Skills
Skills represent a specific body of knowledge and experience around associated activities, both practical and/or academic in nature. They are measured in levels of proficiency, improved using CP, and usually have capability requirements to acquire and/or use them effectively. Many non-obvious activities in the game rely on Skill Checks; a
resolution check using skill level as a target.
Skills are measured in levels of proficiency and adjusted by attribute ratings and circumstances.
All characters have some native form of communication (language, etc.) and movement (walking, flying, etc.),
which varies by species and setting (
Language (4; primary), Mobility [Type] (native at +X)).
CP are used to increase proficiency, with the cost equal to the level being gained.
This effect is cumulative with each new level purchased; (CP = 1 x Level Gained).
Proficiency
Skills are organized in related groups, and measured in levels,
representing ever greater chance of success with no theoretical limit - higher levels simply offset penalties.
A skill level level of 4 is considered "competent". Normally, extended actions by a competent practicioner performed in 4 cycles will have obvious outcomes - such as things which have been repeatedly done and where all requisite materials and tools abound.
Attempting a skill while unproficient imposes a -2 CS and +1 cycle penalty. Further, being
unfamiliar may impose a -1 RS penalty.
Familiarity
> While some skills encompass a single area of familiarity in terms of what tools or specific conditions are applied, others
offer multiple areas. As part of the same skill, much of the basics are shared, though applied differently. Lacking familiarity imposes no penalty on the chances of success, only on the quality; a -1 RS.
Acquiring proficiency in a skill grants a single area of familiarity within it, others may be learned by purchasing the
familiarity trait.
Attribute Adjustments to Skill Levels
> All skills are affected by at least one attribute, and many by a second. These attributes confer CS adjustments to the skill’s level of use, higher ratings give bonuses and lower ratings impose penalties.
Having attributes grant a bonus does not count as "being proficient".
Attribute Adjustments To Skill Levels
| -X | -7 to -6 | -5 to -2 | -1 to 2 | 3 to 5 | 6 to 9 | 10 to 13 | per 4 lvls. |
| Level of Use Adj. |
-4 CS | -3 CS | -2 CS | -1 CS | | +1 CS | +2 CS | (+1 CS) |
Skill List
Skill Listing
| Skill Name | Mod 1 | Mod 2 |
Group |
Requirements |
| Acting |
CHA | INT |
Entertaining |
|
| Agriculture |
INT | RSN |
Husbandry |
|
| Animal Handling |
INT | WPR |
Husbandry |
|
| Anthropology |
INT | RSN |
Science |
Proficiency Req., Society 3, History - General 2 |
| Appraising |
PER | RSN |
Practical |
|
| Armor Use |
STA | INT |
Combat |
Kinetic 4, Proficiency Req. |
| Astronomy |
PER | RSN |
Science |
Proficiency Req., Knowledge: Physics |
| Biology |
RSN | |
Science |
Proficiency Req., Knowledge: Botany, Zoology |
| Botany |
RSN | PER |
Academic |
Proficiency Req. |
| Brewing |
INT | RSN |
Culinary |
Kinetic 1, Tools |
| Camouflage |
PER | |
Stalking |
Kinetic 1 |
| Chemistry |
RSN | |
Science |
Kinetic 1, Proficiency Req., Tools, Knowledge: Biology |
| Climbing |
CRD | MUS |
Athletics |
Kinetic 1, Non-Encumbered |
| Computer: Hacking |
RSN | INT |
Computers |
Computers: Interface 4 |
| Computer: Interfacing |
RSN | |
Computers |
|
| Computer: Programming |
RSN | |
Computers |
Proficiency Req., Knowledge: Computer: Interfacing, Mathematics 2 |
| Cooking |
INT | RSN |
Culinary |
Kinetic 1 |
| Craft: Animals |
CRD | RSN |
Craft |
Kinetic 2, Tools |
| Craft: Ceramics |
CRD | RSN |
Craft |
Kinetic 3 |
| Craft: Fiber |
CRD | PER |
Craft |
Kinetic 1, Tools |
| Craft: Metal |
MUS | RSN |
Craft |
Kinetic 4, Proficiency Req., Tools |
| Craft: Plants |
CRD | RSN |
Craft |
Kinetic 2, Tools |
| Cryptography |
RSN | INT |
Communication |
|
| Dancing |
CRD | CHA |
Athletics |
Kinetic 1, Non-Encumbered |
| Demolitions |
RSN | PER |
Demolitions |
Tools |
| Discern Holy Presence |
INT | |
Awareness |
Faith 3, Proficiency Req. |
| Electrical: Interfacing |
RSN | |
Gadgetry |
|
| Empathy |
PER | INT |
Communication |
|
| Evade |
RSP | PER |
Unarmed |
Kinetic 1 |
| Fend |
CRD | PER |
Armed |
by item |
| Finance |
RSN | INT |
Academic |
Proficiency Req., Knowledge: Mathematics 2 |
| Fishing |
INT | RSN |
Foraging |
Kinetic 1, Tools |
| Flux Sense |
SAN | CHA |
Awareness |
Psychic 2, Proficiency Req. |
| Gaming |
CHA | INT |
Social |
|
| Geography |
RSN | |
Academic |
|
| Geology |
RSN | INT |
Academic |
Kinetic 1, Proficiency Req. |
| Grapple |
MUS | CRD |
Unarmed |
Kinetic 1 |
| Harmonious Insight |
| |
Faith |
Faith 1, Dedicated Follower |
| Illustration |
CRD | PER |
Art |
Kinetic 1 |
| Jumping |
MUS | CRD |
Athletics |
Kinetic 2, Non-Encumbered |
| Language |
RSN | INT |
Communication |
Proficiency Req. |
| Literacy |
RSN | |
Communication |
Proficiency Req. |
| Lore: [Subject] |
RSN | |
Academic |
Proficiency Req. |
| Lore: Mentalist |
RSN | |
Academic |
Proficiency Req. |
| Lore: Occult |
RSN | |
Academic |
Proficiency Req. |
| Lore: Religious |
RSN | |
Academic |
Proficiency Req. |
| Lore: Species |
RSN | |
Academic |
Proficiency Req. |
| Mana Sense |
VIT | PER |
Awareness |
Magic 1 (required), Proficiency Req. |
| Mathematics |
RSN | |
Science |
Proficiency Req. |
| Medical: Aid |
RSN | PER |
Medical |
Proficiency Req., Tools |
| Medical: Treatment |
RSN | PER |
Medical |
Kinetic 1, Proficiency Req., Tools, Knowledge: Medical: Aid, Chemistry 2 |
| Meditation |
SAN | WPR |
Awareness |
Non-Encumbered |
| Melee |
CRD | MUS |
Armed |
by item |
| Metallurgy |
RSN | |
Academic |
Kinetic 1, Proficiency Req. |
| Meteorology |
PER | RSN |
|
|
| Mimicry |
PER | INT |
Vocal |
|
| Mobility [Type] |
CRD | STA |
Athletics |
[By Form], Non-Encumbered |
| Musical Instrument |
CRD | INT |
Art |
|
| Opening |
PER | SAN |
Awareness |
Psychic 1 (required) |
| Operate: [Subject] |
| |
Job |
|
| Orienteering |
INT | REA |
Observation |
Kinetic 2 |
| Persuasion |
INT | CHA |
Social |
|
| Physics |
RSN | |
Science |
Kinetic 1, Proficiency Req., Knowledge: Mathematics |
| Pilot: Aquatic |
CRD | PER |
Piloting |
Kinetic 1 + by vehicle |
| Pilot: Atmospheric |
CRD | PER |
Piloting |
Kinetic 2 + by vehicle |
| Pilot: Surface |
CRD | PER |
Piloting |
|
| Propel |
CRD | PER |
Ranged |
by item |
| Repair |
INT | PER |
Practical |
Kinetic 2, Tools: Kit or Shop |
| Ride Mount |
CRD | INT |
Athletics |
Kinetic 1 |
| Seamanship |
PER | CRD |
|
Kinetic 3 |
| Security: ID + Evade |
INT | PER |
Gadgetry |
Kinetic 2, Tools |
| Security: Open Locks |
CRD | PER |
Gadgetry |
Kinetic 1, Tools |
| Shoot |
CRD | PER |
Ranged |
by item |
| Singing |
PER | CHA |
Vocal |
|
| Sleight of Hand |
RSP | CRD |
Deception |
Kinetic 2 |
| Soak |
PER | RCT |
Athletics |
Kinetic 4, Non-Encumbered, Proficiency Req. |
| Sorcery |
PER | RSN |
Magic |
Magic 2, Proficiency Req., Knowledge: Mathematics |
| Stealth |
CRD | PER |
Stalking |
Kinetic 2, Non-Encumbered |
| Streetwise |
REA | INT |
Observation |
|
| Survival |
RSN | INT |
Foraging |
Kinetic 1 |
| Swimming |
STA | CRD |
Athletics |
Kinetic 1, Non-Encumbered |
| Theology |
INT | RSN |
Academic |
|
| Tracking |
PER | |
Observation |
Kinetic 1 |
| Will Reflection |
WPR | CHA |
Awareness |
Psychic 2, Proficiency Req. |
| Zero Gravity Operations |
CRD | PER |
Althletics |
Kinetic 2 |
| Zoology |
RSN | PER |
Academic |
Proficiency Req. |
Skill Descriptions
Acting
-
Modified By: CHA and INT; Learning Path >
Trivial
This skill is general method acting: the ability to convincingly portray another role. Stage acting involves other skills such as entertaining, vocal skills, memorization and possibly other skills.
The acting and disguise skills may be combined to allow impersonation. Impersonation of a specific vocation can be accomplished with the right equipment or disguise and minimal acting skill. The impersonation of an individual requires both the disguise and acting skills and careful study of the individual in question. Other skills may also be required by the Game Master.
Familiarity Areas >
Cinema - Non-live cinema, lighting, photography, etc.
Disguise - Altering an individual’s appearance through costume, cosmetics or other external means to prevent recognition. A failed disguise check may allow others a perception check to notice something is not right or to identify the disguised character. Disguise may not work in all circumstances as there are multiple ways to identify someone including voice, smell, walk, etc.
Live - Drama of the theatre and live stage. Vaudeville and variety show type troupes.
Agriculture
-
Modified By: INT and RSN; Learning Path >
Short
Agriculture is the art and science of tending the land to make it produce what the cultivator desires. It may include soil cultivation and fertilization, the growth and harvesting of crops, and the consideration of the impact of indigenous and introduced species.
Familiarity Areas >
Farming - Systematic harvesting of foodstuff and product from plots of land.
Ranching - Harvesting of animal products and byproducts through systemized breeding, growth and processing.
Reclamation - The preservation or reversal of land used for ranching or farming.
Animal Handling
-
Modified By: INT and WPR; Learning Path >
Short
The possessor of this skill is used to working with and around domesticated animals. They will know the basic care, behavior, and feeding of prevalent domestic species within their domesticated environments. Animal handlers may tame and train as well. An animal must first be tamed before it can be trained. Each trick or difficult action requires its own check in an attempt to teach. The nature of the animal itself may also provide modifiers: some animals are too wild or stupid to normally tame.
Anthropology
-
Modified By: INT and RSN; Learning Path >
Long
Anthropology is the study of cultural development, and environmental impact upon societies, and the culture(s) produced. Also contained in this skill are the mechanisms to study a specific culture and relate its evolution to current trends, behaviors and technology.
Appraising
-
Modified By: PER and RSN; Learning Path >
Short
This skill allows the character to evaluate the worth, nature, age, and possibly [known] history of general goods within the cultures they are familiar with. Goods which they have had previous experience with in the past require no check, unless the value has changed or availability has caused a change.
The level of success indicates the accuracy of the appraisal. A full success will be completely accurate. Each result category away gives a 10% variance from the object’s actual worth, though still some general (if slightly erroneous) background knowledge.
Familiarity Areas >
Antique - Old and rare mercantile goods
Artwork - paintings, tapestries, etc.),
Mercatile - general everyday goods
Precious Stones - gemstones (gems and jewelry)
Armor Use
-
Modified By: STA and INT; Learning Path >
Short
In taking this ability, the character is assumed to train in the use of worn armors and defensive vestments. The character is effective in distributing their weight and moving in it, in ways that reduce the encumbrance impact of worn armor. For every 2 levels achieved in this skill, an armor's Fit Value is reduced by 1, to a maximum of 1/2 the armor's normal FV (including tailoring to adjust fit).
Astronomy
-
Modified By: PER and RSN; Learning Path >
Extensive
This skill is the scientific field for the study of matter in outer space. Rudimentary levels only address position and general movement of celestial bodies, whereas higher levels of skill include basic knowledge of composition, interaction of the bodies, dimensions, energy, etc. Celestial events within the character’s frame of reference may be predicted with a skill check. The skill is also useful when performing interstellar navigation.
Biology
-
Modified By: RSN; Learning Path >
Extensive
Biology is the scientific field for the study of living organisms including growth, migration, evolution, function, structure, and interaction. The biology skill grants medical knowledge for species other than the character’s own.
Botany
-
Modified By: RSN and PER; Learning Path >
Long
This is the scientific field for the study of plants, herbs, fungi, etc. This includes their life, structure, habitat, growth, and scientific classification (if available) with the ability to extrapolate knowledge from that classification. The edibility or toxicity of a plant can be determined with this ability, although it may require the user to sample and expose them to a limited portion of the effect.
This skill allows the creation of simple agents that aid in recovery and other things. The availability and cost of making these will vary by setting. Starting characters will know about these agents, but will not have acquired the ability to make them safely and repeatedly.
Brewing
-
Modified By: INT and RSN; Learning Path >
Short
Brewing is the craft of fermenting foods for consumption. This mainly includes, but is not limited to liquids. It encompasses both fermentation and distillation.
Brewing generally requires equipment and may require an activating agent for the fermentation process. Distillation may require more special equipment and the flammable nature of distilled liquids must be taken into account.
Camouflage
-
Modified By: PER; Learning Path >
Short
This is the ability for an individual to obscure, mask, or concealing oneself, others or items/objects by covering them in such a manner or using natural cover/shadows/obstructions as to make them unnoticeable to an observer. The employer of the ability may gain a +2 CS bonus depending on the surroundings if they can view directly view and tell how well they have camouflaged the object in question.
A failed check may allow individuals encountering the camouflaged object a PER check to notice something is not right. Camouflage may not work in all circumstances: Noise, smell, and movement by the camouflaged object as well as more acute senses or senses other than sight may modify or allow a check to become aware the camouflaged object.
Familiarity Areas >
Outdoor - Use of natural colors, terrain, and materials to conceal and obfuscate.
Urban - Use of shadows, colors, buildings and crowds to conceal and obfuscate.
Chemistry
-
Modified By: RSN; Learning Path >
Extensive
This ability is the scientific field for the study of basic elements and compounds as well as how to identify them by their properties and mix them to good effect. This knowledge should include how to test for certain compounds by using a test reagent.
The character should at least be able to create and classify acids, bases and most their naturally accruing elements and reactions. This also includes identification of known elements and basic properties.
Familiarity Areas >
Inorganic -
Material Science Engineering -
Organic -
Organic Engineering -
Climbing
-
Modified By: CRD and MUS; Learning Path >
Short
This ability allows a character to scale vertical distances. They are competent with their hands and feet for surface holds as well as the ability to pick a path to get to their destination. Each climb will be rated in difficulty based upon surface quality and environmental conditions. This difficulty functions as a negative CS penalty to the character’s climb check. Some surfaces may simply not allow for a check without the special equipment.
Free climbing down is more difficult for humanoids than climbing up and imposes at least a -2 CS penalty to the checks. If a character fails a climb check they may make a MUS check, modified by gear or situation, as a final effort against falling.
Computer: Hacking
-
Modified By: RSN and INT; Learning Path >
Long
Requirements: Computers: Interface 4
Hacking is the identification of computer hardware and software methods which prohibit access of any type, and the ability to circumvent (‘hack’) such safeguards. It is a highly specialized field covering device based, network based, and software based knowledge of computerized security and the tools to break it. It does not cover actual electrical knowledge (taking devices apart), only the specific hardware and software to place into a system to ‘hack’ it.
Familiarity Areas >
Hardware - Bypasses, loopbacks, router, cabling, and bio-validation interfaces.
Software - Encryption, decryption, certificates, login/identity cracks, impersonation.
Computer: Interfacing
-
Modified By: RSN; Learning Path >
Trivial
Gain access to and operation of computer systems. Users can activate and manipulate computer terminals and peripheral devices. It allows functional knowledge of common programs and hardware elements as well as program types within known societies. It also covers the ability to install new programs and hardware components or change such things where devices allows. Its primary action is to search and display information using known programs. Interfacing with computers through devices such as keyboards and mice may require fine perception.
Familiarity Areas >
Application Manipulation - Manipulating applications to perform automated tasks; scripting; job/tasks control.
Networks - Large scale network hardware and peripherals.
Search - Discovery of information.
Computer: Programming
-
Modified By: RSN; Learning Path >
Long
This ability governs the development of software applications. A character attempting to create an application must make a successful skill check. Software development is an extended action influenced by complexity of the desired program(s). This skill is also used for computer hacking involving the rewriting of existing programs.
Familiarity Areas >
Application Development -
Device Interface -
System Development -
Cooking
-
Modified By: INT and RSN; Learning Path >
Short
This ability deals with the general ability to cook. The character can make bland foods palatable or obscure the taste and odor of food stuffs. Along with the skill comes knowledge of herbs and spices related to cooking, dishware materials and utensils, and basic preservative techniques. The character may be good enough to earn an income as a cook if so desired.
Familiarity Areas >
Ethnic - Specific ethnic foods
Improvisational - The mixing and blending of styles and flavors to create improvised dishes more for basic sustenance than culinary finese.
Saucier -
Craft: Animals
-
Modified By: CRD and RSN; Learning Path >
Long
This is the ability of preparing and manipulating animal hides. It includes such things as skinning, tanning, taxidermy, preserving, and the fabrication of animal hide into useful items (protection, footwear, etc.). Proper tools and space vary between material and task. Unfamiliar hides can impose a CS penalty without any knowledge of the animal it comes from.
Familiarity Areas >
Bone - Bone
Fiber - ?
Hide - Hidesmith (leatherworker, chitin, etc.)
Craft: Ceramics
-
Modified By: CRD and RSN; Learning Path >
Long
This is the skill of working with and fabrication of objects stone or earth in nature. An accomplished crafter is aware of how to break stone along desired lines, weight distribution, the taking of paints and glazes, harvesting techniques, properties of various stones, distribution of resources, etc. This skill also includes knowledge of and maintenance of appropriate tools.
Familiarity Areas >
Mason -
Miner - Discovering, extracting, sense depth, surface grade, safety.
Potter -
Sculptor -
Craft: Fiber
-
Modified By: CRD and PER; Learning Path >
Long
This ability encompasses the fabrication of baskets, ropes, and fabrics. It includes knowledge of the styles in weaving, winding, knitting, stitching, and crocheting. Also part of the skill is a working knowledge of the gathering and preparation methods as well as strengths of various materials from plants and animals. Some basic knowledge of dyes and equipment is granted too. Specialized equipment can make the job easier and go faster.
Craft: Metal
-
Modified By: MUS and RSN; Learning Path >
Long
This is basic blacksmithing. It deals with the working of base metals and fabrication of items using such metals (i.e. gold, silver, iron, copper, tin, etc.) It allows those skilled in it to work well with ores, but not alloys or composites. The knowledge involved in this craft is mostly practical. Rudimentary properties of the metals are known and the means of discovery and extraction are limited.
Familiarity Areas >
Armorer - The craft of creating defensive armorments.
Blacksmith - The working of metal alloys.
Finesmith - Fine metals (jewelery, etc.) Includes setting, but not cutting gem stones. Highly intricate work with softer metals.
Weaponsmith - Weapons
Craft: Plants
-
Modified By: CRD and RSN; Learning Path >
Long
This ability encompasses fabrication of items with wood or heavy plant materials. It includes the working, carving/shaping, and construction. It includes knowledge of different types of materials and their properties (hardness, flexibility, strength, and grain). It may also include knowledge of growing and harvesting as well as its preparation for construction materials and preservation once constructed.
Cryptography
-
Modified By: RSN and INT; Learning Path >
Short
Cryptography allows a character to distinguish relationships and patterns that may obscure underlying information. This skill applies to all things where complex relationships play a part, such as mazes, codes, ciphers, and puzzles. The ability to read and write may be required in certain uses of this skill. The skill is used in both deciphering things and creating new ciphers.
Familiarity Areas >
Grammatical -
Mathematical -
Spatial - Spatial, three dimensional spaces, puzzles and pictures.
Dancing
-
Modified By: CRD and CHA; Learning Path >
Short
This ability imparts knowledge of multiple moves and dance sequences as well as the ability to perform them. The character may choreograph dances and stage performances. Dances intended as performances for an audience may require the practitioner be skilled in other areas as well.
Familiarity Areas >
Expression - Free-form expression as dance.
Style - Specific period, culturual, or regional style.
Demolitions
-
Modified By: RSN and PER; Learning Path >
Short
This ability encompasses the creation, identification, neutralization, and use of explosive material. Identification may be made both through direct examinations of the explosive substance or from the residue of an explosion, though the latter may require special equipment or a laboratory. Creation of entirely new explosive substances requires a working knowledge of the Chemistry skill. This skill also includes some knowledge of where and how to acquire the materials to perform the skill.
Discern Holy Presence
-
Modified By: INT; Learning Path >
Trivial
This ability allows the possessor to view objects and creatures and discern what connections to powers of faith the target may have. It can immediately sense whether or not the target possesses a connection to another faith which is innimical to their own. In addition, ay powers of faith which the target may be imbued with will become obvious - gut only in general terms of function ond power (example: Strong aura of healing).
The GM may allow additional information to be gained on a full [or less] result. Things such as the faith or source, the exact power adjured, or even the duration the effect has been running. This applies to effects which have the base in powers of faith only.
Electrical: Interfacing
-
Modified By: RSN; Learning Path >
Short
This ability grants the character knowledge and skill over electrical hardware components. This includes the assembly, addition, and maintenance of such components as circut boards, computer hardware, and motorized components. A practitioner using the appropriate parts may construct a devices. Construction of the components themselves or direct hardware modification may require a real engineer.
Empathy
-
Modified By: PER and INT; Learning Path >
Short
Empathy allows the character to get a reading of the general emotional state of another being (discomfort, suspicion, sickness, hatred, lust, etc.). It relies on the accordance of awareness between one living being and another (and therefore will not working upon non-living creatures). Empathy is effective regardless of any lack of knowledge regarding the target being (though a CS penalty may be applied for unfamiliarity with target being’s species). Empathy allows a character to get a true reading of another person’s reaction, regardless of the outward manifestation their reaction may take.
The use of the empathy skill requires that at 2 rounds be spent in observation of and/or near (within size form factor) the target. In some cases, the Game Master may require that more time be spent to get an accurate gauge of a being’s general emotional state. Empathy cannot outright detect lies.
Evade
-
Modified By: RSP and PER; Learning Path >
Trivial
Evasion is a defensive opposed action in which the target attempts to avoid an object or force which would normally strike them, while remaining stable and able to respond in other ways. Evasion can have multiple applications, depending on the desired level of control and recovery.
Slower ranged weapons like hand propelled ones can be dodged (slow/-2 CS to fast/-4 CS difficulty) but faster ones, like firearms, cannot. It requires 2 AM and a skill check. Being unencumbered grants a +1 RS.
Fend
-
Modified By: CRD and PER; Learning Path >
Trivial
Fend is a defensive opposed action which attempts to reduce the force and/or damage away from the target, by either deflecting or interposing objects in the way. Characters may fend with anything they have melee proficiency with. No familiarity is required when employing this ability with natural weaponry, but specific actions or items may have their own requirements.
A block interposes an object (such as a shield) to absorb the damage that the target would have. It requires 2 AM and a fend skill check. Any success is treated as a full success for opposing purposes. Any damage the blocking item cannot absorb is passed on to the target.
A parry deflects attacks and negates damage. Parrying uses finesse and does not normally damage the object used to parry. Performing a parry takes 2 AM and a fend skill check. Using natural weapons to parry will cause a damage equal to the attacker’s base damage, no matter the result; creatures with no natural armor suffer a -1 RS.
Finance
-
Modified By: RSN and INT; Learning Path >
Long
Finance is the management of money, assets, and resources as well as the knowledge of their intrinsic value in the market place. This includes a general working knowledge of major corporations, businesses, and financial institutions as well as their holdings, functions, and, to a small degree, their history. One skilled in finance is also able to prepare and decipher financial records/documents. Such a character may manipulate financial investments using their knowledge of companies, policies, understanding of markets, and basic economics.
Assessing a good investment is as simple as getting all information and making a check. If the check succeeds, they will know whether or not the investment has a better than 50% chance of being successful. The check is modified by the financier’s knowledge of the business and operation plan involved.
The investment has 2 types of opportunity: Venture - the opportunity needs a specific investment total and the reward will be a set amount if it succeeds; A single check is made to determine if the opportunity is successful. The other approach is by Stake - the opportunity can be manipulated by money and the financier’s efforts. A base investment is made and check done, and for each result level, they gain 50% of the wager back in winnings. They can be opposed by other market forces in this, and if those forces get a better check the financier loses the result level x the base investment amount - though they can continue until one side either fails their check, gives up, or runs out of money.
Fishing
-
Modified By: INT and RSN; Learning Path >
Short
Fishing is the ability of hunting marine wildlife. It includes knowledge of baits (feeding habits), habitat (depth, terrain features, etc.), spawning, and migration runs. The character also learns basic knowledge of cleaning the catch.
Some equipment may be required depending on water depth or species of fish. The lack of proper equipment will cause a CS penalty to the skill check if one is allowed at all.
Flux Sense
-
Modified By: SAN and CHA; Learning Path >
Short
Flux Sense is the ability of interpreting psychic disturbances (layers of superimposed reality). A checks takes only 1 AM and 1 point of cohesion, and if successful will allow the person checking to determine the psychic alteration in process or currently in place. If the effect is in place, the effect is seen in many ways by psychic, however it will give them an indication of in place psychic alterations. If a psychic is being witnessed in the act of employing their powers, a successful check will allow the viewer to determine what the effect was. If the power is unfamiliar to the viewer, the knowledge of the effects will be vague, although the general domain knowledge will be known. If they are familiar with the specific power, they will know it exactly for what it is.
A character can completely reveal any reality based on domains and provinces they know. Any others may appear as hazy or unclear. The character can also sense entities and energies that employ any sort of illusory component.
Gaming
-
Modified By: CHA and INT; Learning Path >
Short
This is the art and skill of playing games against opponents. There are a many aspects to gaming as a skill. Knowing the rules, memorization, and odds of a particular game is an important part, also important are such things as tactics, opponent’s personality type, and body language. The particulars of this skill involve the development of mnemonics, reliance on intuition, understanding of betting psychology, timing, and reading opponents are all required to be effective.
Use of this ability is usually accomplished over prolonged periods of time (an evening or several hours), not simply a single game or match. A check allows a character to leverage all their skill during a session of gaming. In a game, each participant must make a gaming check. The winner is the one with the best result. Ties force another check, until one participant gets a better result than the rest.
Winnings are based upon the skill check result and wager. The game is either handled as a Tournament - there is a buy-in cost and the winner takes a designated amount; or Elimination - the gambler must pay into it a specified amount and for each result level, they gain 50% of the wager back in winnings.
Geography
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Modified By: RSN; Learning Path >
Short
This skill grants the character basic geographical knowledge of their surrounding lands. This includes major geological features (mountain ranges, rivers, etc), major roads, political boundaries and names, general distances to major cities or landmarks, etc. The skill applies to a scope of whatever the knowledge the character's society and background would be able to provide. The more remote the area, the more difficult such knowledge may be to acquire and recall.
Geology
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Modified By: RSN and INT; Learning Path >
Long
Geology is the study of a planetary body (usually one's own) and geological process taking place there. This study includes the composition, structure, histories, surface and subterranean formations, history, and processes that shape it.
Grapple
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Modified By: MUS and CRD; Learning Path >
Short
Grapple is grabbing and holding a target in some fashion as well as controlling them once grappled. The means by which this is accomplished as well as the options available depends upon the particular body shape & form, maneuver and the equipment (if any) used. The immediate result of a grapple is either a whole or half hold maneuver; both confer offensive bonuses in combating each other, and defensive penalties for both against all attacks coming from any source. A major or better check achieves a full hold, any other success achieves a half hold. Any further grapple attempts on a held target receive a -1 AM bonus for the holder. Attackers wishing to target only enemies in a grappled state must take a penalty equal to the offensive bonus; otherwise the target is determined randomly. Two different attackers may combine for a full hold, but penalties to avoid hitting them are still only as a half hold.
Harmonious Insight
Any of faith’s community service abilities of equal or lesser level will automatically be granted a +1 CS on a single check when used directly on targets (followers, their possessions or relics) of matched harmony for the cost of 1 synergy.
mech
Illustration
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Modified By: CRD and PER; Learning Path >
Short
Illustration is a character’s ability to render an image upon a two-dimensional surface. This includes working in as many mediums as one’s frame of reference allows including painting, drawing, charcoal sketches, and the like. The character’s style is reminiscent of their origins and may range from highly abstract, stylized, or realistic representation. This skill includes a number of techniques as well as preparation of tools.
Jumping
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Modified By: MUS and CRD; Learning Path >
Trivial
A character proficient in jumping may propel their own body weight over various distances and circumstances. The distance jumped is dependent upon the base movement of the species. Unencumbered characters can vertically leap half their movement rating in meters and horizontally leap a distance equal to twice their movement rating in meters without a check. A running start will increase the horizontal distance by half again (50%). Attempting to jump greater distances or attempting a running jump from a specific mark requires a jumping check. A character attempting to achieve greater distances receives a negative CS penalty equal to -2 CS for every additional 25% of the base distance. Jumping can be used to accomplish a force attack.
Language
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Modified By: RSN and INT; Learning Path >
Short
A language is a methodology to express concepts or specific permutation of a basic form of communication. Language implies understanding, not merely conditioned response. Many languages are rudimentary and have a limit as to what can be expressed in their use. Some languages are designed to convey a higher meaning in abstract concepts, and others may even be a combination of sensory elements. This does not mean that a conversation beyond basic concepts, needs and feelings is possible unless all parties using it to communicate have the capability and the ability. Each language is a separate ability.
Any character trying to communicate using a language which is considered a dead language to them to someone who speaks it natively must make a check to ensure their idea is clearly understood.
Literacy
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Modified By: RSN; Learning Path >
Short
Literacy is the ability of communication, both receiving and transmitting, within a permanent medium: written letters, chiseled runes, knotted ropes, etc. When this ability is taken, the specific recorded language must be chosen. If a language has multiple recorded forms they are treated as a single ability if the recorded forms are integrated (e.g. Literacy: Japanese would cover Kanji, Hiragana, and Katakana). If the multiple recorded forms are used in separate and distinct manners, then they are treated as separate abilities
Lore: [Subject]
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Modified By: RSN; Learning Path >
Short
This covers a general lore in the chosen subject matter. The possessor of the skill may recall facts and rumors regarding such. It only covers general [common] knowledge, not subtle nuances of specific teachings or powers.
The character may apply their knowledge to witnessed or reported phenomenon, analyzing the phenomenon to known historical references to try and explain the phenomenon. Meanings may be easily misconstrued in absence any form of literacy or linguistic ability with a related language.
Familiarity Areas >
Archival/Historical -
Current/Present -
Law - In regards to a specific place.
Place - A territory or area; the greater the size, the more difficult specific details are to recall.
Lore: Mentalist
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Modified By: RSN; Learning Path >
Short
This covers a general lore in mentalist ways and culture. The possessor of the skill may recall facts and rumors regarding such. It only covers general [common] knowledge, not subtle nuances of specific teachings or powers.
The character may apply their knowledge to witnessed or reported phenomenon, analyzing the phenomenon to known historical references to try and explain the phenomenon. Meanings may be easily misconstrued in absence any form of literacy or linguistic ability with a related language.
Lore: Occult
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Modified By: RSN; Learning Path >
Short
This covers a general lore in occult (magic) ways and culture. The possessor of the skill may recall facts and rumors regarding such. It only covers general [common] knowledge, not subtle nuances of specific teachings or powers.
The character may apply their knowledge to witnessed or reported phenomenon, analyzing the phenomenon to known historical references to try and explain the phenomenon. Meanings may be easily misconstrued in absence any form of literacy or linguistic ability with a related language.
Occult lore is the study of magic and its place within the world at large. This includes institutions and their influence, outlooks and goals. Common knowledge of magical practices and modes, effects, places, and personalities, as well as known events, and powers involved. Practitioners of magic will be able to use proper terms and provide detailed knowledge of specific formulae based on their rank.
Lore: Religious
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Modified By: RSN; Learning Path >
Short
This covers a general lore in religious doctrine and faiths. The possessor of the skill may recall facts and rumors regarding such. It only covers general [common] knowledge, not subtle nuances of specific teachings or powers.
The character may apply their knowledge to witnessed or reported phenomenon, analyzing the phenomenon to known historical references to try and explain the phenomenon. Meanings may be easily misconstrued in absence any form of literacy or linguistic ability with a related language.
Religious lore is the study of faith and its place within the world at large. This includes hierarchy and politics, sects within the faith, beliefs associated with the faith (tenets, philosophy, dogma, myths, etc.), ceremony, accouterments, and symbols and how they are all used.
Familiarity Areas >
[Faith] Theology - A specific faith (Islam, Protestant, Catholic, etc.) is chosen .
Historical -
Present -
Lore: Species
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Modified By: RSN; Learning Path >
Short
This covers a general lore in a specific species within a milieu. The possessor of the skill may recall facts and rumors regarding such. It only covers general [common] knowledge, not subtle nuances of specific teachings or powers.
The character may apply their knowledge to witnessed or reported phenomenon, analyzing the phenomenon to known historical references to try and explain the phenomenon. Meanings may be easily misconstrued in absence any form of literacy or linguistic ability with a related language.
Mana Sense
-
Modified By: VIT and PER; Learning Path >
Short
Mana sense extends the character's perceptions to becomes aware of the flow of mana and may detect the presence of magical effects. Items and creatures that are currently altered from their normal state by magic will be highlighted to the character's senses. Any summoned or conjured objects or creatures will also be readily apparent.
Activation of the ability costs one (1) mana and one (1) round of concentration. If successful the character may determine the presence of magic for one (1) minute.
Each time a new level is gained, the possessor gain an amount of mana equal to the level x their magic ability level.
Mathematics
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Modified By: RSN; Learning Path >
Long
It is assumed that all characters have at least some ability with rudimentary addition and subtraction used in basic tabulation and for counting. This ability represents advanced mathematics beginning with complex arithmetic and algebra. Higher order mathematics are a matter of level and frame of reference.
Medical: Aid
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Modified By: RSN and PER; Learning Path >
Short
This level of basic medical assistance can clean, suture, and set limbs. They can diagnose most common illnesses, toxic effects, and bodily reactions. A wounds check for this ability involves 1 minutes per result degree and can be made on each wound which does more damage than the CON of the victim within 1 hour after receiving it (otherwise normal healing take over). A check can never heal more than the wound, and cannot be attempted on a wound more than once. This skill cannot heal malaise damage. It can also be used to stabilize victims, preventing death and further aggravated wound effects immediately after a successful wound checks begin (though providing no direct healing).
Wounds Check Effects| Result Degree | Healing Effect |
| Full | 4 Resilience |
| Major | 3 Resilience |
| Average | 2 Resilience |
| Simple | 1 Resilience |
Constant Care: Constant care provided by the skill user over a full healing cycle (usually 1 day) will automatically grant a 1 on the care treatment
Medical: Treatment
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Modified By: RSN and PER; Learning Path >
Extensive
This level of medical assistance represents the more advanced levels of medical knowledge such as organs, surgery, neurology, advanced bio-chemical processes. This skill can automatically stop aggravated wounds or heal a single point if the wound is less damage than the level of the skill. Simple wound checks gain a +4 CS. Other more sophisticated operations may take hours or possibly days for more advanced repairs. Advanced surgeries may require a minimum level of CRD to ensure a steady hand. This type of medical skill is considered a greater regenerative power.
Wounds Check Effects| Result Degree | Healing Effect |
| Full | 4 Resilience |
| Major | 3 Resilience |
| Average | 2 Resilience |
| Simple | 1 Resilience |
Constant Care: Constant care provided by the skill user over a full healing cycle (usually 1 day) will automatically grant a 1 on the care treatment
Meditation
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Modified By: SAN and WPR; Learning Path >
Short
Meditation is the process of reflection and centering that rejuvenates personal energies. External stimuli are pushed aside, clearing the thoughts to properly focus upon desired attunement. Emotions, distractions, pain; all concerns vanish as a trance-like state. Typically, the body becomes nearly motionless during this process. A successful check will augment the rate of regeneration for one of the power fuels (e.g. mana, synergy, etc.).
| Degree | Affect Per Hour |
| Full | Rate +4 |
| Major | Rate +3 |
| Average | Rate +2 |
| Simple | Rate +1 |
The character can meditate for a number of hours equal to their meditation ALU. A single check is made for the entire time, failure indicating that no benefit is gained during that time other than basic rest. A character may make one check for each unique pool of power (synergy, mana, etc.) within a 24 hour period. While meditating, a character is considered to be in a state of deep sleep. Anyone disturbed during meditation follows standard interruption guidelines, though may start again.
Familiarity Areas >
Protective - To achieve the 'Silent Mind'. Sequesters the ego and provides no target for psychic tilting [only] attack. This prevents the user from using any psychic powers of their own in the round they use the Silent Mind defense. Only half the normal movement rate can be accomplished while doing this - no other physical activities. With a skill check, it applies a -1 RS per RC against attack for 1 round, costing 1 cohesion per RC of success.
Rejuvenating - For achieving an inner peace and harmony which promotes a more rapid restoration of energies.
Trance - An altered form of awareness and consciousness.
Melee
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Modified By: CRD and MUS; Learning Path >
Short
This ability grants a character practiced experience with all manner of offensive maneuvers aimed at striking an opponent in melee combat. It concerns itself with both natural weapons (e.g. claw or fist) and crafted weapons (e.g. spears and flails). No familiarity is required when employing this ability with natural weaponry, but it may be required by maneuver. Unfamiliarity and proficinecy penalties may apply.
This allows the starting character to be familiar with a single item to melee with, typically the same as that of their fend skill.
Touch is a simple (1 AM) action bringing a portion of the attacker's body in contact with the target. It carries
Familiarity Areas >
Axe - Hafted weapon with a heavy short- bladed head - tomahawk, hatchet, ono, battle-axe, maul, fasces, francisca.
Flail - Flexible weapons with focused striking areas - Sap, nunchaku, flail, kusari-gama, slungshot, rope-dart, three-section staff.
Improvised - Cups, bottles, chair leg, refuse, etc.
Knife - Small bladed weapons generally smaller than the users forearm - Utility knife, rondel, tanto, kerambit, punal, bowie.
Mace - Hafted weapon with a non-directional weighted head or end. Head may be round, oval, or flanged.
Natural Weapons - Whatever weaponry nature has seen fit to evolve with a species.
Pick - Hafted weapon with a lateral spike head to focus impact - warhammer, horseman’s pick, pickaxe.
Polearm - Long pole weapons with a head designed primarily for slashing or hammering motions. Polearms have many combinations of heads with different functions, but this acts as a catchall category for weapons the height of the user or taller. Examples: halberd, naginata, glaive, pollaxe, fouchard, bec de corbin (raven’s beak).
Shield - A weapon whose primary use was the defense of the user by being placed between the user and harm. Shields come in a variety of forms and and come in a variety of additional effects and properties such as improved blocking (based on protected target size) spikes, rims, surface bashes, and attached blades . These are typically disposable instruments. Examples: aspis, scuta, heater, kite, buckler, targe, riot shield.
Spear - Pole weapons with a head or area designed primarily for thrusting - sharpened stick, pike, lance, pike, pilum, hasta, military fork, boar spear.
Stave - Pole weapon with no focused striking area, typical use uses all parts of the weapon - jo, bo, silambam, sibat, quarterstaff.
Sword - Bladed weapons longer than the users forearm - Dao, jian, hand-and-a-half, rapier, gladius, yataghan, wakizashi.
Whip - Flexible weapons evenly weighted throughout the striking area - Chain, lasso, nine-section whip, cat o’ nine-tails, bullwhip.
-
Modified By: RSN; Learning Path >
Short
Metallurgy is the knowledge of alloys and composite metal types, they make up, and their properties. It does not grant any practical knowledge of working the metals. The purposeful creation of alloys beyond known, practiced ones requires a check.
Meteorology
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Modified By: PER and RSN; Learning Path >
Short
Meteorology is the ability to accurately predict weather patterns. Predictions may be derived from observations of winds, cloud formations, reactions of flora and fauna, unseasonable changes in temperature, satellite maps, Doppler radar, and the like. Local observations allow for prediction of immediate weather patterns as far out as one day away. A more widespread information base (observations over hundreds of miles) may allow for predictions beyond a single day.
Mimicry
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Modified By: PER and INT; Learning Path >
Trivial
This ability allows the character to mimic any sound which they are physically capable of forming. It does not imply any understanding, knowledge of content, or ability to string together multiple sounds coherently. Some sounds may be more difficult than others; this will be reflected in an assigned difficulty rating.
Mobility [Type]
-
Modified By: CRD and STA; Learning Path >
Short
Mobility enhances forms of movement. The specific form (walking, swimming, flying, etc.) must be chosen when the skill is taken. Aptitude requirements do not modify the check for species native forms of movement. Mobility covers all speeds of movement of the form, and so can be used to sustain paces over longer distances, offset terrain penalties, and to enhance speed. Mobility also increases EC slightly, equal to mobility level x size factor.
Musical Instrument
-
Modified By: CRD and INT; Learning Path >
Short
This ability grants the character the ability to play a single instrument. The character must specify the instrument when this skill is chosen. The character may also play related instruments, but will suffer a minimum CS penalty of -1. The character may compose music or improvise; more difficult playing or composing will impose a CS penalty.
Familiarity Areas >
Composition - Creation of musical works
Culture - Musical theory, composition, and sounds of a specific culture, regardless of instrument.
Instrument - A specific instrument
Opening
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Modified By: PER and SAN; Learning Path >
Short
Opening allows a character to open new psychic pathways. These include new domains, provinces, and gates as well as other less common aspects of the psyche. When opening a gate, the gate number is treated as a penalty to the ability check. All attempts at opening require a quiet mind and some proficiency in meditation. The time required for opening is equal to a full day, minus a number of hours equal to the openers meditation ability.
A failed check indicates that the mental vantage point to perceive the opened mindscape was not achieved. The psychic must let go of the preconceptions generated by the experience, allowing a number of days equal to a full month minus their meditation ability in days. During this time the psychic also has a -1 CS penalty imposed on all sanity and meditation checks. A fumbled check indicates that a point of sanity is permanently lost.
Operate: [Subject]
This covers general proficiency in operating the chosen specialized engine, mechanized process or machine. The possessor of the skill has all the basic knowledge regarding such. It only covers general [common] knowledge, as well as community and trade knowledge. The character may apply their knowledge to witnessed or reported devices or effects, comparing them to known references to try and attribute the source.
Orienteering
-
Modified By: INT and REA; Learning Path >
Short
This is the ability to sense direction and even time. It can be leveraged to determine facing in relation to cardinal directions or in 3D space if needed. Orienting can be assessing the passage of time by astrological bodies (sun, moon, stars). This can be used to choose the best course for an intended direction or destination, staying on course or to prevent becoming lost. The knowledge of markers, astrological cycles and points, known terrain features, and local geography will enhance success chances.
Persuasion
-
Modified By: INT and CHA; Learning Path >
Short
The art and skill of guiding thoughts and perceptions towards a desired effect. Regardless of topic, the concepts used to persuade must be plausible; i.e. you cannot persuade someone into walking off a cliff edge when physical evidence overwhelmingly suggests against it. You can persuade people to follow your instructions, or talk them into believing something is in their best interests. Normally there is no resistance to persuasion other than direct contradictory beliefs, knowledge or some protection against such things.
Persuasion requires conversational (or equivalent) level (4) of communication ability, without which all attempts will suffer a -4 CS.
Physics
-
Modified By: RSN; Learning Path >
Extensive
Physics is the study of matter and energy and how they interrelate. At its most simple level it may provide an understanding of mechanics, optics, and acoustics, but its study expands to include electromagnetism, subatomic particles, nuclear reactions, and quantum theory. Physics is the underlying basis for most engineering.
Familiarity Areas >
Electrical Engineering -
Mechanical Enginering -
Nuclear Engineering -
Pilot: Aquatic
-
Modified By: CRD and PER; Learning Path >
Short
Requirements: Kinetic 1 + by vehicle
This ability encompasses all vehicles that function on or in the water. This includes everything from a row boat to an aircraft carrier or a submarine. The skill includes some basic knowledge of upkeep maintenance as well.
Pilot: Atmospheric
-
Modified By: CRD and PER; Learning Path >
Short
Requirements: Kinetic 2 + by vehicle
This ability encompasses all vehicles that function in the atmosphere. This includes everything from a glider to a jet. The skill includes some basic knowledge of upkeep maintenance as well.
Pilot: Surface
-
Modified By: CRD and PER; Learning Path >
Short
This ability encompasses driving all ground vehicles with an inherently stable base – wheeled, tracked or hover. This includes everything from a car to a bus to a truck to a tank. The skill includes some basic knowledge of upkeep/maintenance as well.
Anything requiring the driver to balance the vehicle (mono track, 2 wheels, etc) suffers an additional -2 CS disability penalty for non-proficient drivers.
Propel
-
Modified By: CRD and PER; Learning Path >
Trivial
Propel governs actions employing throwing or muscle power for leverage, torsion, or some other effect to launch a munition over range at or near a specific target. Objects which are not intended to be propelled are difficult to use in such a manner. Propelling an object not lending itself to such a use suffers a -2 CS penalty for small objects and -4 CS penalty for large. Total AM is set by item/device but should be separated times for load and launch.
Familiarity Areas >
Blowgun - A long tube that projects a dart through the power of the breath. These weapons are usually for hunting small game.
Bow - A missile weapon that shoots arrows driven by its elastic limbs. The weapon is held, powered, and aimed through the use of a minimum of two limbs. Different construction methods provide the bow with different size and power characteristics. Examples: Daikyu, hankyu, English longbow, recurve, composite bow, compound bow.
Sling - A flexible device designed to hurl stones or bullets shaped for range and power.
Spear-thrower - Spear-thrower or any other manner of single lever mechanism used to increase range and accuracy. Examples include some harpoons and atlatl.
Thrown - Haft Impact - A catch-all category for small thrown objects used in combat, these objects are typically the length or less of the users forearm. Examples: shaken, rock, tomahawk/axe, rabbit stick, boomerang, grenade.
Thrown - Point Impact - Launched with muscle power alone; javelin, knife, spear.
Repair
-
Modified By: INT and PER; Learning Path >
Short
Repair is a handy-man's skill; it allows a character to perform minor repairs which restore half an item's normal resilience. Regardless, the item also receives a level of degradation. The skills allows the practitioner to examine, jury rig or patch up items loosely related to any of the abilities they possess. The basic common materials and methods for fabrication are known, in addition to a general sense of how things work. Repair does not allow for the complete, quality engineering of items. Any repair attempt suffers a -1 RS for each level of item degradation.
Ride Mount
-
Modified By: CRD and INT; Learning Path >
Short
This is the ability to ride an animal. A single familiar mount must be chosen when the ability is taken. Animals that qualify as a mount are any creature with its own volition that can be ridden and guided by an individual. This generally applies to only living creatures but may encompass magical and mechanical constructs which mimic them at the GM's discretion.
Seamanship
-
Modified By: PER and CRD; Learning Path >
Short
Seamanship is the skill of living and working a naval vessel; it includes common perils, moving around on a boat, balance, stowing equipment, piloting small crafts sailed and powered, and knowledge of protocol, basic mooring, and docking.
Security: ID + Evade
-
Modified By: INT and PER; Learning Path >
Short
This ability grants the possessor the ability to find and disarm security measures and traps that can be foiled by disabling or circumventing its triggering mechanism or by safely triggering it. Such circumvention can be in the form of a bypass, cut wire, balance pressure, etc. Unless otherwise stated by the character attempting to disarm or security device itself, such efforts are considered permanent.
Familiarity Areas >
Bypass - Jury-rig bypasses leaving the initial systems in place and intact to be used later.
Disarm - Disabling the system to prevent any further use or triggering.
Security: Open Locks
-
Modified By: CRD and PER; Learning Path >
Short
This ability allows a character to bypass locks without use of the appropriate key. This may include a physical manipulation or an electronic bypass, depending upon the nature of the lock. Unless otherwise stated by the character attempting to disarm or security device itself, such efforts are not considered permanent. Using this ability upon powered or technologically advanced locks may require the character also combine some sort of related ability, depending upon the lock in question.
Familiarity Areas >
Biometric - Locks usually opened only by the scan of a matching biological organism. Examples include scans of fingerprints, palms, irises, retina, and DNA.
Electrical - Locks usually opened by magnetic device or keypad combination.
Mechanical - Locks usually opened by aligning tumblers through physical movement or combination. They are usually the least technologically advanced locks.
Shoot
-
Modified By: CRD and PER; Learning Path >
Trivial
Shoot governs actions that manipulate an item or weapon to discharge a munition directly by aim and trigger release from ranged weapons along a line to a target. Such actions are simple, usually taking only 1 or 2 AM, loading is not included. The act of shooting itself only takes 1 AM not matter what, if everything else is prepared. Myriad devices and enhancements exist to assist for targeting.
Familiarity Areas >
Beam weapons – large - Weapon that discharges directed energy. Large beam weapons are designed to be used with two hands.
Beam weapons – small - Weapon that discharged directed energy. Small beam weapons are designed to be used with with a single hand.
Crossbow - This weapon is a bow, mounted horizontally onto a stock. The release is initiated through a trigger or lever. The bow is cocked by muscle power or with the help of a windlass or lever.
Firearm - large - Projectile device that is powered through the rapid burning of a propellant. Large firearms are designed to be employed with two hands. Examples: match-lock, flint-lock, wheel-lock, lever-action, pump-action, semi-automatic, automatic, grenade launcher.
Firearm - small - Projectile device that is powered through the rapid burning of a propellant. Small firearms are designed to be employed with a single hand. Examples: match-lock, flint-lock, wheel-lock, revolver, derringer, semi-automatic pistol, machine pistol.
Singing
-
Modified By: PER and CHA; Learning Path >
Short
This ability predominantly deals with the ability to sing. It includes the mechanics of voice clarity, projection, inflection, tone, etc. The character may compose choral music or improvise. Skilled characters will not suffer any loss of voice for long bouts of singing or talking unless thy strain their capabilities.
There are many specializations of this skill, including (but not limited to): opera, country, rock, etc. Some vocal styles may also be more difficult than others.
Sleight of Hand
-
Modified By: RSP and CRD; Learning Path >
Short
Sleight of hand is the art of slight touch, motion, and misdirection. This ability includes executing stage tricks, picking pockets, palming items, juggling, etc.
This ability can be countered in the following ways: A PER check.
Soak
-
Modified By: PER and RCT; Learning Path >
Short
Soak is the ability to move with a blow thereby averting some of its force and damage. Soak cannot be done while encumbered. The soak skill can be used against any number of attacks so long as the target is aware of them; There is no AM cost for employing soak. This applies to all manner of physical melee attacks. A successful check will negate damage equal to the result category of the skill check multiplied by the size factor of the character target attempting it; a failure indicates an extra point of damage is taken, otherwise 1-5 damage is reduced for a human size target.
Sorcery
-
Modified By: PER and RSN; Learning Path >
Extensive
Sorcery is a magic methodology using a combination of words, gestures, and mental imaging to weave the flows of magic. Practitioners of sorcery are called sorcerers. The magus invokes formulae called spells through the processes of casting. These spells include words that must be said, actions that must be performed, images that must be visualized, and calculations that must be made. The thoughts, words, and actions of the magus serve as guides for the casting of spells. The act of casting is an intense action and
Each time a new level is gained, the possessor gain an amount of mana equal to the level x their magic ability level.
Stealth
-
Modified By: CRD and PER; Learning Path >
Short
Stealth is the ability to move without making a sound. This involves good awareness of the physical body and moving in a flowing motion with no heavy footsteps. Usually this requires moving slower than normal and may be obvious to others unless hidden. Attempting stealth while moving faster than half normal walking speed or over surface conditions such as creaky floors, gravel, etc., will impose a penalty. Any encumbrance imposes a CS penalty equal to the AM penalty for the degree.
This ability can be countered in the following ways: A PER check.
Streetwise
-
Modified By: REA and INT; Learning Path >
Short
This ability gives a character working knowledge of cities and urban cultures. This knowledge gives them the ins and outs of the best places for goods, equipment, and normal services. This covers attempts to lose pursuers in winding streets and crowds, to tail other people through the same, and to generally move about the area in the most efficient manner possible. It is also an indication, to a certain degree, of a character’s ‘street smarts’.
This ability can be used to determine territorial boundaries and markings of factions within a city as well as their impact and how to safely interact with them. A character can accomplish this to a certain degree in unfamiliar territory as many of the same streetwise skills are still applicable, they would simply be ignorant of the full depth of information they might desire, suffering a -4 CS penalty. This can be offset by spending time to gather information about the locale.
Survival
-
Modified By: RSN and INT; Learning Path >
Short
The survival ability allows the character to survive in various conditions of hardship where normal urban and social conventions will not suffice (climate, terrain, surroundings, etc. – see environmental conditions for different focuses). Survival allows a character to find shelter within the specific environment and to forage for enough food to stave off starvation. The ability rating can be used on checks against strain, accidents, and hardship and on checks for illness, disease, exposure, and fatigue in travel (adding a bonus to any attribute checks such as HLT, or STA where warranted).
The act of providing food requires the character spend four hours and may be done without a check unless the game master rules that resources are particularly scarce in the region. This encompasses both foraging and hunting, but it only provides enough for one person, though a character may attempt to provide for others. This requires a check and can be done either by taking more time (an additional 4 hours per person) or expanding their efforts within the limited time frame. Each additional person the character seeks for provide for within the same time imposes a cumulative -1 CS penalty to their survival check.
The type of condition must be specified when the ability is taken. Different species and settings may allow for more esoteric terrain types such as underwater survival for an aquatic species or oppressive conditions based on constrained and sensory impairment (underground or prison conditions).
Swimming
-
Modified By: STA and CRD; Learning Path >
Short
Swimming is the ability to stay afloat in and move about in water or other liquid. This includes not panicking when underwater, being able to tread water for an extended amount of time, and correct breathing during distance swimming so one does not get worn out. Abnormal conditions (heavy waves, strong current, etc.) or attempting to swim in a medium with a different viscosity (oil, mud, etc.) may impose a penalty.
Theology
-
Modified By: INT and RSN; Learning Path >
Short
Theology is the study of religious truth and its answers to the issues of the temporal world. This includes knowledge of the sects within the faith, some philosophy, ceremony, theory, and dogma. It encompasses ideas and perspectives of past important figures of the faith, their answers and impact. Theology is import for those wishing to be able to answer the questions of the faithful, convert more to the faith, and form congregations. Without good careful study of the subject, answers may contradict, seem illogical or even foolish.
mech
Tracking
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Modified By: PER; Learning Path >
Short
Tracking is the ability to find and follow evidence of a target(s) passing by the disturbance they have cause in the surrounding terrain. This may includes the ability to determine some of the characteristics of the target(s) being tracked (e.g. number, weight, size, time since passing, etc.) depending on the evidence left behind. A penalty may be imposed based upon the terrain (flat rock, earth, sand, etc.) and environment (rain, snow, etc.) in relation to the method of tracking (visual cues, scent, etc.).
Familiarity Areas >
Sense - A specific sense is emphasized (smell, vision, etc.); the sense must be capable of being used for following a trail long left.
Terrain - The character is especially versed in the ways and means of following a trail in a particular terrain.
Will Reflection
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Modified By: WPR and CHA; Learning Path >
Short
This ability projects the character’s will upon another and then gauge their relative Willpower rating as a result of the psychic echo that is returned to them. It costs 1 cohesion point and is instant - it takes no AM. A simple result will inform the character if the target’s Willpower is greater or less than theirs. A full result will reveal the exact Willpower of the target.
The being whose will is being reflected will feel nothing, unless they have a psychic aptitude equal or greater than the character using the skill. In such circumstances, they sense a brief but intense feeling of being watched from afar. If the target is actually skilled in will reflection themselves, then they automatically know it’s happening and may automatically make a will reflection check to determine the WPR of the source. The target does not necessarily know who is reflecting their will.
Zero Gravity Operations
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Modified By: CRD and PER; Learning Path >
Trivial
This is the skill of functioning within a weightless environment. This allows a character to spatially compensate for the lack of perceived gravitational impact and move and act. It enables them to function while eating, cleaning and dealing harmlessly with materials in general. It grants knowledge of the physical impact of weightlessness on a body and how to compensate.
Zoology
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Modified By: RSN and PER; Learning Path >
Short
Zoology is the study of the animal kingdom. This includes classification, breeding, nursing, evolution, habitat, distribution, basic structure, and dietary concerns. This also allows the character, given the appropriate observation time, to determine if a natural animal is aggressive, hostile, neutral or harmless. Given a full sleep cycle or more of observation, the character can determine the same information for new animals. Such things as the location of a lair and an idea of its habits (diet, breeding, etc.) can be gained only if directly observed though. An animal’s potential impact on its environment, its medicinal value or poison potency can only be determined with proper equipment or experimentation and a successful check.