Skills
Skills are used to represent a characters particular focuses in abilities. Two characters may both be strong, but one may have more experience carrying heavy armor while another is an adept climber. Skills are used to show this differentiation.
Skill Table
Weapon Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
---|---|---|---|---|---|---|---|---|---|---|
Weapon Use: Grapple | S/A | X | C | C | N | N | C | X | X | N |
Weapon Use: Unarmed Strike | D/B | C | C | C | X | X | C | C | X | N |
Weapon Use: Crushing Weapon | D/B | C | C | C | N | X | C | X | X | N |
Weapon Use: Entangling Weapon | D/B | C | C | C | N | N | C | X | N | N |
Weapon Use: Blade | D/B | C | C | C | X | X | C | X | N | N |
Weapon Use: Polearm | D/B | C | C | C | N | N | C | X | X | N |
Weapon Use: Thrown | D | C | C | C | X | X | C | C | X | N |
Weapon Use: Archery | D | C | C | X | N | X | C | C | X | N |
Weapon Use: Target Weapon | D | C | C | X | X | X | C | C | X | N |
Weapon Use: Assault Weapon | D | C | X | C | N | X | C | X | N | N |
Weapon Use: Flamethrower/Hvy E-Weapon | D | C | X | C | N | X | C | X | N | N |
Weapon Use: Missile/Grenade Launcher | D | C | X | C | N | X | C | X | N | N |
Weapon Use: Artillery/Mortar | K | X | N | C | N | C | C | C | N | N |
STR Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Armor Affinity | S | X | X | C | N | X | C | C | C | N |
Bend Bars | S | X | C | C | X | X | C | C | X | N |
Burrow | S/M | C | C | C | X | X | C | C | X | B |
Climb | S/M | C | C | C | X | X | C | C | X | B |
Jump | S/M | C | C | C | X | X | C | C | X | N |
Lift | S | X | C | C | X | X | C | X | C | N |
Power Attack | S | X | C | C | X | X | C | X | X | N |
Swim | S/M | C | C | C | C | C | C | C | C | B |
END Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Breathe | E | C | C | C | C | C | C | C | C | N |
Resist Fatigue/Hunger/Thirst | E | X | C | C | X | X | C | X | C | N |
Resist Poison/Disease (Save:P) | E | X | C | C | C | C | C | C | C | N |
Toughness | E | C | C | C | N | X | C | C | X | N |
Toughness, Improved | E | N | X | C | N | N | X | N | N | N |
Recovery | E | X | C | C | X | X | C | X | C | N |
DEX Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Catch/Juggle | D | C | C | X | C | X | X | C | X | B |
Palm/Sleight of Hand | D | X | C | X | C | C | X | C | X | N |
Parry | D/S | C | C | C | X | X | C | C | X | N |
Pilot: Animal | D | C | C | C | C | C | C | C | X | N |
Pilot: Cars/Trucks | D | C | C | C | C | C | C | C | C | N |
Pilot: Dirigible | D | C | C | X | C | C | X | X | X | N |
Pilot: Fixed Wing | D | C | X | X | X | C | X | X | X | N |
Pilot: Helicopter | D | C | X | X | X | C | X | X | X | N |
Pilot: Hvy Machinery/Tanks | D | C | X | C | X | C | C | X | X | N |
Pilot: Motorcycle | D | C | C | X | X | C | C | C | X | N |
Pilot: Powerboats /Submersibles | D | C | C | X | C | C | C | X | X | N |
Pilot: Robot | D | C | X | X | X | C | X | X | X | N |
Pilot: Sailing Vessels | D | C | C | C | X | C | C | C | X | N |
Pilot: Starfighter | D | C | X | X | X | C | X | X | X | N |
Pilot: Starship | D | C | X | X | X | C | X | X | X | N |
Pilot: Vectored Thrust | D | C | X | X | X | C | X | C | X | N |
Precision Attack | D | C | C | X | X | C | C | C | X | N |
Use Rope | D | C | C | X | X | C | X | C | X | Y |
AGI Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Balance | A/M | C | C | X | X | C | X | C | X | B |
Dance | A | C | C | X | C | X | X | C | C | N |
Dodge | A | C | C | X | C | C | C | C | X | N |
Escape Artist | A | C | C | X | C | C | X | C | X | N |
Fly | A/M | C | C | C | X | X | C | C | X | N |
Run | A/M | C | C | C | X | X | C | C | X | N |
Roll (R) | A | C | C | X | C | C | C | C | X | N |
Sports | A | C | C | C | X | X | C | C | X | S |
Stance: Offensive | A | X | C | C | X | X | C | C | X | N |
Stance: Defensive | A/C | X | C | X | C | C | C | C | C | N |
Stealth | A | X | C | X | C | C | X | C | X | B |
Tumble | A | C | C | X | C | C | X | C | X | N |
Uncanny Dodge | A | X | C | N | N | C | X | C | N | N |
PRE Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Art | P | X | X | X | C | C | X | X | C | Y |
Authority/Credibility | P | X | X | X | C | C | X | X | C | N |
Bluff | P | X | X | X | C | X | X | X | X | N |
Gamble | P | X | X | X | C | C | X | C | X | S |
Impersonation | P | X | C | X | C | C | X | C | X | B |
Interview/Interrogate | P | X | X | X | C | C | C | C | C | N |
Intimidate | P/S | X | C | C | C | X | C | C | C | N |
Music (1 per point) | P | X | C | C | C | C | X | X | C | Y |
Perform | P | X | C | C | C | C | X | X | C | Y |
Persuasion | P | X | X | X | C | C | X | C | C | N |
Seduction/Style | P | C | C | X | C | X | X | C | X | N |
Streetwise | P/C | C | C | X | C | X | X | C | X | N |
Teach | P | X | X | X | C | C | X | X | C | Y |
Wild Empathy | P | C | X | C | C | C | X | C | C | N |
WIL Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Assist | W | N | X | C | X | C | C | N | C | * |
Concentration | W | N | X | N | C | C | N | X | C | B |
Resist Horror/Insanity | W | X | X | C | C | C | C | X | C | N |
Resist Mind Altering Drugs/Torture | W | X | C | C | X | X | C | C | C | N |
Resist Mind Control/Persuasion | W | X | C | X | C | C | C | C | C | N |
Spirit | W | N | C | C | C | C | X | X | C | N |
Spirit, Improved | W | N | N | N | C | X | N | N | X | N |
CUN Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Cold Reading/Human Perception | C | X | X | X | C | C | X | C | C | N |
Combat Expertise | C/A | X | C | X | C | C | C | C | C | N |
Hide/Conceal | C | C | X | X | C | C | X | C | X | B |
Initiative | C | C | C | X | X | X | C | C | X | N |
Notice | C | C | C | C | C | C | C | C | C | B |
Remember Detail | C | X | X | X | C | C | X | C | C | N |
Finance/Investment | C | X | X | X | C | C | X | C | X | N |
Sense of Direction | C | C | C | C | C | C | C | C | C | B |
Sneak Attack | C | C | C | N | X | X | N | C | N | N |
Snipe Attack | C | C | C | N | X | X | N | C | N | N |
Survival | C | X | C | C | X | C | C | C | X | B |
Track | C | X | X | C | N | C | X | C | N | N |
KNO Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Craft: Agriculture | K | C | C | C | C | C | C | C | C | Y |
Craft: Architecture | K | C | C | C | C | C | C | C | C | Y |
Craft: Automobile | K | C | X | C | X | C | C | C | X | Y |
Craft: Carpentry | K | C | C | C | C | C | C | C | C | Y |
Craft: Clothes/Fabrics | K | C | C | C | C | C | C | C | C | Y |
Craft: Computer Program | K | X | X | X | X | C | X | X | X | Y |
Craft: Cybernetics | K | X | X | X | C | C | X | X | X | Y |
Craft: Digital Electronics | K | X | X | X | X | C | X | X | X | Y |
Craft: Dirigible | K | C | X | X | X | C | X | X | X | Y |
Craft: Disguise | K | X | X | X | C | C | X | C | X | Y |
Craft: Electronic Communications | K | X | X | X | X | C | X | X | X | Y |
Craft: Energy Weapons | K | X | X | X | X | C | X | X | X | Y |
Craft: Firearms | K | X | X | X | X | C | C | X | X | Y |
Craft: Fixed Wing | K | C | X | X | X | C | X | X | X | Y |
Craft: Food | K | C | C | C | C | C | C | C | C | Y |
Craft: Glass & Ceramics | K | C | C | C | C | C | C | C | C | Y |
Craft: Handle Animal | K | C | C | C | C | C | C | C | C | N |
Craft: Helicopter | K | C | X | X | X | C | X | X | X | Y |
Craft: Leatherwork/Cobble | K | C | C | C | C | C | C | C | C | Y |
Craft: Masonry | K | C | C | C | C | C | C | C | C | Y |
Craft: Metalwork | K | C | C | C | C | C | C | C | C | Y |
Craft: Organisms | K | X | X | X | C | C | X | X | C | Y |
Craft: Pharmaceutical Chemicals | K | X | X | X | C | C | X | X | X | Y |
Craft: Plastic/Composite Structures | K | C | C | C | C | C | C | C | C | Y |
Craft: Powerboats | K | C | X | X | X | C | X | X | X | Y |
Craft: Powered Armor | K | C | X | X | X | C | X | X | X | Y |
Craft: Reactive Chemicals | K | C | X | X | C | C | X | C | C | Y |
Craft: Robotics | K | X | X | X | X | C | X | X | X | Y |
Craft: Rockets | K | X | X | X | X | C | X | X | X | Y |
Craft: Sailing Vessels | K | C | X | C | X | C | C | C | X | Y |
Craft: Security Systems | K | C | C | X | X | C | X | C | X | Y |
Craft: Starship | K | C | X | X | X | C | C | X | X | Y |
Craft: Submersibles | K | C | X | X | X | C | C | X | X | Y |
Craft: Vectored Thrust | K | C | X | X | X | C | X | X | X | Y |
Astronomy | K | C | X | X | C | C | X | C | C | Y |
Botany | K | X | C | X | C | C | X | C | C | Y |
Bureaucracy | K | X | X | X | C | C | X | X | C | N |
Culture: country/region/race/religion | K | C | C | C | C | C | C | C | C | B |
Demolitions | K | C | X | X | C | C | C | C | X | N |
Forgery | K | X | X | X | C | C | X | C | C | Y |
Game | K | C | C | X | C | C | X | C | C | S |
Hack Networks | K | X | X | X | X | C | X | C | X | Y |
Heal | K | C | C | C | C | C | C | C | C | Y |
Law: country/region/race/religion | K | C | C | C | C | C | C | C | C | B |
Linguistics (1 per point) | K | C | C | C | C | C | C | C | C | B |
Mathematics/Cryptography | K | X | X | X | C | C | X | C | C | B |
Metaphysics | K | X | X | X | C | C | X | X | C | N |
Microbiology | K | X | X | X | C | C | X | C | C | Y |
Navigation/Cartography | K | C | X | X | C | C | C | C | C | Y |
Psychology | K | X | X | X | C | C | X | C | C | N |
Research | K | X | X | X | C | C | X | C | C | N |
Scientific Analysis | K | X | X | X | C | C | X | C | C | Y |
Search | K | C | X | X | C | C | X | C | C | B |
Surgery | K | X | X | X | C | C | X | X | C | Y |
Zoology | K | C | C | X | C | C | X | C | C | Y |
Magic Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Cast Spell: Specific Effect | K | N | N | N | X | C | N | N | X | N |
Craft: Alchemical Potions | K | N | N | N | C | C | N | X | X | Y |
Craft: Animated Object | K | N | N | N | C | C | N | N | X | Y |
Craft: Magic Wands, Staves, Rods | K | X | N | N | C | C | N | N | X | Y |
Craft: PSI-Machines | K | N | N | N | C | C | N | N | C | Y |
Craft: Scrolls | K | X | N | N | C | C | N | X | X | Y |
Craft: Spell | K | N | N | N | C | C | N | N | X | Y |
Craft: Imbue Item Enhancement | K | N | N | N | C | C | N | N | X | Y |
Craft: Imbue Rune w/ Power Word | K | N | N | N | C | C | N | N | X | Y |
Craft: Imbue Rune w/ Spell Effect | K | N | N | N | C | C | N | N | X | Y |
Counter Magic | W | X | X | X | C | C | X | X | C | N |
Illusion | P | N | N | N | C | C | N | X | X | N |
Power Words | K | X | N | N | C | C | N | X | X | N |
Read Scrolls | K | N | N | N | C | C | N | X | X | N |
Divination | C | X | X | X | C | C | X | X | C | N |
Psychic Skills | St | Ac | At | Po | En | Ex | Gr | Ra | De | SK |
Psychokinesis | P | N | X | X | C | N | N | X | C | N |
Extrasensory Perception | C | N | X | N | X | X | N | C | C | N |
Biofeedback | A | N | C | N | X | N | X | X | C | N |
Legend
St
Stat normally associated with the skill. Some skills provide an optional second stat.
Code | Meaning |
---|---|
B | This is a Weapon Brute skill. |
M | This is a Movement skill. |
Ac
Is this a class skill for an an Ace.
Code | Meaning |
---|---|
N | This is not a class skill. |
X | This is a cross class skill. |
C | This is a class skill. |
At
Is this a class skill for an an Athlete. Same Key as Ace.
Po
Is this a class skill for an an Powerhouse. Same Key as Ace.
En
Is this a class skill for an an Enchanter. Same Key as Ace.
Ex
Is this a class skill for an an Expert. Same Key as Ace.
Gr
Is this a class skill for an an Grunt. Same Key as Ace.
Ra
Is this a class skill for an an Ranger. Same Key as Ace.
De
Is this a class skill for an an Devotee. Same Key as Ace.
SK
Is a skill kit required for this skill.
Code | Meaning |
---|---|
N | A skill kit is not required and will not help. |
B | A skill kit is not required, but a masterwork bonus can be applied. |
S | Sports and games require shared equipment. |
Y | A skill kit is required. |
Skill Synergies
When knowledge in one skill is beneficial to another that is expressed as another. The GM may also allow other synergies or disallow these situationally.
SKILL DESCRIPTIONS
WEAPON
Weapon Use:
Weapon Use: Unarmed Strike
Weapon Use: Crushing Weapon
Weapon Use: Entangling Weapon
Weapon Use: Blade
Weapon Use: Polearm
Weapon Use: Thrown
Weapon Use: Archery
Weapon Use: Target Weapon
Weapon Use: Assault Weapon
Weapon Use: Flamethrower/Hvy E-Weapon
Weapon Use: Missile/Grenade Launcher
Weapon Use: Artillery/Mortar
This is the characters Base Attack Bonus when performing action with this type of weapon.
Weapon Use: Grapple
Used as the Base Grapple Modifier. See HtH Combat for more info.
STRENGTH
Armor Affinity
Used to function while encumbered by armor. This skill places a cap on the bonuses a character can have while using armor. This is heavily adjusted by the type of armor worn. see the Armor section for more info.
Bend Bars
Used for feats of strength such as bending bars(40), ripping phone books(30) or unjamming machinery by force(20). Can be used to force way out of grapples with a -5 penalty.
Burrow
Used to determine movement speed when burrowing. Can also be used to dig out holes, tunnels, or chambers.
Type | DC | Speed or Time |
---|---|---|
Dig a 1 space hole or hollow | 5 | 1 minute |
Burrowing travel through the soil | 10 | (skill / 5 + 1)/2 yards |
Tunneling leave tunnels as you go | 15 | (skill / 5 + 1)/4 yards |
Excavation Make large chambers | 20 | 1 space per minute |
Climb
Used to climb trees(15), mountains(25), brick walls(35). A failed roll means the character is unable to make the climb. If the character fails by more than 10, they get half way up before falling. If a character can attempt to grab(+10 Diff) a climbable object when ever they are falling near it. If a character find himself in the middle of a wall he can try to climb up with standard difficulty failure resulting in falling from starting point. He can try to climb down(-5 Diff) difficulty. Or stay where he is rolling at half difficulty, however fatigue will eventually get the better of him.
Jump
Used to jump over things. The difficulty to make a jump is 3 for each yard across and 10 for each yard high. Thus the distance covered is merely roll divided 3 with a height of roll divided by 10. If the character is with in reach of a ledge, They can attempt to grab it with an unarmed attack or climb check (DC 15). Distances double for every 2 size levels?
Lift
Weight (for Size Level 0) | DC |
---|---|
6 kilos | 5 |
12 kilos | 10 |
25 kilos | 15 |
50 kilos | 20 |
100 kilos | 25 |
200 kilos | 30 |
400 kilos | 35 |
800 kilos | 40 |
1600 kilos | 45 |
3200 kilos | 50 |
6400 kilos | 55 |
Determines how much weight a character can lift. The difficulty to lift an 25 kilo object is 15. +5 DC for every doubling of the weight. -7 for every size level of the lifter. This can be expressed generically as:
DC = 5 * log( Weight / 3.125 ) / log(2) - 7*SL
Power Attack
Used to make a more devastating attack by sacrificing some accuracy. A character can take a penalty to hit up to their Power Attack Ranks to melee attack rolls. The points are then added to the damage roll as Strength damage modifier.
Swim
Used like running to move in water. Swim unweighted down at 1/2 normal rate, up at 2x normal rate. Properly weighted swimmers swim at normal rate in all directions, however, will not float and will fatigue more quickly.
ENDURANCE
Breathe
Represents the character's ability to absorb, hold and process air. The character can hold their breath for 2 x (End + Breath) 6sec rounds. After exceeding the time they can hold their breath the character takes 1 point of stun deprivation damage(SDED). Every round after that the damage dealt doubles. If the character is rendered unconscious, they go to -1 HP and all future deprivation damage is lethal.
Characters exerting themselves, doing standard or full round actions, consume air at double the rate. Using up 2 rounds of air per round and taking damage at x4 rather than x2. A character with sufficient breathe can enter a meditative state (DC 30), unable to take any actions though fully aware, where air is used at half the normal rate, lasting twice as long and only taking damage every other round.
If sealed in an air tight room or container, a size level 0 character can breathe without problem for 1 hour per 10 cubic yards of space. This time halves for each size level over 0 and doubles for each size level under 0. Fires and combustion engines also deplete the air. Vehicles count as a creature of the same size fire counts as a creature 2 sizes larger than the fire. Let's say 2 size 0 people (one resting and one trying to smash the locks), a calm size +2 horse and a size -2 torch are locked into an air tight 10 x 4 x 4 shipping container. The calm person needs 10 cubic yards of air per hour. The person trying to smash the lock is exerting themselves and needs twice as much air, so 20 cubic yards per hour. The horse is +2 size level so needs four times as much air, so 40 cubic yards per hour. The size -2 fire consumes as much air as a person, another 10 cubic yards. This makes a total of 80 cubic yards of air per hour. The containers is 160 cubic yards after about 2 hours the air will become depleted. Depleted air no longer can support life though fires may continue to burn until depletion levels dip much lower. The characters remaining rounds follow the hold breath rules.
A character who exerts themselves physically too hard for too long may become winded possibly resulting in Deprivation Damage. A character with breathe may fend off this effect. The character starts to suffer ill effects every day after the time indicated in the exertion table below. Ill effects are listed points DED on every failed check (DC 15 + 1 on each additional check). If a character changes level of effort the DC stays the same, but the rate of increase and damage changes. A character must stop and rest to reset the DC. Five(5) successful checks must be made a minute apart to finish resting. A recovery check can be made in place of breathe with a 5 lower DC.
Physical Effort | 15 DC | Per +1 | DED |
---|---|---|---|
Extreme (Sprinting, Lifting 20) | 5rnds | 1rnds | 1x2 |
Heavy (Running, Combat) | 30min | 10min | 1+1 |
Medium (Walking, Lifting 10) | 4hrs | .5hr | 1 |
Resist Fatigue/Hunger/Thirst
Used to keep going despite lack of proper rest, hydration or nutrition. Most of these ailments cause Deprivation damage (DED). Remember DED cannot be healed naturally or otherwise while still being deprived. A character who has taken any DED from any one source will be fatigued. A fatigued character who would become fatigued again for any reason, i.e. taken DED from a second source, becomes exhausted instead. An exhausted character would become unconscious.
A human requires 8 hours of sleep per day. The character starts to suffer ill effects every hour after 36 hours. Every hour the character must make a check (DC 15 + 1 on each additional check) or become fatigued->exhausted->unconscious. If forced to stay awake the character will take 1 point of deprivation damage (DED) on every failed roll.
A size 0 character requires 8 MJ of energy everyday. A kilo of food supplies about 20 MJ. This works out to about 1/2 a kilo (1 pound) of food per day. This requirement doubles with each size level larger and halves with each size level smaller. The character starts to suffer ill effects every day after 3 days. Ill effects are 3 points DED on every failed check (DC 15 + 1 on each check).
A size 0 character requires 2 liters (2 kilos) of water every day. This requirement doubles with each size level larger and halves with each size level smaller. For every temperature band above warm, the characters water needs double. The character starts to make checks (DC 15 + 1 on each successive check) every hour after 24 hours without adequate water.
Fresh food contains a lot of water, a character can get hydration from the foods they eat. The first quarter of hydration budget counts one for one, i.e. the half kilo of food a human is required to eat each day fulfills a quarter of their hydration requirements. The next three quarters only count one half. So a character could drink no fluids, but eat 3.5 kilos of fresh food every day to maintain hydration.
Rationing
Ration | Mult | Water | Food | Sleep |
---|---|---|---|---|
Full | Inf. | Inf. | Inf. | Inf. |
3/4 | 4 | 96+4h | 12+4d | 144+4h |
1/2 | 2 | 48+2h | 6+2d | 72+2h |
1/4 | 4/3 | 32+1h | 4+1d | 48+1h |
0 | 1 | 24+1h | 3+1d | 36+1h |
A character can go longer before needing to make checks and longer between checks when a portion of what is needed is available. The Rationing table above shows how much time is scaled based on the portion of the requirement the ration contains.
Resist Poison/Disease
Used to resist the physical effects of Poisons, Drugs and Toxins. Roll vs the toxin's save DC. See the Drugs section for more info.
Toughness
Used to brush off damage dealt to character. Toughness directly increases the character's hit points.
Toughness, Improved
Used to brush off even more damage dealt to character. Improved Toughness directly increases the character's hit points.
Recovery
Used to recovery from injury or exhaustion. Each day a character naturally heals 1 HP for every two points they exceed a DC 15 Recovery check. Medical treatment may allow a character to make more than one healing check per day.
Also used to recover from certain status ailments notably comatose, fatigue from being winded (as listed under Breathe), and stunned (in Combat).
DEXTERITY
Catch/Juggle
Catch | DC |
---|---|
a simple item you throw | 6 |
Each additional item | +3 |
Each type of dangerous items | +3 |
(bowling balls, throw knives) | |
Unusual items (swords, etc) | GM discretion |
Catch free item | 15 |
thrown attack | Attack Roll + 5 |
Archery attack | Attack Roll + 10 |
Spinning plates | 10 + 5 per plate |
Stacking bowling balls | 10 + 5 per ball |
Reflects the characters hand eye coordination, sense balance of items and ability to catch. Used to catch, juggle, or perform some stage magic. Also used to catch thrown objects(10). this can be used as a defense against thrown weapons(-5) or archery weapons(-10). Each item that a character tries to catch in single round counts toward there juggle item count regardless of success or failure.
Parry
Used to deflect incoming attacks. see Combat section for more info.
Precision Attack
Used to make a more serious attack by sacrificing convenience. A character can take a penalty to hit up to half of their Precision Attack to attack rolls. For every point of penalty taken add 2 to successful attack rolls to determine if a critical hit has occurred.
Pilot:
Pilot: Animal
Pilot: Cars/Trucks
Pilot: Dirigible
Pilot: Fixed Wing
Pilot: Helicopter
Pilot: Hvy Machinery/Tanks
Pilot: Motorcycle
Pilot: Powerboats /Submersibles
Pilot: Robot
Pilot: Sailing Vessels
Pilot: Starfighter
Pilot: Starship
Pilot: Vectored Thrust
These skills cover the operation of and basic care for the listed vehicles.
Palm/Sleight of Hand
Example | Size | DC |
---|---|---|
Coin | -8 | -5 |
Card | -7 | 0 |
Deck | -6 | +5 |
Knife | -5 | +10 |
Cat | -4 | +15 |
Club | -3 | +20 |
Used to conceal things in hand, pick pockets or perform some stage magic. Almost exclusively contested against Notice Sight.
Use Rope
This represents the character's familiarity with ropes, knots, block and tackle systems, etc.
When used to bind a character, the roll is contested with the Escape Artist skill. A character without this skill may still bind another character the difficulty to escape then is indicated in the Escape artist skill.
Task | Action | DC |
---|---|---|
Tie a simple firm knot | Std | 15 |
Secure a grappling hook | Std | 15 |
Splice two ropes together | 5 min | 20 |
Tie a complex knot (i.e. controlled release) | Full | 20 |
Thoroughly bind a character (+10 bonus) | 1 min | * |
Quickly bind a character | Full | * |
One handed | Same | +5 |
Quickly do a normally full round action | Std | +5 |
Quickly do a normally standard action | Move | +5 |
Assemble tackle with linear mechanical advantage | 1 min | 15 |
Assemble tackle with geometric advantage | 5 min | 20 |
Lasso an object | Std | 15 |
Lasso a character | Std | Atk |
Build a snare | 1 min | 15 |
Ply together rope | 20 min | 15 |
AGILITY
Balance
Incline(deg) | DC |
---|---|
30 | 10 |
45 | 15 |
60 | 20 |
70 | 25 |
80 | 30 |
Used to stay upright on inclined surfaces(see Table), on the deck of a rolling ship(15), when walking tight rope(25), etc.
Dance
Used to allow the character to move the body in a rhythmic or expressive way. It can be used in a skill competition, as a profession, or to secretly send messages to allies (vs Notice).
Dodge
Used as the default defensive skill. When aware of attack.
Escape Artist
Restraint | DC |
---|---|
Tied Hands | 20 |
Handcuffs | 25 |
Hog Tied | 30 |
Straight Jacket | 35 |
Used to escape bonds(see Table) or Grapples(vs Grapple):
Fly
Use similarly to swim to perform daring or complex maneuvers while airborne, either through the use of wings or supernatural means. Note, that this skill does NOT give a character the ability to fly. A character can only take ranks in Fly if they possess a reliable means of flying or gliding every day, either through a natural means of flight or gliding, a hang glider, a spell or other supernatural manner, such as a shape changing ability.
Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 60 degrees as long as it moved straight thru the previous space, can rise at half speed at an angle of 45 degrees, and can descend up to 45 degrees at twice normal speed. Note, gliding creatures cannot easily gain altitude and must go down 1 space every TBD rounds.
Failing a Flying Maneuver check results in a stall. The stalling character immediately falls 60 yards. The character will continue to fall 120 yards every round until a recovery check is made.
Flying Maneuver | Spaces | DC |
---|---|---|
Move horizontally half fly speed or more | x1 | - |
Move horizontally less than half speed | x1 | 20 |
Hover | 0 | 25 |
Turn up to 60 degrees after going straight | +0 | - |
Turn 45 degrees (squares) | +0 | 15 |
Turn 60 degrees (hexes) | +1 | 15 |
Turn 90 degrees (squares) | +1 | 20 |
Turn 90 degrees (squares) | +0 | 25 |
Turn 120 degrees (hexes) | +1 | 20 |
Turn 180 degrees (hexes or squares) | +1 | 25 |
Turn 180 degrees (hexes or squares) | +0 | 30 |
Move down 1 space while moving forward 1 | 1/2 | - |
Move down X spaces while moving forward 1 | X / 2 | 20 |
Dive straight down X spaces | X / 2 | 25 |
Down to Up with 4 spaces in between | N/A | - |
Down to Up with 2 spaces in between | N/A | 15 |
Down to Up with 1 spaces in between | N/A | 20 |
Down to Up with 0 spaces in between | N/A | 25 |
Move up 1 space while moving forward 1 | 2 | - |
Move up 2 spaces while moving forward 1 | 4 | 20 |
Fly straight up X spaces | 2 x X | 25 |
Fly straight up X spaces | X | 30 |
Recover from a stall | 25 | |
Recover from collision (your size or larger) | N/A | 30 |
High Wind Speeds
Flying in high winds adds penalties on Fly checks.
Every round a creature flying in a Strong or higher wind must make a check against the indicated DC or become Checked. If the roll fails by 5 or more then the creature is also Blown Away.
Wind Force | Wind Speed | Fly Penalty | Checked DC |
---|---|---|---|
Light | 0–10 mph | - | - |
Moderate | 11–20 mph | - | - |
Strong | 21–30 mph | -2 | 15 |
Severe | 31–50 mph | -4 | 20 |
Windstorm | 51–74 mph | -8 | 25 |
Hurricane | 75–174 mph | -12 | 30 |
Tornado | 175+ mph | -16 | 35 |
“Checked” means that creature can only move in the direction of the wind, or in the case of spiral gusts is unable to move at all so long as the wind persists.
“Blown Away” means that creatures is blown back or in a random direction 12 spaces and takes 6 points of nonlethal WED damage. A Blown Away creature is also Checked.
Size
Smaller creatures are more maneuverable while flying thus get a bonus while larger creatures get a penalty equal to there size level.
Fly Adjustment for maneuverability = -(Size level)
When resisting the effects of the wind (i.e. becoming checked or blown away) the modifiers if opposite and doubled giving a significant bonus to larger fliers.
Fly Adjustment against wind effects = 2 x Size level
Natural Fly Speed
Legacy Maneuverability | Modifier |
---|---|
Clumsy | –10 |
Poor | –5 |
Average | +0 |
Good | +5 |
Perfect | +10 |
Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability. Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks.
Run
Used to determine base movement speed. See Movement rules.
Roll
Used to avoid area affects, traps and explosions for reduced damage.
Sports
Used to win at athletic events. Can be used to perform basic unarmed combat maneuvers(-5).
Stance: Offensive
Used to adopt a combat stance focused on offensive capabilities. Character can take a penalty up to AGI + Stance: Offensive off of defensive actions and apply it to all attacks. The size of the adjustment based on stance must be determined on the characters turn before their first attack and will apply to all actions until they can change it in their first action next round.
Stance: Defensive
Used to adopt a combat stance focused on offensive capabilities. Character can take a penalty up to AGI + Stance: Offensive off of all attacks and apply it to defensive actions. The size of the adjustment based on stance must be determined on the characters turn before their first attack and will apply to all actions until they can change it in their first action next round.
Stealth
Used to move undetected(vs Notice).
Tumble
Used to perform acrobatic or gymnastic stunts. Can be used to perform.
When used to break a fall, the damage is reduced by 1 for every 5 points over a base DC of 5. The DC is 5 higher to land on the character's feet. Note standard fall damage is 1 CD per 1m.
Used to perform movements in the unusual event of weightlessness (in orbit or plummeting back to earth). Movement speeds vary mostly based on availability of things to grab onto or push off of. Without other objects movement is unimaginably slow, or worst yet in a vacuum impossible, however even in these situations a successful Zero-G Movement Roll allows the character to perform combat actions that don't involve touching anything out of reach without penalty.
Task | DC |
---|---|
Breakfall Land Prone | 5 |
Breakfall Land on Feet | 10 |
Breakfall vs Throw Attack | Attack Roll |
Wall run up to 3 x character height | 55 |
Move 1/2 speed without AoO | 20 + 2 per enemy |
Move 1/2 speed without AoO thru occupied space | 30 + 2 per enemy |
Zero-G Movement | 20 |
Hop up to feet as swift action | 35 |
Uncanny Dodge
Used to resist damage bonus when caught off guard.
PRESENCE
Art
Used to add subtle messages to simpler crafted item. This can be simple concepts or emotion. Such as convey the concept of being home with a few chalk lines. Or build a collection of rain gutter statues that invoke a sense of fear. The messages can be secret conveyed only to people with a common culture or experience. This skill is often used by advertisers, spies, secret cults and of course artists.
Authority/Credibility
Used to sway peoples actions thru forceful application of facts, truths, or social norms. To sway actions there is usually a mild threat that to act otherwise would be to go against the fact of the matter and thus be futile. Such as "Police, freeze!" states the fact that we are the police and you should surrender or risk alienating the society you are part of. This skill can also be used to convince someone of a fact they find distasteful, such as, convincing the king that the prince was switched at birth, he has been raising a tailor's son and now he must hand his throne down to someone he thought a peasant usurper. Of course the most distasteful "truths" are lies, and though the character is familiar with how to accentuate their truthfulness they are less familiar with hiding deceptions. This means you can use this skill in place of Bluff, but at a -10 penalty. If caught in a lie the character will have a -5 penalty to further rolls against aware targets. This skill is often used by news reporters, law enforcement and community leaders.
Bluff
Used to sway peoples actions by concealing or falsifying information. The character is skilled at hiding any tells and can talk in a seemingly forthright manner. After a target has believed the lie an additional roll may be required to persuade them to take action based on it. If you convince the rival gang boss you are the police you may still need to make an Authority/Credibility roll to convince them to put down their guns. Convincing a target of a lie they want to believe can easily land a character a hefty bonus. Mixing in verifiable related facts will get a +2 bonus. Getting caught in a lie will incur a -2 cumulative penalty with the target.
Gamble
Used to win at games of chance, when betting strategy and reading one's opponent are key to long term victory. The classic would be poker, but it would also include rock/paper/scissors or bridge. The character is good at projecting a false strategy and an uncorrelated level of bravado.
Impersonation
Used to represent the character as someone other than who they really are. Can be used to hide in a crowd or populated setting by looking like they are supposed to be there. The character must have clothing or the ability to modify their clothing to be similar enough to fit in. This could be used to hide among laborers after assassinating the warlord if you have some dirty rags. Or stroll into an elegant party if you have formal wear. This can also be used more difficultly to portray a specific character, real or imagined. However the more an observer knows about this character the more likely they are to detect the illusion. A full disguise may be needed to impersonate a real target at close scrutiny. This skill is used by con-men, spies and actors.
Interview/Interrogate
This is the skill of getting information from a target either by winning trust with simpler questions and a kindly ear until they feel they can relieve the burden by trusting the character with everything they know. or by forcefully rapid firing hard questions at the target until they squirm and just answer some questions to have the assault let up. Targets are substantially more likely to reveal less personal or dangerous information first, but continued successes at higher difficulties may wear down defenses. This skill really is the art of having an unbalanced conversation so that the target feels compelled to speak, and preferably about a topic where the character has steered the conversation. This skill is used by investigators, journalists and detectives.
Intimidate
Used to sway actions thru the use of threats, physical or abstract, real or hollow.
Music
Used to sing or play musical instruments at 1 per point. Can also be used to compose music for any combination of playable instruments.
Perform
Used to sway an audience’s actions thru entertaining feats of technical skill. This is most often used to make money, but can be used to adjust a crowd's attitude, providing a bonus to persuasion. It can be difficult to sway small groups of less than 3 member's due to variance in taste. Very large groups may be more difficult if the audience is unable to see or hear the performance. Where some slight of hand is only really entertaining out to a couple yards, a musical instrument can easily fill a room or large hall with the right acoustics. The size of crowd you can gather for public performances is GM discretion, and may impact total effect including income.
Attempted Performance | Bonus | DC | Income |
---|---|---|---|
Routine performance | +2 | 15 | Begging(~0.05) |
Enjoyable performance | +2 | 20 | x0.5 |
Great performance | +3 | 25 | x1.5 |
Memorable performance | +3 | 30 | x3 |
Extraordinary performance | +4 | 35 | x9 |
Performance Types | Sub-Types | Technical Skill |
---|---|---|
Act | comedic, drama, pantomime | Impersonate, Seduction |
Comedy | buffoonery, limericks, joke-telling | Tumble, Bluff |
Dance | ballet, waltz, jig | Dance, Seduction |
Oratory | epic, ode, storytelling | Authority, Bluff, Persuasion, Teach |
Tricks | stage magic, juggling, ventriloquism | Bluff, Juggle, Palm, Escape Artist, Human Perception |
Keyboard instruments | harpsichord, piano, pipe organ | Music |
Percussion instruments | bells, chimes, drums, gong | Music |
String instruments | fiddle, harp, lute, guitar | Music |
Wind instruments | flute, pan pipes, recorder, trumpet | Music |
Sing | ballad, chant, melody | Music |
Persuasion
Used to sway actions thru compelling arguments alone. The character may refute the veracity of "facts", undermine statistics or point out logical incongruities. The character can win arguments, talk their way out of trouble and haggle for great deals. Targets with sufficient Scientific Analysis may notice that the character isn't actually saying anything and ignore the effects. This skill is common to sales men, politicians and lawyers.
Seduction/Style
Used to establish the initial impression the character makes. This is how good the character looks. This can be used for courting the opposite sex, but often is used to acquire an initial reaction adjustment for further manipulations. +2 bonus when used on the opposite sex. This will grant a +2 bonus on further influence if you make a good first impression (DC 20). However if you fail that initial roll you will have a -5 as you have called negative attention to yourself. This skill is common to entertainers, celebrities and bar flies.
Streetwise
Used to collect information from locals. The cost of a few drinks sent to the right people will get you most of the information needed about what is really going on in an area. This can be also be used like impersonate to blend into the crowd at a -5 penalty .
Teach
Used to transfer skill to student. The student must train at least 3 times a week for a number of months equal to twice their current skill level plus one. Then on a successfully teaching check (DC 15+student skill ranks) the student gains 1 IP that can be spent in that skill. The student cannot learn a skill above the teachers rank this way. Used by teachers, mentors and field commanders.
Wild Empathy
Used to sway the behavior of animals. The character can convey and understand simple concepts with animal targets. This skill is common to animal trainers, herdsmen and circus folk.
WILLPOWER
Assist
Used to make an aid another roll, when ability to pay attention and follow directions is crucial, such as being "an extra pair of hands" for a carpenter. Can also be used to aid a teacher teaching this character.
Concentration
This skill allows the character to focus their mind beyond the here and now. In addition to the normal limitations a character cannot have more ranks in Concentration than Breathe.
This can allow the character to enter a meditative focus. While focused the character ignores any penalties due to pain or discomfort. The character may still take damage from these effects, but will keep going until their body shuts down. A focused character at 0 HP does not take a point of damage if they take a strenuous action, instead they must roll a DC 25 check to maintain their focus.
The character can free their mind from their body to allow other beings to temporarily take control, i.e. to perform a seance. The check to regain control may be more difficult and possibly contested if the other being does not go willingly.
If a deity, creature, demon, etc is using a character as a transdimenisional focus for an effect, the focus must make a concentration check for the effect to manifest.
The character can also further free their mind from their body in order to enter the astral plane as long as their is a natural or induced weak spot though which to enter.
Task | DC |
---|---|
Become Focused, Full round action | 25 |
Maintain Focus | 15 |
Maintain Effect | Spell DC |
Seance, attract a nearby entity | 20 |
Seance, force out entity | vs Resist Horror/Insanity |
OBE | See Magic Section |
Situation | DC Modifier |
---|---|
When wounded | +Damage Taken |
While taking continuous damage (every round) | +1/2 damage taken last round |
Distracting effect | Effect Save |
While in violent motion (such as ship or galloping horse) | +5 |
While in extremely violent motion (such as an earthquake) | +10 |
While entangled | +5 |
While grappling | +10 |
While at 0 hit points | +10 |
Each additional person in the seance beyond the first. | +2 (max +10) |
Resist Horror/Insanity
Used to resist the destabilizing mental effects of terror, dehumanizing experiences, psyche damage and forbidden knowledge.
Resist Mind Altering Drugs/Torture
Used to resist the effects of biological, chemical or physical influences on the character's mind set.
Resist Mind Control/Persuasion
Used to resist changes of course due to supernatural or argument.
Spirit
Represents the power of the character's spirit. Spirit directly increases the character's PSI points.
Spirit, Improved
Represents the power of the character's spirit. Improved Spirit directly increases the character's PSI points.
CUNNING
Cold Reading/Human Perception
Used to read someone to determine their feelings about a situation or comment. Can also be used to determine someone is under the influence of a mind-affecting effect (DC 30, 20 if action go against characters nature).
Situation | DC Modifier |
---|---|
Character is close friend | -5 |
Combat Expertise
Used to transfer penalty to attacks to bonuses to defensive actions. Character can take a penalty up to CUN + Combat Expertise off of all attacks and apply it to defensive actions. The size of the adjustment based on stance must be determined on the characters turn before their first attack and will apply to all actions until they can change it in their first action next round.
Hide/Conceal
Used to camouflage items preventing there detection. This cannot be used to sneak up on an opponent (see Stealth), but can be used to create an ambush.
Initiative
Used in Combat round to determine who goes first. Highest roll goes first.
Notice
Represents the acuity of the character's senses. This can be used to notice sights, sounds, smells, tastes and textures.
Example | DC |
---|---|
Hear a Battle | -5 |
Hear People Talking | 5 |
Detect someone sneaking (vs Stealth) | - |
Detect someone in a disguise (vs Disguise) | - |
Hear People Whispering | 20 |
Read Lips at 12m | 20 |
Determine space of moving invisible creature | 20 |
Determine space of unmoving invisible creature | 30 |
Determine space of invisible object | 40 |
Defeat Illusion | 80 |
Situation | Mod |
---------------------- | ---- |
For every 4 m distance | +1 |
While distracted | +5 |
Listen thru door | +5 |
Listen thru solid wall | +15 |
Remember Detail
Used to recall a detail experienced by the character in the past. A general guide line is this should be 10 higher DC than the original notice roll would have been.
Finance/Investment
Used to deal with storage and allocation of resources. Determining good deals, investments and rates of return.
Sense of Direction
Used to determine which way is north. Can be used to perform Navigation checks to find one's way, but not to create maps, perform surveys, etc.
Sneak Attack
Used to increase the damage on attacks that have caught the target unaware. When a target is off guard against an attack. The character may add this bonus less the defender's uncanny dodge to damage.
Snipe Attack
Used to make ranged attacks at targets from a concealed place (Hide, Stealth). This skill is added to Hide or Stealth checks to remain undetected after a ranged sneak attack.
Survival
Used to gather needs (food, shelter, water, etc) in wilderness environments.
Track
Used to follow the trails left buy a previous passer by.
KNOWLEDGE
Craft:
Craft: Agriculture
Craft: Architecture
Craft: Automobile
Craft: Carpentry
Craft: Computer Program
Craft: Clothes/Fabrics
Craft: Cybernetics
Craft: Dirigible
Craft: Digital Electronics
Craft: Disguise
Craft: Electronic Communications
Craft: Energy Weapons
Craft: Firearms
Craft: Fixed Wing
Craft: Food
Craft: Glass & Ceramics
Craft: Handle Animal
Craft: Helicopter
Craft: Leatherwork/Cobble
Craft: Metalwork
Craft: Masonry
Craft: Organisms
Craft: Powered Armor
Craft: Pharmaceutical Chemicals
Craft: Plastic/Composite Structures
Craft: Powerboats
Craft: Robotics
Craft: Rockets
Craft: Reactive Chemicals
Craft: Submersibles
Craft: Sailing Vessels
Craft: Starship
Craft: Security Systems
Craft: Vectored Thrust
Magical Craft
Craft: Alchemical Potions
Craft: Animated Object
Craft: Magic Wands, Staves, Rods
Craft: PSI-Machines
Craft: Scrolls
Craft: Spell
Craft: Imbue Item Enhancement
Craft: Imbue Rune w/ Power Word
Craft: Imbue Rune w/ Spell Effect
Used to appraise/create/repair/modify items of the type indicated. See the Crafting rules for more info.
Astronomy
Used to recall information about the arrangement of astral bodies (stars, planets, moons, etc). Can be used with enough mathematical analysis to determine time, location, direction.
Botany
Used to identify/classify/understand plants and fungi. This can be used similarly to Zoology for plant based creatures.
Bureaucracy
Used to move quickly thru the forms, by laws and clerks in any large social structure to effectively get things done. Such as acquiring permits, filing taxes, or getting reimbursed for business expenses. This can also be used to hinder another character's attempts to do the same. Creating such road blocks is a contested roll.
Culture:
country/region/race/religion Used to determine the breakdown of a society's customs and social rankings.
Demolitions
Used to determine structural weak spots, use explosives, and dispose of explosives
Forgery
Used to craft items that falsify the background or legitimacy of a crafted item. The common usage is the falsification of documents. It can also be combined with other crafting skills to craft counterfeit items.
Game
Used to win at strategy games. Usually a contested roll.
Hack Networks
Used to hack computer networks, gain control of security systems, or access data beyond access rights.
Heal
Used to treat wounded or sick characters.
Action | DC |
---|---|
Stabilize a wounded character | 20 |
Long term care (doubles normal healing rate) | 20 |
Treat Poison/Disease | Save DC |
Diagnose Disease | 25 |
Law:
Specify country/region/race/religion Used to argue points of law, morality or policy for the specified culture.
Linguistics
Used to communicate with others in 1 language per point. Hiding the nuances of the way one speaks in a known language so as to appear as a native speaker is DC 25 (this roll can also be done using Impersonation). Characters can attempt to communicate with someone they share a language family with by making a DC 20 skill check (more complicated topics may be more difficult). Written words can be deciphered based on similarity with languages known and amount of context text available. The more there is the more likely one is to find a point of reference. Characters with at least a 4 Kno are assumed to be literate in all known languages. An illiterate character may choose "literacy" as one of their linguistics languages and gains literacy in all known languages. A character may choose "read lips" as one of their linguistics languages and gains the ability to read lips in all known languages, in well lit conditions out to 4 yards. Beyond that may require a notice sight check.
Mathematics/Cryptography
Used to perform calculations.
Deciphering a code may take multiple successes. See Electronics rules for more info.
Operation | DC |
---|---|
Add,Subtract,Multiply,Divide | 10 |
Geometry,Algebra | 15 |
Calculus | 20 |
Decipher code, known key | 15 |
Decipher code, unknown key | 25 |
Metaphysics
Represents the characters knowledge of the nature of the supernatural and how it works. It can be used to identify/classify supernatural effects, creatures and phenomena.
The character has some working knowledge of PSI, both positive and negative, and its uses, though he may know it buy a different name and set of concepts (Chi, Yin, Yang).
This can be used as Zoology, but for supernatural creatures. The knowledge will usually be more limited to a energy type alignment or particular strength or weakness.
Task | DC |
---|---|
Know the name, deities, symbols associated with a supernatural realm | 15 |
Identify a creature’s abilities and weaknesses | 15 + creature’s CR |
Recognize current supernatural realm | 20 |
Know common mythology and tenets associated with a supernatural realm | 20 |
Identify a supernatural effect as it is being activated | Spell DC - 5 |
Identify a supernatural symbol | 24 |
Identify a scroll, or spell in a spell book | 25 |
Identify a creature’s original supernatural realm. | 25 |
Identify a supernatural effect based on material components | 25 |
Know the name, deities, symbols associated with an obscure supernatural realm | 25 |
Identify a supernatural effect that is already in place | Spell DC |
Identify supernaturally shaped or conjured materials | Spell DC |
Draw a circle that cannot be crossed by beings from a specific supernatural realm. | 30 |
Requires 10 minutes. The check is made when the first creature tries to cross the barrier. | |
Identify a alchemical substances or potions. Requires 1 minute. No retry. | 30 |
Identify a supernatural effect that just targeted you | Spell DC + 5 |
Understand a strange or unique supernatural effect, such as the effects of a ley line nexus. | 35+ |
Quick identification of alchemical substances and potions | 55 |
Identify basic property of magic item | Craft DC + 30 |
Identify all properties of magic item | Craft DC + 50 |
Identify the properties of a magic item using see aura | Craft DC |
Microbiology
Represents the character's understanding of biological systems at the most basic level. Used to identify/classify/understand microscopic organisms, genetics, and biochemistry.
Navigation/Cartography
Used to create maps, use maps, chart course or find borders. Traditional navigation is done once a day at local noon, and requires a clock, compass, clinometer and the sun to determine Latitude and Longitude. A GPS drastically improves this providing a +10 bonus to all Navigation checks. A ruler and transit level can be used to perform more localized and mapping efforts.
Task | DC |
---|---|
Find Way (each day travel) | 25 |
Find real world point on map | 25 |
Determine Current Latitude | 20 |
Determine Current Longitude | 25 |
Determine Current Altitude | 20 |
Determine Current Time | 20 |
Determine location | 25 |
Survey and map a site | 25 |
Determine Distance to visible object | 20 |
Determine Dimension of visible object | 20 |
Map/Log Day's Travel | 30 |
Psychology
Used to identify/classify/understand the brain and human behavior.
Research
With this skill the character can given enough time and access to a large enough pool of information. Add +5 to any other skill check. The character can also look up particular facts or pieces of trivia. The knowledge base must likely contain the information that the character is trying to find. A police database would be a better place to search for criminal records than the grocery store computer system. These are just guidelines, as always the difficulty and time to perform this search is GM discretion.
Knowledge Bank | DC | Simple Search Time |
---|---|---|
Internet | 20 | 1 minute |
Public Library | 20 | 15 minutes |
Library of Congress | 30 | 30 minutes |
Company Database | 25 | 5 minutes |
Public File server | 25 | 30 minutes |
State Police Database | 25 | 1 minute |
Scientific Analysis
This skill allows the character to go thru logical and scientific analysis of information to come to a more favorable outcome. The character can use this when time permits to provide an aid another bonus to a check even that character is making. For example a character could analyze the structure of a cliff before trying to climb it.
It can also be used to analyze clues to determine what they mean.
Search
Used to systematically search an area for hidden items or clues. If hidden intentionally, roll vs Hide/Conceal.
Surgery
Used to cut into an organism in a meticulous way to safely remove and/or add tissue, organs and/or equipment. Surgery still does some damage to the organism. It is recommended the organism spend some time under the care of a character with the heal skill afterward. This is the same skill a character would use to dissect a dead animal.
In general this skill can make the game darker. Allow/require it with caution. In a dark cyberpunk type game, this skill is more interesting for the installation of cyberware and could even be required for gunshot wounds before they can heal.
A failed check does double damage and has a chance of infection(DC 25 wasting disease).
Surgery Type | DC | Time | Damage | Example |
---|---|---|---|---|
Trivial | 15 | 1hr | 1 | Getting a tattoo, ear piercing, or remove a splinter |
Minor | 20 | 2hr | 4 | Remove an arrow, install a pacemaker, or remove a limb |
Extensive | 25 | 4hr | 7 | Remove a bullet, or remove an organ |
Severe | 30 | 8hr | 10 | Install Cybernetic Limb |
No Anesthetic | +5 | |||
Dirty | +5 | |||
Arthroscopic | +5 | /2 | /2 |
Zoology
Used to identify/classify/understand animals.
You can use this skill to identify animal monsters and their special powers or vulnerabilities. The DC of such a check equals 15 + the creature’s CR, in general. For more common creatures there may be a +5 adjustment while more rare creatures might have a -5 adjustment.
MAGIC
Cast Spell:
Used to innately cast a specific spell effect.
Counter Magic
Represents the character's ability to use magical energies to disrupt effects.
Divination
Used to interpret the meaning of auras, omens and portents. This skill allows the character to understand things that cannot be known. This skill is usually used with a supernatural effect that gives the character access to information that this skill allows them to interpret.
Task | DC |
---|---|
Correctly interpret auras when using See Aura (+5 to Metaphysics) | 20 |
Correctly interpret a omen, portent or sign meant for this character | 20 |
Correctly interpret the results of the Divination Spell | 30 |
See Fate spell on target whose full name and birthday are known | 30 |
See Fate spell on target whose full name or birthday is known | 40 |
See History spell on target whose full name and birthday are known | 20 |
See History spell on target whose full name or birthday is known | 30 |
Detect a False Divination | vs Illusion |
Correctly interpret an Oracle's Dream spell | 25 |
Correctly interpret a omen, portent or sign meant for another character | 30 |
Illusion
Represents the character's ability to focus their imagination in order to create things of mind and shadow. The character can maintain 1 illusion per point of skill. An opponent can see thru the illusion with a successful Resist Mind Control/Persuasion check. Situational modifiers for proximity, expecting an Illusion, familiarity with the real versions of illusory item and believability should be applied, based largely on the mindset of the targets.
Illusory items have little effect. People will probably get down if you fire a illusory gun into the air it is still loud so why chance it. In game terms, a character is considered armed against anyone who believes they are for the purposes of threatening spaces or defensive actions. Illusory shields provide half the shield bonus against people who believe in them and always provide concealment, but never cover.
Illusory versions of spell effects can come into play. The effect must be flashy otherwise there is nothing to believe. If the target believes the spell they still get normal defenses against the spell on top of the save to disbelieve. The effect of the spell is always half as intense as the normal effect and all damage is Sub-dual Damage.
The character can also apply their ability to fog minds to conceal peoples, items, etc. The concealed things must avoid attention (DC 10 Stealth), and cannot attack or be used to attack. Someone trying to see it can make a Resist Mind Control / Persuasion check with a -5 penalty to see thru the illusion. Size and Proximity have no effect. Those affected would walk right around a concealed tank on the sidewalk without noticing what they actively avoided. If they are forced to interact with the object they immediately are aware of its presence. This provides for the best style of conjuration, have the item on the character just concealed at all times. Then reveal it before use.
If the character gets the Primal feat, they can create real items and effects instead or shadows. This epic level feat should only be seen in games with powerful mages and minor divinities.
Power Words
Represents the character's knowledge of a deeper, older, more primal form of magic. Each point allows the character to know and use 1 power word. Unknown power words can be identified, in spoken or rune form, but not used by the character with a DC 25 check.
Read Scrolls
Used to cast any spell from a scroll or spell book. The character can use spell completion and spell trigger magic items, such as scrolls, staffs, and wands.
This skill combined with Craft: Scrolls allows a character to become a self- sufficient arcanist.
PSYCHIC
Psychokinesis
Represents the psychic's influence over the world around them.
Extrasensory Perception
Represents the psychic's attunement with the world around them.
Biofeedback
Represents the psychic's control over their own being.