowns can Fall and Jump with a +1 modifier to the damage roll. They also have some acting skill, which allows them a +10% modifier to Bluff tests. Comic recitals can be performed to order - which allows the character a +10 modifier to all Busk tests.
Comedian Comedians have normally worked as entertainers, telling amusing stories, anecdotes and jokes. Unlike clowns, they rely on verbal humor only, although they can develop acting talents and usually work in company with other actors or entertainers. Comedians have a repertoire of amusing stories, which makes them interesting to talk to, and which gives them a +10 modifier on all Busk tests. Characters with this skill have a +15 % modifier when making Gossip tests.
Concealment Rural A character with this skill can hide in most environments perfectly, using trees, branches, shadows, doorways, undergrowth, walls, fences, back alleys or similar things for cover. Hiding requires a roll of the characters I + Cl minus the I of the people they are hiding from. Characters get a +20 modifier.
Concealment Urban A character with this skill can hide almost perfectly, using trees, shadows undergrowth, alleys or similar things for cover. Hiding requires a roll of the character’s I + Cl minus the I of the people they are hiding from. Characters get a +20 modifier. Hide tests should be made with a 20% bonus if the character is keeping still, or a 5% bonus if the character is moving cautiously. Obviously, there needs to be somewhere for the character to hide. The GM should ask the players to describe what their characters are doing to hide, and modify the chances accordingly.
Consume Alcohol Characters with this ability have developed an unusually high resistance to alcohol, being able to consume large quantities without much visible effect. They can drink most other characters under the table. They suffer only half the normal characteristic reductions due to alcohol consumption (see Poison), but their WP tests to resist the lure of another drink are made with a 10% penalty.
Contortionist Contortionists receive their training from circus people, or through some strange religious discipline. The skill allows them to control their bodies in ways not possible for normal people: moving bones out of sockets, distorting the physique in lots of horrible ways, and otherwise being revolting. They can escape from ropes, chains or other bonds on a successful test against Dex, with a penalty equal to half the Int of whoever secured the bonds. Contortionists can also squeeze through ridiculously narrow openings, such as the bars of a cell or a narrow ventilation shaft. 6 inches x 1 foot is the narrowest practical gap such a character can squeeze through. Even though many people find their antics repulsive, contortionists have a +10% modifier for all Busk tests.
Cook Characters who can cook can prepare food to a high standard, and judge the quality of both ingredients and the finished product. They also have a +10% modifier to their chance of noticing a drug or poison in food (see Poisons). If successful, the presence of some foreign substance will be detected, but not its nature.
Cryptography Characters with this skill have been trained in the art of devising and cracking codes and ciphers. They can devise a new code on a successful Int test, and have a +10% modifier for any Int tests made in order to break unfamiliar codes. The GM may assign modifiers for exceptionally easy or difficult codes.
Cure Disease Characters with this talent may attempt to cure any disease. They can recognize common illnesses automatically, and may be able to recognize rare diseases if a successful test is made against their Int. Once a disease is recognized, the GM can tell the character what must be done to administer a cure, and any special requirements - herbs, potions, etc - the cure involves. When administering a cure, the skilled character must make a successful Int test, with a modifier equal to the patient's T. If this test is successful, the patient will suffer no more ill effects from the disease, and recovery time will begin immediately; if the test is unsuccessful, the treatment will have had no effect, though another attempt may be made on the following day. Critical failures (see Tests) should have very drastic outcomes - possibly even the death of the patient. A character with this skill can provide Medical Attention to shorten recovery time.
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Post by Brad the Inhaler on Dec 28, 2004 1:07:04 GMT
Dance Characters who have this skill can dance exceptionally well, either formally, informally or both. They may add a +10% modifier to Employment or Busk tests when seeking employment as entertainers or when providing street entertainment.
Demon Lore Characters who have this skill can recognize a Demon when they see one, and can distinguish general types at a glance (Greater, Lesser or Servant). They are sensitive to the smell and aura of demons, and will be able to tell if there are Demons within forty-eight yards, even if they cannot be seen. Characters without this skill may not know that it is a demon they are going up against, but the GM should be hinting pretty strongly that the opposition looks tough and very unfriendly.... When confronted with a Demon, a character may be aware of its capabilities, weaknesses and disposition. To determine this, the GM can test against Int when the character meets a Demon of a previously unencountered type. If the character has met up with a type of Demon before, all these details will be known automatically the next time one turns up.
Disarm Characters with this skill may choose to disarm an opponent rather than do damage. The player should state that the character is trying to disarm the opponent, roll to hit as normal, then roll to hit again. Note, his opponent parries or dodges as usual. If both rolls are successful, the opponent is disarmed; otherwise, nothing happens. Weapons knocked out of an opponent's hand will travel 2D6 yards away in a random direction. This skill cannot be used against a creature which has a bite, tail-lash or other unarmed attack.
Disguise Characters with this talent are skilled at preparing and using disguises. A disguise can be very elaborate, or quite simple. The GM should bear in mind how much effort has gone into a disguise when deciding whether it works or not. A disguised character can pass unnoticed amongst unsuspecting people, and will pass casual examination if a test against Fel is successful. Close examination will always reveal a disguise, although the character may forestall such examination by means of a successful Bluff. Again, the GM should take the nature of the bluff into account: something like "Don'ee search me too roughly deary ...I's bin a bit delicate since I got a touch of the Old King's Rot" ought to be successful in most cases....
Divining This skill can be used to try to discover information not normally available to a character. For example, it might reveal the whereabouts of a lost Jewel, the projected coronation date of a new monarch or the winning number in the town lottery. The GM must be discreet when giving player information of this kind; answers should not be too cut-and-dried. Be cryptic - leave room for erroneous interpretation or ambiguity. The GM can establish the success of divination by a test based on the characters Int. Divination can take many forms - crystal gazing, sand writing, throwing bits of bone around, etc - but in all cases some sort of object/s or divining utensil is used. The player should establish the character's own method, and stick to it. Optionally, a character that is skilled in one form of divination may acquire the skill a second time to become skilled in another form.
Dodge Blow Characters with this ability are especially skillful at avoiding blows from hand to hand combat, by ducking or weaving away from the blow. To dodge successfully, the character must make a successful I test. A successful dodge means all damage from that blow is ignored. Only one dodge can be made per combat round, and characters may only dodge a blow they see coming. Surprise attacks can not be dodged, and neither can missile fire from bows or crossbows.
Dowsing Characters with this skill will be able to locate sources of underground water using only their natural instincts, provided they pass an Int test. The GM should decide the probability of water being present in any location. In desert regions this skill should normally enable a character to survive all but the worst conditions.
Drive Cart Characters with this skill have experience of driving carts or wagons. They may drive any sort of vehicle - cart, wagon or even chariot with perfect confidence, being able to control the horses/beasts automatically, without having to make a Risk test, and without attracting untoward attention or causing possible accidents. See Guidebook-Transport for more information on various forms of transport.
Embezzling Embezzling is a very useful skill to have, since it allows the character to acquire sums of money seemingly from nowhere. If placed in a Job, which involves contact with money, the character can employ this skill. The GM should test against the character's Int to establish whether the character is successful. A successful embezzler 'acquires' D6 crowns and always escapes detection, or, at worst, cannot be suspected. If the test is failed, nothing is acquired, and the character may be suspected. If the attempt fails by 40% or more, the crook is caught red-handed. Characters can attempt to embezzle as often as they like. If they embezzle more than once per day from the same place, each successive attempt is subject to a disadvantageous test modifier: -10% for the second attempt that day, -20% for the third and so on. The GM should adjust the amount of money available to suit the precise context of each attempt. A character embezzling from a state treasury could acquire much more money than D6 crowns, whilst a poor shopkeeper might only be good for D6 shillings. This skill may only be used when a character is employed in a job which requires the handling of money.
Engineer Trained engineers have a good understanding of mechanical principles and methods of construction. Although they are used to working with others, they are quite capable of completing most jobs individually, with a +20% on Construct tests. Engineers are conversant with metal/woodworking tools and terminology. They are able to draw up plans and can interpret technical drawings no matter how obscure or involved.
Escapology Characters with this skill have received training from either circus people or a religious body. They cannot be restrained by normal means; sooner or later they will escape any bonds; it doesn't matter if they are ropes or chains. The escape happens after a successful test against Dex, which may be tried once every turn. Characters with this skill have a +10% modifier to all Busk tests.
Etiquette Characters with this skill are fully conversant with social conventions, knowing the correct way to behave in most situations. They have an across the board modifier of +10% to all standard tests and characteristics checks in situations where the character is mixing in high society.
Evaluate Characters with this skill have a practiced eye, and can judge the worth of goods with a fair degree of accuracy. They have a modifier of +10% to all Estimate tests, and the margin of reduced to 5% in all cases.
Excellent Vision Characters with exceptionally good eyesight can see objects at +50% normal distances. This does not affect night vision distances, but it does affect the distance that can be seen with a torch, lantern, etc.
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Post by Brad the Inhaler on Dec 28, 2004 1:07:58 GMT
Fire Eating Characters with this skill have worked as fire-eaters with circuses or other travelling entertainers. They can extinguish burning sticks in their mouths, juggle or balance burning objects, and even breathe fire. They are so used to dealing with fire that any damage they receive from fire-based attacks will cause one less wound then it would normally. Fire-eaters may breathe fire using a special inflammable alcohol based preparation they make themselves and kept in a flask. Fire can be breathed at a single target as either a missile weapon or combat attack. Maximum range is two yards. Hits cause D4 wounds with a strength of 3, plus d4 additional wounds at strength 3 on flammable targets. Characters with this skill have a +10% modifier for all Busk tests. Vitality = Wounds The character can kindle fires in the most unpromising situations. Fire eaters may breathe fire using a special inflammable alcohol-based preparation, which they can manufacture themselves using standard alcoholic spirits. This is normally kept in a small flask. It can be drunk without causing serious, long-term harm, although most characters would be sick for several days afterwards. Fire caters take a swig of this strange beverage every time they want to breathe fire; this takes a turn. Fire can be breathed at a single target as either a missile weapon or combat attack. Maximum range is two yards. Hits cause D4 Wounds with a strength of three, plus D4 additional Wounds at strength three on flammable targets.
Fish Fishing is not a sport, but a necessity for many people; fish form an important part of their diet. Characters with this skill are quite canny with a hook-and-line or net. If properly equipped, characters can catch fish from any waters, but the GM must decide how long it will take to catch the amount of fish required -this should vary from place to place, or day to day. A good rule of thumb is that it takes D4 hours to catch enough fish to keep one person alive for one day. Fishermen know where to find specific sorts offish, and what habitats different fish prefer. Catching rates and probabilities are at the discretion of the GM; fishing in winter, for example, should be difficult, or even impossible.
Flee! Characters with this skill are fit and agile runners, and may add 50% to their Move characteristic for the first round when running away from a combat or other threat.
Fleet Footed Characters with this talent are good, fast runners, and very nimble on their feet. Their M score is increased by 1 point.
Follow Trail Characters with this skill can follow any trail made by animals or travelers; a faint or difficult trail may require an Int test, at the GM's discretion. The trail can be followed without the tracker becoming slowed down. From hoof impressions, the state of fires and other trail features, characters can Estimate the distance between themselves and their quarry (either in days or distance) with a +10% modifier. Trackers may also add a +10% modifier to tests to Estimate the numbers of quarry and, in some cases, their racial types. They can identify animal species from their droppings where present.
Frenzied attack is always frenzied when fighting (+1 damage, -1 to damage received, -10 WS)
Gamble Characters with this skill are accomplished statisticians and experienced gamblers. They know how to make the odds on any game work for them, and so all Gamble tests should be made with a modifier of Int/2. Characters may choose to 'throw' any gambling attempt, in which case they will automatically lose and no test is required.
Game hunting Experienced hunters know where to look for game and the best way of dealing with it. The GM must decide which specific animals could be found in a given place, and can tell characters the sort of animals they might expect to encounter. A test made against a character's Int will give the GM an idea of whether game has been found. A failed test indicates nothing, whilst a successful test indicates that game of some kind has been located. The degree of success can be taken as a guide to the number of animals, and whether they are what the character was looking for. Depending on the situation the test can be performed once per day, or more or less often. Gem cutting Characters with this skill can cut gems given the correct tools and sufficient time, at the rate of D6 stones per day, so long as no stone is worth over fifty gold crowns. Stones worth fifty-one to one hundred gold crowns each take a whole day to cut. Stones worth over one hundred gold crowns each take D6 days to cut. To determine success or failure, a test should be made against the average of Int and Dex. If successful, the value of the gem is increased by 5% for every point under the requirement rolled on the dice (so an Intelligence 50, Dexterity 40 gem smith rolling 05 would have increased the value by 200%). If the character is recutting a once-cut gem, the increase in value will be 10%. If the test is failed, the value of the cut or uncut stone is halved, and the character must start from scratch working on the smaller stone. Large gems may be split into smaller gems totaling 75% of the original value, and jewelry can be broken up or re-cut, losing 10% of its value
Haggle Skilled bargainers can often obtain goods at well below market prices. Characters with this skill have a 10% modifier to all Bargain tests.
Heal Wounds Characters with this skill can minister to wounded characters in two ways. In the field, they can provide first aid — binding wounds, staunching blood, and so on — which will have varying effects, depending on how seriously wounded the patient is. The character providing the treatment must make a successful Int test. If the patient is lightly wounded, treatment takes 1 game turn and restores the character to normal. If the character is heavily wounded, treatment still takes 1 game turn, but only 1 Wound point will be recovered. However, the character can now be considered to be only lightly wounded. Note that only one treatment may be performed until the character suffers further damage. It is not possible to use this skill to aid a heavily wounded character, and then treat the now lightly wounded character again in order to restore further Wounds points. If the patient is severely wounded, and losing further Wound each round, the character may only stop the bleeding and prevent further Wound loss. This takes 1 combat round, and further attempts may be made as long as the character lives. The patient does not recover any Wounds points, however, and will still die unless successfully treated by a character with Surgery skill within 24 hours. This skill may also be used to accelerate the recovery of lightly wounded characters. The character using the skill must make an Int test with a bonus of + 20, and provided that he or she is in attendance for at least half-an-hour each day, the wounded character will regain a number of Wound points equal to his or her Resilience each day. Even if the test is failed, the patient will still regain a number of Wound points equal to 1/2 Toughness.
Heraldry Characters educated in the reading of heraldic devices may recognize any heraldic device emblazoned on a shield or other item, know to whom it belongs and know a little of their history and genealogy, after a successful test against Int.
Herb Lore Characters with this skill can recognize the various types of herbs. They know about herbs’ properties and whether they must be gathered at specific times of day/year, or under special circumstances. The GM can indicate to characters places where they are likely to find herbs growing after a successful test against Int.
History Characters with this skill have considerable knowledge of local history, as well as a good idea of history in general. They are aware of all important events that have occurred within their own "home town" area in the last hundred years. What exactly constitutes an important event is left up to the GM, who can feed the player information as circumstances warrant. Test against Int to establish the extent or accuracy of knowledge about any particular event. More distant history, or non-local history, is also available to characters, but in less detail.
Hypnotize This skill can be learned from travelling entertainers and some mystics. To hypnotize another person, a character's attention must be kept on the subject for at least one entire turn. During this turn, the hypnotist places the subject in a trance, possibly using a swinging bauble and suitable chant for this. If the subject is resisting the effects, a test against WP should be made each turn to establish whether the hypnotist has been successfully resisted. The hypnotist may ask entranced subjects questions, which must be answered truthfully. The hypnotist makes a test against WP, and may ask one question whatever the result. If the test is successful, the hypnotist may ask D4 additional questions. Once the last question has been answered the subject will emerge from the trance naturally within D6 turns, or sooner if so compelled by the hypnotist.
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Post by Brad the Inhaler on Dec 28, 2004 1:08:46 GMT
Identify Magical Artifact Characters with this skill can detect the presence of a psychic artifact by touch in the same way as Detect Force. However, this ability is not a psychical one, it is simply a matter of experience and knowledge. Should characters encounter a psychical artifact of unknown type, they may use this skill to try to find out something about it. The GM should make a test against the character's Int. Success indicates that the character remembers reading or hearing something potentially useful about the object, and the GM can provide information accordingly.
Identify Plant Characters with this skill can identify common plants and spot unusual ones. Whilst they lack the herbalist's precise knowledge, they can recognize different types of herbs and may know vague details regarding their use. The GM should test against characters' Int in order to determine whether they can find specific plants.
Identify Undead Many Undead or ethereal creatures appear in human or other solid forms that seem to be normal living creatures. Characters with this skill, however, can recognize them for what they are at once. At the GM's discretion, an Int test may be necessary to tell two similar-looking Undead or ethereal creatures apart; refer to the appropriate section of The Bestiary for further details. Immunity to Disease Characters with this talent have had a long period of exposure to various diseases, and have developed an unusually high resistance to them. They gain a +10% modifier on all Disease tests.
Immunity to Poison Characters with this skill are so used to dealing with toxins that they have developed an unusually high resistance to them. They have a +10% modifier on all Poison tests. In addition, such characters are totally immune to three specific kinds of poisons or animal venoms. These can be chosen by the individual players, although they must justify how the character acquired the immunity in question. Old Worlders are unlikely to have developed immunity to Southland poisons, for instance, unless the have been to the Southlands.
Jest Jesters are versed in the tradition skills of bawdy humor, innuendo, sarcasm, wit and irritation. Quite why this should be regarded as entertainment is something of a mystery. Nonetheless, retention of a family Jester is a status symbol amongst the nobility. The character has a +10% modifier to Bluff and Busk tests.
Juggle Jugglers are experts at balance and poise. They are able to juggle just about any object, or balance things on their heads, noses, etc. They can also throw and catch with great accuracy at ranges of up to ten yards - modify their characteristic by +15% in such circumstances. At greater distances, characters still have a +10% modifier all BS tests made with thrown weapon up to the weapon's normal maximum range. They also have a +10% modifier to all Busk tests.
Law The law skill reflects a character ability to handle legal systems and arguments; such characters have some form of legal training, or - at the very least - so sort of legal experience. When encountering a legal system in any place, the player can invoke this skill in an attempt to save the character's incarceration or punishment, or to lessen a statutory punishment. Success can be established by the GM, using a test against the characters' Int.
Lightning Reflexes +10 Initiative
Linguistics Characters with this skill have a natural affinity with language, which goes beyond learning and experience. They pick up languages very quickly and can learn enough of any tongue to 'get by' within one week of countering it. They can also communicate with people even if they speak a different language - although such communication may be fairly basic. The character has a +10% modifier for all Understand Language tests. If characters can read, they may be able to translate from unknown languages. This is left to the GM to decide under the circumstances, but must not include force scrolls or anything written in an arcane language.
Lip Reading Characters with this talent have learned how to read what people are saying from the movements of their lips. they can 'listen in’ to whispered conversations, provided that they have a clear view of the speakers' lower faces. A test against Int is necessary to lip-read successfully; the GM may impose modifiers for extreme distance and other considerations. If the character cannot understand the language being used in a conversation, lip-reading is impossible.
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Post by Brad the Inhaler on Dec 28, 2004 1:10:30 GMT
Magical Awareness A character with this skill that touches an object which is affected by force, or which is psychical, will be able to sense this. The function, or purpose, of the force will not be revealed, only that force is present. A wizard is able to sense that another character or creature has magical abilities simply by touching, such as by shaking hands. In order to detect force at a distance the character must enter a meditative trance for a whole game turn (one minute) will be made aware of the presence and rough direction of any other force-using creatures or characters within one hundred yards. The character's concentration must be absolute; speaking, moving, fighting or attempting anything at all will make this skill unusable.
Manufacture Drugs Characters with this skill are able, on a successful Int test, to manufacture drugs either from natural sources or from various chemicals; characters wishing to work with both types must acquire the skill twice. A drug made from a herb retains the properties of the herb, but in a more convenient tablet or liquid form. Drugs produced may be medicinal in nature (see Cure Disease) or poisons of deleriants or toxin type (see Poisons).
Manufacture Magical Items Characters with this skill are very experienced spellcasters, fully capable of manufacturing and using magical artifacts.
Manufacture Potions Characters with this skill are very experienced alchemists, fully capable of manufacturing and using magical potions.
Marksmanship Marksmen are naturally good shots, and have a 10% bonus to any BS tests with a nominated weapon. This skill may be acquired again for a second weapon.
Meditation Characters with this skill can go into a trance and their power level increases by D6 per round (halved if wearing metal armor or doubled to 2D6 if the skill is acquired twice) This power may be held until the trance is broken or a ability is use. Whilst meditating, characters are unaware of their surroundings, and if attacked or struck (treat as prone - see the Combat Section) a WP test must be passed or the trance is broken and the power is lost.
Metallurgy Characters with this skill can recognize the ores of the more important metals (principally iron, copper, tin, lead and silver) and can extract the metal from the ore, given the right equipment. They can also calculate the correct mixture of metals required to produce alloys of varying quality, such as mild steel, high and low grade bronze, pewter and electrum. Note that this skill confers no ability to work the prepared metal - Smithing skill is required for that.
Mime Characters who have this skill are able to convey a situation or story by movement alone, without sound and without any kind of props. They can seek work as entertainers with a 10% bonus to Employment tests or can Busk with a 10% bonus to tests. Characters with this skill may also attempt to use it to communicate across a language barrier; the GM should use discretion in deciding how effective an attempt to communicate by mime is, and how much of the intended meaning is conveyed, but in most cases a successful Int test will indicate success.
Mimic Mimics have an ear for voices, and accents, and can reproduce them almost faultlessly. This skill may be combined with Acting, Disguise, Throw Voice or Ventriloquism skills to enhance their effects. Mimics should also have a 10% bonus to any Busk or Employment tests.
Mining Mining skill is acquired through practical experience of mining, tunneling and excavating. Characters with this skill gain certain advantages when moving about in the underground world. They are able to tunnel using appropriate tools, and are capable of constructing supports, floor planking and bridging and walling where the earth is soft. They should receive a 10% bonus to Construct tests for such tunnels. Once underground, they can recognize most mineral ores, rock types and gem-bearing rocks. Where valuable minerals or gems occur as part of the natural rock formation, characters with this skill will usually notice them. The GM can test against Int to determine success. These characters also have a 10% bonus on the normal chances of noticing secret doors and concealed passages in underground complexes. Whilst underground, they can sense changes in direction, ground slope, temperature and humidity. The GM can use these traits to help players where appropriate.
Musicianship Character with this skill can play a variety of musical instruments. There are three fields of competence; for stringed, wind and percussion instruments. Musicians are normally skilled with only one type of instrument, but characters acquiring the Musician skill for a second or third time may extend their range, Players may choose a specific instrument such as a mandolin, lute or recorder for a skilled musician character, although some careers specify a particular instrument. In either case, characters will be able to improvise on other instruments within the same competence field. Characters with this skill gain a 10% bonus to Employment tests when seeking work as entertainers and to all Busk tests.
Night Vision Characters with this talent have a natural ability to see extremely well in the dark. The darkness should not be complete - such as at the bottom of a deep mineshaft or down a dungeon - but light sources giving the same level of illumination as starlight will allow the talent to operate. Characters whose race has already confer Night Vision range upon them will have this extended by 2D6 yards. For Humans, who have no normal Night Vision, the score rolled will be the Total Night Vision distance.
Numismatics Characters with this skill are used to handling coins from all parts of the Old World having perhaps worked as traders or having had other close dealings with money. They are aware of all the different currencies, issued by various states, know their origins, names, metal contents and relative values; recognize which are most likely to be underweight, and so on. In the Old World there are many different currencies, issued by various states, individual cities and trade guilds over the years. Some are more popular than others, but in all cases the value is determined by the weight of the coin's gold or silver. Skilled characters can recognize forgeries or clipped coins at once, and will always recognize the origin of unusual, foreign or ancient money after a successful Int test. When a character is presented with an unusual coin, the GM can test against the characters Int to find out if the coin is recognized and how much is known about it. In this way characters may receive clues about possible treasure hoards or the presence of exotic traders.
Orientation Characters with this skill have an instinctive 'feel' for direction; they will always be able to find North in any surroundings, and can navigate in most circumstances with little or no chance of becoming lost. In difficult circumstances the GM may impose an Int test.
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Post by Brad the Inhaler on Dec 28, 2004 1:13:01 GMT
Palm Object This is a useful skill that allows characters to slip small objects into their pockets, up their sleeves or simply into their palms. The largest object that can be palmed would be about the size of a clenched fist. Although any character may attempt pilfer something in this way, characters with this skill have a 15% bonus to all Palm Object tests. The object to be palmed must be handled. For example, shuffling a deck of cards, counting out money or examining vegetables at a market stall would allow a character to attempt to palm one object (be it a single card, coin or vegetable) The GM can check for success against the characters Dex, applying any modifiers that are appropriate. A successful test means that the object is successfully palmed. A failed test indicates that the palming was a failure (because the character was too closely watched, slipped etc) but went unnoticed. Failure by 40% or more indicates that the character has been caught red-handed.
Palmistry Characters with this skill have acquired the skill of reading palms, possibly from travelling or circus people. Palmistry is mainly used for entertainment, enabling a character to earn a little money, much as would a street musician. Characters with this skill have a 10% bonus to Busk tests. On a more practical note, characters can actually learn information about other characters. The GM decides what information the character discovers, possibly makes a test for accuracy on the characters’ Int. The GM should present information in a fairly ambiguous manner, yielding useful information only if the circumstances are right. Information could be about personality, intentions or family detail.
Pick Lock Characters with this skill can pick locks, dependant upon a successful Pick lock test. The skill can be obtained more than once, allowing a greater chance of success, a 10% bonus is added each time the skill is acquired.
Pick Pocket This skill allows characters to steal people's personal possessions, success being determined by a Pick Pocket test. This skill can be acquired more than once, in the same way as the Pick lock skill, giving the character a 10% bonus each time the skill is required.
Prepare Poisons Characters with this skill are expert at preparing poisons and are able to recognize the various types, a successful Int test is required in both cases. Given the correct materials, they can manufacture one dose of any poison type within a day, +D6 doses per day thereafter so long as they do nothing else. A character with this skill also gains a 10% bonus to rolls to detect poison in food and drink (see Poison).
Public Speaking Characters with this skill are able to manipulate whole audiences or crowds of people by verbal persuasion. This is represented by the normal Bluff and Gossip rules, but they should be applied to far more people than normal; a number up to the speaker's Leadership characteristic should be the maximum. The GM can make an appropriate test for audience reaction, applying modifiers for the nature of the Bluff or Gossip attempt, and for the mood of the crowd, and should always be aware that, once the crowd disperses, they will have time to think about what they have heard, and that doubts may creep in.
Read/Write Characters with read and write their own native language and script. If the character is from The Old World this will be Old Worlder. If the character is multilingual, as will be the case with all Old World Elves and Dwarfs, they will be able to read and write any languages they and write any languages they can speak.
Ride can ride a horse
River Lore An understanding of river lore allows characters to be familiar with the hazards of water travel. They will recognize signs of turbulent water, the approaches to falls, rapids or other dangerous areas. They can also tell if river water is fit to drink, or unusual skill.
Row Characters with this skill have considerable experience of handling rowing boats. They can use small oared vessels efficiently and without danger.
Rune Lore Everyone knows that runes exist, and most people would accept that they work. However, most folk cannot tell the difference between a real rune and any other pictographic sign, or a fake rune with no magic. A character with this skill can manage this, and can tell the different sorts of rune apart.
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Post by Brad the Inhaler on Dec 28, 2004 1:15:23 GMT
Sailing Experienced sailors are familiar with all nautical tasks and terminology, and are used to the hardships of the sea and the responsibilities of an aquatic life. As well as being able to handle small boats and sailing craft with ease and safety, the character can work as an ordinary crewmember on a larger ship.
Scale Sheer Surface +10 to climb tests on sheer surfaces, may automatically climb normal surfaces
Scroll Lore may read scrolls, but not use them unless wizard
Secret Language - Battle Certain Warriors can speak the secret Battle tongue, a clipped, shortened and otherwise unintelligible version of Old Worlder used mostly for giving commands during battles. This tongue can be spoken twice as quickly as any other language. - Ranger Ranger characters can speak the secret Rangers' tongue, an old traditional language of the woods passed on from father to son, and occasionally taught to favored individuals. - Thieves Certain Rogues can speak the secret Rogues' tongue. The Rogues' tongue is unusual in that it consists of inflection and gesture only, and can be spoken over another language. So, a character might say 'Good day to you, sir' in Reikspiel whilst winking thrice and picking his nose, but at the same time be saying 'Meet me at five o'clock in the usual place' through those gestures to someone who can understand the Rogues' tongue. It has much in common with the Cockney Rhyming Slang of our own world. - Classical Many Academics can speak Classical Old Worlder, a dead language akin to Latin or Greek in our own world It is used in many academic and religious texts. - Guilder Guilder is the secret and powerful tongue taught to human Guildsmen. It is not generally used at all, except in the most secret and powerful of Guild rituals. The language - which varies from Guild to Guild -will never be revealed to non-Guild members.
Secret Signs Secret signs are related to specific careers - poacher or woodsman, for example. Signs can only be understood by another character with the same specific career skill. Signs are pictograms or abstract sigils denoting a concept or thing. They do not comprise a language as such. An inscribed sign corresponds roughly to three words or fewer of English, along the lines of 'Danger here Goblins' or 'No gamekeeper here'. Two or more signs can be inscribed, but they cannot be grammatically inter-connected.
Seduction This skill is based on a combination of natural charm and physical attraction. It allows characters to Bluff, Bargain or Gossip with members of the opposite sex with a +10% modifier to tests, and to proceed from there to certain other activities if the character being seduced fails a WP test.
Set Trap +10 to dex tests to disarm traps, may set traps
Shadowing Characters with this skill can follow someone without being spotted. They have a +10% modifier to standard Hide tests to avoid being noticed.
Silent Move Rural Characters with this skill can move almost silently. Listen tests made against the character will be modified by -10% on the basic chance; so cautious movement, for example, normally heard within four yards 30% of the time, can be detected on just 20%. This applies to all of the actions given on the hearing table - including opening doors, searching, talking and so on.
Silent Move Urban as rural, but in towns and cities
Sing Characters with this skill have the ability to sing well, and know a variety of popular as well as formal songs. This may allow them to cam a little money singing in public. They have a 10% bonus to Employment tests when seeking work as an entertainer and may modify Busk tests by the same amount.
Sixth Sense character has an uncanny ability to know when he's being followed Smithing Smiths have the ability to work common metals, principally iron and steel A character with this skill has a + modifier to all Construct tests for metal products, and can prepare metal in a furnace using scrap or refined ingots. Under normal circumstances a smith would not refine metal, and can prepare metal in a furnace using scrap or refined ingots. Under normal circumstances a smith would not refine metal but fix railings, cauldrons, etc. They can also produce or repair useable weapons and shields.
Speak Additional Language Characters with this skill learned a foreign tongue, possibly result of travel, trading with foreign countries or just personal contacts. Players may choose a second language for their characters, in which they are assumed be reasonably fluent. The GM can make a test against Int in situations where the character's language is under close scrutiny, such as during interrogation or in situations where an embarrassing mistake may be made.
Specialist Weapon The effective use of certain weapons requires training or knowledge. Characters tempting to use specialist weapons without the appropriate skill do so but WS or BS are halved. The GM also employ a standard Risk test when an incompetent user might come to harm. A character with this skill has just one from the following list as a category of specialization, although additions categories of weapons may be add the character gets this skill again.
Spot Trap +10 to I tests to spot traps
Stoneworking Characters with experience of working with stone can construct stone items such as pillars and other building elements, and can carve small decorative pieces like friezes and gargoyles They are familiar with stone working tools, techniques and types of stone. A character with this skill gains a 10% bonus for all Construct tests when working with stone.
Story Telling This is a partly natural skill that endows certain characters with an ability to spin entertaining yarns. This can apply to Joke-telling, anecdotes, religious stories or anything. Characters can possibly earn a little money by telling stories; more likely they will earn people's interest and a few beers. Characters with this skill have a 10% bonus for all Gossip and Busk tests.
Street Fighter Experienced street fighters can defend or attack using their fists and feet, clothing, handfuls of dirt or anything else that comes to hand, Characters with this skill always count as armed with an improvised weapon even where none are available and gain a 10% bonus to parrying with fist weapons.
Strike Mighty Blow +1 damage when using close combat weapons
Strike to Injure may aim for locations of the body
Strike to Stun Characters with this skill may declare that they are aiming to stun an opponent, and test against WS, opponent parries/dodges as usual and if successful opponent is stunned but no other damage is done.
Strongman Strongmen are characters that have worked with a circus, or as traveling entertainers. They build themselves up on a diet of raw meat, eggs and other things that would make a lesser person seriously ill. This gives them plus 1 bonus to Strength and D3 extra points of Wounds. They also have a 10% bonus to any Employment tests when seeking work as entertainers. Due to their peculiar diet, strongmen have rather high living expenses, and spend 50% more on living expenses than anyone else (see the Consumer Guide in the World Guide Section of the rules). If unable to do so for more than ten days at a time, they lose the bonus, and cannot regain it until they have resumed their diet for a solid thirty days.
Super Numerate Characters with this talent have a gift for calculation, with an uncanny and deeply irritating ability to work out math in almost no time at all. Super numerate characters also have a + 20% modifier for all Estimate tests and a +10% modifier for all Gamble tests. Mathematical problems, the GM should assume they can solve them - no matter how difficult the problem. The GM should make a test against the character's Int every turn until a successful test indicates that the problem is solved that turn The GM can then reveal the solution.
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Post by Brad the Inhaler on Dec 28, 2004 1:16:03 GMT
Surgery Surgeons have the medical knowledge required to patch-up badly mangled characters. To avoid infection, extensive treatment is better performed outside the adventuring environment, in properly equipped surroundings, free from interruption. The GM may apply whatever modifiers seem appropriate, if the surgeon is attempting to operate without proper equipment or facilities For example, if a character is trying to treat an amputee in a damp, dark, underground cave, while a hand-to-hand combat rages around him, the chances of success should be reduced to about 5 or 10%.Essentially, the surgeon may perform six types of treatment: Treat Heavy Wounds: by making a successful Int test, the surgeon can restore 1D3 Wound points to heavily wounded characters, who are then treated as lightly wounded. The procedure takes 1 game turn. Stop Wound Loss: by making a successful Int test, the surgeon can prevent a critically wounded character from losing further Wounds. This is the only treatment that may be made "in the field", without penalty. The treatment takes 1 combat round to apply, and may be repeated as long as the patient still lives. Note that, unless the patient is treated as described under Heal Severe Wounds (see below), he or she will still die. Heal Severe Wounds: by making a successful Int test, a surgeon can prevent the death of Set Broken/Dislocated Limbs: The surgeon must make a successful Int test — with a bonus of +10 — whereupon the character is considered to have 1 Wound point, and is treated as though only lightly wounded. The limb will remain strapped up and incapacitated for a further D4 +1 weeks. The operation takes 2 hours and may be repeated if necessary, but with a penalty of -10 for each previous failure. If the operation is not successfully performed within 1 week of the injury, the limb will be permanently incapacitated Treat Amputation: under no circumstances can a surgeon replace a severed limb. The victim will first need to be treated to prevent further Wound loss (see Stop Wound Loss — above), and must then have the wound cauterized and so on. The surgeon must make a successful Int test to save the patient's life, although he or she will not recover to a lightly wounded state (with 1 Wound point) until a further 6 + D6 days have passed. If the test is failed, the patient dies. Accelerate Recovery: Characters with the Surgery skill who attend wounded patients for at least half-an-hour per day, reduce all recovery times by one third, provided that they make a successful Int test. Failure still means that recovery takes only half as long. Thus, for example, lightly wounded characters may regain up to 3 times their Resilience per day of rest, if successfully treated by a surgeon Character who has been successfully treated for terminal bleeding (see Combat — Wounds and Recovery). The operation takes 2 hours. The surgeon must make an Int test and, if successful, the patient will sleep for 24 hours, after which time he or she is considered to have 1 Wound point and recovers as though lightly wounded. If the test is failed, the patient dies.
Swim Characters who can swim do so at 1/4 of the Cautious Movement allowance, and gain a +20% modifier to all Risk tests while swimming.
Tailor Characters with experience of tailoring, sail-making or perhaps even theatrical outfitting can repair tents, clothing, sails or other cloth using appropriate materials. They can also make effective disguises, enabling disguised characters to Bluff with a +10% modifier to their chance of success.
Theology Theologians have a working knowledge of all major religious practices, cults and symbols, backed with a deeper knowledge of the doctrines of their own faith. They can automatically recognize the names and symbols of most deities, and - on a successful Int test - can recognize and understand brief quotes from the scriptures of religions other than their own. The GM may assign modifiers in the case of extremely well-known or extremely obscure religions.
Torture Characters with this ability arc skilled in the arts of interrogation, and especially the careful application of severe pain so as to encourage the victim to talk without causing any fatal damage. The victim's Will Power is reduced by 10% for all Interrogation tests, and the amount of damage caused by each application of torture is halved.
Trick Riding This skill may be from circuses, traveling people nomads. Characters with this skill are capable of a variety of unlikely horsemanship, including standing performing handstands on the a back, leaping from proving hors Practically speaking, characters skill need never make a Risk test riding action, except that characters wishing to leap from a horse moving at speeds of greater than eight yard round, should make a Risk test +30% modifier. In addition, they do not suffer any penalties when using missile weapons from a moving mount.
Ventriloquism Ventriloquists to speak without moving their lips. Where characters are under close scrutiny, the GM can test against their WP to discover their lips can be seen to move.
Very Resilient Takes an automatic +1 increase to Resilience whether the advance is available or not.
Very Strong Takes an automatic +1 increase to Strength whether the advance is available or not.
Wit This skill shows the character is a master of quick wit and ready and eager to amuse or enlighten others with a wry comment or penetrating observation. The ability allows characters to be amusing should they wish, giving then +10% modifier to Bluff and Gossip.
Wrestling Characters with this skill have learned how to wrestle in the traditional, no holds barred style of The Old World. Wrestling is a sport and is intended to stop short of death or serious injury. Nevertheless this skill enables characters to fight unarmed without suffering normal unarmed combat penalties. Instead of causing damage on a successful attack, the wrestler may choose to grapple (see Unarmed Combat). The skill also enables characters to enter wrestling competitions or stage bouts.
Luck generally lucky. Roleplay it, but dont overdo it.
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Post by Brad the Inhaler on Dec 30, 2004 22:43:46 GMT
Custom Skills: *Can only be purchased on a mod's permission*
Brains in his Boots - This character has walked the streets of a certain city so well he knows it's every alleyway and cobblestone off by heart, he could walk the entire city blindfolded. He will never become lost or disorientated while in this particular city, and is much more likely to find someone hiding there, due to his knowledge of the hiding places.
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