BoB Skills

From Black Country Role Playing Society

Contents

Armourer (Diamond)

This skill is the art of making and repairing armour.

Barter (Awareness)

This is the skill of bartering, handling money and merchandise.

Bow ’n’ Arra (Reflexes)

Characters with Bow 'n' Arra are practised in the Skill of shooting bows. However a moving target is hard to hit. So Instinct of where a target is going to be in more useful than aim.

Climbin’ (Agility or Awareness)

This Skill means you can climb almost anything, although mainly used for climbing the rigging. It can even be used to swing over to other ships.

Legends (intelligence)

This character has studied history and is familiar with all pertinent events.

Dancin’ (agility)

Skilled in dance means you can quite literary dance. You get a free raise to social interactions whilst dancing with someone.

Defence (agility)

Every character knows how to get out of the way. Being skilled in this means you know how to do it effectively. Any character that does not purchase at least one Rank in this skill cannot make a full defence manoeuvre.

Demolition (Intelligence)

The art of handling explosives as well as knowing how to blow stuff up.

Doctorin’ (intelligence)

This character is familiar with medical practises. They may treat disease and cure wounds to make certain they don’t become infected. He is familiar with massage techniques.

Doctorin' + Intelligence TN= 15

If the roll is made, gain 1d10 hp + 2 hp per raise. This can only be done once per wound.


Fisticuffs (agility)

This is the art of fighting with your bare hands. Damage from a hand strike is Strength + 0 k 1

Forgin’ (agility or perception)

This skill allows a character to forge documents, letters, etc. When forging a document the forger must make a simple Agility + Forgin' roll. This sets the TN for the document. When another character views the document, he must make a simple perception roll (sometimes supplemented by law or investigation or even forgery) to beat the TN of the document. (Cannot be used without the Readin' and Writin' skill, plus Readin' and Writin' gives bonuses; see Readin' and Writin')


Gamblin’ (awareness)

This is the skill of professional gambling. In other words: cheating. The Trait to use with Gamblin' is awareness. To detect cheating a character must make a contested Perception + Gamblin' roll against the gambler’s Awareness + Gamblin'.

Healin’ (intelligence)

It is used to cure wounds and heal maladies. Herbalism + Intelligence

TN= number of wounds taken. If roll is made, gain 2x Herbalism skill hit points + 1 extra hit point per raise and doubles the healing rate.

Honesty (awareness)

This is the ability to give the appearance you believe in what you are saying. Basically it’s the back up to bullshit

Huntin’ (perception)

Huntin' is used in all manners of outdoor skills. He knows falconry, how to track, how to make a fire, set up camp, etc.

Investigatin’ (varies)

If you stumble in on a crime scene this character (with perception) knows where to look for clues, how to put disparate facts together (intelligence) and using awareness how to interrogate someone.

Lasso (Agility)

The skill of using a Lasso to catch cattle and people.

Law (intelligence)

This character is familiar with the inner workings of most legal systems. He can even use this skill to argue his case in court should the need ever arise.

Lock Pickin’ (Agility)

This skill not only allows a character to make locks, but to break (open without a key). When a locksmith makes a lock he makes a simple Agility + Lock Pickin' roll. This sets the TN for the Lock. When someone tries to pick the lock he must make a simple roll vs. the locks TN.

Makin’ Stuff (specified when picked)

This skill covers many different areas. It is the Skill of making. Every manner of craft can be listed with this skill, except armourer and weapon smith. You choose what you want to be crafted in, e.g. If you are skilled in shipwright then you can work on ships not make pots, unless you buy another craft at rank 1 in pottery

Manners (intelligence)

This is the Skill of knowing what to say and how to say it. A character with Manners is confident in his social skills, and never makes a mistake in front of the wrong people.

Music (agility & awareness)

This is the Skill of playing musical instruments. For every Rank in this skill a character may learn another instrument. While playing an instrument is a demand the character’s dexterity (agility) it is also a demand on his sense of pitch tempo and harmony (awareness). You must choose the lower of these two traits. Also holding an audience in rapture makes it easier to steal from them. Your Music + awareness (or agility) = every 5 above 20 gives a free raise to the thief.

Perfomin’ (Awareness)

Characters with skill have training in theatre. Characters gain the ability to disguise themselves. They can convince others they are not the same gender, behave completely. Basically fool others of their real identity. Using Acting in this manner is usually a simple Awareness + Performin' roll with the TN being another character’s Perception times 5. If the character has to actively engage in conversation while in disguise, the simple roll becomes a contested roll

Pick Pocktin’ (Agility)

The art of thieving, picking someone’s pocket is not as easy as it seems. The thief has to make a contested roll, pickpocket + agility vs. the victim’s awareness.

Pistol (Reflexes)

Characters with Pistol are practised in the Skill of shooting. However a moving target is hard to hit. So Instinct of where a target is going to be in more useful than aim

Poisonin’ (intelligence)

A character with this Skill will be able to detect, analyze and use various poisons.

Quick Draw

The art of whipping a pistol out of a holster and bringing it to bear fast.

Readin’ &Writin’ (Perception)

This is the art of reading and writing. You can not use forgery without this Skill. Plus you get at rank 3 a free raise on forgery, at rank five 2 free raises and rank six 3 free raises whilst using the forgery skill.

Ridin’ (agility)

A character who has Ridin' knows how to ride a horse, how to fight from horseback and how to shoot from horseback.

Rifle (Reflexes)

Characters with Firearms are practised in the Skill of shooting. However a moving target is hard to hit. So Instinct of where a target is going to be in more useful than aim

Runnin’ (Varies)

Running, jumping, lifting and similar physical actions fall under athletics. If a character is running for instance and wants to test his speed he uses reflexes + Runnin'. However if he wants to test his endurance he would roll Stamina + Athletics.

Seduction (awareness)

The art of grabbing the bull by the horns so to speak. Seduction uses a contested Awareness +seduction roll vs. the opponent’s Awareness.

Singin’ (Awareness)

This is the skill in telling a story well. Doing so may make social interactions easier later on. Also holding an audience in rapture makes it easier to steal from them. Your Singin' + awareness = every 5 above 20 gives a free raise to the thief.

Scripture (intelligence)

Knowledge of the sacred writings of the Holy Bible and the Church's teachings based on the Bible.

Sneakin’ (agility)

A character with Sneakin' moves silently through shadows, unseen by the casual observer. To use Sneakin' a character must make a Contested Agility + Sneakin' roll against another character’s Perception.

Shotgun (Reflexes)

Characters with Shotgun are practised in art of shooting one. However a moving target is hard to hit. So Instinct of where a target is going to be in more useful than aim

Spit (Agility)

In every saloon you'll find a row of spitoons into which the customers are constantly spewing brown gobbets of chewing tobacco juice. Its always good to hit what you're aiming at and that's what this skill is for. Moreover in a godd western, it's always helpful to be able to provoke your enemy with a well-aimed hock on his boots or elsewhere.. This skill is suitable for that as well.

Swimmin’ (strength or stamina)

Swimming is an art you would think most sailors would have and you would be right. All sailors can swim but to do anything than the doggy paddle and then drown after 5 minutes you need this skill. For speed and diving it is Strength +swimming, for long periods of swimming or diving to a depth it would be Stamina + swimming.

Sword Fightin’ (agility)

This is the use of swords, kind of important really especially for swashbuckling.

Torture (awareness)

When using Torture, a character is trying to extract information from the tortured character using pain. Torture is a contested Awareness + Torture Skill vs. the opponent’s Stamina (deducting a number of dice equal to his current wound level of course).

Tactics (Perception)

This is the study of warfare. Characters with battle can recall strategies used by others and can position himself or others more effectively (this also works for naval battles). This skill works for large scale battles and small alike.

Tipple (Stamina)

The ability to drink large quantities of alchohol and remain standing.

Weapons other (agility)

This covers all those other weapons not covered by the other skills; Bow and arra, firearms skills, lasso or sword fightin'.

Weapon Smith (Diamond)

This is the art of making and repairing weapons.

Wrestlin’ (strength)

Using this Skill, a character can throw his opponent with a successful Contested Strength roll. If his opponent is thrown, he must make a successful Stamina roll at TN of 5 x the Strength of the thrower (plus 5 for each raise of the thrower), or he is stunned and can take no action next round.


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