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Chapter 2: Skills

  Skill Basics

Gaining Skills

A character gets a certain number of skill 'ranks' per level, which you can place in different skills. The number of ranks you get to place are based on your ability scores. You get a number of ranks in dexterity-based skills every level equal to your Dexterity score, a number of strength-based skills every level equal to your Strength score, etc.. So, an average human (who has 3 in every ability) gets three dexterity based skills, three strength skills, three endurance skills, three intelligence skills, and three spirit skills every level. This means that almost without exception, every character will get 15 skill ranks per level, split up amongst the different abilities

For most skills, every rank you have in a skill boosts your skill modifier in that skill by +1. Your skill modifier is what you use to make skill checks  so if you are making an Acrobatics check to jump two metres (with a DC of 6), and you've placed two ranks in Acrobatics (giving you a modifier of +2) when you make your check you get a +2 bonus to your die roll. A character with no ranks would have to roll a 6, whereas you, with your two ranks only need to roll a 4 (because 4 + 2 = 6, the DC).

Some skills have a …staggered‚ skill rate. This means that as you put ranks in, you get techniques and an increase in the skill bonus alternately. The first rank you put in gives you a technique, the second increases your modifier by one, the third grants you another technique, etc.. The end result is that at every odd-numbered rank you can select a technique and every even-numbered grants a +1 modifier. A staggered skill represents one in which learning is either slow, or which is so chancy that a professional (that is, a character with high ranks) does not have as big of an advantage over a novice compared to most skills. The majority of combat-related skills, and skills in which opposed checks are frequently made, are staggered.  

You may not have more ranks in any one skill than your level.

Only your base abilities determine skills per level, not ability boosts (even from permanent racial bonuses), drains, or temporary modifications.

Bonus Ranks at Higher Levels

At every level divisible by three (level 3, 6, 9, 12, etc.) you gain a single extra skill rank that can be placed in a skill of any ability. This rank is in addition to the normal number of ranks that you gain every level. This placement must follow the other usual restrictions (a maximum number of ranks equal to your level). This allows your character to branch out into a few new skills at higher levels that he would normally be prevented from.

Skill Techniques

Techniques are special abilities that you learn as a reward for training in a skill. Every rank you put in a skill (if it is Skill Rate: Fast) or every odd-numbered rank (if it is Skill Rate: Staggered), you permanently receive one technique from the list. Some techniques have requirements, which are listed in [Italics and square brackets] . You must meet the requirements to learn a technique. Techniques are extremely varied in their effects, some of them are underlined , and can be added to an attack combo. Others are Italicised , meaning they can be added to a spell. Some confer a special ability, others just give you a passive bonus to something. Read the individual descriptions for specific details. Unless otherwise specified, a technique can only be taken once.

Active, Opposed and Passive Checks

There are three kinds of skill checks that can be made: active, opposed, and passive. An active check is one in which you roll a die, add your bonus, and compare it to a fixed DC. If you meet or beat the DC, you are successful. A passive check is one in which someone or something else rolls a die and adds their bonus, and your skill determines the DC ƒ in this case, the DC is almost always equal to 4 + your skill modifier. Passive skill checks occur generally when your character is not directly acting, or does not necessarily have knowledge about what is happening. An opposed skill check is when two characters make active skill checks, and the one with the higher result wins. In the event of a tie, unless otherwise specified, both characters reroll.

Critical Success

When the DC is higher than the character can even manage, and if he is really lucky, he can pull off a Critical Success. If he rolls a six on his skill check and still fails, he can roll again using the same bonuses, but with a +2 luck bonus. If that is still not enough for him to succeed, then the DC is out of his ability. Skill checks made on dice larger than a d6 (such as with a focus skill) cannot have an improbable success ƒ they are already improbable as it is.

Focus Skill

At character creation and again at every level increase, a player may designate one skill as her character's "Focus Skill." A character can only have one focus skill at a time, so if a new one is designated the old one becomes a normal skills. Skill checks made with that skill roll a d8 instead of a d6.

Need Help Deciding?

There are a bewildering array of skills listed in this chapter, and sometimes it can be hard to decide which to take. On the following page is a brief description of all skills listed, but even then some assistance might be helpful.

If you want to play a...

Fighter: Take weapon skill, weapon proficiencies, combat expertise, armour, block, and fortitude. Consider combat arts, reflex, ride, and wrestle as well.

Wizard: Take magic skill, magic power, arcana, and spell repertoire, unarmoured, and reflex. Arcana in particular lets you customize how exactly your character casts spells.

Thief: Take stealth, reflexes, armour or unarmoured, acrobatics, and engineering (sabotage). Consider charisma, weapon or ranged skill, as well as combat expertise and a weapon proficiency or two

Cleric: Take magic skill, spell repertoire, medicine, faith, and charisma. Consider some combat skills or humanities as well.

Bard: Take charisma, contacts, and perform, as well as some fighting abilities.

Scientist: Take feebleness, frailty, unarmoured, science, ingenuity, and contacts.

Doctor: Take medicine, unarmoured, science (biology), ingenuity, and charisma.

If you have skill points left over...

Anyone can benefit from fortitude, perception, discipline, and reflexes.


Ability

Skill Name

Skill Rate

Used for

Strength

Athletics

Staggered

Running, jumping, climbing, and swimming

Combat Arts

Fast

Various combat-related techniques for any fighting style

Weapon Skill

Staggered

Melee combat and parry defence rolls

Wrestle

Staggered

Wrestling, tripping, and throwing

Feebleness

Staggered

Appearing harmless so as to be underestimated

Dexterity

Drive/Pilot

Staggered

Driving and piloting all manner of vehicles

Acrobatics

Staggered

Jumping and tumbling

Reflex

Staggered

Dodge defence rolls and initiative

Ranged Skill

Staggered

Ranged combat

Stealth

Fast

Avoiding being seen or heard, as well as pick-pocketing and theft

Timing

Fast

Having unnaturally good timing through luck and skill

Endurance

Shield Use

Fast

Block defence rolls and shield bash attacks

Armour

Staggered

Getting the most out of worn armour

Unarmoured

Staggered

Enhancing toughness and target without armour

Frailty

Staggered

Appearing frail so as to be underestimated

Fortitude

Staggered

Resisting poison, disease, exhaustion, etc.

Ride

Staggered

Riding horses and other animals

Intelligence

Combat Expertise

Fast

Learning new combos

Weapon Proficiencies

Fast

Becoming proficient with new weapons. Without proficiency, you take a -1/-1 penalty to attack rolls

Magic Skill

Staggered

Casting more complicated spells, spell attack rolls

Arcana

Fast

Various magic-enhancing techniques, and knowledge of magic

Spell Repertoire

Fast

Learning new spells

Perception

Fast

Seeing, hearing, feeling, and smelling hidden creatures and objects

Science

Fast

Knowledge of science-related concepts (such as physics and chemistry)

Humanities

Fast

Knowledge of concepts and information in the Humanities fields (such as history and law)

Engineering

Fast

Hands-on construction, lock picking, and trap disarming

Medicine

Fast

Treatment of wounds and diseases

Ingenuity

Fast

Being extremely cunning

Spirit

Magic Power

Staggered

Casting more powerful spells

Heroics

Staggered

Gaining a daily pool of action points that you can spend for bonuses to die rolls

Luck

Staggered

Gaining a daily pool of luck rerolls that you can spend to reroll checks

Discipline

Fast

Teamwork and dealing with your own morale issues

Intimidate

Staggered

Interrogating and terrifying your enemies

Faith

Staggered

Smiting unholy creatures, casting divine magic, performing exorcisms, and other uses

Berserk

Staggered

Flying into a mad rage to increase melee combat abilities and toughness

Charisma

Staggered

Charming, inspiring, and leading others; as well as deception and disguise

Contacts

Fast

Gaining a network of NPC contacts for assistance

Animal Backup

Fast

Gaining a trustworthy animal companion

Perform

Staggered

Playing music, including powerful magical melodies

Shapeshift

Staggered

Transforming yourself into an animal temporarily


Strength-Based Skills

Athletics

Skill Rate: Staggered

Uses: Climbing, swimming, running, and jumping

Jump Make an Athletics check. If you are making a Long Jump, you may jump up to half your check result in squares of your scale, to a maximum of your speed. You do this as part of a move, not as an action in itself. For a High Jump, you jump up to one quarter your check result in squares of your scale. If you do not have a running start (4 m of straight movement before your jump) the DCs are doubled.

Climb As a 4SA, make an Athletics check. The DC is based off of the type of wall you are trying to climb. If you succeed, you move up the wall at a speed of 0.25m. For every point by which you succeed, you can move at an additional +0.25m, to a maximum of your normal speed. You may not make defence rolls (such as block, dodge, or parry) while climbing. All climb checks are at a -2 penalty if one of your hands is holding something or otherwise incapacitated, unless you have the Perch technique.

Running and Chasing: Normally, moving around is dealt with in Chapter Three: Combat. However, when two characters have exactly the same speed, the GM should let them run around for a few rounds, then call for an opposed Athletics check. If the runner wins, he escapes. If the chaser wins, he catches up to the runner. For long overland chases where endurance is more important than speed, use the Fortitude skill instead.

Techniques:

Combo Components:  

  1.   Leaping Charge: [Attack Combo -1]: This combo component can only be included in a combo that also includes Charge. Instead of having to move 6 m before your attack (as per Charge), you must jump (or fall) the same distance. The two combo components stack for Combo Complexity (they each subtract 1 for a total of -2). Creatures of different scale must jump 4 squares of their scale.
  2.   Spring: [Attack combo +1] you may move up to two seconds during your combo. This does not add to the time it takes to use your combo, you can just move while attacking. Attacks may be made at any point along the move, and you can move between attacks. You take a -1/-1 penalty to ranged attacks while making a Spring.
  3.   Rush: [Attack Combo +2] [Requires Spring] You may move at your full speed for the duration of the combo (typically four seconds), but may not run. Otherwise, this functions as Spring. This may not be included in the same combo as Spring.
  4.   Sprint Attack: [Attack Combo +4] [Requires Rush] You may run during your combo. All attacks are made at a -1/-1 penalty (this stacks with the -1 /-1 penalty for ranged attacks from Spring).

Passive Techniques

  1.   Shot on the Run   [Requires Spring] You can ignore the -1/-1 penalty to ranged attacks while making a Spring.
  2.   Nimble Climb: You may dodge while climbing.
  3.   Perch : You may climb leaving one hand free without penalty, which can be used to (among other things) make attacks, make Block checks, cast spells, carry things, etc..
  4.   Rapid Climb : You move at +0.5 squares of your scale (+0.5m for humans) when climbing, to the normal maximum of your speed.
  5.   Sprint: When your character uses the Run action, he moves at 4x speed instead of at 3x speed.
  6.   Fast : [Requires Sprint] . Increase your speed by one half of a square of your scale (+0.5m for humans).

DC

Object to be Climbed

Example

0

specifically designed to be climbed, easily. No check required unless you have a penalty.

A ladder

2

Relatively easy to climb

A rope with a wall to brace against or a knotted rope.

3

A surface with ledges to hold on to and stand on

Very rough cavern wall

4

Pulling yourself up by your hands

You‚re hanging off a cliff

5

Surface with adequate handholds and footholds

An unknotted rope, or a tree

6

Uneven surface with some handholds and footholds

8

Rough surface

Natural stone wall or brick wall

10

Overhang on a ceiling with handholds but no footholds

15

Perfectly flat, smooth, vertical surface

-1 modifier

Brace against perpendicular or opposite walls

A chimney or corner

+1 modifier

Surface is wet or slippery

It just rained

Combat Arts

Skill Rate: Fast

Uses: If Weapon skill is for stabbing people, Combat Arts is for stabbing people better

Techniques:

Passive Techniques

  1.   Ambidexterity : Both of your hands are treated as  primary hands. If you have more than two hands, you may gain this technique multiple times. Each time, one additional hand (or hand-like equivalent) becomes a primary hand. You can use standard weapons on primary hands, but only light weapons in off-hands.
  2.   Iron Grip : You can add 1kg times your scale multiplier (1 for humans) to your maximum effort for a Medium Weapon, half that to light weapons, and double it to heavy weapons.
  3.   Quick Draw: You can draw or sheath (or pick up) a weapon or other small object as a 0SA.
  4.   Rapid Charge: The Charge combo component only requires 3m of movement, instead of 6, with this technique. Similarly, Leaping Charge only requires 3m of jump. Creatures of a different scale must move 3 squares of their scale.

Active Techniques:

  1.   Double Throw :   You can throw two weapons from the same hand as a single attack. If it is your off-hand, the two weapons much both add up to be a light weapon, and if it is your primary hand they must add up to be a standard weapon. The two weapons must be of the same type ƒ both shurikens, daggers, etc.. Make one attack roll. If you beat the Target score by one point or more, then you can roll two damage dice as if you hit with two separate attacks. This attack counts as a single attack made with a single weapon, so does not grant an extra attack for Dual Wield.
  2.   Dual Wield : You may use two different weapons for extra attacks. Penalties for range are doubled when you attack with two weapons. Whenever you use a combo, you can gain one additional attack. You decide how many (if you have more attacks from other sources) attacks are made with each weapon, but at least one must come from each. Remember that off-hands can only use light weapons without Ambidexterity. The additional attack is not modified by other combo components (such as Massive Damage, cyclone, lunge, precision strike, etc.)
  3.   Multi Wield : [Requires Dual Wield and either Dexterity 4 or 6 ranks in Weapon Skill] You can attack with a third weapon. You must have some manner of pulling this off (i.e., using Quick Draw (see below) and dropping one weapon in the middle of a combo, having three hands, or attacking once with each hand and adding an unarmed attack). You get one additional attack (on top of the one from dual wielding) for a total of two extra attacks to your combo. At least one attack must be made with each weapon. Ranged attacks still only have double range penalties. This technique may be taken multiple times (the first time it's called triple wield, the second time is called quadruple wield, then quintuple wield, etc.) each time adding another weapon you can make attacks with and granting one bonus attack.
  4.   Titan's Grip: You may wield heavy weapons on one hand (they count as a standard weapon when you do) but you take a -1/-1 Imbalance penalty to all attack rolls made with the weapon when you do so, as well as a -1 Imbalance Penalty to defence rolls (such as parrying) made with the weapon.
  5.   Implausible Weapon Wielder: You can use a super heavy weapon (that is, up to double as massive as a heavy weapon) without resting it on anything. You take a -1/-1 Imbalance penalty to all attack and defence rolls made with the weapon.

Axe Combat Tree: All of the following require Axe proficiency

  1.   Rampage:   [Requires 4 ranks in Weapon Skill] If while rolling for damage, you roll a kill (meet or beat the target's Tougfhness) you may make one additional attack against an enemy in reach „ your axe keeps going right through the first enemy into the second one. This attack must be with the same weapon and uses all the same bonuses as the first attack. The original attack must have been made with a weapon in the Axe family.

Example: Unusual Dual Wielding Combinations

When you think about using two weapons, you're probably picturing someone with a pistol or knife in each hand. Those are only the most obvious ways to do it ƒ however, with a little creativity, anything starts to look like a viable extra weapon! For example, you could use:

  1.   A rifle and underslung grenade launcher
  2.   A crossbow with a bayonet
  3.   Both ends of a staff or spear
  4.   A two-handed sword and a kick
  5.   A punch and a kick
  6.   A punch from your left and right hand
  7.   A longsword and a shield bash
  8.   A shotgun, and then the butt of the same shotgun (it counts as separate weapons when used in this manner)
  9.   A turret mounted tank cannon and coaxial machine gun
  10.   That same tank cannon and a kick to the face of a ninja who snuck up behind you
  11.   A kick and an enemy you picked up using Grab and Throw, in the Wrestle skill.
  12.   A carried and shoulder-mounted weapon in a Mech

Also, remember that with Quick Draw you can draw weapons in the middle of a combo, and just because a weapon is heavy doesn't mean that it takes both hands to carry ƒ just to attack with. So you could viably attack someone with a single greatsword in both hands, let go of it with your left, quick draw a dagger, and stab someone behind you with it.

The attacks don't have to both be melee or both be ranged, either ƒ that dagger could be thrown across the room at another attacker.

Things get even more fun with Improvised Weapon Proficiency or Impale.

Dual Wield gives an incentive for characters to add a little variety to their attacks, making combats that much more interesting.

Blade Combat Tree: All of the following require Blade proficiency

  1.   Riposte : [Requires 4 ranks in Weapon Skill] on a successful Parry defence roll, you get a single free melee attack against the person who attacked you. Your parry must have been done with a weapon in the Blades family, and the free attack must be done with that same weapon.
  2.   Dis-Arm : [Requires 4 ranks in Weapon Skill] If you score a "kill" on damage with a Blade on a called shot, the hand, limb, etc. in question is severed entirely.
  3.   Elegance:   [Requires 6 ranks in Weapon Skill, Weapon Finesse] You may use the Weapon Finesse technique with Standard Weapons, so long as they are in the Blade family. Normally you can only use it with Light weapons.

Blunt Combat Tree: All of the following require Blunt proficiency

  1.   Shock : [Requires 4 ranks in Weapon Skill] While using a weapon in the Blunt family, one target per combo that you hit must make a fortitude check (DC equals the damage you dealt) or be stunned for two seconds.
  2.   Rush : [Requires 4 ranks in Weapon Skill] If you deal a wound with a weapon in the Blunt family, you may move your target one square of your scale (not your target's) in any direction. If your target collides with a solid object, he takes damage as if he had fallen twice the distance. You may only move an individual target once in this manner per round

Spear Combat Tree:   All of the following require Spear proficiency

  1.   Short Haft : [Requires 4 ranks in Weapon Skill] While using a weapon in the spear family, you may threaten and attack targets one step closer than your weapon's typical reach. For example, with a shortspear (Which has a reach of Standard) you may attack enemies that are Standard or Close. When combined with the Lunge technique, you may attack targets that are Close, Standard, or Long.
  2.   Always Ready : [Requires 4 ranks in Weapon Skill] As an immediate 4SA, you may use a combo or single attack against a foe who has moved more than 4 squares. This attack is resolved before the target's charge.

Unarmed Combat Tree: All of the following require Martial Arts proficiency

  1.   Living Weapon:   [Requires 4 ranks in Weapon Skill, Dual Wield, Ambidexterity] You may use a third limb as a weapon. For example, you could attack with both arms and kick with one leg, gaining two bonus attacks with Dual Wield. Normally, you can only use two limbs.
  2.   Skilled Martial Arts: Your Unarmed Attack deals 1d4 damage instead of 1d4-1.
  3.   Combat Martial Arts:   [Requires Skilled Martial Arts] Your Unarmed Attack increases in damage by one die (typically becoming d6's), and you may deal lethal or non-lethal damage with it.
  4.   Advanced Martial Arts:   [Requires 4 ranks in Weapon Skill, Combat Martial Arts] Your Unarmed Attack increases in damage by an additional die (typically becoming a d8).
  5.   Stunning Fist : [Attack Combo +1] [Requires Martial Arts proficiency] One target (that you choose) who was wounded by an Unarmed Attack in this combo must make a fortitude check (DC equals the damage dealt by your attack) or be Staggered for one round.

Firearms Combat Tree:   All of the following require Firearms proficiency

  1.   Five Rounds Rapid : With this technique, you do not increase range penalties for firing on Auto while concentrating fire.
  2.   Strafe: When firing an Automatic weapon, instead of firing at a spherical area, you can fire in a line of the same scale.

Weapon Skill

Skill Rate: Staggered

Uses: Whenever you make an attack roll in melee, you use your weapon skill modifier. Your weapon skill bonus is similarly added to the DC to block attacks made with your melee attacks. So, with a +2 Weapon Skill bonus, you get +2 to melee attack rolls and your attacks have a DC of 6 to defend against. A higher weapon skill modifier increases your chances of hitting the target in addition to increasing your maximum combo complexity

Parrying : Every rank in Weapon Skill grants you one additional parry defence roll per round. See Defence Rolls in the Combat chapter for more information

To parry, you need a weapon with which you are proficient. If you are proficient with unarmed combat, you need a hand free. Natural weapons do allow you to parry.

Without special training, you cannot Parry a ranged attack (such as a bullet, arrow, or ranged spell). Without special weapons, you can‚t generally parry energy-based attacks (such as many spells, fire breath, plasma and laser guns, and beam swords) Parry cannot be used against area attacks. As Parry is based on a Dexterity-based skill, mobility penalties apply.

Techniques:

Combo Components:

  1.   Brace : [Attack Combo -1] This combo can only be used in melee against targets who moved more than 4 squares of your scale this turn, such as if the enemy is charging you.
  2.   Cyclone : [Attack combo +4] You may make one melee attack against every enemy in reach. All attacks must be made at the same time ƒ you cannot move during your combo to attack everyone standing in a line, for example. The combined number of attacks made as a result of Cyclone may not exceed your ranks in Weapon Skill (minimum 2).
  3.   Mad Cyclone : [Requires Cyclone] [Attack Combo +8] Similar to Cyclone, you may make an attack against everyone in reach. However, you may do so while moving (such as with Spring or while riding on a moving mount) to attack everyone you pass. The combined number of attacks may not exceed double your ranks in Weapon Skill.
  4.   Extra Attack [Attack combo +2]: You gain one additional attack in your combo. You may add this component multiple times, each time making another attack.
  5.   Flat of the Blade: [Attack Combo + 0]: You deal nonlethal damage with melee weapons in this combo without suffering the usual penalty. You may not do lethal damage with any attacks in this combo.
  6.   Impale : [Attack Combo +1] If you succeed on a melee attack that deals a wound in this combo, you leave your weapon stabbing in the enemy. The attack must be made with a slashing or piercing weapon (or another weapon with GM permission). The target takes an additional wound that cannot be healed without first  removing the weapon, which takes as much time as it would to draw the same weapon.
  7.   Knockback : [Attack combo +2] Once in this combo, you may send an opponent which you hit with an attack flying backwards. You may move your target one square of your scale (not your target's) in any direction. If your target collides with a solid object, he takes damage as if he had fallen twice the distance. You may only move an individual target once in this manner per round. You can add this component multiple times to the same combo, each time knocking another creature that you hit backwards.
  8.   Lunge [Attack combo +1]: you increase your reach by one step for the purposes of this combo (Close to Standard to Long to Long 2, etc.) This increase in reach is variable ƒ that is, you can still attack enemies that are in the unmodified reach area.
  9.   Mighty Strike : [Attack Combo +1 or more] Your melee attacks in this combo deal one higher die of damage (d4-1->d4->d6->d8->d10->d12). Attacks that already do d12 damage deal +1 damage. You may add this component multiple times, its effects stack. Each time you add it, however, it costs one more combo complexity point than the last time. So the first damage increase is combo complexity +1, two is complexity +3, three is +6, etc.
  10.   Opportunist : [Attack Combo +5] Combos with the Opportunist component may be used with the Nick technique to attack in one second.
  11.   Precision Strike: [Attack combo +1] For the purposes of attacks in this combo, reduce the target bonus for called shots to one specific area by 1 point. For example, one could add Precision strike (Head) and reduce the +3 target bonus to heads to only +2. This component may be included multiple times, each time selecting a different specific area.

Dirty Fighter Combat Tree: All of the following techniques require the Extra Attack technique and proficiency with a unarmed attacks.

  1.   Punch :   [Requires 2 ranks in Weapon Skill] [Attack Combo +2]: For all purposes, this is treated as an Attack or Extra attack component, except that it must be made unarmed. If the punch hits, one other attack you made this combo may be rerolled. You must use the second result. If you have no hands, or your hands or arms are otherwise disabled (such as through a called shot) then Punch has no effect. This component may be added multiple times to the same combo, each time making another Punch. Make sure you designate which die is making the Punch (using a separate colour is a good idea) so you know for sure which one hit. If you have a claw, smash, or similar natural attack; or are wearing gauntlets or using a punch dagger, Punch made me used with that weapon.
  2.   Kick:   [Requires 4 ranks in Weapon Skill] [Attack Combo +2] For all purposes, this is treated as an Attack or Extra attack component, except that it must be made unarmed. If you have no feet, or your feet or legs are otherwise disabled (such as through a called shot) then Kick has no effect. If the Kick hits, you may reroll one damage die you make this combo. This component may be added multiple times to the same combo, each time making another Kick. Make sure you designate which die is making the Kick attack.
  3.   Head-to-head Combat : [Requires 4 ranks in Weapon Skill] [Attack Combo +2] For all purposes, this is treated as an Attack or Extra attack component, except that it must be made unarmed. You try to hit your target with a headbutt. You get a -1/-1 penalty to this attack unless it is made as part of a Charge or while wrestling the enemy. If you hit, the target must make a fortitude check (DC = Damage dealt, even if you didn‚t wound the target) or be Stunned for one second. Head-to-Head Combat may be used while Pinned, with the One Inch Punch technique. If you haven‚t got a head (and are somehow still alive) you can‚t use Head-to-head combat. If you have horns or some other headbutt natural attack, you can use that attack in place of an unarmed one.

Street Fighter Component Tree: All of the following techniques require proficiency with unarmed attacks.

  1.   Blind : [Attack Combo +1] To use this component, you must have a loose cloth item in your hand (or available to grab with Quick Draw or similar). Such an item could be a cape or cloak (even one worn), a scarf, a napkin, a handkerchief, a flag, etc.. You toss or fling the item in the enemy's face (either in ranged or melee - if ranged, treat is as a thrown weapon with a range increment of one square).  If you succeed your attack, the target is blind against anything else you do in this combo. You may add multiple Blind components to the same combo, but multiple successes on a single target do not increase the penalty.
  2.   Face Slap : [Attack Combo +1] You slap your opponent upside the head, briefly disorienting him. Make an unarmed attack as a called shot to the target's head. This attack deals no damage, instead, a successful hit imposes a -1 penalty to any defence rolls made against other attacks in this combo. Multiple penalties from multiple Face Slaps do not stack. This combo component can be added multiple times to the same combo, each time making another Face Slap attempt at the same or a different enemy. Targets can defend against a Face Slap as if it were a normal attack.
  3.   Kneecap : [Attack Combo +3] Make an unarmed called shot to your target's leg. If you succeed, make a damage roll opposed by your target's fortitude check. If you beat the check, the target is not wounded, but instead falls to a crouching position and is stunned for 1d6 seconds. Multiple Kneecap components can be added to the same combo, but only the first successful kneecap has any effect on any one creature.
  4.   Throat Jab : [Attack Combo +1] You jab your opponent in the throat with your hand, giving him trouble breathing and, more importantly, preventing him from speaking. Make an unarmed attack roll as a called shot to the target's neck (a Critical Area), but do not roll for damage. Instead, if your attack hits, your target cannot speak until the beginning of your next turn. This includes  calling for help and casting spells with Verbal components, among other things. This combo component may be added multiple times to the same combo, each time making another attempt against the same or a different enemy. Multiple Throat Jabs against the same enemy do not increase the effect. Targets can defend against a Throat Jab as if it were a regular attack.
  5.   Wind : [Attack Combo +1] You hit your target in the stomach, forcing the air out of his lungs. Make an unarmed attack against your target, but do not roll for damage.  If you succeed, your target must make a fortitude check (DC=4+your weapon skill modifier). Failure means he is Staggered on his next turn, and he can't breathe or speak until he is no longer Staggered. Further, if he was holding his breath, he loses the air he had. This is useful if you plan on strangling him or throwing him into a lake immediately afterwards. Multiple Wind components can be added to the same combo, each time allowing you to try again against the same enemy or another.

Passive Techniques:

  1.   Lightning Parry:   [Requires 10 ranks in Weapon Skill] You may parry ranged attacks.

Active Techniques:

  1.   Controlled Fighting: If you are using a light weapon and one hand is free, you get one additional parry per round.
  2.   Nick: You can make a single attack in one second. You cannot use this technique if you make any other attacks in your turn. If you have a combo that includes Opportunist, you can use that combo as your Nick attack.
  3.   Slice: Once per round, after making a successful parry you may make a free attack against the weapon you just parried. The attack must be made with the weapon you used to make the parry.
  4.   Weapon Finesse: You may add your dexterity to damage instead of your strength with Light weapons, or those with the "Finesse" special. However, you apply mobility penalties to your attack bonus when you do so.

Wrestle

Skill Rate: Staggered

Uses: Wrestling enemies, throwing them, disarming them, etc.

Size Modifier: Add your scale to your wrestle modifier

Strength Modifier: For every three points of strength you have over 3, you add +1 to your wrestle modifier. So, you get +1 at strength 6, +2 at strength 9, etc..
Hold : Make an opposed Wrestle Check against an enemy in reach as a 4SA. If you succeed, you prevent the target from moving, casting spells which require a free hand, or attacking until your next turn. This requires at least one free hand, which is used to hold the creature. You can carry a held character and move with him, but (probably) the added weight will slow you down. See the Encumbrance rules for more information. Held characters can't make block or parry defence rolls, but can dodge with a -1 penalty. Less common defence rolls can be made or not made with GM discretion, unless otherwise specified.

Force Feed: As a 2SA, you can make an opposed Wrestle check against a Held foe. If you succeed, the target ingests whatever food/poison/potion or similar is in your hand.

Techniques:

Combo Components:

  1.   Grab : [Attack Combo +1] You can try to use Hold on someone as a part of this combo. You may add this component multiple times, each time making another Hold attempt. Normally, grabbing a target takes a 4SA.
  2.   Throw [Attack Combo +1, Requires Grab ]: You can toss a held opponent. You can throw the character one square of your scale per point of Strength you have. So, a human with strength 4 can throw someone up to 4m away. If they collide with a hard surface (such as a wall or another person), they take 1d6 + your strength score in bludgeoning damage. If the surface is particularly hazardous, the GM may add circumstantial damage using the falling damage chart as a guideline. If you throw them off an edge or something similar, they may take falling damage as well. You can try to throw an enemy at another one. Thrown targets land prone unless they succeed on a DC 8 acrobatics check. You may add the Throw component multiple times, each time throwing an additional Held creature. Targets that are thrown are obviously no longer considered held by you. If you throw your target through another character‚s occupied space, they might collide. Both characters can make a defence roll (generally speaking, parry and block would be impossible in this situation) with a DC equal to 4 + your Wrestle modifier. Both characters take 1d4 + your strength score of damage in the event of a collision.
  3.   Curbstomp: [Attack Combo +2, Requires Grab ] You can try to bash a Held opponent into the floor (if he is prone) or a wall or enemy (or similar object or creature) within your natural reach (if there is one). If you try to bash him against an inanimate immobile object, you do not need to make an attack roll ƒ so it is strongly recommended that you use a called shot to the head. The target takes 1d6 + your strength in bludgeoning damage. If you try to bash him into a creature, you must make a normal melee attack roll against the second creature as if attacking with a heavy weapon. If you hit , both creatures take 1d6  + your strength score. The creature remains Held after you use this, so you may follow it up with a throw or another use of this component. You may add this component multiple times to a combo, each time against the same or different Held creature.
  4.   Trip [Attack Combo +1] Adds a Trip attempt to the combo. Make an opposed Wrestle check against one target in reach. If you succeed, they are knocked prone. Adding multiple Trips to a combo results in multiple Trip attempts. Trip has a default range of Close, but you may use a weapon's reach if that weapon has the Trip Special. If you successfully trip a rider, he is unhorsed.
  5.   Disarm [Attack Combo +1] Adds a Disarm attempt to the combo. Make an opposed wrestle check with a target in reach. Success means the target drops their weapon. Some weapons allow you to make Disarm attempts with them, in this case use the weapon‚s reach and your Weapon Skill or Wrestle modifier, whichever is higher. This component may be added multiple times to the combo, each time allowing you to make another Disarm attempt. The defender can use his Wrestle modifier or his Weapon Skill modifier, whichever is higher.

Special Throw Options:

For whatever reason, one thing that varies widely between different moods and atmospheres in movies, TV shows, and novels is how effective it is to throw someone across a room. As such, here are some optional rules for differing takes on throws in the Semiautomagic game:

Less Lethal Throws: For more realistic games, throws can be easily de-powered as follows: simply subtract a point of damage for each square the character was thrown before colliding with an obstacle.

More Lethal Throws: Throwing can be a problem because it‚s damage isn‚t based off of weapons or technology, so in a futuristic campaign, a throw is useless against a heavily armoured opponent. This can be remedied either by using the More Detailed Armour special rule found in Appendix C, or by increasing the damage die to a d8 or even d10.

More Realistic Throws: Realistically, unless a person has super strength (which is hardly realistic to begin with) a human can‚t throw a human very far at all. So, you can try decreasing the range to a single square.

These optional throw variants are a visible way to change the tone of your campaign from a more cinematic feel to a gritty, realistic one.

Passive Techniques:

  1.   Pin : Held Targets may not attack or cast spells unless they don't require a free hand.
  2.   Suffocate : You can prevent anyone you are Holding from breathing or speaking (including casting spells with a vocal component or calling for help).

Active Techniques:

  1.   Curse You Treacherous   Dagger : If you succeed in an opposed wrestle check against a target in reach, you may use a weapon he is holding as you were wielding it. You make this check as part of an attack.
  2.   Foothold : [Requires Pin]   If you are standing up and your target is prone, you can use Hold against them using only your feet, leaving both of your hands free.
  3.   Hostile   Cover : You may use anyone Held as Heavy Cover against ranged attacks. See Cover in Chapter 3: Combat for more information.
  4.   One Inch Punch: You may make unarmed attacks while Held, but you must succeed on an opposed Wrestle check made as part of the attack.
  5.   Bloody Wrestler:   [Requires One Inch Punch] You may use light weapons while Held, but you must succeed on an opposed Wrestle check made as part of the attack.

Feebleness

Skill Rate: Staggered

Uses: You are a particularly scrawny individual. This has no penalty other than the fact that if you put ranks in this, you probably didn‚t put them in, say, Combat Arts or Weapon Skill. On the plus side, your enemies don‚t register you as a threat and may not take you seriously enough to really try and hurt you.

Techniques:

Passive Techniques:

  1.   Mass Scrawny:   [Requires Scrawny] When you use Scrawny, it affects all who can see you. Make one Feebleness check and apply it to the Will of anyone who can see you.
  2.   Pitiful Flinch: [Requires Scrawny] : You can use Scrawny as a 1 second immediate action.
  3.   Wiry:   [Requires Scrawny, Strength of 3+] You decrease the penalty from your Strength score to Scrawny checks by one point. You may take this multiple times, and its effects stack, but never reduce the penalty to lower than -2.
  4.   Extra Scrawny: [Requires Scrawny, 2 ranks in Feebleness] If you succeed in a Scrawny check, you add an additional +1 Target to your target score. You may take this multiple times, to a maximum of one-half of your Feebleness bonus. Its effects stack.
  5.   Size Down: When other creatures use the Size Up technique against you, you subtract your ranks in this skill from the CR they think you have. See the Perception skill for more about Size Up.

Active Techniques:

  1.   Scrawny: You can make a special Feebleness skill check as a 1 second action against one target who can see you. The DC is equal to their Will. You subtract your Strength and triple your Scale from your Scrawny check, but add +3 to make up for that. If you succeed, you are treated as having +1 Target against attacks made by them. This is because they are not really trying to hit you as much as they could, because you appear so unthreatening.

Creatures immune to Morale effects are immune to Scrawny.

If your target sees you do anything that causes a Wound or morale penalty or Kill anything , the target is immune to your use of Scrawny until your bonus increases, or they somehow forget.

If you are visibly armed, you take a penalty based on the heaviest weapon. The penalty is -1 for a light weapon, -2 for a standard weapon, and -3 for a heavy weapon. If you are carrying a superheavy weapon, the target is immune to Scrawny.

Dexterity-Based Skills

Acrobatics

Skill Rate: Staggered

Uses: The Acrobatics skill can be used maintain your balance, and reduce falling damage.

Balance: Whenever you have to walk across a narrow surface, or try to maintain your footing on slippery or shifting terrain, you make an acrobatics check. When balancing, you move at half speed.

You must make a balance check every round. If you remain stationary, you get +3 to the check.

DC

Terrain

0

Flat, stable ground

4

An area narrower than 10 cm

6

Area narrower than 5 cm, or a rope. Shifting terrain.

8

Balancing on a swaying rope

10

12

+1

Area is wet


Techniques:

Passive Techniques

  1.   Rapid Stand: With this technique, standing up from prone takes two seconds less (down to a 2SA from a 4SA).
  2.   Safe Landing: You take 2 points less damage from falling

Active Techniques

  1.   Acrobatic Jump: You may use your Acrobatics modifier instead of your Athletics modifier when making jumps. However, mobility penalties apply.
  2.   Wall Kick:   [Requires Acrobatic Jump] If you finish your jump next to a wall or other sturdy vertical surface, you can immediately make another jump from that wall. You do not count as having a running start. The DC for the second jump is that same as a regular jump would be, but +1 higher.
  3.   Multi Wall Kick:   [Requires Wall Kick, Acrobatic Jump] You may make multiple Wall Kicks, so long as you finish your jump next to a wall each time. The DC increases by a cumulative +1 per jump, however.
  4.   Combat Wall Kick:   [Requires Wall Kick, Athletics: Leaping Charge] Normally, using the Leaping Charge technique requires 4 squares of jumping or falling in a single bound. With Combat Wall Kick, add up the total distance of all of your jumps or falls you made since last touching the ground when using Leaping Charge.
  5.   Skydive:   [Requires Tuck and Roll] With this technique, you can attempt to slow your descent and even control it to a limited extent. Once per round while falling, you can make a DC 8 Acrobatics check as an immediate 0SA. If you succeed,  you slow your descent to 40m/s for that round. Further, you can attempt to glide horizontally. If you succeeded on your skydive check, you can move horizontally at a speed of 1m/s of movement. This takes a move action as if you were moving normally.
  6.   Tuck and Roll: [Requires Safe Landing] Upon landing, you can try to roll to take less damage. Make an acrobatics check with DC 4. If you succeed, you take one point less damage. For every three points with which you beat the DC, you take an additional one point less damage. As part of the roll, you move one square in any direction after landing. If you are landing in liquid instead of on a solid object, you make a dive instead. This functions the same way, except you don't move into an adjacent square.

Reflex

Skill Rate: Staggered

Uses :

Initiative: Your Reflex bonus is added to your Dexterity when you make an Initiative check to determine the order that characters take their turns in at the beginning of combat. Further, there are a number of techniques (Nerves, Jittery Nerves, and Iron Nerves) that increase your odds of going first.

Dodging: The Reflex skill is used to make dodge defence rolls. Every rank in Reflex grants you an additional dodge defence roll per turn. Mobility penalties apply to dodges, as they are dexterity-based. A dodge against a damaging area attack reduces damage by 3 points instead of ignoring it altogether, and non-damaging effects cannot be dodged at all without special GM permission.

Catch Yourself: If you fall off a ledge, are falling by a branch or ledge, etc. you can make a Reflex check with DC 4 to try to catch the ledge and not fall. This counts as one dodge attempt per round, and can be done on anyone‚s turn. You can then make an Athletics check to pull yourself up (a 4SA).

Catch Something: To catch an object that you‚ve dropped (such as by being disarmed) you require a free hand. Make a Reflex check against DC 6. This counts as one of your dodge attempts per round, but does not otherwise take any time. This can be done on anyone‚s turn. To catch something that has been thrown, it must pass through an area in your reach. Make a Reflex check against DC 6 to catch it, as above (counting as a dodge attempt) unless the thrower is deliberately trying to make it difficult to catch. If so, the Reflex DC is equal to the Defence DC of the thrown object (typically 4+the thrower‚s Ranged Skill bonus).

Techniques:

Passive Techniques

  1.   Evasion: You may make dodge rolls against area attacks and non-damaging effects completely. Normally, a dodge against a damaging area attack reduces damage by 3 points, and non-damaging effects cannot be dodged at all without special GM permission.
  2.   Nerves: Increase the die size by one for initiative checks. Typically this means you roll a d8 (unless Reflex is your focus skill, in which case you roll a d10)
  3.   Jittery Nerves:   [Requires Nerves, three ranks in Reflex] Increase the die size by one for initiative checks. Typically this means you roll a d10 (unless Reflex is your focus skill, in which case you roll a d12)
  4.   Iron Nerves:   [Requires Jittery Nerves, six ranks in Reflex] : Increase the die size by one for initiative checks. Typically this means you roll a d12. If you already were using a d12 for initiative, you instead gain a +2 bonus to initiative checks.

Active Techniques

  1.   Harm's Way:   [Requires Lightning Reflexes] You may make a dodge check in place of an adjacent creature. If you succeed, you are hit by the attack in the creature's place. You can use this ability after the creature has tried (and presumably failed) to defend. This uses one of your dodge defences per round.
  2.   Thrown Into Danger: [Requires Harm‚s Way] Before using Harm‚s Way, you can spend 2 of your round‚s allotment of dodge attempts to make an Immediate 1-second move. This move must be used to move towards a target that you are using Harm‚s Way to defend.
  3.   Efficient Dodger:   [Requires 5 ranks in Reflex] Once per round, when you make a successful dodge, you can choose to redirect the attack to a creature adjacent to you. The attacker makes an attack roll using identical modifiers, weapons, abilities, etc. as the original attack. The new target must be a valid target for the original attacker ƒ in reach or range, no intervening obstacles, etc. The new target may defend normally.

Ranged Skill

Skill Rate: Staggered

Uses : Attacking with a ranged weapon, determining the complexity of attack combos. You use your Ranged Skill bonus when making ranged weapon attack rolls, and it is added to the DC to defend against your ranged attacks.
Techniques:

Combo Components:

  1.   Double Tap: [Attack Combo +1] If you are firing a semiautomatic weapon with a combo including this component, all attacks count as Burst even if the weapon does not normally have a Burst rate of fire. This includes increasing the recoil, range penalties, etc. Every attack uses two bullets, not three (as is normal for Burst).
  2.   Far Shot [Attack Combo: +1]: double the range increment of ranged weapons used in the combo.
  3.   Improbable Aim:   [Attack Combo +1] You can aim at a target as part of attacking with this combo.
  4.   Shoot From the Hip: [Attack combo -1]: All skill checks made as a part of this combo take a -1/-1 penalty. You may apply this as many times to a combo as you have ranks in Ranged Skill, its effects stack.
  5.  

Example: Multi-Weapon Combat

This example will illustrate how dual wield, multi wield, and double throw interact with each other.

Colonel Mauve the walking arsenal finds himself surrounded by five knife-wielding ninjas. Fortunately, he's prepared. On his turn, he uses his combo "Storm," which consists of four attacks. Mauve draws a pair of knives using Quick Draw in his right hand and throws them both at ninja #1 (his first attack, using Double Throw). Mauve uses his second attack to throw his last knife at ninja #2 (granting him an extra attack from dual wield). Mauve still has two normal attacks remaining, but is now out of weaponsⓦ except the ones his mother gave him. He punches ninja #3 in the face twice (his second and third normal attacks, granting him a second extra attack from Triple Wield) and uses his fourth attack to punch ninja #4. He still has two extra attacks, which he uses to clobber ninja #5 with his fists.

In total, Colonel mauve made six attacks:

  1.   One with a pair of knives using double throw
  2.   One with a third knife, granting an extra attack (from double wield)
  3.   Two punches, granting another extra attack (from triple wield)
  4.   Two extra punches from the extra attacks earned using double and triple wield.

Unorthodox Reload : [Attack Combo +1] [Requires Rapid Reload] You may reload once during this combo, so long as you could normally do it in one second or less. You may add this component multiple times, each time reloading once more.

  1.   On the Exhale: [Attack Combo +X] You get a +1/+0 Precision bonus to attacks made in this combo. On the Exhale adds 2 complexity points per attack (including extra attack, trips, punches, kicks, etc.) in the combo.

Active Techniques:

  1.   Deadly Aim: You may spend 6 seconds aiming (instead of the usual 1 second) to get a +1/+1 Precision bonus on your next ranged attack roll.
  2.   Cold Sniper: [Requires Deadly Aim, Steady Aim] You can use Deadly Aim with only 3 seconds of aiming instead of 6.
  3.   Indirect Fire: you may fire low-powered projectiles (including bows, thrown weapons, catapults, grenade launchers, artillery, and most spells) in an arc half as high as it is long. Without Line of Sight, you need to guess the location of your target and suffer penalties as if Blind. By doing this, you can ignore fairly low obstacles. If you know where your target is by other means, you obviously don't have to guess their location.
  4.   Steady Aim: If you aimed before your attack, you can ignore 1 point of cover bonus to your target's Target score.
  5.   Rapid Reload: With this technique, reloading most weapons takes one second less. Weapons that take two rounds or more to reload take one round less. If this would decrease the time it takes to reload a weapon to below one second, it becomes a 0SA.
  6.   Lightning Reload: [Requires Rapid Reload] With this technique, reloading most weapons takes two seconds less. Weapons that take two rounds to reload take one round less, and weapons that take three or more rounds to reload take two rounds less. This replaces the benefit from Rapid Reload. If this would decrease the time it takes to reload a weapon to below one second, it becomes a 0SA.

Stealth

Skill Rate: Fast

Uses : Sneaking, Sneak attacking
Size Modifier: subtract your scale from your stealth modifier

Sneak : You may move stealthily up to half your speed. Make a Stealth check every round. You are undetected so long as your Stealth Check beats observers' passive Perception DC. The observer takes standard penalties for distance. As long as someone has not detected you, they are flat-footed to your attacks. If you attack from hiding, your stealth check gets a -6 penalty until your next turn.

Pick Pocket: as a 4SA, you can attempt to snatch an item from a flat-footed target. Make a Stealth check opposed a perception check made by your target. If you succeed (meet or beat his roll), he didn't notice you swipe the object. If the object is larger than can be conveniently hidden in your palm, you get -1 or more on the check. If your target notices you trying to rob him, you can make an opposed Wrestle check to steal it anyways.

Off-Screen Thievery: A character with Stealth can use his skill to steal money from the surroundings. Make a stealth check. You can generally get your result squared in silver marks for every day out robbing in a town of average wealth, per hour in a wealthy area, or per minute in an extremely wealthy area (like a palace). The GM secretly sets a DC from 2 (barely defended) to 4 (average defence) to 6 (well defended) to 8 or higher (paranoid security). A result lower than the DC results in the character not making any money. The point of off-screen thieving is to not derail the campaign with one character's hijinks, while still being able to use his skill. For attempting to steal a particular item, don't use off-screen thieving. Instead, this qualifies more as an adventure in and of itself.

Techniques:

Combo Components:

  1.   Sneak Attack : [Attack Combo -1] This combo only functions when you attack a flat-footed or flanked foe. For every three ranks you have, Sneak Attack subtracts an additional 1 combo point (1 at 1-2 ranks, 2 at 3-5, 3 at 6-8, etc.

Passive Techniques:

  1.   Rapid Sneak: You may move up to 3/4 your speed while Sneaking.
  2.   Sniper : When attacking while hidden, you only take a -3 penalty to stealth.
  3.   Quick Pocket: You can make Pick Pocket checks in 2 seconds instead of 4.
  4.   Concealed Faith:   Supernatural Add your Stealth modifier to the DC to detect you with Holy Sight.
  5.   Concealed Casting: Supernatural Add your Stealth modifier to the DC to detect you, or any spell you cast, with Magic Sight.
  6.   Subconscious Stealth:   [Requires Blend In, A True Ninja, Hide in Plain Sight] You only take a -1 penalty while using Hide in Plain Sight.

Active Techniques:

  1.   A True Ninja : If you desire, you can always considered to be "taking 0" on Stealth checks. This means that, when you are just going about your daily business, in order to be seen or heard someone must beat 0+ your Stealth modifier with a perception check. You suffer no movement penalties. You may, of course, choose not to be sneaking at any time, but it is assumed that you are if you do not specify. You may still only hide if you have cover or concealment, as per usual.
  2.   Backstab:   [Requires Sneak Attack] If you hit flanked foe with a light weapon, you deal +2 damage.
  3.   Superhero Exit : [Requires Hide in Plain Sight] observers do not automatically succeed on their observe check if they are directly looking at you, so long as they are flat-footed. (this is commonly combined with a distraction to slink away)
  4.   Blend In: You may make stealth checks in crowds of people as if you had cover or concealment. Your check automatically fails if you are strikingly different from those you are trying to blend in with.
  5.   Hide in Plain Sight : You may hide even without cover or concealment, but at a -3 penalty to sight-based stealth. Also, if you try to hide while already under direct observation, the observer automatically succeeds on his Perception check.
  6.   Sneaky Run: You may move your full speed, but take a -2 penalty to Stealth until your next turn.
  7.   Catch by Surprise: [Requires Quick Draw] if you quick-draw a concealed weapon, you catch your opponent flat-footed for the purposes of any attacks or combos made with that weapon the round you drew it.
  8.   Distant Distract:   [Requires Distract, Distract All] . You may distract any opponents who can see or hear you.
  9.   Distract All:   [Requires Distract]. When you use Distract, you may instead distract all enemies within 10m.
  10.   Distract: Make a Stealth check as a 4SA against the passive perception DC of one target within 10m. If you succeed, he is flat-footed until the start of your next turn. Every time you use Distract on someone, they get a cumulative +3 bonus against your next Distract attempt. This bonus decreases by one point every 24 hours.

Timing

Skill Rate: Fast

Uses: A character with the Timing skill has, as the name implies, excellent timing ƒ whether deliberately or simply through chance. At very low levels, the Timing skill could be used to, say, calmly walk through a crowd without bumping into anyone, arrive at a bus stop precisely as a bus arrives, or hit an unusual amount of green lights. At higher levels, a character could run through a crowded area or drive through heavy traffic at high speed, run through a corridor of swinging pendulum traps, or jump off a bridge ƒ and land on a passing garbage barge. This skill relies heavily on GM and player co-operation. Timing, like the Ingenuity skill, has no techniques. Instead, it has deliberately broad application if it‚s basic uses. This skill has as many uses as the player‚s creativity will allow, but some common examples are listed below.

Crowd Navigation:  This use of Timing is fairly mundane, but can also be extremely useful. Normally, moving through crowds of people limits characters‚ speeds to 1m/s or lower. The character can make a Timing check to move at higher speeds through crowds. If desired, the character can also make optimum use of the surrounding crowd members as cover. Simply make one check per round and consult the chart for the results. Obviously, a character can‚t move faster through a crowd than he can move in open terrain ƒ the maximum movement speed may still be higher than the character‚s normal move speed, so the character simply moves at his normal speed.

Check Result

Sparse Crowd

Dense Crowd

5 or lower

normal speed, no running, no cover

1/4 speed, no running, medium cover

6

Run at 2x speed, light cover

1/2 speed, no running, medium cover

8

Run at 3x speed, light cover

normal speed, no running, medium cover

10

Any speed, medium cover

Run at 2x speed, heavy cover

12

Any speed, heavy cover

Run at 3x speed, heavy cover

14+

Any speed, heavy cover

Any speed, heavy cover

Serendipity: This broad use of Timing means that a character uses a combination of good timing and simply being lucky to great effect. He describes what he wants to have happen (such as a garbage barge appear underneath a bridge he wants to jump off of) and the GM sets a DC based on how likely that is.

DC

Plausibility

Example

4

Fairly Likely

Arriving at a parking lot just as someone is pulling out

6

Unlikely

Looking over a bridge and seeing a passing truck to jump onto; a bus arriving within 1 minute of arriving at the bus stop, hitting a green traffic light if desired; saved from an awkward moment by a phone call; running out of gas near a station

8

Very Unlikely

A bus arriving at precisely the instant you arrive at a stop; hitting only green traffic lights while driving; seeing a convenient grain or garbage barge passing underneath the bridge to land on

10

Extremely Unlikely

Transit security searching for bus tickets when you have one and your pursuers don‚t.

12

14

16

Driving at top speed through a crowded street without risking a collision

18

Nearly Impossible

20+

Theoretically Possible

Walking through a storm without being rained on,

Other possible uses could include running across a prison yard without being tagged by a searchlight, escaping from a prison cell while the guards are on patrol elsewhere or are changing shifts,

Consequences of Failure: Characters cannot retry Timing checks, but the consequences of failure can vary. Generally speaking, failing a timing check doesn‚t mean that something bad happens, just that nothing surprisingly good happens. So, a character could fail his check to have a bus appear conveniently. This doesn‚t mean that a bus will never appear, or that it will be late ƒ just that this character has the same chance of catching a bus as a normal person would. However, this could have dire consequences. Say a vigilante is being pursued and is cornered on a bridge. He makes a Timing check to have a boat pass underneath (DC 8) and fails. No boat passes, so he has to escape in another manner. However, if he was pressed for time and  jumped off the bridge before checking for a boat, he‚d make the same check (DC 8). If he failed, he‚d hit the water and might drown (Acrobatics check to minimize falling damage, Athletics to swim). Even on a success, he would need to make an Acrobatics check to minimize falling damage upon hitting the barge, and maybe an Athletics or Acrobatics check to even land on it at all.

Limitations: Timing can never be used as a substitute for another skill. So, a character can‚t use Timing to run through a hail of bullets ƒ instead, he‚d have to make defence rolls such as Reflex checks to dodge the attacks. Similarly, Timing shouldn‚t be used offensively (e.g., “lightning strikes the person shooting at me!”) or overused.

Endurance-Based Skills

Shield Use

Skill Rate: Staggered

Uses: Blocking, Bashing

To use a Block defence, you have to have a shield in one hand. Shields can block area attacks. As Block is based on an endurance skill, mobility penalties do not apply (unlike Dodge). Every rank in Shield Use grants you another Block defence roll per round.

Techniques:

  1.   Bash : You may use your shield as a weapon, so long as it is within your weight category. It deals 1d6 Bludgeoning damage with a reach of Close. Treat it as a weapon in the Blunt family. Without this technique, Shields may only be used as improvised weapons.
  2.   Stunning Bash:   [Prerequisite: Bash] a target who you wound with a shield Bash attack must make a Fortitude check (DC equals the damage dealt with your shield) or be stunned for two seconds.
  3.   Shield Cover: Once per round, you may make a Block defence roll for one ally within reach. You may make this check even if they have already made a defence roll and failed.
  4.   Shield Wall: If you are within reach of at least two allies with shields and have a shield yourself, you get a +1 circumstance bonus to Shield Use.
  5.   Tower Shield Training: You may use Tower Shields to make block defence rolls.
  6.   Buckler Training: You may use bucklers to make Block defence rolls.
  7.   Arm Catch: With this technique, you can attempt to block attacks without a shield. If you succeed, instead of ignoring the attack, the damage is dealt as if it were a called shot to one of your arms. The arm must not be holding a weapon heavier than a light one to do this.

Armour

Skill Rate: Fast

Uses: wearing armour. If you are wearing armour with which you are not proficient, mobility penalties apply to strength and endurance skills as well, and no Armour techniques apply.

Special: If Armour is your focus skill, increase the defence bonus of worn armour by +1.


Techniques:

Light Armour Techniques:

  1.   Armour Proficiency : Light . [Free] You get this tech for free upon placing a rank in Armour. You are proficient with all light armour.
  2.   Light Armour Training: While wearing Light Armour, you only count ½ of its weight towards your encumbrance limit.
  3.   Light Armour Expert: [Requires Light Armour Training] If you are wearing armour and suffer from no mobility penalty, you may add your Dexterity to Toughness instead of your Endurance (unless your Endurance is higher).  If you are unconscious or helpless, you use your Endurance instead.
  4.   Light Armour Master:   [Requires Light Armour Expert] All Light Armour adds +1 defence, and you can ignore its weight entirely. Also, you add +1 to your Target score while wearing light armour.

Medium Armour Techniques:

  1.   Armour Proficiency: Medium . You are proficient with all Medium armour.
  2.   Medium Armour Training: [Requires Medium Armour Proficiency] : While wearing Medium Armour, you only count ½ of its weight towards your encumbrance limit.
  3.   Medium Armour Expert: [Requires Medium Armour Training] Decrease the mobility penalty by one for wearing Medium Armour.
  4.   Medium Armour Master: [Requires Medium Armour Expert] While wearing Medium Armour, you can ignore ¾ of its weight. This does not stack with the weight reduction from Medium Armour Training. Also, you add +1 to your Target score while wearing medium armour.

Heavy Armour Techniques:

  1.   Armour Proficiency: Heavy . [Requires: Medium Armour Proficiency] You are proficient with all Heavy armour.
  2.   Heavy Armour Training: [Requires Heavy Armour Proficiency] : While wearing Heavy Armour, you only add 3/4 of its weight to your encumbrance limit.
  3.   Heavy Armour Expert: [Requires Heavy Armour Training] : Decrease the mobility penalty for wearing heavy armour by one point.
  4.   Heavy Armour Master: [Requires Heavy Armour Expert] While wearing Heavy Armour, you can ignore ¾ of its weight to encumbrance. This does not stack with the weight reduction from Heavy Armour Training. Also, you add +1 to your Target score while wearing heavy armour.

Other Techniques:

  1.   Armour Proficiency: Powered . [Requires: Medium Armour Proficiency] You are proficient with powered armour. See the Vehicles section for more information.
  2.   Juggernaut : You can add 3kg x your scale multiplier (3kg for most characters) to your maximum effort for Medium armour, half that to light armour, and double it to heavy armour.
  3.   Skirmisher : Ignore one point of Mobility Penalty in armour.

Unarmoured

Skill Rate: Staggered

Uses: Fighting without wearing armour.

Special: If Unarmoured is your focus skill, you add +1 to your Unarmoured Combat bonus to Defence.


Techniques:

Passive Techniques:

  1.   Unarmoured Combat: With this technique, you add one plus your Unarmoured skill bonus as a Defence bonus to toughness. This bonus is negated if you are unconscious or helpless, and it doesn‚t stack with bonuses from armour, natural armour, etc.. However, if you are wearing armour that doesn‚t cover your whole body (such as a breastplate),  any uncovered areas get the benefit of your unarmoured defence bonus.
  2.   Unarmoured Training: [Requires Unarmoured Combat] If you are not wearing any sort of armour, you can add +1 to your Target score.
  3.   Unarmoured Expert: [Requires Unarmoured Training]   When you are not wearing any sort of armour, you can add your Dexterity in place of your Endurance to Toughness. If you are unconscious or helpless, you can‚t use unarmoured expert.
  4.   Unarmoured Master: [Requires Unarmoured Expert] If you are not wearing any sort of armour, you can add +1 to your Target score. This bonus stacks with that from Unarmoured Training.

Frailty

Skill Rate: Staggered

Uses: Your character is thin and a little on the weak side. This has no penalty other than that, if you put ranks in Frailty, you might not be putting them in say fortitude. However, it causes foes to subconsciously pull their punches.

Techniques:

  1.   Glasses: (as in "You Wouldn‚t Hit a Guy with Glasses") As a 1 second action, you can make a Frailty check against one enemy‚s Will. The enemy must be able to see you. If you succeed, any attacks they make against you before your next turn deal -1 damage. This is because, whether they know it or not, they are deliberately avoiding hurting you too badly ƒ you just don‚t look like you could take it. You take a -1 penalty to this check if you are wearing light armour, -2 in medium armour, and -3 in heavy armour. If the armour is concealed or they otherwise don‚t know about it, the penalty is ignored. Enemies immune to morale effects ignore any benefit you get from Glasses.
  2.   Mass Glasses:   [Requires Glasses] When you use the Glasses technique, it affects anyone who can see you. Roll the check once, and apply it against everyone‚s Will.
  3.   Weaker Glasses:   [Requires Glasses, three ranks in Frailty] When you use Glasses, enemies deal -2 damage instead of -1.
  4.   Sickly Glasses:   [Requires Weaker Glasses, six ranks in Frailty] As Weaker Glasses, but they do -3 damage instead of -1
  5.   Quick Glasses:   [Requires Glasses] You can use Glasses as an Immediate 1 second action

Fortitude

Skill Rate: Staggered

Uses: Fortitude checks are made whenever you come into contact with poisons or disease, as well as to resist many kinds of special attacks and to avoid dying.

Size Modifier: Add three times your scale to your Fortitude modifier.

Techniques:

  1.   March : you may walk for an additional 4 hours per day without becoming fatigued.
  2.   Immunity : pick one poison or disease that you have been exposed to in the past. You are immune to this poison or disease. You may choose this multiple times, each time choosing a new poison or disease.
  3.   Die Hard : instead of a 10% chance to stabilize each round while dying, you have a 25% chance
  4.   Die Harder : [Requires Die Hard] Instead of a 25% chance to stabilize each round while dying, you have a 50% chance
  5.   Live Easy : [Requires Die Harder] You automatically stabilize when dying
  6.   Last Stand: While dying, you remain conscious, though you are Disabled. If you stop dying, you are no longer Disabled.
  7.   Sleep is for the Weak : You may go for one night without sleep and suffer no ill-effects. If you go without for another night in a row, you are exhausted rather than fatigued the next day.
  8.   Efficient Sleeper : You only need to sleep for six hours every night instead of eight to get a good night‚s rest.
  9.   Zero-G Training : you ignore the -2 mobility penalty for being in zero gravity.
  10.   Uncanny Resilience : [Requires 4 ranks in Fortitude] :   You add +1 to your Toughness, but not your minimum toughness. As such, you are just as vulnerable to wounding but harder to kill outright. You may take this technique once for every four ranks in Fortitude you have. Its effects stack. So, if before this you had toughness 9/3 (average human), then afterwards you would have toughness 10/3.
  11.   Mule : Add +2 kg (times your scale multiplier, of course) to your Encumbrance step. This allows you to carry more gear without slowing down. You may take this technique multiple times and its effects stack, although its total increase cannot double your original Encumbrance step .
  12.   Heavy Lifter: [Requires Mule] You can ignore one mobility penalty from encumbrance.

Ride /Drive/Pilot

Skill Rate: Staggered

Uses: This skill is used for riding on horseback (or other similar animals), as well as driving and piloting vehicles of all description.

If you attempt to ride an animal or pilot a vehicle without the proper operation technique, you do not add your skill modifier to checks.

Mobility Penalty: You do not add your own mobility penalties to Ride, Drive, or Pilot checks. However, if you are riding a mount  or operating a vehicle with a mobility penalty, that penalty is also applied to checks made with this skill. Because of this, it is easier to perform stunts with (for example) a sports car than a heavily armoured tank.

Task

DC

Take-off or land

5

Land on a stationary vehicle

6

Land on a moving vehicle

8

Jackrabbit (with the technique)

8

Techniques:

Vehicle Operation Techniques
Note: If you take a single technique in this section, you are also able to operate light wheeled vehicles (such as cars and light trucks). There is no separate technique for operating such vehicles. See chapter 4: Vehicle Combat for more information.

  1.   Light Mech Operation: You can pilot mechs up to two scales larger than you are
  2.   Heavy Mech Operation:   [Requires Light Mech Vehicle Operation] You can pilot mechs more than two scales larger than you are
  3.   Light Aircraft Operation: you can pilot aircraft up to three scales larger than you are
  4.   Light Spacecraft Operation:   [Requires Light Aircraft Operation] You may pilot spacecraft up to three scales larger than you are
  5.   Heavy Spacecraft Operation: You may pilot spacecraft greater than three scales larger than you are
  6.   Heavy Aircraft Operation:   [Requires Light Aircraft Operation] you can pilot aircraft more than two scales larger than you are
  7.   Light Tracked Vehicle Operation: You can drive tracked vehicles up to two scales larger than you are
  8.   Heavy Tracked Vehicle Operation:   [Requires Light Tracked Vehicle Operation] You can drive tracked vehicles more than two scales larger than you are
  9.   Light Naval Vehicle Operation : You can drive boats up to two scales larger than you are
  10.   Heavy Naval Vehicle Operation: [ Requires Light Naval Vehicle Operation] You can drive boats more than 2 scales larger than you are
  11.   Heavy Wheeled Vehicle Operation : You may drive wheeled vehicles more than two scales larger than you are

Other Techniques:

  1.   Jackrabbit: If you succeed on a DC 8 Drive check, you can move into the square that you just left. If you fail, you lose one square of movement and have to move around it.
  2.   Rapid Transform: With this technique, you can command a transforming vehicle to transform in half the time (2SA instead of a 4SA, generally)  
  3.   Bogey on your Six: If you are piloting a vehicle, you can make an opposed Pilot check with another vehicle as a 2SA. If you succeed, you gain +1 Target against attacks made by that vehicle, and they take a -1 Target penalty against attacks made by your vehicle (whether made by you or other members of the crew). You can attempt this multiple times in a round, but the bonuses and penalties don‚t stack.
  4.   Dive:   [Requires Light Aircraft Operation] If you are in a vehicle that moves at least 10 squares down in a round, you gain a +2/2 bonus to attack rolls made with bombs.

Animal Riding Techniques
Note: If you take a single technique in this section, you are also able to ride animals with your full bonus. There is no separate technique for “operating” an animal. See Chapter 3: Combat for more information on mounted combat.

  1.   Mighty Charge: Charges from the back of a mount do one die higher damage, to the normal maximum of d12. If the attack already did d12 damage, it deals +1 damage.
  2.   Trample: While mounted and moving through an area occupied by enemies, your mount may make a free hoof, claw, or similar attack on the occupant of any square you move through. Occupied squares count as difficult terrain for these purposes (half speed).
  3.   Rapid Trample : [Requires Trample] Occupied squares no longer count as difficult terrain while using the Trample technique.
  4.   Devastating Trample :   [Requires Trample] Your mount may make a free Trip attempt against enemies it tramples. You may use your mount‚s Wrestle modifier or one half of your Ride modifier (round down), whichever is higher.
  5.   Guide with Knees : While riding a mount, you may use both hands freely. Normally it takes a hand to guide your mount.
  6.   Stay in Saddle : If an opponent tries to Trip or Throw you while you are mounted, you may use your ride modifier in place of your wrestle modifier to avoid being tripped.
  7.   Skilled Rider : Controlling a mount no longer takes 2 seconds of concentration every round
  8.   Fast Mount/Dismount : Mounting and dismounting takes only 1 second for you, instead of 4.
  9.   Mounted Evade: Once per round, your mount may make a dodge defence roll using your Ride skill modifier instead of its own Dodge bonus. This still counts against the mount‚s number of defence rolls per round.

Intelligence-Based Skills

Combat Expertise

Skill Rate: Fast

Uses: Determining number of combos known.


Technique:

  1.   Learn Combo: You learn one new attack combo. You may take this technique multiple times. Its effects stack. All characters start the game knowing one combo.

Weapon Proficiencies

Skill Rate: Fast

Uses: Learning how to use weapons. If you are not proficient in a weapon, you take a -1/-1 penalty to attack with it.

Techniques :

  1.   Weapon Family Proficiency : with this technique, you become proficient in one class of weapon. You may select this technique multiple times, each time choosing a new weapon family. The weapon families are:
  2.   Blades
  3.   Axes
  4.   Bows
  5.   Crossbows
  6.   Martial Arts
  7.   Spears
  8.   Blunts
  9.   Firearms (Pistol)
  10.   Firearms (Longarm)
  11.   Firearms (Missiles)
  12.   Firearms (Grenade Launcher)
  13.   Specialized Weapon Proficiency:   [Requires Relevant Weapon Family Proficiency] Choose one specialized weapon from a family with which you are proficient. You are proficient with that weapon. You may gain this technique multiple times, each time selecting a new Specialized weapon.
  14.   Superheavy Firearms Proficiency: [Requires any Firearms proficiency] when using a superheavy firearm or missile on a bipod, tripod, or other mount; you do not take a -1/-1 improficiency penalty to attack rolls
  15.   Improvised : You are skilled at using objects not really meant as weapons as them. Any weapon marked as Improvised, or in the Improvised weapon family, requires this proficiency as well as its other family to use without penalty.
  16.   Automatic Weapons Proficiency :   (Requires Any Firearms Proficiency) With this technique, you can make attacks using an automatic rate of fire or Burst fire without a -1/1 penalty.

Magic Skill

Skill Rate: Staggered

Uses: Hitting people with spells, casting more complex spells. Every rank in Magic Skills adds +1 to your maximum spell complexity.

Mobility Penalty: Apply mobility penalties (such as from armour and encumbrance) to your Magic Skill modifier.

Supernatural : Unless otherwise specified, all techniques in Magic Skill are supernatural.


Techniques:

Metamagic Components:

  1.   Expensive Spell : [Metamagic: Complexity -1] the spell costs 100 mk in rare materials to cast.  You determine the materials at spell creation, but they must be at least 100 mk. They are destroyed or used up in some way (your choice) during casting.
  2.   Extend Spell : [Metamagic: Complexity +2] spell's duration increases one step (Rounds->Minutes->Hours->Days->Permanent). You may take this multiple times, it's effects stack. Each time you take it costs one more complexity than the time before, so to go from rounds to hours costs 5 metamagic complexity, or 9 from rounds to days.
  3.   Line : [Metamagic: Complexity +1] The spell's area changes to a line. The line is 5m long and 1m across and tall. The Line metamagic can be added multiple times, each time it is used either increases the length by 5m or the width or height by 1m, chosen at the time of spell creation. The line must originate on the target of the spell, or, if the spell has a range of melee, anywhere within the caster's reach. As with all area spells, this may only be defended against with special techniques (such as Evasion).
  4.   Cone: [Metamagic: Complexity +1] The spell's area changes to a cone. The cone is 4m long and 2m wide and tall at the end. The Cone metamagic can be added multiple times, each time adding 4m to the length of the cone. The width and height area always equal to half the length. The Cone must originate at the target of the spell, or if it is melee, in the caster's reach.
  5.   Lingering Spell : [Metamagic: Complexity +1]: if the spell  has an area effect (such as through the Explosive metamagic) then the spell stays in place after it is cast for a duration of Rounds. Anyone who enters the area during the duration is affected by the spell. For example, say the Lingering Spell metamagic is applied to Fireball . The spell is cast at a target, and the area keeps burning. Anyone who enters the area of the spell takes 1d6 + Spirit fire damage. The Lingering Spell metamagic may be applied multiple times, each time increasing the time lingered by one step (to a maximum of Days)
  6.   Randomize Spell : [Metamagic: Complexity -1] Only affects area spells. Pick a square as a target, and roll a scatter die and a d6. The attack moves in the direction indicated by the die one metre per number on the d6.
  7.   Reach Spell: [Metamagic: Complexity +1] adds +1 to the spell's Complexity rating, but increases the spell's range by a step (melee->short->medium->long) If the spell already has Long or longer range, the range is doubled. You may use this tech multiple times to the same spell; its effects stack. Unless otherwise specified, the spell becomes a Low-Powered ranged projectile. Certain spells cannot be affected by this tech, as mentioned in their description.
  8.   Simplify Spell. [Metamagic: Complexity +1] You may remove either Verbal, Somatic, or Focus components of the spell you are casting. You may remove multiple components, but Comp increases stack.
  9.   Slow Spell: [Metamagic: Complexity -1] adds +2 seconds to the casting time. You may take this up to twice. Slow Spell only affects spells that normally have a casting time of 6 seconds or less.
  10.   Delayed Spell: [Metamagic: Complexity +1] You can add a delay to the spell. The delay can be of any time you choose, but must be chosen during casting.
  11.   Variable Delay: [Metamagic: Complexity +2] [Requires Delayed Spell] : You can add a time delay to the spell of up to one minute. You can choose the exact delay during casting. Multiple additions of Variable Delay to a spell each add up to one minute to the delay.
  12.   Precise Spell: [Metamagic: Complexity +2] A spell with this metamagic can reroll one die roll made during the spell. This could be the initial check to hit, or the damage roll, or anything else you choose. You must choose which roll can be rerolled during spell creation. This metamagic can be added multiple times, each time choosing a different die roll to be rerolled.
  13.   Mobile Cast: [Metamagic: Complexity +1] Similar to the Spring component, you may move for up to 2 seconds while casting this spell. The complexity comes not from the fact that the magic is more complicated per se , but because it is more difficult to cast a complicated spell on the move. Unless you have Athletics: Shot on the Run, you take a -1/-1 penalty to all ranged spell attack rolls.

Arcana

Skill Rate: Fast

Uses: Arcana has a variety of techniques that are critical to any character who wishes to be a spellcaster of maximum potential, and a few techniques (such as Magical Sense) that could be valuable to non-caster characters.

Arcane Knowledge: At its most basic, Arcana can be used to simply figure out if you know something related to magic or the supernatural, including magical creatures. This check cannot be retried without either the Science: Research or the Humanities: Research technique until you place another rank in Arcana - you either know something, or you don't. Making a knowledge check is a 0SA. See the table: Knowledge DCs to find out the DC for this check.

Supernatural: Unless otherwise specified, all techniques in Arcana are supernatural.


Techniques:

  1.   Circle Magic : With this technique, you know how to create powerful magical circles. A magic circle can take many forms, from elaborate runes to mystic pentagrams, but at its heart, a circle needs just that ƒ a simple circle drawn on the ground. The circle can be drawn out of anything, such as chalk, paint, a felt pen, or a line drawn in sand. The circle keeps magic and magical creatures out. If someone tries to cast a spell across the circle (either from outside in or inside out), he must make a Magic Power check opposed by your Arcana check. If a magical creature (such as a demon) tries to cross, you must make an Arcana check against its Will. If you succeed, it can‚t cross and can‚t make another attempt for at least one day. Further, it can‚t attempt to break the circle (such as by rubbing out a line) at all. If a non-magical creature with supernatural powers (such as a wizard or vampire) crosses, make the same check. If you succeed, it can cross the circle but loses access to its supernatural abilities until it leaves. Anything that breaks the circle, even a hair laid across it, negates its effect completely. Depending on how big the circle is and the methods used, it takes a different amount of time to draw. However, for a 1m diameter circle, it should take about six seconds using a conventional drawing utensil such as a piece of chalk.
  2.   Advanced Circle Magic: [Requires Circle Magic]   You can attempt to make particularly elaborate magic circles for greater effect. This takes about an hour for a 1m circle, and longer for larger ones or if you‚re using unusual methods. The advanced circles might be decorated with mystic runes and arcane sigils, depending on your character‚s style. They function as normal ones (see above) except that you get a +3 bonus on Arcana checks to keep magic and magical creatures out.
  3.   Artifice Technique Tree:
  4.   Create Scroll: You can create magic scrolls
  5.   Create Potion: You can create magical potions.
  6.   Magewright:   [Requires 10 ranks in Arcana] You can enchant weapons and armour
  7.   Link : [requires 1 rank in Magic Power] You may link with one or more other characters, all of whom must have this technique.  One character leads the linked group, the rest follow. Following requires 3 second concentration. Following characters may not cast spells, although they are free to move, attack, and otherwise act normally - although all members of a linked group must remain in an adjacent cluster (typically arranged in a circle). The leading character gains a +1 bonus to the Magic Power skill and maximum spell power rating per follower. The number of casters that can link together is limited by the Magic Power of the weakest follower.

Lowest Follower Magic Power

Maximum Number of Followers

1

1

3

2

5

3

7

4

9

5

11

6

+2

+1

The leader of the linked group can pass control to another as a 4SA, assuming both are willing. The new leader may not cast a spell this round if the old leader did on his turn. A character can only be in one linked group at a time.

This technique also allows a character to use mana wells. See Chapter 9 for more information on mana wells.

  1.   Anchor Spell : You cast a spell on an Anchor Point. The spell remains until it is triggered. You may set your own trigger conditions, which can be as complicated as you like. A common use is to anchor traps to a Threshold. Ex: "Anyone (or anything) who tries to open this door without wearing this talisman becomes the target of the spell." Common Anchor Points: Thresholds of households, Wards, silver objects.
  2.   Muffle Casting: With this technique, you may attempt to make it harder to detect your spellcasting. Using Muffle Casting adds 1 second to the casting time of a spell, but the DC to detect it with Magical Sense (or a similar ability) is equal to an Arcana check result minus the spell's power level.
  3.   Magical Sense : You gain Magical Sense as an additional sense. This allows you to notice magic being cast. The DC to detect magic being cast is equal to six minus the Power rating of the spell, so more powerful spells are easier to detect. The DC increases by one for every 10m away it was cast. This sense cannot penetrate unbroken walls of lead, Cold Iron, or magic circles. It is transmitted along silver like spells are. Magical sense functions even if the user is blind or deaf. A character with Magical Sense immediately knows if an item is magical just by touching it (though not necessarily what it does without an Arcana check) and if another creature is a spellcaster just by touching him or her.
  4.   Double Cast :   [Requires Rapid Fire, 5 ranks in Arcana] If you use both your hands for casting a spell, you can cast it as if you had added the Rapid Fire metamagic to it. If you have added Rapid Fire, you can cast it as if you added it again. Both hands must be free (or holding the required magic focus) to use this technique.
  5.   Warlock Specialized Tree:
  6.   Warlock Neophyte: You may add the Mad Casting metamagic to spells for +0 power instead of +1 power.
  7.   Warlock Apprentice:   [Requires Warlock Neophyte, Mad Casting, 3 ranks in Arcana] When you add the Mad Casting metamagic, you swap your Magic Skill for Magic Power for all purposes, not just for attack rolls.
  8.   Full Warlock:   [Requires Warlock Apprentice, 10 ranks in Arcana] You gain access to the Warlock secret seed:
  9.   Expert Warlock
  10.   Wizard Specialized Tree: You learn the ways of the Wizard. If you take a technique in this tree, you may not take a technique in any other Specialized casting tree.
  11.   Wizard Neophyte: All of your spells must share the same Focus, or else you lose all benefits of Wizard Specialized tree. You can replace the Focus if it is destroyed, but not if it is merely lost  ƒ you must find it. However, you can learn two new spells.
  12.   Wizard Apprentice: [Requires Wizard Neophyte, five ranks in Arcana]  Increase the maximum spell complexity by one point for spells that use your Wizard's Focus as a Focus.
  13.   Full Wizard:   [Requires Wizard Apprentice, ten ranks in Arcana] You gain access to the Wizard secret seed: Reflect.
  14.   Expert Wizard: [Requires Full Wizard, 15 ranks in Arcana] You can memorize three new spells.
  15.   Magus:   [Requires Expert Wizard, 20 ranks in Arcana] Once per round, you can reroll a Magic Skill check.
  16.   Witch Specialized Tree: If you take a technique in this tree, you may not take a technique in any other Specialized casting tree.
  17.   Witch Neophyte: For you, the Curse spell seed has 0 base power and complexity. However, you may not cast spells while inside a mortal humanoid's current residence without permission. Once you have gotten permission from someone who is allowed to give it to enter once, however, you can enter and cast spells freely thereafter.
  18.   Witch Apprentice: [Requires Witch Neophyte, 3 ranks in Arcana]  
  19.   Full Witch: [Requires Witch Apprentice, 10 ranks in Arcana] You gain access to the Witch secret spell seed: Hex
  20.   Expert Witch:
  21.   Master Witch:
  22.   Theurge Specialized Tree:
  23.   Neophyte Theurge: [Requires   1 rank in Faith] You cannot cast spells while touching iron or steel, or when your Faith abilities are denied to you. However, you may use one half of your Faith bonus (rounded down) instead of your Magic Skill for checks such as attack rolls when casting spells.
  24.   Apprentice Theurge:  
  25.   Full Theurge:   [Requires Apprentice Theurge, 10 ranks in Arcana] You gain access to the Theurge secret spell seed: Solar Ray
  26.   Expert Theurge:   [Requires Full Theurge, 15 ranks in Arcana] The light that shines from you casting through silver is bright yellow and counts as natural sunlight.
  27.   Mystic Specialized Tree:
  28.   Mystic Neophyte: You cannot cast spells unless you are blind, or wearing some sort of blindfold that completely prevents you from seeing.
  29.   Mystic Apprentice: [Requires Mystic Neophyte, 3 ranks in Arcana]
  30.   Full Mystic: [Requires Mystic Apprentice, 10 ranks in Arcana]   You gain access to the Mystic Secret Spell seed: Divination.  
  31.   Expert mystic:
  32.   Farseer:
  33.   Necromancer Specialized Tree:
  34.   Conjurer Specialized Tree:

Spell Repertoire

Skill Rate: Fast
Uses: Memorizing new spells

Technique

  1.   New spells : You memorize one new spell. The first time you take this technique, you memorize two. You may take it multiple times after this, learning one new spell every time. At each level, you may change your current spells up to your current maximum power and complexity rating.

Perception

Skill Rate: Fast

Uses:

Spot, Listen, Smell, Feel, Taste :   You can use Perception to notice something, such as a hidden trap or a sneaking ninja. The DC to see something hidden is equal to its stealth check., increasing at distance. At 10m away and every full doubling, the DC increases by two. This is much like with range increments and attack penalties.

Sense Motive :   You can use Perception to try to tell what somebody is thinking or doing, in general terms. To do so, make an opposed Sense Motive check against the target's Charisma check. See Charisma for more information on lying.

Dangerously Loud Sounds:  Any time a character has to make an auditory perception check against a DC of -15 (including modifiers from range and other changes) or lower, the character risks being deafened. Make a Fortitude check against DC 6. The fortitude DC increases by 1 for every 2 points below -15 that the perception DC drops (+1 at -17, +2 at -19, etc.). Failure leaves the character deafened for 1d6 hours. Failure by 5 or more leaves the character deafened permanently. At DC -20, microphones are destroyed.

Dangerously Bright Lights: Any light with a Perception DC of -15 or lower risks blinding creatures who see it. Creatures must make a fortitude check against DC 6. The fortitude DC increases by one for every 2 points which the perception DC drops. Failure leaves the character blind for 1d6 hours. Failure by 5 or more leaves the character blinded permanently. Cameras get burnt out at DC -20.

Disbelieve: Whenever you encounter an illusion (such as one created by a spellcaster or hologram), you can make a free perception check to determine if it is real or fake. The DC is based on how realistic the illusion is. A failed check cannot be retried unless you have a new valid reason to doubt the existence of the illusion. Simply being a paranoid person does not count as a valid reason.

If someone points out to you that it is an illusion, you get +6 on your perception check and can immediately reroll it.

Techniques

  1.   Blind Fight: You take no penalties for attacks when you cannot see your enemy, so long as they are within one square of you, and you can hear them. Also, you are not treated as flat-footed against invisible attackers.
  2.   Eagle Eyes: Double the increment at which you take perception penalties from 10m to 20m.
  3.   Eyes on the Back of your Head:   [Requires 10 ranks in Perception] You are never treated as flanked.
  4.   Figure out for Yourself: You can use perception to try to figure things out for yourself, instead of knowing them ahead of time. You can mimic a Knowledge check to know details about something, although the DC is higher by +6.
  5.   Intuition: You can make a Perception check as a 2 second action to just look around and size up the situation. The DC is 8. If you succeed, the GM can give you his best guess of the situation in extremely vague terms. For example, if the GM knows that there are five ninjas lurking around the corner waiting to strike, he might say "your hair is standing on end. Something‚s awry." He should not say that there are ninjas hiding there. Intuition is a sort of "Gut Feeling," and not any sort of opposed check. The DC is always 8, but a roll of 1 on the d6 is a failure.
  6.   Lowlight Vision: You treat hazy lighting as clear lighting. If you are a race that already started out with Lowlight Vision, you instead get Darkvision: You can see in total darkness.
  7.   Read Lips: With a DC 8 Perception check (plus modifiers for distance), you can understand up to ten minutes of dialogue by watching people speak. If you don't understand the language that the target is speaking, the check automatically fails. If you have been deaf  for more than a few months, the GM can lower the DC substantially. This ability requires 4 second concentration.
  8.   Size up: With a DC 10 perception check (plus modifiers for distance) you can try to figure out how tough an opponent is. The opponent can use disguise or deceive to try to conceal this. If you succeed, the GM tells you the targets CR. If you fail by more than 2, the GM tells you the wrong CR (he can decide what).
  9.   Light Sleeper : You take no penalties to Perception while asleep. You immediately wake up upon making a successful Perception check, and you are not flat-footed.
  10.   Track: You can try to track the trail of targets. The base DC is 4, then add all the relevant modifiers:

DC

Modifier

+ Scale Modifier

Bigger or smaller creature

+1

per day ago that the track was made

-1

For every full doubling of creatures you are tracking

+1

For every day it rained since the track was made

+1

For every hour that it snowed since the track was made

-4

If the tracks were made in snow

+2

If you have the help of an animal or character with Scent, or have Scent yourself.

You can try to track creatures without the Track technique, but you get a -2 penalty.

  1.   Knowledge is Power: You may add your Intelligence to damage in place of your strength, or in place of your spirit for magic damage. You cannot use this technique when attacking a type of creature or object that do not have in-depth knowledge about ƒ which might require a science or humanities check from you or an ally.
  2.   Combat Awareness: You have a knack for knowing when you are in potential danger. You can use your Intelligence or your Dexterity score when rolling for initiative, whichever is higher.
  3.   Minor Precognition: You are not flat-footed at the first round of combat.

Science

Skill Rate: Fast

Like Humanities and Perform, there are several branches of Science. The first time you get a rank in Science, pick one branch. Your Science modifier from skill ranks only applies to checks made in that branch. With techniques, you can access other branches, and use your full modifier in those branches as well.

The branches of Science are:

  1.   Mathematics
  2.   Chemistry
  3.   Biology
  4.   Astronomy
  5.   Electronics and Computer Science
  6.   Nuclear Physics
  7.   Theoretical Physics

Futuristic Sciences

  1.   Æther Physics
  2.   Warp Physics

Depending on the campaign setting, the GM can add other branches of Science.

Uses: Operate Sensors: Characters can use computers to operate a computerized device with its own sensors, such as radar or sonar. This functions like the perception skill, except that you use your Computers bonus instead, and the DC to spot things with sensors increases at different distances than with eyes.

Scientific Knowledge: At its most basic, Science can be used to simply figure out if you know something. This check cannot be retried without the Scientific Research technique until you place another rank in Science. You either know something, or you don't. Making a knowledge check is a 0SA. See the table: Knowledge DCs to find out the DC for this check.

Applied Science: With the proper techniques (there is one in every category of Science), a scientist can use his skill to construct objects in relevant fields a similar manner to Engineering. Follow the same process as the Construction or Repair uses of Engineering. Engineering techniques that affect Construction and Repair, such as Rapid Repair, also affect Applied Science.

Technobabble: With Science, you can have a conversation with another character who shares the same Science specialty as you without another understanding. Choose one specialty of science while talking (such as theoretical physics or computer science); characters without that branch are unable to comprehend what you are discussing. As the meanings of words in technical jargon are often severely disjointed from their original meaning, a creature with the supernatural Tongues ability (or similar effect) which allows them to understand any language cannot understand technobabble. A pair of physicists with this technique can have a full conversation directly in front of a Sidhe Lord without the faerie understanding a word. To use Technobabble, make a Science (type of your choice) check. This is the DC it takes for someone else to decipher your talking. Once you‚ve made your check, you can deliberately lower the DC by any amount you want, but you can‚t increase it further than your check result. Once someone has deciphered your meaning, the two of you can converse at any length in technobabble.

Techniques:

Universal Science Techniques:

  1.   Generalize: Choose one branch of Science. You can now make skill checks in that branch of science using your full modifier. This technique may be taken multiple times, each time choosing another branch.
  2.   Research: With access to a decent library, the internet, etc., you can retry a failed scientific knowledge check. Each retry attempt takes one hour. If you have taken this technique in Humanities, you don‚t also need to take it in Science.
  3.   Dewey Decimal Training:   [Requires Research] When using Research, you are automatically treated as having rolled a six.
  4.   Perfectly Rational Explanation: With this technique, you can add your Intelligence to your Will instead of your Spirit if it would be beneficial.
  5.   Real Violet Kangaroos Don't Look Anything Like That:   [Requires Perfectly Rational Explanation] You can make Science checks instead of Perception checks to disbelieve illusions. This technique can be called Violet Kangaroos for short.

Electronics and Computer Science Techniques: All of these techniques require access to Science: Electronics and Computer Science. With Science: Electronics and Computer Science, a character understands Binary for free.

  1.   Hack: You can try to hack into a computer. The DC for this is 6 for a computer with ordinary defences, but if it is protected with Access Denied (see below) it can be higher. Hacking into a computer takes 1d4 hours, and you must have some means of communication with it (physical connection, internet, radio, etc.). If you succeed, you can control the computer as if it was yours. You cannot hack into an AI with only this technique.
  2.   Quick Hack:   [Requires Hack] You can try to hack into a computer as a full round action with a -3 penalty.
  3.   Hide Tracks:   [Requires Hack] Normally, when you hack into a computer, it is obvious that you have done so. With this technique, the only way to tell you have hacked in is by taking an hour and making a DC 6 + your Computers skill check. (unless you deliberately make it obvious you have broken in, of course).
  4.   Defend: If someone tries to hack into a computer that you are currently using, you can actively try to protect it. Whenever the hacker makes a check, you can try to oppose it with an opposed computers check. You get a +3 bonus to this check, because defending is easier than attacking. If you succeed, the hack attempt is thwarted.
  5.   Hack AI:   [Requires Hack] You can use your skill with computers to hack AIs. The DC to do so is the AI‚s intelligence +its Science (Computers) modifier +3. This takes as long as a standard Hack, modified by Quick Hack. If you succeed, you can perform any of the following actions:
  6.   Add Laws: You can add unbreakable laws to the AI‚s programming.
  7.   Modify or Delete Laws:   You can edit or delete existing laws, although this requires an additional hack check at +5 DC.
  8.   Shut Down: The AI shuts down (effectively unconscious) until it is awoken (DC 6 Science (Computer) check, takes a 4SA)
  9.   Transfer: You can forcibly transfer the AI into another body. The normal restrictions for transferring apply.
  10.   Access Denied:   [Requires Hack] With about a week‚s work, you can try to secure a computer system. In order for anyone else to access your system, they either need instructions from you or need to hack in. The DC to hack in is 8 + your computers skill modifier. If your skill modifier increases, with an afternoon‚s work you can increase the DC to match your new modifier.
  11.   Applied Electronics: With this technique, you can use your knowledge of electronics and computers to start building and repairing complicated electronic devices for yourself. With this technique, you can build and repair electronic devices and computers. See Applied Science (above) for more details.
  12.   Salvage Data:   [Requires Applied Electronics] You can make a DC 6 Science check to rescue data from a damaged computer, or one wiped by an EMP. Depending on the level of damage, the DC can go up to 8 (totalled), or even 10 (hard drive is in pieces). A failed check cannot be remade unless your bonus in Science increases. The whole process takes 1d6 hours. You can attempt to repair the device using Applied Electronics to lower the DC.
  13.   Resurrect AI:   [Requires Salvage Data] You can attempt to bring a …dead‚ artificial intelligence back to life. You need access to the AI‚s last inhabited body or computer. See Salvage Data (above) for the relevant DCs and time taken.

Humanities

Like Science and Perform, there are several branches of Humanities. The first time you get a rank in Humanities, pick one branch. Your Humanities modifier from skill ranks only applies to checks made in that branch. With techniques, you can access other branches, and use your full modifier in those branches as well.

The branches of Humanities are:

  1.   Religion
  2.   Psychology
  3.   Current Events and Politics
  4.   Arts and Culture
  5.   History
  6.   Geography
  7.   Law
  8.   Linguistics
  9.   Business and Economics

If a check seems to be in two or more categories (such as religious history), then a character with any of the relevant branches can make the check.

Uses:

Knowledge: At its most basic, Humanities can be used to simply figure out if you know something. This check cannot be retried without the Research technique until you place another rank in Humanities. You either know something, or you don't. Making a knowledge check is a 0SA. See the table: Knowledge DCs to find out the DC for this check.

Avoid Getting Lost: When travelling through trackless terrain, a Humanities: Geography check may be called by the GM to avoid getting lost. If the check is failed, roll a scatter die; the party went in that direction instead. The GM makes this die roll secretly. The DC to avoid getting lost goes up by 1 point for each successive failure.

Purple Prose: With Humanities, you can have a conversation with another character who shares the same Humanities specialty as you without another understanding. Choose one specialty of Humanities while talking (such as Arts and Culture or Law); characters without that branch are unable to comprehend what you are discussing. As the meanings of words in technical jargon are often severely disjointed from their original meaning, a creature with the supernatural Tongues ability (or similar effect) which allows them to understand any language cannot understand Purple Prose. A pair of lawyers with this technique can have a full conversation in legalese directly in front of a Sidhe Lord without the faerie understanding a word.

To use Purple Prose, make a Humanities (your choice) check. This is the DC it takes for someone else to decipher your talking. Once you‚ve made your check, you can deliberately lower the DC by any amount you want, but you can‚t increase it further than your check result. Once someone has deciphered your meaning, the two of you can converse at any length in Purple Prose.

Techniques:

Universal Humanities Techniques:

  1.   Generalize: Choose one branch of Humanities. You can now make skill checks in that branch of Humanities using your full modifier. This technique may be taken multiple times, each time choosing another branch.
  2.   Research: With access to a decent library, the internet, etc., you can retry a failed knowledge check. Each retry attempt takes one hour. If you have taken this technique in Science, you don‚t also need to take it in Humanities.
  3.   Dewey Decimal Training:   [Requires Research] When using Research, you are automatically treated as having rolled a six.

Humanities: Arts and Culture Techniques: All of these techniques require access to Humanities: Arts and Culture.

  1.   Saw it on TV/Read it in a Book: You can use the Humanities: Arts and Culture to make knowledge checks in other areas (including those in Humanities, Science, Engineering, and Arcana), but at a -3 penalty. If the DC is higher than 8, you fail automatically.

Humanities: Linguistics Techniques: All of these techniques require access to Humanities: Linguistics

  1.   Linguist: You learn a language. You may take this technique multiple times, each time learning a new language. Languages available include any used by people in the setting (such as French, German and English in real life „ individual nations or regions may have their own languages); racial dialects (depending on the setting, different races such as elves and dwarves may have their own languages);  ancient or extinct languages; as well as languages primarily used by supernatural creatures, listed below with the other examples.

Language Name

Used By

Archaicâ“ 

Very old creatures; certain formal people and events

Ancient

People who lived long ago. Found in ruins, spoken by very old creatures

Celestial*

Angels, devils

Elven

Elves, fae

Dwarven

Dwarves, subterranean creatures

Orc

Goblins, Gretchin, Orcs, Trolls

Binary

Machines, AI

*Celestial is an extremely precise, exact language with a vast vocabulary. It is said that there is a distinct word for every conceivable object and concept, and no word has more than one meaning. As such, finding a loophole in a law or agreement made in Celestial had a DC of 5 points higher than it would in another language.

â“ Roughly the equivalent of "thee" and "thou." Understandable by modern listeners, who can‚t necessarily speak it fluently. Someone speaking in a modern language to someone who only understands its Archaic form takes a  -1 penalty to Charisma checks.


Humanities: Business and Economics Techniques: All of these techniques require access to Humanities: Business and Economics.

  1.   Business Acumen: Your study of money has made your ability to make a profit more efficient. Whenever you make a skill check for profit (such as Stealth: Off-Screen Thievery or Perform: Performing for Money) you make +25% more.
  2.   Expert Haggler:   [Requires Charisma: Swindle] When you use the Charisma: Swindle technique, you can purchase goods for 20% less instead of 10% less.

Humanities: Law Techniques All of these techniques require access to Humanities: Law.

  1.   Loophole Detector: Whenever making a Charisma check against summoned magical creatures (or similar creatures who have to follow orders to the letter, not the intent) you get a +1 bonus.
  2.   Loophole Knack:   [Requires Loophole Detector] If you are for any reason bound to follow orders to the letter, you can make a Humanities: Law check to find a way out. The DC is equal to 6 + the Intelligence or Humanities: Law of the person who came up with the orders, whichever is higher.    

Humanities: Psychology Techniques All of these techniques require access to Humanities: Psychology

  1.   Behavioural Psychology: You gain a +1 bonus to Perception when using sense motive against humans and human-like creatures.

Knowledge Checks

Various skills (primarily Arcana, Science, and Humanities) allow you to make “knowledge checks.”  These are simply checks to see if your character knows something in a particular field. Regardless of the skill used to make the check, use the following system to determine what you know:

First, find the base DC. To do this, the GM must determine (roughly) how obscure the topic is within its branch of knowledge . So, while “theoretical physics” is a pretty obscure field, it is as clear to a character with a +3 bonus as law or economics is to a character with the same bonus. However, within theoretical physics there are areas that are relatively more or less obscure than others, as with any field.

DC

Obscurity

1

Ubiquitous

3

Common Knowledge

4

Complex

6

Difficult

8

Very Difficult

10

Extremely Difficult

15

Esoteric

20+

Legendary

Then, make your knowledge check using your skill bonus. The check is only a 0SA as you simply find out if you know something or don‚t. You can‚t retry a failed check without either the Research technique or an increase in your skill bonus (such as from increasing in level and placing more skill ranks).

Once you‚ve made your check, you can find out how much you know about the topic. Compare the base DC to your check result to see how much you know. Everything that is more than 2 points easier than your result your character knows “by heart,” without even having to think about it.

DC

You know...

-4

that this branch of knowledge exists, but nothing else.

-2

a few buzzwords associated with the topic.

+0

the basics. A few of the important thinkers in the field, some basic tenants (ex., force equals mass times acceleration)

+2

highly technical facts in the area

+4

things that even most experts don‚t know

+8

everything there is to know. You have complete mastery over this area.

With the GMs permission, you can use other skills to make knowledge checks as well. For example, an ace pilot might be able to make a Pilot check to identify planes because he‚s flown them in the past, if not because he has dedicated book learning on the subject.

Engineering

Skill Rate: Fast

Uses: Like Science and Perform, there are several branches of Engineering. The first time you get a rank in Engineering, pick one branch. Your Engineering modifier from skill ranks only applies to checks made in that branch. With techniques, you can access other branches, and use your full modifier in those branches as well.

The branches of Engineering are:

  1.   Blacksmithing
  2.   Bowmaking
  3.   Carpentry
  4.   Leatherworking
  5.   Technology
  6.   Sabotage

If a check seems to be equally in two or more categories, then a character with any of the relevant branches can make the check.

Construction: You can use Engineering to construct objects. The DC varies based on what you are trying to make. If you succeed, you create the object in the amount of time required. To know how to make something, a Knowledge check is required; this can be made by yourself or someone helping you. The DCs are relative to your current era of technology, so something complicated in ancient times may be simple now. You need raw materials to create the object, which generally cost 1/3 rd of the value of the object. Make the check halfway between commencing the project and when the time required is finished. If you fail, the time you‚ve spent is wasted, and you must try again. There is a 50% chance that the raw materials you used are ruined.

Emergency Repairs: Some objects (such as vehicles and robots) aren‚t simply destroyed when they take more damage than their toughness, but instead start Dying much like a human. As a 4SA, you can make an Engineering check against DC 5 to prevent the object from …dying.‚ If you succeed, the robot or vehicle stabilizes, and is no longer Dying. However, it is still as disabled as it was while dying until it is repaired of at least one wound.

Repair: Make a Engineering check against the DC to craft the object -3 (unless otherwise specified in the object description). If you succeed, you remove one wound from the object. This process takes one hour. The DC to repair objects that have been destroyed (but are still more or less intact) is their construction DC -1 instead of -3.

Construction DCs

DC

Time required

Complexity

4

1 hour

Breeze

6

8 hours

Simple

8

1 week

Complex

10

1 month

Difficult

12

Six months

Very Difficult

15

One year

Extremely Difficult

15-20

One year

Esoteric

20+

One year

Legendary

Tools : You get a -2 penalty to all uses of Engineering without proper tools. Repair, Tinker,  and Construction require an appropriate toolkit, while Disarm Trap and Open Lock require lock picks.

Techniques:

Universal Engineering Techniques

  1.   Generalize: Pick another branch of Engineering. You can use your Engineering modifier to checks in that category. You may take this technique multiple times, each time choosing a new category.
  2.   Improvise: You can make a construction or repair check without the necessary materials out of whatever is on hand (with GM's approval). The object only functions for one use and has no monetary value.
  3.   Rapid Repair: You can try to repair objects faster. You can optionally add +2 to the DC, which drops the amount of time required from one hour to one minute. You must choose to do this before you start repairs.
  4.   Rapid Construction: You can try to build objects faster. You can optionally add +2 to the DC, which drops the amount of time required to that of one complexity lower (minimum 1 minute). You must choose to do this before you start construction.
  5.   Salvage: You may salvage completely destroyed objects. You may use the remains of the object as raw materials to construct an identical object out of them, so long as the object is still more or less in existence. If it has been melted into a pool of ooze or disintegrated, or the like, you may not use Salvage on it. For most common means of destruction, this is not an issue. Ask the GM on a case-by-case basis
  6.   Weaponsmith of Legend:   [Requires 8 ranks in Engineering] You may create artifact weapons. See Chapter 9: Artifacts for more information.
  7.   Armoursmith of Legend:   [Requires 8 ranks in Engineering] You may create artifact armour and shields. See Chapter 9: Artifacts for more information.

Engineering (Blacksmithing) Techniques All of these techniques require access to Engineering: Blacksmithing. With Engineering (Blacksmithing), you can construct objects in a forge. Checks to build or repair objects with this branch of the skill generally require a functioning forge and hammer. Objects made with Blacksmithing are made of metal and made by hand, not in a factory or other situation. The metal used can have an effect on the DC; see the Special Materials section of Chapter 6: Equipment for more information.

Here are some example objects that can be made with this branch of the skill:

Complexity

Example

Breeze

A horseshoe or other common object

Simple

Most metal melee weapons

Complex

Specialized metal melee weapons, scale shirt, chain shirt, or full scale

Difficult

Full chain or breastplate

Very Difficult

Full plate or field plate

Engineering (Bowmaking) Techniques All of these techniques require access to Engineering: Bowmaking. Engineering (Bowmaking) is  used to make weapons in the Bow (but not crossbow) family by hand out of (generally) wood, bone, or horn.

Here are some example objects that can be made with this branch of the skill:

Complexity

Example

Breeze

An arrow or bolt

Simple

Bow

Complex

Longbow

Engineering (Carpentry) Techniques All of these techniques require access to Engineering (Carpentry). Carpentry can be used to create wooden shields and weapons (except for bows and crossbows, which are made from a quite different process), as well as furniture and other objects made of wood.

Here are some example objects that can be made with this branch of the skill:

Complexity

Example

Breeze

Quarterstaff, club, or practice weapon

Simple

Tower or wooden shield; simple household furniture

Complex

Rowboat, Canoe

Difficult

Simple house

Very Difficult

Sailing ship

Engineering (Leatherworking) Techniques All of these techniques require access to Engineering: Leatherworking.

Engineering (Technology) Techniques All of these techniques require access to Engineering: Technology. Of all the branches, mechanical engineering changes the most based on the state of technology. Technological engineering requires a mechanical toolkit (including screwdrivers, wrenches, spanners, etc,).

Here are some example objects that can be made with this branch of the skill in a fantasy setting, which don‚t require any use of the Science skill:

Complexity

Example

Breeze

Simple mechanical toy, winch, or pulley

Simple

Crossbow or Heavy crossbow, waterwheel, drawbridge gear system, crude or simple lock

Complex

Repeater crossbow, Light siege engine, windmill, standard or complex lock, simple printing press

Difficult

Heavy siege engine,  clock, master lock

Here are some example objects that can be made with this branch of the skill in a modern setting, which require use of the Science skill (though these are rarely ever done by hand):

Complexity

Example

Breeze

A bullet

Simple

Engine component

Complex

Semiautomatic or single-shot firearm, car engine

Difficult

Automatic, burst, or auto 2 firearm; wheeled vehicle, jet engine

Very Difficult

Auto 3 firearm; propeller plane or tracked vehicle

Extremely Difficult

Auto 4 firearm; jet or rotary-wing aircraft

Esoteric

Humanoid vehicle, simple light spacecraft, Auto 5 firearm

Here are some example objects that can be made with this branch of the skill in a futuristic setting, which require use of the Science skill (though these are rarely ever done by hand):

Complexity

Example

Complex

Laser weapon, sonic bladed weapon

Difficult

Light humanoid vehicle; plasma weapon, beam sword, or plasma sword

Very Difficult

Light spacecraft, skimmer vehicle, Heavy humanoid vehicle

Extremely Difficult

Heavy spacecraft

  1.   Technomancer:   [Requires 5 ranks in Magic Power or Magic Complexity as well as 5 ranks in Engineering] You gain access to the Engineering secret spell seed: Power
  2.   Tinker: You can rig up a mechanical device to attain new heights of functionality...for a while. The effect varies depending on the object. The DC is the same as the DC to repair the object, and takes the same amount of time (thus, you could use Rapid Repair to decrease it). The object functions in its newly enhanced manner until it stops, at which point it is useless until it receives Repairs. If an object falls into multiple categories, the character may choose which modification to make. Multiple Tinker effects of the same sort on the same object do not stack.

Engineering (Sabotage) Techniques All of these techniques require access to Engineering: Sabotage.

  1.   Back Door:   [Requires Concealed Disable, Bypass Device] you add a hidden means of disarming the trap, sabotaging the machine, or opening the lock. Any time you (or anyone you explain the method to) comes across this lock, machine, or trap, you can disable it as a 2SA without making a skill check. This method is concealed as if you used Concealed Disable, if it is located the observer may try to remove it or use it (no check required).
  2.   Bypass Device:   [Requires Disarm Trap] For Disarm Trap, instead of breaking the trap you rig it up to not go off for you, but it will go off next time someone springs it.
  3.   Concealed Disable : [Requires Saboteur] In order to notice that you have disarmed a trap, picked a lock, or sabotaged a machine, an observer must use Perception against a DC equal to 4 + your Engineering modifier. Also, the GM may rule that they must make an appropriate knowledge check to even realise that that is not how the machine should be.
  4.   Disarm Trap: Make  a Engineering check against the trap's Disarm DC. This takes one minute. If you succeed, the trap is disarmed and will not function again without repairs. If you fail by more than five, the trap is activated instead.
  5.   Instant Disable:   [Requires Rapid Disable] Open lock and disarm checks take a 4SA.
  6.   Open Lock: With this technique, you can try to pick a lock. This requires a Engineering check against the DC of the lock and takes one minute. If you fail by more than five, you break the lock  in such a way that it cannot be unlocked.
  7.   Rapid Disable:   [Requires Open Lock or Disarm Trap] With Rapid disable, Open Lock and Disarm Trap checks only take a full round action.
  8.   Saboteur: You rig a machine to fail. Make a Engineering check against DC 10, if you succeed the device doesn't work. This takes ten minutes. The GM may rule that you, or someone helping you, needs to make a knowledge check.

Tinker Tasks

Device

Effect

...Until

Automatic or Semiautomatic Weapon

Increases Rate of Fire by one step (Semi to Auto 1 to Auto 2, etc.)

3d6 rounds after it fires its first shot. The GM rolls secretly.

Energy Weapon (ex. Laser or Plasma)

+1 Damage

3d6 rounds after it fires its first shot. The GM rolls secretly.

Crossbow or Siege Engine

+1 Damage

3d6 rounds after it fires its first shot. The GM rolls secretly.

Vehicle

3x speed on a Run

It stops moving for a full turn or 3d6 hours (secret roll) after it starts moving.

Speakers, Megaphone, etc.

-12 perception DC to hear

3d6 minutes after it starts playing

  1.   Timed Disable : [Requires Saboteur] You rig up the machine you are sabotaging to break only after it is used for a while. You set the duration at 1d6 rounds, 1d6 minutes, or 1d6 hours (you choose which, but the GM rolls secretly). For example, you can sabotage a wagon wheel to fall off a few minutes after it starts moving. Unless you have the Concealed Disable technique, it is immediately apparent that the object has been tampered with.

Medicine

Skill Rate: Fast

Uses: healing people. If you try to use Medicine on a creature of a species other than yours, you get a -1 penalty without the proper techniques.

Use of Medicine

DC

Emergency First Aid

5

Treat Wound

6

Long-Term Care

6

Treat Disease/Poison

Infection DC

Administer Medicine

4

Forensic Investigation

8

Diagnose

4+

Resuscitate

6 + 1/round

Emergency First-Aid: Make a Medicine check against DC 5 as a 4SA. If you succeed you may administer First Aid to a dying target within your natural reach (typically Close, meaning you must enter their square). The dying creature stabilizes (is no longer dying, but still unconscious).

Treat Wound: Make a Medicine check against DC 6. This takes one minute. If you succeed, remove one wound from one creature in natural reach. For every 2 points that you beat the DC, you cure another wound. This uses a bandage and thread. A creature may only have Treat Wound used on it once per day.

Long-term Care: Make a Medicine check against DC 6. This takes one hour every day, but you may treat multiple patients simultaneously (up to your total number of ranks in Medicine). The patients' natural healing rate is doubled.

Treat  Disease/Poison: Make a Medicine check on a diseased or poisoned patient. The DC is the same as the infection DC for the disease. If you succeed, the patient is treated as having succeeded on his next save against that disease or poison.

Diagnose: DC 4 for common ailments, 6 for uncommon, 8 for rare, and 12 or higher for esoteric.  You determine all status effects currently on the target, and how many wounds he has, and the source of each. Takes 1 minute per wound or status effect. You may not retry this check unless the target's condition changes.

Check Pulse: DC 4. You can tell as a 2SA if a creature is dead or alive. The GM rolls this check secretly. If you failed the check, there is a 50% chance that you get the wrong answer, and the other 50% chance is that you don‚t know at all.

Forage for Food: You can try to forage for food. Make a Medicine check every day, the DC is 5. For every point by which you beat the DC, you can feed another person. Foraging for food halves your overland speed. In particularly lush or barren areas the GM may apply a circumstance bonus or penalty of up to 3.

Techniques:

  1.   Forage for Herbs:   [Requires Knowledge: Nature and Biology] With this technique, you can attempt to look for herbs to refill an herbalist's kit. With a DC 8 Medicine check and four hour's work, you can find enough herbs for 1d4 uses of a herbalist's kit.
  2.   Forensic Investigation: DC 8. You can determine the cause of death of the target, assuming it is non-obvious. The GM can, of course, change the DC depending on circumstance. This takes about a minute.
  3.   Resuscitate. DC 6: Takes two 4SAs (or one 4SA from two people). You may revive somebody who died within one round. For every additional round, add +1 to the DC. If you fail this check, you may retry the next round- but the DC goes up by 1 because of time. When the character is revived, they have as many wounds as their toughness score.
  4.   Surgery: Without this technique, the character gets a -2 penalty when he tries to perform Surgery. This stacks with the penalty for not having appropriate surgical tools.
  5.   Skilled First Aid: When you use the emergency first aid technique, you may heal an additional wound for every 2 points that your check beat the DC.
  6.   Veterinarian: You do not get the -1 penalty for using Medicine on creatures of the [Animal] type.
  7.   Xenomedic: You do not get the -1 penalty for using Medicine on one specific type of creature that you choose.
  8.   Cosmopolitan: You do not get the -1 penalty for using Medicine on any creature of the [Mortal] type, even if they are a different type from your own. Such creatures include humans, elves, halflings, orcs, dwarves, etc..
  9.   Create Medicine: Using an Herbalist's kit, you can try to create medicine for a specific disease or poison. Medicine can be created in the form of an injection, a pill, or a drink. Drinks and pills must be swallowed by the afflicted character (a 2SA), so are not much good for an unconscious character. Injections can be given to unconscious characters (or unarmoured, unwilling ones with a successful attack roll) but require a syringe. Creating medicine takes about an hour and requires a DC 7 Medicine check. Medicine is only effective against one particular syndrome, decided when you create it. This uses up one use of a Herbalist's kit's ten uses.

Ingenuity

Skill Rate: Fast

Uses: Your character is smart. Very smart . Probably smarter than anyone sitting around the table, so who's to say he didn't think of this ahead of time?  Ingenuity does not have, or need techniques.

The Great Reveal: If this were a movie, this is where your character gets to reveal what he was planning 'all along.' Make an Ingenuity check in order to get the opportunity to describe actions your character took in the past without the knowledge of your other party members, the GM, or, in fact, you yourself. The GM gets to make a call on the plausibility level of the actions you describe.

Having beaten the plausibility of figuring out something ahead of time, you can retroactively take any actions you wish based off of that decision, but you must make any skill checks necessary both to succeed what your goal is, and to explain why nobody noticed what you did. If you fail any of these skill checks, your entire attempt fails. It is therefore recommended that you play your character as mysteriously as possible in order to increase the plausibility later on that you did things in the past.

The GM assigns the DC based on your explanation and the situation.

DC

Plausibility

Description

Example

3

Embarrassingly Obvious

Something that a character really should have thought of. Somebody with normal intelligence would have thought to do this (though you didn't).

-Being the party thief and bringing lockpicks on a heist.

-Packing food before going on a trip.

-You know the local count is a vampire, you obviously brought along stakes and a holy symbol.

6

Plausible

Is obvious with information available to your character at the time , but you still didn't think to do.

You are on the trail of a vampire. You hear that the local count is allergic to garlic. Your character retroactively figured out that he is the vampire.

-You are dining at a known enemy's house. You drink the wine, and your GM tells you that you are poisoned. You reveal that actuall y , you switched glasses and your enemy is poisoned.

10

Suspect.

Something the GM has dropped hints about but nobody in the party picked up on

Last week in a tavern, you overhear an in-game conversation that the local Count is allergic to garlic. Now, the Count has just revealed with a wicked cackle that he is about to suck your blood. You reveal that you brought a holy symbol along.

15

Just Possible/ Sure, Sherlock

Knowledge that has just been revealed to you, you turned out to have discovered in the past given resources your character had at the time.

The count has cornered you and revealed his fangs. You pipe up "last week while we were in town I overheard in a tavern that he had an aversion to garlic. Combining this with my knowledge of vampires, I brought along a holy symbol and a set of stakes". Note that the GM never actually dropped any clues about garlic.

-You are dining at a known friend's house, who turns out to be an enemy in disguise. Your glass of wine is poisoned, and you reveal that you suspected ahead of time that the glass was poisoned, and switched glasses.

20

Retroactive Backstory

Thrown into a situation with which you had no possible forewarning- a random occurrence, even- you retroactively have the tools, and knowledge, to deal with the situation.

You stumble across a vampire in the woods. There is no reasonable forewarning for this. It is a "random encounter." You reveal that, sometime in your murky past your uncle was a vampire and from then on, you've always carried a holy symbol and garlic on your person.

You may be called upon to explain how you go to where you are now, having done this. You are responsible for your explanation maintaining continuity given events that are known to have occurred.

You cannot use this technique to emulate another skill, i.e. "I learned how to pick locks ten years ago!". The GM is justified in saying, "Then make a Engineering check. Your modifier doesn't change, though."

You can only do something retroactively that you had the skills to do at the time.

You may not use this technique to change your ranks in skills, change the components of combos, spells, or the like. Regardless of the DC, you fail on a 1.

Using the Great Reveal generally is a 0SA, but the Gm may impose a time constraint.

The GM sets the DC, not you. And he doesn't have to tell you, at that.

Retries : You can't ever use ingenuity twice to get to the same effect. For example, if there is a guard about to arrest you and you use ingenuity to have tied his shoes together earlier, and fail, you can't use ingenuity to have unloaded his firearm. However, if you succeed in tying his shoes together but that still doesn't solve the problem, you can try something else - but the DC increases by +2 every time. For this purpose, 'goal' is very loosely defined, and the GM is the final arbiter as always.

Spirit-Based Skills

Magic Power

Skill Rate: Staggered

Uses: turning spells up to 11. Your ranks in Magic Power determines how many points of Power you can include in your spells.

Supernatural: Unless otherwise specified, all techniques in Magic Power are supernatural.
Techniques :

Other Techniques:

  1.   Go All Out: you may add your Endurance to a maximum Spell's Power rating, but if you do you are immediately wounded. This increase is spontaneous.
  2.   Sometimes, More is More: You may use your ranks in magic power to determine spell duration, or your magic skill, whichever is higher.

Metamagic Components:

  1.   Explosive Spell [Metamagic: Power +1] The spell gains an area of effect at Blast Scale 1. Instead of attacking individual creatures, you attack an area. If the spell is type: Attack, and you miss your attack roll, the spell scatters 1d6 metres per range increment out. If the spell has a range of Melee, it instead emanates out of any point in your reach. You may add this metamagic multiple times, each time increasing the area affected by one scale.
  2.   Rapid Fire : [Metamagic: Power +2] You cast the spell twice. You may choose different targets or the same target. You may add this metamagic multiple times, each time casting the spell an additional time. Each casting must be dispelled or otherwise countered individually. Roll any variable dice for each spell separately.
  3.   Quick Spell: [Metamagic: Power +5] Reduce the casting time of this spell by 1 second. This modification may be added multiple times, the effects stack. The casting time of a spell may not be reduced to shorter than one second.
  4.   Intensify Spell: [Metamagic: Power +1] Choose one die roll made in this spell. Increase the die size by one, to the normal maximum of d12. This metamagic may be added multiple times, each time either increasing the die roll further, or increasing a different die roll.
  5.   Mad   Casting : [Metamagic: Power +1] You may use your Magic Power skill instead of your Magic Skill modifier for attack rolls in this spell.
  6.   Demoralizing Spell : [Metamagic: Power -1] You take a Morale Penalty when you cast this spell. You cannot apply this modification if you are immune to morale effects.
  7.   Exhausting   Spell : [Metamagic: Power -1] You become fatigued immediately after casting.

Heroics

Skill Rate: Staggered

Uses: Heroics allows you to push your abilities further than you normally could. The Heroics skill grants you a reserve of action points (abbreviated AP) which you can use to grant you various benefits, depending on which Heroics techniques you learn. You have one AP per rank in Heroics. You gain them back after a decent night's sleep. Unless otherwise specified, using AP does not take an action, it is simply done as part of another action, such as a skill check or attack. You can never expend more AP in a single round than your heroics modifier.

Special: If Heroics is your focus skill, you gain an additional 3 AP.

Techniques:

  1.   Keep Calm : You can expend one AP to ignore one morale penalty until the start of your next turn. Ignored morale penalties do not lower your Will. Using Keep Calm is a 0SA that can only be done once per round.
  2.   Improved Keep Calm : [Requires Keep Calm] : When you use the Keep Calm technique, you can expend more than one AP. Each AP you use in this way allows you to ignore an additional morale penalty.
  3.   Carry On : You can expend one AP to ignore one wound until the start of your next turn. Ignored wounds do not lower your Toughness or move speed. Using Carry On is a 0SA that can only be done once per round.
  4.   Improved Carry On : [Requires Carry On] : When you use the Carry On technique, you can expend more than one AP. Each AP you use in this way allows you to ignore an additional wound.
  5.   Heroic Surge: You may use the Heroics skill to give you a +1 bonus to one skill check. This takes one AP. For every additional 2 AP you spend in this way, your bonus increases by another +1.
  6.   Active Caster:   [Metamagic: Complexity -1] : This spell costs one AP to cast.
  7.   Active Fighter : [Attack Combo -1] : This combo costs one AP to use.
  8.   Great Heroics: Increase your number of AP by one. You may take this technique multiple times, its effects stack.

Luck

Skill Rate: Staggered

Uses: The Luck skill's primary use grants you the ability to make a certain number of luck rerolls per day. Every rank you place in Luck grants you one LP, much like how Heroics grants AP. LP can be expended to grant various kinds of benefits based on the techniques you choose. After a decent night's sleep, you gain your LP back. Unless otherwise stated, using Luck techniques is not an action but done after someone rolls a die instead.

Like all abilities that grant rerolls, you can never reroll the same die more than once. The reroll uses the same modifier as the first roll.

Special: If Luck is your focus skill, you gain an additional 3 LP.

Techniques :

  1.   Better Lucky than Good: [Requires 3 ranks in Luck] When you use Luck to reroll a die you can spend an extra 2 LP. If you do, roll two dice instead of one. Use the higher of the two.
  2.   Black Cat: You can use one LP to force an opponent to reroll a skill check. The check must have been made within 10m of you.
  3.   Broad Strokes:   [Requires Lucky, Lucky Leverage, Serendipity, Freak Chance]  You can spend 3 LP to force a reroll of any die rolled at the table, even if you have no idea what the die was rolled for.
  4.   Fortuitous: When you use LP to reroll dice, instead of having to use the second result, you can use whichever is higher.
  5.   Freak Chance:   [Requires 3 ranks in Luck] You can spend 2 LP to cause an enemy to reroll a damage roll made against you. This includes both physical damage and morale damage.
  6.   Gambler with an Edge: Whenever your character rolls an in-game die, such as in a game of chance, you can spend one LP to reroll the die. You must use the second result.
  7.   It's Not Even Fun Anymore:   [Requires Gambler with an Edge, 10 ranks in Luck] After using Gambler with an Edge, you can spend another2 LP to add 1 or subtract 1 from the result of your in-game roll.
  8.   Lucky Leverage:   [Requires 2 ranks in Luck] : you can expend 2 LP to reroll an ability check. You must use the second result.
  9.   Lucky Shot:   [Requires two ranks in Luck] You can spend 2 LP to reroll a damage roll that you made. You must use the second result.
  10.   Lucky: You can expend one LP to reroll a skill check that you just made. You must use the second result.
  11.   Painful Accident:   [Requires Unfortunate Accident, 10 ranks in Luck] When you use Unfortunate Accident, you can attempt to cause the target to suffer an injury while falling. This costs an additional 3 LP. If the target falls prone, it takes 1d6 + your Luck modifier damage. Even if you beat the target's Toughness score, it only takes one wound, and does not die.
  12.   Reliably Lucky: You gain one LP. You may take this technique multiple times, its effects stack.
  13.   Serendipity:   [Requires 3 ranks in Luck] : You can use 2 LP to reroll an Initiative check. You must use the second result.
  14.   Unfortunate Accident:   [Requires 4 ranks in Luck] Your natural luck has gotten to the point where those who wish you ill are in actual physical danger. As a 2SA, you can expend 4 LP to attempt to cause an opponent to have a bout of bad luck. Make an opposed luck check with them. The defender gets a +2 bonus to this check.  If you succeed, they fall prone. This ability has a range increment of 2 m. You do not need to be able to see or hear your target, but you must know approximately where they are.

Discipline

Skill Rate: Fast

Uses: Removing adverse morale conditions from yourself, and fighting in a team.

Techniques:

  1.   Resolve: You add 1 + one-half of your Discipline modifier (round down) to your Will.
  2.   Zen Combat: You may add your spirit instead of your strength to damage on attacks that normally allow you to add your strength to damage.
  3.   Calm Down: You may spend a minute doing nothing, taking no actions, but slowly relaxing yourself. At the end, you may make a Discipline check with the DC equalling your current Will. if you succeed, you remove a morale penalty
  4.   Rapid Calm:   [Requires Calm Down] you only six seconds to use the Calm Down technique, not a whole minute.
  5.   Independent:   [Requires Calm Down] : you instead remove two morale penalties on a successful Calm Down attempt.
  6.   Snap Back :   You can make a Discipline check instead of a Spirit check to remove the Broken condition.
  7.   Teamwork Tech Tree: These techniques are useful when a large group of attackers all fire at the same time, primarily with ranged weapons. All characters involved must use the same combo and attack with the same weapon. Together, they are treated as one character making a single large combo attack. Use the average attack bonus of the group. For every full doubling of people attacking, (one at two, two at four, etc.) you can use one of the following techniques to add a bonus. All characters must have the technique in order to use it. Each one may be used multiple times, its effects stack.
  8.   Volley Attack: add +1 to hit and one extra attack.
  9.   Concentrated Attack: Add +1 to hit and if you hit by more than one point, (like Burst Fire) you roll an additional damage die. If you add this twice, you add +2 to hit and if you beat the target by two or more you roll three damage dice, etc.
  10.   Area Attack: You attack a Scale 1 area instead of one enemy. Each use of this technique adds +1 to the scale. This only works with ranged attacks. If the attacks already had an area attack, simply increase the scale by +1 for every

So for example, say 2 archers want to use Volley Attack.  They use the Rapid Fire combo (one attack and one extra attack) and have a +0 attack modifier normally. Instead of each one making two attacks, one of them makes three attacks at +1. Together they use four arrows.

If they used Concentrated attack, they would together make 2 attacks at +1, but roll extra damage dice if they hit by more than 1. Together they still use four arrows.

If they used Area Attack, they would make 2 attacks, each attacking a Scale 1 area. Together they use four arrows.

If there were four archers, they could use one Area attack and one Volley attack (for +1 to hit, three attacks, and they attack a scale one area) or two Area attacks (two attacks at +0 to hit against scale 2 areas), etc.

Intimidate

Skill Rate: Staggered

Uses: Intimidate is used to frighten your enemies, and to keep your underlings in line using terror tactics. It can also be used to interrogate answers out of a prisoner, or in a similar situation. Creatures that are immune to fear effects are also immune to all uses of intimidate.

Interrogate: Intimidate can be used to get answers out of characters otherwise unwilling to talk. Make an intimidate check against the target's Will. This deals no morale damage, but if you succeed, the target 'cracks' and talks. He can attempt to lie, but does so at a -1 penalty. Interrogating a target can take several minutes or more.

There are a wide variety of circumstance modifiers the GM can add to this check. Use the following table as a guideline:

Situation

Modifier

Target is disadvantaged (Interrogator is armed and target isn't)

+1

Target is severely disadvantaged (unarmed, tied down, surrounded, etc.)

+2

Target is more frightened of what will happen if he talks than if he doesn't

+3 or more

Target has the advantage

-1

Target is severely advantaged

-2 or more

Good Cop Bad Cop: A character using Intimidate can team up with a character using Charisma to interrogate with greater effect. Because the DC of a Charisma check is based off of the target‚s Will, the DC can effectively be lowered with a successful intimidate check.

Techniques :

  1.   Scare:     As a 4SA, you can try to frighten your enemies. One enemy who can see and hear you (or in other situations the GM deems appropriate) takes your Intimidate check result in Fear morale damage.
  2.   Group Intimidate:   [Requires: Scare] When you make a Scare attempt, you instead target all enemies within 6 m. Roll one die and apply it to all targets.
  3.   Intimidate Legion: [Requires: Group Intimidate] . When you make a Scare attempt, all enemies who can see or hear you are targets. Roll one die for damage and apply it to all of them.
  4.   Foil: As an immediate action, when a character attempts to remove morale damage from one or more of his allies (ex, through use of the Charisma skill), you may make an Intimidate check. If the result of your Intimidate check is higher than the check result of the skill your opponent used (typically Charisma), then the attempt is negated and his allies keep their morale penalties. Your target must be able to see and/or hear you for Foil to work.
  5.   Fear is the Best Motivator:   [Requires: Scare] You may attempt to intimidate your own allies with Scare. If you succeed, they suffer the usual morale penalties. However, for one round, they also ignore any morale penalties. If you wound an ally, you can immediately use this technique as a 0SA and gain a +1 bonus to your intimidate check. If you kill an ally, you automatically succeed.

Faith

Skill Rate: Staggered

Uses: You are entrusted with the responsibility to direct the power of your deity. The higher your ranks in Faith, the more you are trusted.

Supernatural: Unless otherwise specified, all techniques in Faith are supernatural.

Special : if your ranks in Faith is not at least equal to your level, you lose all abilities granted from the Faith skill until such a time as it is maxed out again. If you act grossly against your deity's code, you may be suspended of your Faith powers for a time. This is only for extreme violations. For example, breaking a law while being faithful of Justicar (the god of Law) is not enough, you'd need to overthrow a well-established and reasonably fair legal system and replace it with the worst form of anarchy.

Techniques:

  1.   Delayed Martyrdom : If something would cause you to die, you may remain alive and conscious for a duration equal to your Faith modifier in rounds.
  2.   Shield of Faith: You may automatically treat one defence roll as having rolled a '6' on the six-sided die. You may not use this technique again until you have spent about a minute in prayer. You may choose to use this ability after already rolling (and presumably failing) your defence roll.
  3.   Holy Blade: Against enemies that are unholy to your deity, you add your Spirit to damage in addition to your Strength. This is added to any damage roll you make„ spell damage, weapon, unarmed, ranged, Anima Wave, timed delay explosive, etc.
  4.   Strike Down : [Attack Combo -1] This combo may only be used against targets that are unholy to your deity.
  5.   Stunning Smite:   [requires Holy Blade] unholy enemies wounded by a Holy Blade attack (see above) must make a fortitude check (DC=damage dealt] or be stunned for one round.
  6.   Holy Sight: You gain Holy Sight as an additional sense. This allows you to notice divine power. With Holy Sight, you can detect holy and unholy beings, creatures, and effects. Look at the chart for DCs. The DC increases by one for every 10m away it was cast. Holy Sight functions even if the user is blind or deaf. Holy Sight ignores obstacles such as doors and walls.

Thing

DC

Example

Holy or Unholy creature (of your religion)

10 ƒ the creature‚s level

Faith skill being used

6 ƒ the user‚s Faith skill modifier

A paladin using Holy Blade

Faithful

12 ƒ the character‚s Faith bonus. Success by 4 or more tells you the character‚s religion.

Consecrated area

6

A temple

Holy symbol of your religion

8

Holy symbol of other religion

10

Holy object of your religion

4 ƒ slightly holy

2 ƒ very holy

0 ƒ relic

-6 ƒ sacred relic

-20 ƒ Focal relic

Holy object of another religion

As above, but +2

Your deity

-50

An avatar of your deity

-40

Another deity

-30

An avater of another deity

-20

  1.   Holy Guidance:   [Requires Holy Sight] you can ignore concealment on any creature or object detected with Holy Sight.
  2.   Holy Empathy [Requires Holy Sight] With a DC 4-8 Faith check (GM discretion), you can notice extremely traumatic events that have taken place in the past. Modifiers that affect Holy Sight‚s DCs also affect Holy Empathy DCs.
  3.   Exorcise: You can channel your deity's power to try to rid a creature from domination. The possessed creature must be able to clearly see and hear you. Make a Faith check against the possessing creature's Will. If you succeed, it is banished from the creature or object it was possessing, and cannot attempt to possess that creature for 24 hours or until the next sunrise, whichever happens first. If a character has multiple creatures possessing it, you can choose to target or exclude any number of them with Exorcism, making one single Faith check, and comparing it to each of their Wills. Using Exorcism takes a six-second action and involves speaking clearly and loudly in a firm voice. Being deaf or otherwise hard of hearing is no protection from an Exorcism.
  4.   Mass Exorcism: [Requires Exorcism] You can attempt to use Exorcism against multiple creatures at the same time. You take a -1 penalty on the Faith check if you attempt to do so, but any number of creatures who can hear you are affected by your Exorcise ability.
  5.   Cleric Specialized Tree: If you learn one of the following techniques, you cannot learn any of the techniques in other specialized casting trees, such as from Arcana. If you have a technique in another specialized casting tree, you cannot take a rank from the Cleric specialized tree.
  6.   Cleric Neophyte: You gain access to the Cleric secret spell seed, Smite. However, you lose access to the Damage spell seed.
  7.   Cleric Apprentice:   [Requires Cleric Neophyte, 3 ranks in Faith]  
  8.   Full Cleric:   [Requires Cleric Apprentice, 10 ranks in Faith]  
  9.   Expert Cleric:

Berserk

Skill Rate: Staggered

Techniques:

  1.   Rage: You can activate Rage as an immediate 2s action, and it lasts for a number of rounds equal to your Spirit score. While Raging, you gain a +1 bonus to strength and endurance (among other things, this boosts melee weapon damage and toughness by +1), but a -1 penalty to all Dexterity- and Intelligence-based skills. Any activity that requires focus or concentration (such as casting a spell or using anything in the Mystic Focus skill) cannot be done while raging. After a rage ends, you cannot use this ability again for 2d6 rounds.
  2.   Fearless Rage: [Requires Rage] While raging, you ignore all morale effects (positive or negative). You still accumulate morale penalties, but you can ignore their effects. If you are reduced to -6 Will or lower while using Rage, your Rage immediately ceases and your morale penalties take their toll.
  3.   Terrifying Rage : [Requires: Scare, Rage] Whenever you activate the Rage ability, you get to make a free Scare attempt.
  4.   Brutal Rage:   [Requires Rage] While raging, you add +1 to all damage rolls that you add your strength score to.
  5.   Mage Rage:   [Requires Rage] While raging, you may cast spells- but only spells with a complexity rating of 0 or lower. This does not give you the power to cast spells if you could not do so already.
  6.   Unstoppable:   [Requires Rage] while raging, if you take damage that would normally render you dead or dying, you may continue to act normally until the end of your Rage. At that point, you begin dying.
  7.   Slow Burn:   [Requires Rage] : You can rage for 1 additional round. You may take this technique multiple times, its effects stack.
  8.   Spirited Rage :   [Requires Rage] : While raging, you also add +1 to your spirit.
  9.   Rapid Recovery :   [Requires Rage] With this technique, reduce the time after a rage in which you cannot rage to 1d6+1 rounds.
  10.   Lightning Recovery : [Requires Rapid Recovery] As Rapid Recovery, except reduce the time to 1d4 rounds.

Charisma

Skill Rate: Staggered

Uses:

Request:  Make a Charisma check against your target. Use the following charts to find the DC:

Attitude Modifier

Attitude

Behaviour

+8

Hatred

Will take first opportunity to kill, discredit, or otherwise hurt you physically or otherwise

+4

Hostile

Will actively try to speed your demise

+2

Unfriendly

Wouldn't mind seeing you go

0

Neutral

Socially expected behaviour

-2

Friendly

Will help, within reason

-4

Helpful

Will take risks to help you

-8

Ally

Always has your back. Will risk life to protect you.

Circumstance

Modifier (add any that apply)

Request

+10

Most likely result in death

+4

Extremely dangerous

+2

Risky or unpleasant

-1

Simple, safe, and quick

-2

Very simple and very safe

-2

Likely in the target's best interest*

-4

Obviously in the target's best interest*

*Or at least, the target believes it's in his best interest.

Then add the target's Will. That is the DC.

If you succeed, you convince your target to do something. If multiple parties are vying for something, then they all make checks and the highest (assuming it beats the original DC) is successful.

Deceive : Make a Charisma check against your target's passive Perception DC + the target's Attitude Modifier (to show how much they trust you) plus a circumstance modifier based on the believability of the lie. If you succeed, your target believes what you are saying. This check takes no action by itself, it is simply made as part of the action of talking.

Disguise Modifier

Situation

-1

Different Racial Background but same race

-2

Different Race or Gender

-4

Different Race and gender

+2

You have ID or other "proof" of your fake identity

+1

You are in the appropriate uniform (if applicable)

Disguise:  You can use Charisma to disguise yourself as someone else. When you are trying to convince someone you are someone else, make a Charisma check against the target's Passive Perception DC. A success indicates that they believe your disguise. Depending on what you are disguising yourself as, you may apply some of the following modifiers to your Charisma check:

The GM may give the observer a modifier of +1 to +3 based on how well the observer knows the person you are disguised as, and a +1 modifier if they have reason to believe there is a spy in the midst.

Provoke: This is a deliberate attempt to convince someone not to like you. Make a Charisma check as a full-round action against a target who can hear and see you. The DC is equal to the target's minimum Will minus their current attitude plus your desired attitude. So, the DC to drop someone with a Will of 9/3 from Friendly to Unfriendly is 7 (3 +2 +2). Provoke can only be used to decrease the target's attitude.

Charm: This is a deliberate attempt to get someone to like you. Make a Charisma check as a full-round action against a target who can see and hear you. The DC is equal to the target's minimum Will minus their current attitude plus your desired attitude. So the DC to change someone with a Will of 9/3 from Neutral to Helpful is 7 (3 +2 +2). Charm can only be used to increase the target's attitude.

Techniques:

  1.   Challenge: You challenge your foe to single combat. Your target must already be hostile to you, or for some other reason fighting you or your allies. Make a Charisma check against the target's Will minus their attitude modifier. This is a 4SA. If you succeed, they must fight you, and not your allies. Your target continues to fight you until one of you is victorious. If anyone other than you takes visible hostile action against your target, they become free to act as they wish.
  2.   Combat Banter: With this technique, you can make Charm checks in 2 seconds instead of 6.
  3.   Counter: As an immediate action, when a character attempts to deal morale damage to an ally or allies, you may make a Charisma check. If the result of your Charisma check is higher than the morale damage, then the attempt is negated. Your allies must be able to see and/or hear you for Counter to work.
  4.   Inspire Group: [Requires Inspire] Requires Inspire. You may instead inspire all within 6 m on an Inspiration attempt. Roll one die and apply it to all targets.
  5.   Inspire Legion:   [Requires Inspire Group] Requires Inspire Group. You may inspire all allies in view who can hear you and/or see you (including via radio, TV, or magical communication).  Roll one die and apply it to all targets.
  6.   Distinctive Personality: Choose one use of Charisma: request, deceive, disguise, provoke, charm, or inspire. You get a +1 bonus to that use of Charisma. This decision may not be changed unless the GM agrees that you have gone under major character development.
  7.   Inspire : Make a Charisma check against one target's Minimum Will as a 4SA.  If you succeed, they remove one morale penalty. This is a morale effect. The GM may grant you a circumstance modifier to your check (+1 to +3) if you have a truly spectacular inspiration speech/method/etc. (ex. You just killed the marauding giant king by running it through with your nation's standard). Alternatively, you may get an equivalent penalty (you just tried to run the giant king through with the standard and made a fool of yourself.). You may not inspire yourself. You may not Inspire any character who has no morale penalties. The target must be able to see and/or hear you clearly (may require a Perception Check). A character may only be inspired once per turn.
  8.   Potent Inspiration:   [Requires Inspire] Inspired creatures instead remove 2 morale penalties.
  9.   Razor Wit: With this technique, you can make Provoke checks in 2 seconds instead of 6.
  10.   Swindle:   [Requires 4 ranks in Charisma] Whenever you buy goods from a character who is Friendly or better, you can pay 10% less.

Contacts

Skill Rate: Fast

Uses: With the Contacts skill, characters can form a network of supporting NPCs to help them. A contact is a GM controlled character who, for whatever reason, the character with this skill has influence over. Depending on the nature of the character, this could be because they are close friends from before the campaign started, the character holds some secret or power over the NPC, or maybe the player helped out the NPC in the past.

Gaining Contacts: When a character puts his first rank in this skill, and again whenever the character takes the Additional Contact technique, the character gains a new potential contact. Do not invent a story or name for this potential contact yet. Later, when the character needs help, he can make a Contacts check to see if one of his potential contacts is in a position to help. Look at the chart for a DC based on the contact grade, as judged by the GM. On a success, the character loses a potential contact and gains a proper one. At this point, the character can either come up with a name and brief description of why the contact is loyal to the character (e.g. "We were roommates in college" or "I helped her out of a jam involving a vampire and an enraged ogress. She owes me ƒ big time ."). Be sure to write this down somewhere, the new contact is permanent. Characters can, of course, gain allies and friends in the usual manner over the course of the setting, this skill for attaining helpers on the fly that just so happen to be in a position to help the character.

Using Contacts: When a contact is gained after a successful check, he immediately helps your character to the best of his ability. To call upon a contact that has already been gained, the DC is 2 points lower. On a failed result, the contact cannot help you, even if he wanted to. For some reason, his hands are tied or what you are asking is simply beyond his abilities.

Contact Grades: There are four 'grades' of contacts, ranging from A through D. A D-grade contact is the lowest level, or, the least well-positioned and influential. An A-grade contact is the most influential sort. See the chart: Contact Grades for more specific information.

General New Contact Restrictions: These restrictions (which can be waived by the GM if he deems it appropriate) are for contacts being created. Once a contact has entered the campaign, however, anything goes.

  1.   Contacts will not generally engage in life-threatening behaviour to aid the character
  2.   Contacts are always level one
  3.   Contacts should use the stats for generic characters presented in the monster list. GMs decide which to use, and can of course modify the originals to fit with the circumstances. However, it is the GM, not the player, who finalizes the stats and abilities of the contacts.
  4.   Contacts can be trusted not to betray the character except in extreme, rare, cases.
  5.   A contact cannot be someone the GM has already introduced without the GMs express permission

Losing Contacts: If a contact dies, leaves, or in other situations that the GM deems appropriate, the player can add a new potential contact to his reserve. After all, he spent valuable skill points to attain that contact, his character would be permanently weakened relative to the other characters who placed their Spirit skill that level in, say, Berserk.

Limited Retry: On a failed check to gain or use a contact, you cannot make another Contacts check to get another contact to help you out of the same situation. However, if you succeed on your check but the contact proves less useful than you might have hoped, you can try again for another contact - but the DC is 2 points higher.

Techniques:

  1.   Additional Contact: You can add one potential contact into your reserve. You may take this technique multiple times, its effects stack.  

Contact Grades

Grade

DC

Influence

Examples

A

18

Staggering

  1.   A senator who owes you a favour and might vote your way
  2.   A board member of a major company

B

14

High

  1.   The master-at-arms of the city guard, or chief of a large city's police force

C

10

Fairly Low

  1.   A mid-ranking police officer who can call in favours to delay the emergency services response to gunfire while you and your party take out a group of demon-assisted cultists in a warehouse. She doesn't like it, but she knows that the police aren't well-equipped to deal with supernatural threats the way that you are.

D

6

Bottom-Rung

  1.   A lowly guard or policeman, who can look the other way on minor offences because he's seen you save lives before, and knows that your current illegal behaviour will result in more lives saved, even though he doesn't like it
  2.   A maid who occasionally passes on information she hears while eavesdropping on her wealthy clients
  3.   A journalist who sometimes tips you off before a story breaks
  4.   A shady criminal who knows what's going on in the city's seedy underbelly
  5.   A local priest who will let you hide at his temple after you were framed for a crime and the city guard are looking for you  

Animal Backup

Skill Rate: Fast

The knight's testy warhorse, the thief's uncannily smart pet rat, and the magician's familiar: these are unusually powerful and loyal animals, and are acquired with the Animal Backup skill. A character may have only one animal companion at a time. If a character loses one for any reason, he cannot designate a new one until he gains a level. Unless otherwise specified, the following techniques can only be taken once each. The creature's maximum level is your ranks in Animal Backup minus one (minimum one)

Techniques:

  1.   Smart: The animal's intelligence permanently increases by one point, and it can take ranks in Knowledge and Engineering.
  2.   Clever:   [requires Smart] the creature understands one spoken language (but obviously can't talk).
  3.   Strong: The animal's strength permanently increases by one point.
  4.   Fighter:   [requires Strong] One of the animal's unarmed attacks deals one higher die of damage.
  5.   Tough : The animal's Endurance permanently increases by one point.
  6.   Thick-Skinned:   [requires Tough] the animal's natural armour increases by two.
  7.   Quick: The animal's dexterity permanently increases by one point.
  8.   Sprinter:   [requires Quick] The animal's speed increases by one square of its scale
  9.   Spirited: the animal's spirit permanently increases by one point.
  10.   Loyal : [requires Spirited] The animal's Will score increases by three points.
  11.   Familiar : [Requires Arcana 1 rank, Magic Skill 1 rank, Magic Power 1 rank] The time spent hanging around a spellslinger such as yourself has had a noticeable effect on your animal. Your animal can learn and cast one complexity zero power zero spell, and gains the [Magical] tag. Your animal can take ranks in Arcana, Magic Power, Spell Repertoire and Complexity next level.

Handle Animal

Skill Rate: Fast

With this skill, you can train and care for animals like a professional. Without this skill, a character can take care of an already domesticated animal (like a dog or housecat) and maybe teach them a few simple tricks. However, training in the skill is necessary for more ambitious endeavours, such as domesticating a wild animal, training a horse for combat, or even communicating, to an extent, with wild beasts. Unlike with Animal Backup, this skill will not grant you a fearless animal companion, though you may be able to use it to train fierce guard dogs to attack on command.

Uses:

Care for Animal: With a single rank in this skill, you can handle the day-to-day care of domesticated animals without much trouble.

As a Profession: Handle Animal can be used to get by as an animal trainer or a herder. Make a Handle Animal check, you can generally get your result squared in copper pennies for every day of labour.

Techniques :

  1.   Nature‚s Friend: This technique allows you to communicate on a basic level with animals. You can use your Handle Animal skill to communicate with an animal in the same manner as you could use Charisma to communicate with another intelligent creature, but with a -2 penalty. Any communication with an animal is still limited by the animal‚s lack of understanding.
  2.   Nature‚s Ally: [Requires Nature‚s Friend] With this technique, you eliminate the -2 penalty to communicating with animals using Nature‚s Friend.
  3.   Nature‚s Champion: Supernatural   [Requires Nature‚s Ally] With this technique, you can telepathically communicate with any animal within 500m per point of Handle Animal bonus you have. For example, a character with a +8 Handle Animal skill bonus could communicate telepathically with a dog up to 4km (4000m) away.
  4.   Call Lesser Wildlife: Supernatural   [Requires Nature‚s Ally] As a 4SA, you can attempt to call local animals to aid you. Make a Handle Animal check and divide the result by 3 (round down). The resulting number of CR 1 animals from the surrounding area (assuming there are any) rush to assist you. You can choose which kind of animals appear. Domesticated animals and animals that a character has from the Animal Backup skill are not affected by this ability. How long the animals take to arrive can vary, but under ideal circumstances it takes 1d6 + 2 rounds for them to appear. After helping, the animals go back about their daily business.
  5.   Call Wildlife: Supernatural   [Requires Call Lesser Wildlife] When using Call Lesser Wildlife, you can call animals of up to CR 2.
  6.   Call Greater Wildlife:   Supernatural   [Requires Call Wildlife, Nature‚s Champion] When using Call Wildlife, you can call animals of up to CR 3.
  7.   Call Horde:   Supernatural   [Requires Call Wildlife] When using Call Lesser Wildlife, add +2 to the number of animals that you call.
  8.   Domesticate Animal: With this technique, you can make a Handle Animal check against an animal‚s Will. This check is made after three months minus one week per point of Handle Animal bonus you have (minimum 1 day) of spending at least an hour a day training the animal. You can train a number of animals at the same time equal to your Handle Animal skill. If you succeed, the animal becomes domesticated.
  9.   Train Animal for War: [Requires Domesticate Animal] With this technique, you can train an animal for war. This takes the same amount of time as domesticating it in the first place. The animal to be trained must be domesticated already. If you are successful, the animal will not panic and flee in battle (unless morale effects force it to) and trades its current character background for Military. This can be combined with Train Animal for Riding (see below) to create a steed for use in battle. With this technique, you earn ten times as much money when using Handle Animal as a profession. With this and Train an Animal for Riding, you earn twenty times as much.
  10.   Train Animal for Riding:   [Requires Domesticate Animal] With this technique, you can train an animal for riding. This takes the same amount of time as domesticating it in the first place. The animal to be trained must be domesticated already, and must be type: Rideable. If you are successful, the animal can be ridden as a mount without panicking. With this technique, you earn ten times as much money when using Handle Animal as a profession.


Perform

Skill Rate: Staggered

Uses: Playing music, acting, singing, dancing, etc.. Like Engineering or Science, Perform is subdivided into many fields. The first time you put a rank in Perform, pick one means of performing. You add your Perform modifier to perform checks with that instrument.

  1.   Wind
  2.   Stringed
  3.   Percussion
  4.   Singing
  5.   Dancing

Performing is a 4SA that requires four seconds of concentration on future turns to keep up the playing.

Performing for Money: Make a perform check every day. You can generally gain (your check result squared) in mk every day.

Techniques :

  1.   Generalize: Pick another kind of perform. You can use your perform modifier to checks in that category. You may take this technique multiple times, each time choosing a new category.
  2.   Fame: With this technique, you can attempt to use your fame as a performer to influence others. You can make a Perform check against DC 7. If you succeed, the target has heard of you before, and likes your music. Their starting attitude is increased by one step. If you fail by 3 or more, they haven‚t heard of you before. If you fail by 2 or less, they‚ve heard of you and hate your music ƒ decrease their starting attitude to you by one point. The GM can increase or decrease the DC based on how likely it is that they‚ve heard of you (in a world with no radio or rapid travel, the DC might increase if you travel far from home).
  3.   Underscore: As a 4SA, make a perform check. If your Perform check beats DC 8, all Charisma, Discipline, and Intimidate checks made by allies listening are at +1 until you stop playing.
  4.   Battle Music:   [Requires Underscore] When you use Underscore, the Will of all allies listening gains a +1 bonus for every point by which your Perform check beats 8.
  5.   To 11: If your Perform check beats DC 6, decrease the Perception DC to hear by 1 point. Every point by which you beat DC 6, decrease the DC by an additional point.
  6.   Shock:   [Requires To 11] As a 4SA, make a perform check. One target who can hear you must make a Fortitude check (DC= your Perform check) or be Stunned for one round.
  7.   Awe:   [Requires Shock] When you use Shock, for every point by which your Perform check beat 8, you can affect one additional target
  8.   Deafening:   [Requires Shock] When you use shock, the target is also Deafened for one minute for every point by which he failed his Fortitude check.
  9.   Magical Melody:   [Requires 4 ranks in Perform] : Make a spell with up to one power, complexity, and divine power. As a 4SA, you can perform a Magical Melody. Make a Perform check against DC 10. If you succeed, one listener (whom you designate) is affected by the spell. For every 1 point by which you beat the DC, one additional listener is a target of the spell. This technique may be taken multiple times, each time you create a new spell to cast in this manner. This is a minor magical effect, and can be countered as normal.
  10.   Improved Melody :   [Requires Magical Melody] Choose one of the magical songs you made in Magical Melody. You can increase the maximum Power, Complexity and Divine Power by +1 point, but the DC to perform this goes up by +2. You may take this technique multiple times, each time affecting a different melody.

Shapeshift

Skill rate: Staggered

Uses: With this skill, you can quickly change your body from your natural form into a specific set of other forms you have learned. This number increases with your skill: every even-numbered rank (when your skill bonus increases), you can learn one new form. When you first put a rank in Shapeshift, you can learn one form. You can (at first, anyways) only shapeshift into animals from the Monsters list (and any others with GM approval) of up to your natural scale. As there are a finite number of forms you can shift into, it is strongly recommended that you record your stats in these alternate forms ahead of time, so that you don't slow down play recalculating your toughness and other statistics. Shapeshifting takes a six second action.

You keep the same number of wounds, conditions, etc. between forms, and your Will does not change even if your spirit does. If you change into a form immune to one of your current conditions, the condition is removed „ so a quick way to cure yourself or snake poison is to transform into a snake and back. You do not gain any supernatural abilities of the chosen form. Otherwise, you act while shifted as if your chosen race were the animal you have shapeshifted into.

People tend to react badly when they see someone use this skill, so it is strongly advised that you do not change shape in public. While in any form other than your own, you gain the vulnerability: Silver/Pain. This means that whenever you come into contact with silver, you  are Stunned for as long as you are in contact, and Staggered for one round afterwards. If you are attacked by a silver weapon, you are Staggered for one round.

You can remain shapeshifted for up to 1 minute plus 1/point of bonus in the Shapeshift skill, after which you must return to your natural form for at least one minute.

You decide when you first take this skill whether clothing and armour you carry falls to the ground undamaged when you shift, or whether it vanishes, only to reappear on you when you shift back. This decision can be changed every time you put a new skill rank into Shapeshift.

Supernatural: Every use of this skill is supernatural. Magic can be used to force a character using Shapeshift to return to their natural state. This requires use of the Dispel seed. The DC to do so is, instead of 4 + the caster‚s Magic Skill (as Shapeshift does not require or benefit from a high Magic Skill), 4 + the shapeshifter‚s Shapeshift bonus.

Techniques:

  1.   Faster Shift : You can shapeshift as a 4SA instead of a full round action
  2.   Lightning Shift : [Requires Faster Shapeshifting] You can shapeshift as a 2SA
  3.   Larger Shift : Increase the maximum scale of the type of animal you can shift into by +1. This technique can be taken up to three times, its effects stack.
  4.   Doppelganger : You can learn humanoids
  5.   Nature Never Intended : You can take one feature from a creature you can shift into and add it to another. See the chart for examples. This technique may be taken multiple times, each time adding a new feature to a creature you can shift into. You can't add two features to the same form in a row. You can update your modifications as you learn new forms, so (for example) if you knew how to shift into a bear and a snake, so you give the bear form snake venom; then later learn how to shift into a spider, you can change the bear's snake venom to spider venom. If you decide not to do so at that time, you cannot swap the snake venom for spider venom unless you happen to learn another form with spider venom.
  6.   Wings : Requires creature with wings. Wings of the same sort (updated for scale) can sprout out of the back of one of your forms. The new creature can fly at a speed of 2 squares of its scale.
  7.   Claws : Requires one creature with a claw attack dealing at least d6 damage. Claws of the same sort sprout out of the paws/hands/talons/tentacles/etc. of one of your forms. They deal 1d6 slashing damage.
  8.   Poison : Requires one creature with a poisonous natural attack. One natural attack type (for example, a bite or both claws) of one other form inject poison of the same type, modified by scale.
  9.   Gills and flippers : Requires one form of a creature that can breathe under water. One other form of your choice gains a swim speed of 2 squares of its scale, and can breathe under water.
  10.   Natural Armour : Requires one form with at least a +2 natural armour bonus. One form of your choice gets a +2 natural armour bonus, from the same source as the first - so the animal might get scales, or thick skin, or even a shell.
  11.   Extended Shift: You can maintain shapeshifted for ten minutes per point of Shapeshift bonus instead of the usual one minute.  
  12.   Alter Appearance: With this technique, you can change your appearance. When shapeshifting, you can also choose to alter one of your forms on the fly to change size and mass by up to roughly 50% larger or 25% smaller (to appear tall, short, fat, or thin); cosmetic details such as eye, skin, and hair colour; gender; and other relatively minor changes. The form you change to must be of the same species as the original, and regardless of changes has the same ability scores, scale, skill modifiers, and other game statistics as the original.

Possession

Skill Rate: Staggered

With this skill, you can attempt to possess and dominate the minds of others, similar to how certain supernatural creatures (such as demons) do.

Techniques:

  1.   Dominate: With this technique, you can attempt to mentally dominate another character. This ability takes a 6 SA and requires you to be within reach of the target. Make a Possession check (see Possession, Chapter 3) using your Possession bonus. If you succeed in possessing the target, you enter a Soul Coma as your spirit enters the target‚s body. You can continue to possess your target for up to a number of rounds equal to your Possession bonus before returning to your own body. See the Possession rules for more information.
  2.   Extra Distance:   [Requires: Dominate] This technique adds 5m to the range at which you can use your Dominate ability. You may take this technique multiple times, its effects stack.
  3.   Extended Duration:   [Requires: Dominate] This technique adds 3 rounds to the duration for which you can use the Dominate ability before it ends. You may take this technique multiple times, its effects stack.
  4.   Quick Dominate:   [Requires Dominate] This technique allows you to use the dominate ability as a 4 SA.
  5.  

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