Skill Stunts And Epic Skill Stunts part XIII – General Knowledges

This one took ages for some reason, but here it finally is. Given that the various entries in this series so far are kind of scattered, here’s a complete list:

And now for Part XIII – General Knowledges.

Most skills include both knowledge and practice. Craft (Cooking) doesn’t just include being able to work a stove. It’s knowing how to build a good cooking fire, being able to use an oven, a grill, or several other heat sources, knowing many recipes, knowing which spices are poisonous if overused, knowing how to remove toxins to make meat edible, anatomy and butchering, and so much more. Timing, cutting, practice in dozens of different ways of preparing and preserving foods, extinguishing kitchen fires, keeping orders straight, inventorying your ingredients, and a myriad other practical details go into Craft (Cooking).

Yet at first glance Knowledge (Whatever) seems wholly abstract. Its not like knowing about History will let you reshape the past. In most games about all it does is let you listen to game-master exposition – and if he or she went to the bother of coming up with all that stuff, getting it out of him or her is rarely very hard. If all you want is to be the official mouthpiece for exposition, all you really need is Lore (6 CP). Knowledge skills are all about knowing things that the game master ISN’T eager to tell you.

Plus, of course, every Knowledge Skill includes practical scholastic skills – study habits, self-discipline, data analysis, logic, at least some practical information, research skills, and more. In a world of magic, they also include a lot of information about magic – if not necessarily the power-handling capacity to do too much with that information.

That was why a first-edition Sage was “capable of carrying on a discussion in any field of knowledge”, had extensive, and detailed, knowledge in several specific fields, could answer questions about things they had no actual way of knowing (such as the whereabouts of ancient lost artifacts or the command words of items imported from other planes), and could cast spells (type dependent on what fields they studied) of up to level (1d4+2), knowing (1d4) spells of each level that they could cast even if they could only actually prepare one spell of each level they could use at a time.

They could also use relevant magical items, got 8d4 hit dice (more than any other non-adventurer character), and got excellent attributes (Str d8+7, Int d4+14, Wis d6+12, Dex 3d6, Con 2d6+3, and Cha 2d6+2 in a system where player characters got 3d6 for everything). Admittedly, they were presumed to be very much self-selected, but the local sages were likely to be some of the most powerful people in town. Knowledge was very much power – even if that’s not all that relevant to later editions.

Sample Stunts For General Knowledges:

  • DC 10 (normally no stunt required).
      • Identify Items, Creatures, and Locations related to the field of study. Thus Arcana covers magic items and various types of magic and magical effects, Religion covers gods and their servants, various faiths, and holy (or unholy) things, Geography lets you determine your location and spot the signs of various geographical hazards, Architecture lets you sort out the purposes and general features of buildings, Engineering covers vehicles, History covers old nations, battles, and how to organize groups. Nobility covers some of the same stuff as History, but is more focused on politics and leadership. Each five points by which you make the check will yield another useful bit of information. Unfortunately, the more exotic the thing to be identified, the more the GM is likely to upgrade the base DC. This still won’t make this a stunt though.
      • Practical Application: Any character who has invested skill points in a given Knowledge Skill may, three times per session for each such skill, attempt to briefly describe how their knowledge can help them out in a given situation. If the game master finds the explanation reasonable, the character gets a (Skill Level / 2, to a maximum of +4) bonus. This limit increases to +6 if uses of two applicable skills are expended and to +7 for three or more.
      • Sagacious Insight: Insights come from many fields. If the user is has invested skill points in two or more knowledge skills then he or she may add (Number of Knowledge skills with skill points invested in them / 2) to his or her knowledge skill checks. Any knowledge skill in which the user has ten or more actual ranks counts as two knowledge skills for this purpose.
    • DC 15 (may not require stunts).
    • Basic Rituals: You may create minor ritual magical effects related to your knowledge skill. Minor Rituals generally require at least one minute, a masterwork Spell Component Pouch, and an undisturbed workspace. In many ways they are the precursors of spells – albeit without the ability to leave them hanging on the verge of completion for later use.
      • Arcana: View the Hidden (reveals magical auras), Phantom Lights (a larger-scale version of Dancing Lights or Dancing Darkness), Offering (opens a minor link to an entity you’re making an offering to),
      • Architecture and Engineering: Insulate, Clear Drains, and Draw the Wind (makes fireplaces, stoves, and forges work better), Household Blessing (protects against a wide variety of minor misfortunes, and Gaze of the Earthborn (evaluates the foundations and stability of a structure).
      • Geography: Dowsing for Water, Common Minerals, or Base Metals, Charting a Ley Line,
      • History: determining the age and origins of objects, determining how someone died, or assembling a basic timeline of major events in an area.
      • Local: Finding Paths (including human routes, animal routes, or intentionally-hidden routes), predicting the weather for a few weeks, and finding good fishing or hunting spots.
      • Nature: blessing the fields, checking the edibility of plants and fungi, keeping domestic animals from straying, and contacting the local fey.
      • Nobility and Royalty: parentage tests, addressing a large group clearly, the marriage ritual, and properly calculating taxes (an act of magic if there ever was one).
      • Planes: detecting dimensional energies, gaining erratic visions,
      • Religion: offering sacrifices, burial, simple cleansings, blessing/cursing water and holy symbols, and asking for a guiding dream.
    • Dissertation: You may write a paper on a topic that functions as a Masterwork Tool or as an Aid Another attempt (whichever would let you provide a better bonus) for a particular knowledge. This will, however, require weeks of research and writing.
    • Recognized Professional: If you can consistently hit DC 15 by “taking 10″ you can demonstrate that you are a serious scholar – worthy of being admitted to libraries, examining restricted books, consulting with other experts, and tutoring students.
  • DC 20 (require stunts to preform in a reasonable length of time).
    • Cramming: You may pick up (Int Mod + 1) CP worth of Specific Knowledges by spending a day in a library, consulting sages, or otherwise in studious downtime. These last until you change them around.
    • Involving Tutoring: You may make your topic exciting, interesting, and capable of holding the interest of those who would normally be quite indifferent to it – effectively communicating your enthusiasm for the topic. If you are teaching, your students will want to return and will do well – and you are capable of teaching them relevant Package Deals.
    • Tactical Lore: When you successfully identify a creature, you gain a +1 insight bonus on attack rolls, damage, opposed ability checks, skill checks, and caster level checks against creatures of that specific type for (Int Mod + 1, 1 Minimum) minutes. This bonus increases to +2 at DC 25, +3 at DC 35, +4 at DC 50, +5 at DC 75, and +6 at DC 100. If you can communicate with allies, you may share half this bonus (rounded down) with up to (Charisma) of them.
  • DC 25 (always require stunts).
    • Know The Weakness I: You may “recall” a convenient minor weakness – an entity that can be called on to lend a modest boost to attacks, or to attempts to penetrate spell resistance, or a weak knee joint that will slow a golem down if you attack it, or something similar – in an opponent covered by your knowledge. If the target(s) fail a Will save, you are correct, and they are subject to that weakness until they do something about it. If they succeed, it indicates that this particular specimen has found a way to compensate for that weakness or you made a mistake). Sadly, this may only be attempted once against any single enemy in any one day.
    • Lessons Of History: You may make a Knowledge check in place of a relevant active skill check up to (Int Mod + Wis Mod) times daily. “Ah, I seem to recall a battle I read about where the general was able to win a situation similar to this one by” or “Hmm, I seem to recall that a famed engineer by the name of Z was able to pick a lock like this due to a flaw in the design”
    • Mythic Lore: You know deep secrets about your field of study. You may either ask the game master what related adventures, treasures, and tales are available or you may invent your own tale and submit it to the game master – who may tweak it, but should adopt some version of it into the campaign history as long as it doesn’t directly contradict known facts. For some examples of such tales, see The House, The Ship, The Well, The Grove
  • DC 30:
    • Coconut Tech: Other people don’t understand how your stuff works, but they eventually learn to just accept it because the incomprehensible “explanation” will only give them a headache. What with your demonstration of the strong anthropic principle, the universe is doing the same. You may assemble an item relevant to your field of knowledge worth up to (Check Result x 400 GP). It will work for (1d4 + Int Mod) minutes or uses if it is a permanent item. If it is a temporary item it will work once – but the game master is entitled to come up with weird side effects or just have it fail entirely. Making scrolls of “Wish” is just asking for it. (As a minor side effect, anyone who can use this ability can arrange a comfortable lifestyle for themselves virtually anywhere).
    • The Real Story: You may translate an exotic inscription, reconstruct an ancient chant from a few clues, or get the complete true name of a thing from a few hints because you have seen the original source before and can recall it once you’re reminded of it.
    • Legend Lore: “Oh, well if you’re going by the Epic of Trelellis regarding the location of the holy sword, you’d be looking in the wrong place as current editions incorrectly translated the critical section describing the whereabouts. I, however, have read the First Edition and can tell you where to properly look.”
  • DC 35:
    • Intuit Design: You may deduce the overall design of something within your field of expertise. An architect could deduce the floorplan of a fortress from looking at the outside, including any major secret passages. Other experts might deduce the purpose of a political gambit, the function of a great occult ritual, the likely contents of a mineral deposit, what a historian was attempting to cover up, and many other things.
    • Selective Amnesia: You may forget some inconvenient fact. Your head is so full of knowledge that you may entirely honestly claim that you don’t recall something – and will not until it would be convenient for you to do so. You may thus, for example, study the dread magics of the Cthulhu Mythos without going insane since you will only recall the bits you need at any given moment.
    • Teaching Tale: You may tell great tales of your field of knowledge, conveying memories and visions to your audience. This can be used simply to let people experience tales and myths or it can be used to grant listeners up to (Skill Check / 2) experience points, up to a maximum of once per week and a lifetime limit of 1500 XP for any given target.
  • DC 40:
    • Advanced Rituals: You may create intermediate-level magical effects related to your knowledge skills. Advanced Rituals generally require at least one hour, a trunk full of ritual components (200 GP), and an undisturbed workspace. Advanced Rituals are in many ways they are the precursors of lesser enchantments.
      • Arcana: Revelations of the Fey (analyzes a specific magical effect), Speak with Local Spirits, and Casting the Circle (enhances other magics.
      • Architecture and Engineering: Lay Cornerstone (helps bind a building together), Reinforce Walls (makes the walls of a structure mildly resistant to magic), and many more.
      • Geography: Dowsing for Gems and Precious Metals, getting Warnings of Earthquakes and Volcanic Eruptions, determining if a site is stable enough for a construction project,
      • History: repairing decrepit items, obtaining a detailed history of an area, getting an annotated translation of some ancient inscription,
      • Local: spreading rumors by mysterious means, translating ancient inscriptions, locating haunted places, and finding minor treasures.
      • Nature: requesting (not controlling) weather, curing diseases, poisons, and moderate amounts of damage, and finding local mystical resources and places of power.
      • Nobility and Royalty: sealing an area against divinatory effects, administering oaths of office and appointing people, binding oaths, tracing bloodlines back for a few generations,
      • Planes: gaining more reliable or informative visions, calling up minor elemental or outer planar beings (these may be contained for a time or dismissed, but must be bargained with for other services. Such bargains are, however, binding), and opening existing gates.
      • Religion: ordaining a new priest, holding a successful seance, binding a spirit, and allowing willing haunts to pass onwards.
    • Intuit Usage: You may deduce how to properly use something covered by your field of study. Tunneling machines, starship engines, blackmail material, weapons, toxins, religious relics, juicy gossip… you know just what can be done with it and how to use it properly for the rest of the day.
    • Know The Weakness II: You may “recall” a convenient notable weakness – a bonus to hit and extra damage for aiming at a weak point or gap in armor, a vulnerability to Magic Missiles, or a way to block some of a creatures powers – in an opponent covered by your knowledge. If the target(s) fail a Will save, you are correct, and they are subject to that weakness until they do something about it. If they succeed, it indicates that this particular specimen has found a way to compensate for that weakness or you made a mistake). Sadly, this may only be attempted once against any single enemy in any one day.
  • DC 50:
    • Call Of The Bodhisattva: You may unite your mind with the Akhasic Plane, becoming one with perfect knowledge of your topic. For a few moments, you know all. The trouble is, you then need a Will Save with a DC set by the game master to return to normal existence with the equivalent of a new Specific Knowledge of whatever you were looking into which lasts for one month. As a side effect, however, if you succeed, you may reappear wherever you wish. Unfortunately, the DC of the required save starts increasingly drastically if you use this ability more than once a month since you won’t have had time to throughly anchor yourself in reality again.
    • Glance Of Skepticism: As long as it’s within your field of study you can momentarily enforce your opinion of why something will not work by roll-off similar to Dispel Magic. You might thus stop a skeletal undead from moving (It has no muscles!), or Dispel or Disrupt Magic / Psionics / Technology / Innate Powers/Etc as appropriate. You may also disrupt troop formations or organizations, attempt to cause structural failures in buildings, render traps innocuous, and so on. This is an immediate action.
    • Preceptor: You may provide unique training in something within your field(s) of knowledge for up to (Cha Mod + 1, 1 Minimum) targets over the course of a week. A second week becomes possible at DC 75 and a third at DC 100, for a maximum total of 3d6 bonus character points.
  • DC 60:
    • Active Knowledge: A scholar may occasionally pull out some ancient word of power, or extremely specialized trick, or similar secret in a critical situation. You may successfully invoke Active Knowledge once per level for each qualifying knowledge skill to gain…
      • Arcana: 2 Action Points which may be expended on arcane Stunts or arcane Crafting.
      • Dungeoneering: 3 Action Points which may be expended on physical Stunts.
      • Engineering: 4 Action Points which may be expended on Crafting.
      • Geography: 3 Action Points which may be expended on Influence.
      • History: 3 Action Points which may be expended on Influence.
      • Local: 5 Action Points which may be expended on Heroism.
      • Nature: 2 Action Points which may be expended on druidic Stunts or druidic Crafting.
      • Nobility: 3 Action Points which may be expended on Influence.
      • Planes: 2 Action Points which may be expended on any magical Stunt.
      • Religion: 2 Action Points which may be expended on clerical Stunts or clerical Crafting.
    • Know The Weakness III: You may “recall” a convenient major weakness in an opponent covered by your knowledge. Perhaps many of a casters spells will fail without his staff, or the creature is unexpectedly vulnerable to cold, or it goes berserk and focuses on a particular foe that does thus-and-such. If the target(s) fail a Will save, you are correct, and they are subject to that weakness until they do something about it. If they succeed, it indicates that this particular specimen has found a way to compensate for that weakness or you made a mistake). Sadly, this may only be attempted once against any single enemy in any one day.
    • Walk The Realms: You may speak of your realm of knowledge with such truth and conviction that reality will reshape itself around you and those you are addressing, carrying you into the realm that you describe. You may thus participate in the defense of a city long fallen or explore a castle before it fell to the forces of darkness – remaining until the tale is complete. While you may return with items, and even people, from such realms, you may not return with a duplicate of a unique item that currently exists. Items that have been destroyed are, however, fair game. On the other hand, any consequences of your actions will carry over; if you lose an arm in the fighting, it will remain gone.
      • While there are occasional reports of consequences remaining in the real world once the pocket realm collapses – small changes in history and legend – such things are, by their very nature, quite difficult to confirm. Even if such changes were “real” rather than being merely changes in current records and tales, it matters little to the flow of history whether an apocalyptic monster was driven off wounded before the city was quite destroyed or whether it triumphed almost unopposed, or whether a child – even a very talented or important one – vanished instead of being killed, or if some ancient wondersmith taught some of his lost secrets to someone who then vanished from history until the present day.
  • DC 75:
    • Grandiose Rituals: You may create advanced magical effects related to your knowledge skills. Grandiose Rituals require hours to days, a mystical laboratory and dedicated ritual chamber (most often a “mages tower” or similar structure) OR expensive components, and being able to work undisturbed.
      • Arcana: Create Orichalcum (more or less liquified or solidified magical energy).
      • Architecture and Engineering: Raise a modest fortress or restore a long-fallen one, shield a city against an incoming natural disaster, construct a dam or irrigation system, build a bridge.
      • Geography: stabilizing an avalanche or landslide site, setting up a monolithic structure to tap into ley lines or open/seal a gate, or adding a selection of simple pits and traps to an area.
      • History: properly excavating and conserving an archeological site, postcognition, and Legend Lore.
      • Local: finding/creating a place of adventure, recalling a lost town, or finding notable treasures.
      • Nature: binding an animal spirit to someone to grant them totemistic powers and detecting the presence of extradimensional beings and other disturbances.
      • Nobility and Royalty: crowning a king (and creating a minor mystical link to the land), determining bloodlines for many generations back
      • Planes: summoning powerful elemental or planar beings (otherwise as above), stabilizing dimensional pathways, and opening or sealing dimensional rifts.
      • Religion: anointing a new high priest (who shall receive divine guidance), raising the dead, creating undead, and seeking divine wisdom.
    • Narrative Of Fate: You may enforce narrative conventions within your field of expertise – a form of prophecy. Unlike True Prophecy, however, your words shape fate, but do not compel it. Thus you may state that “A rebellion shall rise against the Dark Lord, his rule shall be overthrown, and his citadel shall perish in fire!” – a very standard plotline. Distant events that would support this plot are weakly influenced – an emissary seeking aid for the rebellion from a distant land would get a +1 bonus on relevant rolls. A group of farmers fighting back against the Dark Lords troops in an outpost a hundred miles away would get a +2 bonus. A thief stealing supplies from one of the Dark Lords warehouses to support the rebellion in the same town as the user would get a +3 – and anyone in the same party or fight as the user would get a +4. Unfortuantely, the Mana invested in such a Narrative cannot be recovered until the plotline concludes – whether in success or failure.
    • Universal Amnesia: You may forget why something should not or could not work, and – at least for 1d4 rounds – it will. Sadly, this is a triumph of perception and imagination over reality, is limited to “Notable” Reality Edits, and can only be used (Wis Mod + 1, 1 Minimum) times daily.
  • DC 100:
    • Know The Weakness IV: You may “recall” a convenient grandiose weakness in an opponent covered by your knowledge. Perhaps the creature can be banished by invoking a particular name, or it is horribly allergic to some common herb that will inflict massive penalties on it, or some similar disastrous problem. If it fails its Will save (and thus you are “correct”) this will be an easy fight as they will be subject to that weakness until they do something about it. If they succeed, it indicates that this particular specimen has found a way to compensate for that weakness or you made a mistake. Sadly, this may only be attempted once against any single enemy in any one day.
    • Skeptical Gaze Of Intellectual Eminence: As long as it’s within your field of study you can momentarily enforce your opinion of why something will not work by roll-off similar to Greater Dispel Magic. You might thus stop a Dracolich from using its breath weapon (It has no lungs!), or Dispel or Disrupt Magic / Psionics / Technology / Innate Powers / Etc as appropriate. You may also disrupt troop formations or organizations, attempt to cause structural failures in buildings, render traps innocuous, and so on. This is an immediate action.
    • Tenure: You have become one with the informational structure of the universe. If you can make this check when you are about to die or suffer some other horrible doom (this does not count as an action) it turns out that you were on sabbatical at the time, somewhere very far away, and therefore were not harmed. You will, however, be obligated to spend at least one month doing nothing of importance other than teaching your topic when you get back.

Epic Stunts For General Knowledges:

Obviously enough, most of the Divination Effects, Hypercognition, and similar spells can fit in here under one knowledge or another. Prying Eyes and Greater Prying Eyes? Knowledge / Local. True Seeing? Knowledge/Arcana or Religion. Legend Lore? Most obviously History, but it could fit in with most of the others. Commune (upgraded to avoid the costs) or Contact Other Plane? Religion, Planes, or Arcana. Find The Path? Local or Nature. Tectonic Communion? Geography or Nature. Hyperdeduction? Almost anything; it is pretty much a general “scholar” effect after all.

  • Study At A Glance (L10, DC 50): You may, at a glance, gain a full understanding of something within your field of expertise – deciphering a complex set of records of the royal bloodline, knowing how a structure is built and its purposes, learning all the traps and features of a small complex of dungeon rooms, and so on.
  • Binding Words (L11, DC 54): You may make a Limited Wish with no special costs for doing so. The desired result must, however, be related to the field of knowledge used to cast the spell.
  • Blood Calligraphy (L12, DC 58): You may create a temporary 1-4 CP relic with effects related to the field of study used to cast this spell. The first CP costs 1d6 hit points, the second 1d8 more, the third 1d10 more, and the fourth 1d12 more. The relic can be maintained for up to (Con) days, but the hit points invested in it cannot be recovered until the relic is dismissed.
  • Calculated Rite (L13, DC 62): You may learn the steps – basically a ritual of sorts – needed to accomplish some great goal. They may not actually make any sense, but if you can carry them out properly… they will work. Exactly how long and difficult the sequence of steps is is up to the game master however.
  • Summon Exemplar (L14, DC 66): You may summon forth a perfect example of your field of study – a True and Noble King, Skilled in Both War and Peace, the Finest Citadel Ever Built, the instructions for the Most Destructive Ritual Ever Created, and so on. Unfortunately, this does not mean that the Exemplar will be particular friendly or helpful – just that it will be an example of the very best. This can be a nuisance of the very best fortress belonged to a hostile group, for what is a fortress without it’s garrison?
  • Resplendent Panoply (L15, DC 70): You unlock hidden secrets of magic. The cost of researching this “spell” is effectively invested in Siddhisyoga powers.
  • The Spark (L16, DC 74): As per Animate Object, but the number of small items that can be affected is equal to the (Casting Check/2) and the duration is twenty-four hours.
  • Symposium (L17, DC 78): You may immediately hold a multi-hour conference on a topic with the worlds greatest mortal experts in attendance. During this time you gain a +20 circumstance bonus on any relevant skill checks and may opt to have the basics of any information you choose to present publicized, with the basics becoming immediately known to every creature in the local solar system with an Intelligence of eight or more.
  • Call The Mystery (L18, DC 82): You may call forth a Mystery to bond with for the next twenty-four hours. Sadly, only one such Mystery can be bound at a time – but, given that there are a nigh- infinite number of Mysteries, each user may design their own list of seven personalized mysteries to call upon.
  • Summon Star Beast (L19, DC 86): Knowledge Lives. You may embody some portion of your knowledge as an entity, calling forth a Colossal Psychic Construct (as per The Practical Enchanter) for (Casting Check) rounds. The construct has 36d10 +80 HD, Initiative -2, Speed 70, Natural Armor +36, Attacks 4x +52 for 2d12+25, Crit 20/x2, Space 30×30, Saves Fort +12, Ref +10, Will +12, Str 52, Dex 7, Abilities 5A, 5B, and 5C, construct traits. The effect is, however, fixed: each individual Summon Star Beast spell calls forth a particular star beast.
  • Occult Lore (L20, DC 90): You may attach three Bestow Curse effects related to a particular bit of knowledge to that bit of knowledge (note that “forget this”, “forget you’ve been affected by something”, and “don’t think about this topic any more” are a perfectly viable set of curses) – and only you are naturally immune, although others may choose to forget the information rather than suffer the effects. Saves will provide protection for one lunar month, but after that anyone who still recalls the information must save again. The Deep Mystery will remain in effect for one thousand years, which may well suffice to bury the information permanently.
  • Command Of The Elder World (L21, DC 94): You may make a Wish with no special costs for doing so. The desired result must, however, be related to the field of knowledge used to cast the spell.
  • Heroic Planning (L22, DC 98): Up to fifty targets within medium range are considered to be in a Superhero Universe – gaining (Con Mod) Mana per round which must be spent immediately or be lost – for twenty minutes.
  • Incomprehensible Truths (L23, DC 102): You may proclaim truths that no mind can hold without shattering. All those who hear you directly – even if the audience numbers in the thousands – have their Int, Wis, and Cha reduced to one if they fail to save, and will remain in this state until a limited wish, miracle, or wish spell or a point of Godfire, is used to erase the terrible truth and rebuild their minds. Those who successfully save block out the words, gestures, and images, becoming Blind and Deaf for the remainder of the day. This bypasses all natural type-based immunities.
  • Dungeon Worlds Within (L24, DC 106): As per Lair Of Dreams (Eclipse).

7 Responses

  1. Is there a rule of how many ‘points of mana’ that can be dedicated by stunt users using the immunity approach?

    • Not really. Since the sample stunts are just that – samples – any individual user could talk with the game master and put their own twist on things. For a quick idea… go with the user’s (Int Mod) for a “basic pool”, let them buy a die or two just for investing in effects if they want, use a variant of the ability with some other restriction, or just forget about the Mana requirement and upgrade the DC. Characters will usually be spending SOMETHING to get skill checks that high anyway.

  2. It’s great to see this particular series of articles being continued, and the index is very convenient too.

    Note that “The Real Story” bullet point under the DC 30 listings seems to have its last sentence cut off.

    • Drat. There’s always something… that was supposed to be deleted with the rest of the sentence it was a part of since it didn’t really make things any clearer. I shall get rid of it now. As usual, thank you for pointing out my typos so I can fix them!

  3. Boy, when you go on a tear, you really Hulk out! What a fantastic series! Based on my files, I now have over 600 of your longer posts. Is it time for a new book yet? :-)

    • I’m glad that you’re enjoying it – and hopefully it will be finished fairly soon. Another book… well, there’s more than enough material, and Alsrius was wondering about one on skills. It’s just that there is never enough time – and Distant Horizons Games has never really paid enough to be more than a hobby, which means that writing – and more books – are competing with actual play and support for existing books.

      Still, I do have some vacation coming up, so if I can catch up, perhaps I will start pulling articles together for another book.

    • I’d recommend using a program to download an offline copy of this entire blog. That way you’re guaranteed to have a copy of everything. Just be prepared to set aside a few gigabytes to do it. ;)

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