NonWeapon Proficiencies

Alertness* (1 slot/6 CP)	Wisdom/Intuition, +1
Groups: All
	Some characters are unnaturally alert and instinctively note signs of trouble that other characters may miss. A character with this proficiency reduces his chance of being surprised by 1 in 10 if he makes a successful proficiency check. In situations where surprise is automatic, the character may still attempt a proficiency check. If he passes, he is surprised at the normal chance instead of automatically.

Ambidexterity (1 slot/4 CP)	Dexterity/Aim
Groups: Warrior, Rogue
	Ambidextrous characters are able to use either hand with equal coordination and skill. They are neither right-handed nor left-handed. When fighting in two-weapon style, an ambidextrous character has two "primary" hands, and suffers a –2 penalty to hit with either weapon. If the ambidextrous character spends a slot to specialize in two-weapon fighting style, he suffers no penalty to attacks with either weapon.

Animal Noise- (1 slot, wisdom, -1modifier)
Capable of imitating noises made by various animals. Successful check means that only magic Can distinguish the noise from that of the actual animal being imitated. A failed roll means that the sound varies from the correct noise in some slight way. If the roll fails this does not mean that all creatures hearing the noise know sound is fake. While creatures and humanoids very familiar with noise know this automatically, other creatures or characters in earshot may require wisdom checks to detemine if they detect the fake. 

Begging: (1slot, charisma, special modifiers)
Serves two functions, first allowing characters to pose convincingly as beggars, success is automatic, no check needed. Mostly used by assassins, bounty hunters and spies in persuit of their assignments. This can also be used to procure a minimal daily income. Success requires that first there are people to beg from. Guildlines.

SUGGESTED MODIFIERS

Locale                                  Modifier
Uninhabited/wilderness         automatic failure
Countryside                                 -7
Hamlet, village                            -5
Town                                           -2
City                                               0

If check is successful, character is able to panhandle enough money, goods or services to make his basic needs for that day.

Ambush (1 slot/4 CP)	Intelligence/Reason
Groups: Warrior, Rogue	Initial rating: 5
	A character with this proficiency is skilled at laying ambushes and setting up surprise attacks. Most characters can set up an adequate ambush when the terrain favors it and they know the enemy is coming, but a character who spends a slot on this skill is able to create ambushes where ambushes wouldn't normally be possible.
	Ambushes are impossible if the attackers have already been spotted by the victims; there's no point in hiding then. If the ambushing party knows their quarry is coming to them, they can lay an ambush. If the attack is going to take place in difficult or unusual circumstances, a proficiency check may be called for; failure indicates that the victims have spotted the ambush before they walk into it. Otherwise, the ambush is guaranteed to achieve surprise.

Camouflage

  	By using this proficiency, the character can attempt to conceal himself, his companions, and inanimate objects by using natural or man-made materials. Successful use assumes the availability of all necessary materials. In forests and jungles, the character can use shrubbery, mud, and other readily available resources. Arctic or similarly barren terrain usually requires special clothing, paints, or other artificial materials (although "digging in" is an old trick which may be applicable in such terrain, depending on local conditions). It takes a character a half-hour to camouflage himself or another person, two or three hours to conceal a cart or inanimate object of comparable size, and a half-day to hide a small building.
  	Neither human, demihuman, monster, nor animal passersby will be able to see a camouflaged character, presuming the character makes a successful proficiency check. Camouflaged companions will also go unnoticed; only one proficiency check is required for the entire group.
  	Objects may also be camouflaged. Objects the size of a person require no penalty to the check; cart-sized objects require a -1 penalty, while building-sized objects require a -3 penalty. The DM may adjust penalties based on these guidelines.
  	Camouflaging has no effect on predators that locate prey by scent or other keen senses; a hungry wolf can still sniff out a camouflaged human. A camouflaged person has no protection against a passerby who accidently brushes against or bumps into him. Likewise, a camouflaged person may reveal himself if he sneezes, cries out from the sting of a bee, or makes any other sound.
  	Note that camouflaging is only necessary for persons or objects that would otherwise be partially or entirely exposed. A person hiding behind a stone wall wouldn't need to be camouflaged to avoid detection, nor would a buried object.
  	Crossover Groups: Fighter, Rogue.

Dirty Fighting (1 slot/3 CP)	Intelligence/Knowledge
Group: Warriors, Rogues	Initial rating: 5
	Veteran brawlers and soldiers acquire a repertoire of feints, ruses, and various unsportsmanlike tactics that can come in handy in a fight. A character with this "skill" can attempt to use a dirty trick once per fight; if he succeeds, he gains a +1 bonus to his next attack roll. If there's some reason the enemy believes the character will fight honorably (hardly a wise assumption!) the bonus is +2.
	Once a particular enemy has fallen prey to the character's dirty trick, he can never be caught off-guard again. In addition, if the character's opponent is skilled in dirty fighting himself, the attempt automatically fails.

Fine Balance (2 slots/5 CP)	Dex/Balance
Group: Warrior, Rogue	Initial rating: 7
	Characters with this talent are blessed with an innate sense of balance and have an uncanny knack for keeping their feet under them. With a successful proficiency check, the character gains a +2 bonus on any climbing checks, saving throws, or ability checks to avoid slipping or falling. In addition, the character reduces any penalties for fighting in off-balance or awkward situations by 2 points.
	The fine balance talent is also very useful for tightrope walking, tumbling, and climbing walls. If the DM determines that a particular feat would be influenced by the character's exceptional balance, the character gains a +2 (on d20 rolls) or +10% (on d100 rolls) bonus to his rolls to resolve the action.

ESCAPOLOGY - (1 slot, Rogue, Dexterity (Special))
This is the ability to escape shackles, ropes and even straight-jackets by body contortions and limb manipulation. Tight ropes impose a -1 penalty, locked metal cuffs impose a -3 penalty and straight-jackets impose a -5 penalty. For multiple bonds, these values are cumulative. Note that having the rope use skill, and making a successful check, increases the escapology skill roll for rope bonds by +2.

EVASION - (1 slot, Rogue, Dexterity -2)
This proficiency allows the thief to lose someone who is following him/her or keep a particular person from finding them in a public place.

FAST TALKING - (1 slot, Rogue, Charisma (Special))
This is the art of distraction and conning NPC's. If a successful proficiency check is made, the fast-talker weaves a successful scam. Modifiers are based upon the Intelligence and Wisdom of the NPC target, as shown below. DM's may also offer modifiers based upon plausibility, what the character is attempting, as well as racial preferences of the target. Modifiers are cumulative. Targets of Intelligence of 3 or less are so dim that attempts to fast talk them fail automatically, because they cannot follow what is being said. Targets with Intelligence of 20 or more, or Wisdom of 19 or greater are immune to fast talking.
Target's Int   Modifier   Target's Wis   Modifier
    4-5           -3           3            -5
    6-8           -1          4-5           -3
    9-12           0          6-8           -1
   13-15          +1          9-12           0
   16-17          +2         13-15          +1
    18            +3         16-17          +3
    19+           +5          18            +5

FORTUNE TELLING - (2 slots, Rogue, Charisma (Special))
With this proficiency, characters know a variety of methods for divining the future - and they are all fake. Characters with this skill employ odd-looking devices, sonorous oratory, or other methods to convince others that they are authentic soothsayers. Common methods include cards, palm reading, counting bumps, casting runes, examining animal entrails, and more. Fortune tellers put on a good show, then tell any prediction they want. This is done to gain money from the gullible, to impress other NPC's, or even to substitute for for a true diviner when none are available. A successful proficiency check indicates that the target believes the fortune. If it fails, the sham is discovered or the fortune is simply not believed. Note that other PC's are not forced to believe, regardless of the roll. (Note, on a roll of 1, for the NWP check, the actual fortune foretold actually comes true).

Foraging

  	By using this proficiency, a character can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving into a bow, enough kindling to start a fire, a medicinal herb, or a component required for a spell. The character must spend 2-8 (2d4) hours searching, and the material must theoretically be available in the area being searched (for instance an icicle isn't available in the desert, nor dry kindling on the ocean floor). The DM doesn't confirm if the material sought is actually available until after the character has searched for the designated period. If the DM decides the material isn't in the area, no proficiency check is necessary; he merely reveals that the search was in vain.
  	If the DM decides the material is indeed available, a successful proficiency check means the character has found what he's been looking for. As a rule of thumb, the character locates no more than a handful of the desired material, though the DM may make exceptions (if searching for a few leaves of a particular herb, the character may instead find an entire field).
  	If the check fails, the material isn't found. The character may search a different area, requiring another 2-8 hours and a new proficiency check.

GEM CUTTING - (1 slot, Rogue, Dexterity -2)
A character with this proficiency can finish the rough gems that are discovered through mining at a rate of 1d10 stones per day. A gem cutter derives no benefit from the assistance of nonproficient characters. A gem cutter must work with agood light source and must have an assortment of chisels, small hammers, and specially hardened blades.
	Uncut gems, while still of value, are not nearly as valuable as the finished product. If the cutting is successful, the gem cutter increases the value of a given stone to the range appropriate for its type. If a 1 is rolled, the work is exceptionally brilliant and the value of the gem falls into the range for the next most valuable gem.
	Dwarves with this skill may cut 2d8 gems per day instead of the usual 1d10. They may also increase the value of a gem by rolling a 1 or a2 on the d20 proficiency check instead of just rolling a 1.

HAGGLING - (1 slot, Rogue, Charisma)
A successful roll allows the PC to buy an item at 10% less than its asked price (or 10% over the base price if selling); a roll of 4 or less means a 25% change. A roll of 19 or 20 means the other party is outraged by the last offer and refuses to negotiate further. DMs might require that this be role-played; naturally charming characters should have an edge, while PCs who are arrogant or simply demand the 'right' price may blow it on any die roll. Remember, many shopkeepers and merchants have this skill, usually more than 1 slot is devoted to this ability also.

HIDING - (2 slots, General, Intelligence -1)
Hiding is the ability to instinctively select the best hiding place under nearly any condition. PC's who make successful checks can virtually disappear from view. Success is determined by modifiers based upon the Intelligence (and perception) of the character being hiden from. This ability operates independently of any other natural or special hiding abilities the character may have.
Opponent's Int   Modifier   Opponent's Int   Modifier
   3 or less        -5           16-17          +2
      4-5           -3            18            +3
      6-8           -1            19            +5
      9-12           0            20+           +7
     13-15          +1

INFORMATION GATHERING - (1 slot, Rogue, Intelligence (Special))
Through the use of this ability, a character can gain information about aspecific person, place, or thing. In appropriate circumstances, a character will be aware of major rumours circulating around a town or area. With a successful check, information can be gleaned. The following modifiers are used; Characters reaction adjustment (based on Charisma), thieves guild member recieve a +2 bonus (due to resources of guild at their disposal), when outside friendly territory a -3 penalty results (eg, an elf in a dwarven communty etc.), money or treasure is required or a -3 penalty is imposed (Money is used for bribes etc, this will usually cost between 1 and 30gp [1d30], this must be spent before the NWP roll is made, the investment is lost whether or not the desired information is made).

Intimidation: (1slot, ability special, special modifier)
This is a talent for bending people to your will by scaring the living daylights out of them. Npc's who are intimidated are quite likely to do what they are told but also likely to harbor resentment to those who did it to them. May be attempted with either strength or charisma. If strength is used its a body threat with the thief using violence as a threat. If charisma the threats are more subtle and need not be physical. PC's are never force to submit to intimidatiion.

LEGERDEMAIN - (1 slot, Rogue, Dexterity -1)
The character is accomplished at all manner of "magician" tricks, including sleight of hand, palming, etc. A character with this proficiency is able to perform a wide range of "magic" tricks from the nutshell game to any number of card tricks. A proficiency check is made when the trick is performed. Success means the character pulled the trick off with full audience belief. Failure, however, indicates that the target or audience noticed something which made the trick unbelievable. If the proficency is used to palm an item or place an item somewhere, a failed check indicates that the character was noticed. This skill differs from the pick pockets proficiency in that the former can not be used to remove a hidden item from another creature, such as held in a pouch. However, obvious items such as lapel pins could be removed.

LOCK PICKING - (2 slots, Rogue, Dexterity -4)
This proficiency allows the character a chance at picking padlocks, combination locks, and puzzle locks. Picking a padlock requires tools. Using typical thief type tools gives the normal chances for success, while using improvised tools gives a penalty on the chance for success. The amount of time required to pick a lock is 2d12 rounds. A character can try to pick a lock only once per experience level, or until his chance increases for some reason. If the attempt fails, the lock is simply too difficult for the character until learns more about picking locks.

LOCKSMITHING - (1 slot, Rogue, Dexterity)
With this proficiency, a character can make and repair all kinds of mechanical locks. Thieves with this proficiency gain a +10% bonus to their lockpicking skill, because they are intimately familiar with the internal structure and workings of locks.

LOOTING - (1 slot, Rogue, Wisdom)
This proficiency represents a knack for grabbing the best loot in the shortest amount of time. A successful NWP check allows a character to recognize and grab the most valuable combination of items that is feasible, given the situational limits of time and space.

MIME - (1 slot, General, Charisma +1)
This is the ability to entertain others using only gestures and actions, and without the use of voice. Mimes can be serious or humorous, the latter being the easiest and most common. The skill blends well with others, such as tumbling or possibly ventriloquism.

OBSERVATION - (1 slot, General, Intelligence)
This proficiency represents a characters trained powers of observation. The character must state what the character is trying to observe (secret door, being followed, detecting poison gas, trying to find pits or snares, etc., which is also modified by perception, then if this roll fails, he then gets a normal perception roll to detect what he is looking for like everybody else.). It also allows the character to detect things out of the ordinary (like if he is about to be ambushed, as long as there is a chance for him to detect this [ie, he could not detect a thief who has successfully hidden in shadows etc.]). Characters with this proficiency also have their chances of finding secret doors increased by 1.

PERSUASION - (1 slot, General, Charisma)
This NWP enables the PC to make a compelling argument to convince a subject NPC character to see things his way, respond more favourably, or comply with a request. The PC engages the NPC for at least 10 rounds (meaning that the subject must be willing to talk with the PC in the 1st place); subjects whose attitudes are threatening or hostile aren't affected by this proficiency. A successful check means that the subjects reaction is modified by +2 in favour or the PC (see table 59, in chapter 11 of the DMG). This bonus is not cumulative with any other reaction modifiers, such as those derived from Charisma; other reaction modifiers don't apply. For every additional slot a PC spends on this NWp, he boosts the reaction modifier by +1 (eg, spending 2 slots allows for a +3 reaction bonus).

PICK POCKETS - (2 slots, Rogue, Dexterity -4)
This proficiency allows the character to filch small items from other people's pockets, sleeves, girdles, packs, etc. Palming and some sleight of hand is possible with this proficiency as well.
	A failed attempt means the character did not get an item, but it does not mean that his attempt was detected. To determine whether the victim noticed the attempt, subtract three times the victim's level from 100. If the character's roll was equal to or greater than this number, the attempt is detected.

POISONS - (2 slots, General, Intelligence (Special))
This proficiency gives the character knowledge of manufactured poisons of all types. With this ability, the character is able to manufacture poisons of all kinds, given the time and materials needed. The types of poisons decide any penalties to the chance of success, from -1 to -12 for rare immediate death poisons. In addition, the character can also make the antidote for any poison he has manufactured himself with an additional normal proficiency check.
	The character may also identify poisons he did not create. This requires a proficiency check and close examination of the poison or object thought to be poisoned. At times, the character must sample the poison (putting himself at risk) to determine it's effects. However, any saving throws are made with a +4 bonus when a successful proficiency check is made. Once a poison has been identified, and it's effects known, an antidote may be created. This always requires the character to sample the poison. A proficiency check at half the normal chance for success is made, assuming the poison is available. If successful, the character is able to concoct the appropriate antidote, assuming the materials are nearby. If a creature has already been poisoned, or the poison is not available for sampling, then the character has only a 1 in 20 chance of concocting an antidote. The rolls for antidote concoction are made secretly by the DM. If the roll fails, the character knows he is unable to concoct an antidote. However, if the roll is 20, an antidote is made, but is ineffective, wasting the character and perhaps the victim's time.
	This skill also allows a PC to remove the poisonous glands from an animal/arachnid/monster that uses poison. He must make a successful NWP check at -2 to succeed (Note that this roll is vs. Dexterity, not Intelligence). If he fails his roll by more than 2, or rolls a 20, the PC has managed to poison himself with all the consequences. Wearing special gloves (cost = 10gp), the PC must fail the NWP roll by 6 or more to get poisoned.

Quickness (2 slots/6 CP)	Dexterity/Aim
Group: Warrior, Rogue	Initial rating: 3
	A character with this talent is unusually fast. Her hand-eye coordination is excellent, and she can often get past her opponent's defenses before they realize how quick she really is. In combat, she gains a special –2 bonus to her initiative roll if she makes a proficiency check. She can use this bonus if she moves or makes an attack with a weapon of average speed or quicker, but her special bonus does not apply to attacks with slow weapons or stationary actions such as guarding or parrying.

READING/WRITING - (1 slot, Priest/Wizard, Intelligence +1)
The character can read and write a modern language he can speak, provided there is someone available to teach the character. This proficiency does not enable the character to learn ancient languages.

ROPE/NET MAKING - (1 slot, General, Dexterity)
Allows crafting of ropes & nets.

SET SNARES - (1 slot, Rogue, Dexterity +1)
The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures. A proficiency check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.
	Thief characters (and only thieves) with this proficiency can also attempt to rig mantraps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a man-trap.
	Setting a small snare or trap takes one hour or work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hours of work.  Setting a man-trap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand.
	Characters with animal lore proficiency gain a +2 bonus to their chance of success when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when tempting to trap monsters or intelligent beings.

SCRIBING - (1 slot, General, Dexterity)
A character with this proficiency is skilled at making exact copies of any written material. The character could earn a modest living copying rare tomes, letters, or even arcane runes for the wealthy. To be successful, the character must have an original in front of him during the entire process. A proficiency check is made, and if successful, the copy is a perfect copy of the first, without loss of any words or meaning. The new copy is obviously in a different hand than the original (this is not a substitute for forgery). The character need not understand the language of the original, as long as the letters are easily readable.
	Characters must take the reading/writing proficiency prior to this one, although the specific language is not important. A typical scribing kit, complete with carrying case, magnifying lens, 2 bottles of ink, a dozen pages of parchment, and a like number of quills costs around 50 sp. Special inks and quills are available in large cities. A character with the forgery proficiency adds a +5% bonus if the scribing proficiency is also known.

SEDUCTION - (1 slot, General, Charisma -2)
Adds +2 to reactions for the character.

SEMAPHORE - (1 slot, General, Intelligence)
This proficiency allows the character to use semaphore flags to signal other ships. Organized war fleets use these flags as a standard communication tool. Most fleets have at least two persons on each ship who can use the semaphore flags. No proficiency check is required under normal circumstances. In times of combat, however, a proficiency check is required for receiving a signal. Failure means the signal was unclear. In this case, the sending character can start over the next round.
	When one semaphore proficiency is owned, the character can send ten words in a round, and can receive ten words the next round. For every additional proficiency, increase the number of words that can be sent or received by five. The characters should be careful that the messages they send are at the speed that the receiver can understand, and vice versa. Fast senders and receivers are often used to code the transmissions.

SET SNARES - (1 slot, Rogue, Dexterity +1)
The character can make simple snares and traps, primarily to catch small game. These can include rope snares and spring traps. A proficiency check must be rolled when the snare is first constructed and every time the snare is set. A failed proficiency check means the trap does not workmanship was bad, the character left too much scent in the area, or he poorly concealed the finished work. The exact nature of the problem does not need to be known. The character can also attempt to set traps and snares for larger creatures. A proficiency check must be rolled, this time with a -4 penalty to the ability score. In both cases, setting a successful snare does not ensure that it catches anything, only that the snare works if triggered. The DM must decide if the trap is triggered.
	Thief characters (and only thieves) with this proficiency can also attempt to rig mantraps. These can involve such things as crossbows, deadfalls, spiked springboards, etc. The procedure is the same as that for setting a large snare. The DM must determine the amount of damage caused by a man-trap.
	Setting a small snare or trap takes one hour or work. Setting a larger trap requires two to three people (only one need have the proficiency) and 2d4 hours of work.  Setting a man-trap requires one or more people (depending on its nature) and 1d8 hours of work. To prepare any trap, the character must have appropriate materials on hand.
	Characters with animal lore proficiency gain a +2 bonus to their chance of success when attempting to set a snare for the purposes of catching game. Their knowledge of animals and the woods serves them well for this purpose. They gain no benefit when tempting to trap monsters or intelligent beings.

SIDESHOW TALENTS - (1 slot, Rogue, Dexterity)
Characters with this proficiency are knowledgeable in the area of activities associated with the sideshow of carnivals. These include sword swallowing. In this respect, the character is capable of swallowing or appearing to swallow any number of small items such as coins, dice, cloth, etc. No proficiency check is required for small items. Larger items may appear to be swallowed with a successful proficiency check.
	In addition, characters with the sideshow talents are able to contort their bodies into a wide range of positions to fit into spaces just big enough to contain their body. Boxes, crates, closets, etc. can be used as hiding places by these characters. This use requires a proficiency check before the character attempts to position his body.

SIGN LANGUAGE - (1 slot, General, Intelligence +2)
This proficiency permits silent communication with anyone who sees and understands the signals. The maximum range is line of sight in a lit area (to a maximum of 60 feet). Sign may be an extensive language capable of handling long conversations, or simply a means of communicating a few easy to understand phrases such as 'attack', 'orcs behind the rock', or 'you three move left'. A proficiency check is made when speaking or interpreting sign. The +2 bonus should only be used when giving short, easily recognized commands. More detailed signals require a -1 modifier.

SIGNALLING - (1 slot, General, Intelligence +2)
This proficiency allows a character to communicate to another person over a long distance. Only  messages of less than 10 words per minute or so can be sent this way. The type of signal method used must be chosen along with this proficiency, ie, smoke signal, drum signals, mirrors, trumpets, naval flags, etc. A person must make a successful NWP check to send the signal as intended, and the reciever must also make a successful NWP check to decipher the signal sent accurately. A failed NWP check does not automatically indicate failure, as the signal may be interpreted incorrectly, sometimes with dire consequences. A character with this proficiency may also decipher signals that they are not proficient in, with a 1/3 normal chance of success, eg, a drum signaller sees a mirror flashing in the distance and thinks it some type of signal, his normal chance for signalling with drums is 17 on 1d20, so his chance to identify the mirror signal would be 1-6 on 1d20 (1/3 * 17). Note that this skill is used by heralds and employed extensively in times of war and especially on the battlefield where generals need to communicate with their subordinates etc.

SLEIGHT OF HAND - (1 slot, Rogue/Psionicist, Dexterity -2)
A rogue with this NWP is highly trained with legerdemain. They can, with a flick of the wrist, cause coins and other small objects to vanish up their sleave, and they can perform many other hand-is-quicker-than-the-eye tricks. This manifests itself as a +30% bonus to the thieves pick pocket chances, rolled whenever this skill is used (for performing sleight of hand tricks only, not picking pockets). Characters without thief abilities who take this ability gain a sleight of hand skill (similar to thief skills) at a base chance of success of 40% (modified as thief for dex, armour, race). Easy tricks may be granted a bonus of up to +50%.

Steady Hand (1 slot/5 CP)	Dexterity/Aim
Group: Warrior, Rogue
	Characters with this talent are excellent shots with bows or crossbows. They have an unusually good eye for distance, a knack for judging a tricky shot, and a smooth and easy aim and release. If the character takes a full round to aim his shot (i.e., voluntarily holds his action until last in the round) he suffers no penalty for a medium-range shot and only a –2 penalty for a long-range shot. If the character would normally receive multiple attacks with his weapon, he has to forfeit them in order to use this talent—he can make only one shot per round.

STEALTH - (1 slot, General, Dexterity)This talent is like the thief's silent-movement ability, with a successful NWP check meaning that any person or monster who would normally hear the character will now have a 1/2 normal perception check to detect the character, instead of normal perception chance. Wearing armor results in the same penalties as for thieves, as expressed on a d20.

STREET SENSE - (2 slots, Rogue, Charisma)
A rogue with this proficiency is adept at making a good impression on underworld contacts in the less savory neighbourhoods of towns and cities, allowing him to better use the information gathering NWP. Those who the rogue contacts are not necessarily moved to trust the rogue using this skill, but they may decide the rogue is worth talking to because he is entertaining or a person of importance. A street sense skill check can be attempted once whenever the rogue is talking to a contact. Success indicates that the contact becomes favourably inclined toward the rogue and will reveal additional information to him, possibly unrelated to the rogues enquiries, at the DM's discretion. Success also indicates that the contact will act positively towards the rogue in future situations, unless circumstances dictate otherwise. Possession of this skill also gives a +2 bonus to any information gathering NWP check.

TORTURE RESISTANCE - (1 slot, General, Constitution -2)
Ability to resist torture by others.

TRAIL HIDING - (1 slot, Rogue/Warrior, (Dexterity + Intelligence) / 2)
This proficiency allows the adventures to disguise their trail well enough so that tracking them becomes impossible (or at least much more difficult). Of course terrain and level of tracker should be considered.

TRAIL MARKING - (1 slot, Warrior, Wisdom)
By notching trees, scattering pebbles, piling stones, and clipping weeds, the PC can mark a trail through any wilderness area. Provided he moves at 2/3 his normal movement rate, he can mark a continuous trail for as long as he likes; however the longer the trail, the less likely he wil be able to follow it back.
	A successful NWP check enable a backtracking PC to follow his own trail for a distance equal to his level in miles. If he fails a check, he loses the trail. For example, assume a 3rd level PC marked a 12 mile trail, he would have to make a successful NWP check every 3 miles back along the trail or lose the trail. (If the PC has tracking, then he may then track his own prints back along the original trail). This NWP also allows a person to follow someone elses trail.
	A marked trail lasts unless it is obscured by precipitation, a forest fire, or the passage of time (an undisturbed forest trail should last for weeks, while an artic trial may last less than a day during periods of heavy precipitation; the DM decides). A ranger or similar character may still attempt to follow an obscured trail using the tracking rules.

TRAIL SIGNS - (1 slot, Rogue/Warrior, Intelligence -1)
A PC with this NWP can read symbolic messages indicated by an arrangement of stones or other physical objects. The PC must designate the method of leaving messages preffered by his family, tribe, or culture. Typical methods include piling rocks, stacking branches, or building snow sculptures. When the PC encounters such a message, he undterstands the meanin if he makes a successful NWP check (eg, 'a dragon dwells in these woods' or 'eat the green berries for restored health'). The message is meaningless to PC's without the trailsigns NWP. A PC who attempts to read another trail sign other than the one he is proficient in, can try to interprete the sign at half normal chances or success. This NWP can also be used to identify the cultural group or tribe that has left a specific trail sign.

TRAILING - (1 slot, Rogue, Dexterity (Special))
Trailing resembles tracking, except trailing is following a person who can be seen and followed, and is typically used in urban centres and the like. It is the talent of tailing someone - of keeping a certain distance or even catching up to them, though they may be attempting to blend into a crowd, or at least get lost in the confusion of a street full or people. A NWP check is first made to see of the thief is able to trail without being noticed. If the person being trailed has the alertness or observation proficiency, then the thief has a -5 penalty. If the thief is spotted, then the person being trailed may attempt to evade, and the thief must make another NWP check to stay on their trail. Modifiers for NWP check are; -3 to +3 for familiarity with the neighbourhood (-3 for new in city, to +3 for thiefs home neighbourhood), -2 or -1 on an attempt to remain unnoticed, +1 or +2 if he has been seen and is chasing after the subject. The opposite could be used for large crowds or trailing at night. A -3 applies if the person be trailed himself has the trailing proficiency (and, presumably knows the tricks of the trade and how to offset these).

TRAP DETECTION - (2 slots, Rogue, Intelligence -4)
The character is trained to find small traps and alarms. These include poisoned needles, spring blades, deadly gases, and warning bells. This skill is not effective for finding deadfall ceilings, crushing walls, or other large mechanical traps.
	The character must be able to touch and inspect the trapped object, and the DM usually rolls the dice secretly to determine success. A character can check an item for traps once per experience level, or when his chance increases. Searching for a trap takes 2d12 rounds, and the character knows the general principle of the trap but not it's exact nature.
	In addition, the character may attempt to disarm the trap, which also requires 2d12 rounds. If the proficiency check is a success, the character has disarmed the trap. Failure indicates that the trap is beyond the character's knowledge, and he must wait until next level, or until his chance increases. A roll of 19 or above indicates that the trap is sprung, most likely affecting the character.
	This proficiency is less effective when dealing with magical or invisible traps. Characters are able to attempt these traps, but at one-third their normal chance.

TUMBLING - (1 slot, Rogue, Dexterity)
The character is practiced in all manner of acrobatics--dives, rolls, somersaults, handstands, flips, etc. Tumbling can only be performed while burdened with light encumbrance or less. Aside from entertaining, the character with tumbling proficiency can improve his AC by 4 against attacks directed solely at him in any round combat, provided he has the initiative and foregoes all attacks that round. When in unarmed combat he can improve his attack roll by 2.
	On a successful proficiency check, he suffers only one-half the normal damage from falls of 60 feet or less and none from a fall of 10 feet or less. Falls from greater heights result in normal damage.

VOICE MIMICRY - (2 slots, Rogue, Charisma (Special))
Voice mimicry is the art of convincingly imitating the voices or other people. It is avery demanding skill, requiring intense training and practice. A character with voice mimicry can imitate any accent he has heard. Success is automatic unless confronted by those who speak the mimicked accent (which then requires a check with a +2 modifier). It is more difficult to imitate a specific persons voice. Characters can only attempt to imitate voices they have heard. A proficiency check is made only to determine if the imitation is detected. Success is certain if the listener is a stranger to the mimicked character. There is a -1 penalty for trying to fool an acquaintance, -2 for fooling a friend, -5 for a close friend, and -7 for extremely close friends or relatives.