Contents
- 1 Analytical
- 2 Combat Skills
- 3 Control Skills
- 4 Creative
- 4.1 Art (Specialization)
- 4.2 Craft (Specialization)
- 4.3 Disguise
- 4.4 Gambling
- 4.5 Performance (Specialization)
- 4.6 Lore Skills
- 4.7 Beast Lore
- 4.8 Faction Lore (Specialization)
- 4.9 Item Lore (Specialization)
- 4.10 Jumpweb Lore
- 4.11 Planetary Lore (Specialization)
- 4.12 System Lore (Specialization)
- 4.13 Xeno Lore (Specialization)
- 5 Malefaction Skills
- 6 Physical
- 7 Science Skills
- 8 Social
- 9 Technical Skills
Analytical[edit]
Skills in the Analytical group are primarily those that require a careful eye for detail and fastidious study. Characters with an investigative background or in positions where they need to manage resources will often have skills from this group.
Bureaucracy[edit]
Roll: Wits + Bureaucracy
Although it is usually possessed by those who work within “the system”, whether the setting is the Church, the merchant guilds, or the nobility, knowledge of how to manipulate the network of forms and records can be useful to any character. he ability to cut through red tape—or, conversely, to cover your tracks through an endless maze of paperwork—can be invaluable to anyone seeking to circumvent the establishment.
Forge Document: Characters with this skill are familiar with the language and layout of typical forms and documents. To create a forgery, roll Wits + Bureaucracy. While forging a tax waiver on Shaprut from the Senior Collector may require additional Planet Lore (and considerable chutzpah), faking a Planet Lore (and considerable chutzpah), faking a receipt, a will or other common document will be relatively straightforward.
Bribery: he grease what moves the wheel of Bureaucracy. his concerns itself with how to discretely make sure the right people are paid to get the paperwork iled quickly and properly. Bribing an oicial not only requires the knowledge of where to place the bribe but knowing the proper people to approach. When working within a bureaucratic system the character can roll Presence + Bureaucracy to get an idea of whom, when, and how to apply a bribe to get the results they want.
Paper Trail: When something needs to be hidden from view or misdirected to another person, a specialist at paper trails can confuse even the most ardent Questing Knight looking for answers. Most uses of bureaucracy are designed to help a character follow the proper procedures to get things accomplished; leaving a paper trail is used to obfuscate a character’s tracks. A character rolls Wits + Bureaucracy to make it more diicult to see a character’s inluence on a bureaucratic system or to make information more diicult to ind. AL SKILLS
Spot Forgery: A character trying to determine the authenticity of a document can use Perception + Bureaucracy to spot if a document is a forgery. his roll is opposed by the quality of the forged document created.
Complementary Skills
- Lore: he appropriate area Lore can aid in understanding local customs and rules, especially when it comes to legal documents.
- Art: Characters trying to forge another’s handwriting or signature can use artistic ability to achieve the desired efect.
Investigation[edit]
Roll: Wits + Investigation
This encompasses the skills used to carry out a detailed or careful examination. his can be an examination of a crime, inding dirt on a lover, or discovering what an item does.
Research: his allows the character to locate information on a particular topic. his includes knowledge of church libraries, guild records and Second Republic lost libraries (although it is harder to use these). Research is especially useful for those looking for information on lost tech. Research of this sort can often take a great deal of time—there is no Dewey decimal system to make all this easy. his skill is much easier for those who can read Latin (especially when using a Church library), Urthish or even Urthtech.
Inquiry: Inquiry covers the footwork side of investigation. he essence of Inquiry is the ability to obtain and correctly interpret information. Inquiry also includes knowing what questions to ask a suspect, as well as how to interpret what he does—and doesn’t—tell you. Inquisitors of Temple Avesti some- times possess Inquiry, though they often tend to bully their way through the interrogation process rather than using subtlety. When conducting an inquiry the character uses Presence + Investigation.
Scene: his involves gathering clues from loca- tions. A Perception + Investigation roll at the scene of a crime will pick up details an Observation roll would not. Number of suspects, blood spatter indicating type of weapon, methods used to gain entry and minute clues can easily be found with this specialty.
Surveillance: Sometimes while investigating a matter you need to observe the suspects without them knowing. Normal surveillance is done using Perception Investigation; Electronic Bugs, High Orbit scans and intercepting communiqués would use Tech + Investigation.
Complementary Skills
- Analytical: Observant investigators will notice more clues and details than those less observant. When searching through a paper-trail, bureaucracy could come in handy.
- Malefaction: To know one is to be one. While most investigators are not criminals themselves, in order to know their enemy they must also know his tricks.
- Science: Knowledge of certain sciences may come in handy for more advanced detective work. With the proper tools and knowledge, an entire subject proile may be derived by unraveling the DNA found in a single hair.
- Lore: Characters knowledgeable about a particular topic or region will ind that their background comes in handy when investigating related subjects (“Ah, this tobacco is the inest quality platinum grade, grown only on the moon of Aragon. Whoever our suspect is, he has considerable resources and contacts within the aristocracy to be spending such an amount on tobacco!”).
Observe[edit]
Roll: Perception + Observe
Some people stay constantly aware of the world Some people stay constantly aware of the world around them, and others have to work at it—and still remain oblivious to everything else.
Detection: his is a catch-all category for noticing things that aren’t as they should be. For instance, if Cardanzo needs to notice that a cane actually doubles as a laser, he would need to roll Tech + Observe. If Erian Li Halan is around a strange-acting Vorox, she would need to roll Wits + Observe to notice that his low rumblings and stillness mean that something is wrong.
Notice: hings are constantly happening, but that doesn’t mean the character is necessarily aware of them. To hear that assassin sneaking up or to see the scorpion in the weapons locker requires a Perception + Observe roll. he observer needs to roll more successes than the sneaker made on her Dexterity + Sneak roll.
Search: Using Wits + Observe the character can do a logical search of a given area or person.
Physick[edit]
Roll: Wits + Physick
Physick covers anatomy, surgery, diseases and preventative medicine. his may also include the implantation of cybernetic devices, if the character also has that knowledge. Sanctuary Aeon and the Engineers guild are well known for particular specialties. Characters wishing to use Physick on members of a race other than their own must have the relevant Xeno Lore or irst make a successful Wits + Life Sciences roll, or they will not be suiciently familiar with how that particular race’s physiology works. Any character likely to encounter aliens in her medical practice would be well advised to bone up on the similarities and diferences in biological systems. After all, certain assumptions may lead to the death of the patient.
Surgery: Surgery is a very delicate procedure which involves attempting repair to organs. Only a rare few physicians are skilled surgeons. Roll Dexterity + Physick.
First Aid: Sometimes the irst few minutes of an accident are the most crucial. First Aid deals with accident are the most crucial. First Aid deals with immediate responses to injuries and accidents. Many soldiers take this specialty to stabilize their comrades during ire ights. First aid is rolled using Wits + Physick.
Cosmetic: Characters who wish to focus on cosmetic or reconstructive surgery will ind that their skills are as much in demand from the Scravers, Chainers and fugitives from justice as they are from the nobility and the freemen that can come up with as much money as the nobles can when their identity is at stake. Cosmetic changes rely as much on perception as skill and use Perception + Physick.
Technical Medicine: he use of certain high-tech tools to aid a physician in her work requires knowledge of how such things work; while a barbarian may know how to dress a wound to prevent infection, it is unlikely that he will know how to use a laser scalpel. While anyone with Remedy may follow the basic directions for the items commonly found in a MedPak (such as tissue regenerative salves, stimulants and the like), anything more complex requires a Physick roll. Characters attempting to use medical technology in their work should roll Tech + Physick rather than Wits + Physick, due to the complex nature of the tools being used.
Complementary Skills
- Sciences: A deeper understanding of Biology, Chemistry, or even Physics or Cybernetics may be useful for anyone using Physick, depending on the circumstances.
Warfare[edit]
Roll: Wits + Warfare
This skill is a general category which covers several aspects of warfare, from knowledge of tactics to the logistical necessities. he analytical side of warfare covers strategy, tactics, and organization.
Military Tactics: his gives the character general knowledge of military strategy and tactics. Military Tactics is used to know the best method of attack as well as knowledge of how troops will react in combat situations. Proper use of tactics can provide bonuses to troop and leet battles. A tactician who outmaneuvers his opponent well enough on the battleield could end a battle without a shot ired. Roll Wits + Warfare. end a battle without a shot ired. Roll Wits + Warfare.
Logistics: Logistics is the management of the low of resources between the point of origin and the point of destination in order to meet the requirements of an armed force. Starving and under equipped forces can lose morale or even their lives. Roll Wits + Warfare.
Intelligence: Using natural perception and pattern-analysis, intelligence combines data from scouts, spies and other sources to allow commanders to make appropriate decisions on the battleield. Military intelligence serves to identify the threat, and provide information on understanding best methods and weapons to use in deterring or defeating it. Roll Perception + Warfare to gather Intelligence.
Complementary Skills
- Xeno Lore: Know thine enemy. Knowing the habits of an alien culture can often reveal a weakness that can be exploited.
- Faction Lore: Knowing how your enemy ights can be an advantage.
- Planetary Lore: Knowing the layout of a particular region can give a signiicant advantage in warfare.
Combat Skills[edit]
The Combat skill group covers skills that characters will use in combat. While most characters can use any weapon untrained, training in a weapon gives them access to greater mastery of ighting.
Archery[edit]
Roll: Perception + Archery
Archery is the study of marksmanship using a bow and crossbow. A successful archer must consider factors such as wind and trajectory when lining up a perfect shot, which is why archery relies on perception. While bows are primarily still used for hunting, they are the ranged weapon of choice on some backwater worlds. Characters skilled at Archery may refer to Chapter 11: Armory (p.302) for descriptions of different types of bows and crossbows which they may specialize in.
Artifact Melee[edit]
Roll: Dexterity + Artifact Melee
This skill covers use and basic maintenance of hand-held energy melee weapons. Due to the lack of a blade and the hazardous use, speciic training is required for these advanced weapons. hose trained required for these advanced weapons. hose trained in Artifact Melee know how to use: wireblades, lux swords, mist blades, or similar weapons. Using a regular melee weapon requires a diferent skill (see Melee, below).
Artillery[edit]
Roll: Perception + Artillery.
This skill allows the character to operate and ire ballistae, mortars, cannons, indirect rockets, grenade launchers, etc. Any piece of equipment used for indirect ire. he diference between Artillery and Gunnery is the directness. Gunnery encompasses direct ire heavy weapons while Artillery encompasses indirect ire heavy weapons.
Forward Observer: Since artillery is mainly used indirectly, one aspect of artillery is the forward observer. hey must know what to tell the Artillery crew so that they can place their shells where they need to. A forward observer who can communicate with the artillery crew can add his Victory Point total to the efect of the artillery ire.
Complementary Skills
- Physical Science: Knowing about physics can make it easier to calculate the trajectories of artillery shells.
Demolitions[edit]
Roll: Tech + Demolitions
his skill allows the character to plant explosives to achieve a desired efect, such as to blow open a door or collapse a bridge. Grenades are also covered under demolitions as far as activating the item and knowledge on how best to use it. If you were going to throw a grenade, however, you would use the hrowing skill (below).
Energy Guns[edit]
Roll: Dexterity + Energy Guns
This skill covers using and basic maintenance of ranged hand held energy weapons. Speciic training is required for these advanced weapons. hose trained in Energy Guns know how to counteract heat buildup, volt shorts, and environmental hazards that are not relevant to slug guns. Using a Slug Gun requires a diferent skill set. diferent skill set.
Fight[edit]
Roll: Dexterity + Fight
Fight represents a character’s ability in unarmed hand-to-hand combat. Low levels generally mean a character rarely gets into ights and, when he does, is little more than a brawler. Higher levels imply that a character has fought a lot, had advanced training in the subject, or both. Extensive training in handto-hand combat can also mean having the character learn some martial arts (see Combat Actions, p.246). More detailed rules for Fight are covered in Chapter 9: Combat (p.241).
Gunnery[edit]
Roll: Dexterity + Gunnery
This skill allows the character to operate and ire starship weaponry as well as mounted weapons such as machine guns, laser turrets, rocket, and missile launchers. he diference between Artillery and Gunnery is the directness. Gunnery encompasses direct ire heavy weapons while Artillery encompasses indirect ire heavy weapons.
Melee[edit]
Roll: Dexterity + Melee
While Fight deals with unarmed combat, Melee takes into account all the hand-to-hand weapons, be they clubs, rapiers or poisoned daggers. he most talented characters generally also learn various fencing actions (see Combat Actions, under Skills). Note that the use of highly complicated Artifact weapons (Wire blade, Flux Blade , Mist sword) require speciic training under Artifact Melee.
Slug Guns[edit]
Roll: Dexterity + Slug Guns
This skill covers using and basic maintenance of ranged hand held slug weapons. his includes pistols, riles, shotguns and submachine guns. Any weapon that ires a bullet fall under this category. hose trained in Slug Guns know how to lead targets, clear jams, and deal with kickback issues that are not relevant to energy guns. Using an Energy Gun requires a diferent skill set.
Throwing[edit]
Roll: Dexterity + Throwing
Knives, throwing stars, darts and even rocks fall into the category of thrown weapons, and only characters experienced with them will have much luck in hitting their targets. Most folks can ling a rock at someone (roll Dexterity + Vigor), but to throw an object with an edge requires hrowing skill. Otherwise, the target may get hit with the butt of the handle or the lat of the blade, delivering negligible damage. hrowing non-combat related items such as those for sports-related activities is covered under the Athletics skill.
Control Skills[edit]
Control skills are used for piloting, driving, or controlling beast-driven craft. Characters with Control skills will also be knowledgeable in the basic etiquette in using their craft, such as rules of the road. hey will also have rudimentary knowledge of basic maintenance such as changing a tire, ixing a wagonwheel, feeding and caring of beasts, or refueling. More advanced maintenance requires use of Tech Redemption (p.183).
Aircraft[edit]
Roll: Tech + Aircraft
This skill covers lying atmospheric aircraft such as: litters, suborbitals, jets, helicopters and other air vehicles that remain within the atmosphere. Barring the occasional hot air balloon or lying beastcraft, some form of advanced aircraft is usually found among the upper classes on most worlds, regardless of their Tech Level. Spacecraft that operate in an atmosphere generally use the Spacecraft skill as their operation is usually taught by Charioteers.
Beastcraft[edit]
Roll: Dexterity + Beastcraft
This skill covers handling and controlling vehicles that are powered or driven by animals. Common animals used are horses, mules, scurriers, or other native beasts of burden. In most outlying areas, Beastcraft is still the dominant form of transportation.
Landcraft[edit]
Roll: Dexterity + Landcraft
Land-based vehicles of all types, including skimmers, bikes, trains, trucks, and cars. Landcraft are found in increasing numbers relative to the amount of tech remaining on the planet.
Spacecraft[edit]
Roll: Tech + Spacecraft
Guild skill. his skill, taught primarily to Charioteers, covers piloting and maneuvering all types and sizes of spacecraft. Spacecraft cover small orbital craft, space-only craft, and spacecraft that are designed to ly or land on worlds with an atmosphere. A starighter designed to work in the atmosphere against aircraft would use this skill rather than Aircraft.
Watercraft[edit]
Roll: Dexterity + Watercraft
Boats, subs and other vehicles for travel on or under water. In more primitive areas, this may be a canoe or even a simple raft, while more tech-oriented worlds may have speedboats, yachts, ocean-going transports, and submarines.
Complementary Skills
- Beast Lore: With Beastcraft, having knowledge of the beasts pulling the craft can help push them beyond their limits or control them in a dangerous situation.
- System Lore: Just as lore of a planet can help navigate that planet, a Charioteer who knows the details of a planetary system can use that to her advantage to avoid patrols or outmaneuver pirates by lying through an asteroid belt.
- Planetary Lore: Whether piloting aircraft, landcraft, or watercraft in some situations knowing the Lore of a particular planet might be able to help with the roll. On the seas of Cadavus knowing the pattern of currents could help a sailing craft travel faster. tern of currents could help a sailing craft travel faster.
- Physical Sciences: Most Charioteers learn to pilot spacecraft, but the best study physical sciences as well. In a chase a character might be able to use his knowledge of gravity to escape an enemy or draw an enemy into a gravity-well and slow them down. When traveling they can plot better courses that can shave hours or even days of of light times.
Ride[edit]
Roll: Dexterity + Ride
he Ride skill allows characters to efectively control riding beasts, such as horses, llamas, and other genetically similar creatures. To control beasts of burden the Beastcraft skill is normally used.
Jumping: A characters may attempt to get her mount to jump over obstacles such as fences and small streams. his requires precise timing for both mount and rider. Roll Perception + Ride.
Mounted Combat: Not all animals are used to being in combat situations, and to control a mount during a combat can be a challenge even to veterans. A character’s combat skill cannot exceed her Ride skill.
Complementary Skills
- Beast Lore: Understanding the ways of animals and how they will react in diferent situations can be invaluable in knowing how best to guide them. Will wild horses from Manitou react diferently than their more civilized cousins on Aragon, or is the response the same for both?
Creative[edit]
Creative skills are those that involve not-only creation of crafts or works of art but also the imaginative application of skills to alter others, create fashions, or apply their imagination. Some creative characters might specialize in games of chance, where others specialize in creating the works of art that nobles fawn over. Many of the skills in this group require choosing a specialization when the skill is chosen, each of these specializations is purchased as a separate skill.
A character gets the Craft (Choose) option on character creation and chooses Craft (Blacksmith). When they next get the option, they could add another point to Craft (Blacksmith) or take Craft (Tailor) at rank 1.
Art (Specialization)[edit]
Roll: Faith + Art Specialization
The character is skilled in one of the arts. his skill is not the actual performance of art, but rather the creation of art—Performance is described under its own skill. here are many arts that the character may be skilled in and, as with Craft, the character must choose one, though additional arts may be bought as separate skills. he following list details many arts common to humans, though some alien cultures may have arts not deined here, and players should feel free to create their own. When characters buy this skill they can choose from one of the arts listed in this skill or create one of their own with Game Master approval. Players must choose one or more Arts as specializations. Skill at various arts can be used for pleasure, as a vocation, or in a variety of other, more “useful” ways.
Specializations: Calligraphy, Drawing, Embroidery, Illumination, Music, Composition, Painting, Poetry, Creative Writing, Sculpting, Stained Glass.
Evaluate Art: he character can determine the quality and approximate value of an artwork by careful examination. Roll Perception + (relevant Arts specialization). More than a cursory glance is required, and the object in question must be carefully examined before the character can attempt to learn anything about it. he character may also be able to identify forgeries.
Determine Artist: In the process of learning a given art, a character learns about other artists in the ield, as well the ways people express things through that art form. By carefully examining a work of art the character can attempt to determine who its creator was, though in some cases this may prove impossible. In most cases the character may be reasonably sure as to a piece’s creator. Roll Wits + (relevant Arts specialization).
Complementary Skills
- Self Control: Self Control may be used as a complementary skill for some arts, particularly Illumination and Calligraphy, though depending upon the nature of the artist it may prove applicable to all arts.
- Lore: Certain Lore may be useful as complementary skills when attempting to identify an artist or recognize an art forgery. Knowing the mythology referenced in a tapestry may help immeasurably in determining who may have produced it.
Craft (Specialization)[edit]
Roll: Wits + Craft Specialization
he character is skilled in a particular craft. his skill allows a character to determine the quality of items related to his area of expertise as well as create items and repair them. A character must choose a particular specialty, which is his craft of choice, though more than one specialty can be chosen if the skill is purchased separately. Crafting items using high technology methods may require a Tech + Craft Specialization roll.
Specializations: Blacksmith, Carpenter, Cartographer, Cook, Jeweler, Leatherworker, Locksmith, Mason, Potter, Tailor, Weaver.
Evaluate Work: he character may also evaluate the work of another craftsman to determine the quality of the work. Roll Perception + (relevant Craft specialization). With a successful roll, the character may determine the approximate value in irebirds as well as any signiicant laws.
Disguise[edit]
Roll: Perception + Disguise
A useful skill for anyone who wishes to change his identity, Disguise can efectively alter the appearance of a character. his skill is easier against serfs and others outside the group you’re trying to impersonate, as many people recognize uniforms more so than the people behind them. When making a Disguise roll, keep track of the number of successes. When someone tries to see past a disguise, roll Perception + Observe and compare the successes to the Disguise roll’s successes. If the suspicious observer wins, he sees through the disguise; otherwise, he’ll probably take the disguised person on his word.
Alien Disguise: While even the best disguise master will usually not fool someone of an alien race he impersonates, it may be possible to convince humans impersonates, it may be possible to convince humans (or aliens, if the character is an alien impersonating a human) of the veracity of the disguise. Aliens receive a +6 bonus on their Perception + Observe rolls to see through the disguise. Truly clever makeup can help ofset this bonus.
Body Modiication: Need to appear three inches taller? Need a club foot? he Body ModiicationModiicaion specialist can make that happen. hese disguise artists are focused in the art of hiding, adding and changing body parts.
Makeup: Makeup can make you look older, younger, hurt or healthy. his applies to anything applied to the skin for disguise purposes.
Costume: hese costume experts are never out of place when the uniform comes into question. hey always appear to it in when it comes to dress.
Complementary Skills
- Performance (Acting): he correct body language, accent and mannerisms may all aid a character in her disguise. While people who have never met the person may be taken in with a simple disguise, more involved deceptions require knowledge and execution of personal quirks, dialect and other more personal details.
- Planetary Lore, Faction Lore, Xeno Lore: he appropriate Lore can aid in understanding local customs and rules, especially when it comes to what people wear and how they look, how an alien acts, or speciic habits conined to a planet or region of the planet.
Gambling[edit]
Roll: Wits + Gambling
Knowledge of the Gambling skill includes rules of play for the most popular games of chance, and usually includes the most common means of cheating at said games. Though characters from nearly any walk of life may understand the basics of gaming, the Scravers are known far and wide for their expertise in gambling games.
Cheat: The character can cheat at games which involve a certain degree of skill. This includes card and dice games, though not games which are won completely through random chance, such as roulette. Roll Wits + Gaming.
Detect Cheating: Even if a character does not personally cheat, every good gamer learns to recognize when their opponent is trying to pull a fast one. hose who don’t learn are usually not very successful gamers. Roll Perception + Gaming.
Complementary Skills
- Observe: Characters attempting to tell if an opponent is cheating will more easily notice things if they are naturally good at observation.
- Sleight of Hand: Some games of “chance” may be manipulated by introducing (or removing) certain cards, tiles or game pieces from play. Any character that can do so subtly will subsequently have much better “luck”.
Performance (Specialization)[edit]
Roll: Presence + Performance Specialization
Characters with the Performance skill are able to dance, perform music or otherwise use Arts skills in a public setting. here’s always call for a bard at the local lord’s mansion or the tavern. But the bard better be good, or he may wind up contemplating his poor wit in the dungeon or while washing the splattered fruit stains of his tunic. Alliances have begun (and ended) as a result of many such performances. he great Ur-Obun poet Shanor vo Kirn is said to have caused an Ur-Ukar ambassador to weep—no mean feat—after hearing his moving tribute to those who fell in defense of the HanKavak citadel.
The Universal Performance Society (UPS) is active in bringing greater understanding between the disparate groups in the Known Worlds through the arts. This movement was begun by Alicia Decados, who, much to her family’s dismay, spent several years training with the famed Vorox dancer Shali-brandor. he reinterpretation of dance that followed was the irst of many cultural explosions, bringing a greater understanding between all peoples.
Specializations: Acting, Dancing, Musical Instrument (Drums, Flute, Guitar, Lute, etc.), Singing, Storytelling, Recital.
Complementary Skills
- Self Control: Performance is a delicate balance between energy and control, and characters skilled at Self Control will be more able to maintain this balance.
Lore Skills[edit]
Lore is a general category, and requires a specialization. Characters skilled at a particular Lore are familiar with the facts, theories and stories associated with it, as well as the particular sub-culture interested in similar things. Lore skills are purchased like spein similar things. Lore skills are purchased like specializations in Art, Craft, or Performance. Each Lore skill is its own specialization and provides further detail on specializations within the Lore.
The Lore categories presented below are a small representation of the things that characters may want to specialize in. With GM approval a character can have a Lore skill that is not listed below.
Lore skills that list a specialization require a character choose one specialization each time they learn that skill. For example, if a character learns Faction Lore they must choose a Faction for which it applies. hey can increase their knowledge of that faction when they raise this skill or learn a separate Faction Lore skill for a new faction, but each Faction Lore skill is treated as a separate skill.
Beast Lore[edit]
Roll: Perception + Beast Lore
Beast Lore allows the training of animals and an understanding of how they will react in the wild. Characters skilled at Beast Lore know the ways of animals as well or better than the ways of their own people. Often characters with high scores in Beast Lore are more at home with animals than they are with members of their own race, and are considered uncouth by their peers.
Beast Lore also grants the character skill with training animals. While training domesticated animals (such as ferrets, cats and the gentle shazzles of Vera Cruz) is easier, characters may also work with wild animals. heir understanding of the animal’s wild animals. heir understanding of the animal’s habits and instincts make it much easier for them to anticipate what the animal is going to do.
Faction Lore (Specialization)[edit]
Roll: Wits + Faction Lore
This lore is taken for each faction the player wants to know about. It does not give him the customer of individual groups on various planets, that planet’s lore, but it gives him an overall history and culture to go of of. he most common factions of this group are, Houses, Church Sects, Merchant’s Guild organizations, and government factions.
Examples: Faction Lore (Decados), Faction Lore (Phoenix Empire), Faction Lore (Charioteers).
Item Lore (Specialization)[edit]
Roll: Wits + Item Lore
This lore covers groups or speciic items from low tech farm implements up to speciic types of equipment. For example a character could choose to specialize in rapiers, guns, or any other speciic piece or group of technology.
his skill may be used as a complementary skill for mercantile dealings, arts, crafts, or any other situation where specialized knowledge of an item could be used.
Jumpweb Lore[edit]
Roll: Tech + Jumpweb Lore
Guild skill. Knowledge of the Jumpweb—the solar systems comprising the Known Worlds—is essential for anyone who wishes to travel between star systems. he Charioteers and Scravers guild comprise the largest groups knowledgeable about the Jumpweb of the Known Worlds (and some unknown worlds, rumors say), but independents abound.
Planetary Lore (Specialization)[edit]
Roll: Wits + Planetary Lore.
This is purchased per planet. Characters who have lived in one place for a long time usually possess some amount of Planetary Lore. his can include anything from the story of how the city was founded to which ale house serves the best brew. Each Planet has its own lore, for example lore for Byzantium Secundus and Criticorum would be two separate skills listed as Planetary Lore (Byzantium Secundus) or Planetary Planetary Lore (Byzantium Secundus) or Planetary Lore (Criticorum).
Dialect: Not to be confused with faction languages. hese are the diferent dialects spoken throughout a planet’s system.
Geography: Knowing what is where comes in handy when navigating on a planet.
Factions: is the specialty of who is in charge of what. It also covers cultural anomalies from the factions Known World counterparts.
Nature: he lora, the fauna, the things that go bump in the night. Knowing what’s out there allows most to sleep better at nights…sometimes.
History: Is invaluable when searching for those old Second Republic ruins, or when knowing why these two families hate each other.
System Lore (Specialization)[edit]
Roll: Wits + System Lore
Guild skill. his is purchased per planetary system. Charioteers who spend a lot of time piloting starships in one system begin to learn the ins and outs of that system. Learning where pirate bases are and how to avoid them, or learning how to more eiciently navigate the system by using gravitic anomalies. Finding a charioteer knowledgeable in a system can be the diference between inding an old Second Republic starbase or spending 3 months wasting time.
Xeno Lore (Specialization)[edit]
Roll: Wits + Xeno Lore.
Any character with knowledge of alien races must have Xeno Lore. While information on races such as the Ur-Ukar, Ur-Obun, and Vorox is uncommon, lore on the Anunnaki and Vau is virtually impossible to obtain.
Malefaction Skills[edit]
The underworld, shady nobles, Scravers, and other undesirables often use Malefaction skills to perform criminal activities. his skill group represents skills commonly associated with criminals, thieves, bandits, and thugs.
Lockpicking[edit]
Roll: Dexterity + Lockpicking
Locks come in a variety of diferent styles in the Known Worlds, and only a character skilled at manipulating them will have much luck in opening them. While many locks can be circumvented by simply shooting them of, this attracts undue attention and simply is not stylish at all. To pull of a heist quickly and quietly requires that a character be able to utilize more subtle means to achieve her goals.
Note that without the proper tools, Lockpicking is far more diicult. Characters who ind themselves faced with locks on a regular basis would be well advised to keep their tools on them at all times. Characters who are skilled at manipulating tech locks will ind that the necessary tools are often expensive. See Chapter 10: Technology (p.265) for more details on locks.
Tech Locks: Occasionally characters will encounter magnetic locks, keypads or even disused Second Republic retinal or palm scanners. In these cases, the character must also be knowledgeable about the technology being used in order to attempt to open the lock. Roll Tech + Lockpicking.
Complementary Skills
- Craft (Locksmith): Characters who understand the construction of a wide variety of locks will have an immediate advantage when trying to igure out how to spring them.
- Tech Redemption: Knowledge of the way mechanical things work, as well as what can cause them to break, can help a character to determine how a locking mechanism works.
Sleight of Hand[edit]
Roll: Dexterity + Sleight of Hand
A skill normally associated with charlatans and street entertainers, Sleight of Hand is also useful for anyone wishing to hide small objects, including small weapons. Sleight of Hand does not usually involve actually concealing an object so much as misdirecting the attention of any observers. his skill can also be used to remove small objects from another individual’s person.
Conceal: Small objects up to the size of a knife may be concealed from observers. Roll Dexterity + Sleight of Hand. his skill can be invaluable to anyone attempting to smuggle weapons, documents or tools into a secure area. tools into a secure area.
Pick Pockets: he character can remove objects that are in another person’s possession without their knowledge. his includes wallets, rings, small holstered weapons and even necklaces for the truly daring. Objects in pouches simply tied onto belts are much easier to pilfer than things in deep or zippered pockets. Roll Dexterity + Sleight of Hand.
Complementary Skills
- Knavery: By supplying a constant patter the character can more easily distract those who are observing her. Knavery can also prove to be invaluable in getting out of the situation should the character get caught.
Sneak[edit]
Roll: Dexterity + Sneak
Characters will do a lot of things that they don’t want other people to notice. Sneak takes that into account and applies to actions like moving quietly, hiding, using camoulage, or slipping past sentries. It almost always applies to physical actions, and attempts to sneak into a computer database require science skills, not Sneak.
Camouflage: Concealing oneself is mostly a matter of using the right concealment. hus characters need to roll Wits + Sneak in order use the materials at hand to best efect.
Hide: Staying still and not being seen is a combination of a number of factors. First it requires that a character it his body into a suitable hiding place. After that he must stay as still as possible to keep from attracting attention. he irst roll is a Dexterity + Sneak roll, but latter rolls require Will + Sneak.
Move Quietly: Many characters like to skulk around without being noticed. his is an attempt to move without making noise, and generally requires a Dexterity + Sneak roll. he sneaker needs to roll more successes than a listener makes on a Perception + Observe roll.
Streetwise[edit]
Roll: Wits + Streetwise
The character is familiar with underworld and criminal activities. Characters with Streetwise often have lived in the “wrong” section of town, and have picked up a number of related skills and knowledges just to get by. his skill may be used to contact edges just to get by. his skill may be used to contact the criminal underworld or acquire illegal goods or services, including black-market items. While any character familiar with life on the streets may have Streetwise, it is nearly always found in members of the Scravers and Chainers guilds.
Estimate Value: he character can estimate the value of black-market goods. his varies greatly from place to place and even from day to day, but characters skilled at this are able to second guess the market based on information picked up on the street. Roll Perception + Streetwise.
Fence Goods: he character can attempt to sell goods which have been stolen or are otherwise illegal. Roll Wits + Streetwise. Once a buyer has been located the character will probably be required to negotiate to get the price he desires.
Word on the Street: Characters who know how to get the word on the street know who to talk to—and how to act when talking to them—to get the most valuable information and gossip. Roll Wits + Streetwise. Without skill at Streetwise, characters will have a hard time itting in or getting the right people to talk to them.
Complementary Skills
- Planet Lore: Characters who are familiar with a particular area are more likely to be able to make contact with members of its underworld, and will often know the best person to contact to get the highest possible price for goods.
- Language: Knowing the language in a place you are seeking illegal goods can be very important. Not only can knowing the native language act as a complementary skill, but Game Masters may decide to give the character signiicant penalties if she does not.
Torture[edit]
Roll: Wits + Torture
Considered distasteful by some, a normal business practice by others and an art form by still others, Torture is a means of extracting information from an individual by causing physical or mental pain and discomiture. Torture is still a commonly used method of obtaining information, particularly by Inquisitors. his means of information extraction is most commonly used on serfs and freemen without alliances to protect them. Temple Avesti, the Muster and the Reeves are among some of the groups most skilled at Torture.
Complementary Skills
- Empathy: Using Empathy as a complementary skill allows the torturer to determine what forms of torture would work best on an individual.
- Physick: Knowledge of how the body works and of the location of nerve centers is extremely useful when torturing a subject.
Physical[edit]
Physical skills are based of of physical strength, dexterity, endurance, and training. Adventurers leading active lifestyles will often have a wide range of Physical skills to fall back on in times of danger.
Athletics[edit]
Roll: Dexterity + Athletics
Where Vigor represents a character’s natural strength, endurance, and ability, Athletics represents the training of an athlete. Athletics complements Vigor and provides a number of specialized beneits. Any character can run but a trained athlete can use training and technique to run farther and faster. Most characters have some athletic training.
Acrobatics: Acrobatics is the study and practice of complex movements of the body, such as lips, cartwheels, etc. his skill also provides a working knowledge of acrobatic actions involving equipment, such as parallel bars and horses. he character also has a superior sense of balance, useful in situations such as tightrope-walking. When in a situation where the character needs to perform an acrobatic maneuver roll Dexterity + Athletics against a diiculty set by roll Dexterity + Athletics against a diiculty set by the Game Master.
Sports: Many athletic abilities are improved by those who spend time in sports, whether it is combat sports, team sports, or recreational hobby sports. When performing a sport the character rolls Wits + Athletics to determine success or VP. his represents the strategy of the support in conjunction with the athletic ability of the character.
Sprinting: Sometimes a character needs to push their speed beyond their normal for a short distance. A character can only sprint for a number of consecutive turns equal to their Endurance rating. A sprinting character rolls Dexterity + Athletics and adds any Victory Points to their running movement for the round. Endurance running is generally at a slower pace than sprinting and is covered under the Vigor skill.
Self Control[edit]
Roll: Will + Self Control
The study of Self Control is long and arduous, and not for the faint of heart. Still, many believe that the results are well worth the years of training required. Characters skilled at Self Control may ignore pain, hunger, sleep deprivation and torture.
They can sometimes govern their normally involuntary activities, such as breathing and blinking. It includes the ability to resist occult powers, especially telepathic or empathic intrusion or perusal. It also allows a character to mask her aura, and at higher levels to project an illusory aura.
Ignore Wounds: he character can try to ignore the pain of his wounds and continue on while suffering no wound penalties. Roll Will + Self Control; each Victory Point ofsets one wound penalty.
Focus: his skill may also be used to aid in long or deliberate tasks, such as studying for a test or aiming a sniper rile. In order to focus for such a task, the character must spend ive minutes or more focusing.
Meditation: Self Control is required for meditation. he ability to attain a deep concentration or focus can aid nearly any character, though it is most often possessed by those who are also skilled at prayer or occult powers. Meditation is often used by Psychics and heurgists to recover Wyrd. Meditation often takes hours to achieve any efects.
Survival[edit]
Roll: Wits + Survival
The character is skilled at surviving in adverse conditions—generally wild places far from civilization. his includes knowledge of how to improvise makeshift shelters, identify edible plants, trap and ish.
Shelter: Roll Wits + Survival. Without the proper tools, surviving in the wild can be a challenge. Knowing where to take shelter, create ire for warmth, and locate safe drinking water are all essential skills of survival. Survivalists use their knowledge to create a safe shelter and protect themselves from the elements.
Hunting: Skilled hunters incorporate knowledge of their prey, their weapon, and the region with patience to produce an efective combination. his may also include the ability to set snares, make decoys or imitate mating calls. Beware, though—if used at the wrong time, this can put the hunter on the business end of a charging blue-striped mountain tiger! A character who spends the day hunting makes their roll and each Victory Point will feed 1 character for 1 day. Roll Perception + Survival.
Tracking: Characters skilled at Survival are able to track their prey through the wilderness by following tell-tale signs of their passing. A skilled survivalist also may use the tracking skill to cover their own tracks to increased the diiculty for any tracker following them. Roll Perception + Survival.
Complementary Skills
- Beast Lore: Knowing the habits of local beasts gives a character a distinct advantage when hunting (or being hunted!).
- Planetary Lore: he more a character knows about the planet he is on, the better chance he has for survival.
- Weapon Skills: Skill with any weapon makes bringing down game considerably easier for the would-be survivalist.
Vigor[edit]
Roll: Endurance + Vigor
This skill takes into account many of the physical activities in which people engage. Running, jumping, climbing, swimming and more all fall into this category. Almost everyone has at least some familiarity with these activities, but most people have not had any real training in them. Characters with more extensive training, and who want to make neat rolls and lips, should buy the Athletics skill.
Some of the rolls listed here give speciic details on how far a character can run, or jump, but Game Masters should not feel tied to these. For the most part, Vigor rolls are all or nothing afairs. Either the character leapt from the grav car to the galloping horse or else he fell on his face. he distance guidelines are only there for special circumstances.
Climbing: For slow, determined climbing, players should roll Dexterity + Vigor to determine how quickly their characters do it. Getting no successes does not necessarily mean the character falls. Instead she moves neither up nor down, and needs to succeed on a second roll. Characters who are climbing as fast as they can, however, should make a Strength + Vigor roll, illustrating the fact that they are sacriicing safety for speed. Failing this roll could very well cause them to lose their grip. Game Masters should also feel free to penalize mountain climbers who don’t have the appropriate equipment. Game Masters might also want to penalize characters climbing especially tough mountains but ignore rolls for going up trees.
Hold Your Breath: Endurance + Vigor—and a little luck—determines how long a character can hold his breath before sufocating, or more likely, giving up and gulping for air even when underwater. A character can hold his breath for a number of turns equal to 10 plus his Endurance without having to make a roll. Each turn thereafter, roll Endurance + Vigor. Only success is necessary, but it gets harder and harder as time passes: the character sufers a –1 penalty each turn after the irst in which a roll was made (a character with Endurance 5 does not have to roll until the seventeenth turn; on the eighteenth turn, he sufers –1 to his roll, –2 on the nineteenth, etc.). A critical success will allow the character an extra turn in which he does not have to roll, and Steady Hand (see Tapping the Spirit, p.98) can be used to ofset these penalties but the character must have used Steady Hand before the attempt. If he rolls a critical failure, he falls unconscious. When a character fails his roll, he can no longer hold his breath.
Jumping: Jumping horizontally or vertically requires a Strength + Vigor roll. A character can jump up 1 foot, + 1 per VP. With a running start he can leap forward 4 feet, + 1 per VP. From a standing start he can jump forward 2 feet, + 1 per VP.
Distance Running: Racing on foot requires a number of diferent rolls depending on far the character wants to go. Longer distances require Endurance + Vigor rolls—often more than one.
Swimming: Short distances require a Dexterity + Vigor roll while longer distances use one or more Endurance + Vigor rolls. Each turn characters can swim one meter per Victory Point. A character must have at least ive levels of Vigor in order to even know how to swim. Four levels are enough to tread water, however.
Complementary Skills
- Self Control: When performing Vigorous acts while in adverse conditions, such as intense heat or cold, a toughened body may allow the character to ignore or lessen any penalties due to these conditions.
- Athletics: When performing acts where the character may be using additional training the Game Master may allow a complementary Athletics roll. For example, a highly trained athlete may have an advantage to someone climbing purely from strength and endurance.
Science Skills[edit]
Each Science represents years of study and training in a speciic ield. Because most Science builds from a base of common knowledge and gets more speciic to a specialization, the Sciences are applied in broad groups of specializations. On many worlds, knowledge of the Sciences is considered a heresy and serfs often distrust scientists. he Guild academies often provide training in the sciences.
At the GM’s discretion additional categories may apply to a science as applicable. For example, a character who wants to study planetary biodiversity changes could use Life Science as the skill.
Applied Science[edit]
Roll: Wits + Applied Science
Guild skill. he science of moving from theory to reality. Applied sciences deal with bringing plans to life and are focused in practical engineering and technology. Knowledge of applied sciences is often the irst requirement for the Supreme Order of Engineers to even consider a prospective candidate.
Cybernetics: he study of communication and control processes in biological, mechanical, and control processes in biological, mechanical, and electronic systems. his can include anything from security systems to robotics and biotech.
Engineering: he design and construction of buildings, vehicles, etc.
Complementary Skills
- Lore: Certain types of lore may be useful in understanding data obtained from the study of different sciences. How does the information obtained apply to the project? What local materials could best be used?
- Think Machine: Characters able to use a think machine to aid them may be able to decrease the amount of time needed to analyze data. Only the most sophisticated machines will be able to draw conclusions from data, but most functional think machines can at least determine trends and anomalies in the data.
Life Science[edit]
Roll: Wits + Life Science
Guild skill. he study of life forms of all shapes and sizes.
Biology: he study of organic life, encompassing botany, zoology, anatomy, and a host of other sub sciences. Characters who understand Biology will ind that it can be applied in a variety of diferent situations from Physick to Beast Lore.
Genetics: he study of genes, the blueprints for organic life. his science is often coupled with Biology for a more complete understanding of both
Xeno: Biology of non-Urthish races and creatures. A must for anyone engaging in Physick upon alien races, inventive characters may apply knowledge of Xeno-biology to more diverse skills such as Martial Arts—after all, knowing the best place to hit an opponent can be a distinct advantage.
Complementary Skills
- Lores: Lores may be useful in understanding data obtained from the study of diferent sciences. How does the information obtained apply to the life form studied? What are the local lora or fauna, and how could they be afected?
- Physick: he knowledge of anatomy and how life works could assist in studying the biology or genetic patterns.
Physical Science[edit]
Roll: Wits + Physical Science
Guild skill. he study of physical properties in the world
Chemistry: The science of matter—its composition and properties, especially on an atomic or molecular scale. he secular cousin of Alchemy Lore, Chemistry difers in that it is based solely upon demonstrable phenomena instead of the spiritual qualities of substances.
Geology: he study of rocks and planetary bodies. his may also include diverse ields such as metallurgy and plate tectonics, and can be invaluable when constructing underground or stone structures.
Meteorology: he study of the atmosphere, especially weather and weather patterns. Many pilots learn basic Meteorology to aid them in determining routes, and even farmers learn the basics of determining what the weather will be like.
Physics: he study of motion and the transfer of energy. While abstract in theory, the practical applications can be used in a variety of diferent tasks, from Tech Redemption to Physick and even Craft skills.
Complementary Skills
- hink Machine: Characters able to use a think machine to aid them may be able to decrease the amount of time needed to analyze data. Only the most sophisticated machines will be able to draw conclusions from data, but most functional think machines can at least determine trends and anomalies in the data.
Social Science[edit]
Roll: Wits + Social Science
Considered the “soft” sciences, these cover sentient studies of the past and the present. It also covers studies of the mind. Many members of the nobility consider it a point of pride to be skilled in the social sciences and use their knowledge of psychology to their advantage.
Anthropology: Anthropology is used to study and understand other cultures, including alien cultures. Archaeology: The study of lost civilizations through their artifacts. Characters skilled at archeology might be able to determine what culture or time period a given artifact is from.
Politics: he study of ruling bodies and how they are put together.
Psychology: he study of the sentient mind and how it works. It is looked on with suspicion by some
Church members as heresy. he faithful need to put their trust in the Church for their mental and spiritual health.
Complementary Skills
- Lore: Some lore skills may be useful in understanding data obtained from the study of diferent sciences. How does the information obtained apply to the local culture? What impact would new technology have on the area? What are the local beliefs, and how could new information efect those beliefs?
- Empathy: Characters able to use empathy to aid them may be able to garner insight to the groups they are studying.
Terraforming[edit]
Roll: Tech + Terraforming
Guild skill. The premier science of the Second Republic, this highly technical craft involves knowledge of many other sciences. A character’s Terraforming skill cannot be higher than his Physical Science or Life Science (it cannot be higher than the lowest of these skills). hus, to learn Terraforming 8, the character must already know Physical Science 8 and Life Science 8. Too few folks know this science these days, with bad results for certain planets that are these days, with bad results for certain planets that are reverting in the absence of technicians to their preterraformed (often hostile) states. Legendary are the handful of terraforming architects who remade Byzantium Secundus, Criticorum, and Pandemonium. Even more legendary is Doramos, the architect of Pentateuch, who is said to have raised the science to an art form (and an alchemy, say the Eskatonic priests of the planet).
Social[edit]
Social skills are the pinnacle of high society functions. While most characters have some basic social skills, the nobility have turned verbal sparring and doublespeak into an art form.
Empathy[edit]
Roll: Perception + Empathy
Empathy is the ability to sense what another person is feeling by “reading” him for non-verbal cues. A person’s stance, mannerisms and other body language can indicate his emotional state, and may help a character to determine if a subject is lying.
Detect Lie: Although it is not foolproof, characters may attempt to determine if a subject is telling the truth by observing her body language. Like ancient “lie detector” machines, the empath looks for changes in breathing patterns, nervousness and other physical cues. But be warned—the subject may only be uncomfortable about the subject and not actually lying. Roll Perception + Empathy.
Complementary Skills
- Investigation: Knowing the right questions to ask combined with knowledge of how to interpret changes in body language can greatly aid a character attempting to ind out information. Does the subject become nervous whenever the duke is mentioned? Is he trying to appear conident—perhaps trying a little too hard?
- Lore (Planet, Faction, Xeno): Familiarity with a particular culture, faction, or species can be useful in judging emotional and physical reactions.
Etiquette[edit]
Roll: Wits + Etiquette
Every social group has unwritten rules of behavior, and outsiders unfamiliar with this code are likely to have a correspondingly more diicult time doing anything from getting directions to performing delicate negotiations. Lack of this skill may cause a character to unknowingly commit a dreadful faux pas, causing her ejection from the castle or any number of worse fates.
Presentation: When a character is admitted to noble chambers for an audience, irst impressions are everything. If the duke thinks you are a peer (in culture if not rank), then he may be more open and generous with boons. If you come on like a bumpkin, you may wind up being sold to the Chainers simply to prevent you from ever staining the chambers ply to prevent you from ever staining the chambers again with your uncouth tongue. Roll Presence + Etiquette. If a character is trying to present himself as haughty or above-it-all, he may substitute Will for the skill test. But beware—this could wind up insulting the lord if you can’t back your attitude up with some royal blood.
Complementary Skills
- Social Science or Planetary Lore: Knowledge of a particular culture can help a character to understand the reasons behind social rituals. In addition, diferent alien races often have customs that are vastly diferent from those of human society, and thus anyone wishing to it in needs to learn a very diferent way of behaving.
- Inluence: Naturally charismatic individuals will more easily it in to any given group, including high society.
- Faction Lore: Knowledge of the Faction you are dealing with can provide cues to how to handle yourself. Behavior in a Decados great hall is much different than in a Hawkwood hall.
Influence[edit]
Roll: Presence + Inluence
Influence is the ability to sway people to your way of thinking. Normally done through conversation, this skill also covers non-verbal cues and posture to inluence your target that your ideas are better.
Intimidate: his is generally a physical action as the character pufs out her chest, lexes her muscles and glares at her adversary. She rolls Strength + Inluence against an opponent’s Will + Self Control. his is a good way to get someone she has been beating on to surrender. Characters can also alternatively use Presence + Inluence to intimidate through a hard look. If successful the intimidating character puts the other opponent at a disadvantage making any rolls against the intimidator diicult (–4 goal number) for the rest of the Span. Just remember, intimidated people sometimes go and get help…and revenge.
Charm: his can be used to ingratiate yourself to someone, reduce their hostility, con them, or even make them fall in love with you. Characters should use this skill whenever they hope to leave someone else with a better view of them than they started with. his skill usually only works on individuals and small his skill usually only works on individuals and small groups; swaying larger groups requires Communication. Some characters are natural charmers and use Presence + Inluence for their charm; others practice the arts of charm through witty repartee and use Wits + Inluence.
Debate: Characters specialized at Debate have learned over time how to present concise, persuasive arguments and to likewise ind the laws in the arguments of others.
[edit]
Roll: Presence + Knavery
The art of fast-talking one’s way into (or out of ) a situation, or simply lat-out lying in a convincing manner. By using a combination of natural charm, verbal misdirection and all-out chutzpah, a character can attempt to bamboozle a target into believing almost anything from “You don’t need to see his identiication” to “Yes, I really will look younger and sexier if I wear one of these ine hats”.
Bargain: he art of bargaining often requires the same misdirection and bluing used for other forms of knavery. A skilled bargainer is a master at negotiating a better deal, either by talking up an item he is selling, or convincing a seller that the item is substandard. Generally speaking a character can only attempt bargaining once per sale. To Bargain, roll Wits + Knavery. For each Victory Point, the bargainer can adjust the price up or down by 1% of its value.
Complementary Skills
- Inluence: Obviously, a charismatic character will have an advantage when using the Knavery skill.
- Empathy: Characters skilled at reading the emotions of others will have much better luck when attempting to tailor their arguments to an individual.
Leadership[edit]
Roll: Presence + Leadership
Few leaders are born that way; most learn through trial and error, as well as observation of those who do it well. Characters skilled at Leadership will have an advantage when trying to organize groups of people. A good leader is skilled at identifying the skills of others and determining how they can best be put to use.
Oratory: Commonly used by politicians and generals alike when attempting to invoke certain emotions in a crowd. Budding revolutionaries will also ind this skill useful, as will anyone attempting to plead a case in a court of law. his skill is also common among professional storytellers and bards. Unlike Leadership, Oratory does not have a lasting efect. Also, Oratory difers from Knavery in that it is generally used to incite emotion and passion rather than to out-and-out deceive.
Complementary Skills
- Influence: he ability to impress others can be very important for good leadership. Followers are more likely to listen to someone with a commanding presence and a great deal of self-conidence.
Technical Skills[edit]
Technical skills have long been considered the domain of the Merchant League. hese skills are taught only at League academies and their secrets are highly guarded. he guild sells contracts to learn are highly guarded. he guild sells contracts to learn these skills but often only teaches the bare minimum. Only those who can aford to pay the exorbitant fees can learn more than the basics of these skills.
Spacecraft OPERATIONS[edit]
Roll: Tech + Spacecraft.
Guild skill. his skill covers the operation and basic maintenance of the advanced systems aboard a spacecraft. During the Second Republic, many controls became standardized so that cross-training in different ships was simple. he Guild has maintained this philosophy when repairing or designing replacement systems. Use this skill when performing starship duties such as using sensor and communication arrays, performing routine maintenance, or operating others systems aboard a starship not covered by Tech Redemption or Control Spacecraft.
Complementary Skills
- Applied Science: When using advanced systems or technology from the Second Republic, knowledge of the mechanical sciences may provide a beneit. For example, the ships volt warfare operator could use his knowledge of applied sciences to better understand the machinery in a missile-lock system and how to jam it.
Tech Redemption[edit]
Roll: Tech + Tech Redemption
Guild skill. While it is most common among the Engineers guild, there are many among the Charioteers and Scravers guilds, as well as some independents, who possess an understanding of Tech Redemption. For basic, low tech items created with the Craft skill, use Craft to repair those.
his skill covers a wide range of technology but each level builds upon the previous. When a character irst learns Tech Redemption they begin practicing and ixing mechanical devices, ranging from scissors up to gas-powered engines.
As they advance in training, advanced volt tech devices are added in to the mix and the character learns how to ix and repair electrical devices such as lashlights, radios, tasers, and electrically-powered vehicles.
Finally, as the character masters Tech Redemption, they are taught the secrets of high technology and complex systems such as think machines and starship jumpdrives. his level often requires expensive and specialized tools and parts.
In game terms a character with Tech Redemption at Rank 1 can repair basic mechanical items, but volt tech and high tech items will have a –4 and –8 goal number modiier respectively.
At Rank 5 the character learns volt tech redemption as well and can work on all volt tech items with no penalty and has a –4 penalty for working on high tech items.
Finally, at Rank 7 the character is taught the arcane workings of high tech redemption and no longer has a penalty to work on any technology they work with.
Jury-Rig: Roll Wits + Tech Redemption. his allows the character to efect quick repairs without the proper tools and materials. Such quick-ixes are only temporary and real repairs should be made as soon as possible.
Improve: Roll Tech + Tech Redemption. he character can attempt to make improvements on existing devices. Proper tools and materials are always required to make an improvement. his roll is often a sustained roll that can take days or weeks depending on the complexity of the device.
Complementary Skills
- Applied or Physical Science: An understanding of the science behind the construction of an object (particularly Physics) can aid a character to understand the best way to repair an object.
Think Machine[edit]
Roll: Tech + hink Machine
Guild skill. One of the great achievements of the Second Republic was the invention of vastly powerful computers and artiicial intelligence devices. After the Fall, many of these miraculous fonts of information were destroyed, either by Church inquisitors or peasants fearful and misunderstanding of a machine which thinks. Eventually, guildsmen and wealthy nobles began to build computers again, now called “think machines.” In addition, those ancient computers which survived were brought back into use. However, current operating systems (and there are many) difer from Second Republic ones, making it much harder to retrieve ancient data.
he think machine is a contraption largely incomprehensible to the average layman. Some have unlocked the mysteries of these ancient computers, and anyone skilled at using them will certainly be looked upon with awe—and more than a little distrust—by those who aren’t.
hink Machine skill is a rare ability found most often in members of guilds such as the Engineers and Charioteers, and it allows a character to access and use computers. Accessing information and simple programming are possible. Some members of house al-Malik are also said to know some of the mysteries of think machines, though they keep what knowledge they have secret.
he Vau have their own computers, vastly diferent from Known World machines. A special skill is required to use them, but it is nigh impossible to ind a teacher for this skill.
Complementary Skills
- Urthtech: Understanding the Urthtech language is often useful for understanding the workings of think machines.
- Item Lore (hink Machine): Knowing the science behind think machines can make operating them much easier.