Sunday, December 29, 2013

Goblins, Orcs and Bugbears - oh meh.

I've long been bored with the recurring humanoid races in fantasy RPGs.  It can be challenging to keep them fresh.  In my Pathfinder game, the human god killed the goblin god and used a powerful artifact to erase that god's existence from all of time.  Without the protection of their god, the goblins were enslaved by humans.  The PCs returned to town to discover it much advanced from when they left, with hundreds of goblin slaves toiling under human control.  The PCs remember the alternate past, but no one else does.

In LotFP it's a different story altogether.  I embrace Raggi's philosophy that other humans should be the primary threat, with bizarre, true monsters showing up here and there to add to the weird.  As I've gotten more and more into the game, I've started picking up various resources outside of LotFP, such as charts, random tables, adventure hooks, modules, etc.  Some of these fit perfectly into the campaign, while others are still steeped in the "humanoid" mentality.  What I'm looking at doing now is creating a list of replacements for when these humanoids show up.

Short Humanoids (goblins, dwarves, halflings, kobolds, etc.)
Children (think Lord of the Flies)
Crawling People
Legless Folk (they move using their hands and tiny stumps instead of legs)
Little People
Babyskins (something that has crawled into the flesh of stolen babies)
Animated Dolls
Walking Animals (rats, cats, dogs, goats, sheep, etc., walking on two legs)
Highly Intelligent Monkeys/Apes

For medium-sized humanoids (orcs, gnolls, bugbears, etc.)
Vikings
Visigoths
Exotic or Foreign "Savages"
Cannibals
Cultists
Druids
Wild Men
Lost Tribe
Bandits
Mutants (using The Metamorphica)
Animated Manikins
Feral People
Amazons 
Artabtatitae (four-legged)
Astomi (mouthless)
Walking Animals (deer, pigs, wolves, etc., walking on two legs)
Highly Intelligent Apes/Gorillas

Large humanoids (giants, ogres, trolls)
Walking Animals (bears, elephants, camels, horses, cows, bulls, etc.)
(I think I'd be willing to use a single giant, ogre and troll once in a campaign, but most large creatures will probably be monstrosities.  It would be difficult for any large creature to exist in great numbers during the Early Modern Era, right?  Although an adventure inspired by Roald Dahl's BFG could be fun...)

What ideas do you have?  Anything else I can add to the list to prevent humanoid fatigue?

UPDATE: Additions using community feedback!

First, Known World, Old World has a great way to deal with the tired, old bandit.  Sometimes you need a mundane bandit, sometimes you need something more...

I will probably take what he started, and add some of the following to it (all applicable to otherwise normal humans):

-Depraved/Demented
-Demonically tainted
-Degenerate, inbred human clan ("Hills Have Eyes" sort of thing)
-Desperate, pushed to inhumanity
-Possessed (demons, evil spirits, skinwalkers)
-Righteous ("ends justify means")
-Foreign/Xenophobic (religion, language, allegiance, worldview, culture...)
-Offensive (pedophiles, rapists, necrophiliacs, etc.)
-Anachronism (removed from their own time, still carrying on their mission...)
-Infected (rage virus, etc.)
-Hosts (parasite that seeks to multiply, feed, etc.)
-Soulless
-Clones
-Mind/Body swapped

The following list are not humans:
-Minor demons
-Tcho Tchos
-Voormis
-Morlocks
-Aliens ("Greys" or maybe from Carcossa)
-Reptoids (or something else) wearing human skin

Sunday, December 8, 2013

Characters in the flesh.

Character creation is fun.  With Pathfinder, you could spend an entire "session" creating and tweaking your character.  Ideally, this character will last your entire campaign.  With LotFP, you need to be able to create them while the game is happening (because at some point  you will probably die in the middle of a game session.)

Here are resources relating to character creation in LotFP.

--

Jonathon Baker made up a great character quick start sheet at his blog.  His version includes some of his house rules, but he also provided an editable document for our convenience.

I spent quite a bit of time tweaking it, including working in the new character creation rules from Green Devil Face 5, adding: some rules players should keep in mind, retainers, (taking out his house rules) and tweaking the staff a bit.

If you want to take my document and edit, go here.

I've incorporated three new skills from Deep Delving ("Riding," "Medicine" and "Lore") plus a fourth one that was inspired by DCC, called "Occupation."  This represents what career the PCs would have gone into had they not started adventuring.  They roll on the following chart.  To use the skill, they have to make a case for how it would help them, then roll a d6.

(For those wishing to see more on occupations, at the bottom of this page are the links to the sites I used when creating the list.)

Here is a printable list of skills and "things to do" so that players can remember their options: Skill Sheet.

Finally, here's a printable LotFP character sheet, formatted for 8.5x11.  I print these on card stock so the players can fold them to create a folder, which makes it easier to write on.

UPDATE: I've created a back to the character sheet here.  It's used to determine injured body parts when monsters score a crit against a player.  It also has a last will and testament as the cover, so that PCs can name their beneficiary.

The Last Will and Testament was inspired by Idle Speculations and the picture used for critical hits comes from The Project Gutenberg: Object Lessons on the Human Body.

All documents are pasted below so you can preview them before clicking through to the links.  I hope you find these useful and I'm always interested in hearing feedback!

--

Roll your stats:_______________________________
Roll 3d6 for each stat. Check the modifiers.  If the total of all modifiers is negative, you may reroll.  You may swap any two stats.

Stat modifiers:________________________________
3            -3                        18         +3
4-5        -2                        16-17    +2
6-8        -1                        13-15   
9-12       0
Stat effects are marked on your character sheet.

Pick a class:__________________________________
Fighter – has the best combat capabilities.
Cleric – can cast spells from the Cleric list.
Magic-User – can cast spells from the Magic-User list.
Specialist – is better at certain activities.
Barbarian – is able to bare incredible burdens.
Dabbler – is trained as both a Fighter and Magic-User.
Sidekick – is very quick and agile.
Ranger – is a hunter of man and beast.

Baseline attributes:____________________________
Attack bonus +1
Parry: +2 armor class
Press Attack: AB +1, AC -4
Defensive Attack: AB -4, AC +1
Saving Throws 15 in all categories

Skills:_______________________________________
All characters start with one dot in all standard skills.
You also have Lore, Medicine, Riding and Occupation, each starting at one dot.  Roll percentile to determine the occupation you would have trained in had you not left home to be an adventurer.

Roll on class table:____________________________
Roll 2d10, or 1d12.

Starting money:_______________________________
3d6X10 sp
Use the lowest price when buying equipment.
(100 coins= 1 item for encumbrance)

Hit points:___________________________________
Roll a d6, and add your constitution modifier.  After applying bonuses, make sure you meet the minimum:
Fighter:                            8
Cleric:                              4
Specialist:                        4
Magic-User:                    3
Barbarian:                       6
Dabbler:                          4
Sidekick:                         4
Ranger:                            7

Choose a weapon:_____________________________
Great Weapons must be wielded with two hands.  These include two-handed swords, mauls and great axes.

Medium Weapons include most standard weapons like swords, battle axes and maces.  They can be used with one or two hands.

Small Weapons are one handed, light and fast, like short swords and hand axes.

Minor Weapons are small, one-handed, and suffer a -2 hit penalty vs. unadjusted AC of 15 or better.  These include clubs, knives, and daggers.  They are easier to hide.

Write down the category of the weapon, and what the specific weapon is.

Encumbrance:________________________________
Fill in the lines under equipment to determine your encumbrance: Non-encumbering items aren't tracked - write them in the smaller box to the side. Oversized items add a full level of encumbrance.

Keep track of where your stuff is stashed, and be aware that anything in a backpack or sack over your shoulder will take 3d6 combat rounds to access.  (A handy belt pouch takes 1d3+1 combat rounds.)  During this time you will be attacked as if from behind, or if you use your full AC, you lose that round of searching.

Weapons and armor:__________________________
If you have a gun, note the reload times with the following modifiers (calculate in this order.)
Base reload:                                  10 rounds
Dexterity modifier:                      subtract from base
Fighter                                           -2
Ranger                                           -1
Cartridges or apostles                  -1
Rifled                                            x1.5
No lock                                          x0.75
Flintlock                                        x0.5

Fighters and Rangers round any fractions down, all other classes round up.

Rules you should know:________________________
Damage/Death: at 0 hp, the character can take no actions and usually goes unconscious.  At -3 hp, they are mortally wounded and will die in 1d10 minutes.  Death is instantaneous at -4 hp.

Healing: characters with at least half of their hp recover 1 hp after a peaceful night’s rest; a day of rest can recover an additional 1d3 hp.  Characters with less than half must rest a full night/day to recover 1 hp.  A character at 0 or less will wake up after 1d6 hours – they cannot carry equipment or walk, but can crawl at a rate of 10’; they require rest in a comfortable bed and room to recover 1 hp per day.

Retainers: Factors that affect hiring retainers are: payment, the character’s charisma, the terms of service, and in some cases, living quarters.  Once hired, the retainer’s loyalty will be checked when put in danger, when other retainers have been mistreated, and when an opportunity to greatly profit from abandoning the party is presented.

Mapping: if the party is moving at mapping speed, then they get full details and dimensions of the area.

Light: torches (6 turns)/lanterns (oil=24 turns) provide light in a 30’ radius; candles (12 turns) = 10’ radius.
turn=10m / round=6s / segment=1s

mêlée weapons______________dmg_ _special_______
great                   50sp/ –                1d10  2hands
medium               20sp/50sp           1d8
small                   10sp                    1d6
minor                  5sp                      1d4   -2vsAC15
rapier                   15sp/ –                1d8   -2vsAC15
spear                   5sp/3sp               1d6   reach, set, lr
staff                    4sp/2sp               1d4   2h, +1 parry
polearm              30sp/–                 1d8 reach, set, +1vsAC16
cestus                  10sp /–                1d3   -2vsAC15
garrote                5sp/ –                  1d6   req. grapple
whip                   10sp/25sp           1d3   reach, AC<14
lance                   30sp/ –                1d10  1h on horse
mancatcher        20sp/ –                none   paralyzes
silver: price x10, 10% break chance on all attacks

missile weapons_            dmg_____range_______special_
blowgun             5sp/–        0         20/50/80            
bow, long            45sp/–   1d6        50/600/900        
bow, short           25sp      1d6        50/300/450        
xbow, heavy        30sp/ – 1d8        50/200/600         3rd rld
xbow, light         25sp/ – 1d6        50/150/400         2rd rld
rock                     free        1d2        10/20/30
sling                    1sp/5cp 1d4        50/300/450
dart                     1sp/–     1d4        10/20/30
weapon, throwing: see melee         10/20/30                 spear+30' long range

guns_________cost____dmg___ccdmg____rng/feet______
pistol              25sp/50sp  1d8        min        25/50/100      
arquebus        20sp/50sp   1d8        min        50/75/300    
musket          40sp/80sp   1d8        med       50/100/600

ammunition______________________________________
12 Apostles         5sp/8sp powder, 1 load    3/5cp
powder, barrel    150sp/               powder horn       1sp (50 shots)
matchcord, yd     1sp        scattershot          1sp
shot bag              2sp        bullet (sling)       2cp       
fire bomb            5sp/7sp bolt/arrow           5cp

armor_________________________________________
leather (14)         25sp/50sp           chain (16)         100sp/ –
full plate (18)     1,500sp/–            shield (+1/+2)  10sp/25sp
pikeman’s (14)   50/100                buffcoat  (+1)   15sp/30sp
tassets (+1)         25sp/50sp           morion (+1)      15sp/30sp
kettle hat (+1)     25sp/50sp           secrete (st)        5sp/10sp  


animals__________________________________________
c
arrier pigeon       100sp                  dog            1sp/2sp
horse, riding         100sp               horse,  war   500sp/–
mule                     50sp/25sp          pony            75sp/50sp
generic livestock  10sp/5sp

containers ____________________________________
backpack                3sp/1sp            pouch            5cp/1cp
saddlebag              1sp/5cp            sack               5cp/2cp
barrel                                  1 sp/5 sp          chest             10sp/5sp
quiver                    5sp/10sp          via/bottle       5cp/7cp waterskin                  1sp

miscellaneous equipment ________________________
air bladder         1sp                      block & tackle    2sp/3sp
caltrop                5cp/–                   chain, 1’              1sp/2sp
chalk                   1cp                      pots/pans            1sp/5cp crampons            5sp                      crowbar                             2sp
drill                     5sp                      grappling hook   5sp/10sp
manacles             10sp/15sp           lock                    7sp/10sp
instrument          >1sp/>5sp           hourglass            100sp/–
mallet                  3cp                      spike, iron           3cp/5cp spike, wooden 1cp                      nails                    1cp/2cp 
miner’s pick        6sp/12sp             pipe                     1sp/5cp pole, 10'         1sp/5cp               riding gear       25sp/10sp rope, 50'                3sp                      shovel                 3sp spyglass                    250sp/–                            specialist’s tools                50sp/–
ladder, 10'          10sp/7sp             fishing gear          1sp
lard                     1cp                      soap                     1cp
clothing, fine      >20sp/–                             clothing, normal               5sp/2sp
clothing, poor     1sp/5cp               cl. winter travel  10sp/5sp
tent, grand          25sp/–                 tent, pavilion      50sp/– tent, personal             5/10 sp                tent, regular     10sp/20sp bedroll                2sp/1sp               tinderbox            1sp/5sp
candle                 1cp                      lantern                 3sp/5sp
torch                   1cp                      lamp oil (flask)   5cp
ink (& pen)         1cp/5cp                             healer’s kit              100sp/–
paper, sheet        2cp                     book, blank         5sp/10sp book, reading 10sp/20sp           blank spellbook  100sp/–
map, kingdom     10sp/25sp           map, local           1sp/5sp
scroll case           1sp/3sp               garlic                  3cp/1cp tobacco               1sp/5cp               wolvesbane         1sp/1cp
whistle                1sp                      holy s.silver      25sp/50sp
holy s. steel/iron               10sp                    holy s. wood              1sp/1cp
holy water           25sp                    mirror, glass     10sp/15sp mirror, silver      30sp/–                 mirror, steel        1sp/5sp

food_____________________________________________
wine/liquor, poor 5cp/2cp                           wine/liquor, decent >1 sp
wine/liquor, rich >10sp/–                            drink, cheap              1cp drink, decent              3cp/2cp                             drink, good              6cp/4cp drink, rich             >10sp                meal, horrid               2cp/1cp meal, standard     2cp/1cp                             meal, fancy     1sp/5cp meal, rich            >10sp                  iron rations (1)              2sp/1sp st'd rations (1)    1sp/5cp               animal feed (1)              1sp/5cp

lodging___________________________________________
barn                     –/1cp                   inn, poor              1sp/5cp   inn, average 5sp/2sp               inn, secure          10sp/5sp inn, fancy               >25sp                  inn, extravagant    >100sp
1 month rent per 10ft^2 = 30sp/15sp

services _________________________________________
post, local           1sp/–                   post, municipal   5sp/–
post, kingdom     15sp                    post, outrealm     25sp
coach, local         1sp/–                   coach travel/day 10sp coach charter/day 20sp/–                         freight, lb/day     5cp
ship passage/day   2sp/–                ship charter/day 100sp
animal hand.       14sp                    coachman            6sp
guard                  8.4sp                   guide                   14sp*
laborer/servant    5.6sp                   henchmen           *
linkboy               4.2sp                   mercenary           *
physician            28sp                    sailors                *
slave                   (1sp)                   teamster              10sp
*these retainers receive a portion of the party’s profits.
monthly wage only: accountant, alchemist, armorer, butler, craftsman, slave master, spy

 
vehicles ____________________________________
cart                     50sp/25sp          coach              >500sp/
wagon                150sp/75sp        chariot                250sp/
raft                      5sp                      canoe             30sp/25sp lifeboat               100sp/              riverboat            1000sp
river galley        4000sp               sailboat              6000sp
trireme               10,000sp            cog                  15,000sp
longship                           30,000sp             caravel               39,000sp cutter                 45,0000sp           carrack               48,000sp quadrireme                     50,000sp             galleon               60,000sp
brig                     90,000sp             corvette            135,000sp
frigate                 180,000sp                        

italicized items are non-encumbering
items listed in both italics and bold are oversized


--

Roll%
Occupation
Description
1
Acater
Food provisioner
2
Accomptant
Accountant
3
Alchemist
Chemist
4
Apothecary
Makes and sells drugs/medicines
5
Arkwright
Makes “arks” (wooden chests/coffers)
6
Astrologer

7
Bailiff
Makes arrests/executions
8
Barber
Cut hair, performed surgery and pulled teeth
9
Bard
Minstrel, Troubadour, Mummer, actor, poet
10
Barrister
Lawyer
11
Bearleader
Travelling tutor
12
Apiarist
Beekeeper
13
Beggar

14
Bellmaker
Makes small bells for sleights and clothing
15
Besom maker
Makes brooms
16
Bodger
Itinerant wood turner – makes chair legs
17
Bonecarver

18
Boothaler
Marauder, plunderer
19
Brewer

20
Burglar

21
Camp Follower
Follows an army, makes money off of soldiers
22
Cantor
Choir leader in a church, sings hymns and leads prayer
23
Carter
Drayman, cart driver
24
Catchpole
One who finds and brings in debtors
25
Chandler
Makes candles
26
Chantry Priest
A priest that says a prayer for the dead
27
Clockmaker

28
Cobbler
Makes and repairs shoes
29
Coiler
Makes and sells charcoal/coal
30
Colporteur
Sells religious books
31
Constable
Warden of a town or castle
32
Corsetier
Maker of corsets and other undergarments
33
Cutler
Makes and repairs cutlery
34
Cutpurse

35
Cutthroat

36
Delver
Ditch digger
37
Diver
Pickpocket
38
Executioner

39
Falconer
Breeds, trains and hunts with falcons
40
Famulus
Servant/attendant to a scholar or magician
41
Fence
Trades stolen goods
42
Ferryman

43
Fewterer
Master of the hounds, keeps the hunting dogs
44
Geiger
Fiddler, plays any stringed instrument
45
Fisherman

46
Fool
Jester, clown
47
Footpad
Robs pedestrians
48
Forester
Game warden, forest ranger
49
Fowler
Hunts for wild fowl
50
Goatherd
Looks after a herd of goats
51
Silversmith
Works with precious metals
52
Gravedigger

53
Graverobber

54
Gunsmith

55
Haberdasher
Sells men’s clothing
56
Hacker
Makes hoes
57
Hatter

58
Hayward
Officer in charge of fences and hedges
59
Herald
Makes pronouncements/proclamations and can identify the various insignias used by the rich to identify themselves
60
Horse Courser
Horse seller, reputation for selling stolen horses, like a used car salesman
61
Horse Thief

62
Horse Trainer

63
Hunter
Huntsman
64
Innkeeper

65
Jailer

66
Jeweler

67
Knifeman
Soldier skilled with a knife, specifically trained to disembowel horses
68
Lampwright
Makes lamps and lanterns
69
Liner
Traces property boundaries
70
Locksmith

71
Lutenist
Plays the lute
72
Cartographer
Mapmaker
73
Mason
Bricklayer
74
Master of the Revels
In charge of court entertainments
75
Miniaturist
Painter of miniatures (small paintings on icons or in books)
76
Pardoner
Seller of indulgences
77
Pig Farmer

78
Poacher
Illegally kills animals, usually on someone else’s land
79
Porter
Carries burdens or waits by doors
80
Potboy
Cleans out chamber pots
81
Prostitute

82
Ragpicker
Sorts through leftover rags and finds re-usable ones
83
Gongfermor
Street sanitation worker, dung carter, raker
84
Ratcatcher

85
Sacristan
In charge of relics and religious artifacts in a church
86
Sailor

87
Silk snatcher
Steals bonnets
88
Stewsman
Brothel keeper
89
Summoner
Serves subpoenas
90
Tailor

91
Tanner
Prepares leather
92
Teamster
Drives teams of oxen and horses
93
Thimblerigger
Guess which thimble the pea is under?
94
Thonger
Makes leather straps or laces
95
Tumbler

96
Turnip farmer

97
Unguentary
Sells unguents
98
Userer
Money-changer
99
Waferer
Confectioner, sells wafers – a kind of cake
100
Woodcutter


--

Architecture

Spend 1 turn examining a structure to determine its slope, safety, different time periods, cultures, materials. methods of construction and other attributes.

Bushcraft

Roll to find food in the wilderness (hunting and foraging).  If successful, the distance traveled that day is lessoned by 1d4X25%.  Unsuccessful hunting takes all day.  The chance is modified as follows:

Plains
+1
Forest/Jungle
+2
Desert/Winter
-1
Mountain/Swamp
+0
Non-proper missile weapon
-1
No missile weapon
-2

The character gains 1d4 days’ worth of standard rations for a single person.  1d10 units of ammunition are expended if a proper missile weapon is used.

Water can be found easily except in deserts, where a d12 is used to make a Bushcraft roll.

When traveling across the wilderness, there is a 1 in 6 chance of getting lost.  On a 1, a second roll is made using the highest Bushcraft in the party - a success prevents the party from getting lost.
Climbing

Use to climb sheer walls and surfaces without handholds.  Subtract 1 for each point of encumbrance when attempting to climb.  Failure means falling from a random point.  Characters with two free hands may climb ropes and ladders with no die roll needed.  Falling causes 1d6 dmg/10’ ( to a max of 20d6 for a 200’ fall).

Excavating

It takes an hour to excavate 3 (+strength modifier) cubic feet of earth with proper equipment.  It takes twice as long with improvised tools and four times as long with no tools.

Languages

Characters are fluent in their native tongue, and literate if their intelligence is 7 or higher.  Roll to see if the character knows a new language when they come in contact with it.  There is a -1 modifier if it’s not part of the same cultural group, -2 if it’s exotic, and -3 if it’s an ancient, dead language.  If the check is failed, then that character doesn’t know the language.

Lore

This represents the character’s knowledge about the world geography, history, current events and other information.  Each class also has deeper knowledge, which may grant a bonus to the roll.  Success provides an answer regarding one event or feature (at the discretion of the referee).

Deeper Knowledge:
Cleric
Religions, gods, demons, angels
Fighter
Wars, military, warriors, weapons, armor
Magic-User
Arcana, dimensions, items of power
Specialist
Nations, societies, ruins, catacombs
Dabbler
Ancient history, diseases, poisons
Barbarian
Wilderness, tribes, violence, survival
Sidekick
Food and drink, nobility, tactics
Ranger
Forests, nature, animals, hunting

The roll is modified by the situation:
Deeper Knowledge
+1
Common Knowledge (name of king, large city…)
+1
Ancient Times
-1
Obscure Knowledge
-1

Medicine

Using a Healer’s Kit takes 1 turn.  Success means that a character has been healed HP equal to half their level, rounded down (minimum of 1).  Characters can only be treated this way once, until they lose HP again.  The Healer’s Kit may be used 10 times before having to be repurchased.

(Medicine cont’d on back)

(Medicine Cont’d)

If used for long-term care, the character expends 5sp/day and can treat a number of other characters equal to their skill level.  A success doubles normal recovery time.

Occupation

Use this to find information, influence NPCs, gain advantages, augment other skills, perform tasks, or almost anything else (subject to the referee’s discretion).

Open Doors

Roll to open a stuck (not locked) door, applying strength modifier.  Using a crowbar adds 1.  Each person helping adds 1 (although only 2 people can open a standard-sized door).  Each attempt takes 1 turn. 

Riding
Everyone knows how to ride a horse for transportation or use them as beasts of burden.  This skill is for daring stunts and combat while on horseback.

Make rolls when entering combat, and when the animal takes damage or is frightened.

Failure means the horse flees, failure by more than 2 means the character is thrown prone and takes 1d6 dmg.

Modifiers include:
Riding a horse
+1
Riding a war beast (trained for battle or naturally ferocious)
+1
Using stirrups
+1
Steed below half HP
-1
Supernatural threat
-1
Moving at max speed
-1

This skill can also be used to judge horseflesh, gauge the quality of an animal (HP), and to provide care beyond basic, daily care.

Search

Searching for hidden doors, traps and objects takes one turn per character per 10’ of area.  Most magical traps cannot be detected except by Dabblers, Magic-Users and Clerics.

Sleight of Hand

This includes picking pockets, hiding small weapons, drawing a weapon without being noticed and other tricks.

Sneak Attack

A sneak attack is an attack done by surprise.  A rank of 1 in this skill does nothing, but a rank of 2 or higher adds its modifier to the attack value, and multiplies the damage rolled by its rank.  (So a rank of 2 provides a +2 to sneak attack and x2 to the damage.)

Stealth

This is used to hide and sneak.  Subtract 1 for each point of encumbrance when attempting to use stealth.  When attacking after using stealth, the attack is always considered a surprise attack.

Swimming

Everyone knows how to swim.  Movement is halved.  Every point of encumbrance adds a 10% chance of drowning or every point of AC from armor minus 12 adds 15%.  Use whichever is highest. 

Tinker

Opening locked doors without a key require a Specialist’s Kit. (Doors can also be broken down: an ax on a wooden door takes 1 turn, a pick on a stone door takes 2 turns.)

This skill also includes removing or disarming small mechanical traps, setting traps, and jury-rigging impromptu devices.  If the attempt is failed, it cannot be attempted until the character gains a new level.

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RPG blogs/sites with some of the work already done:

Other lists with various degrees of organization and description: