SKILL |
|
|
SKILL |
|
|
ATHLETIC SKILLS | Civil Engineering |
|
|
||
Acrobatics |
|
Craftsmanship |
|
|
|
Breath Control |
|
Cyberdeck Operation |
|
|
|
Climbing |
|
Cybertech |
|
|
|
Parachuting |
|
|
Demolitions |
|
|
Running |
|
Electronics |
|
|
|
Skiing/Skating |
|
|
Energy Tech |
|
|
Sports |
|
FTL Tech |
|
|
|
Swimming |
|
Geology |
|
||
Zero G Movement |
|
|
Mechanics |
|
|
KNOWLEDGE SKILLS | Salvage |
|
|||
Agronomy |
|
Set/Disarm Traps |
|
||
Archaeology/Paleontology |
|
|
Steam Tech |
|
|
Botany |
|
Temporal Tech |
|
|
|
Computer Ops |
|
|
Understand Tech |
|
|
Ecology |
|
|
FIGHTER SKILLS |
|
|
First Aid |
|
|
Archery |
|
|
History |
|
|
Body Language |
|
|
Languages |
|
Fencing |
|
|
|
Machine Interface |
|
|
Heavy Weapons |
|
|
Navigation |
|
Lasso/Bola |
|
||
Physics |
|
|
Martial Arts (+7 moves) |
|
|
Programming |
|
|
Martial Arts Weapons |
|
|
Psychology/Anthropology |
|
Parry Missile Weapons |
|
||
Survival |
|
Polearms |
|
||
Tracking |
|
Shield |
|
||
Xenology |
|
|
Speedload |
|
|
Zoology |
|
Tactics |
|
||
MOBILITY SKILLS | Vehicle Weapons |
|
|
||
Animal Riding |
|
|
LOREMASTER SKILLS |
|
|
Driving |
|
|
Arcane Lore |
|
|
Exoskeleton |
|
|
Area Knowledge |
|
|
Motorcycle |
|
|
Augury |
|
|
Pilot Aircraft |
|
|
Criminology |
|
|
Pilot Boat |
|
Cryptography |
|
||
Pilot Mecha |
|
|
Deduction |
|
|
Pilot Spacecraft |
|
|
Detect Lies |
|
|
Sailing |
|
Identify Magic Object |
|
||
Spacesuit Operation |
|
|
Know GameMaster |
|
|
Teamster |
|
|
Law |
|
|
PERFORMANCE SKILLS | Research |
|
|
||
Acting |
|
Speak to Animals |
|
||
Artist |
|
Understand Tech |
|
|
|
Bard |
|
MAGIC-USER SKILLS |
|
||
Bullfighting |
|
Alchemy |
|
|
|
Dancing |
|
Arcane Lore |
|
||
Fire-Walking/Eating |
|
Augury |
|
||
Musical Instrument |
|
Identify Magic Object |
|
||
Photography |
|
|
Ritual Magic |
|
|
Singing |
|
Spellcraft |
|
|
|
Sleight of Hand |
|
Spell Throwing |
|
||
Snake Charming |
|
PSIONIC SKILLS |
|
||
Ventriloquism |
|
Autohypnosis |
|
|
|
Writing |
|
Blind Fighting |
|
||
PERCEPTION SKILLS | Body Control |
|
|||
Diplomacy |
|
Hypnosis |
|
|
|
Fast Talk |
|
Martial Arts (+6 moves) |
|
|
|
Gambling |
|
Meditation |
|
||
Interrogation |
|
Mind Block |
|
||
Intimidation |
|
Paraphysics |
|
||
Leadership |
|
SUPERHERO SKILLS |
|
||
Lipread |
|
*Special | |||
Mimicry |
|
THIEF SKILLS |
|
||
Seduction |
|
Begging |
|
||
Shadowing |
|
Camouflage |
|
||
Sign Language |
|
Cloak |
|
||
CLERIC SKILLS |
|
Disguise |
|
||
Biology |
|
|
Escape Artist |
|
|
Diagnosis |
|
|
Forgery |
|
|
Exorcism |
|
Hacking |
|
|
|
Herbalist |
|
|
Holdout |
|
|
Physician |
|
|
Martial Arts (+7 moves) |
|
|
Praying |
|
Martial Arts Weapons |
|
|
|
Theology |
|
Pick Locks |
|
|
|
Yin-Yang Healing |
|
|
Pick Pockets |
|
|
ENGINEER SKILLS |
|
Poisons |
|
||
Bioengineering |
|
|
Set/Disarm Traps |
|
|
Chemistry |
|
|
Streetwise |
|
|
Bench-Thumping |
|
|
|||
MacGyverisms |
|
||||
Technobabble |
|
|
ATHLETE SKILLS |
|
|
SKILL |
|
|
Body Control |
|
Vehicle Surfing |
|
||
Contortionism |
|
Vehicle Weapons |
|
|
|
Endurance |
|
PERFORMER SKILLS | |||
Wrestling Moves |
|
|
Escape Artist |
|
|
DIPLOMAT SKILLS | Speed-Change |
|
|||
Detect Lies |
|
Stunts |
|
||
Diplomatic Immunity |
|
Trickshots |
|
||
Parlay |
|
||||
Universal Contacts |
|
||||
PILOT SKILLS | |||||
Push Engine |
|
||||
Stunt Driving |
|
COSTS
Breath
Control...........SIMPLE..........none
The skill
of holding one's breath for long periods of time (AT minutes and roll
every
extra minute at an ever increasing diffuculty), or taking a breath when
surprised. Having this skill supercedes the basic Athletic Skill
for these tasks, and reduces the difficulty of the task by one rank
(such as from Hard to Average).
Climbing...........EASY..........none
The skill
of climbing walls, mountains, elephants, whatever, with equipment or
without.
Having
this skill supercedes the basic Athletic Skill for these tasks,
and reduces the difficulty of the task by one rank (such as from Hard
to
Average).
Parachuting...........SIMPLE..........TL4+
This skill
includes skydiving, hang-gliding and other such activities. Having
this
skill supercedes the basic Athletic Skill for these tasks,
and
reduces the difficulty of the task by
two ranks (such as from Hard
to Simple).
Running...........EASY..........none
The skill
of running for long distances, or at fast speeds in order to catch up
to
a vehicle, evade enemies, etc.
Having this skill supercedes the basic
Athletic
Skill for these tasks, and reduces the difficulty of the task
by
one rank (such as from Hard to Average).
Skiing/Skating...........SIMPLE..........TL3+
This skill
includes skating, roller-skating, skiing, ski jumping, raqueting, and
other
such activities. Having this skill supercedes the basic Athletic
Skill for these tasks, and reduces the difficulty of the task
by
one rank (such as from Hard to Average).
Sports...........EASY..........none
The knowledge
of any sport present in any given world, and the ability to play that
sport
well. Having this skill supercedes the basic Athletic Skill
for
these tasks, and reduces the difficulty of the task by one rank
(such
as from Hard to Average).
Swimming...........EASY..........none
The skill
of swimming quickly, or great distances, or to stay afloat, or save a
drowning
victim, as well as diving, scuba diving and deep sea diving. Having
this skill supercedes the basic Athletic Skill for these tasks,
and reduces the difficulty of the task by one rank (such as from Hard
to
Average).
Zero-G
Movement...........SIMPLE..........TL7+
The skill
of moving in a null-gravity environment. It does not include Spacesuit
Operation however. Having this skill supercedes the basic Athletic
Skill for these tasks, and reduces the difficulty of the task
by
one rank (such as from Hard to Average).
Archaeology/Paleontology...........HARD..........TL5+
Understanding
and knowledge of artifacts, antiquities and ruins. With this skill, you
can tell a non-magical artifact's value, history and origins, or the
history
and lore of a particular legendary site or ruin. The skill also
includes
knowledge of prehistoric animals (read: those damn Dream Park
dinosaurs)
as per Zoology.
Botany...........SIMPLE..........none
Knowledge
of plants; their habits, environments and dangers. When using this
skill
on an alien plant, a successful Xenology roll must be made first.
Computer
Ops...........SIMPLE..........TL5+1+
The ability
to use computers and computer software as they were meant to be used,
search
computer files, etc. This skill does not include Programming. Having
this skill supercedes the basic Knowledge Skill for these tasks,
and reduces the difficulty of the task by one rank (such as from Hard
to
Average).
Ecology...........HARD..........TL6+
Knowledge
of the natural relationships of living beings, or of whole
environments.
It may be used to tell, for example, which creatures are vital to an
environment,
whether man could fit in that environment, what effects would man have
on it, or what function a creature has in the environment.
First
Aid...........SIMPLE..........TL4+
The ability
to use simple medical techniques on a wounded Player. Use of First Aid
permits the Player to recover one Wound per day; otherwise, no wounds
may
be recovered. It may also be used to perform CPR.
History...........HARD..........TL1+
Knowledge
of the recorded past of "our" world, though it may relate to the
Game World in some way.
Languages...........SIMPLE..........none
The ability
to speak or read foreign languages. This skill is used to determine if,
when first encountering a language in a Game, you know it or not.
Machine
Interface...........HARD..........TL8
The ability
to use direct machine links to control machines and computers. The
skill
determine your ability to get the machine to perform a specific task by
mental control via cyberdeck, and basically means your Player is
considered
to have a "jack" with which to access the Net.
Navigation...........SIMPLE..........none
The ability
to find your way from one lace to another, using maps, landmarks,
compasses
and/or other navigational tools. This skill is used interchangeably in
all epochs, including future-based Games where is can be described as
astrogation.
Having
this skill supercedes the basic Knowledge or Awareness Skill
for
these tasks, and reduces the difficulty of the task by one rank
(such
as from Hard to Average).
Physics...........HARD..........TL2+
Knowledge
of physics principle: levers, simple mechanical theories, advanced
theories,
quantum mechanics, etc. Previous successful use of this skill will
increase
any Energy, FTL , Steam or Temporal Tech roll by 2 points.
Programming...........V.HARD..........TL6+
The ability
to write instructions for computers, whether with punch cards, a
keyboard
or a cyberdeck. It may also be used to change or otherwise defeat
another
person's previous programs and instructions (Contest of Programming
skill).
Psychology/Anthropology...........SIMPLE..........none
The ability
to understand human motivation and actions. A successful previous use
of
Psychology skill will add 2 points to any Fast Talk or Seduction roll.
It also include the knowledge of "our" world's cultures and
customs
as they may relate to the Game World's. If a Game uses Sanity in
addition
to Wounds, the skill may be used like First Aid to make a patient
recover
one Sanity point each day.
Survival...........SIMPLE..........none
The knowledge
of how to live off the land, build fires, find water, shelter and
safety
in an outdoors environment. Can be used in alien environments at
½
(the basic principles of survival are genrally the same).
Tracking...........SIMPLE..........none
This skill
of following someone or something's trail. This skill can be used to
follow
the person directly, or simply follow their footprints and other
traces.
It can also be used to read any tracks discovered in an area. Having
this skill supercedes the basic
Awareness Skill for these tasks,
and reduces the difficulty of the task by
two ranks (such as from
Hard to Simple).
Xenology...........HARD..........TL9+
The study
of alien lifeforms, whether intelligent or not; understanding their
habits,
environments and dangers. When using a Diagnosis skill on an alien, a
successful
Xenology roll must be made first. (The Bones McCoy Saves the Horta
Rule.)
Zoology...........SIMPLE..........none
Knowledge
of terrestrial animals, their habits, environments and dangers. Alien
animals
require use of Xenology; however, Zoology can be defaulted to at one
third
(round down).
Driving...........SIMPLE..........TL5+
The skill
of driving any commonplace private ground vehicle, such as an
automobile,
dune buggy, truck, bus, tank, etc.
Exoskeleton...........HARD..........TL8+
The skill
of using battle suits and other small-scale "mecha" that give the user
super-human strength and/or other enhancements.
Motorcycle...........SIMPLE..........TL6-8
The skill
of driving any small, personal ground vehicle with less than four
wheels.
Includes motorbikes, scooters, fanbikes, jet bikes, trikes, etc.
Pilot
Aircraft...........HARD..........TL4+
The skill
of flying any type of aircraft, including jets, propeller planes,
anti-gravity
vehicles (like those flying cards we were promised), balloons, blimps
and
helicopters.
Pilot
Boat...........SIMPLE..........none
The skill
of driving or staffing water and underwater vehicles, such as
powerboats,
battleships, frigates, hovercraft and submarines, as well as the
general
skill of rowing.
Pilot
Mecha...........HARD..........TL8+
The skill
of piloting any giant war machine or robot.
Pilot
Spacecraft...........HARD..........TL9+
The skill
of flying all types of spaceships, including fighters, cargo ships,
battleships,
space cruisers and NASA hardware.
Sailing...........HARD..........none
The skill
of controlling any wind driven craft, no matter what size. Can also be
used to control "solar" sailing vehicles as well.
Spacesuit
Operation...........SIMPLE..........TL7+
The skill
of safely using spacesuits and jetpacks in low or heavy gravity, though
Zero-G Movement is still required for operations in no gravity. The
skill
includes understanding how to put on and remove a suit, checking the
air
supply, etc.
Teamster...........SIMPLE..........TL1+
The skill
required to drive any animal-drawn conveyance. Having this skill
supercedes
the basic Willpower Skill for these tasks, and reduces the
difficulty
of the task by one rank (such as from Hard to Average).
Artist...........SIMPLE..........none
The skill
of producing paintings, drawings, prints, ceramic and sculpture of a
pleasing
nature, for entertainment or money.
Bard...........SIMPLE..........none
The ability
to tell enthralling stories or tales. To use this as a diversion, make
a Contest between your skill (+2 if you rolled successfully on Musical
Instrument just before) and an individual's (or crowd's) Willpower. A
distracted
party does not use Awareness against anyone using Stealth in the area.
Bullfighting...........HARD..........none
The ability
to taunt and enrage an animal, drawing all its attacks toward you. Roll
a Contest between your skill and the animal's Willpower. Particularly
stupid
villains and monsters may also be targeted with this skill (at the GM's
discretion).
Dancing...........EASY..........none
The skill
of dancing in a stylish and pleasing manner for entertainment or money.
Fire-Walking/Eating...........V.HARD..........none
The ability
to harmlessly walk on burning coals or broken glass at Very Slow
speeds,
and/or to eat/spit fire and swallow swords for entertainment or money.
Breathing fire on someone requires a Range Weapon attack at point blank
range and causes Serious damage (requires some kind of combustible oil).
Musical
Instrument...........SIMPLE..........none
The skill
of making music on an instrument; horns, strings, drums, electronics,
etc.
Photography...........EASY..........TL4+
The skill
used for taking professional level photographs or visual recordings;
the
ability to use film and video cameras and compose "shots". The skill
also
includes developing film. A failed roll may mean the subject is blurry,
over-exposed or out-of-frame. Having this skill supercedes the
basic
Awareness
Skill for these tasks, and reduces the difficulty of the task
by
one rank (such as from Hard to Average).
Singing...........EASY..........none
The ability
to sing in a pleasant manner for entertainment or money.
Sleight
of Hand...........HARD..........none
The skill
of making small items appear and disappear at will while being watched
- stage magicianship. Can be used as a default to Pick Pocket at
½
skill.
Snake
Charming...........V.HARD..........none
The ability
to use a musical instrument (you need Musical Instrument, but need not
make a roll on it) to subdue an aggressive animal (snake, bull, tiger,
etc.). On a successful roll, the animal (or dumb monster, at the GM's
discretion)
will not attack any party member.
Ventriloquism...........V.HARD..........none
The ability
to "throw" your voice; to make sounds without moving your lips or make
your voice appear to come from any other location within a Small Area
of
your position.
Writing...........SIMPLE..........none
The skill
of creating poetry, prose, non-fiction, songs or other writings for
entertainment
or money. If you have this skill, you are considered to have a pad and
pencil.
Fast
Talk...........EASY..........none
The skill
of talking others into doing what you want them to do. This skill is
rolled
against the target's Willpower; the amount of agreement is based on how
much more your total is than the target's (1-2 points=grudging
agreement,
3-4 points=general agreement, 5+ points=enthusiastic agreement). If the
victim has the chance to think about it, he or she may go back on their
word. Having this skill supercedes the basic Willpower Skill
for these tasks, and reduces the difficulty of the task by one rank
(such as from Hard to Average).
Gambling...........EASY..........none
The ability
to make wagers, place bets, play card/dice games, etc. successfully.
Against
another Gambler, roll a Contest of skills.
Interrogation...........SIMPLE..........none
The skill
of talking others into revealing information they want to keep secret.
This skill is rolled against the target's Willpower; the amount of
agreement
is based on how much more your total is than the target's (1-2
points=some
information, 3-4 points=most information, 5+ points=all information). Having
this skill supercedes the basic Willpower Skill for these tasks,
and reduces the difficulty of the task by one rank (such as from Hard
to
Average).
Intimidation...........SIMPLE..........none
The skill
of scaring others into doing what you want them to do. This skill is
rolled
against the target's Willpower; the amount of agreement is based on how
much more your total is than the target's (1-2 points=grudging
agreement,
3-4 points=general agreement, 5+ points=enthusiastic agreement). You
require
a weapon or show of physical force (higher numbers will do). An
intimidated
character will not go back on his or her word later (unlike a
Fast-Talked
character). Having this skill supercedes the basic Willpower
Skill
for these tasks, and reduces the difficulty of the task by one rank
(such as from Hard to Average).
Leadership...........HARD..........none
The ability
to successfully lead/order friendly NPCs into dangerous or stressful
situations.
This skill is rolled against the target's Willpower; the amount of
agreement
is based on how much more your total is than the target's (1-2
points=grudging
agreement, 3-4 points=general agreement, 5+ points=enthusiastic
agreement).
Having
this skill supercedes the basic Willpower Skill for these tasks,
and reduces the difficulty of the task by one rank (such as from Hard
to
Average).
Lipread...........SIMPLE..........none
The ability
to understand conversations even when the speaker cannot be heard, as
long
as his mouth can be clearly viewed.
Mimicry...........HARD..........none
The ability
to mimic other people's voices, animal sounds and general Black Guy in
Police Academy stuff.
Seduction...........EASY..........none
The ability
to be a good lover; to successfully carry off romantic "moves" and
sexual
encounters.
Shadowing...........SIMPLE..........none
The ability
to follow a character without being seen. Two rolls are required, one
against
the individual's Stealth not to lose them, and one against their
Awareness
not to be detected. Having this skill supercedes the basic Awareness
and Stealth Skills for these tasks, and reduces the difficulty
of the tasks by one rank (such as from Hard to Average).
Sign
Language...........SIMPLE..........none
The ability
to use and understand forms of sign language. Two Players with this
skill
may communicate with one another silently.
Diagnosis...........SIMPLE..........TL1+
The ability
to recognize an illness and determine treatment. This skill must be
used
successfully before any attempt to cure a disease or illness (not
injury)
can be made.
Exorcism...........V.HARD..........none
The cleric
calls upon his god(s) to force a soul out of an unnatural union with
another
body or artifact. The ritual takes twice as many hours as the
spirit/demon's
Willpower, and the Cleric must roll a Contest between his skill and the
spirit's Willpower (only once, at the end of the ritual). Requires a
Holy
Symbol.
Herbalist...........HARD..........TL0-4
The ability
to find and administer medicinal herbs, perform primitive surgery (such
as amputations or leeching) and in general use all of the skills of a
low-tech
"physician" (requires access to a wilderness area). With successful use
of this skill (1 x per patient per day), the normal healing rate of a
wounded
Player can be increased to 2 Wounds per Game Day.
Physician...........V.HARD..........TL5+
The ability
to administer drugs, perform surgery and in general use all of the
skills
of a professional physician (requires a working hospital, clinic or
sickbay).
With successful use of this skill (1 x per patient per day), the normal
healing rate of a wounded Player can be increased to 2 Wounds per Game
Day.
Praying...........HARD..........none
The ability
to pray to one's god(s) to recover lost Miracle points. A Cleric may
pray
to recover a point in any Miracle he's used, rolling his skill on the
difficulty
of the Miracle (vs. 6 for Simple, 8 for Hard, 10 for V.Hard and 12 for
E.Hard). On a successful roll, 1 skill point is recovered. The prayer
requires
one uninterrupted hour for each attempt at regaining a point, rolled at
the end of that hour. You are +1 to skill if you have a Holy Symbol to
concentrate on.
Theology...........SIMPLE..........none
Knowledge
of "our" world's religions as they relate to the Game World's,
it
can also be used to engage religious characters into theological
debate,
rolling a Contest between your skill and theirs or their Knowledge. On
a successful roll, you may gain +2 on
any later attempt at Diplomacy,
Fast Talk or Leadership on the character.
Yin-Yang
Healing...........E.HARD..........TL3+
The skill
of using acupuncture, massage and other soft medicines to reajust a
person's
medical balance. With successful use of this skill (1 x per patient per
day), the normal healing rate of a wounded Player can be increased by
an
extra Wound per Game Day (that is, in addition to Physician, Herbalist
or First Aid's regained points). It may also be applied to a Cursed
player
to remove that Curse. If you have this skill, you are considered to
have
acupunture tools.
Chemistry...........SIMPLE..........TL4+
Knowledge
about chemical bonding, chemical formulas, periodic tables,
laboratory
techniques and use of chemicals to create certain compounds (like
gunpowder).
To create a compound, you must have access to a laboratory or at least
the raw elements.
Civil
Engineering...........SIMPLE..........TL1+
The skill
of repairing, modifying and maintaining large stable structures such as
bridges and buildings. It may be used to spot a flaw in a design or
standing
structure, or as general architectural knowledge. Having this skill
supercedes the basic Tinkering Skill for these tasks, and
reduces
the difficulty of the task by one rank (such as from Hard to Average).
Craftsmanship...........SIMPLE..........TL0-7
The ability
to create fine artifacts and other beautiful things using metal, wood,
gems, etc. With this skill, you could make jewelry, furniture, pottery
or other artistic and useful items. Building or repairing armor and
weapons
is also possible, but would require a working forge.
Cyberdeck
Operation...........SIMPLE..........TL8
The skill
of using a Cyberdeck to enter the Net and hack into systems. Any attack
on a defense program is made (and Dodged) using this skill. The skill
is
also used instead of Stealth while inside the Net.
Cybertech...........HARD..........TL8+
The skill
of repairing, modifying and maintaining cybernetic hardware. Having
this skill supercedes the basic Tinkering Skill for these tasks,
and reduces the difficulty of the task by one rank (such as from Hard
to
Average).
Demolitions...........HARD..........TL2+
The ability
to safely handle and efficiently use explosives, from Greek fire to
anti-matter
bombs. The skill includes everything from building bombs from scratch
to
laying down contact wires. It can also be used to defuse a bomb and
dispose
of dangerous materials safely. Having this skill supercedes
the
basic Tinkering Skill for these tasks, and reduces the
difficulty
of the task by two ranks (such as from Hard to Simple). This
skill is required to purchase explosives (except grenade-type weapons).
Electronics...........SIMPLE..........TL7+
The skill
of repairing, modifying and maintaining electronic and electric
circuits
and hardware. Having this skill supercedes the basic Tinkering
Skill
for these tasks, and reduces the difficulty of the task by one rank
(such as from Hard to Average).
Energy
Tech...........HARD..........TL9+
The knowledge
of repairing, maintaining and modifiying any high energy power plant
(neutronic,
fusion, antimatter, etc.) or energy weapon. Having this skill
supercedes
the basic Tinkering Skill for these tasks, and reduces the
difficulty
of the task by two ranks (such as from Hard to Simple).
FTL
Tech...........HARD..........TL10+
The knowledge
of repairing Faster Than Light engines of all types (warp drives,
hyperdrives,
stutterdrives, etc.), as well as the modification an upkeep of same. Having
this skill supercedes the basic Tinkering Skill for these tasks,
and reduces the difficulty of the task by two ranks (such as
from
Hard to Simple).
Geology...........SIMPLE..........none
The knowledge
of oil, rocks, metal ores, minerals and minerals, about earthquakes and
volcanoes, and about fossils. The skill can also be used to find water
in any given landscape with an eye toward erosion patterns.
MacGyverisms...........E.HARD..........none
The skill
of constructing any number of simple gadgets with household or natural
items. For example, a coat hanger, a piece of string and a billiard
ball
might be turned into a door trap, cleaning products might become a
simple
bomb, or an animal's bladder could become primitive underwater
breathing
gear. Think of McGyver, yes, but also of Rahan.
Mechanics...........SIMPLE..........none
The ability
to repair, construct, modify and maintain simple and complex mechanical
devices and hardware (like engines, pumps, etc.). Having this skill
supercedes the basic Tinkering Skill for these tasks, and
reduces
the difficulty of the task by one rank (such as from Hard to Average).
Salvage...........SIMPLE..........none
The ability
to find useful machine parts in any wreck, crash site, dump, garage,
etc.
Any found technology ("Look, I found a power cell with some juice left
in it!") of the right type gives a +2 to any attempt to repair an item
(to the appropriate skill).
Set/Disarm
Traps...........HARD..........none
The skill
of setting/disarming non-electronic and electronic traps and security
devices.
Having
this skill supercedes the basic Tinkering Skill for these tasks,
and reduces the difficulty of the task by one rank (such as from Hard
to
Average). Thieves have an identical, but
easier
to learn, skill.
Steam
Tech...........SIMPLE..........TL5+1
The ability
to repair, construct, modify and maintain Steam Age devices (TL5+1),
that
is to say advanced devices based on less advanced technology (such as
Captain
Nemo's submarine or Metropolis' automaton). Having this skill
supercedes
the basic Tinkering Skill for these tasks, and reduces the
difficulty
of the task by one rank (such as from Hard to Average).
Technobabble...........HARD..........TL8+
The skill
of coming up with solutions for engineering or scientific problems
using
Star Trek-like technobabble. The character simply says something like
"it
must be the subspace harmonic inducers, we could modify them with a
tetuon
particle calibrator", and if the roll is successful, it's true. Another
roll on this same skill would allow for the modification, repair or
resolution
of the problem (if applicable).
Temporal
Tech...........V.HARD..........TL12+
The ability
to repair, construct, modify and maintain time machines and other time
and dimension technology.
Understand
Tech...........EASY..........TL4+
The ability
to decipher a new technology unfamiliar to you; you can figure out what
it is and how to operate it based on this skill. Having this skill
supercedes
the basic Tinkering Skill for these tasks, and reduces the
difficulty
of the task by one rank (such as from Hard to Average). Loremasters
have an identical, but harder to learn, skill.
Body
Language...........HARD..........none
The ability
to "read" an opponent's fighting style so as to give you an advantage
in
fighting them. On a successful roll, you gain +2 to either Hand to
Hand,
Melee Weapons or Dodge (only one each combat turn, your choice) against
that opponent if they are using Melee Weapons or Hand to Hand.. You may
also use it to boost your Fencing, Martial Arts, Martial Arts Weapons
or
Polearms, but only if your opponent is also using that skill or its
related
weapons.
Fencing...........HARD..........TL3+
The skill
of using rapiers, sabers and foils in combat. In general, these weapons
do greater damages than a regular sword. Without this skill, you may
use
these weapons by defaulting to Melee Weapons skill at ½ (round
down).
You may also use the skill to take away an opponent's blade weapon in
combat,
sending it flying to the ground. To do this, roll a Contest of skills
between
your skill and opponent's Fencing skill or ½ their Melee Weapons
skill. You may also parry Melee Weapon attacks by substituting Fencing
for Dodge. A Fencer can purchase Fencing Weapons
from any past era without restriction.
Heavy
Weapons...........SIMPLE..........none
The skill
of using any bazookas, personal missile launchers, energy and other
cannon,
machineguns, etc., as well as catapults, battering rams and ballistae.
Without this skill, you may use these weapons by defaulting to Ranged
Weapon
skill at ½ (round down). Note that there are no Heavy Weapons
for
sale in Dream Park though they may be found in the Game.
Lasso/Bola...........HARD..........none
The skill
required to use entangling weapons such as the lasso, bola or net.
Includes
the technique to turn any good length of rope into a lasso.
Martial
Arts...........HARD..........TL3+
The knowledge
of a specialized fighting form (karate, judo, boxing, savate,
wrestling,
etc.). Martial Arts do one level of damage higher than normal Hand to
Hand
(usually, Very Light will become Light, or Light will becomes Serious
for
a kick.) You may use the skill to Parry a Hand to hand or Martial Arts
attack, reducing its damage by one class (from Light to very Light for
example) by substituting your skill for Dodge. A Martial Artist also
has
the option of purchasing up to 2 of the following Moves (at the
same cost as skills; no higher than your Martial Arts skill; under no
circumstances
may non-Fighters purchase these Moves):
|
|
|
Breaking Blow |
|
|
Drunken Fighting |
|
|
Flying Fists |
|
|
Immobile Stance |
|
|
Mountain Heart |
|
|
Power Blow |
|
|
Push |
|
|
Breaking
Blow...........HARD..........none
The ability
to find the weakest spot in any object, hit it with your bare
hands/feet/head,
and thus destroy that object (just like all those karate
demonstrations).
It can also be used to find a weak spot on armor or a force field - on
a successful Breaking Blow vs. Dodge contest, treat opponent's armor as
3 defense classes below normal!
Drunken
Fighting...........SIMPLE..........none
To use this
skill, you must be drunk. If you are, you must use this skill instead
of
Hand to Hand/Martial Arts to attack, and instead of Dodge to defend.
Because
of your odd and unpredictable moves and behavior, opponent's suffer a
-2
penalty to hit you or dodge your wild blows. At the end of a fight, you
must make a Hard Willpower roll or pass out. When you come to a few
minutes
later, you will no longer be drunk, but would have a hangover (-1 to
all
skills for the next hour).
Flying
Fists...........HARD..........Magic must be allowed
The ability
to "throw" Martial Arts punches and kicks at a distance, turning
Martial
Arts into a Ranged Attack. Opponent is -2 to Dodge these blows. Damage
is as per a Martial Arts hit.
Immobile
Stance...........SIMPLE..........none
The ability
to anchor yourself to the ground using your balance. On a successful
roll,
it would take a number of men equal to your skill level to move you.
Using
this skill, you cannot be knocked down by anything less.
Mountain
Heart...........E.HARD..........none
The skill
that allows a Martial Artist to convince his body that it has taken
less
damage than it has actually taken. On a successful roll following any
damage,
the character takes only 1 Wound of damage instead of the indicated
number.
Difficulty is set by the amount of damage ignored.
Power
Blow...........V.HARD..........none
The skill
to draw from your inner strength to deliver a devastating punch or kick
raising its damage by four classes (usually from Very Light to Deadly)
using this skill instead of Martial Artist (M.A.'s extra damage class
is
not added). Each time you successfully do this, take 1 Wound damage
yourself.
Push...........SIMPLE..........none
The ability
to "gently" push away an adversary and cause them to lose their
balance,
regardless of their size (a hobbit could topple a Tyranosaurus Rex
using
this skill). To succeed you must roll a Contest between your
skill
andopponent's Athletics Skill.
Martial
Arts Weapons...........HARD..........TL3+
The knowledge
of how to use specific weapons related to a martial art, such as sai,
tonfa,
nunchaku, katana, etc. Without this skill, you may use these weapons by
defaulting to Melee Weapon skill at ½ (round down). In general,
these weapons tend to be more silent and/or cool than others. If you
have
this skill, you may purchase Martial Arts
Weapons
from any past era without restriction. Thieves
have an identical, but harder to learn, skill.
Parry
Missile Weapons...........HARD..........none
The ability
to knock missile weapons out of the air as they come at you. To do
this,
roll your skill instead of Dodge. On a successful roll, the missile is
deflected away from you, in the direction of your choice (it may even
hit
another character). Difficulty is based on size of missile (bullets are
Extremely Hard to Parry), raising the difficulty by one class when you
attempt to deflect it toward a specific target.
Polearms...........SIMPLE..........none
The skill
of using any long-shafted weapon, including spears (for stabbing),
pikes,
naginata, staves, etc. Without this skill, you may use these weapons by
defaulting to Melee Weapon skill at ½ (round down). In general,
these weapons tend to have more range than other Melee Weapons. If you
have this skill, you may purchase Polerarms
from any past era without restriction.
Shield...........SIMPLE..........none
The skill
required to use shields to attack a target or parry a blow. Without
this
skill, you may use shields by defaulting to Melee Weapon skill at
½
(round down), and no matter what, they are still considered Armor.
However,
with the skill, you may use shields to knock down an opponent, use the
damage rating of any shield (see Equipment lists) and Parry any attacks
by substituting your Shield skill for Dodge. Any parried attack causes
you no damage, though a Shield may be destroyed if hit with 3 times the
number of Wounds it usually protects from in a single blow.
Speedload...........EASY..........TL5+
The ability
to reload a Ranged Weapon without losing a turn to do so. On a
successful
roll, you may fire a weapon on the same turn you loaded it.
Tactics...........HARD..........none
The ability
to plan combat tactically. If you know ahead of time that you will be
involved
in combat, and help plan the attack on opposing characters (or defense
against them), you may roll on your Tactics skill. On a successful
roll,
all participants on your side are +1 to Melee Weapons, Ranged Weapons,
Hand to Hand, Dodge, Stealth and Awareness rolls for all pre-planned
actions.
Difficulty is set by just how much you planned the combat (as opposed
to
other players). You may also use the skill to analyze your opponent's
tactics
("He's heading for the gap in oiur forces!").
Vehicle
Weapons...........SIMPLE..........TL5+
The skill
of using any vehicle-mounted weapon whether on planes, ground vehicles,
ships, spacecraft, etc. Includes energy cannon, missile launchers,
ballistae,
cannon, machineguns, deathrays, etc. If it can be put on a vehicle, you
can use it. Without this skill, you may use a Vehicle Weapon by
defaulting
to Range Weapons skill at ½ (round down). Note that there are no
Vehicles for sale in Dream Park though they may be found in the Game.
Area
Knowledge...........SIMPLE..........none
The knowledge
of the place where you first begin the Game (but not locales you might
move to later). This knowledge includes commercial venues, street
names,
animal species, short cuts and some historical background.
Augury...........E.HARD..........none
The ability
to interpret dreams and omens to get clues about the future. This may
be
done in a variety of ways, from reading the flight of a sparrow to
cards
and tea leaves. When successfully done using a method in-character for
the Game World (a successful Anthropology roll might give up the
method),
the GM may answer one question about future events in the Game. Magic-Users
have an identical, but easier to learn, skill.
Criminology...........HARD..........TL5+
The knowledge
of police procedure, crime lab techniques and profiling. This skill is
used to dust for fingerprints, analyze blood splatter patterns, respect
search protocols, and get into the head of a serial killer based on the
way he committed his crime. Any clue found with this skill gives you +2
to any later Deduction roll. If you have this skill, you are considered
to have a fingerprint kit, rubber gloves and evidence baggies.
Cryptography...........HARD..........none
The ability
to decipher codes, ciphers or other encrypted messages, as well as use
them (If more than one Player knows Morse Code for example, they may
communicate
this way.) Having this skill supercedes the basic
Knowledge Skills
for these tasks, and reduces the difficulty of the tasks by two
ranks (such as from Hard to Simple).
Deduction...........V.HARD..........none
By careful
observation, the Loremaster is able to determine the most recent events
(within a day) in a certain location, or to determine something about
the
use or user of a particular object. This is equivalent to Sherlock
Holmes'
famous "From this pipe ash, I deduce that a left handed Indian with a
limp
entered the room at nine o'clock" skill.
Detect
Lies...........HARD..........none
The ability
to know when a person is lying, whether you're just talking to them or
flat-out interrogating them. This is usually a Contest between your
skill
and their Knowledge. If you cannot clearly see the person's face, the
difficulty
rises by one level.
Identify
Magical Object...........HARD..........none
This skill
allows the Loremaster to, by reading the magical fluxes placed upon an
object, decipher its use. Magic-Users
have
an identical, but harder to learn, skill.
Know
GameMaster...........V.HARD..........none
The
out-of-Park
knowledge of any particular GameMaster's personality, interests and
design
ethos, which may be used to figure out what comes next in a Game. To
use
this skill, simply ask a question regarding the Game your are
participating
in. On a successful roll, you get the right answer to that question.
Law...........SIMPLE..........TL1+
The knowledge
of whatever law the Game World follows. This may be used to act as a
lawyer
for oneself or others, to catch the police in an unconstitutional
search,
or to successfully apply for a permit of some kind (or simply to know
such
a permit is required).
Research...........SIMPLE..........TL1+
The ability
to use databases, libraries and other storehouses of information to
find
facts. The Loremaster not only knows how to get the information, but
also
where to look for it in the most expeditious form. Having this
skill
supercedes the basic
Knowledge Skills for these tasks, and reduces
the difficulty of the tasks by one rank (such as from Hard to Average).
Speak
to Animals...........V.HARD..........none
Through
observation
of an animal's movements, gestures, sounds and so on, the Loremaster
can
get answers to simple questions. Equivalent to the famous "What is it,
Lassie? Trouble? Yes? Is it Timmy? Is he in the mineshaft?"
Understand
Tech...........HARD..........TL4+
The ability
to decipher a new technology unfamiliar to you; you can figure out what
it is and how to operate it based on this skill. Having this skill
supercedes
the basic Tinkering Skill for these tasks, and reduces the
difficulty
of the task by one rank (such as from Hard to Average).Engineers
have an identical, but easier to learn, skill.
Arcane
Lore...........V.HARD..........none
Knowledge
of magical facts and legends. This can be used to discover information
about how, where and when magic has been used, and by whom. Doesn't
allow
you to use magic yourself, however. Magic-Users have an identical, but
harder to learn, skill. Loremasters have
an
identical, but easier to learn, skill.
Augury...........V.HARD..........none
The ability
to interpret dreams and omens to get clues about the future. This may
be
done in a variety of ways, from reading the flight of a sparrow to
cards
and tea leaves. When successfully done using a method in-character for
the Game World (a successful Anthropology roll might give up the
method),
the GM may answer one question about future events in the Game. Loremasters
have an identical, but harder to learn, skill.
Identify
Magical Object...........V.HARD..........none
This skill
allows the Magic-User to, by reading the magical fluxes placed upon an
object, decipher its use. Magic-Users have an identical, but harder to
learn, skill. Loremasters have an
identical,
but easier to learn, skill.
Ritual
Magic...........SIMPLE..........none
The
understanding
of magic spellcasting, which can be used to know what spell a
magic-user
is casting, what a magic ritual is for, etc. Miracles can also be
understood
in the same way, but at one difficulty level higher.
Spellcraft...........HARD..........none
The ability
to study one's spells to recover lost Spell points. A Magic-User may
study
to recover a point in any Spell he's used, rolling his skill on the
difficulty
of the Spell (vs. 6 for Simple, 8 for Hard, 10 for V.Hard and 12 for
E.Hard).
On a successful roll, 1 skill point is recovered. Study requires one
uninterrupted
hour for each attempt at regaining a point, rolled at the end of that
hour.
The skill requires some kind of written material to study (Papyrus,
Grimoire
or Books).
Spell
Throwing...........SIMPLE..........none
The skill
required to use long-range offensive spells like Fireballs, Blasts of
Force,
etc. Without this skill, you may throw a spell by defaulting to Range
Weapons
skill at ½ (round down).
Blind
Fighting...........V.HARD..........none
You may use
this skill instead of your Melee Weapons skill (or related weapon
skill),
Hand to Hand or Martial Artist (though you may declare Martial Arts are
being used to get the damage bonus) when fighting blind (actually
blinded,
or in the dark), avoidingt the usual -4 penalty to combat skills.
Body
Control...........HARD..........none
The ability
to control and affect involuntary biological functions like heart rate,
blood flow and digestion. On a successful roll, the character may
appear
to be dead (Contest of skills against a Medic's Physician skill to fool
a real doctor). The skill can also be used to counter the effects of a
poison if the Psionic knows he has been poisoned.
Hypnotism...........V.HARD..........TL1+
The ability
to mesmerize others, using voice, spinning objects, etc. Hypnosis is
used
against the target's Willpower skill. For minor questioning, you must
beat
the target's roll by at least 1 point. For simple instructions ("Bark
like
a dog."), your roll must be greater by 3. For instructions that are
strongly
resisted by the target ("Take off all your clothes"), your roll must be
greater by 5. You cannot hypnotize people into killing themselves. Note
that an opponent who does not want to be hypnotized is +4 to Willpower.
Martial
Arts...........HARD..........TL3+
The knowledge
of a specialized fighting form (karate, judo, boxing, savate,
wrestling,
etc.). Martial Arts do one level of damage higher than normal Hand to
Hand
(usually, Very Light will become Light, or Light will becomes Serious
for
a kick.) You may use the skill to Parry a Hand to hand or Martial Arts
attack, reducing its damage by one class (from Light to very Light for
example) by substituting your skill for Dodge. A Martial Artist also
has
the option of purchasing up to 2 of the following Moves (at the
same cost as skills; no higher than your Martial Arts skill; under no
circumstances
may non-Psionics purchase these Moves):
|
|
|
Hand of Death |
|
|
Hypnotic Hands |
|
|
Kiai |
|
|
Mental Strength |
|
|
Precognitive Parry |
|
|
Zen Archery |
|
|
Hand
of Death...........E.HARD..........Psionics must be allowed
This skill
allows then Psionic to deliver a mortal punch or kick raising its
damage
by six classes (usually from Very Light to Extremely Deadly) using this
skill instead of Martial Artist (M.A.'s extra damage class is not
added).
Each time you successfully do this, take 3 Wounds damage yourself.
Hypnotic
Hands...........V.HARD..........none
The ability
to make hypnotic gestures with your hands, lulling your adversary into
a trance-like state. To do this, roll a Contest between your skill and
your opponent's Willpower (you may not actually attack during this
turn).
If you succeed, your opponent is mentally stunned and will not attack
or
Dodge any attacks until the end of the next full combat turn. On your
next
turn, you may give him or her a suggestion (go over there, lay down
your
arms, etc.), which will be obeyed so long as they understand your
language.
Kiai...........HARD..........Psionics
must be allowed
The ability
to channel your Chi outward, giving a mighty shout that freezes lesser
foes. To do this, roll a Contest between your skill and opponent's
Willpower.
If you succeed, your target is frozen in fear for a number of turns
equal
to the difference between your two rolls (minimum 1). Though everyone
technically
hears the shout, you direct your Chi at only one target.
Mental
Strength...........SIMPLE..........none
The ability
to focus Chi to resist mental attacks during combat (including those of
your own phobias). Substitute this skill for Willpower whenever you
need
to roll against that skill during combat.
Precognitive
Parry...........HARD..........none
The ability
to sense an arrow, bullet or beam coming at you and parry it with a
weapon,
shield, limb, or other object, allowing you to parry (not Dodge) Ranged
Weapons you normally could not. Use this skill instead of Dodge when
you
want to do this instead; the GM must tell you the number you must roll
over before you decide.
Zen
Archery...........V.HARD..........Psionics must be allowed
The skill
required to use bows, longbows, and compound bows (crossbows use Range
Weapons skill), with one twist: the Psionic can (and must!) use the Bow
blindfolded, without looking, in darkness or at a target that is
invisible
either because of a special power or its position (must still be within
range). The Psionic does this at no penalty! A Zen Archer can purchase
Bows from any past era without restriction.
Meditation...........HARD..........none
The ability
to meditate recover lost Psionic points. A Psionic may meditate to
recover
a point in any Psionic Discipline he's used, rolling his skill on the
difficulty
of the Discipline (vs. 6 for Simple, 8 for Hard, 10 for V.Hard and 12
for
E.Hard). On a successful roll, 1 skill point is recovered. Meditation
requires
one uninterrupted hour for each attempt at regaining a point, rolled at
the end of that hour.
Mind
Block...........SIMPLE..........none
The abililty
to consciously put up a non-psionic mental block against telepaths and
empaths listening in on your thoughts and emotions. For example, you
might
recite a long poem in your head, or calculate Pi to its Nth decimal to
counter another Psionics' attempt at intruding on your thoughts. To do
this, roll a Contest between your skill and the Psionic's Willpower.
Paraphysics...........SIMPLE..........none
The knowledge
of psionic powers, how they are generated biologically and physically,
and the ability to sense who is using such a power in any given
situation.
Camouflage...........HARD..........none
The ability
to use natural materials and/or paints to hide yourself in plain sight.
If you fail a Stealth roll while Camouflaged, you may roll a Contest of
your skill against an opponent's Awareness to remain unnoticed anyway.
Cloak...........HARD..........none
The skill
of using a cloak or cape, both offensively and defensively. Using this
skill, you may throw the cloak on an opponent to obscure their vision,
pull it out from under their feet at the right moment (may also be used
on rugs), entangle their arm or weapon in it, snap it at their face
(resulting
in the loss of a combat turn). Without this skill, you may use these
weapons
by defaulting to Melee Weapon skill at one third (round down). If you
have
this skill, you may purchase Cloaks from any past era without
restriction.
Disguise...........HARD..........none
The skill
of making yourself look like someone else (or in low tech Worlds,
possibly
like an animal), or of changing someone else's appearance. In TL5 or
higher,
comes with a make-up kit.
Escape
Artist...........HARD..........none
The skill
of getting out of bindings, manacles, nets and other entanglements,
even
to the point of dislocating limbs to do so.
Forgery...........V.HARD..........TL1+
The ability
to alter or copy signatures, create false documents, forge coinage,
etc.
It may also be used to recognize a forgery.
Hacking...........V.HARD..........TL7+
The skill
of getting information out of a computer system, or changing that
information,
by breaking security codes and passwords. The GM may require you to
roll
a Contest between your skill and an opponent's Programming skill in
these
cases. Hacking may also be used to some effect during Cyberdeck
Operation
either by the same Player or remotely helping someone who is
inside
the Net.
Holdout...........SIMPLE..........none
The skill
of hiding an item either on your person, or elsewhere. To find said
item,
someone would have to roll a Contest between their Awareness and your
skill.
Difficulty is usually set by the size of the item. Having this
skill
supercedes the basic Stealth Skill for these tasks, and
reduces
the difficulty of the task by one rank (such as from Hard to Average).
Martial
Arts...........HARD..........TL3+
The knowledge
of a specialized fighting form (karate, judo, boxing, savate,
wrestling,
etc.). Martial Arts do one level of damage higher than normal Hand to
Hand
(usually, Very Light will become Light, or Light will becomes Serious
for
a kick.) You may use the skill to Parry a Hand to hand or Martial Arts
attack, reducing its damage by one class (from Light to very Light for
example) by substituting your skill for Dodge. A Martial Artist also
has
the option of purchasing up to 2 of the following Moves (at the
same cost as skills; no higher than your Martial Arts skill; under no
circumstances
may non-Thieves purchase these Moves):
|
|
|
Blinding Touch |
|
|
Flying Leap |
|
|
Invisibility Art |
|
|
Light Walk |
|
|
Pressure Points |
|
|
Pressure Secrets |
|
|
Throwing Art |
|
|
Blinding
Touch...........HARD..........none
The skill
to attack a specific pressure point that blinds the target temporarily.
If an attack using this skill succeeds, the target is blinded for 2-12
seconds (fighting blind, so -4 to skills). It only works on a human
body.
Flying
Leap...........SIMPLE..........none
This skill
allows the Martial Artist to make incredible leaps, covering more than
10 meters in a single bound. To use the skill, he must concentrate for
10 seconds before making the jump. If the roll succeeds, Athletics or
Jumping
is tripled for this jump (whichever is highest), which makes impossible
leaps quite possible. If the jump ends in a kick attack, it does two
levels
of damage higher than normal Hand to Hand (usually, Light will becomes
Critical) .
Invisibility
Art...........V.HARD..........Magic or Psionics must be allowed
The ninja's
fabled ability to stand in plain site without being noticed, even walk
through a crowd without being observed (though Difficulty is based on
the
number of potential "noticers". The Martial Artist must be very still
while
doing this, and must win a Contest between his skill and the Awareness
(at -2) of everyone who might see him.
Light
Walk...........SIMPLE..........none
The ability
to walk without leaving visible traces (may not be Tracked except by
smell)
even in sand and snow, as well as to walk on thin ice or other flimsy
surfaces.
Having
this skill supercedes the basic Stealth Skill for walking
silently,
with opposing Awareness being at -2 to detect.
Pressure
Points...........V.HARD..........none
The skill
to attack specific pressure points to paralyze an opponent. When you
make
an attack using this skill, roll a d6 to see where you hit your target:
1-head (stunned unless victim successfully rolls on Knowledge skill);
2-3-arms
(may drop their weapon and cannot attack using arm); 4-5-legs (may not
walk, or may even fall prone); 6-torso (victim starts suffocating,
taking
1 Wound each turn). All effects last for (10 - victim's Athletics
Skill)
turns. It only works on a human body.
Pressure
Secrets...........E.HARD..........none
The skill
to attack a specific pressure point that are the most vulnerable. In
essence,
this is Bruce Lee's "rip-through-the-chest" blow. When you hit with
this
skill, raise your blow's damage by five classes (usually from Very
Light
to Very Deadly) using this skill instead of Martial Artist (M.A.'s
extra
damage class is not added). Each time you successfully do this, take 2
Wounds damage yourself. It only works on a human body.
Throwing
Art...........V.HARD..........none
The ability
to turn any object into a deadly weapon. Forks, kitchen knives, and
other
sharp object can be thrown like daggers; any blunt object, like a
paperweight
or baseball can be thrown as well. Even playing cards do cutting
damage.
When throwing such an object, it may do Very Light or Light damage at
the
GM's discretion, but it may bypass armor (though not Force Fields).
Martial
Arts Weapons...........V.HARD..........TL3+
The knowledge
of how to use specific weapons related to a martial art, such as sai,
tonfa,
nunchaku, katana, etc. Without this skill, you may use these weapons by
defaulting to Melee Weapon skill at ½ (round down). In general,
these weapons tend to be more silent and/or cool than others. If you
have
this skill, you may purchase Martial Arts
Weapons
from any past era without restriction.
Fighters
have an identical, but easier to learn, skill.
Pick
Locks...........SIMPLE..........TL3+
The skill
of opening locks without using the proper keys. Can also be used to
open
more advanced computer and electronic locks as well. You do not need
Lockpicks
to do any of this, but they might give you a bonus to your roll.
Pick
Pockets...........SIMPLE..........none
The skill
of removing weapons, purses, money, etc. from someone else without
their
knowledge. Normally made against the target's Awareness Skill roll.
Poisons...........V.HARD..........none
The skill
required to safely handle, and even make, poisons. Players without this
skill may not purchase or use any type of Poison from the Equipment
lists.
Making poisons requires access to natural poisons and/or to a
laboratory.
Set/Disarm
Traps...........SIMPLE..........none
The skill
of setting/disarming non-electronic and electronic traps and security
devices.
Having
this skill supercedes the basic Tinkering Skill for these tasks,
and reduces the difficulty of the task by one rank (such as from Hard
to
Average). Engineers have an identical,
but
harder to learn, skill.
Streetwise...........EASY..........TL1+
The knowledge
of local customs, supersitions, people and events. Also the ability to
blend into a neighborhood or environment without being unduly noticed,
and to successfully bribe inhabitants of that area (even officials).
Endurance...........HARD..........none
The ability
to regulate one's body to ignore fatigue and pain. Having this
skill
supercedes the basic
Athletic or Willpower Skill for these tasks,
and reduces the difficulty of the task by one rank (such as from Hard
to
Average). The skill could be rolled, for example, to resist torture
attempts,
or to grab a live electrical wire.
Wrestling
Moves...........SIMPLE..........TL1+
While Martial
Arts covers wrestling, this skill is more specific to it. Just like
Martial
Arts, they do one level of damage higher than normal Hand to Hand
(usually,
Very Light will become Light, or Light will becomes Serious for a
kick.)
The skill can be used to automatically knock someone down on a
successful
attack by clotheslining (doesn't have to do damage), or to apply pain
during
a hold maneuver (this skill is used instead of Hand to Hand for the
grappling
attack).
Parlay...........HARD..........none
On a
successful
roll, this skill allows a character to stop a battle while both parties
speak for a number of turns not exceeding the amount by which he beat
the
difficulty number +1. The fight may not resume depending on how the
talks
go. The Diplomat's party cannot fight during this time (or else the
battle
starts again), but nothing stops them from applying First Aid, using
Stealth
to move away, etc.
Universal
Contacts...........V.HARD..........none
The knowledge
of a person, or persons, in any setting which would be predispoosed to
help the character. The skill can be rolled in any area where a group
of
possibly friendly people exist (a city, a market, a guild, a space
station),
and where the character could possibly have gone before (so not in a
newly-discovered
Lost World). On a successful roll, the character automatically knows a
guy (or a guy that knows a guy) and may call on them for information,
and
possibly help in their field (a soldier contact might have bullets to
give
them, etc.).
Stunt
Driving...........HARD..........none
The skill
of taking vehicles and riding animals off, way off, unpaved roads,
including
down stairs, over ramps, across rooftops and destroyed bridges, under
semis,
etc. Having this skill supercedes the relevant
Mobility Skill
for these tasks, and reduces the difficulty of the task by one rank
(such as from Hard to Average), and may be used to do things often
impossible
with a simple Driving skill.
Vehicle
Surfing...........HARD..........none
The skill
of riding a vehicle from its top or a riding animal from a standing
position.
The character can use the skill to grab onto a helicopter leg, fight on
plane's wings or jump from a moving car's hood to another.
Stunts...........HARD..........none
The skill
of doing stuntwork, including fake fighting, prat falling and walking
through
fire unharmed. Any time the character would suffer damage from Hand to
Hand combat, falling or fire, he or she may use the skill to reduce the
damage to its lowest possible level minus 1 (as if the opponent or GM
had
rolled a 1 on the appropriate damage table, then -1).
Trickshots...........V.HARD..........none
The skill
of hitting a target with a ranged weapon indirectly, usually by a
ricochet,
or using a mirror to aim. Having this skill supercedes the basic
Ranged
Weapon Skill for these tasks.