Advanced Skills

General and advanced skills that characters can have or learn.

Advanced Skills

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by Tony July 28th, 2013, 8:17 pm
Advanced Skills

These are skills that are harder to attain and must have lesser skills to acquire at all. The rules for the potential to learn or have these skills is explained under each named Advanced Skill. This shows true mastery in a skill that others simply won't normally even be able to possess and shows true genius capacity in each skill.

Some Advanced Skills grant bonuses to the Skill Roll, while others only enable this to be used. Without these 'Enabler' Skills, the character is unable to perform actions that would require the Advanced Skill.

If a skill is labeled as Bonus, it will have a specific Bonus attached to it. This will either be listed beside the Type itself (i.e.: Bonus (+10)) or listed in the description of the skill. Some Bonus skills do not add to the roll, but rather to the effect, which will be described in the Skill's 'Effect' space.

For Example:

Athletics is the Skill
The character bought the Advanced Skill: Advanced Running

The character's running skill is 10. The character though sees the opportunity to use Advanced Running to move faster so the player adds +10 to the roll, making the skill a +20.

The Advanced Skills are set up as follows.

Name of Skill it is Under
Name of the Advanced Skill
Cost: The cost in skill points of a skill
Skill Level Required: This tells what level your Skill must be before you can purchase the Advanced Skill.
Type: The type of advanced skill this is.
Effect: This informs you what this Advanced Skill will allow the character to do.

Example:
Athletics

Cross Country Running
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: Allows running across off road terrain at full speed. Normally rough terrain reduces speed by 1/2.

________________________________________________________________________

Movement Skills

Athletics

Cross Country Running
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: Allows running across off road terrain at full speed. Normally rough terrain reduces speed by 1/2.

Olympic Running
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a running check for every 10 levels of Running a character has, up to a maximum of 25 at Level 50. This also changes the distance traveled during running from 30ft. + 5ft/level to 30ft. + 10ft/level.

Mountain Climbing
Cost: 30 SP
Skill Level Required: 15
Type: Bonus (+10)
Effect: Adds an additional +5 bonus to a climbing check for every 10 levels of Climbing a character has, up to a maximum of 25 at Level 50.

Acrobatics

Feline Grace
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows a person to remain balanced while on narrow ledges or awkward positions.

Gymnast
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a balance check for every 10 levels of Balance a character has, up to a maximum of 25 at Level 50.

High Jump
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a jumping check for every 10 levels of Jumping a character has, up to a maximum of 25 at Level 50. Adds an extra 25 feet plus regular Jump bonus.

Super Jumping
Cost: 90 SP
Skill Level Required: 25
Type: Bonus
Effect: Adds an extra 50 feet to the height or distance of your jump total; does not stack with High Jump.

Soft Landing
Cost: 160 SP
Skill Level Required: 35
Type: Enabler
Effect: Avoid "Knockdown" status after performing "desperation"-style Jump-based dodges, and negates all fall-based damage within reason.

Swimming

Diving
Cost: 15 SP
Skill Level Required: 10
Type: Bonus
Effect: Allows swimming at normal speed while underwater, normally this speed is reduced by half.

Olympic Swimming
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Adds an additional +5 bonus to a swimming check for every 10 levels of Swimming a character has, up to a maximum of 25 at Level 50. This skill also allows a character to swim at double their normal speed while on the surface of water.

Roll

Dodge Leap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows the character to leap out of the way of danger. Requires an open area or it cannot be declared.

Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability.

Tumble
Cost: 30 SP
Skill Level Required: 15
Type: Bonus
Effect: Halve damage taken from falling, within reason.

Reaction

Block
Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon. This adds a +5 bonus to blocking.

Counter Strike
Cost: 15 SP
Skill Level Required: 10, 'Block' Advanced Skill
Type: Enabler
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike

Quick-Draw
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Draw a weapon/item and use it on same round of combat

Advanced Block
Cost: 90 SP
Skill Level Required: 25, 'Block' Advanced Skill
Type: Bonus
Effect: Improves the sturdiness of a character's block, raising the standard Block bonus to +10.

Aggressive Block
Cost: 90 SP
Skill Level Required: 25, 'Block' Advanced Skill
Type: Enabler
Effect: Allows a person to block with a weapon, offering a +5 to dodge rolls. If successful, the person is forced back and must pass a balance check or be knocked down. The DC to beat is half of the attacker's total roll.

Combo Counter
Cost: 90 SP
Skill Level Required: 25, 'Block,' 'Counterstrike' Advanced Skills
Type: Enabler
Effect: Allows for a successful block (no bonus) to be followed up with 1d2 successful melee hits.

Parry
Cost: 90 SP
Skill Level Required: 25, 'Block,' 'Counterstrike' Advanced Skills
Type: Bonus
Effect: Combines the Block Skill with Counter Strike, giving a +5 bonus to blocking, as well as a counter strike opportunity.

Flash Draw
Cost: 110 SP
Skill Level Required: 30, 'Quick-Draw' Advanced Skill
Type: Bonus
Effect: An advanced quick draw, gives +5 to bonus on quick draw duels.

Deflection
Cost: 160 SP
Skill Level Required: 35, 5-slot or less solid weapon, Weapon Proficiency 35
Type: Enabler
Effect: Allows a character to use Block and Advanced Block against ranged weapons. Shotguns, Heavy Weapons, and Launchers cannot be Blocked.

Utility Skills

Perception

Sensitive Touch
Cost: 60 SP
Required Skill Level: 20
Type: Bonus (+10)
Effect: Super-sensitive touch that can even feel the fibers in paper and note discrepancies not perceivable by regular humans.

Sensitive Taste Buds
Cost: 60 SP
Required Skill Level: 20
Type: Bonus (+10)
Effect: Honed taste buds can pick up even faint traces of things that do not belong.

Sensitive Smell
Cost: 60 SP
Required Skill Level: 20
Type: Bonus (+10)
Effect: Smell things not normally perceived by the human nose.

Sensitive Listening
Cost: 60 SP
Required Skill Level: 20
Type: Bonus (+10)
Effect: Hear sounds not normally audible to the human ear.

Phase Sight
Cost: 60 SP
Required Skill Level: 20
Type: Bonus
Effect: The character is attuned to noticing things that don't belong, allowing them to easier detect things that might be out of phase synchronization. When rolling to spot phased objects, the result of the roll is doubled.

Cloaking Sight
Cost: 120 SP
Required Skill Level: 30, 'Phase Sight' Advanced Skill
Type: Bonus
Effect: Enhance ability to see cloaked items by noticing the bending of light. When rolling to spot cloaked or invisible objects, the result of the roll is doubled.

Stealth

Steal
Cost: 10 SP
Prerequisites: Level 5
Type: Enabler
Effect: Allows a person to sneak up on and steal an item from a person. Roll this to sneak up, and then luck to determine the quality of the item.

Conceal Self
Cost: 10 SP
Prerequisites: Level 5
Type: Bonus (+10)
Effect: Makes it easier to find a place to hide.

Pickpocket
Cost: 15 SP
Prerequisites: Level 10, Steal
Type: Bonus
Effect: Grants a +5 to steal checks.

Silent Swimming
Cost: 15 SP
Prerequisites: Level 10
Type: Enabler
Effect: Slip through water at full speed without a sound.

Backstab
Cost: 30 SkP
Prerequisites: Level 15
Type: Bonus
Effect: Sneak attacks now deal *4 damage. User may opt for *3 damage instead if they so choose.

Silent Running
Cost: 30 SP
Prerequisites: Level 15
Type: Enabler
Effect: Move quietly at full speed

Mug
Cost: 60 SP
Prerequisites: Level 20, Steal
Type: Enabler
Effect: Attack a person with a single strike, as well as steal their item. This strike must be in melee.

Camouflage
Cost: 60 SP
Prerequisites: Level 20, Conceal Self
Type: Bonus (+10)
Effect: Camouflage oneself in nature or blend in vehicles to surroundings easier. Stacks with "Conceal Self".

Sticky Fingers
Cost: 90 SkP
Prerequisites: Level 25, Pickpocket
Type: Bonus
Effect: Upgrades steal bonus to +10.

Assassin's Touch
Cost: 120 SkP
Prerequisites: Level 30, Back Stab
Type: Bonus
Effect: Sneak attacks now deal *5 damage. User may opt for *3 or *4 damage instead if they so choose.

Master Thief
Cost: 160 SkP
Prerequisites: Level 35, Sticky Fingers
Type: Bonus
Effect: Grants +100 bonus to luck rolls on a successful steal.

Ransack
Cost: 350 SkP
Prerequisites: Level 50, Mug, Weapon Proficiency level 40
Type: Enabler
Effect: Allows one to steal an item as well as perform a combo attack as high as their weapon skills will allow.

Silent Death
Cost: 350 SkP
Prerequisites: Level 50, Assassin's Touch
Type: Bonus
Effect: Sneak attacks can deal instant KO. If target cannot be instantly knocked out, may deal *10 damage instead.

Sleight of Hand

Detect Trap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Look for hidden mechanisms that may trigger a trap

Disarm Trap
Cost: 15 SP
Skill Level Required: 10, 'Detect Trap' Advanced Skill
Type: Enabler
Effect: Disable the intricate mechanical workings of a trap

Card Tricks
Cost: 30 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Can do balancing and dealing cards in ways as well as magic card tricks. This can also be used for concealing small items.

Conceal Weapon
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Helps conceal items on a person slightly larger than possible, up to a 3 slot item, including weapons. This takes 3 rounds

Safe Cracking
Cost: 60 SP
Skill Level Required: 15
Type: Enabler
Effect: Break safe combinations

Fingerprint Deciphering
Cost: 90 SP
Skill Level Required: 20
Type: Enabler
Effect: Use and create plastic molds to defeat biometric fingerprint locks

Fast Conceal Weapon
Cost: 90 SP
Required Skill Level: 25, 'Conceal Weapon' Advanced Skill
Type: Enabler
Effect: Conceals a weapon larger than normally possible, up to a 3 slot weapon or item, taking only 1 round to hide.

Optic Lock Cracking
Cost:115 SP
Skill Level Required: 30
Type: Enabler
Effect: Defeat biometric optical scanners by carving a special glass marble intricately.

Mechanical Lock Bypass
Cost: 205 SP
Skill Level Required: 40
Type: Enabler
Effect: A skilled thief doesn't need to pick the lock, he can jimmy the mechanism open regardless of the nature of the lock.

Electronic Lock Bypass
Cost: 300 SP
Skill Level Required: 50
Type: Enabler
Effect: Study lock circuits to find the proper combination to crack a lock.

Computer Use

Computer Empathy
Cost: 60 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Diagnose computer problems easily

Data Encryption
Cost: 90 SP
Required Skill Level : 20
Type: Bonus (+10)
Effect: Create data encryption algorithms to secure data

Gather Info

Intelligence Web Search
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Search underground networks for information

Sense Motive
Cost: 30 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Attempt to see the underlying reasoning in the persons mind

Interrogation
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Use psychological tactics to force information out of a person

Torture
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Use physical tactics to force information out of a person.

Mind Probe
Cost: 80 SP
Required Skill Level: Telepathy 10, Gather Info 20.
Type: Enabler
Effect: Search the brains information centers for information (A target must be broken down first)

Speechcraft
NOTE: Speechcraft is a completely insulated skill; it rolls against itself as both "offense" and "defense." It is an extremely versatile skill, and players should rely on GMs for contextual use. "Intimidation" skills are generally considered negative, while "Diplomacy" skills are generally considered positive; "bluff calling" is considered a defense in speechcraft, allowing one to tell when you're being "worked over," even if what's being said isn't an outright lie.

Blackmail (Intimidation)
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Search for and properly use evidence to coerce people. The quality of the evidence grants a circumstantial bonus to Speechcraft rolls.

Seduction (Diplomacy)
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Use physical charm to help convince someone to see things your way.

Lie Detector (Bluffing)
Cost: 15 SP
Required Skill Level: 10
Type: Bonus (+10)
Effect: The character, being such a good bluffer, can pick out other people's lies easier.

Terror (Intimidation)
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Use your prowess to scare people. This allows a character to add a bonus of a character's Combat Skill level to its Speechcraft checks (a maximum of +50).

Grifter (Bluffing)
Cost: 60 SP
Required Skill Level: 20
Type: Bonus
Effect: The character is extremely adept at spinning lies and staying in character, granting a +15 to Speechcraft "defense" checks (non-cumulative).

Appeasement (Diplomacy)
Cost: 90 SP
Required Skill Level: 25
Type: Enabler
Effect: Use knowledge of what a target really wants in order to convince them to your side.

Manipulation (Intimidation)
Cost: 160 SP
Required Skill Level: 35
Type: Enabler
Effect: Use mind tricks and psychology to coerce a target into following your will.

Intuitive Empathy (Bluffing)
Cost: 205 SP
Required Skill Level: 40, 'Lie Detector' Advanced Skill
Type: Bonus
Effect: The character is extremely difficult to lie to, granting +20 to Speechcraft "defense" checks (non-cumulative).

Governing Dynamics (Diplomacy)
Cost: 275 SP
Required Skill Level: 45
Type: Enabler
Effect: Combine probabilities and formulas with deal brokering, to determine what is in the best interest for all parties, even when it's not immediately obvious.

Gaslighting (Intimidation)
Cost: 275 SP
Required Skill Level: 45
Type: Enabler
Effect: Plant a seed of doubt in a target's mind that makes them question their own stance; excellent for undermining others out of a position.

Preventative Measures (Bluffing)
Cost: 275 SP
Required Skill Level: 45
Type: Enabler
Effect: Fully establish a position, making it almost impossible to break through by normal speechcraft. Adds a +25 bonus to Speechcraft "Defense" checks.

Track II Diplomacy (Diplomacy)
Cost: 350 SP
Required Skill Level: 50
Type: Enabler
Effect: Utilize a lesser representative of the target party to enforce diplomacy with the actual representative, making it easier to influence events and broker deals.

Search

Scrutinize
Cost: 65 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Deeply examine every aspect of a room

Quick Search
Cost: 90 SP
Required Skill Level: 25
Type: Enabler
Effect: As ‘Search’ Skill, except it does not occupy a round of combat. This may replace the Search Skill.

Quick Scrutinize
Cost 205 SP
Required Skill Level: 40, 'Scrutinize' Advanced Skill
Type: Bonus
Effect: As 'Scrutinize', except the time taken is reduced by half.

Speak Language

Linguistics
Cost: 30 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: This grants a character the ability to attempt to depict a conveyed message of a language that may relate to other languages that the character knows. It also may be used to help with study time and solid analysis, to work on translating texts or symbols and to learn new languages easier without a mentor.

Decipher Language
Cost: 115 SP
Required Skill Level: 30, 'Linguistics' Advanced Skill
Type: Bonus (+10)
Effect: This represents an advanced knowledge of communication and language, allowing a person to decipher the use of certain words in alien tongues.

Concentration

Meditation
Cost: 15 SP
Required Skill Level: 10
Type: Bonus
Effect: Relaxes the character and lets the character focus on things to study with a bonus of +5/10 levels of Concentrate. The character effectively must meditate at least an hour to do this.

Combat Concentration
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: Gives a +5 bonus to concentration checks made in combat.

Advanced Combat Concentration
Cost: 80 SP
Required Skill Level: 25, 'Combat Concentration' Advanced Skill
Type: Bonus
Effect: Gives a +10 bonus to concentration checks made in combat or under extreme duress.

Monster Training

Trainer's Intuition
Cost: 10 SP
Required Skill Level: 5
Type: Bonus
Effect: The wisdom a trainer develops about the behavior of monsters. When teaching a monster an ability, gain a +5 to training checks. When trying to capture a monster, gain +5% to capture rate.

Monster Breeding
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Breed monsters together to form a new race
Description: Allows you to combine any combination of creatures present. The creature will gain traits from the mother, father, or both depending on the outcome of the breeding process.
Roll breeding: (Intelligence/2 + Monster Training + Any Bonuses). A divine will raise stat/attack outcomes by 30% and for new breeding also becomes the 'Original Parent'
Monster Training level also determines a little of the starting strength of the creature. Roll 1d100: If the roll is above 75, if succesful(For every 10 levels of monster training you have, a 5% increased will be added on to breeding results)

Roll Outcomes: Roll 1d3 to determine offsprings traits. The most dominant parent will be what the creature takes after.
Note: If the outcome is a parent who has lower stats. Lower the new creatures stat by 20% if its higher then raise it by 20%.
I.E: 1d3 1 = Parent 1 2 = Parent 2 3 = Both Parents (add stats together / 2)
Attack Roll:
Dodge Roll:
Attacks: If the dominent parents is unable to use the attack, the offspring will also be unable to.
Attack Stats: Attacks will gain a static increase of 20% (along with any bonuses)

Monster Mutation
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Use radiation therapy and other sources to create a desired mutation
Description: Using special items a monster trainer will be able to give there creation special abilities, elemental traits, or new beast traits and features.

Calm Monster
Cost: 70 SP
Required Skill Level: 20
Type: Bonus (+10% capture chance / +10 Speechcraft when trying to calm a creature)
Effect: Calm wild monsters by understanding animal psychology

Special Training
Cost: 90 SP
Required Skill Level 25
Type: Enabler
Effect: Train a monster using varius techniquies to raise there attacks and skills.
Decription: Once per every (10 Levels of Monster Training) per Month, you roll training skill. If a trainer beats a DC(???) the chosen stat or attack goes up by 10%, up to a max of 200% (of the creature's original statistics)

Perform

Seasoned Performer
Cost: 15 SP
Required Skill Level: 10
Type: Bonus (+10)
Effect: The character is used to performing, and doesn't take penalties due to stage fright.

Professional Performance
Cost: 90 SP
Required Skill Level: 20, 'Seasoned Performer' Advanced Skill
Type: Bonus
Effect: Perform a talent to professional quality (Singer = Pop Star, Comedian = Professional Stand Up, etc). Provides a bonus of +5/10 levels of Perform, up to a maximum of +25 at Level 50.

Decrypt code/Language

Code Language
Cost: 15 SP
Required Skill Level: 10
Type: Enabler / Bonus (+10)
Effect: Enables the character to create coded languages and also can be used to improve Decrypting capability.

Logarithmic Analysis
Cost: 30 SP
Skill Level Requirement: 15
Type: Bonus (+10)
Effect: Study mathematically for patterns

Logical Analysis
Cost: 60 SP
Skill Level Requirement: 20
Type: Bonus (+10)
Effect: Attempt to logically deduce parts of a cryptogram

Disguise

Throw Voice
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: The character can throw their voice, useful for limited disguises or drawing attention away.

Ventriloquism
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: The character can disguise their voice as someone elses.

Mimicry
Cost: 60 SP
Required Skill Level: 20, 'Throw Voice' Advanced Skill
Type: Enabler
Effect: The character can disguise as other people and attempt to fool others.

Field Training Skills

Vehicle Operation

Combat Dodging
Cost: 10 SP
Required Skill Level: 5
Type: Bonus
Effect: Grants a +5 to avoiding attacks in a vehicle.

Combat Maneuvers
Cost: 30 SP
Required Skill Level: 15, 'Combat Dodging' Advanced Skill
Type: Bonus
Effect: Reduce penalties taken from attacking and moving in the same round and boosts chances of maneuvering in combat well.

Stunt Operation
Cost: 60 SP
Required Skill Level: 20
Type: Bonus
Effect: Provides a bonus of +5/10 levels of Vehicle Operation in the used vehicle, up to a maximum of +25 at Level 50.

High Speed Combat Maneuvers
Cost: 170 SP
Required Skill Level: 30, 'Combat Dodging,' 'Combat Maneuvers' Advanced Skills
Type: Bonus
Effect: Reduce penalties taken from attacking and moving in the same round at high speed.

Extreme Operation
Cost: 205 SP
Required Skill Level: 40, 'Stunt Operation' Advanced Skill
Type: Bonus
Effect: An elite status that gives an additional +20 to vehicle operation rolls.

Survival

Whip Latch
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Strike a rope against an object and have it secure itself

Nature Survival
Cost: 75 SP
Required Skill Level: 15
Type: Bonus
Effect: The character knows nature well and may be able to fit in well to various terrains, climates etc and can effectively invent things from nature to live well. Provides a bonus of +5/10 levels of Survival, up to a maximum of +25 at Level 50.

Lasso
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Create a rope lasso weapon and wield it properly.

Captain's Intuition
Cost: 30 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Use navigation experience to determine direction/course in an unknown or hostile environment.

Mooring Knot
Cost: 60 SP
Required Skill Level: 20
Type: Enabler
Effect: Create knots capable of docking ships

Natural Instinct
Cost: 235 SP
Required Skill Level: 30
Type: Enabler
Effect: The character is a commando, capable of living months in a given environment.

First Aid

Herb Lore
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Combine plants to create a healing salve

C.P.R.
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Allows you to stabilize and prevent further 'bleeding out' for an unconcious combatant. To do this, roll your first aid skill. The DC for success depends on how deep in the negatives the KO'd character is. DC = (HP in the negatives) / 100

Field Medic
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: A person can move and perform a first aid move at the same time.

Pharmacist
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: Doubles the effect of Potions and Ethers.

Cyber-Doctor
Cost: 30 SP
Required Skill Level: 15, Artisan: Engineering 15
Type: Enabler
Effect: Repair cyborgs and androids

Advanced Pharmacist
Cost: 60 SP
Required Skill Level: 20, 'Pharmacist' Advanced Skill
Type: Bonus
Effect: Triples the effects of Potions and Ethers.

Surgery
Cost: 115 SP
Required Skill Level: 30
Type: Enabler
Effect: Out of combat, the character can remove a number of low- to high-level status effects from an afflicted character. Consult a GM (because we're not making this list) to see if one is valid.

Toxicologist
Cost: 115 SP
Required Skill Level: 30, 'Herb Lore' Advanced Skill
Type: Enabler
Effect: Use a status Curative item (an Echo Screen, Antidote, etc.) to provide immunity to the status/severity levels that the item cures, at a rate of 1 item per exposure.

Medical Physician
Cost: 205 SP
Required Skill Level: 40, 'Pharmacist,' 'Advanced Pharmacist' Advanced Skills
Type: Bonus
Effect: Quadruples the effects of Potions and Ethers.

Medical Doctor
Cost: 320 SP
Required Skill Level: 50, 'Pharmacist,' 'Advanced Pharmacist, 'Medical Physician' Advanced Skills
Type: Bonus
Effect: Quintuples the effects of Potions and Ethers.
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