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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.


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