Habololy Main
SKILLS
NEW SKILLS
KNOWLEDGE (CREATURELORE) (Int; yes; no)
You have learned through experience,
training, or both, what to expect and how to deal with the creatures of the
world. This skill is more oriented towards magical beasts and monsters as
opposed to pets or farm animals.
Check: This skill allows
you to answer a question about a specific creature. This could be anything
from what a Griffon’s favorite meal is, to what happens if a Basilisk gazes
at you, to what must be done to totally defeat a Vampire. The difficulty of
the check depends upon two things: how specific the information is, and how
commonly known is the creature. The specificity of the question is
determined by the DM, and falls into one of the following categories:
General (DC 13), Average (DC 18), Specific (DC 25), Exacting (DC 35). This
difficulty is modified by the rarity of the creature. This rarity is on a
scale from 10 to 1, where a 10 is the most common creature and 1 is a unique
creature. A rarity of zero means that the creature does not exist on
Habololy. The rarities of the creatures of Habololy can be found on
the table below. Second names on the table for creatures are the name of a creature, as
it is known on Habololy.
Retry: No. If the check
is failed, the character simply has not gained that information.
KNOWLEDGE (HISTORY) (Int; yes; no)
Your knowledge of when and what has happened
in the past.
Check: A successful check
allows you to know of an event that occurred or to correctly identify when
an event occurred if you already know of the event. The difficulty of this
check depends on the event in question. The timeline in Chapter 8 has a
listing of the difficulty checks with the events.
Retry: No. If you miss the check, you simply don’t know
the information.
Special: A character receives a bonus to this check dependant upon
race, class, and nation of origin. For example, a jungle elf would have a
better chance of knowing when his won kingdom was founded than a Gree
would. A bonus of +5 is appropriate. A character with an education would
also receive a bonus. Any character that has attended an actual school,
such as a bardic college or wizard academy, receives a +5 bonus to any
history check.
KNOWLEDGE (TECHNOLOGY) (Int; yes; no)
You have learned what types of technology exists, how it
works, and how long it has existed for. This learning could have occurred
through experience, schooling, or both.
Check: A successful check allows you to give an appropriate answer to a
question involving technology. This question could relate to what the
invention does, who invented it, how long it has existed for, or how to use
it. The DM determines the difficulty of this check.
Retry: No. If you miss the check, you simply don’t have the information.
LEARNED FEAT (n/a; no; no)
Though a great deal of training, you have learned a feat.
Check: There is no check. Once you have learned the feat, you may use it
whenever applicable.
Retry: No
Special: Every time a character devotes five skill points to the
Learned Feat skill, the character may choose a feat that is noted with a [4]
in the
Allowed Feats list.
A character may have at most one plus his
intelligence modifier learned feats. A character may not take more
than one learned feat per level. In general, the rules for a learned
feat are: any feat that has an intelligence based skill as a prerequisite,
any feat that has an intelligence score as a prerequisite, any feats whose
prerequisites are already learned feats. All Item Crafting feats can
be learned. No Metamagic feats are learned.
LITERACY (Int; no; no)
You know how to read and write.
Check: Only necessary if attempting to read or write something written
poorly.
Retry: This skill may be retried once per day on the same document. It may
be used multiple times a day, only if used on different documents.
Special: Every time this skill is taken, a new language is picked.
This skill is a prerequisite for the Decipher Script and Forgery skills.
For every three ranks of the Literacy skill taken, you receive a +1 synergy
bonus to the Decipher Script and Forgery skills.
LEARNING NEW SKILLS FROM OLD ONES
It happens that a character may, for any number of reasons, no longer
need or be able to use a certain skill. For example, a character with the
listen skill may lose her hearing. Without the ability to hear, the skill
points spent on the Listen skill become useless. The character may choose
to learn a new skill with the points used on an old skill. Since part of
the characters experience derives from using old skills, some of the
experience that character has already gained is lost when switching skills.
This process also takes time. Although the exact amount of experience and
time are up to the DM, a fair estimate would be one month of training and
100 experience points lost per point of skill that a character moves from
one skill to another.
Creature Rarity