Intelligence Skills

Acute Hearing
Ambush
Animal Care
Animal Noise
Animal Training
Appraise
Artistry Acting
Artistry Calligraphy
Artistry Cartography
Artistry Crochet
Artistry Drawing
Artistry Glass
Artistry Goldsmith
Artistry Paint
Artistry Photography
Artistry Poetry
Artistry Prose
Artistry Sculpt
Brew
Bureaucracy
Camouflage
Computer Use
Concentration
Cook
Cryptography
Damage Control
Demolitions
Engineer Aerospace
Engineer Chemical
Engineer Civil
Engineer Computer
Engineer Electrical
Engineer Mechanical
Engineer Mining
Engineer Naval
Engineer Spacecraft
Engineer Starcraft
Engineer Structural
Engineer Undersea
Engineer Weapon
Foraging
Forensics
Forgery
Fortifications
Heat Protection
Impersonate
Intel
Investigate
Knowledge Accounting/Tax
Knowledge Advertising
Knowledge Alternative Medicine
Knowledge Ancient History
Knowledge Architecture
Knowledge Art
Knowledge Artifacts
Knowledge Astral
Knowledge Astrology
Knowledge Chronal
Knowledge Conspiracies
Knowledge Current Events
Knowledge Demons
Knowledge Dimensions
Knowledge Dreamscape
Knowledge Drugs
Knowledge Economics
Knowledge Extraterrestrial
Knowledge Farming
Knowledge Fey
Knowledge Firefighting
Knowledge First Aid
Knowledge Gemology
Knowledge Geography
Knowledge Geomancy
Knowledge Heraldry
Knowledge Herbalism
Knowledge Instructor
Knowledge Law Business/Trade
Knowledge Law Civil
Knowledge Law Criminal
Knowledge Law Military
Knowledge Leatherwork
Knowledge Literature
Knowledge Magic
Knowledge Monsters
Knowledge Mythology
Knowledge Philosophy
Knowledge Planar
Knowledge Popular Culture
Knowledge Prospecting
Knowledge Religion
Knowledge Sociology
Knowledge Street
Knowledge Undead
Knowledge Weaving
Language
Metallurgy
Music Keyboards
Music Percussion
Music String
Music Wind
Navigation
Navigation Chronal
Navigation Planar
Navigation Space
Observation
Orienteering
Paramedic
Politics
Read Lips
Research
Salvage
Science Agriculture
Science Anthropology
Science Archaeology
Science Astronomy
Science Astrophysics
Science Biology
Science Biotechnology
Science Botany
Science Chemistry
Science Chronal
Science Entomology
Science Genetics
Science Horticulture
Science Mathematics
Science Medicine
Science Nanotech
Science Nuclear Physics
Science Oceanography
Science Pharmacy
Science Physics
Science Planar
Science Psychiatry
Science Radiation Technology Industrial
Science Radiation Technology Medical
Science Radiation Technology Military
Science Undersea Agriculture
Science Xenoecology
Science Zoology
Self Hypnosis
Shipwright
Sign Language
Signals
Speed Reading
Spell Specialty
Technical Aircraft Mechanics
Technical Artificial Intelligence
Technical Auto/Bike/Truck Mechanics
Technical Bionics/Cyber
Technical Chronal
Technical Clockwork
Technical Electronic Basics
Technical Mechanic Basics
Technical Planar
Technical Radio Systems
Technical Rail Mechanics
Technical Robotics
Technical Satellite
Technical Seacraft Mechanics
Technical Spacecraft Mechanics
Technical Telegraphy
Technical Television
Technical Toy Design
Toxicology
Water Find

 

Acute Hearing - This trait means that the character possesses excellent aural acuity, able to hear the proverbial pin drop. In cases where hearing can be a factor in avoiding surprise this character receives a +1 bonus. This applies whenever the PC approaches an ambush unless background noise (a waterfall, bustling marketplace, windstorm, etc.) could be expected to drown out the inadvertent sounds of the ambushers.

 

Ambush - This is the ability to spot and prepare locations suitable for ambushing others. Ambushes are complex multi-phase operations and are therefore usually planned in some detail. First a suitable killing zone is identified. This is the place where the ambush will be laid. It is generally a place where enemy units are expected to pass, and which gives reasonable cover for the deployment, execution and extraction phases of the ambush patrol.

 

Animal Care - This skill represents the art of raising, mating/breeding, and taming a specific domestic and wild animal, as well as a knowledge about that animal in general. Note: These are trained work animals or pets, not familiars. This skill must be retaken for each different animal.

 

Animal Noise - A character with this proficiency is capable of imitating noises made by various animals. A successful proficiency check means that only magic can distinguish the noise from that of the actual animal being imitated. A failed die roll means that the sound varies from the correct noise in some slight way. If the die roll fails, this does not mean that all creatures hearing the noise know that the sound is fake. While creatures and humanoids that are very familiar with the noise know this automatically, other creatures or characters in earshot may require Wisdom checks to determine if they detect the fake.

 

Animal Training - This skill represents the art of training a specific domestic and wild animal, as well as a knowledge about that animal in general. He can also attempt to tame the same wild animal, teach it tricks, or to train it for a specific task like tracking, retrieving, pointing, herding animals, attack on command, and so on. A failed roll means that the animal refuses to learn that particular trick or specialty. Note: These are trained work animals or pets, not familiars. This skill must be retaken for each different animal. Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2D6 weeks. At the end of the training time a proficiency check is made. If successful the animal is trained. If the die roll fails the beast is untrainable. An animal can be trained in 2D4 general tasks or specific tricks or any combination of the two. An animal trainer can also try to tame wild animals (preparing them for training later on). Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month a proficiency check is made. If successful the beast is suitable for training. If the check fails the creature retains enough of its wild behaviour to make it untrainable. It can be kept though it must be leashed or caged.

 

Appraise - This allows characters to estimate the value and authenticity of antiques, art objects, jewellery, cut gemstones, or other crafted items they find. The character must have the item in hand to examine. A successful proficiency check enables the character to estimate the value of the item to the nearest 100 or 1,000 gp and to identify fakes. On a failed check the character cannot estimate a price at all.

 

Artistry Acting - Acting enables a character to skillfully portray various roles. Acting is most often used as a form of entertainment; it can also be useful in aiding a disguise. If both acting and disguise are known the proficiency check for either is made with a +1 bonus. Proficiency checks are required only if the actor must portray a particularly difficult character or is attempting an "ad lib" role (i.e., a nonrehearsed role or on short notice).

 

Artistry Calligraphy - The art of beautiful, stylized, or elegant handwriting or lettering with pen or brush and ink. It involves the correct formation of characters, the ordering of the various parts, and the harmony of proportions. Modern calligraphy ranges from functional hand lettered inscriptions and designs to fine art pieces where the abstract expression of the handwritten mark may or may not supersede the legibility of the letters.

 

Artistry Cartography - Cartography is the art of map‑making. The character who specializes in this field knows where to find maps for any given region or area, knows how to interpret maps using various forms of notation, and can attempt to solve or complete encrypted or partial maps.

 

Artistry Crochet - Crochet is a process of creating fabric from yarn or thread using a crochet hook. Crocheting similar to knitting consists of pulling loops of yarn through other loops. Crochet differs from knitting in that only one loop is active at one time and that a crochet hook is used instead of knitting needles.

 

Artistry Drawing - Drawing is a visual art that makes use of any number of drawing instruments to mark a two-dimensional medium. Common instruments include graphite pencils, pen and ink, inked brushes, wax colour pencils, crayons, charcoals, chalk, pastels, markers, stylus, or various metals like silverpoint. Drawings may be representational depicting objects, living beings, or scenes which the artist views, remembers or imagines. They may be realistic to the point of lifelike resemblance (e.g. traditional portraits), architectural drawing or looser approximations of reality (e.g. sketches), and highly stylized (e.g. cartoons, caricatures, manga), or abstract.

 

Artistry Glass - This is the art of glassmaking which includes blowing, kiln-casting, fusing, slumping, pate-de-verre, flame-working, hot-sculpting and cold-working. It allows the character to create small and delicate items of glass. While a modest living may be made from the construction of baubles, trinkets, and other glass sculptures, other uses are apparent. Beakers, flasks, and tubes may be constructed for use in an alchemist's lab or as storage containers. All that is required is a very hot flame, the glass to start with, and several instruments for the shaping of the glass. A proficiency check is required only when creating extremely delicate constructions or using rare glass. A completed small flask may be created in two hours time. Larger or more complicated items take proportionately longer to create, from several hours to over one days time.

 

Artistry Goldsmith - A character with this proficiency is skilled in the art of fashioning objects from gold and it's alloys. This requires delicate attention to detail. A shop must be set up to do any intricate type of work. Objects such as gold cufflinks, pendants, spectacle rings, and candlesticks require the use of this proficiency. Times required depend strongly on the type of item being created. Gold alloys are used to construct durable items such as rings and pendants. Any type of gold inlay into weapons, armour, or other items requires a character with the goldsmithing proficiency. A proficiency check is required when dealing with pure gold, since it is easily bent and ruined. A proficiency check is also required when constructing truly magnificent gold works or highly intricate items.

 

Artistry Paint - A character with this proficiency is skilled at rendering images with oil, brush, and canvas. The artist can create reasonable portrayals of people, landscapes, and monsters and he possesses a knowledge of perspective, shading, and composition.

 

Artistry Photography - Photography is the process of recording pictures by means of capturing light on a light-sensitive medium, such as a film or electronic sensor. Light patterns reflected or emitted from objects expose a sensitive silver halide based chemical or electronic medium during a timed exposure, usually through a photographic lens in a device known as a camera that also stores the resulting information chemically or electronically. This also includes editing and developing photos.

 

Artistry Poetry - Proficiency in poetry includes the skills of reciting poetry and judging its quality. It also indicates that the character has a repertoire of poems memorized for recital at any time. No proficiency check is required for a normal recital. If the character can read and write, original poems can be written. A successful proficiency check indicates that the poem is of above average quality.

 

Artistry Prose - Prose is writing distinguished from poetry by its greater variety of rhythm and its closer resemblance to everyday speech. Prose writing is usually adopted for the description of facts or the discussion of whatever one's thoughts are, incorporated in free flowing speech. Thus it may be used for newspapers, magazines, encyclopaedias, broadcast media, films, letters, history, philosophy, biography, linguistic geography, and novels.

 

Artistry Sculpt - A character with this proficiency can create any type of vessel or container. Different types include clay, metal, stone and wood.

 

Brew - The character is trained in the art of brewing beers, wine, mead and other strong drink. The character can prepare brewing formulas, select quality ingredients, set up and manage a brewery, control fermentation, and age the finished product.

 

Bureaucracy - This proficiency encompasses a working knowledge of governmental protocol and the skills necessary to navigate bureaucratic organizations. A character with this proficiency knows which official to approach and the best time to approach him (a tax collector's aide may have better access to information than the tax collector himself; a city clerk may be less harried and more helpful at the beginning of the month than at the end). He knows where government records are kept and the procedures for examining them. He knows how to circumvent sluggish or uncooperative bureaucrats. He obtains permits and other government documentation in half the normal time. No proficiency checks are needed for any of these functions. A character can also use Bureaucracy to turn the system against someone else. A successful proficiency check doubles the amount of time to make a government decision, causes a permit to be issued under the wrong name, or temporary misplaces an important document.

 

Camouflage - The ability to conceal people, structures, and vehicles within the surrounding environment. The main intent being to disrupt a soldier's perceived outline as seen by the human eye by merging in with the surroundings, making them a harder target to spot or hit.

 

Computer Use - This is the ability to use all types of computers and the most commonly used software.

 

Concentration - A character with this talent has rigorously trained himself to ignore distractions of all kinds, deadening his mind to pain or sensation. This allows a wizard to ignore annoyances or disturbances that might otherwise interfere with the casting of a spell or performance of a skill.

 

Cook - Although all characters have rudimentary cooking skills, the character with this proficiency is an accomplished cook. A proficiency check is required only when attempting to prepare a truly magnificent meal worthy of a master chef. This character knows the basics of food preparation, and he can generally cook, bake, fry, and so forth without a proficiency check. Checks are required if the character attempts to prepare truly gourmet meals, or tries to make a palatable dinner out of unpalatable ingredients—grubs, roots, and bark, for example.

 

Cryptography - This is the study of codes, ciphers, and puzzles. He can attempt to break codes, solve written puzzles and write his own new code.

 

Damage Control - A skill for desperate times and desperate measures. With this skill the character knows enough about common equipment in his society to attempt a very temporary fix to an item and minimise the damage to an area. Such a repair will last a few hours or days (up to GM), most probably affect the efficiency of the item (half damage, speed, etc.), and could very well render the item totally useless and unrepairable once the jury-rigged component fails. This skill should not be used as a replacement for true repair skills and GMs should limit its use to life or death situations, occasions of extreme haste, or when true repairs are impossible to attempt due to location, etc.

 

Demolitions - Demolitions provides the person with an advanced knowledge in the use and workings of explosives and detonation devices for the purpose of blowing up bridges, buildings and sabotage. This includes all types of explosives, such as mines, dynamite, plastics, nitro, blasting caps, etc. It also includes a basic understanding of the strategic placement of mines and booby traps.

 

Engineer Aerospace - Aerospace engineering is concerned with the flight of vehicles in space beyond the earth's atmosphere, and includes the study and development of rocket engines, artificial satellites, and spacecraft for the exploration of outer space. It deals with the whole field of design, manufacture, maintenance, testing and use for both civilian and military purposes. It involves the knowledge of aerodynamics, structural design, propulsion engines, navigation, communication and other related areas.

 

Engineer Chemical - This is the study of drugs and their interaction with the human body. Knowledge includes a familiarity with common medical drugs, drug interactions, dosages, the use/distribution of drugs, their effects on the human body, and other biological applications. The skill will enable characters to recognize common drugs and their effects, recognize poisons/toxins, and safely administer existing drugs (painkillers, hallucinogens, stimulants, relaxants, antibiotics, tranquilizers, and so on). The character will also be able to synthesize complex polymers and organic molecules (often taken from living tissue samples). A failed roll means the drug is improperly administered or prepared, and has no effect, or the synthesization process was badly set up, and did not work, etc.

Also people with this skill are trained in the use of poisons and toxins of all types. This includes the use and preparation of poison from plants, roots, mushrooms, animals and insect venom, and other deadly substances, as well as antidotes. Types of poisons include ingestive (must be eaten). contact (is absorbed through the skin) or blood (enters the bloodstream by cut or injection). The use of poison can be dangerous.

 

Engineer Civil - Civil engineering deals with the creation, improvement, and protection of the communal environment. It involves providing facilities for living, industry and transportation. It includes large buildings, roads, bridges, canals, railroad lines, airports, water-supply systems, dams, irrigation, harbours, docks, aqueducts, tunnels, and other engineering constructions. The civil engineer must have a thorough knowledge of all types of surveying, of the properties and mechanics of construction materials, the mechanics of structures and soils, and of hydraulics and fluid mechanics. Among the important subdivisions of the field are construction engineering, irrigation engineering, transportation engineering, soils and foundation engineering, geodetic engineering, hydraulic engineering, and coastal and ocean engineering.

 

Engineer Computer - Designing, programming, debugging, and testing computer programs/software. This includes; Artificial Intelligence (the study and research of man made thinking systems), web designing, security and encryption, and Virtual Reality.

 

Engineer Electrical - Diagnosing and locating electrical problems, repairing complex electrical devices, wiring entire buildings or vehicles, and building electrical equipment.

 

Engineer Mechanical - Knowledge in how machinery is designed, operated, built, and maintained. Characters can attempt to redesign, modify, repair, construct, or sabotage mechanical devices (includes nuclear reactor driven turbines and atomic engines).

 

Engineer Mining - The science dealing with the structure of planetary crusts, and the formation and development of their various layers, including individual rocks and fossils. Characters are skilled in quantifying rocks and minerals, as well as being able to judge good conditions for finding a particular type of mineral (such as precious metals or stones, or fossil fuels). Also the structure, composition, and dynamic changes of a planet and it's atmosphere, based on the principles of physics. Applied geophysics uses seismic, electrical, gravimetric, and radiometric techniques for geological exploration and prospecting. Also includes basic concepts and principles of statistics as they apply to the laws of motion (force, momentum, equilibrium, couples, trusses, frames, friction, fluids, mass, and inertia), surveying topography, fluid mechanics (channel flow, hydraulics of pipe flow, pumps); the composition, engineering proprieties and behaviour of soils (strengths (excavation, bulkhead, walls, earth, slopes); drilling and piping methods and control theory.

A character with mining proficiency is needed to site and supervise the operations of any mine. First the character can attempt to determine what types of ores or gems can be found in a given area. To do this he must spend at least a week searching a four-square-mile area. At the end of the search the character can say what is likely to be found in this area. After this the character can site the mine. On a successful proficiency check the character has found a good site to begin mining for any minerals that may be in the area. The check does not guarantee a successful mine only that a particular site is the best choice in a given area. The GM must determine what minerals, if any, are to be found in the region of the mine. On a failed check the character only thinks he has found a good site. Much effort is spent before the character is proved wrong of course. Once the mine is in operation a character with mining proficiency must remain on site to supervise all work.

 

Engineer Naval - Also known as naval architecture this discipline deals with the engineering design process, shipbuilding, maintenance, and operation of marine vessels and structures. It involves basic and applied research, design, development, design evaluation and calculations during all stages of the life of a marine vehicle. Preliminary design of the vessel, its detailed design, construction, trials, operation and maintenance, launching and dry-docking are the main activities involved. Ship design calculations are also required for ships being modified (by means of conversion, rebuilding, modernization, or repair).

 

Engineer Spacecraft - The ability to design from the ground up any craft that flies in space between planets. The character can design a fully interconnected system that includes propulsion, life support, navigation, living quarters, etc. It includes detailed knowledge of all known forms of chemical propulsions and their benefits. If the tech is advanced enough it may also include Ion Drives and Photon Sails.

 

Engineer Starcraft - The ability to design from the ground up any craft that flies in space between stars using FTL. The character can design a fully interconnected system that includes propulsion, life support, navigation, living quarters, etc. It includes detailed knowledge of all known forms of propulsion and their benefits including Impulse and Warp Drives. If the tech is advanced enough it may also include Hyperspace, Jump and Star Drives.

 

Engineer Structural - Gas and arc welding, cutting, brazing, spot welding, forging, heat treatment, electroplating, forming and casting techniques. Use of lathes, mills, shapers, grinders, weld and other related tools.

 

Engineer Undersea - The ability to design structures and vehicles designed to withstand the pressures of the deep ocean.

 

Engineer Weapon - The character can maintain, repair, modify, mount, and figure out most weapon systems. This includes hand held, mounted and vehicle weapons.

 

Foraging - By using this a character can search a wilderness area to locate a small amount of a desired material, such as a branch suitable for carving into a bow, enough kindling to start a fire, a medicinal herb, or a component required for a spell. He must spend 2-8 hours searching, and the material must theoretically be available in the area being searched. The GM doesn't confirm if the material sought is actually available until after he has searched for the designated period. If the GM decides the material isn't in the area, no check is necessary; he merely reveals that the search was in vain. If the GM decided the material is indeed available, a successful check means the PC has found what he's been looking for. As a rule of thumb, the character locates no more than a handful of the desired material, though the DM may make exceptions (eg, a field full of a particular herb or plant, etc). If the check fails, the material isn't found. He may however search a different area, requiring another check and another 2-8 hours.

 

Forensics - Forensic science is the application of a broad spectrum of sciences to answer questions of interest to the legal system. This may be in relation to a crime or to a civil action. It includes criminalistics, digital forensics, anthropology, archaeology, entomology, geology, interviewing, meteorology, odontology, pathology, psychology, toxicology, and document examination.

 

Forgery - This proficiency enables the character to create duplicates of documents and handwriting and to detect such forgeries created by others. To forge a document (military orders, local decrees, etc.) where the handwriting is not specific to a person, the character needs only to have seen a similar document before. To forge a name an autograph of that person is needed. To forge a longer document written in the hand of some particular person a large sample of his handwriting is needed. If the check succeeds the work will pass examination by all except those intimately familiar with that handwriting or by those with the forgery proficiency who examine the document carefully. If the check is failed the forgery is detectable to anyone familiar with the type of document or handwriting--if he examines the document closely.

 

Fortifications - This is the skill of designing and building defensive fortifications suitable for combat on the technological level of the character. If provided with the time and materials the character can greatly increase the defensive value of natural terrain with murderous defences that include obstacles to impede movement and protective structures to shield friendly forces from enemy fire. The character is trained to prepare mine fields, barbed wire, tank obstacles, tanglefoot wire, booby traps, trenches, tank ditches, foxholes/shell scrapes, reinforced concrete or earthen walls, bunker complexes, heavy weapons emplacements, tunnel systems and similar defensive constructions.

 

Heat Protection - This character has learned to use clothing and personal pacing to optimize endurance against the desert heat. With a successful check the character need only consume half the normal amount of water per day to avoid dehydration.

 

Impersonate - This skill involves imitating or copying the behaviour or actions of another. This includes voice mimicry which allows the character to imitate any accent he has heard. More difficult is the imitation of a specific person's voice.

 

Intel - Focuses on the gathering, analysis, protection, and dissemination of information about the enemy, terrain, and weather in an area of operations or area of interest.

 

Investigate - This area of study involves the techniques, principles, and theories of investigation. It trains a person to look for and recognize clues systematically examining details with care and accuracy. This is applicable to environments, events, the spoken word, and body language. Research and interrogation techniques are also learned. The interrogation of a person involves a series of questions which will probe unobtrusively or bluntly into the area in question. The tact of the interrogator may be gentle, quiet and calming or violent, intimidating and unnerving. All of these tactics are verbal and emotional and do not suggest physical abuse/torture. Note: If a character refuses to talk he/she can reveal little. However, body language/movement may tell the interrogators all they need to know. Generally, a person with this skill will uncover at least one or two leads/clues per each hour of investigation. Of course many of them may be false leads, dead ends, or non-conclusive. Game Masters use your discretion in each case, as circumstances can be very different each time, perhaps revealing many clues or none at all even after hours of investigation.

 

Knowledge Accounting/Tax - Knowledge of advanced mathematics, specifically as they relate to money, taxes, the tabulation of debts, accounts, ledgers, assets, liabilities, and so forth. The character can detect siphoned funds and irregularities.

 

Knowledge Advertising - This is the art and training of advertising fundamentals centring on budgeting, planning, implementing, marketing, and promotion. Areas of study are likely to include: selecting media, consumer trends/habits, advertising objectives, writing ad copy/headlines, and basic design elements.

 

Knowledge Alternative Medicine - Alternative medicine includes practices that differ from conventional medicine. A typical definition is every available approach to healing that does not fall within the realm of conventional medicine. Commonly cited examples are homeopathy, naturopathy, chiropractic, and herbal medicine. Alternative medicine practices are based on unscientific belief systems or philosophies. They may incorporate spiritual, metaphysical, or religious underpinnings, untested practices, pre-modern medical traditions, or newly developed approaches to healing. If an alternative medical approach, previously unproven according to orthodox scientific or regulatory methodologies, is subsequently shown to be safe and effective, it may then be adopted by conventional practitioners and no longer considered "alternative."

 

Knowledge Ancient History - An extensive and continuing study and love for world history. This skill provides the character with a general knowledge of the growth of civilizations, cultures, religions and myths, past and present. The character will recognize major types of ancient architecture, ruins, areas of historical significance, weapons, characteristics, demons and deities. Select one Lore as an area of particular interest, but note that any educational skill bonuses will not apply to that lore area.

Alternatively he has learned the legends, lore, and history of some ancient time and place. The knowledge must be specific just as a historian would specialize today in the English Middle Ages, the Italian Renaissance, or the Roman Republic before Caesar. The knowledge acquired gives the character familiarity with the principal legends, historical events, characters, locations, battles, breakthroughs (scientific, cultural, and magical), unsolved mysteries, crafts, and oddities of the time. The character must roll a proficiency check to identify places or things he encounters from that age.

 

Knowledge Architecture - Knowledge of blueprints, drafting, construction materials & equipment, style, decoration and planning. This encompasses all the practical matters of site, of materials and their limitations and of human capability. The second concern is "articulation"; the building must work and must please and suit the needs of those who use it. The third concern of the architect is aesthetics, both of proportion and of ornament.

 

Knowledge Art - The sage is familiar with the great works of the past as well as the works of the best contemporary artists. If he specializes in one particular art form (sculpture, paintings, ornamental pottery, etc.) he is able to identify works of the masters, spot fakes, and appraise pieces for sale value.

 

Knowledge Artifacts - This character has detailed knowledge of any object made or modified by a sentient culture. Mythological artifacts are also known to the character most of which are alarmingly powerful, of ancient and obscure origin, and nearly indestructible.

 

Knowledge Astral - An in depth knowledge about the Astral Plane, helpful in understanding and identifying the features, dangers and inhabitants. It includes general knowledge about astral travel, methods of travel and navigation, astral beings, domains and dangers.

 

Knowledge Astrology - By reading the heaven's prophecy written in the planets and stars, a competent astrologer can tell whether the future holds favourable conditions for any given person or enterprise. To use the astrology skill a character needs the birth date of the subject and ample time to perform intricate calculations. For predictions within the next few days an astrologer only needs a telescope and a clear night sky. For long term predictions an astrologer needs a book that references the location and cycles of the planets and stars. Such a book is a huge tome and is not easily carried around.

 

Knowledge Chronal - Chronal lore is the study of temporal theory and travel. It includes knowledge of theories of time travel, paradoxes and fate. Also included are such things as time-travelling races and organisations and gives the character a rudimentary knowledge of how chronal technology works (basically; nowhere near enough to repair or build such devices). The character can also attempt to activate temporal devices he has no training with, but at a -3 penalty.

 

Knowledge Conspiracies - A comprehensive knowledge about the issue of conspiracy and cover ups by world governments in the areas of the paranormal, UFOs, military, experimental testing, etc. by such participants as the FBI, KGB, CIA, and major world governments. The character knows the theories about the Roswell incident, Area 51, telekinetic weapons testing by the Russian government, etc.

 

Knowledge Current Events - This character has detailed and up to date knowledge of contemporary happenings of significance.

 

Knowledge Demons - The ability to recognise a demon on sight as well as what type, abilities, weaknesses, attitudes and who they serve. This also includes lesser and greater supernatural intelligences.

 

Knowledge Dimensional - Dimensional lore is the study of dimensional theory and travel. It includes knowledge of theories of the basics of dimensional travel and disturbances (ley line storms) and infamous dimension-travelling races and organisations. It also gives the character a rudimentary knowledge of how dimensional technology works (basically; nowhere near enough to repair or build such devices). The character can also attempt to activate dimensional devices he has no training with, but at a -3 penalty. He will know of all of the surrounding dimensions and up to 1 external dimension per INT over 10.

 

Knowledge Dreamscape - This skill is helpful in understanding and identifying the features, dangers and inhabitants of the Dreamscape. Even a beginner will automatically know of such things as Dream Pools and other major concepts regarding the dream lands. Skill rolls are necessary to identify creatures and events/transformations.

 

Knowledge Drugs - Knowledge in the names and types of all street level drugs and their ingredients.

 

Knowledge Economics - The mastery of business, finances and economics necessary to build companies from scratch as well as management of existing corporations, recognizing and solving problems, investment opportunities, and to the know-how buy out other businesses. Also knows about social-economic trends, distribution, income and expenditures as it pertains to the government and the consumer/public. Explores economic factors in industry, human resources, labour institutions, and international finance. Applies observations, analysis, research, estimations, and projections toward predictions of market and market trends.

 

Knowledge Extraterrestrial - This skill helps characters identify known alien races and provides information on their culture, habits, etc. It also includes most of the well known cosmic legends and speculations.

 

Knowledge Farming - The character has a knowledge of the basics of farming. This includes planting, harvesting, storing crops, tending animals, butchering, and other typical farming chores.

 

Knowledge Fey - This is the study of the Fey. This includes fairies, sprites, pixies, brownies, pucks, kelpies, elves, and a host of other supernatural beings.

 

Knowledge Firefighting - Firefighting is the act of extinguishing fires. A firefighter fights fires to prevent loss of life, and/or destruction of property and the environment. Firefighting is a highly technical skill that requires professionals who have spent years training in both general firefighting techniques and specialized areas of expertise.

 

Knowledge First Aid - This character knows the basic principles of first aid. If the character tends another within one round of wounding (and makes a successful proficiency check), his ministrations restore D3 hit points that were lost in the previous round. Only one healing attempt can be made on a character per day. If a wounded character remains under the care of someone with healing proficiency, that character can recover lost hit points at the rate of 1 per day even when travelling or engaging in nonstrenuous activity. If the wounded character gets complete rest, he can recover 2 hit points per day while under such care. Only characters with both healing and herbalism proficiencies can help others recover at the rate of 3 hit points per day of rest. This care does not require a proficiency check, only the regular attention of the proficient character. Up to six patients can be cared for at any time.

A character with healing proficiency can also attempt to aid a poisoned individual, provided the poison entered through a wound. If the poisoned character can be tended to immediately and the care continues for the next five rounds, the victim gains a +2 bonus to his saving throw (delay save to the last round of healing). No proficiency check is required, but the poisoned character must be tended to immediately and cannot do anything himself. If the care and rest are interrupted, the poisoned character must immediately roll a normal saving throw for the poison. This result is unalterable by normal means. Only characters with both healing and herbalism proficiencies can attempt the same treatment for poisons the victim has swallowed or touched. If the character also has the poison proficiency, a +2 bonus is added to this attempt. A character with healing proficiency can also attempt to diagnose and treat diseases. When dealing with normal diseases, a successful proficiency check automatically reduces the disease to its mildest form and shortest duration. Those who also have herbalism knowledge gain an additional +2 bonus to this check.

 

Knowledge Gemology - This skill allows the identification and appraisal the value of precious metals (silver, gold, etc.) and stones (jade, ruby, sapphire, diamond, etc.). This ability also enables the person to identify fakes. A failed roll means the character cannot tell whether or not the item is fake or real or its value is grossly under or overestimated. Also the ability to evaluate and cut gemstones. The monetary value of a gemstone can be determined by a thorough examination where any flaws, chips or imperfections will be observed. In addition, the character can cut gem stones to increase their value or cut one stone into several smaller ones. When a cutting roll is failed the stone is damaged, which decreases its value. However the stone can be cut again to repair the flaw; although the stone will be smaller and of lesser value than the original.

 

Knowledge Geography - Gives an in depth knowledge of a specific locality with more general knowledge of the surrounding area and basic knowledge of the rest of the country. Includes landmarks, businesses, structures, caves, forests, animals, etc.

 

Knowledge Geomancy - A study of ley lines, burial mounds, places of power, megaliths, and geomancy beliefs, past and present. Geomancy and ley lines are the belief that certain places on earth are polarized with magical energy or forces that can heal, cause paranormal phenomena, attract supernatural forces, open dimensional gateways, are magical or are places of evil. These are also of interest to certain types of martial artists, as these locations are also sources of environmental chi; martial artists with this skill will know the natural chi level of such areas on sight. The study includes "known" locations of such places, such as Stonehenge and the Bermuda Triangle, as well as the many theories behind them and the legacy of legends, mysteries, disappearances and dangers linked to each. The skill will provide the character with insight about the areas and enable him/her to recognize specific, known, places of power, as well as recognize unknown megalithic markers of these revered or feared places. There are transitional places of power that are active only at certain times that also fall under this skill, as well as knowledge of the locations of major ley lines in distant regions.

 

Knowledge Heraldry - The knowledge of heraldry enables the character to identify the different crests and symbols that denote different persons and groups. Heraldry comes in many forms and is used for many different purposes. It can be used to identify noblemen, families, guilds, sects, legions, political factions, and castes. The symbols may appear on flags, shields, helmets, badges, embroidery, standards, clothing, coins, and more. The symbols used may include geometric patterns, calligraphed lines of script, fantastic beasts, religious symbols, and magical seals (made for the express purpose of identification). Heraldry can vary from the highly formalized rules and regulations of late medieval Europe to the knowledge of different shield patterns and shapes used by African tribesmen. The character automatically knows the different heraldic symbols of his homeland and whom they are associated with. In addition, if the character makes a successful proficiency check, he can correctly identify the signs and symbols of other lands, provided he has at least a passing knowledge of the inhabitants of that land. His heraldry skill is of little use upon first entering a foreign land.

 

Knowledge Herbalism - Those with herbalist knowledge can identify plants and fungus and prepare nonmagical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives. To be able to cure poison and diseases, the character must collect various herbs while travelling and make them into small salves (this is due to the fact that most poisons are fast acting, and the PC wouldn't be able to make up a salve and find the components in say 1 to 4 rounds). The weight of all these herbs and salves is 5 pounds. To cure the poison or disease, the character must make a number of rolls. These are; a roll to see if he possesses the knowledge to deal with that particular toxin or disease. A roll made against half his normal skill roll to determine if he neutralises that particular agent. If the poison/disease is from a monster and there is any chance of curing the malady the skill roll is at 1/4 the normal roll. If the poison or disease is magical in nature then no mundane cure will work.

On any given day in the wilderness he may also be able to find some particularly helpful herbs in use against injury gained by an individual. These herbs can only be used within 7 days of them being found to be of any use (unless he also has the pharmacy skill in which case he may preserve these herbs for a maximum of 1 month before they lose their effect). The chance to find these herbs is equal to 1/4 their normal check if the character is 'just looking out for them while travelling', and half normal check if actively searching (half normal movement rate for that day). The number of herbs that will be found is equal to the number of successful checks rolled consecutively, so if the first roll for the day fails then none will be found that day.

 

Knowledge Instructor - The ability to instruct others in any skill the character possesses. Training takes at least 4 weeks. The trainee will receive upon completion of training a base skill score in that skill.

 

Knowledge Leatherwork - This proficiency enables a character to tan and treat leather and to make clothing and other leather objects. The character can make leather armour, as wells backpacks, saddlebags, saddles, and all sorts of harnesses.

 

Knowledge Law Business/Trade - Business law is the body of law which governs business and commerce. It is often considered to be a branch of civil law and deals both with issues of private law and public law. Commercial law regulates corporate contracts, hiring practices, and the manufacture and sales of consumer goods.

 

Knowledge Law Civil - Civil law as opposed to criminal law refers to that branch of law dealing with disputes between individuals and/or organizations in which compensation may be awarded to the victim. Civil law courts provide a forum for deciding disputes involving torts (such as accidents, negligence, and libel), contract disputes, the probate of wills, trusts, property disputes, administrative law, commercial law, and any other private matters that involve private parties and organizations including government departments.

 

Knowledge Law Criminal - The term criminal law refers to any of various bodies of rules in different jurisdictions whose common characteristic is the potential for unique and often severe impositions as punishment for failure to comply. Criminal punishment depending on the offense and jurisdiction may include execution, loss of liberty, government supervision (parole or probation) or fines.


Knowledge Law Military - This is criminal law as applied within the military.


Knowledge Literature - The character has detailed knowledge of poetry and prose, fiction and non-fiction.

 

Knowledge Magic - This area of study provides is information about the different schools of magic, magic creatures and myths about magic. Likewise the character knows legends about powerful magic items, magic places, magic curses and related legends. He can read runes or mystic symbols and is able to recognize whether the symbol is a real magic ward, rune or warning.

 

Knowledge Monsters - Knowledge of supernatural monsters such as dragons, trolls, griffons and anything non humanoid and monstrous. The skill will help in differentiating fact from superstition regarding their vulnerabilities and strengths, habits, origins, powers, the few ways to truly destroy them, and basic hunting tactics. 

 

Knowledge Mythology - This skill is a comprehensive study and interpretation of classical and modern folklore and mythology which address the origin, history, deities, ancestors, and heroes of a particular world.

 

Knowledge Philosophy - is the discipline concerned with questions of how one should live (ethics); what sorts of things exist and what are their essential natures (metaphysics); what counts as genuine knowledge (epistemology); and what are the correct principles of reasoning (logic). This skill would be useful in debating with an intelligent villain.

 

Knowledge Planar - This character will understand some of the theories and facts about topology, interdimensional travel, the boundaries between dimensions, what exists in between dimensions, void, quantum mechanics, time travel, space fold, and other complex, dimensional theory areas of study. Despite this knowledge it is unlikely the character will ever be able to suggest a practical way to perform any of these feats.

 

Knowledge Popular Culture - This includes knowledge pertaining to popular cooking, clothing, consumption, mass media and the many facets of entertainment such as sports and literature. Pop culture finds its expression in the mass circulation of items from areas such as fashion, music, sport and film.

 

Knowledge Prospecting - This includes knowledge pertaining to the physical search for minerals, fossils, precious metals or mineral specimens, and is also known as fossicking. Prospecting is physical labour, involving traversing, panning, sifting and outcrop investigation, looking for signs of mineralisation. A prospector must also make claims, meaning they must erect posts with the appropriate placards on all four corners of a desired land they wish to prospect and register this claim before they may take samples.

 

Knowledge Religion - A comprehensive study of the world's religions, past and present, their beliefs, rituals, holy places, pantheons, supernatural creatures (demons, spirits, angels), stories of creation, myths and legends. The skill will help the character recognize specific rituals, their purpose, the deity'(s), icons, and similar information.

 

Knowledge Sociology - The character is trained in public relations, statistics, industrial relations, laws and courts, society, welfare, councils, businesses, real estate, urban growth and minor economics. Knowledge of talk and body language; detect lies/evasions and mood type.

 

Knowledge Street - This skill allows characters to recognize gang members by their behaviour, colours, and symbols, and dangerous locations. He will also know how to locate fences and informants. This character is adept at making a good impression on underworld contacts in the less savoury neighbourhoods of towns and cities. Those who he contacts are not necessarily moved to trust him using this skill but they may decide the rogue is worth talking to because he is entertaining or a person of importance. A skill check can be attempted once whenever he is talking to a contact. Success indicates that the contact becomes favourably inclined toward the rogue and will reveal additional information to him, possibly unrelated to the rogues enquiries at the GM's discretion. Success also indicates that the contact will act positively towards the rogue in future situations unless circumstances dictate otherwise. Possession of this skill also gives a +2 bonus to any information gathering check.

 

Knowledge Undead - A study of reports, myths and legends regarding the supernatural, apparitions, haunted houses and places, death cults, necromancy (rituals and purpose), mediums/séances and near death experiences. This includes knowledge of the undead such as vampires, zombies, skeletons, ghouls, ghasts, ghosts, shadows, mummies, wights, wraiths, and spectres. The skill will help a character determine if a person is under the sway or control of a vampire, or whether or not a victim has been killed by the undead. It will also aid in differentiating fact from superstition regarding various undead's vulnerabilities and strengths, habits, origins, powers, the few ways to truly destroy them, and basic undead hunting tactics. 

 

Knowledge Weaving - A character with weaving proficiency is able to create garments, tapestries, and draperies from wool or cotton. The character requires a spinning apparatus and a loom. A weaver can create two square yards of material per day.

 

Language - The character has learned to speak, read and write another language.

 

Metallurgy - This is the science of separating metals from their ores and preparing them for use by smelting, refining, etc. Study include the behaviour and properties of metallic, ceramic, polymeric and composite materials (observe mechanical, thermal, electrical and chemical behaviour). This also includes work with plastics (polymeric) analysis, brazing, extraction of metals from areas; transformations (liquid-solid systems), fabrication and joining processes (metal alloys, structural changes/combinations) and the use of tools, equipment and methods.

 

Musical Instrument - The character can play a specific musical instrument. An additional instrument can be added for every extra slot devoted to this proficiency. The character plays quite well, and no proficiency check is normally required. The choices include keyboards, percussion, string and wind.

 

Navigation - The character has learned the arts of navigating by the stars, studying currents and watching for telltale signs of land, reefs, and hidden danger. This is not particularly useful on land. At sea a successful proficiency check by the navigator reduces the chance of getting lost by 2.

 

Navigation Chronal - How to read and evaluate the chronoverse manifold and calculate where currently are and where will wind up.

 

Navigation Planar - How to read and evaluate the multiverse manifold and calculate where currently are and where will wind up.

 

Navigation Space - Training in map reading, star charts, course computation, following landmarks, and use of navigational equipment in order to plot and lay in a course for the large distances between planets and stars. He is also aware of the effects of gravity fields, stellar phenomena and cosmic anomalies.

 

Observation - Characters with this proficiency have cultivated exceptionally acute powers of observation. The GM may ask for a proficiency check (or secretly roll it himself) anytime there is something subtly askew. The proficiency covers all the senses.



Orienteering - This is similar to navigation but applies to land. It includes the ability to read maps, use a compass and recognise landmarks. He can even follow in general terms maps labelled in unfamiliar languages as long as he makes a successful check. Furthermore if the sky is clear he can determine direction, night or day, by using the stars and daytime shadows as guides. The latter method requires one turn to make the proper measurements and calculations. A character with this skill and an appropriate map gains a +1 bonus to any survival skill roll. He also gains a +1 bonus to any navigation skill roll he makes if he has the right map for the area.


Paramedic - This is emergency medical service, who primarily provides pre-hospital advanced medical and trauma care. A paramedic is charged with providing emergent on-scene treatment, crisis intervention, life-saving stabilization and, when appropriate, transport of ill or injured patients to definitive emergency medical and surgical treatment facilities, such as a hospitals and trauma centres.

 

Politics - Knowledge in political law, budgets, taxes, revenues and parliamentary processes.

 

Read Lips - The character can understand the speech of those he can see but not hear. When this proficiency is chosen the player must specify what language the character can lip read (it must be a language the character can already speak). To use the proficiency the character must be within 30 feet of the speaker and be able to see him speak. A proficiency check is made. If the check fails nothing is learned. If the check is successful 70% of the conversation is understood. Since certain sounds are impossible to differentiate, the understanding of a lip-read conversation is never better than this.

 

Research - Training in the use of methods, techniques, and locations, for finding information, including public records. libraries, federal information services, data bureaus, interviews, surveys, demographics, trade journals, clipping services, computer services, and legal searches. This skill is helpful in locating information about people, places and things. The game master will ultimately regulate the availability of accessible, known information regarding a particular subject. In some cases there may be a ton of history and information, while, in others, very little or nothing at all (which may reveal something by its sheer lack of info). The research skill simply gives characters access to available data.

 

Salvage - The character knows how to locate and identify objects (ships, armour, gold, etc.), recognize salvageable components and materials (valuable parts, electronic equipment, E-clips, weapons, coins, magic items, precious metals and gems, etc.), retrieve (with minimal damage and effort), evaluate (estimate approximate resale value based on the item's condition), clean/restore (restoration gets top salvage price), and sell salvaged artifacts, equipment, parts, and scrap metal. This skill is based on the environment of the character; there are separate land, space and aquatic versions. This skill also offers methods of exploiting and capitalizing on some of the simple resources of said environment, such as rudimentary mining, excavation, cutting tools suited to the environment, cranes, pulleys, and tow lines, and can strip/cut apart and retrieve wreckage and machinery for use as scrap metal. Those with mechanical engineering can salvage working parts, make repairs on slightly damaged items, and (in the case of the aquatic or space versions) even raise or restore small ships!  Also gives the skill of recycling which covers oxygen, waste matter, scrap metal and plastic.

 

Science Agriculture - This refers to the production of goods through the growing of plants and the raising of domesticated animals. Cultivation of crops on arable land and the pastoral herding of livestock on rangeland remain at the foundation of agriculture. The more exotic varieties of agriculture include aquaculture and tree farming.
The major agricultural products can be broadly grouped into foods, fibres, fuels, raw materials, pharmaceuticals and illegal drugs. In recent years plants have been used to grow biofuels, biopharmaceuticals, bioplastics, and pharmaceuticals. Specific foods include cereals, vegetables, fruits, and meat. Fibres include cotton, wool, hemp, silk and flax. Raw materials include lumber and bamboo. Drugs include tobacco, marijuana, opium, cocaine, digitalis, curare, eugenol, reserpine, pyrethrins, taxol) and other useful materials such as resins. Biofuels include methane from biomass, ethanol, and biodiesel. Cut flowers, nursery plants, tropical fish and birds for the pet trade are some of the ornamental products.

 

Science Anthropology - This refers to the the study of humankind in all its aspects, especially human culture or human development, our physical characteristics as animals, and our unique non-biological characteristics we call culture. It differs from sociology in taking a more historical and comparative approach. Though easy to define, anthropology is difficult to describe. Its subject matter is both exotic (e.g., star lore of the Australian aborigines) and commonplace (anatomy of the foot). And its focus is both sweeping (the evolution of language) and microscopic (the use-wear of obsidian tools). Anthropologists may study ancient Mayan hieroglyphics, the music of African Pygmies, and the corporate culture of a U.S. car manufacturer. But always the common goal is to advance knowledge of who we are, how we came to be that way and where we may go in the future.
 

 

Science Archaeology - This is the science that studies human cultures through the recovery, documentation, analysis, and interpretation of material remains and environmental data, including architecture, artifacts, features, biofacts, and landscapes. The goals of archaeology include the documentation and explanation of the origins and development of human cultures, understanding culture history, chronicling cultural evolution, and studying human behavior and ecology, for both prehistoric and historic societies. It draws upon anthropology, history, art history, classics, ethnology, geography, geology, physics, information sciences, chemistry, statistics, paleoecology, paleontology, paleozoology, paleoethnobotany, and paleobotany.

 

Science Astronomy - The study of the stars and other celestial bodies, their movements, positions, cycles, alignments, and interrelations with the earth and each other. This knowledge can also be used to determine direction, approximate distances, identify seasons, and tell the time of day. Another feature of it deals with electromagnetic radiations of radio frequency received from outside earth's atmosphere, and mapping space.

 

Science Astrophysics - Astrophysics is the branch of astronomy that deals with the physics of the universe including the physical properties (luminosity, density, temperature, and chemical composition) of celestial objects such as stars, galaxies, and the interstellar medium, as well as their interactions. Because astrophysics is a very broad subject astrophysicists typically apply many disciplines of physics, including mechanics, electromagnetism, statistical mechanics, thermodynamics, quantum mechanics, relativity, nuclear and particle physics, and atomic and molecular physics.


Science Biology - Biology examines the structure, function, growth, origin, evolution, and distribution of living things. It classifies and describes organisms, their functions, how species come into existence, and the interactions they have with each other and with the natural environment. Four unifying principles form the foundation of modern biology: cell theory, evolution, genetics and homeostasis.

 

Science Biotechnology - Application of biological and medical science of engineering principles or engineering equipment. In other words the construction of artificial organs and bionics. Also genetic engineering techniques to create custom designed bacteria capable of producing drugs and other substances.

 

Science Botany - This is the study of plants, ranging from simple cataloguing and observation to detailed studies of life‑cycles and ecologies. Areas of specialization include simple plants, water plants, grasses and brush, flowering plants, domesticated plants, plant diseases, and ecological systems such as rain forest, tundra, prairie, etc.

 

Science Chemistry - Chemistry is the science concerned with the composition, structure, and properties of matter, as well as the changes it undergoes during chemical reactions. It is a physical science related to studies of various atoms, molecules, crystals and other aggregates of matter whether in isolation or combination, which incorporates the concepts of energy and entropy in relation to the spontaneity of chemical processes. Disciplines within chemistry are traditionally grouped by the type of matter being studied or the kind of study. These include inorganic chemistry, the study of inorganic matter; organic chemistry, the study of organic matter; biochemistry, the study of substances found in biological organisms; physical chemistry, the energy related studies of chemical systems at macro, molecular and submolecular scales; analytical chemistry, the analysis of material samples to gain an understanding of their chemical composition and structure.

 

Science Chronal - The understanding of how chronal travel works plus paradoxes, causality, etc. Must have an INT of at least 18.

 

Science Entomology - Entomology is the scientific study of insects, a branch of zoology. It includes the structure, embryology, evolution, classification, habits, and distribution of all animals, both living and extinct, and how they interact with their ecosystems. An entomologist can identify common species in the field with a successful proficiency check and may be able to predict behaviour or capabilities based on his knowledge of the creature in question.

 

Science Genetics - Genetics a discipline of biology is the science of heredity and variation in living organisms. Knowledge of the inheritance of characteristics has been implicitly used since prehistoric times for improving crop plants and animals through selective breeding.

 

Science Horticulture - This is the science of plant cultivation. It includes plant propagation and cultivation, crop production, plant breeding and genetic engineering, plant biochemistry, and plant physiology. The work particularly involves fruits, berries, nuts, vegetables, flowers, trees, shrubs, and turf. Horticulturists work to improve crop yield, quality, nutritional value, and resistance to insects, diseases, and environmental stresses. Horticulture involves eight areas of study: Arboriculture (the study and selection, planting, care, and removal of individual trees, shrubs, vines, and other perennial woody plants), Floriculture (includes production and marketing of floral crops), Landscape horticulture (includes production, marketing and maintenance of landscape plants), Olericulture (includes production and marketing of vegetables), Pomology (includes production and marketing of fruits), Viticulture (includes production and marketing of grapes), and Postharvest physiology (involves maintaining quality and preventing spoilage of horticultural crops).

 

Science Mathematics - This is training in high school maths including fractions, decimals, the solution of ratio, proportion and percent problems, operations with integers, geometry, integer exponents, operations with polynomials, factoring, rational expressions, equations of lines and graphing of equations and inequalities, positive and negative real numbers, solving linear equations and inequalities along with their applications, integer exponents, operations with polynomials, factoring, rational expressions, equations of lines, and graphing of equations and inequalities. If this skill is retaken it adds calculus, trigonometry and other forms of advanced mathematics.

 

Science Medicine - The character is medically trained in treating injuries and illnesses. He can diagnose, provide care, revive, stabilize, treat diseases and poisons, and perform surgery. Knowledge includes; Anatomy, Cytology, Biochemistry, Biostatistics, Embryology, Epidemiology, Genetics, Histology, Immunology, Microbiology, Neuroscience, Nutrition, Pathology, Pharmacology, Physiology and Toxicology. The character can also choose to specialise in one particular field.

 

Science Nanotech - This is the study of how matter acts on an atomic/molecular level, and how the principles of molecular biology, enzyme control, genetic manipulation, and fine-point electromagnetic control can be used to manipulate matter on an atomic level. Nanotechnology deals with creating things bottom up, atom by atom. It deals with the theoretical technologies that could evolve from being able to control matter atomically. Skill includes using STM (Scanning Tunneling Microscopes), electron microscopes, and all other types of apparatus associated with observing matter on a molecular level. he character will know the basics of building STMs, monomolecular needles, and fine-point electromagnetic control devices, all for the purpose of manipulating individual atoms. He will know how to make nanofactories, how to produce advanced alloys, and so on, all by using atom control devices.

Actually building these devices may take months or years, and can only be attempted when in superior high-tech facilities, that have access to appropriate technology. The size of the robots can be anything from 100 times smaller than a human cell to around 1 cm in diameter. These robots can have manufacturing, medical, repair, cleaning or other function, but in each case the nanoscientist will have to be extremely proficient in the appropriate category (ex: if it will be for medical applications, then must be an MD, pathologist, toxicologist, and an MDB). It may take months (even years) of programming and designing the robots, but once the plans are set, and the factories set up, production will occur extremely quickly.

 

Science Nuclear Physics - Nuclear physics is the branch of physics concerned with the nucleus of the atom. It has three main aspects: probing the fundamental particles (protons and neutrons) and their interactions, classifying and interpreting the properties of nuclei, and providing technological advances.

 

Science Oceanography - The study of the sea integrating marine applications of geography, geology, physics, marine biology, and meteorology. Oceanography is important to shipping, fisheries, and climatological studies. This will help in attacks at sea, build bases at sea, building sea ships, etc. It covers the ecology of the oceans and seas with an emphasis on undersea habitats, environments and the types of fish and sea animals attracted to such places. This skill also gives the character the knowledge of where to look for particular types of sea creatures (i.e. in coral reefs, under rocks, inside caves, warm water, cold water), the types of food sea animals eat/prey upon, migration patterns of fish and eels, and a knowledge of tides, water composition, and ocean plant-life. The marine biology skill also gives the character specific medical and scientific knowledge about the behaviour, habits, evolution, physiology, cells, anatomy and genetics of fish, marine mammals and other types of sea life. This knowledge enables the character to perform surgery, remove glands and sacs of poison or chemicals, prepare antidotes to poisons (from sea creatures only) and the care, keeping and medical treatment of marine animals, including dolphins and whales.

 

Science Pharmacy - This skill allows a character to preserve herbs and chemicals and prepare medicines from both natural and inorganic ingredients. On a successful pharmacy check the pharmacist can create a medicine to cure certain ailments (the GM should assign a +3 to -10 modifier depending on the severity and rarity of the disease) using herbs and chemicals. A failed check either does nothing or has non-lethal side effects (GM choice) but a check of 20 results in poisoning. Using this skill with herbalism will cure an extra 1 HP per application. This skill is needed to preserve all the healing herbs mentioned in Herbalism for longer than 2 game weeks.

 

Science Physics - The understanding of the physical properties of matter and energy, including acceleration, rotation, inertia, velocity, optics, thermodynamics, waves and particles. This skill also includes the use of all lab equipment related to physics, such as lasers, mirrors, and even (at higher percents) particle accelerators.

 

Science Planar - The understanding of how dimensional travel works. Includes being able to calculate multidimensional equations. Must have an IQ of at least 18.

 

Science Psychiatry - The study of the human mind and human behaviour. It scientifically tries to unravel the psychological process by considering the effects of such intangibles as attitude, desires, thoughts, memories, stress, environment, dreams and emotion. The psychology skill provides the character with a complete, broad understanding of the principles, practices and theories of psychology. Thus he or she will recognize abnormal behaviour (phobias, psychoses, obsessions, neuroses, etc.), stress and exhaustion as well as suggest therapy. The character will also be able to recognize the use/presence of unnatural influences, such as drugs, hypnosis and mind control (psionic, magic or possession).

Also an in-depth knowledge of the principles, theories and evaluation of human behaviour, and includes analysis, understanding and treatment of emotional, motivational, and perceptual disorders; interaction of emotion, nervous system, sensory-motor mechanisms, personality assessment, drug dependence, and treatment. This character will not only be able to recognize abnormal behaviour (insanity) but is also able to treat the person himself (see cures for insanity). The individual is able to assess another character's disposition, socio-economic background, environment, probable alignment, and recognize the presence of mind or personality altering influences.

 

Science Radiation Technology Industrial - The study of the components, structure, and behaviour of the nucleus of an atom. It is especially with the nature of matter and with nuclear energy. This includes the study of radioactivity, the study of fires between nuclear particles and the study of the transformations among subatomic particles in reactions produced in a particle accelerator. This helps the character to understand the fusion turbine engine, how our sun produces its energy and can apply this knowledge to building nuclear devices.

 

Science Radiation Technology Medical - This training includes a knowledge of radiation and its interaction with matter; use as a diagnostic tools (radiography, X-ray, fluoroscopy, mammography, topography, etc.), the physics of nuclear medicine with emphasis on imaging, radiation therapy, radio biology (interaction with cells) and a practiced familiarity with techniques, interpretation, and instruments. A master's degree is required for professional activities; incomplete studies in this area could provide a position as a radiological lab assistant.

 

Science Radiation Technology Military - This includes knowledge of safety regulations, practices and procedure; radiological physics, interaction with matter, radioactivity and characterization and development of neutron beams and heavy particles for use in combat/weapons. In experimental stages of research, the ion beam is the only success thus far in use of energy as a weapon (laser is amplified light).

 

Science Undersea Agriculture - The knowledge of cultivating undersea plants, algae, and breeding aquatic animals/fish for harvesting and production. Undersea farming includes but is not limited to growing crops (either through hydroponics or on the ocean floor), lobster farms, oyster beds, and fish hatcheries.

 

Science Xenoecology - The study of the relationship between alien plants and animals and their environment. Xeno-Ecology is also referred to sometimes as Xeno-Zoology (usually when the study is focused on predator/prey relationships, population dynamics and competition between species). Xeno-Ecologists are able to make sense of diverse alien ecological communities and form theories on the nature and habits of any organism found within a certain area.

 

Science Zoology - Also known as animal biology is the branch of biology that relates to the animal kingdom, including the structure, embryology, evolution, classification, habits, and distribution of all animals, both living and extinct, and how they interact with their ecosystems. A zoologist can identify common species in the field with a successful proficiency check and may be able to predict behaviour or capabilities based on his knowledge of the creature in question.

 

Self Hypnosis - This allows one to tap inner reservoirs of strength. Entering an autohypnotic the character cannot talk or move for the duration of the trance state. A successful roll allows the character to do one of the following: Improve concentration to aid performance of lengthy mental tasks (study, decryption, a long repair job); Negate pain/fatigue; Increase WIS for the purposes of resisting torture, phobias or psionic attack. Success adds +1 per 4 INT to any roll for one minute per INT.

 

Shipwright - This involves the construction, repair and dismantling of ships. It normally takes place in a specialized facility known as a shipyard unless the character builds a raft, small rowboat, large flatbed boat, or canoe. A small raft (two man) can be made within D6+1 hours if the lumber or other suitable materials and tools are readily available. A large raft will take about 4D6 hours, a canoe 2D6 days, rowboat 4D4 days, large flatbed D4x10 days. Time is doubled or tripled if trees must be cut down and wood prepared. Of course, the time can be reduced if several knowledgeable people are working on the construction. For larger vessels see the naval engineer skill.

 

Sign Language - This is a form of communication which uses manual communication, body language and lip patterns instead of sound to convey meaning—simultaneously combining hand shapes, orientation and movement of the hands, arms or body, and facial expressions to express fluidly a speaker's thoughts. Sign languages commonly develop in deaf communities, which can include interpreters and friends and families of deaf people as well as people who are deaf or hard of hearing themselves. If a character chooses to learn a sign language, the specific language or source of the language must also be given. For every 10 words (or letters, for spelled out words) "signed," the sender of the sign language must roll to successfully transmit the message. Likewise, the interpreter must also roll versus their skill in sign for every batch of 10 words. A failed roll on either end means a misunderstanding.

 

Signals - Ships at sea have developed a language based on the display of coloured flags or light flashes. Those with this skill can read and compose messages, as well as be able to recognize banners, ensigns, pennants and standards used to communicate ship's origins and status. This proficiency also allows a character to communicate to another person over a long distance. Only messages of less than 10 words per minute or so can be sent this way. The type of signal method used must be chosen along with this proficiency ie, smoke signal, drum signals, mirrors, trumpets, naval flags, etc. A person must make a successful check to send the signal as intended and the receiver must also make a successful check to decipher the signal sent accurately. A failed check does not automatically indicate failure as the signal may be interpreted incorrectly, sometimes with dire consequences. A character with this proficiency may also decipher signals that they are not proficient in with a 1/3 normal chance of success.

 

Speed Reading - This ability allows the quick assimilation of data from a legible format. Normal speed is increased by +50% every level.

 

Spell Specialty - This proficiency represents what a wizard might through much study and dedication be able to specialize in a spell in the same way that others can specialize in a weapon. He gains the following with the specialised spell (where applicable); Reduce target's saving throw by -1, +1 point of damage per die, increase duration by +50%, increase range by +50%, and increase area of effect by +50%. Note that some spells cannot be increased in these ways. For instance any spell with an "instantaneous" or "permanent" duration cannot be increased by +50%. Likewise a spell with a range that is either "0" or "touch" cannot have its range improved by +50%.

 

Technical Aircraft Mechanics - Design, repair, build and modify both propeller and jet aircraft.

 

Technical Artificial Intelligence - A character with this skill is able to understand how artificial intelligence systems work, how they "Think" and "Understand" the world around them, how to communicate with them and how to reprogram them, either directly or by argument. This skill is also required to build and program such intelligences.

 

Technical Auto/Bike/Truck Mechanics - Ability to repair, rebuild, modify, and redesign conventional vehicles with internal combustion (gas) engines, as well as body work, simple turbine engines, and diesel truck engines.

 

Technical Bionics/Cyber - The ability to identify, service and repair cybernetic systems.

 

Technical Chronal - Design, repair, build and modify any kind of time travel devices. This includes knowledge of how to manufacture ships to withstand chronal travel.

 

Technical Clockwork - The ability to identify, service, build, modify and repair clockwork systems. Clockwork referring to devices powered by the energy of a wound spring released through a series of gears. Often power for the device is stored within it, via a winding device that applies mechanical stress to an energy-storage mechanism such as a mainspring, thus involving some form of escapement; in other cases, hand power may be utilized. The use of wheels, whether linked by friction or gear teeth, to redirect motion or gain speed or torque, is typical.

 

Technical Electronic Basics - This is a rudimentary understanding of simple wiring and diagrams. He can do basic wiring in a home or building, TVs, VCR's, whitegoods, etc.

 

Technical Mechanic Basics - This is a rudimentary understanding of how machinery operates. The character can repair and maintain simple mechanisms and common motorcycles, automobiles and similar vehicles but nothing special.

 

Technical Planar - Design, repair, build and modify any kind of cross dimensional devices. This includes knowledge of how to manufacture ships to withstand dimensional shift.

 

Technical Radio Systems - This is the knowledge of installing transmissions towers, includes UHF and VHF, TV towers, FM and AM, radio towers, and certain towers such as cellular communications, towers for airports. Also, has the knowledge of power ratings, frequencies, and what it takes to keep and maintain a tower.

 

Technical Rail Mechanics - Design, repair, build and modify trains and trams.

 

Technical Robotics - Robotics is the science and technology of robots, their design, manufacture, and application. Robotics requires a working knowledge of electronics, mechanics and software, and is usually accompanied by a large working knowledge of many subjects.

 

Technical Satellite - Design, repair, build and modify any kind of space satellites and probes.

 

Technical Seacraft Mechanics - Training in the diagnosis and repair of all aquatic vehicles, including ships, submarines, underwater robots, probes and stations. The ships they design range in size from ocean going super tankers as much as 1300 feet long to small tugboats that operate in rivers and bays. Regardless of size ships must be designed and built so that they are safe, stable, strong, and fast enough to perform the type of work intended for them. The character is familiar with modern shipbuilding and has a thorough grounding in fluid mechanics needed to propel a ship.

 

Technical Spacecraft Mechanics - This covers the mechanical aspects of spacecraft other than the drives and weapons, ranging from life support to structural integrity to power distribution, not to mention more mundane things such as sanitation.

 

Technical Telegraphy - This is the knowledge of wire laying, installation, radio procedure, communication security and visual signs communications, as well as knowing Morse code. The character can do basic repairs such as trace cables, change fittings, etc. If beyond this will need a professional. The character has learned how to repair radio and has the ability to jury-rig a make shift radio from spare parts.

 

Technical Television - This is the understanding of VCR's, DVDs, Camcorders, television broadcast, and VHS and digital equipment.

 

Technical Toy Design - The ability to develop a completely new type of toy, game or children's activity and then bring it to life. This means drawing, sketching or making a computer model of the concept, deciding how to make each detail and then creating a prototype of the toy. Involved in this process are computer skills, possibility mechanical skills, creativity and originality and an ability to relate to the interests of children. Toy designers are trained to work with a variety of materials including computers, electronics, plastics, metals and even different types of fabrics and stuffing. Training also includes designing toys that are safe and use only approved safety materials.

 

Toxicology - The study of poisons, venoms and toxins. He knows how to manufacture them and compose antidotes.

 

Water Find - Even the most barren deserts yields water to those who know how to find it. This can only be used once per 5 INT per day and each effort requires 1 hour.

 

 

Skills Charisma Constitution Dexterity
Intelligence Strength Wisdom