The Complete Book of Dwarves[]
The signalling proficiency allows a character to send messages underground using sound. To send a signal, tap on a section of wall with a rock, hammer, or a piece of metal. The sound will echo through rock to a distance of 1d4 miles. The sound transmitted by this proficiency resembles morse code and it may be used to send extensive messages or short commands and instructions. To send a message, roll a proficiency check. If successful, the message transmits as desired. If not, the message may be only partially understood or complete nonsense. It may even convey a meaning contrary to the message sent. Successful transmission of a message is no guarantee that it will be understood by the receiving end and proficiency checks are required to correctly interpret the message. It is possible to fail to understand an incorrectly sent signal, yet still infer a message from it, one very different from what was intended.
The Complete Ranger's Handbook[]
This proficiency gives the character the ability to send messages over long distances. The character must designate his preferred method for signalling. Typical methods include smoke signals, whistling, waving flags, drums, or reflecting mirrors. For each additional slot spent, the character may choose an additional method.
Because signalling is essentially a language, messages of reasonable complexity can be communicated. A practiced signaller can transmit as many as 10 words per combat round.
To interpret the signal, the recipient must be able to see or hear it. He must also have the signalling proficiency and know the same signalling method as the sender. To send a message and have it understood, both the signaller and the recipient must make successful proficiency checks. If one fails his roll, the message is distorted; the message can be sent again in the following round, and proficiency checks may be attempted again. If both checks fail, or if either character rolls a natural 20, an incorrect message was sent and received; the message has the opposite of the intended meaning. Characters without the signalling proficiency, as well as characters who have the proficiency but use a different signalling method, can't understand the signals.
Crossover Groups: General.
The Complete Spacefarer's Handbook[]
This proficiency gives the character the ability to use signalling equipment to send complex messages across wildspace. While any character can use a red smoke grenade to signal danger, a character with this proficiency can send coded messages to other ships using a signalling mirror, light, or flags. The signal transmitted by this proficiency will cross up to 10 miles in wildspace, although it must travel in a straight line. A skilled signaller can send as many as 10 words each combat round.
To send a message and have it understood, the sender and receiver must both have signalling proficiency and both must roll proficiency checks. If both succeed, the message is understood perfectly. If one fails, the message is distorted, but in an obvious way, so that it can be retransmitted next round. If both checks fail, or if either rolls a natural 20, an erroneous message is received and accepted with a meaning opposite to that intended.
The Complete Barbarian's Handbook[]
A character with this proficiency can send and receive messages over long distances. He must designate a specific method, such as drums, smoke signals, or whistling. If he spends additional slots, he may designate additional methods.
The recipient must see (or hear) the signal in order to interpret it. He must also have the signalling proficiency and know the same method as the sender. Messages can be sent and received at the rate of 10 words per round.
To transmit a message, both the sender and receiver must make successful proficiency checks. If either fails his check, the message is garbled; they may try again in the next round. If both checks fail, or either rolls a natural 20, the message is received, but has the opposite of the intended meaning.
Crossover Group:: General.