General & Advanced Skills (NeXT)

General and advanced skills that characters can have or learn.
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General & Advanced Skills (NeXT)

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Post by Tony »

General Skills

Representing a character's aptitude at a myriad of simple and complex talents, "Skills" are purchased using a character's "Skill Points" and form the base of a "check" or a dice roll. Almost every check in the game will utilize a skill of some form, so these are critical for character growth.

While not every task imaginable can be covered under a particular Skill, most will be -- and any that aren't explicitly listed can likely be hashed out with a GM.

With each "General Skill" comes an assortment of "Advanced Skills," which represent specific actions that can be achieved once a particular level of the "General Skill" is reached. Each Advanced Skill must also be purchased with Skill Points, representative of its complexity and the level of a skill at which it can be purchased.

Other skillsets (such as Weapon Proficiencies, Magic, Psionic, and Artisan) are listed in other posts.

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Movement Skills

Athletics
Statistic: Strength/Dexterity
Uses: A measure of the character’s movement talents, including running, climbing, lifting, and other exerting tasks. This is also used to evade melee, ranged, and magic attacks.

Powerlifting
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; may result in status effect or stat injury until treated.
Type: Enabler
Effect: Train the body to sustain incredible weights it’s unaccustomed to for brief amounts of time. This can be used to exert force on objects, as well. Some applications can be holding an automatic door in place, preventing walls from closing in, or “catching” an immense weight.

Hauling
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; may result in status effect or stat injury to either character.
Type: Enabler
Effect: Proper technique allows this character to physically carry another character its own size class or smaller through an Athletics check.

Dodge Leap
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Use an athletic maneuver -- a dash, a skid, a slide, a jump -- to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. A successful check with this Advanced Skill allows the character to fully avoid an attack, while a failed check with this Advanced Skill allows the character to reduce incoming damage by 10%. This can stack with other Brace-enhancing feats, traits, or primary characteristics, up to a maximum of 50%. This maneuver can only be used once a round.

Create Grips
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Bonus
Effect: Use brute strength to create hand/footholds as this character traverses an Athletics check, allowing characters who follow it to roll one step higher to make the check. May not apply to all surfaces.

Wall Running
Cost: 120 SkP
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: Use momentum to defy gravity for a brief time. This allows the character to run across vertical surfaces for a single standard move action.

Dynamic Entry
Cost: 120 SkP
Untrained: Yes; may result in status effect or stat injury until treated.
Skill Level Required: 6
Type: Enabler
Effect: Using physical force, this character can break through different kinds of locks on different types of objects, whether it’s a bolted door, a padlocked gate, or a combination-locked case using its body or other solid implements of destruction using an Athletics check in lieu of Lockpicking. This is not subtle and may destroy some objects outright.

Titan Wrestler
Cost: 160 SkP
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: Allows this character to use combat maneuvers against creatures two size classes larger than them.

Swimming
Statistic: Strength/Dexterity
Uses: Measures the character's ability to navigate through water or other permeable, malleable liquids. Some applications of this skill may also be utilized in zero-g environments. This is the only skill that can be used to evade melee, ranged, and magic attacks while underwater.

Deep Dive
Cost: 30 SkP
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: For each area above the water a character dives into, the character may move half (round down) that many areas straight down into the water when they enter the water.

Aquatic Combat
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Allows character to use Dodge Roll/Leap & block-related advanced skills underwater.

Breaching Leap
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: This character launches themselves out of water (or similar liquid) with enough momentum to land and take a standard action, skipping the “climbing out” action. This can also be used to allow a check to pass an otherwise impassable object in the water (by leaping over it) or as a regular move action.

Swan Dive
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: For each area above the water a character dives into, the character may move that many areas through the water when they enter the water.

Wake
Cost: 160 SkP
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: When this character makes a swim check, those behind them roll their swim check 1 step higher.

Acrobatics
Statistic: Strength/Dexterity
Uses: A measure of the character’s movement ability, involving manipulating its own body rather than exerting force on other objects. This is also used to evade melee, ranged, and magic attacks.

Leaping Strike
Cost: 30 SkP
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: This character can reach and attack enemies that are up to one Area above it. This can also be used to attack Giant-class creatures when normally out of reach.

Tumble
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Bonus
Effect: Halve damage taken from falling, within reason.

Dodge Roll
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Perform a tumbling maneuver to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. An Acrobatics check with this Advanced Skill prevents this character from being the target of that attacker’s next immediate attack. This does not apply in one-on-one combat or against area-of-effect attacks that include the character, and can only apply to the most recent attacker.

Stunt Acrobatics
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: Allows the character to take a standard action while performing an Acrobatics check.

Kip Up
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: Allows a character to recover from the “Off-Guard” status or a similar effect and act in the same action. This does not affect durations of the status effect, but when the character is able to get up, it is able to perform a standard action.

Aerial Attack
Cost: 120 SkP
Skill Level Required: 6
Untrained: Yes; too disoriented to perform any action except flat-foot defense and Brace.
Type: Enabler
Effect: Allows a character without a “Flight”-type trait or feat to fight normally in midair. This does not get them there nor stop them from falling.


Reaction
Statistic: Awareness
Uses: Allows the user to block melee and some ranged attacks with a weapon. This statistic is also used for certain evasion checks and may be called upon in quickly-changing events or for sudden, rapid actions.

Block
Cost: 10 SP
Skill Level Required: 1
Untrained: No
Type: Enabler
Effect: Use a melee weapon to block another melee attack.

Counter Strike
Cost: 15 SP
Skill Level Required: 2, 'Block' Advanced Skill
Untrained: No
Type: Action
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike

Quick-Draw
Cost: 15 SP
Skill Level Required: 2
Untrained: No
Type: Action
Effect: Allows for the change of 1 piece of equipment per round as a free action.

Recovery
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; requires a Luck roll.
Type: Enabler
Effect: Train the body to reactively protect itself from injury, allowing the character to grab the closest ledge/handhold, move its hands to protect its head/chest, or other similar last-ditch efforts to mitigate harm when failing a check.

Redirect Attack
Cost: 90 SkP
Skill Level Required: 5, ‘Block’ Advanced Skill
Untrained: No
Type: Enabler
Effect: Allows a character to block a melee attack and, in lieu of a counterattack, direct the opponent’s attack toward another target within melee range.

Aggressive Block
Cost: 90 SP
Skill Level Required: 5, 'Block' Advanced Skill
Untrained: No
Type: Action
Effect: Allows a person to block with a weapon.. If successful, the attacker must pass a Reaction check or suffer Mild “Off Guard” status plus half of the character’s normal melee damage. The DC to beat is half of the attacker's total roll.

Riposte
Cost: 90 SkP
Skill Level Required: 5, ‘Block’ Advanced Skill
Untrained: No
Type: Enabler
Effect: Allows a character to block an attack and counterattack with a single strike against the assailant’s flat-foot defense roll. This is not compatible with “Combo Counter.”

Combo Counter
Cost: 90 SP
Skill Level Required: 5, 'Block,' 'Counterstrike' Advanced Skills
Untrained: No
Type: Action
Effect: Allows for a successful block to be followed up with 1d2-hit melee attack.

Deflection
Cost: 160 SP
Skill Level Required: 7, 5-slot or less solid weapon, Weapon Proficiency 7
Untrained: No
Type: Action
Effect: Allows a character to use Block advanced skills against ranged weapons. Shotguns, Heavy Weapons, and Launchers cannot be Blocked.

Riposte and Advance
Cost: 160 SkP
Skill Level Required: 7, ‘Riposte’ Advanced Skill
Untrained: No
Type: Enabler
Effect: Allows a character to block an attack and counterattack with a single strike. If successful, this attack deals half of the character’s normal melee damage and forces the target to roll flat-foot defense against any further attacks until its next turn.


Utility Skills

Perception
Statistic: Awareness
Uses: Representing the five (or more) senses in the body, allows the user to perceive the world sharply around them. This can be used to scan an environment (a “spot” check), or to detect objects or entities around them in all directions (as a defense against Stealth checks).

Detect Trap Trigger
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; requires a Luck roll.
Type: Enabler
Effect: With an intimate knowledge of trap mechanisms, this character can recognize them while moving. This allows the character to detect tripwires, infrared beam mechanisms, false steps, pressure plates, runes, and other kinds of trap markers. This is an active skill, and a check is rolled when it’s declared; that result is kept until the character reaches the next point of interest, and as the character moves, that result is used to detect traps within the Area around it.

Tracking Sense
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Train up the senses to perceive and isolate specific scents, prints, or sensations at nearly a moment’s notice, allowing that character to pursue it within a small area.

Tremor Sense
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: Feel and isolate subtle changes in the air or ground, allowing detection of changes in the character’s immediate environment. This can be used to detect breathing, footsteps, or other similar, subtle movements, but requires intense focus (a standard action) without interruption.

Phase Sight
Cost: 120 SkP
Skill Level Required: 6
Untrained: No
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.

Danger Sense
Cost: 160 SkP
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: Train up the senses to warn the body when it’s in imminent danger, allowing a character to get a tingle down the back of their neck when they’re threatened. When under Sneak Attack, allows a character to Brace instead of getting forced into a flat-foot roll.

Cloaking Sight
Cost: 200 SkP
Skill Level Required: 8
Untrained: No
Type: Enabler
Effect: Enhance ability to see cloaked items by noticing the bending of light.


Stealth
Statistic: Dexterity
Uses: With trained movements and an understanding of typical sentient and automated behavior, allows the user to move throughout and interact with an environment while remaining undetected. A character can use this general skill to hide, creep, and perform many actions without alerting other entities around it to its presence. It is assumed a character with this skill knows how to effectively remain concealed, so many of the Advanced Skills rely on forcing other characters to expend more energy or time seeking them rather than simply spotting them. Checks using these skills can be countered with Perception checks anytime an entity is within visual, audial, or olfactory range of a character; however, some Advanced Skills force a target entity to use the Search skill, which is limited and focused on a single Area, involving a much more involved inspection of the area the character is operating in. Note that most Advanced Skills do not stop an entity from using Perception to detect a character while it is in motion.

Conceal Self
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
Type: Enabler
Effect: Allows a character to use the environment to shield itself from other creatures’ or objects’ perception. A character may make a Stealth check using this Advanced Skill to hide itself specifically with objects that provide the “Concealment” status effect, forcing entities that are aware of its presence within that Area to use a Search check to detect it. An overt act using this skill will automatically reveal the character’s location. Moving from within the “Concealment” effect removes the concealed effect and allows the character to be detected with Perception checks until it finds another hiding place. If a character is discovered while under the effect of “Conceal Self,” that character must leave the Area and break the entity’s detection before “Conceal Self” can be used again. Not every object in an environment can provide a proper “Concealment” status effect, and so will not be effective in forcing the use of a Search check.

Move Silently
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
Type: Enabler
Effect: Allows a character to move at half-speed with a low sound report. This does not obscure a character visually while it’s on the move, but if there is nothing facing that character, it does not trigger Perception checks on its passing. This does not stop other forms of detection.

Shadowing
Cost: 60 SkP
Skill Level Required: 4
Untrained: Yes; losing sight of the target allows it to go undetected.
Type: Enabler
Effect: Allows this character to follow a target entity as it moves without detection. A successful Stealth check using this Advanced Skill allows the character to keep track of a target within a reasonable distance without giving themselves away, moving through either crowds or an environment, even if line-of-sight is broken temporarily. Other entities may detect the character or force them to make other checks to avoid alerting the target entity.

Lost in the Crowd
Cost: 90 SkP
Skill Level Required: 5
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
Type: Enabler
Effect: Allows a character to blend in with a crowd of other entities within an Area. With a successful Stealth check using this Advanced Skill, the other entities behave as if the character belongs there, whereas a failure will make the entities turn on and point out the character’s intrusion.

Camouflage
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: Allows the character to change its outer appearance to match its surroundings. Preparing it takes time (out-of-combat) and some resources in reach -- foliage, rubble, face-paint, make-up, etc. -- but when a character is Camouflaged and stationary, even an entity that enters the target’s Area and is looking right at it does not automatically perceive it is there, and a Perception check is not triggered when the entity enters, passes through, or leaves the character’s Area. It is only possible to find the character with a dedicated Search check in the Area with knowledge that something is hidden there (some other kind of external detection, such as another entity informing it, radar, or other means of nonvisual detection). When the character moves, the Camouflage effect falls until the character stops moving again. If the character leaves the surroundings it is Camouflaged in, the effect is lost.

Momentary Distraction
Cost: 120 SkP
Skill Level Required: 6
Untrained: Yes; requires a Luck roll to determine if target is affected/distracted.
Type: Enabler
Effect: When detected, allows this character to force a target entity’s attention away with a Standard Action to break its line of sight or detection, allowing the character to make another Stealth check to conceal themselves from the target entity. This can be as simple as the old-fashioned “What’s that?!” or a more elaborate method, such as a bright flash or light or sound, but this Advanced Skill makes the distraction so effective it forces a target to look away. Note this may still not work against all entities, but it is effective at giving at least a single action’s time of distraction both in- and out of combat..

Hideout
Cost: 160 SkP
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: Using a Stealth check outside of combat, this character can designate a single Area as its “hideout,” a “safe house,” or a “stakeout location,” allowing it to conceal that space from outside detection, even if the character moves around inside that Area. Only a Search check utilizing specific Advanced Skills (GM’s discretion) can discern a Hideout, checked against the character’s original Stealth check to establish it. The Hideout can last as long as the character remains inside of it; once the character disturbs the Hideout, it must be re-established (this can be seen as the possibility of someone noticing the character entering/exiting/re-concealing the Hideout). With each overt action taken inside the Hideout, such as an attack, makes it easier to discover the Hideout-- first, removing the requirement for an Advanced Skill, but requiring a Search check; then, allowing a simple Perception check against the Stealth check to discover it; then, on the third overt action, the Hideout is revealed. A Hideout will not stand up to ongoing combat or wide-spread destructive activity within the Areas around it (collateral damage will reveal or destroy it).


Subterfuge
Statistic: Dexterity
Uses: With training in typical behavior patterns, perceptions and general rogue-ery, uses the art of deception to trick other entities into either believing or not believing what they perceive in front of or around them. This can be used to perform sleight of hand tricks, as well as “deceive” inanimate objects into believing the user has legitimate access to it.

Steal
Cost: 10 SkP
Skill Level Required: 1
Untrained: Yes; can steal, but it’s automatically detected.
Type: Action
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.

Disarm Trap
Cost: 15 SkP
Skill Level Required: 2
Untrained: Yes; a Luck roll is required to see if the trap is triggered.
Type: Enabler
Effect: With knowledge of inner trap workings of various types, this character can roll a Subterfuge check to disable the mechanisms involved in activating the trap. This can neutralize many types of traps; failure does not necessarily trigger the trap. Some traps may require multiple checks and extended time to disarm them safely.

Sleight of Hand
Cost: 15 SkP
Skill Level Required: 2
Untrained: No
Type: Enabler
Effect: Can do balancing and dealing cards in ways as well as magic card tricks. This can also be used for concealing small items.

Lock Picking
Cost: 30 SkP
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: Allows this character to utilize different tools to bypass different types of locks. After making a check using Sleight of Hand, this can take one or multiple Standard Actions depending on the complications of the lock. It is assumed the character has the necessary tools on them, regardless of sophistication, unless specified otherwise. Some locks may require multiple checks. If the process is interrupted or the character’s focus is broken, they must check and start again.

Mug
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Attack a person with a single strike, as well as steal their item. This strike must be melee.

Conceal Weapon
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Helps conceal items on a person slightly larger than possible, up to a 3 slot item, including weapons.

Misdirection
Cost: 60 SkP
Skill Level Required: 4
Untrained: Yes; a Luck roll is required.
Type: Enabler
Effect: Using some form of distraction, whether it’s subtle or overt, can roll a check against a target’s Perception to prevent it from noticing another event nearby. This can be distracting a single guard, a crowd, or a device of some kind. A blatant event, such as a loud noise, can break the effect of Misdirection, regardless of its success. This can be declared as a Standard Action both in and out of combat.

Ransack
Cost: 120 SkP
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: Allows one to steal an item as well as perform a combo attack as high as the relevant weapon skill will allow.

Feint
Cost: 160 SkP
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: Allows this character to distract a target entity long enough to catch it off-guard with an attack. A Subterfuge check is made against the target entity’s Perception, and upon success, the character may choose to make a “surprise attack” against the target entity’s flat-footed defense.


Computer Use
Statistic: Spirit
Uses: With an understanding of interactive media in some form, allows this character to interact with and manipulate digital, virtual, simulated, or electronic hardware, or their analogues. The character doesn’t necessarily need to know *how* it works, only that it does. A character has the ability to “hack” different types of machines with the general skill alone, though Advanced Skills delineate particular techniques that can be used across a variety of systems.

Breach Security
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; an attempt is automatically detected by the system.
Type: Enabler
Effect: Using either manual input or software assistance, “break into” a computer system to access files and perform other actions on it. This is only necessary on a secured system. After a check is made, it may require multiple Standard Actions to complete the breach. If a character is interrupted or the process is stopped, another check must be made and the process starts again.

Improve Access
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Complete a Computer Use check dedicated to improving the character’s access to the computer system. This can change how the system views the character’s intrusion and change its behavior, such as reducing security measures or allowing them easier use going forward.

Backtrail
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: Depending on the result of a Computer Use check, determine the last user(s) of a computer system, their behavior, their access level, and other details of how the system has been previously utilized. The better the result, the more information is presented.

Reprogram
Cost: 120 SkP
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: Using software, manipulate the inner workings of a computer machine to make it behave differently to other users. This can change the software to take on neutral, hostile, or friendly behavior, or alter more specific portions of the system’s behavior. The scope and nature of the change will determine difficulty checks.

Cover Tracks
Cost: 120 SkP
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: Using software or manual techniques, the character conceals their actions on a computer system from others’ detection, including both current and future users. This acts as a “defense” check against Backtrailing or other similar activities. This does not prohibit an entity from taking action against the character if they are already detected.

Degrade Programming
Cost: 160 SkP
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: By utilizing harmful software or malicious techniques, damage a computer system to render it unusable until it is repaired. This may result in data loss.


Gather Info
Statistic: Awareness/Spirit
Uses: Using intuitive interaction with an area, a group of entities, or certain fonts of knowledge, allows this character to learn and remember details about particular subjects. This allows a character to watch, listen, and absorb information, data, and notes about a subject, as well as research them with different methods. A character with this general skill but no advanced skills will be limited in their abilities to gather effective information; sources will not answer questions, subject matter will elude them in reference materials, and they will not overhear useful, actionable intelligence.

Intelligence Web Search
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; sources’ DCs to reveal information are substantially higher due to lack of trust.
Type: Enabler
Effect: Use “inside sources” in a particular group or organization to learn about a particular subject. This information may be skewed or incomplete due to the group or organization’s knowledge or standing of the subject matter. This skill is enhanced when a character has traits improving its Ties to the entity, but it is not required.

Observe & Report
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; results are based on a Luck roll and entities will become aware of the character inquiring about the subject matter.
Type: Enabler
Effect: This character’s trained in reading the ambiance and environment of an area, whether it’s eavesdropping, people-watching, or holding small talk with people within a particular area. A check using this Advanced Skill allows the character to inquire or learn about a particular subject in such a way that it doesn’t draw attention to them; however, depending on the engaged group or the location, results will vary.

Local Sources
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; results are based on a Luck roll.
Type: Enabler
Effect: This character’s learned how to peruse an area’s media to learn about a particular subject. This can include anything from town criers to social media to visual broadcasts, as well as less reputable sources of information, with no interpersonal interaction. A check with this Advanced Skill can yield both public knowledge and speculation, the accuracy of which can be determined with the result. The effect of this skill will vary depending on how free information flows in a particular area.

Procedural Research
Cost: 60 SkP
Skill Level Required: 4
Untrained: Yes; results are based on a Luck roll.
Type: Enabler
Effect: Using a source of reference material (a library, an archive, etc.), dutifully research a subject in a neutral and objective fashion. Since these reference materials are usually dated, they can provide context about a particular subject, but may not yield results that are current. A check with this Advanced Skill can yield fact-based information about a particular subject, which may not reflect certain viewpoints or timely changes.

Interrogation
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: Allows a character to deeply question a single target about a particular subject. Instead of the “Gather Information” skill, this check is made with “Speechcraft,” but still functions as an unopposed Gather Information check. The result can yield a target’s personal, intimate knowledge and insight of the subject, but beware: some targets have been trained to resist these techniques with a Speechcraft check, providing either false or little information if the target’s check is higher than the character’s..

Torture
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Prerequisite:
Type: Enabler
Effect: Trains a character in the specific use of force or pain to stimulate a response from an unwilling target. Instead of the “Gather Information” skill, this check is made with an attack roll, whether Weapon Proficiency, Magic, or Psionic-related. The result can yield a target’s personal, intimate knowledge of insight of the subject, but beware: some targets have been trained to resist these techniques with a Speechcraft check, providing either false or little information if the target’s check is higher than the character’s. It is assumed the character is well-versed enough in the subject to not kill or incapacitate (unless intentionally) the target when making this check.


Speechcraft
Statistic: Spirit
Uses: By appealing to an entity’s ethos, pathos, or logos, use convincing arguments, weave tales, or exert force of will to encourage it to follow the character’s wishes. Allows a character to negotiate, threaten, outsmart, or simply out-talk another. Characters may use this general skill to achieve its goals in diplomacy, intimidation, or warding off such charm or threat, while Advanced Skills offer clarity and delineate specific maneuvers that can be used against targets.

Sense Motive
Cost: 30 SkP
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: Attempt to see the underlying reasoning in the subject’s mind. This allows a character to use Speechcraft to resist other Speechcraft checks against them.

Shift Attitude
Cost: 30 SkP
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: Use convincing arguments to change a target audience’s perception of the character and their party, for at least a short time. Consider perceptions to be “Hostile,” “Unfriendly, “Neutral,” “Friendly,” “Fanatic.” A successful Speechcraft check with this Advanced Skill will change the target audience’s view of the character and their party one “step” in the direction it desires (positive or negative), whereas a failure will move it one “step” in the opposite direction.

Quick Wits
Cost: 60 SkP
Skill Level Required: 4
Untrained: Yes; the target becomes hostile.
Type: Enabler
Effect: When interacting with a target entity after failing a covert, hostile, or suspicious action, this character can make a Speechcraft check to convince the target entity to remain unsuspicious about the failed action. A failure may turn the target hostile. This may not be applicable on all targets.

Silver Tongue
Cost: 90 SkP
Skill Level Required: 5
Untrained: Yes; the target becomes hostile.
Type: Enabler
Effect: Use convincing arguments or coercion to convince a target entity to behave the way the character wants, even if it goes against its direct nature. This may not work on all requests (based on emotional or intellectual traits related to said request), but can be used to issue specific or vague directions to a target in a way that makes the behavior appealing to the target (or to its benefit). May not work on all targets.

Terrorize
Cost: 90 SkP
Skill Level Required: 5
Untrained: Yes; the target becomes hostile.
Type: Enabler
Effect: Using some display or suggestion of harm without inflicting it, this character can frighten a target audience into behaving the way the character wants, even if it goes against its direct nature. This may not work on all requests (based on emotional or intellectual traits related to said request), but can be used to issue specific or vague directions to a target. Using this Advanced Skill allows the character to substitute a Weapon Proficiency, a Magic skill, or a Psionic skill in lieu of Speechcraft to make this check. May not work on all targets.

Bald-Faced Lies
Cost: 120 SkP
Skill Level Required: 6
Untrained: Yes; a Knowledge check is enough to dismiss the argument, and target becomes hostile.
Type: Enabler
Effect: Rehearsal and immersion in falsehoods gives this character the ability to convince even a knowledgeable target of blatant falsehoods. A successful Speechcraft check with this Advanced Skill can convince targets to either outright believe the falsehood or, at the very least, doubt its own understanding of the subject matter.

Devil’s Advocate
Cost: 120 SkP
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: Use convincing arguments to change a target audience’s perceptions of a third party, for at least a short time. Consider perceptions to be “Hostile,” “Unfriendly, “Neutral,” “Friendly,” “Fanatic.” A successful Speechcraft check with this Advanced Skill will change the target audience’s view of the selected third party one “step” in the direction it desires (positive or negative), whereas a failure will move it one “step” in the opposite direction.

Seasoned Skeptic
Cost: 160 SkP
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: With a discerning eye and ear for falsehoods or attempts to appeal to them, this character is more difficult to lie to. A character with this Advanced Skill makes entities that try to use a “Speechcraft” check against it roll one step lower than normal unless that target entity possesses evidence of its claims.


Search
Statistic: Awareness
Uses: Using a mix of logical deduction, educated guesses, and a keen, thorough disposition, this character can scan and scrounge through a particular area for a target subject. This can be studying a piece of the environment, scouring through objects, or meticulously perusing a particular subject for differences or changes. The Search skill can be used to locate objects within the environment, but without particular Advanced Skills -- even if the character performs the action described by the skill -- it will not yield the sought target even if the character is made aware it is there, whether by circumstance, timing, or chance.

Scrutinize
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; results are based on a Luck roll.
Type: Enabler
Effect: Deeply examine every aspect of a single Area. This involves opening storage areas, pulling apart objects that can easily be dismantled, and scouring objects for a particular subject. A check with this Advanced Skill can yield other objects than what is sought.

Locate Hidden Compartment
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; results are based on a Luck roll.
Type: Enabler
Effect: Search an object (a piece of furniture, a single wall) for hidden compartments. This can be a scrutinizing look, tapping for hollowness, or similar techniques, and does not disturb the object more than that. If a hidden compartment is located, this skill does not activate or open it, simply reveals it to the character’s perception.

Recognize DIsturbance
Cost: 60 SkP
Skill Level Required: 4
Untrained: Yes; requires a check against the target’s Stealth skill.
Type: Enabler
Effect: The character knows their surroundings well enough to recognize when something has been changed in it, allowing them to recognize differences or out-of-place items. This can include noticing footprints, disturbed particulates, or moved objects. A check with this Advanced Skill can put this character on the track of a subject utilizing the Stealth skill.

Locate Trap Mechanism
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: By searching an area without striking a trap trigger, this character can locate and isolate the components of a trap. This allows the character to identify it, its operation, its trigger(s), and ways to disable it. This does not disarm a trap.

Sustained Search
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: Allows this character to look for a particular object or type of object while moving. When declared, this character makes a Search check, and that result is carried through multiple movement actions until the character reaches a point of interest. This does not include the character stopping to examine things or disturb their environment -- using another Advanced Skill will require the character to roll another check.

Destructive Search
Cost: 120 SkP
Skill Level Required: 6
Untrained: Yes; results are based on a Luck roll.
Type: Enabler
Effect: Disassemble a particular object to reveal what’s inside. This can range from destroying a desk to find all its contents to disassembling a vehicle to reveal hidden compartments or objects. Destructive Search cannot be used on Areas (such as a room) without meticulously declaring it for each object in the Area.


Linguistics / Decryption
Statistic: Spirit
Uses: Using intellectual, logical, mathematical, or other forms of analysis, this character can effectively communicate with other entities that do not speak the character’s known languages or expressions; this skill also allows the character to decrypt codes, ciphers, or other forms of hidden languages in many forms of media (hidden within images, numbers, secret messages, etc.). Some codes may require time and multiple checks to break, while others may require Advanced Skills.

Root Language
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: By using familiar portions of known languages, this character can gain a crude understanding of similar languages. The result of a check will determine the effectiveness.

Decipher Language
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: This represents an advanced knowledge of communication and language, allowing a person to decipher the use of certain words in completely alien tongues.

Rhythmic Encryption
Cost: 120 SkP
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: This character can pick out rhythmic patterns in a language or code, using that to ascertain meaning. This allows a character to substitute an Artisan: Performance check for a Linguistics/Decryption check.

Create Language
Cost: 160 SkP
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: Allows a character to create their own spoken and written language. It will have a basis in other languages they know, and the higher the check to create the language or code, the more difficult it is to identify and discern.

Polyglot
Cost: 200 SkP
Skill Level Required: 8
Untrained: No
Type: Enabler
Effect: This character can use a multitude of portions of different languages to understand and decrypt others, allowing them to communicate with most speakers of conventional, even if alien, languages.


Concentration
Statistic: Spirit
Uses: Using mental acuity, focus, meditation techniques, and sheer willpower, allows the character to affect the spiritual energy of the world around them without magic training. This acts as a substitute for a Magic Skill, allowing non-magically fluent characters to defend themselves and others against its effects through semi-conventional means. Note it is within Dimensional War canon that beings of exceptional willpower can perform these feats, of which a player character is within their rights to claim.

Spiritual Ward
Cost: 15 Skp
Skill Level Required: 2
Untrained: No
Type: Enabler
Effect: Allows for the user to defend against magical and psionic attacks directed against it. Using Concentration as the base skill, add Spirit bonus and any other skill or magic defense roll bonuses. This is not affected by bonuses that enhance a user’s casting skill.

Counterspell (Magic) / Feedback (Psionic)
Cost: 30 Skp
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: When declared, on a successful Ward, the user may immediately counterattack with a single, non-elemental burst of energy at the caster equal to a spell of the user’s Concentration level (i.e. at Level 2 Concentration, will deal spirit-based damage equivalent to a Level 2 general magic spell or telekinetic attack). This cannot be used in conjunction with an Elemental Ward, a Status Ward, or a Warding Field.

Warding Field
Cost: 60 Skp
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: As a standard action, may erect an anti-magic shield around the user and one other target, acting as “Spiritual Ward.” This effect only lasts until the user’s next turn. This cannot be used in conjunction with an Elemental Ward, a Status Ward, or Counterspell/Feedback.

Elemental Warding
Cost: 90 Skp
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: When using Spiritual Ward against an elemental effect but the defense fails, reduces damage from that attack by (-25 per skill level). This has no effect on non-elemental spells. This cannot be used in conjunction with a Status Ward, a Warding Field, or Counterspell/Feedback.

Status Warding
Cost: 90 Skp
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: When using “Spiritual Ward” against a magical/psionic attack that inflicts a status effect but the defense fails, user has an additional (2% per skill level) chance of fighting off the status effect. This cannot be used in conjunction with an Elemental Ward or a Warding Field. This resistance can stack with other types of status effect resistance (statistic bonuses, feats, equipment, etc.).

Improved Elemental Warding
Cost: 160 Skp
Skill Level Required: 7
Untrained: No
Type: Bonus
Effect: Improves the effect of Elemental Warding to (-50 per skill level).

Widen Warding Field
Cost: 160 Skp
Skill Level Required: 7
Untrained: No
Type: Bonus
Effect: When using “Warding Field,” user may select a second target to defend (user and two targets).

Archon Ward
Cost: 200 Skp
Skill Level Required: 8
Untrained: No
Type: Enabler
Effect: Allows a user to combine an Elemental Ward OR a Status Ward with a Warding Field.


Monster Training
Statistic: Spirit
Used: Training and improving the stats of captured monsters. Also used in capturing monsters. This skill is also used for dealing with animals in general outside of training situations.

Trainer's Intuition
Cost: 10 Skp
Required Skill Level: 1
Untrained: No
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 Skp
Required Skill Level: 2
Untrained: No
Type: Action
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 successful(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 dominant 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 Skp
Required Skill Level: 3
Untrained: No
Type: Action
Effect: Use radiation therapy and other sources to create a desired mutation
Description: Using special items a monster trainer will be able to give their creation special abilities, elemental traits, or new beast traits and features.

Calm Monster
Cost: 70 Skp
Required Skill Level: 4
Untrained: No
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 Skp
Required Skill Level 5
Untrained: No
Type: Action
Effect: Train a monster using various techniques to raise their attacks and skills.
Description: 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)


Disguise
Statistic: Awareness/Spirit
Uses: Using study, performance, and preparation, allows the character to conceal their identity. This can be applying makeup, wearing specific or different clothes, adding prosthetics to the face or body, or other methods of altering the body’s appearance; it can also refer to acting techniques, presentation, or behavior that prevents a subject from recognizing the true nature, appearance, or identity of the user. The general skill allows a character to create disguises without Advanced Skills; however, their success will be hampered, as the disguise won’t last, falters in some way, or is too low quality -- regardless of roll -- to effectively conceal the user’s identity.

Throw Voice
Cost: 10 Skp
Skill Level Required: 1
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Disguise check.
Type: Action
Effect: The character can throw their voice, useful for limited disguises or drawing attention away.

Ventriloquism
Cost: 30 Skp
Skill Level Required: 3
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Disguise check.
Type: Action
Effect: The character can disguise their voice as someone else's.

Quick Change
Cost: 30 Skp
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: By donning objects and materials within the Area, or removing certain articles from their own person, this character can create a disguise with only a single Standard Action outside of combat. It generally will not stand up to scrutiny beyond a passing glance, but allows the character to utilize a Stealth check to remain undetected if in a crowd.

Match Uniform
Cost: 60 Skp
Skill Level Required: 4
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Disguise check.
Type: Enabler
Effect: Allows this character to create a disguise resembling a target organization’s standard garb, whether it’s a doctor, a soldier, or a businessman. A Disguise check will yield the result, which can then be used against both Perception and Search checks to discern its quality.

Like Them, Like Me
Cost: 60 Skp
Skill Level Required: 4
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Disguise check.
Type: Enabler
Effect: This character can utilize a Disguise check to replicate behavior signature to a particular group, such as a handsign, a handshake, a bow, a formal greeting or farewell, an accent, or other indicators of membership of that group. The Disguise check is made against a target’s Perception when it is first performed, and that result is used when it is performed again until the character leaves the area in which it’s been performed (i.e. a facility, not just a single room).

Foolproof Assembly
Cost: 120 Skp
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: Allows this character to create an exact duplicate of a single target’s appearance, not just one matching the style or function -- it is down to the detail, a perfect replica. This can include make-up, prosthetics, rehearsals, and improvisation. This character only needs to use the Disguise check result against the target’s closest interactions and their Search checks, not Perception alone. This check cannot be made in the field.

Double Incognito
Cost: 120 Skp
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: This character can don two disguises simultaneously, with a Disguise check to make each ahead of time, then change between them with a Standard Action out of combat. Each Disguise retains its original roll result to be used against other characters’ Perception or Search checks. Disguises created with “Foolproof Assembly” or “Match Uniform” cannot be used with Double Incognito due to how thorough those particular disguises are.


Field Training Skills


Vehicle Operation - (Type)
Statistic: Awareness/Dexterity
Uses: Allows the user to operate and maintain machinery or creatures which have the primary function of transporting entities across distances. When a character takes this skill, they must specify a chassis group for which the skill applies. A character can operate a vehicle within that group with the general skill alone, as it is enough to drive, fly, or navigate with regular training; Advanced Skills provide combat and maneuver options for operation across any of the available chassis types.
Light Ground (cars, motorcycles, etc.)
Heavy Ground (tanks, APCs, etc.)
Light Water/Underwater (jetskis, speedboats, etc.)
Heavy Water/Underwater (patrol boats, cruisers, etc.)
Light Aircraft/Spacecraft (planes, helicopters, fighters, bombers, etc.)
Heavy Aircraft/Spacecraft (airships, frigates, capital ships, etc.)
Light Mecha (powered armor, small mechanical units, etc.)
Heavy Mecha ("super robots", etc.)


Assault Driving
Cost: 30 Skp
Skill Level Required: 3
Untrained: Yes; each attack deals 1 AP of damage to the occupied vehicle.
Type: Enabler
Effect: Allows this character to use its vehicle chassis as a weapon without the “Ram” weapon mounted to it. When used as a Standard Action, a successful check against an opponent’s Vehicle Operation will deal (1 per two skill levels) AP damage without damaging the character’s vehicle. In lieu of dealing damage, this skill can also force a target to move in the direction it’s pushed, but not both. If the vehicle has a “Ram”-type weapon equipped, its damage is raised by 1 AP.

Hot Wiring
Cost: 60 Skp
Skill Level Required: 4
Untrained: Yes; a failure renders the vehicle inoperable (unable to start).
Type: Enabler
Effect: With an understanding of the inner workings of most vehicle chasses, this character can make a check to force-start a vehicle without the key or authentication.

Power Drift
Cost: 90 Skp
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: By using forward or reverse momentum, this character can divert its vehicle into a supercharged “slide” that can eradicate barriers or obstacles in its path. When this Advanced Skill is used with a Vehicle Operations check, the character is assumed to pass the check, but if it fails to meet the DC, the vehicle suffers AP damage (GM discretion based on the obstacle) and the obstacle is removed, allowing following vehicles to avoid needing the check.

Tactical Stop
Cost: 90 Skp
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: This character can use its vehicle as a barrier to force another target to stop moving. Upon a successful check with this Advanced Skill, the character’s vehicle suffers no damage in the collision and the target is brought to a complete stop. This can force certain aircraft to begin falling, but a successful Vehicle Operation check afterward can allow the target and character to come out of the stall.

Vehicular Vaulting
Cost: 120 Skp
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: Allows a character to take a ground-based vehicle for a “jump” off a sufficiently high piece of terrain or architecture to utilize “Assault Driving” against a low-flying airborne vehicle.

Look Out Below
Cost: 120 Skp
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: Allows a character to utilize “Assault Driving” with an air- or spaceborne vehicle against ground-based (or similar in space) targets (i.e. engine wash, rotor blades, or ramming).

Collision Course
Cost: 160 Skp
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: Allows this character to set a vehicle on a collision trajectory with a target entity or object, then exit the vehicle safely before impact. This Advanced Skill can be used in conjunction with “Vehicular Vaulting” or “Look Out Below.” With a successful Vehicle Operations check, this maneuver deals AP damage equal to the vehicle’s max AP and renders the vehicle inoperable, at the least, with 0 AP. If it can be salvaged, it can be repaired using Artisan: Engineering. If the check fails, the vehicle can either miss the target entity safely or crash, dealing half its Max AP as damage to the vehicle, potentially rendering it inoperable.


Survival
Statistic: Health
Uses: A general skill that provides bonuses and effects to living and working in adverse conditions and environments. A character may perform these actions without the Advanced Skills, but they will not find the same success a dedicated character will -- the food will be low-quality, the water dirty, and the shelter unstable and potentially dangerous; the character will be lost, unable to navigate, and is at a higher chance to suffer adverse effects from the environment if exposed to it for too long.

Rope Skills
Cost: 30 Skp
Skill Level Required: 3
Untrained: Yes; a Luck check determines how well the rope holds.
Type: Enabler
Effect: After some practice and tutelage, a length of cabling or rope can be used for a myriad of skills, allowing Survival checks to perform acts such as lassoing animate and inanimate objects, rappelling, show tricks, tying, binding, and looping.

Tracking
Cost: 60 Skp
Skill Level Required: 4
Untrained: Yes; using more difficult Perception and Gather Information checks, and only if there is no attempt at concealment.
Type: Enabler
Effect: With training in many different environments, this character can follow specific signs leading to a particular target. This can be as simple as finding footpaths in the wild or reading street signs in a city, or as complex as following scuff marks on a metal floor or disturbed foliage in a target’s wake. A check with this Advanced Skill can be opposed with the Stealth skill.

Captain's Intuition
Cost: 60 Skp
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Use navigation experience to determine direction/course in an unknown or hostile environment. A check with this Advanced Skill can reveal polar orientation when the sky is visible, even on unknown or alien planets (within reason), with high enough results yielding pathways toward a specific destination, so long as that destination’s location is known relative to other parts of the landscape -- for instance, on a map or with enough description -- even if the character’s absolute location is unknown.

Nature Survival
Cost: 90 Skp
Skill Level Required: 5
Untrained: Yes; may result in status effect or stat injury until treated.
Type: Enabler
Effect: Using training in diverse terrain in rough conditions, this character is able to forage for safe food, clean water, and shelter in nearly any unpopulated environment. A check using the Survival skill will yield these essentials, and a high enough check may yield more optimal results. In addition, this character can check to protect themselves and their companions against inclement weather. This can also be used in navigating subterranean areas and pre-modern ruins.

Urban Survival
Cost: 90 Skp
Skill Level Required: 5
Untrained: Yes; may result in status effect or stat injury until treated.
Type: Enabler
Effect: With acquired knowledge and expertise in civil engineering and design, uses training in survival techniques to find safe food, clean water, and shelter in populated areas. A check using the Survival skill will yield these essentials, and a high enough check may yield more optimal results. In addition, this skill can also be used to represent “street smarts,” navigating through urban sprawl and unknown environments This can also be used to find resources and navigate in modern and post-modern, unpopulated cityscapes.

Dynamic Adaptation
Cost: 120 Skp
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: WIth knowledge of different types of environments, this character can more easily and quickly adapt to their surroundings. While in an area with environmental penalties, this character can make a Survival check each day to reduce the effects of the penalties at GM discretion. Once the character leaves that area, the effect is lost, even if the character returns to that area, and the process must start again.

Geo-Adaptability
Cost: 120 Skp
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: With harsh training in a myriad of unforgiving terrains and environments, this character’s rugged nature allows them to withstand punishing challenges in the landscape. This character can make a Survival check against an obstacle that may require other checks (Athletics, Acrobatics, etc.) to cross it, or make a check against a higher DC to make it passable for themselves or other characters (create a bridge, a flotation device, etc.)


First Aid
Statistic: Health/Spirit
Uses: Using rudimentary or specialized medical training and biology, restore function to entities that have suffered physical trauma or harm. This skill allows for conventional treatment of wounds and other negative effects, while also providing an avenue to improve other unconventional means of healing.

Field Medic
Cost: 15 Skp
Skill Level Required: 2
Untrained: No
Type: Enabler
Effect: Using standard medical supplies and techniques, this character can restore a target’s Hit Points equal to (Spirit * Skill Level) with a Standard Action. This can be used in and out of combat. The mental focus this requires expends MP according to the skill level used, and does not have to be used at the user’s max level. (1 - 10 MP; 2 - 40 MP; 3 - 90 MP; 4 - 160 MP; 5 - 250 MP; 6 - 360 MP; 7 - 490 MP; 8 - 640 MP; 9 - 810 MP; 10 - 1000 MP)

C.P.R.
Cost: 30 Skp
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: Using standard medical supplies and techniques, this character is able to bring a character back to 1 HP when it is suffering the “Death” status effect with a Standard Action. This can be used in and out of combat. The mental focus this requires expends 90 MP.

Pharmacist
Cost: 60 Skp
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: Doubles the effect of Potions and Ethers. This does not affect percentage-based healing items.

Cyber-Doctor
Cost: 60 Skp
Skill Level Required: 4
Untrained: No
Type: Enabler
Effect: With study of artificial enhancements and prosthetics, this character can modify a biological entity with synthetic parts, such as performing surgeries to add or modify implants. This enables the character to add Mechanical Augmentations to other characters out of the field, or perform repairs on malfunctioning implants in or out of the field.

Surgery
Cost: 90 Skp
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: Out of combat, the character can remove a number of low- to high-level status effects from an afflicted character.

Ward Treatment
Cost: 120 SkP
Skill Level Required: 6
Untrained: No
Type: Enabler
Effect: Out of the field, allows this character to reduce the treatment/recovery time for a character that’s been removed from missions due to serious injury. When a character is seriously injured, a character with “Ward Treatment” can make First Aid checks against a DC assigned by a GM, and if it is met, the injured character’s treatment time is reduced depending on the gravity of the injury.

Advanced Pharmacist
Cost: 160 Skp
Skill Level Required: 7
Untrained: No
Type: Enabler
Effect: Triples the effects of Potions and Ethers. Does not stack with Pharmacist. This does not affect percentage-based healing items.

Medical Physician
Cost: 350 Skp
Skill Level Required: 9
Untrained: No
Type: Enabler
Effect: Quadruples the effects of Potions and Ethers. Does not stack with Pharmacist/Advanced Pharmacist. This does not affect percentage-based healing items.
Last edited by Tony on April 28th, 2023, 5:22 pm, edited 1 time in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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