|Skill||Associated Attribute||Specializations||Expanded Specializations (GM Approval)|
|Acrobatics||Agility||Balance, falling, Cross a narrow surface, avoid an AOO||Terrain, Tumbling|
|Sneak||Agility||Undetected Sneaking, Detected Sneaking, Regaining Stealth, Sniping||terrain, camoulflage, ambush, hide in plain sight|
|Legerdemaine||Agility||Pick Pocket, Hiding Items On Your Person/Smuggling, Escape Artist, Sleight Of Hand, Squeezing|
|Athletics||Strength||Swimming, Climbing, Jumping, Distance Running, Flying , Sprint||Specific Terrain,|
|Knowledge||Intelligence||craft skills (chemical. Electronic. Structutral, pharmaceuticals, visual arts.writing, mechanical) decipher script, Forgery, Supernatural, arcane, divine, geography, culture, Geography, technology, alchemy, chemistry, steam, computer systems, basket weaving, forgery, automotive repair, machinery, Steam tech, electrical, air conditioning, nobility, politics, terrain, Ad Copy, military, Nobility, Peasantry, Spellcraft, repair, research|
|Security||Intelligence||Traps & Mines, Lockpicking,||Security Systems, Hacking, mechanical, magical, technological, demolitions, Hot Wire|
|Medic||Intelligence||Restoring Hit Points, Healing Short Status Affects, Healing Long Status Affects/Surgery||specific race, specific curative or spell, nonhumanoid healing|
|Persuasion||Charisma||Agree, Avoid Conflicts, Performance, Negotiation, Allure||Specific Race, Specific Group|
|Bluff||Charisma||Lying, Disguise, Feinting, Performance||Specific Race, Specific Group, Talking oneself out of punishment, Manipulating|
|Intimidate||Charisma||Give Information/Interrogation, Scare, Restrict Action, Taunt||Specific Race, Specific Group|
|Discernment||Charisma||Detect Lies, Resist Intimidate, Appraise, Read Individual||Specific Race, Specific Group|
|Contacts||Charisma||Control Rumors, Gain Access, Gather Information, Buy/Sell Illicit Gear||Specific Group|
|Drive||Savvy||Cars, Motorcycle, Animals, Horse, Boat, Aircraft, Steam, Terrain|
|Survival||Savvy||tracking, Covering your tracking, Forage/Getting Along in the Wilds, Not Geting Lost, shelter, avoiding hazards, handle animal||Terrain based,|
|Detection||Savvy||Detect Traps, Detect Hidden Foes, Detect Hidden Objects/Doors||Darkness, Light, Terrain Ambush, Clues, Tracking, Forensics|
- While these skills function very similar to skills, they are considered derived attributes and cannot benefit from enhancements that affect skills.
Skill Specialization Skill Specializations allow a character to excel in a particular aspect of a skill. The GM is the final arbiter of which skill specializations are allowed, or if they are even allowed at all. Generally he will not allow very broad specializations. For instance Sneak (Darkness) may be too broad, but he may allow Sneak (Forest) or sneak (Under the night sky).
Skill Specializations are allowed by default but may be removed by the GM. Skill specializations represent areas where you perform exceptionally well. You gain a number of skill specializations equal to your intelligence, but half those(rounded up) must go into knowledge specializations. The other half may be applied to any other skill.
Additionally, you may reduce your talent at a skill by 1 (or convert a +1 bonus) into 2 +1 skill specializations. These may be applied to the same specialization or different ones. For inatance, a character with an agility of 6 may begin with a stealth of 4 with a +3 in moonlight and a +1 in forests. When he gains the next rank of sneak instead if adding a +1 he may add 2 more +1 bonuses, such as another rank in forest and a rank in underground. You may only reduce a starting skill by up to 2 points, but may not reduce a starting skill below 1. You may turn as many +1 bonuses after that into skill specializations as desired.
All bonuses that apply in a given situation apply their bonuses. The GM is the final arbiter on whether a skill specialization is too broad. A skill specialization cannot exceed +5. Skill specializations break dice pool limits up to the amount of specialization. For instance, a player with 22 sneak and +3 in forests may roll a 23 dice pool when sneaking in forests, but not his full 25 unless he expends edge as normal.
Enhanced items may also be made specialized items. For instance, a pair of enhanced boots of winter may offer a +2 to sneak in cold environments and a now rather than a +1 to sneak.
Skill specializations should be broad enough to be useful but not all encompassing. Generally they should be allowed if they may be useful roughly 25-40% of the time. Anymore than that makes them more useful than intended while less than that makes them too weak.
Knowledge Skills Knowledge skills represent facts, information and skills one has acquired through study or application. There are 2 types of knowledge checks, common and specialized.
Common Knowledge Checks Common knowledge (also referred to as just knowledge) equals your base intelligence. These are things that most people should know or be able to do in the world. For instance, in our world, knowing the president of the us, the prime minister of a few countries, how to change a tire or car battery would all be considered knowledge checks. These do not require a specialized skill, though if you have the particular specialization you should be able to use that in place of knowledge checks, or not even have to roll at all. For instance, someone with automotive repair specialization should not need to roll to replace tires or car battery.
Specialized Knowledge Specialized knowledge represent above average knowledge or mastery in an area. For instance, in our world, knowing members of the house of Representatives outside your state, knowing who the ambassador is from Romania, and how to change out your radiator or install a new engine in your car all represent knowledge specializations. The GM decides how broad or how narrow he’ll allow the knowledges to be as best fits the campaign. For instance, you could have politics, or US politics, British Politics, French Politics, or North American Politics, European Politics, etc.. You could have science, or botany, chemistry, physics, etc. He may even allow both, science and botany, giving bonuses to specialized knowledges if appropriate.
When you have a knowledge specialization you can make complex checks about them without a penalty, and can make checks where others cannot. Without an appropriate skill, you should take a penalty of between -2 and -6 to the roll, depending on how difficult the item may be. At the GMs discretion, only those trained can even attempt a check.
Linguistics. You begin automatically knowing your racial language, and it is based off of knowledge. You can use skill specialization in the knowledge specialization of linguistics to learn a new language. When you learn a language you can both speak, read and write the language. Generally you do not need to make language checks, unless it is for something obscure for the time. For instance, in current days comprehending an old English text may require an English check. For some obscure languages, the GM may wishow you to take 1 rank to read and write it, and another to actually speak it. In our world, coptic, aramaic, sanskrit and Latin are all examples of languages that may need two ranks to learn fully, and they may also nearly always need a check to translate. Linguistics is also used to make and detect forgeries.
Creature Identification If you have knowledge in the correct specialization you may attempt to identify creatures and some of their properties. When you encounter a creature you may taje a move action and make the appropriate knowledge specialization (such as kniwledge nature for a bear or kniwledge planes for a demon). If you hit the creatures tier or higher you successfully identify tge creature and may learn a single property of that creature. For each net hit you learn an additional property. Properties include: resistances, immunities, weaknesses, saves, armor, fortitude, . you may only attempt to identify a type of creature once per encounter.
Spellcraft You can use spellcraft to identify powers when they are being cast. The power must have a component to be identifiable. The base tier of the power sets the threshold you must hit to identify a power. You must make an immediate action at 5 AP to make an identify check. If you are successful you can identify the spell being cast, its trappings and for each net hit you identify one enhancement.
All these groups can be expanded or shrunk as desired. For instance, in a largely city based campaign rather than Urban Terrain the GM may want Suburbs, Ghettos, Boroughs, Downtown, Inner City or even by specific area or city such as chinatown, Navajo County, Peoria.
|Cold (ice, glaciers, snow, and tundra)||Nobility,|
|Mountain (including hills)||Academics|
|Cold (ice, glaciers, snow, and tundra)|
|Mountain (including hills)|