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Aptitudes

Cursed Empire handles Character's non-combat actions using a flexible and easy to use Aptitude system.

The Aptitudes express the strengths and weaknesses of the character and give a clear idea on where these skills can be applied within a group of Adventurers.

Perfect Action Rule

Every character has at least a 1% chance to succeed at any action. A score of 1/10 or less of the aptitude is considered a perfect action. This enables the player to enter a cross (x) in the 4 cross grid on the character sheet, or two crosses (x) if this is the first time that this skill has been used for this caste level (section 2.7).

Example: A Condorian Warrior has 67% using a Short Sword, if the player obtains a dice throw of 06% or less this is a perfect action.

Critical Failure Rule

In some cases of an action being taken, a character can fail miserably, which will have varying levels of consequence on the outcome. The following rule has to be applied:-

Critical Failure Table

*a score of more than 100 can be obtained if there are extra penalties for the action (see section 2.5.1).

Example: A Condorian Warrior has 76% in the Moving Silently Aptitude. She obtains a score of ninety seven on 1D100: the result is that she trips up and crashes to the ground very noisily.

Aptitude Descriptions

This section briefly describes all the standard aptitudes and gives players and M.T alike an idea of the situations where these skills can be used. Any other aptitudes can be generated at the MT's discretion if their implementation enriches gameplay.

There are two main types of Aptitude in the Cursed Empire game: Primary (P) and secondary (S). Primary Aptitudes are automatically available to a newly created character, whereas secondary ones can be developed later on in the existence of the character or a proportion of development points can be allocated during character creation. Each Aptitude belongs to a category.

(BP) Remark: Primary (P) Aptitudes cost 2 (BP) per 1%, whereas Secondary (S) ones cost 1 (BP) per 1%. This rule will apply in the next section.

Aptitude List

Animal Based Skills

Animal Training P
Driving (Equestrian) S
Equestrian Skills P
Falconry S
Veterinary Skills S

Art

Art Culture P
Body Art S
Dancing S
Literature S
Music S
Painting S
Sculpture S

Art of War

Architecture S
Diplomacy P
Leadership P
Military Engineering S
Phalanx Art S
Strategy S
War Chants S

Athletics

Acrobatics S
Climbing P
Holding Ones Breath P
Jumping P
Running S
Swimming P
Throwing S

Crafts

Armourer S
Blacksmith S
Boat Building S
Brewer Skills S
Building/Fixing P
Carpentry S
Cooking S
Crafts S
Jewellery S
Mechanics S
Pottery S
Stone-Craft S
Tanner Skills S

Healing

First Aid P
Healing P
Hypnosis S
Surgery S

Knowledge

Astronomy S
Cartography S
Darkun Lore S
Evaluation P
Geology S
Heraldry S
History S
Imperial Lore S
Karnarcos Lore S
Legends S
Mathematics S
Occult Arts S
Philosophy P
Physics P

Linguistics

Calligraphy S
Cryptography S
Memorisation P
Reading S
Sign Language S
Speed Reading S
Teaching P

Magic & Cults

Catalepsy S
Cult Rituals S
Mastering of Dreams P
Meditation P
Pagan Rites P
Paleography S
Theology S

Martial Skills

Ambidexterity P
Assassination S
Blind Fighting S
Blood Lust S
Disarm P
Hand 2Hand Combat P
Lightening Draw S
Mastered Weapon(s) P
Parry/Dodge P
Stun Techniques P

Nature

Alchemy P
Botany P
Camouflage S
Geography S
Hunting/Fishing S
Knowledge of Nature P
Meteorology P
Navigation S
Orientation S
Survival P
Swamp Movement S
Tracking P
Traps P

Social Skills

Acting S
Begging S
Commerce S
Eloquence P
Empathy P
Etiquette S
Gambling S
Mind Games S
Persuasion P
Politics S
Seduction S

Theft & Espionage

Contortionism S
Corruption P
Deciphering S
Detection of Hidden Mechanisms P
Disguise P
Falsification S
Hiding Object P
Hiding Oneself P
Intimidation P
Investigation S
Lip Reading P
Lock-Picking S
Pickpocket S
Poison Analysis S
Poison Creation S
Prestidigitation S
Resistance to Torture P
Searching Object P
Silent Movement P
Spying S
Street-Wisdom P
Subterfuge P
Torture P
(Un)tying Knots P
Ventriloquism S

 

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