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NEVERWHERE

Table of
Contents

The World
Below

Game 
Mechanics

Characters

Attributes
& Skills

Magic

Actions &
Combat

Equipment

Undercities
of the
World

Links

Guestbook

Email
 

IV.  ATTRIBUTES AND SKILLS
Many of the skills that are used in Neverwhere D6 are exactly the same as those used in West End Games' old Star Wars game, or the new DC Universe.  However, I have made a few changes.   The links below lead to each Attribute and explanations of the skills they control (many of the skills are more completely explained in the West End Games rulebooks).

Attributes:
Attributes represent a character's physical and mental characteristics.  Each Attribute controls a number of skills whose starting level depends on the current score of the Attribute.

Strength:
Dexterity
Constitution
Knowledge
Instincts
Presence
Skills are listed under each Attribute.

For Magical Skills (Quirks, Charms and Knacks) and Ritual Spells, please see the Magic Section.

TERMS
Skill name:  Aside from just the skill name, the skill may be designated as (A)dvanced or (S)pecial.  Advanced skills usually require prerequisites and are more difficult in which to gain levels.  Special skills are particular for some other reason, usually because there are certain rules that apply only to those skills.
Prerequisites:  Any skills and their levels that must be attained before the skill in question may be taken.
Time of Use:  Amount of time that passes while the character attempts the skill (regardless of whether or not it is successful).  This can be highly variable and depends on the GM's discretion.  An action that takes 1 round means that it is the only skill the character can attempt in that round.  An action that takes "1 action" can be attempted in conjunction with as many other actions as the character can perform in one round.  Other attempts may take anywhere from a minute to days (Scrounge, for example).  Difficulty numbers may vary depending on time spent as well.
Difficulty:  This gives an approximate Difficulty level to successfully use the skill.  GM's should vary this depending on the situation:  including stress, available tools, amount of time dedicated to the task, familiarity with the situation and other factors.
Description:  A (hopefully) brief description of what the skill does includes and other notes.

If a skill is listed by not given any other information, assume that it is available in one of West End Games' products (probably the Star Wars books, 3rd Edition).




STRENGTH

Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty:  Very Easy (5)
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect Value.

Climbing
Time Take:  One action (but GM's may decide to have characters just roll once for an entire "pitch")
Specializations:  Different things climbed:  buildings, trees, rock faces.
Difficulty:  Moderate (15)
     While Climbing covers the actual act of scampering up something, it may also be used when a character tries to do things like hold on to the hood of a speeding car (the "TJ Hooker maneuver") or grab on to the struts of a helicopter as it takes off, etc.  The difficulty may be increased if the character is burdened or wearing armor.

Jumping
Time of Use: 1 action.  Note that "big" jumps may require a certain amount of "hang time."  GM's should consider this in modifying difficulties for other actions that are attempted while the character is in the air.
Specializations:  None.
Difficulty:  A die result of 3 or higher is a Success.  The distance covered depends on the dice total of the attempt.  See below
     Jumping is not really an "academic" skill, but it is a talent that may be cultured nonetheless.  You may notice a somewhat strange progression in the distance covered and the number of successes.  This is because almost anyone can jump at least a little, but only a few people can really jump far. A roll of 40 is about the maximum that an Olympic jumper could get (assuming he didn't use Wild Dice, Chi or Character Points--all of which, I think, are illegal at the Olympics)--this assumes a Strength of 4 + Jumping skill of 6 (World Class) and a getting an average of 4 or greater on each die.  After 40, the distance increases dramatically.  This is because the jumper will only get this far if aided by technology (cybernetics) or some other "superhuman" means (Chi or Character Points).
    I would recommend to GM's that a result of 40 be the "maximum" allowed any non-augmented jumper (this includes the use of Chi and CP's) because the laws of physics and gravity have to apply somewhere.  There is simply no way for a "normal" human to jump 50 feet horizontally!
 

Difficulty
Approximate Distance Covered
5
Horizontal:  about 2.5 feet.
Vertical:  about 3 feet.
10
Horizontal:  about 4 feet.
Vertical:  about 4 feet.
15
Horizontal:  about 6 feet.
Vertical:  about 5.5 feet.
20
Horizontal:  about 10 feet
Vertical:  about 6 feet
25
Horizontal:  about 15 feet.
Vertical:  about 7 feet
30
Horizontal:  about 20 feet.
Vertical:  about 8 feet
35
Horizontal:  about 25 feet.
Vertical: about 10 feet.
40
Horizontal:  about 30 feet (this is about the current world record).
Vertical:  about 12 feet.
50
Horizontal:  about 40 feet.
Vertical:  about 15 feet.
Beyond 50, a jumper may only achieve these distances if aided by magic or technology.  Even Chi and CP's should not be permitted to carry a jumper this far.
60
Horizontal:  about 75 feet
Vertical:  about 35 feet.
70
Horizontal:  about 100 feet.
Vertical:  about 50 feet.
80
Horizontal:  about 125 feet.
Vertical:  about 75 feet.
For each additional 10, add about 25 feet to the result.

Lifting
Time Taken:  1 action
Specializations:  none
Difficulty:  Depends upon the weight and bulkiness of the item.
     Lifting represents more an innate ability than a learned skill (though you can certainly learn the "correct" way to lift heavy objects).  Difficulty depends on the weight of the object. The table below indicates the difficulty of lifting a common object of about the provided weight.  Characters will be able to life much more than this amount  if they bench press (approximately 3 x the amount) or do a dead lift (approximately 4x this amount)
 

Weight of Object
Difficulty
20 pounds
Very Easy (5)
50 pounds
Easy (10)
75 pounds
Moderate (15)
100 pounds
Difficult (20)
150 pounds
Very Difficult (25)
200 pounds
Heroic (30)
Increase Difficulty by 5 for each additional 50 pounds
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DEXTERITY

Acrobatics
Time Taken: One round
Specializations:  Tumbling, Balancing, Swinging
     Acrobatics is used whenever a character attempts to make an unusual or difficult maneuver with her body. A character may attempt an Acrobatics check if they fall or are thrown to the ground to roll to her feet or avoid damage (roll Acrobatics versus the damage. If the Acrobatics roll is higher, subtract the difference from the damage taken).
     Acrobatics may also be used in combat. If a character uses Acrobatics during combat they can potentially reap one of the following benefits:

Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty:  Very Easy (5)
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect Value.

Dodge
Time Taken:  One round.
Specializations:  None.
    Dodge is the art of getting out of the way.  A character need only make one Dodge roll per round.  The result becomes the base difficulty for anyone shooting or throwing anything at the character.  Thus, if a character makes a Dodge roll resulting in 20, enemies will need at least  a 20 to hit the character.  The Dodge result replaces the base difficulty, thus a bad Dodge result can put the character in a worse position than if he had just stood still.  Dodge may also be used to get out of the way of other objects that are not purposely aimed at the character, such as falling boulders, careening busses or out-of-control skateboarders.

Drive
Time Taken:  One round.
Specializations:  Particular types of vehicles, such as Motorcycles, Sports cars, Limousines, etc.
    Drive applies to the conduction of commonplace passenger vehicles. It won't do you a lick of good in a tank...

Fire Weapons [Archaic Weapons/Firearms (Pistols and Rifles)/Light Artillery/Heavy Artillery/Vehicle Weapons/Remote Weapons]
Time Taken:  One round.
Specializations:  Particular weapons types.  For example, Firearms: Assault Rifle.
    When choosing the Fire Weapons skill, the player must choose one of the categories listed above.  The character is considered unskilled in all the other categories unless they too are selected.

Martial Arts
Time Taken: One round.
Specializations: none.
Difficulty:  Easy (10) for standard blows.  Difficulty may be increased for special maneuvers.
     Martial Arts covers the study of unarmed hand-to-hand combat. At character creation, the character receives one special maneuver for each die they place in the skill.   When the character advances with experience, each special move costs an additional 8 CP's (a character can buy as many as he would like).

Example:  Lurker has a Dexterity of 3D and at character creation adds an additional die into Martial Arts (giving him a total of 4D in Martial Arts). He chooses Disarm, Elbow Smash, Multiple Strikes, and Power Block.  Later,  he increases the Martial Arts skill from 4D to 5D (costing 12 CP's) and decides to purchase  Spinning Kick for an additional 8 CP's.
    A character who strikes with Martial Arts, but without a Special Move, does damage equal to her Strength +1D per EV.

SPECIAL MOVES
The standard Difficulty for each move is given in parenthesis.

Pilot Craft [Hovercraft/Aircraft/Marine craft/Spacecraft]
Time of Use: 1 action.
Specializations: Particular models of machinery within the chosen category.
    When the player chooses Pilot Craft, he must choose one of the categories within the brackets.  He is considered unskilled in all other areas.  Citizens of Neverwhere rarely take mechanical conveyances.  Only rarely can they hop aboard subway trains or other forms of public transportation and steamwork engines are rare indeed.  However, if a character hopes to drive or pilot any such machines, this skill is required for the attempt.

Ride horse
Time of Use:  One round.
Difficulty:  Easy for simple maneuvers on well-trained steeds.  Difficulty increases for the orneriness of the beast, complexity of actions attempted, and conditions (weather, speed traveled, burdens, etc.).
Specializations:  Particular riding styles (Western, English, Bareback, etc.).
    Ride horse includes all the knowledge one needs to train or ride a horse, perform simple animal husbandry, and prepare and maintain the appropriate tackle.

Running
Time of Use: 1 action.
Specializations: none
Difficulty:  Easy.  May be increased if there are obstacles or the character is burdened.
    Running includes not only the ability to move your feet rapidly, but also of avoiding objects and stumbling while you are doing so.  This skill is essential for all those characters who hope to be cops and spend their days chasing down perpetrators though dim alleys and over chain link fences.

Throwing
Time of Use: 1 action.
Specializations:  Particular objects:  grenades, spears, shoes.
    This covers the hand eye coordination required to pick something up and hit a target.  Difficulty depends on whether the object was designed to be thrown and range (see Equipment).
 

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CONSTITUTION
Endurance:
Time of Use: 1 round.  Generally not considered an action.
Specializations:  Particular forms of exercise:  Climbing, Running, Swimming, etc.
    Characters must make Endurance checks when they exert themselves physically and begin to push the limits of their energy.  The GM may decide when rolls are appropriate.  For example, if a character is chasing a thief through sewer tunnel, he will make a Running roll.  If the chase continues for a long time, the GM will ask the character to make an Endurance roll.  If he fails, he will have to stop running to catch his breath.  The difficulty of the rolls should increase with the time of the physical exertion.

Resistance:
Time of Use:  1 round.
Specializations:  Particular forms of duress:  Drugs, Pain, Gravitational forces (good for pilots), etc.
    Resistance indicates the character's physical resiliency against outside duress, such as pain or drugs.  Furthermore, for when a character rolls to establish his Hit Points, he may roll Resistance if it is higher than his Constitution.  Also, as he may roll an additional die each time he increases his Resistance skill level (only to the general skill, not Specializations).

Swimming:
Time of Use: 1 action.
Specializations:  None.
Difficulty:  Easy.  Difficulty increases with conditions (current, temperature), burden, and the character's physical condition.
    When you know how to swim, you generally won't drown.  This is a good thing.

Willpower:
Time of Use:  1 action.
Specializations: None.
    Willpower represents the strength of the character's mind and ability to resist outside influences.  Characters must make Willpower checks to avoid temptations, fight the powers of suggestive drugs, and remain conscious when physically weak or in extreme pain.
 

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KNOWLEDGE

Bureaucracy
Time of Use: 1 round to several hours.
Difficulty:  Easy. May be increased for particularly obscure or secret bureaucratic information.
     This character has an unfortunately advanced knowledge of how bureaucracies work.  They will know who is in charge of what duties, where paperwork is kept, and what processes must be followed to get something done in a bureaucratic chain of command. Every subculture has its own form of bureaucracy, and a smart underdweller knows how to use that to his advantage.

Business
Time of Use:  usually ongoing.
Difficulty:  Moderate for most matters.
     This character knows how economic principles can be best applied to a given situation.  They can organize profit making ventures, find appropriate contacts, and recognize needed resources.

Computer Operations and Programming
Time of Use: 1 round to several hours depending on the action attempted.
Specializations:  Particular actions:  Hacking, Decryption, etc.
Difficulty:  Easy for accessing basic information and running programs.  Increased for complex actions like Hacking (Difficult to Ex. Difficult) and breaking encryptions (depending on the strength of the cipher).
    Computers represents an overall ability to use and manipulate computers.  The character not only knows how to access files, but can break through security, program, and do all sorts of other fun things.  It may also be used to diagnosis problems or propose improvements, though the actual work requires Computer Repair.  Characters raised in the World Below rarely know much about computers and, because of the curse, can almost never use them (the computers simply don't respond).  However, most characters raised in the World Above have at least a basic understanding of how to use computers, though this rarely does them any good once they slip between the cracks.

Craftsmanship [Carpentry, Masonry, Ceramics, Sewing, etc.]
Time of Use:  1 round to several hours, to several days to finish a project.
Specializations:  Particular areas within the area of craftsmanship.  For example, a character may choose Carpentry: Furniture making.
    When a player choose Craftsmanship for a character, he should also choose a particular category.  The character is considered unskilled in all other areas of that category.

Current Events
Time of Use:  1 round.
Difficulty:  Easy.  Difficulty may be increased if the information is not readily available through normal media outlets.
   Current Events represents the character's knowledge of happenings in the World Above.  Most underdwellers have only the slightest understanding of events and politics Above.  Few truly care.  But the two worlds are inextricably linked, and knowledge of one often serves in the other.
    At 1D, the character is pretty oblivious or gets most of her news from unreliable sources.  At 2D, she has an average grasp of newsworthy events (notable break-ups, active military conflicts, etc.).  At 3D, the person has a talent for gathering news information and remembering it.  At 4D, the character has a steady supply of information from a variety of sources, including some insiders.

Education
Time of Use:  1 round to several hours.
Specializations:  Particular areas of study.
    Education indicates the depth of the character's academic background.  Characters may make Education checks in areas that require general knowledge, such as Geography, History, Greek mythology, basic mathematics, etc.  This differs from Sciences and other specialized studies in that the knowledge is not generally applicable to real problems in front of the character--it only indicates that the character has a very general knowledge ("Switzerland is next to Germany, I think.  Or is that Sweden...?").
    The table below gives a rough idea of what each level in Education represents. Note that it is not necessary to go to college to have a level 3 or 4 Education, it just means that the character has invested time in learning on his own  (in fact, lots of people who graduate from college never paid much attention and might only have a level 2 Education).
 

Comparative Education Level
Schooling Equivalent
1
Elementary School
2
High School
3
College
4
Post-graduate studies
5
Advanced studies
6
World renowned scholar
7
Revolutionary scholar

Electronics
Time of Use: 1 round to several hours.
Specializations:  Particular electronic items:  Computers, radios, etc.
    With Electronics, a character can attempt to understand and repair electrical systems of all sorts.  This includes computers, communications equipment and most optical equipment.  Difficulties may be modified if the character is very familiar with the particular device of depending on the size (generally, smaller things are more difficult to fix).  Because of the technological curse that hangs over the World Below, characters will rarely have need for this skill.  It may, at times, prove useful however, for while machines tend to not work for underdwellers, the underdweller may still attempt to disable working machines.
 

Attempt
Difficulty
Fixing an alarm clock
Very Easy
Installing RAM in a computer
Easy
Fixing burned-out wiring in a pair of thermal goggles.
Moderate
Re-wiring a standard security system
Difficult
Physical interfacing a computer with a secured computer system (physical hacking)
Very Difficult

Engineering (A)
Time of Use: 1 round to several minutes, hours or days.
Prerequisites:  Mechanics 4D, Electronics 4D, Education 4D, Physical Sciences 4D
Difficulty: Moderate (generally).
    With Engineering, a character understands the complexities of design, construction and improving upon all kinds of machines and architecture (with the exception of Steamworks).  Characters may attempt to build bridges, repair complex gear systems, even build mechanical traps.  Most underdwellers cannot employ this skill to make "modern" technology from Above work (because of the technological "curse" that hinders underdwellers).

Demolitions
Time of Use: 1 round to several minutes.
Specializations:  Particular explosives.
Difficulty:  Moderate or higher (generally).
    A character skilled in Demolitions is able to recognize, build and disarm bombs of all sorts.  It's a very dangerous skill to employ, since failure often results in detonation.  Regardless, it's  usually better to attempt to disarm a bomb than just let it sit and go off by itself!  Underdwellers make rare use of this skill, and then only to cobble together simple explosives like Molotov cocktails or black-powder bombs.

First Aid
Time of Use: 1 round for each Wound Level suffered by patient (it is more difficulty to help people who are more hurt).
Difficulty:  Varies greatly depending on the condition of the patient.
Specializations:  Tending to various kinds of injuries:  bullet wounds; broken bones; poisoning, etc.
     First Aid training gives a character the knowledge to tend to injuries and minor illnesses (such as nausea and headaches).  The character will be familiar with using basic medical supplies, such as bandages and antiseptic, but will not be able to perform surgery or other complex procedures.

Gossip
Time of Use:  1 round.
Difficulty:  Easy.  Difficulty may be increased if the information is from a different City Below or is otherwise particularly obscure.
   Gossip represents the character's knowledge of current events in the World Below.  Though it may not seem apparent at first, Gossip  is an important skill in the world of Neverwhere.  Political alliances and conflicts are regularly springing up, shifting and posing new threats (and probably the characters).  GM's should ask for Gossip rolls if the character's are trying to find out information about what's going on in politics or the world for the past 5 or so years.  GM's should be encouraged to mix in changing social and political situations with the game campaign.
    At 1D, the character is pretty oblivious or gets most of her news from unreliable sources.  At 2D, she has an average grasp of newsworthy events (notable break-ups, active feuds, etc.).  At 3D, the person has a fair network for informants and files the information away in their head.  At 4D, the character has a steady supply of information from a variety of sources, including some insiders.

Jury Rig
Time of Use: 1 round to several minutes.
Specializations:  Jury-rigging particular objects such as cars, weapons, or computers.
    Someone with Jury Rig can fix almost anything, at least for a few minutes. This is the quick-fix, the hack, that gets something working when it needs to be working.  But without more time and better parts, it won't last long.  A Jury-rigged item will continue to function for 1 hour per Effect Value point.  The GM may alter this time table as he sees fit.  Some very broad examples of Jury-rigging and the associated difficulties are given below:
 

Attempted Action
Difficulty
Getting a decent, but malfunctioning, car started Easy
Fixing the heat sinks on an old computer so it will run without overheating. Moderate
Working out the kinks in an old elevator that won't budge.
Difficult
Re-attaching a wing to a busted up airplane
Very Difficult
Re-wiring a steamworks holographic device that has been broken
Heroic

Language (Special) [Particular Language]
Time of Use: 1 action to speak, 1 round to translate.
Difficulty:  Easy for common languages (English, Chinese, Farsi).  Difficulty increases with more rare languages or dialects.
Specializations:  Any Language skill is considered a Specialization.  See below.
    When a character selects Language, he must choose a particular language in which he is skilled.  All characters are considered to have a Languages skill of 3D in their native language.
Note:  This is different from the Languages skill as presented in the Star Wars RPG.

Law
Time of Use: 1 round.
Difficulty:  Easy for knowing basic information.  Difficulty increases for understanding more complex legal regimes or employing legal knowledge in a professional manner (trying a case, etc.).
Specializations:  Particular areas of the law:  Enforcement; Torts, Criminal Law, Constitutional Law, etc.
    With Law, a character understands how legal regimes work and what must be done in order to comply with those laws.  Skilled characters may attempt to use the law to defend themselves (or others), gain access to information, or have the weight of authority brought done upon another person (i.e., charging them with a crime).  The World Below often functions on very different laws than those of the World Above, and characters from one often unknowingly stumble into infractions of the laws of the other.

Mechanics
Time of Use:  1 round to several hours.
Specializations:  Particular machines:  automobiles, aircraft, etc.
Difficulty:  Easy to Moderate for simple, common machines and basic problems.  Increases if the character has never worked on a machine of this type or the machine is very complex.  Difficulty may also increase if the mechanic lacks the proper tools, manuals, etc.
    Mechanics is a catch-all skill that represents a character's ability to understand and repair mechanical engines and moving parts.  While "modern" technology like cars and fax machines don't work for most underdwellers, there are many other "machines" that characters may come into contact with:  catapults and engines of war; complex gear works powered by hand or water, etc.  Further, while mechanical items rarely work for underdwellers, there may be times when it would pay to understand the workings of a machine and either disable or repair it (to hinder or aid someone else).

Medicine (A)
Time of Use:  1 round to several hours or days.
Prerequisites:  Sciences 4D, First Aid 5D, Education 4D
Specializations:  Particular areas: cardiology, optomology, etc.
Difficulty:  Depends on action attempted.  5 to render basic aid.  10 to perform advanced aid (patient is Mortally Wounded).  15 to perform light surgery.  20 for basic surgery.  25 for invasive surgery  or to diagnosis a rare disorder.  30 for experimental or novel work.
Special:  Though Medicine is under Knowledge, when the skill is taken, it is at 1D (not the character's Knowledge skill). At 1D will be considered a medic or med student.  At 2D, a registered Nurse or an intern.  At 3D, a doctor.  At 4D, a specialist or experienced doctor.  At 5D and above, the doctor will have a good reputation in the field, perhaps even be world renowned.
     Medicine represents the whole of medical sciences, from advanced medic procedures, to surgery, to experimentation and development.  When a character uses the Medicine skill to perform first aid and basic field/emergency procedures (including light surgery), it is added to the character's First Aid skill.  Furthermore, it may be added to Physical Sciences rolls when performing biological experiments.  Finally, it may be added to Investigation skills when doing a medical research in libraries or with a computer.
     Penalties may accrue when working in substandard conditions or with patients who are not human.

Navigation
Time of Use:  One to several rounds, depending on the length and complexity of the course charted.
Difficulty:  Easy to Moderate, depending on the information available to the navigator (charts, compass, current location, etc.).
Specializations:  Particular environments:  Terrestrial, Aquatic, Subterranean, Outer Space, etc.
    A character skilled in Navigation may use any available information to discern her current whereabouts and plot the best course to arrive at another location.  She can read maps, instruments, perform necessary calculations, correct for errors, and generally avoid getting lost.  Even without charts and gear, this character may use local cues (such as the sun or stars) to figure out their location and plot a course of travel.

Sciences
Time of Use: 1 action (to several hours, depending on the action).
Specializations:  Particular fields of study:  Physics, Chemistry, Biology, etc.
Difficulty:  Easy, but increased for more complex or obscure scientific theories.
     Sciences represents knowledge in fields such as physics, mathematics, chemistry and biology.

Steamworks (A) or (S)
Prerequisites:  Engineering 3D, Sciences 3D, Education 5D
Time of Use:  1 round to several hours or days.  GM's discretion.
Difficulty:  Easy to perform basic repairs and diagnostics.  Moderate to perform modest upgrades or to repair lightly damage systems.  Difficult to repair heavily damage systems.  Very difficult to repair trashed systems or to design novel steamworks.
     Steamworks includes the development, maintenance and upgrading of steam-driven machines.  This is a very rare skill, usually only acquired by the truly brilliant or by those that have apprenticed with a Steamworks master.  Rumor exist of some steamworks inventors trying to graft steam technology with human bodies, but there are so many rumors that bear fruit in the World Below...If it were true, the inventor would not only have to be a master steam engineer, but a highly trained physician as well...

Streetwise
Time of Use:  1 round.
Difficulty:  Easy.  Difficulty may be increased if used in a city unfamiliar to the character.
   Streetwise represents a character's ability to tap into the resources of the darker side of society.  This skill may be used to procure stolen items, contact assassins, or score some drugs.  In the World Below, it may extend to more mystical corners:  finding black magicks, hidden creatures and forbidden locations.

Tactics
Time of Use: 1 round.
Specializations:  Particular types of forces: royal guard, bravo mercenaries, etc.
Difficulty:  Dependent upon the situation, often as an opposed roll against the leader of the enemy force.
    Tactics is used whenever a commander attempts to guide his troops into battle.  It may also be used to second-guess an opponent and predict means of attack.

Weapons Technology:
Time of Use: 1 round to several hours depending on the action taken.
Specializations:
    Weapons Tech refers to one's knowledge of various forms of weaponry and how to build and/or repair them. In the World Below, this is mainly restricted to archaic weapons.

Value
Time of Use: 1 round to several if the character must research the item.
Specializations:  particular types of items (jewelry, weapons, steamworks, texts, etc.)
Difficulty:  Easy (10).  GM's should freely modify this difficulty, depending on the obscurity of the item.
    Value is an exceptionally important skill in Neverwhere, particular for anyone in the merchant trade.  But because all transactions occur through barter, every character needs to have some idea of the value of objects and services.  However, what may be valuable in the World Above may likely be completely useless in the World Below, where value is placed on necessity over luxury and small items, such as a ball-point pen, may be enough to secure a full meal and helpful information.
 

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INSTINCTS

Investigation
Time of Use:  1 round to several hours or days.
Difficulty:  Highly variable, depending on the circumstance.  Easy for general background checks and research.  Difficult for probing into deep, dark secrets.
Specializations: Particular areas of investigation:  crime, forensics, scholarly research, etc.
    A character with Investigation has honed her ability to pick up on clues, follow complex paper trails, and put together disparate pieces of puzzles.  This skill often comes in handy for routing out criminals, uncovering secret motivations behind business transactions, and discovering the truth behind long, lost secrets.

Gambling
Time of Use: 1 round.  Can roll for whole "games" or gambling events.
Specializations:  Particular games: Poker, Blackjack, etc.
Difficulty:  Depends on the game.  Generally, Easy for simple games up to Very Difficult for very complex ones.  Can be used as an Opposing Action against other gamblers.
    Gambling is quite common in both the Worlds Below and Above.  Money is of no value in the World Below, so gamblers must come to the table with a keen sense of Value and easily traded or valuable items.

Profile
Time of Use:  Depends on difficulty (See below).
Difficulty:  Moderate (15), modified by the table below.
Specializations:  Detecting certain behavioral patterns such as lying, worry, anger, apprehension, guilt etc.
    With Profile, a character can attempt to size up a target, making educated estimates of the target's emotional and mental state.  The longer the skill user studies her subject, the greater chance she will draw the appropriate conclusions.  The base difficulty is the target's opposing Willpower check.  Additional difficulty modifiers are as follows:
 

Desired Outcome
Difficulty
Surface emotions + 0
Emotions or thoughts the target actively attempting to hide + 5
Emotions or thoughts that the target is in denial about +10
Emotions or thoughts that the target doesn't even know he's having (secretly in love with someone, etc.) +15
Attempting to use this skill in a single round +15
Spending 3 rounds to use this skill. +10
Spending 5 rounds using this skill. +5
Spending a full minute using this skill. +0
Interviewing target (asking personal questions). -10
Observing the target closely for more than one hour. -7

Search
Time of Use:  GM's discretion.  It depends on how large the area searched is and what is being sought.
Specializations:  None.
Difficulty:  Moderate (generally).  Depends on local conditions (lighting, other distracting stimuli), whether character is purposefully paying attention, or if special equipment is used.  Items that have been purposefully camouflaged or otherwise hidden may require an Opposed roll against the Hide of the person who concealed the item.
    Search represents the character's ability to pick up on clues, notice little details, and general alertness to her surroundings.

Stealth
Time of Use:  1 round.
Specializations:  Type of habitat in which character seeks to be stealth:  Forest, Urban, Aquatic, etc.
    With Stealth, a character attempts to move unnoticed.  This skill includes walking silently as well as hiding in shadows and blending in with a crowd.  A character using stealth moves at half-speed (walking).  To move quickly while being stealthy, the character must endure increased difficulty levels (GM's discretion).

Survival
Time of Use: One roll should represent 1 "event."
Specializations:  Particular habitats:  Forest, Jungle, Urban, Aquatic, Desert, Arctic, etc.
    A character with Survival may attempt to endure the rigors of the natural world in a number of environments and situations.  The skill is used when the character must find food and shelter or take other actions to survive in the wild.  Note that Survival only covers what is needed for sustenance. If you want to build a nice house like they have on Gilligan's Island, you'd better learn Craftsmanship: Carpentry or something similar...Difficulty levels increase when the character is using Survival not only for himself but to aid others as well.

Tracking
Time of Use: 1 round.
Specializations:  Tracking in particular habitats:  Forest, Jungle, Urban, Subterranean, Desert, Arctic, etc.
Difficulty:  Easy (10) to Difficult (20) depending what is being tracked and where.
    Tracking represents the skill of following and catching "prey."  This does not include the ability to kill or trap it (those are different skills).  However, the character can pick up on small traces, estimate how long it has been since the prey was in the area, and make educated guesses as to the condition of the animal.
 

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PRESENCE

Bargain
Time of Use: 1 round.
Specializations:  Bargaining over certain items:  weapons, food, ships, etc.
Difficulty:  Typically an opposed roll against the other bargaining party.
     Bargain represents the character's ability to haggle over just about anything.  In the the markets of Zion, nearly everything is up for sale, and merchants tend to be shrewd.  Without this skill, characters may find themselves much more than they should for goods and services.  The table below gives general outcomes of Bargain "battles":  If the winner is the buyer, reduce the "real price" (GM's discretion) by the Price Multiplier. If the winner is the seller, inflate the price accordingly.
 

Winner's Total  > 
Loser's 
Price Multiplier
5-9
 x 1.5
10-14
 x 1.75
15-19
 x 2
20-24
 x 3
25-29
 x 4
30+
 x 5

 

Command
Time of Use:  1 action.
Specializations:  Commanding certain types of troops:  royal guard, bravo gangs, religious knights, etc.
Difficulty:  Easy to Moderate depending on the situation.  Can be easier or hardier depending on the skill and morale of the troops.
    With this skill, a character can manage, direct and mobilize others in a wide variety of endeavors.  She knows how to give clear instructions and inspire obedience and prompt response.  In the heat of battle, an able commander is essential.

Con
Time of Use: 1 action.
Specializations:  Certain types of cons:  disguise, fast-talking, forgery, etc.
Difficulty:  Opponents may make a Willpower or Knowledge opposing roll to rat out a Conning player.
    Con represents a character's ability to bend the truth and slide by on fast-talking.  It also includes other ways of being less than honest--disguise, forgery, etc.

Courtliness
Time of Use:  1 round.
Specializations:  Various traditions of courtliness (Medieval Europe, modern Japan, etc.)
Difficulty:  Easy (10).  GM's may increase the difficulty for complex or obscure traditions.
    Simply put, Courtliness is the skill of minding one's manners.  The skill character will know how to address royalty, when to genuflect, and which fork to use for the salad.  In the feudal world of Neverwhere, a few simple manners may mean all the difference between gracious acceptance by a royal host and the guillotine.

Fade
Time of Use:  1 round.
Specializations: NA.
Difficulty: Moderate (15)
    Fade is the ability to remain anonymous and unremembered.  This is different than the ability (or curse) of all residents of the World Below to go unnoticed.  Rather than being a product of the upsider's unwillingness to perceive unpleasant or disruptive forces, Fade represents a character's ability to leave as light an impression as possible on other people.
    This skill works the same for dwellers of the World Above as it does Below.  It will prove useful when a character wishes to gather information without being remembered or to pass "unseen" through a crowded area.  If anything, others will half-remember some innocuous figure.

Favors
Time of Use:  1 round to several hours.
Specializations: NA.
Difficulty: Depends on the quality of the Favor called in.  Easy for simple tasks up to Extremely Difficult for dangerous or complex ones (see below).
   The Underside works in part upon a commerce of favors--you do one for me and I'll owe you one down the line.  A saavy underdweller learns to culture favors in his debt and judiciously calls upon them as needed, usually at a "profit" of energy or risk expended.  This character has spent some time acquiring debts in his favor.  The character may use this skill once per gaming session withou penalty.  The difficulty level increases by 5 for each additional time it is used in a session.
 

Example Favor Requested
Difficulty
Asking for a bit of information that's somewhat hard to come by (no real danger or effort involved).  Very Easy
Carry a message to someone locally (no unusual danger involved).
Easy
Ask someone to secretly safeguard a prized possession (little unusual danger or effort involved, but of great importance). Moderate
Deploy someone to steal or otherwise acquire a valueable item.
Difficult
Request that somone aid or guard you in a time of deadly peril.
Very Difficult
Ask someone to fight by your side against certain death.
Heroic

Perform
Time of Use: 1 round.  Can roll for one whole performance.
Specializations:  Particular performance arts:  music, acting, visual art, etc.
Difficulty:  Moderate.  Vary difficulty depending on the quality and intricacy of the art attempted.
     With Perform, a character can attempt just about any art form.  From song-and-dance to sculpture, the character can express herself and perhaps make a buck or two for the effort.

Persuasion
Time of Use:  1 action.
Specializations:  Particular forms of persuasive speech:  Seduction, Oration, Debate,
Difficulty:  Easy.  Targets may make Opposed Willpower rolls to set a Difficulty.
     Persuasion measures a character's ability to convince others of just about anything.  It does not include the ability to bark orders (see Command), but rather to debate with logic, appeal to sympathy, and otherwise verbally convince others to see things the character's way.

Reaction
Time of Use: automatic
Specializations:  NA
Difficulty:  Special.
    Reaction is not actually a true skill.  Rather, it is some karmic force within the character that affects how strangers react to him.  A character with a high Reaction score is less likely to be scorned, cheated or even, in some situations, killed.  This is the skill that represents the hesitancy--even if only momentary--of the an arch-villain in killing a protagonist, or the willingness of a hot dog vendor to give a girl with a pretty smile a free meal, etc.  One can find quite a few spots in Neverwhere when Richard should either be ignored, abused or downright killed, but for some reason things turn out all right.  Here, this is represented by successful Reaction skills (and GM ingenuity for the sake of plot).
    In using Reaction, GM's should have the player roll (or roll for the character and keep it secret).  The higher the value, the more positive the reaction to the character, or at least the greater the benefit.  This "skill" will not replace role-playing and should not change the GM's discretion of how the game should run.  Rather, it may give a player a slight edge where none existed before--at its best, it should provide a GM with more fodder for the game.
 

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The book Neverwhere is copyright Neil Gaiman, the TV series was copyright to the BBC, and the gaming system is copyright West End Games.  This site is wholly unauthorized.  Please don't sue me.

August 2002