The following skills are all used at some point in one of the books
of the Belgarion cycle, but are not listed in chapters 3 and 4 of Eternal
Soldier.
The ability to take existing species and enhance their existing traits through
careful mating/pollenation/etc. It usually takes several generations to produce
the desired result, so this is a skill for the patient.
The art of taking raw ingredients and making something edible out of them. For
everyday use, this skill doesn't require a roll. Only when the ingredients are
substandard, there's someone to impress, trying to create a new recipe, etc., is a
roll needed. Due to the time it takes to make even a simple meal, there are no
bonuses for taking extra time, but there certainly are penalties for rushing the
job.
Knowledge of the various types of demons and their habits.
Knowledge of mind-altering substances, their effects, antidotes and uses.
Note: Poisons and Drugs have been broken out of
Pharmacology due to the high art the Nyissans have raised each to. Use
Pharmacology for medicinal purposes. Any of these three skills defaults to
the other two at half normal skill %.
The art of using needle and thread to make designs on cloth. This skill can
also be used to repair cloth (as per Sewing) at half skill %.
This skill, taught only in the Drasnian spy academy, allows the person to
reshape his face by use of the underlying muscles. It can't be used to mimic
someone else (except perhaps a twin or similar situation), but it does effectively
disguise the face. It burns fatigue at 1/50 segments, and a roll must be made
every 5 minutes to maintain the disguise.
This is the ability to control and maneuver herds of animals. The animal must
have a herding instinct. Bonuses can be made for assistants, properly trained
dogs, etc.
The ability to see what someone is saying without having to hear it.
Knowledge of weather and its patterns. Can be used for forecasting.
Knowledge of poisons, their effects, antidotes and uses.
The ability to locate deposits of precious minerals and stones, and to extract
them. This skill is not the same as Miner, in that it doesn't involve digging as
much. It does make use of panning and other techniques that mining does not.
The art of using needle and thread to make or repair things of cloth.
The percentage chance of using available resources to survive in a particular
kind of wilderness. The type of wilderness must be chosen when Survival is
purchased. The GM sets the amount of time between subsequent rolls, and how much
damage is sustained in case of failure.
The ability to read animal trails and set traps where an animal is likely to be
caught by it. Most often used in the fur trade, this skill also gives a knowledge
of traps that won't cause unacceptable damage to a valuable pelt.
The ability to create fabric using a loom and spun threads.
Flat, triangular piece of sharpened metal about six inches across. Usually
coated with poison. Its aerodynamic shape allows it to be thrown in curves, around
corners, etc. Each degree of intended variation off a perfectly straight flight
path subtracts 1% from the skill roll. Optionally, each 1% the skill roll is
missed by on a non-fumble is the amount of excessive curve applied. Circumstances
and GM determine which direction.
This skill is available only to Dagashi, or with GM approval. The weapon itself
uses the same stats as shuriken.
Original material © Patrick Clark
1999/2001
NON-COMBAT SKILLS
Breeding IN 5
Bribery IN 3 CH 2
The art of knowing who to bribe, how much to offer, how to haggle over the amount
and what the penalties might be for getting caught.
Cooking IN 5
Demonology IN 5
Drugs IN 5
Embroidery IN 2 DX 3
Facial Disguise IN 3 DX 1 WI 1
Herding IN 4 CH 1
Lip-reading IN 5
Meteorology IN 5
Poisons IN 5
Prospector ST 1 IN 3 WI 1
Sewing IN 3 DX 2
Survival IN 5
Trapper IN 4 WI 1
Weaving IN 3 DX 2
EXOTIC COMBAT SKILLS
Adder-sting AG 2 DX 3
Everything else is either © Tai-Gear Simulations or © David & Leigh
Eddings
Last updated 21 November 2001