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.

5 ranks in... grants a +2 Skill Synergy bonus on ...
Astronomy Navigation/Cartography
Astronomy Sense of Direction
Authority/Credibility Impersonation
Authority/Credibility Interview/Interrogate
Authority/Credibility Intimidate
Authority/Credibility Persuasion
Bluff Gamble
Bluff Impersonation
Bluff Intimidate
Bluff Palm/Sleight of Hand
Bluff Persuasion
Botany Craft: Agriculture
Botany Craft: Pharmaceutical Chemicals
Botany Survival
Bureaucracy Law:
Cold Reading/Human Perception Persuasion
Cold Reading/Human Perception Resist Mind Control/Persuasion
Craft: [Appraise]
Craft: Computer Program Hack Networks
Craft: [Disable Device]
Craft: Handle Animal Pilot: Animal
Craft: Handle Animal Wild Empathy
Craft: Scientific Analysis
Culture: X Law: X
Culture: X Persuasion Someone from culture X
Culture: X Streetwise While in culture X
Dance Perform
Escape Artist Use Rope When binding someone
Gamble Bluff
Gamble Game
Game Gamble
Hack Networks Craft: Computer Program Security software
Hack Networks Craft: Security Systems
Heal Surgery
Intimidate Interview/Interrogate
Jump Tumble
Linguistics Read Scrolls
Mathematics/Cryptography Astronomy
Mathematics/Cryptography Craft: Computer Program
Mathematics/Cryptography Demolitions
Mathematics/Cryptography Navigation/Cartography
Mathematics/Cryptography Scientific Analysis
Microbiology Botany
Microbiology Craft: Organisms
Microbiology Craft: Pharmaceutical Chemicals
Microbiology Scientific analysis
Microbiology Zoology
Music Dance
Music Perform
Psychology Authority/Credibility
Psychology Bluff
Psychology Cold Reading/Human Perception
Psychology Impersonation
Psychology Interview/Interrogate
Psychology Intimidate
Psychology Persuasion
Scientific Analysis Search
Search Track
Seduction/Style Authority/Credibility
Seduction/Style Bluff
Seduction/Style Craft: Clothes/Fabrics
Seduction/Style Interview/Interrogate
Seduction/Style Persuasion
Sense of Direction Navigation/Cartography
Surgery Craft: Cybernetics
Tumble Balance
Tumble Jump
Use Rope Climb With ropes
Use Rope Escape Artist From ropes
Wild Empathy Craft: Handle Animal
Wild Empathy Pilot: Animal
Zoology Survival

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 Exertion Table
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.

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.

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.