Skills

The Character

Skills represent what the Character’s knowledge and ability to perform certain tasks or actions, and are key to a Character’s Success. The higher their Skill, the more easily a Character will pass their Tests.


Base Skill Rank

Characters will automatically be provided a number of Ranks to each Skill equal to their Attribute Rank married with the Skill as per the Attribute Rules.

This does not modify maximum Skill Rank.


Skill Points

Characters may spend 1 Skill Point to increase the Rank of a single Skill by 1.

If the Character is dissatisfied with the way in which they have spent their Skill Points and wishes to retrain them, they must speak to their Guild Quartermaster. As a Long Non-Combat Action, the Character chooses a single Skill and reduces its Rank to a minimum of 1. The Character is then provided a number of Skill Points equal to the total Ranks reduced in this way to be spent elsewhere.

The Maximum Rank that may be bought naturally is 15.


Using Skills

When rolling a Test, the Character’s Skill Rank acts as the Limit of that Test. So long as this Limit is not broken, the Character succeeds in this Test.

Additionally, a Character may unlock additional abilities with an appropriate Skill Rank.


Knowledge Check

This is a Test, and requires no roll; the Character need only compare their own Skill Rank to the table below. If their Rank is equal to or greater than the requirement, their succeed their Knowledge Check.

Rank 3 – Basic or Common information or rumors
Rank 5 – Theories or General information and details
Rank 8 – Complex or Extensive information and insight
Rank 11 – Cutting-edge knowledge or Peripheral details
Something Forgotten – add 2
Something Secret – add 4
Character has an Interest in the specific field – subtract 2


Combat Skills


Ballistics

The Character’s ability to perform and understand ranged combat.


Melee

The Character’s ability to perform and understand melee combat.


Discipline Skills


Abjuration

Abjuramancy is the knowledge and manipulation of Space-Time geometry, gravitons, and gravitational waves.


Alchemy

This is the knowledge, understanding, and manipulation of Matter.


Biomancy

The technical knowledge of medical procedures as well as anatomy, biology, and bioengineering and the manipulation thereof.


Neuromancy

Neurotech is the knowledge and manipulation awareness and perception of conscious beings.


Traparmetry

The knowledge and manipulation of electromagnetism and photons.


Physical Skills


Acrobatics

The characters ability to leap, tumble, and perform other such gymnastic maneuvers to avoid both inanimate and hostile obstacles.


Controlled Fall

If the Character is Falling, they may take a Complex Move Action. Doing so will allow them to move in any direction, except to up, equal to half their Acrobatics Rank.

Tumble

This is a Complex Move Action, the Character rolls Acrobatics Opposed by Awareness of a target in LoS. If Successful, they are Flat-footed against the Character for the remainder of the Turn.


Athletics

The characters ability run, swim, and perform other such strenuous physical activates. Also influences Movement and Feats of Strength.


Sprint

As a Complex Move Action, the Character may take a Move Action adding half their Athletics Rank to their Speed.

Throwing

The Character may increase their Throw Range equal to their Athletics Rank.


Larceny

The characters ability to palm, burgle and perform other dexterous tasks.


Conceal

The Character may attempt to conceal a target within Touch Range in plain sight. As a Non-Combat Action, the Character rolls a Larceny Threshold Test. If Successful, the target is Concealed outside of Touch Range.

Palming

The Character may attempt to steal or replace an Object on a target within Touch Range. The Character rolls Larceny at a penalty equal to the Weight of the Object being Palmed Opposed by the target’s Awareness. If Successful, the Character obtains the Object.

The target Object cannot be equipped to the target.
The target Object must be smaller than the Character’s own Size Category.


Stealth

The character’s ability to avoid detection, hiding from a target’s Awareness.


Social Skills


Deception

How well the character can deceive, mislead, or flat out lie.


Feint Attack

As a Complex Move Action, the Character rolls Deception Opposed by the Awareness of a target in LoS. If Successful, the target is Flat-Footed vs the Character for the remainder of the Turn.


Judgment

How well the character can judge the intentions of another.


Presence

How well the character can coerce cooperation or give orders.


Intimidate

As a Swift Action, the Character rolls Presence Opposed by the Judgment of a target in Line of Sight in Close Range. The target will gain a Level of Fear until the Character’s next Turn.


Reasoning

How well the character can persuade or negotiate.

Parley

As a Swift Action, the Character rolls Reasoning Opposed by Judgement. If successful, the target suffers a Disadvantage to Offensive Actions made against a specified target.


Interests


These are supplemental fields which the character may specialize in. They are not only flavor as they may add bonuses to certain Knowledge or Skill Tests. It is up to the Player to come up with Interests for the Character, and up to the Director how it is ruled in the game. Vague Interests give vague information and smaller bonuses, whereas specific Interests simulate a Character that is well known in that specific field providing greater bonuses.

Characters are allowed 3 Interests at Character Creation, and more interests may be bought for a single Skill Point each. Please note, that all Interests must be cleared by the Director before they are used.


Skills

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