Secondary Skill List
This is the list of Secondary Skills that was generally accepted and
playtested for the Anderson Rolemaster Campaign. Skills shown
without description are those which appear in Character Law or
Rolemaster Companion I (and for which the book description / applicable
stats should be used as written). Skills with descriptions below
supplement or supersede descriptions in CL or Rolemaster Companions.
Players were allowed Secondary Skill development points in number equal
to half their devolopment point total at each level. That is, if
a character has 42 development points for allocating to his primary
skills for level development, he may distribute an additional 21 points
of development among secondary skills. If for any reason a
character wished to expend primary development points toward secondary
skills, he was allowed to do so on a 1-for-1 basis. Secondary
development points were never allowed to be spent toward primary skill
development.
Acrobatics
Acting
Administration, (IN / EM) General recordkeeping, time, data
& resource management for households, bureaucracies, etc.
Described elsewhere as bonus for functioning successfully within any
entity where record keeping, personal interaction, and bureaucracy is
present. Also useful in gaining public office and applying governmental
power.
Animal Healing
Animal Training
Appraisal
Architecture, (ME / RE) Bonus for designing buildings.
Athletic Games, skill developed separately for each particular athletic contest.
Cartography, a.k.a. Mapping - (ME / RE) Skill for the accurate and meaningful rendering of maps. Includes surveying.
Caving
Chemistry, bonus for alchemical procedures such as making alloys(?), synthesis or processing of toxins, etc.
Crafting, aside from Leather-working, Wood-carving, Stonecarving and Smithing -- e.g. Cloth-crafting (textiles/sewing). Other crafts acceptable to Anderson Campaign: glass/ceramics, jewelry.
Contortions
Cookery
Dance
Diplomacy
Disarming
Diving
Draftsmanship, skill for drawing/painting a realistic
representation of things seen or visualized (e.g. sketching a portrait
or machine blueprint).
Falsification
First Aid
Fletching
Foraging
Flying Boat, similar to Sailing -- skill for operating a magical flying sailship.
Frenzy, mostly as per Character Law description, but with additional explanation and restrictions as described here.
Gambling
Herding
Iai, weapon quick-draw (developed separately per weapon & location).
Interrogation
Leadership (Pr / Re) War Law mass-combat leader skill that has
bearing upon the morale of a commanded unit. Ranks in
'Leadership' enhance the derived characteristic 'Leadership Rating'
(LR), which also depends on Pr/Em average and level. Unit morale
can be boosted by up to one quarter the LR of its leader. Skill
in 'Leadership' is not necessary for having a good Leadership Rating.
It just adds to it.
Leather-Working
Lip Reading, skill for discerning spoken language without the benefit of hearing.
Mathematics
Mapping - See Cartography
Meditation
Military Organization, (PR / RE) general recordkeeping, time,
data & resource management for military groups. Further
described as: Bonus for organization of a military force but not actual
deployment into battle (see Tactics.) Includes knowledge of how to
billet and supply a unit, posting of watch, running of
patrols, etc. In War Law (an acceptable Rolemaster mass combat
system) this skill is a bonus for command & control rolls and
raises a leader's "command potential" (derived characteristic), which
is the number of troops one commander can directly control (bearing in mind that indirect control through layers of command is common practice).
Music
Navigation
Public-Speaking
Recruitment (Pr / Em) War Law mass-combat leader skill that has
bearing upon the raising of troops. Ranks in 'Recruitment'
enhance the derived characteristic 'Recruitment Potential,' which also
depends on Pr/Em average and level. Skill in 'Recruitment' is not
necessary for having a good Recruitment Potential, particularly for
high-level characters. It just adds to it.
Reverse Strike, skill for attacking opponents toward one's flanks and rear.
Rope-mastery
Rowing
Sailing
Seduction
Signaling
Singing
Skiing
Smithing
Star-gazing
Stone-carving
Subduing, see extensive procedural description here.
Tactical Games, develop separately for every non-athletic game that is principally decided by skill (e.g. chess).
Tactics, (Re/In) bonus for developing strategies for group
success in battle. In War Law (mass combat), a fraction of the
leader's Tactics bonus is added to the OB of the units under the active
command of that leader. (We use the fraction 1/3 as a base).
The exact fraction depends on which War Law rules are applied,
distance, command & control, etc.
Throw weight, moving maneuver bonus for securing additional
OB based on applying one's mass toward an attack. This is
described in additional detail in Rolemaster Companion I.
Tracking
Trading
Trap-building
Trickery
Tumbling
Weather-watching
Winged Flight, flying using actual (presumably magical) wings to hold aloft and propel oneself.
Wood-carving
Yado
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