· 6 years ago · Mar 12, 2019, 09:46 PM
1Exorcism, Hidden Lore (Spirits), Naturalist, Pharmacy, First Aid, Meditation, Stealth, Survival (?), Weather Sense, Knot-Tying, Riding (Horse), Area Knowledge (Cimeris - ?), Cartography, Diplomacy, Carousing, Intimidation, Fishing,
2
3Exorcism Will [4]-13
4Will/Hard
5Defaults: Will -6, Religious Ritual (any) -3, Ritual Magic (any) -3, or Theology (any) -3.
6This is the ability to drive a spiritfrom a possessed person or hauntedlocation. It is not a magical skill, but areligious ritual. Exorcism is not specif-ic to any one religion.
7The relative effec-tiveness depends on the originatingculture of thespirit.The length of the ritual is 15 min-utes Â¥ the spirit’s HT. Some spirits waitpatiently through the ritual, anticipat-ing the combat to come; others try todistract or even attack you before youcan complete the ritual. Once the ritu-al is complete, roll against Exorcismskill.On a failure, the spirit remains andyou must wait at least a week beforeyou can repeat the ritual. On a criticalfailure, immediately roll 3d+10 on theFright Check Table(p. 360). Even if youkeep your sanity, you may neverattempt to exorcise this particularspirit again.On a critical success, you immediately banish the spirit. On a regular success, you meet your opponent in aQuick Contest: your Exorcism skill vs.the higher of the spirit’s ST or Will.When fighting a spirit in a living host,add higher of the ST or Will of the pos-session victim to your Exorcism skillas he tries to “push the spirit out.â€If the spirit wins or ties, it retainsits current status and you must wait atleast a week before you can repeat theritual. If you win, you drive the spiritfrom its haunt or victim. The spirit ofa deceased mortal is laid to rest. Fordemons and similar entities, make areaction roll. On a “Poor†or betterreaction, the spirit flees in humilia-tion. On a “Bad†or worse reaction, thespirit immediately uses whateverresources it has to take vengeance onyou and those nearby. If the exorcism fails at any stage, make an IQ roll afterward. A successmeans that you learned somethingabout the spirit that will help you inyournext attempt to banish that foe, giving you +2 on later skill rolls. You may only claim this bonus once for aparticular spirit.
8
9Hidden Lore (Spirits)†IQ+1 [4]-14
10IQ/Average
11Defaults:None.
12This skill represents knowledge that is lost, deliberately hidden, or simply neglected. Whatever the reason, the general public is unaware ofit. It is only available to those whostudy it specifically.You mustspecialize in a particularbody of secret knowledge. If you wishto enter play with Hidden Lore skills,you must account for this specificknowledge in your character story.
13To acquire Hidden Lore in play, you must find a reliable source of rel-evant information. The GM may choose to tie skill increases in Hidden Lore to specific acts – such as readingmoldy tomes – instead of allowing you to spend points freely. For instance, an ancient manuscript might let youspend up to eight points (and nomore) on a specific Hidden Lore skill. Remember that most Hidden Lore is secret because somebody powerfulwants it kept that way. Thus, discussing or revealing your knowledgecan be extremely hazardous.
14Spirit Lore: You know about ghosts and other spirit entities – names,motivations, etc
15
16Naturalist†IQ [4]-13
17IQ/Hard
18Defaults:IQ-6 or Biology-3.
19Represents practical (as opposed to scientific) knowledge of nature in its many forms. It includes just enough Biology to telldangerous plants and animals from benign ones; just enough Geology to locate a cave to shelter in; and justenough Meteorology to know when totake shelter. Roll vs. skill to do any of these things.
20
21Pharmacy/TL IQ [4]-13.
22†IQ/Hard
23Defaults:IQ-6 and others.
24This is the skill of preparing medi-cines to treat illness. (To work with noxious drugs, use Poisons skill, p. 214.) You must specialize: Herbal: The ability to make andadminister remedies prepared fromplants. Make a Naturalist roll to locateherbs. Before TL5, this is the only spe-cialty available. It replaces Physician(below) and is frequently used in con-junction with Esoteric Medicine(p. 192).
25Prerequisite: Naturalist. Defaults:Biology-5, Herb Lore-5, or Naturalist-5.
26
27FIRSTAID IQ+1 [2]-14
28IQ/Easy
29This is the ability to patch up aninjury in the field (see Recovery,p. 423). Make a skill roll to halt bleeding, suck out poison, give artificial res-piration to a drowning victim, etc. Unusual problems must be identified using Diagnosis skill first.Modifiers: Equipment modifiers(p. 345); physiology modifiers (p. 181).
30The two main uses for First Aid skill (p. 195) are bandagingand treating shock.
31Bandaging: It takes one minute to apply pres-sure or a tourniquet to stop bleeding.This restores 1 HP.Using the Bleedingrule (p. 420),someone who is wounded but receivesa successful First Aid roll within oneminute of his injury loses no HP tobleeding. A later roll will prevent further HP loss.
32Treating Shock: After bandaging, the aid-giver maytake extra time to apply a more elaborate dressing and treat the victim for shock. He must keep the victimwarm, comfortable, calm, and still. After the time indicated on the First Aid Table,he may roll against First Aid skill. On a success, the medic rolls as indicated on the table to see howmany HP the victim recovers – minimum 1 HP. A critical success restores the maximum possible HP! This roll includes the 1 HP for bandaging; thus, a roll of 1 HP restores no further HP. On a critical failure, the victim loses 2 HP instead of recovering anyHP at all!
33
34First Aid Table
3530 minutes, 1d-3 hp restored
36
37Meditation Will-1 [2]-12
38Will/Hard
39Defaults:Will-6 or Autohypnosis-4.
40This is the ability to calm the emotions, control the mind, and relax the body. To use this skill, you must concentrate for (20 - skill) seconds, minimum one second, and then roll vs. skill. On a success, you enter a trance-like state, which you can maintain forhours. A meditative trance is required forcertain rituals and is a commonpreparation for prayer. In addition, the GM may permit you to meditate on a particular moral dilemma. On asuccessful Meditation roll, the GM will “enlighten†you, providing a hint as to which course of action “feels†right.
41
42Stealth DX [2]-11;
43DX/Average
44Defaults:DX-5 or IQ-5.
45This is the ability to hide and to move silently. A successful roll lets you conceal yourself anywhere except in a totally bare room, or move so quietly that nobody will hear you, or follow someone without being noticed. (To follow someone through a crowd, use Shadowing, p. 219.) If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception. You can also use this skill to stalkgame. A successful roll (and about 30 minutes) gets you within 30 yards of most animals. Another roll, at -5, gets you within 15 yards.
46Modifiers: A penalty equal to your encumbrance level.
47-5 to hide in an area without “natural†hiding places, or +3 or more if there are many hiding places. -5 to move silently if you are moving faster than Move 1.
48-5 to fool those with Discriminatory Smell (e.g.,dogs).
49
50Survival†Per [2]-13 (Woodlands ou Jungle, depende)
51Per/Average
52Defaults:Perception-5 or Naturalist(same planet)-3.
53This is the ability to “live off theland,†find safe food and water, avoid hazards, build shelter, etc. You may look after up to 10 other people. To live safely in a wilderness situation, you must make a successful Survival roll once per day. Failure inflicts 2d-4 injury on you and anyone in your care; roll separately for each victim. This skill also gives an “eye for country.†A successful roll shows youthe best direction of travel to find flowing water, a mountain pass, or whatever other terrain feature you desire – assuming that it exists. Finally, you can use this skill to trap wild animals. (A city-bred thief coulduse Traps skill, but he’s used to different game . . . so the roll would be at a -5.) Make one roll per trap. It takes about 30 minutes to improvise a trap from ordinary materials, or 10 minutes to set and hide a commercial steel trap. Pit traps for large game take several hours to dig. Survival often requires skill rolls based on scores other than Perception. The GM might ask for a ST-based roll to dig a pit trap or erect a log shelter, a DX-based roll to start a fire using primitive techniques (flint sparking,bow and palette, etc.), or even a HT-based roll to avoid nutritional defi-ciencies from an improvised diet.
54Land specialties default to one another at -3, while aquatic specialtiesdefault among themselves at -4. Island/Beach and Tropical Lagoondefault to each other at -4, as do Swampland and River/Stream, but there are no other defaults betweenland and aquatic specialties.
55At the GM’s option, extreme man-made terrain may call for unique spe-cialties; e.g., Survival (Radioactive Wasteland). Most such specialtieshave nodefault of any kind. See also Urban Survival, p. 228.
56Modifiers: Up to -5 for extreme weather conditions. Equipment modifiers (p. 345).
57
58Meteorology/TL†IQ [2]-13.
59IQ/Average
60Default:IQ-5.
61This is the study of the weather,and the ability to predict it. It includes familiarity with technological aidssuch as barometers and satellite maps,but you can still function without yourinstruments. (If you can’t, you’re ameter-reader, not a meteorologist!) When you wish to predict the weather, the GM rolls against your skill in secret. On a success, he tells thetruth; on a failure, he answers randomly, orlies. Each skill roll predicts the weather for one day. If one day’s roll fails, subsequent ones can’t succeed. For instance, a three-day forecast would require three skill rolls: the first for tomorrow, the second for the nextday, and the third for the day after that. A successful roll also allows you todeduce what sort of general climate toexpect when you visit a new area. At TL4 or less, this skill is calledWeather Sense, and you get +2 to skillin your home area.
62Modifiers: Time is a major factor! There is no penalty to predict tomor-row’s weather, but you have -1 for 2 days, -2 for 3 days, -4 for 4 days, -6 for 5 days, and an additional -2 per day for each further day. You must know this skill at better thandefault to claim bonuses for good equipment.
63
64Knot-Tying DX [1]-11
65DX/Easy
66Defaults:DX-4, Climbing-4, or Seamanship-4.
67This is the ability to tie a wide variety of knots quickly and efficiently. A successful skill roll lets you make a noose, tie someone up, etc. If you bind someone using this skill, he must win a Quick Contest of Escape vs. your Knot-Tying skill to free himself.
68Modifiers: +1 per level of HighManual Dexterity (p. 59), or -3 perlevel of Ham-Fisted (p. 138)
69
70Riding†(Horse) DX-1 [1]-10
71DX/Average
72Defaults:DX-5 or Animal Handling(same)-3.
73This is the ability to ride a particular kind of mount. Make a skill roll when you first try to mount a riding animal, and again each time something happens to frighten or challengethe creature (e.g., a jump). You must specialize by riding beast. Defaults between specialties vary from 0 to -10. For instance, if youhave Riding (Horse), Riding (Mule) isessentially the same skill (no default penalty), Riding (Camel) woulddefault at -3, Riding (Dolphin) at -6, and Riding (Dragon) at a whopping-10!
74Modifiers: +5 if the animal knowsand likes you; +1 or more for a mount with the Mount skill (p. 210); -10 if the animal has not been trained for riding.
75
76Area Knowledge†I IQ [1]-13 — Cimeris (Small ou Big Nation)
77Q/Easy
78Defaults:IQ-4 or Geography(Regional)-3** You have an IQ default only for Area Knowledge of a place where you liveor once lived. Geography only gives ad efault for Area Knowledge of the spe-cialty region.This skill represents familiarity with the people, places, and politics ofa given region. You usually have Area Knowledge only for the area you con-sider your “home base,†whether that’s a single farm or a solar system. Ifinformation about other areas is available, the GM may allow you to learn additional Area Knowledge skills. The GM should not require AreaKnowledge rolls for ordinary situations; e.g., to find the blacksmith, tavern, or your own home. But he couldrequire a roll to locate a smith to shoe your horse at 3 a.m., or to find the best ambush spot along a stretch of road. “Secret†or obscure information might give a penalty, require a Hidden Loreskill (p. 199), or simply be unavailable– GM’s decision. For instance, Area Knowledge of Washington, D.C. givesyou the location of the Russian Embassy, but not the KGB’s current safe house.The information covered by AreaKnowledge often overlaps such skills as Current Affairs, Geography, Naturalist, and Streetwise. The difference is that Area Knowledge works for a single area: you know the habits ofthis tiger or gang boss, but have nospecial insight into tigers or gangs ingeneral. You can learn Area Knowledge for any sort of area. The larger the territory, the less “personal†and more general your knowledge becomes. Almost everyone will have Area Knowledge ofsometype. The “canonical†area classes are:
79Barony, County, Duchy, or Small Nation: General nature of its settlements and towns, political allegiances, leaders, and most citizens of Status 5+.
80Large Nation: Location of its major cities and important sites; awareness of its major customs, ethnic groups, and languages (but not necessarily expertise); names of folk of Status 6+; and a general understanding of the economic and political situation.
81Planet: As for a large nation, butmore general; knowledge of people of Status 7+ only.
82Your IQ-4 default applies to any of these classes, as long as you have lived in the area. Defaults are limited by“common knowledge†at your techlevel! A TL0 hunter would have a default for every level up to “Village or Town,†while a TL8 student would have defaults up to “Planet†level. In some game worlds, AreaKnowledge specialties may exist for parallel realities and other dimensions– Area Knowledge (Cyberspace), Area Knowledge (Dream Realms), etc. The knowledge such skills provide is left tothe GM’s judgment.
83
84Cartography/TL IQ-1 [1]-12
85IQ/Average
86Defaults:IQ-5, Geography (any)-2, Mathematics (Surveying)-2, or Navigation (any)-4.
87This is the ability to create and interpret maps and charts. Roll against this skill to map any locationas you move through it.
88
89Diplomacy IQ-2 [1]-11
90IQ/Hard
91Defaults:IQ-6 or Politics-6.
92This is the skill of negotiating, compromising, and getting along with others. You may substitute aDiplomacy roll for any reaction roll ina noncombat situation, as describedunder Influence Rolls (p. 359).Unlike other Influence skills,Diplomacy never gives a worse resultthan if you had tried an ordinary reac-tion roll. Failure with Fast-Talk or SexAppeal alienates the subject, butDiplomacy is usually safe.A successful roll also allows you topredict the possible outcome of acourse of action when you are negoti-ating, or to choose the best approachto take. If you know Diplomacy at level 20or better, you get a +2 bonus on allreaction rolls!
93Modifiers: +2 for Voice (p. 97); -3for Low Empathy (p. 142); -1 forOblivious (p. 146); -1 to -4 for Shyness(p. 154); -2 for Stuttering (p. 157)
94
95Carousing HT [1]-12
96HT/Easy
97Default:HT-4.
98This is the skill of socializing, partying, etc. A successful Carousing roll,under the right circumstances, givesyou a +2 bonus on a request for aid orinformation, or just on a general reac-tion. A failed roll means you made afool of yourself in some way; you get a-2 penalty on any reaction roll madeby those you caroused with. If you doyour carousing in the wrong places, afailed roll can have other dangers!
99Modifiers: Up to +3 for buyingdrinks or other entertainment for your fellow carousers; -3 for Killjoy(p. 140); -3 for Low Empathy (p. 142);-1 to -4 for Shyness (p. 154)
100
101Intimidation Will-1 [1]-12
102Will/Average
103Defaults:Will-5 or Acting-3.
104This is the skill of hostile persuasion. The essence of Intimidation is to convince the subject that you are ableand willing, perhaps even eager, to dosomething awful to him.You can substitute an Intimidationattempt for any reaction roll; seeInfluence Rolls (p. 359). Exception:You cannot intimidate someone who has the Unfazeable advantage!The results of a successful Intimidation attempt depend on thetarget. An honest citizen probablycooperates, sullenly or with falsecheer. A low-life might lick your boots(even becoming genuinely loyal). A really tough sort might react wellwithout being frightened: “You’re mykind of scum!†The GM decides, and roleplays it. If you rolled a critical success – or if the subject critically failedhis Will roll – your victim must makea Fright Check in addition to the otherresults of the Influence roll!
105Group Intimidation: You mayattempt to intimidate up to 25 people at once, at -1 to skill per five people (orfraction thereof) in the group.Multiple intimidators can attempt tointimidate proportionally largergroups; for instance, three thugs couldtry to intimidate up to 75 people! Basethe skill penalty on the size of the tar-get group divided by the number ofintimidators (round up). Resolve theoutcome with a single Quick Contest:the highest effective Intimidation skillfrom among the intimidators vs. thehighest modified Will in the targetgroup.
106Specious Intimidation: You canattempt a Quick Contest of Fast-Talkvs. the subject’s IQbefore yourIntimidation attempt in order toappear to be intimidating when you can’t back it up. If you win, you are at+3 on the subsequent Intimidationattempt, which can go a long waytoward offsetting the high Will and Fearlessness of martial arts masters,world leaders, etc. If you tie or lose,however, your Intimidation attempt failsautomatically, and you suffer a“Very Bad†reaction instead of just a“Bad†one!
107Modifiers: +1 to +4 for displays ofstrength, bloodthirstiness, or supernat-ural powers (GM’s judgment).Subtract thesubject’s Fearlessness(p. 55) from your roll. The GM mayassign a +1 or -1 for especially appropriate or clumsy dialog. Requests foraid are always at -3 or worse.
108
109Fishing Per [1]-13
110Per/Easy
111Default:Perception-4.
112This is the ability to catch fish – with a net, hook and line, or whatevermethod is used in your culture. If you have proper equipment and there arefish to be caught, a successful roll catches them. If you lack equipment, you can improvise.
113Modifiers: Equipment modifiers (p. 345).
114
115Observation Per-1 [1]-12
116Per/AverageDefaults:Perception-5 orShadowing-5.
117This is the talent of observing dangerous or “interesting†situationswithout letting others know that youare watching. Use this skill to monitor a location, a group of people, oryour immediate surroundings forconcealed or tactically significantdetails. This is not the same as gath-ering clues or making a hands-onsearch (use Forensics and Search,respectively) – you always useObservation from a distance. A successful skill roll lets yougather information that is not specif-ically hidden. For instance, you couldcase a bank for obvious camerasbefore a robbery, learn the scheduleof sentries, estimate the size of acrowd, or gauge the strength oftroops moving in the open. The GMmay require an Intelligence Analysisroll to interpretwhat you observe.To spot deliberately hidden details– e.g., someone trying to sneak up onyou, an armed man hiding in thecrowd, or a concealed machine-gunnest – you must win a Quick Contestof Observation skill vs. the Stealth, Shadowing, or Camouflage skill (asappropriate) of the other party. TheGM should roll the Contest in secret,and should not say, “You don’t see themachine gun nest concealed in thebushes.†If your attempt fails, you get no details on an obvious item, or fail to spot a hidden one. On a critical failure, someone spots you and reacts poorly to the attention...
118Modifiers: Acute Senses (p. 35), as appropriate; modifiers for cover, darkness, or size; +1 to+10 if you possess suitable surveil-lance devices (a thermograph to spot a concealed sniper, binoculars to observe troop movements, etc.) and succeed at the skill roll to operatethem.