The Arcanis Non-Combat Skill RP System

Arcanum combat uses 20 sided dice in their combat rolls to determine defense.  In a somewhat similar but opposing fashion the Non-Combat Skill system uses 20 sided dice to determine successes at being able to do certain tasks.

Each character at the start will be allowed 75 Non-Combat RP points for their character.  As RP occurs, Non-Combat RP points may be given during an RP event to allow non-combatants to bring their skills up in a similar way to combatants.  This will be allowed to a possible maximum of 300 points.

Non-combat RP points are handed out by the Moderator or Storyteller involved in the event, with no more than 5 points being allowed to be distributed per event to each character unless otherwise approved by an Officer.  Points can be distributed to skills as follows:

5 NCRP points per Skill point up to Skill Level 14
10 NCRP points per Skill point from Skill Level 15 to 19

Non-combat ranks are determined by the number of rank points you have in a skill, to a possible maximum rank of 19.  Ranks are shown as follows:

1-4        Apprentice
5-9       Skilled
10-14  Professional
15-18  Artisan
19          Grandmaster

Non-Combat skills are as follows:

Alchemy- The ability to take herbs and turn them, along with other chemical ingredients, into potions, tinctures, and draughts.  A critical dice roll of 20 will yield another copy of the same crafted item.

Bartering-  The ability to haggle the price of an item with a shopkeeper.   In the case of Players as shopkeepers, it’s used to help determine if a player is able to discern the price of an item and is a contested roll against both of your bartering skills added to a 20 sided dice roll.

Cooking- The ability to take several ingredients in order to prepare a meal.  A critical dice roll of 20 will yield a High-Class Gourmet result.

Diplomacy- The ability to perceive a situation in conversation and turn it to your favor.  This also works to be able to bluff someone in the case you are attempting to hide something.  In the case of Player versus Player, both parties will roll 20 sided dice, with the higher roll combined with their skill in Diplomacy being the winning roll.

Enchanting-  The ability to take magical or arcane materials and components and turn them into powerful magical tools, or enchant a weapon with certain potent effects.  A critical dice roll of 20 will yield a critical success and will increase the enchantment grade to a higher quality. (Low-Grade turns to Mid-Grade, Mid-Grade to High, etc.).  For a critical success on a permanent enchantment, it will, instead, use half of the required materials.

Engineering- The ability to take several materials relating to the building of complex steam machinery and successfully craft an item or work a problem.  A critical dice roll of 20 will yield an overwhelming success, causing the materials to produce a second of the same crafted item.

Hunting- The ability to locate and either capture or kill a creature for the sole purpose of obtaining meat, pelts or hides.  A critical dice roll of 20 will yield an overwhelming success, either yielding more meat, pelts or hides depending on the goal of the hunt.

Leatherworking- The ability to take hides and furs, process them and turn them into useful materials like armors, pouches, saddles or other materials.  A critical dice roll of 20 will yield a result that gives an extra version of the same crafted item.

Lockpicking- The ability to use tools to pick either simple or complex locks on doors or chests.  A critical dice roll of 20 will allow the lock to be picked regardless of difficulty unless the lock is deemed ‘Unpickable’ and requires a key.

Performing- The ability to perform in song, dance, or acting.  A critical dice roll of 20 will yield a resounding success and is considered a ‘Masterpiece.’

Smithing- The ability to take various ores and materials and turn them into crafted components.  A critical dice roll of d20 will yield a result of extra crafted materials for items used in the construction of other objects.

Tailoring- The ability to take materials such as yard or thread and craft them into materials like cloth armors, pouches or other garments.  A critical dice roll of 20 will yield an extra version of the same crafted item.

Woodworking- The ability to take timber and lumber and shape or craft them into a useful item for buildings, furniture or other useful products.  A critical dice roll of 20 will yield an extra version of the same crafted item.