SKILL LIST
PHYSICAL SKILLS
ACROBATICS
ATHLETICS
PILOTING
STEALTH
MENTAL SKILLS
ALERTNESS
ACADEMICS
KNOWLEDGE **
COMPUTERS
CULTURE
HISTORY
LANGUAGE
MEDICINE
NATURE
NAVIGATION
NOBILITY
PHYSICS
RELIGION
SCIENCE
SURVIVAL
TECHNOLOGY
VOCATION **
ADMINISTRATOR
ALCHEMIST
AMBASSADOR
ARCHITECT
ARCHIVIST
ARMORER
ARTIST
ARTIFICER
BROKER
CELEBRITY
CONSTABLE
COURTESAN
CULINARIAN
DEMOLITIONIST
ELECTRICIAN
ENGINEER
GROUNDSKEEPER
LABORER
MECHANIC
RESEARCHER
SALVAGER
SOLDIER
TAILOR
TRANSPORTER
WEAPONSMITH
SOCIAL SKILLS
MANIPULATION
AWARENESS
BLUFF
DIPLOMACY
INTIMIDATE
STREETWISE
EXPRESSION **
ACTING
COMEDY
DANCING
DISGUISE
KEYBOARD
LEGERDEMAIN
ORATORY
PERCUSSION
SINGING
STRING
STYLE
WIND
METAFOCUS SKILLS **
ATTUNE
DIMENSION DISCIPLINE
SUMMONING
TELEPORT
ENERGY DISCIPLINE
ELEMENTAL
FORCE
ILLUSION DISCIPLINE
PHANTASMAL
SHADOW
MATTER DISCIPLINE
ENHANCEMENT
TRANSMUTATION
MENTAL DISCIPLINE
PROJECTION
SENSE
ENTROPY DISCIPLINE
CHAOS
ORDER
SPECIAL ABILITIES
COMBAT SKILLS
ARCHAIC
DEFENSE
MELEE
RANGED
UNARMED
MODERN
BALLISTIC
HEAVY WEAPONS
ADVANCED
ENERGY
HEAVY ENERGY
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SKILLS
Skills represent a character's training and expertise in specific areas. They are categorized into Physical, Mental, Social, Metaphysic, and Combat groups. During character creation, players receive Skill Points from their chosen species, origin, and faction, which they can allocate to improve their skills. Skill Checks determine success in actions related to the corresponding skill, and various modifiers can influence the outcome.
SKILL POINTS
Skill types are PHYSICAL SKILLS, MENTAL SKILLS (Knowledges and Vocations), SOCIAL SKILLS (Manipulation and Expression), METAFOCUS SKILLS (Attune, Discipline Skills and Special Abilities), COMBAT SKILLS (Archaic, Modern and Advanced).
Build Points (BP) are the currency used in character creation. All skills cost 1 BP per rank regardless of other character aspects. Players must decide how to spend their limited BP to improve the skills most important for their character concept. For example, a character focused on diplomacy might spend more BP on Social skills, while a character focused on combat might spend more on Combat skills. Characters may receive Skill Points from Species as shown, indicating widely accessible training in the field. All characters receive Skill points from the Faction, Origin and Occupation they have chosen as listed, from the various types of education and training, they will only receive one allotment of Skills from each category. Technology & Metascience Levels will also grant the character skills based on the society's advancements. Tech Levels grant skills in focused areas for particular societies with low levels of advancements, or in general granting the bonus to wherever is needed. The more advanced Meta Levels will grant skills in Atune, Disciplines and Invocations show there understanding of Metasciences such as Magic and Psychic phenomenon.
SPECIES
The number of Skill Points a character receives during character creation can vary depending on the species they choose. This reflects the diversity of educational systems and cultural values placed on learning and skill development across different species in the game world.
Some species, like humans, might have a relatively standardized education system, granting a fixed number of Skill Points to all characters of that species. Others, like the Alterians, might have a more focused education system where individual aptitude and achievements are shown with focused scores and specializations. Still others, like the Dwerg, might have a strong cultural emphasis on certain skills, granting bonus points in those areas specifically, but for the entire Species.
This variability adds another layer of customization to character creation, allowing players to choose a species that aligns with their desired skill set and playstyle. It also encourages players to think about the cultural and educational background of their chosen species, enriching the role-playing experience and adding depth to the game world.
FACTION
Faction represents a group or organization they are aligned with. This affiliation not only shapes their worldview and goals but also provides them with certain advantages in the form of Skill Points and Features.
Upon choosing a Faction during character creation, you receive 20 Skill Points that can be allocated towards skills that are suggested or encouraged by that Faction. This allows you to tailor your character's abilities to better fit the Faction's focus and expertise. For example, a character joining a militaristic faction might receive suggested skills like Firearms, Melee Weapons, and Tactics, while a character joining a scientific faction might receive suggested skills like Science, Technology, and Medicine.
ORIGIN
Origin refers to a character's upbringing and background. It represents the foundation upon which their life experiences and worldview are built. During character creation, players can choose from a variety of Origins, each offering unique benefits in the form of Skill Points and Origin Traits.
Each Origin grants 20 Skill Points that can be allocated towards skills that are relevant to the character's background. For example, a character with a "Nomad" origin might put points into Survival, Animal Handling, and Perception, while a character with an "Aristocrat" origin might invest in Etiquette, Persuasion, and History. This allows players to tailor their character's abilities to reflect their upbringing and experiences.
OCCUPATION
Occupation represents their chosen profession or career. This not only defines their area of expertise but also provides them with specific benefits during character creation.
When you choose an Occupation for your character, you receive 25 Skill Points that must be allocated towards skills directly related to that profession. This ensures your character has a solid foundation in the skills necessary for their chosen career. For example, a character who selects the "Soldier" occupation might allocate their Skill Points towards Firearms, Melee Weapons, Tactics, and Survival. A character who chooses the "Scholar" occupation might focus on Science, History, Research, and Languages.
This system allows you to tailor your character's abilities to their profession, making them more effective and believable in their chosen field. It also encourages you to think about the specific skills and knowledge that would be required for your character's Occupation, adding depth and realism to their background and capabilities.
SKILL RANKS
In Tangent, a character's Skill Rank reflects their level of expertise and competence in a particular skill. It's a numerical representation of their training, experience, and/or natural aptitude in that area.
Cost
Each Skill Rank costs 1 Build Point (BP) to acquire during character creation, regardless of the type of skill. This means that players need to carefully consider which skills are most important for their character concept and allocate their limited BP accordingly.
Maximum Starting Rank
The maximum starting Skill Rank is 11, which corresponds to the "Expert" level of proficiency. Skills may be increased by 1 point per experience reward or session.
SKILL MODIFIERS
Various factors can influence the outcome of a skill check, making it more or less likely for a character to succeed in their attempted action. These modifiers can come from both the character's inherent abilities and the external circumstances of the situation.
Character's Ability Score
The Ability Score that governs the skill being used is a primary modifier. A higher Ability Score provides a larger bonus to the skill check, reflecting the character's natural aptitude and talent in that area. For example, a character with a high Strength score would have a bonus to their Athletics skill checks, while a character with a high Intellect score would have a bonus to their Investigation skill checks.
Skill Rank
The character's Skill Rank also directly modifies the skill check. A higher Skill Rank indicates greater expertise and training, resulting in a larger bonus to the roll. This reflects the character's investment in developing their skills and their experience in using them effectively.
Difficulty of the Task
The Game Master (GM) determines the difficulty of the task being attempted, which is often represented by a Difficulty Class (DC) or a Challenge Rating (CR). More challenging tasks have higher DCs or CRs, requiring higher skill check results to succeed. This ensures that characters face appropriate challenges based on their abilities and the circumstances of the situation.
Competence
This modifier represents the advantage gained from having assistance or guidance from someone knowledgeable in the skill being used. This could be a mentor, a skilled teammate, or even access to helpful resources like manuals or tutorials. The GM determines the specific bonus based on the helper's expertise and the level of assistance provided.
Environmental
Various environmental factors can also modify skill checks. For example, poor lighting might impose a penalty on a Perception check, while strong winds might make it more difficult to hit a target with a ranged weapon. These modifiers reflect the realistic challenges that characters would face in different environments and situations.
Terrain: Difficult terrain, obstacles, or hazardous conditions can make a task more challenging.
Weather: Extreme weather, such as storms, fog, or extreme temperatures, can hinder visibility or make it harder to perform certain actions.
Lighting: Poor lighting conditions can make it difficult to see and increase the chance of failure.
Other Factors: The GM may introduce other environmental modifiers based on the specific situation, such as background noise, distractions, or unexpected events.
Gear
This modifier reflects the advantage provided by using the right tools or equipment for the job. Having access to specialized gear, high-quality materials, or advanced technology can significantly improve a character's chances of success. The GM determines the bonus based on the quality and relevance of the gear to the task at hand.
Luck
This modifier represents the unpredictable element of chance that can sometimes influence outcomes. It can be a result of random events, fortunate coincidences, or even the use of Karma Points (a game mechanic that allows players to spend points to influence rolls). The GM might award a luck bonus for a particularly clever or daring approach, or impose a penalty for reckless or careless actions.
Features
Some characters might have special abilities, features, or traits that grant bonuses or penalties to specific skill checks. These can represent innate talents, learned techniques, or even cybernetic or magical enhancements. For example, a character with the "Night Vision" feature would have a bonus to their Perception checks in low-light conditions.
Meta
This modifier covers the influence of supernatural or extraordinary abilities on a skill check. Including the use of magic, psychic powers, or other special abilities can enhance or hinder a skill check, or the intervention of divine or otherworldly forces in the character's favor. The GM determines the specific bonus based on the nature of the mythical intervention and its impact on the skill check.
Other Situational Factors
The GM may apply additional modifiers based on the specific circumstances of the situation. This could include factors like the character's emotional state, distractions or interruptions, or the presence of allies or enemies. These modifiers help to create a more dynamic and immersive experience, where the outcome of a skill check is influenced by a variety of factors beyond just the character's raw abilities.
Important Note
A character can only benefit from one Competence bonus, one Environmental bonus, and so on, even if multiple sources of that modifier type are present. This prevents characters from becoming too powerful by accumulating excessive bonuses from similar sources.
By considering all of these factors, the GM can determine the final modifiers that apply to a skill check, ensuring that the outcome is fair, challenging, and reflective of the character's abilities and the situation at hand. This creates a more engaging and dynamic gameplay experience, where success is not guaranteed but is earned through a combination of skill, strategy, and a bit of luck.
SKILL SYNERGY
Skill Synergy is a mechanic in Tangent that allows characters to utilize their existing skills to gain an advantage on other skill checks. This system encourages strategic thinking and rewards players for considering how their character's various skills can complement each other.
Using an Auxiliary Skill
When attempting a primary skill check, a character can opt to use a different but relevant skill to boost their chances of success. This auxiliary skill should logically relate to the primary skill check, demonstrating a synergistic approach to problem-solving.
Bonus Calculation
The bonus provided by Skill Synergy is calculated based on how well the character performs in the auxiliary skill check. For every 5 points that the auxiliary skill check result exceeds a Difficulty Class (DC) of 10, the character gains a +1 bonus to their primary skill check.
Example
A character with a high Athletics skill wants to climb a steep and unstable cliff. The primary skill check for this would be Strength (Athletics). However, the character also has a good Acrobatics skill, which could be relevant to maintaining balance and finding footholds. The player could choose to make a Dexterity (Acrobatics) check as an auxiliary skill check. If they roll a 16, exceeding the DC 10 by 6 points, they would gain a +1 bonus to their Strength (Athletics) check for climbing the cliff.
SKILL CHECKS
In Tangent, when a character takes an action that relies on a particular skill, they must make a Skill Check to determine their success. This involves a simple but versatile process that takes into account both the character's competence in the skill and the difficulty of the task at hand.
Rolling a d20: The core mechanic of a Skill Check involves rolling a 20-sided die (d20). This introduces an element of chance, reflecting the unpredictability of real-world actions and the possibility of unexpected successes or failures.
Adding Skill Rank: The character's Skill Rank in the relevant skill is added to the d20 roll. This represents their level of training, experience, and expertise in that skill. A higher Skill Rank provides a larger bonus, increasing the character's chances of success.
Adding Ability Score: The Ability Score associated with the skill is also added to the total. This reflects the character's natural aptitude and talent in the area covered by the skill. For example, a character with a high Dexterity score would have a bonus to their Lockpicking skill checks, as Dexterity governs fine motor skills and agility.
Adding Other Modifiers: The GM may apply additional modifiers to the skill check based on various situational factors, such as:
Environmental Conditions: Difficult terrain, poor lighting, extreme weather, or other environmental factors can make a task more challenging, resulting in a penalty to the skill check.
Tools and Equipment: The use of specialized tools or equipment can sometimes provide a bonus to the skill check. For example, using a crowbar might grant a bonus to a Strength check for forcing open a door.
Assistance or Hindrance: Other characters can help or hinder the character attempting the skill check, leading to bonuses or penalties.
Skill Synergy: Using a different but related skill to aid in a check.
Special Abilities or Features: Some characters might have special abilities or features that grant them bonuses or impose penalties on specific skill checks.
Comparing to the Target Number: The final sum of the d20 roll, Skill Rank, Ability Score modifier, and any other modifiers is then compared to a target number set by the Game Master (GM). This target number, often referred to as the Difficulty Class (DC) or Challenge Rating (CR), represents the difficulty of the task being attempted. If the character's total equals or exceeds the target number, they succeed in the action. If their total falls below the target number, they fail.
Example: A character with a Stealth skill of 12 and a Dexterity modifier of +3 attempts to sneak past a group of guards. The GM sets the DC for this Stealth check at 15, considering the alertness of the guards and the environmental conditions. The character rolls a 10 on their d20, adds their Stealth rank (+12) and their Dexterity modifier (+3), resulting in a total of 25. Since 25 exceeds the DC of 15, the character successfully sneaks past the guards undetected.
Skill Checks are a fundamental mechanic in Tangent, used to resolve a wide range of actions and challenges throughout the game. They provide a structured and transparent way to determine success or failure, while also allowing for flexibility and customization based on the character's abilities, the difficulty of the task, and the GM's discretion. This system ensures that skill checks are both engaging and fair, reflecting the character's capabilities and the inherent risks and rewards of their actions.
SKILL GROUPS & TITLES
Skills are categorized into five groups: Physical Skills, Mental Skills (further divided into Knowledge and Vocation categories), Social Skills (including Manipulation and Expression categories), Metafocus Skills (encompassing Metafocus Disciplines, Attune and Special Abilities), and Combat Skills (unarmed combat, defense and all weapons training).
Depending on the skills level with specializations there are ranks, each with a unique title. These titles serve to highlight the character's proficiency and offer additional advantages.
Skill Level Title
0 Untrained No Skill and work will show it, crude
1 - 5 Novice Slow to start but getting the groove, Apprentice level
6 - 10 Trained Knows tricks of the trade and professional quality
11 - 15 Expert Skillful Professional (Rush Penalty reduced by 1 per stage of time reduced)
16-20 Master Top of Trade, Aesthetics (Meticulous bonus increased by 1 per stage of time increased)
21-25 Grand Master Virtuoso (Take 10 as desired)
26-30 Pinnacle Legendary (make checks at Advantage)
Untrained (Skill Rank 0)
This represents the base level for a character with no formal training or practical experience in a particular skill. Their attempts to utilize the skill will be clumsy, inefficient, and often unsuccessful. This lack of expertise can manifest in various ways depending on the skill in question.
Physical Skills (Athletics, Acrobatics)
An untrained character might struggle with basic maneuvers, be prone to stumbling or falling, and lack the finesse or technique to perform complex actions effectively.
Mental Skills (Medicine, Investigation)
An untrained character might lack the knowledge or analytical ability to solve problems, draw accurate conclusions, or understand complex information related to the skill.
Social Skills (Persuasion, Deception)
An untrained character might be awkward, easily flustered, or transparent in their attempts to influence or deceive others.
Technical Skills (Computers, Engineering)
An untrained character might be unable to operate or repair even basic devices, and their attempts to interact with complex systems could lead to disastrous outcomes.
Combat Skills (Melee Weapons, Firearms)
An untrained character might be clumsy and ineffective in combat, lacking the precision, timing, and tactical awareness to utilize weapons or defend themselves effectively.
Overall, the "Untrained" skill level represents a starting point for characters in Tangent. It highlights the importance of skill development and encourages players to think creatively about how their characters can overcome challenges despite their initial lack of expertise.
Novice (Skill Rank 1-5)
A character at the Novice level possesses a foundational understanding of the skill. They have grasped the basic concepts and techniques, but their execution is still unrefined and inefficient. Think of them as an apprentice learning the ropes. They may be slow to start a task, require more time to complete it, and their work might lack the polish of a more experienced individual. However, they are eager to learn and improve. With practice and guidance, they can progress to higher levels of proficiency.
Physical Skills
A novice swordsman might know the basic stances and strikes but lack the speed and precision of a trained warrior. A novice climber might be able to scale simple walls but struggle with more challenging terrain.
Mental Skills
A novice medic might understand basic anatomy and first aid but lack the experience to diagnose complex illnesses or perform intricate procedures. A novice investigator might be able to gather basic clues but struggle to piece together complex mysteries.
Social Skills
A novice diplomat might know the basic etiquette and protocols of negotiation but lack the finesse and subtlety to navigate complex political situations. A novice merchant might be able to haggle for simple deals but struggle to negotiate favorable terms in a competitive market.
Technical Skills
A novice mechanic might be able to perform basic repairs and maintenance but lack the knowledge to troubleshoot complex malfunctions or modify existing systems. A novice computer programmer might be able to write simple code but struggle with more advanced algorithms or software architecture.
Combat Skills
A novice archer might be able to hit stationary targets but struggle to track moving targets or adjust for wind and distance. A novice pilot might be able to fly a basic aircraft but struggle with advanced maneuvers or aerial combat.
While Novice characters may not be the most skilled or efficient, they offer significant potential for growth and development. With experience and training, they can hone their abilities and progress to higher skill levels, becoming valuable assets to their team and the world around them.
Trained (Skill Rank 6-10)
At this level, the character demonstrates professional competence in the skill. They have a solid grasp of the fundamental techniques and can apply them effectively in various situations. Their work is of good quality, meeting the standards expected of a trained professional. They are reliable and efficient, able to complete tasks in a timely manner with minimal supervision.
Physical Skills
A trained swordsman can execute complex maneuvers with speed and precision, adapting their fighting style to different opponents and situations. A trained climber can navigate challenging terrain with confidence, utilizing specialized equipment and techniques to overcome obstacles.
Mental Skills
A trained medic can diagnose and treat a wide range of illnesses and injuries, utilizing their knowledge of anatomy, physiology, and pharmacology to provide effective care. A trained investigator can analyze complex crime scenes, identify patterns and inconsistencies, and draw accurate conclusions based on evidence.
Social Skills
A trained diplomat can navigate complex social and political situations with grace and tact, utilizing their understanding of cultural norms, power dynamics, and negotiation strategies to achieve favorable outcomes. A trained merchant can negotiate complex deals, assess market trends, and build profitable relationships with suppliers and customers.
Technical Skills
A trained mechanic can troubleshoot and repair complex machinery, utilizing diagnostic tools and their understanding of engineering principles to identify and resolve problems. A trained computer programmer can design and implement sophisticated software solutions, utilizing their knowledge of programming languages, algorithms, and data structures.
Combat Skills
A trained archer can hit moving targets with accuracy, adjusting for distance, wind, and other environmental factors. A trained pilot can execute advanced maneuvers and engage in aerial combat with skill and confidence.
Characters at the Trained skill level are valuable assets in any team or organization. They possess the knowledge, experience, and reliability to contribute effectively to a wide range of tasks and challenges. While they may not be masters of their craft, they are respected professionals who can be counted on to get the job done.
Expert (Skill Rank 11-15)
Characters who reach the Expert level in a skill are exceptionally proficient and knowledgeable. They can perform tasks with remarkable speed and efficiency, often completing them in a fraction of the time it would take someone less skilled. This level of expertise allows them to take on more complex and challenging tasks with confidence.
Skillful Professional
One of the key benefits of being an Expert is the reduced penalty for rushing. In Tangent, when a character tries to complete a task quickly, they usually incur a penalty to their skill check, reflecting the increased risk of making mistakes. However, Experts have honed their skills to the point where they can work rapidly without sacrificing too much accuracy or precision. This means they can take swift action in time-sensitive situations or accomplish more in a shorter amount of time.
Rush Penalty is reduced by 1 point per skill stage (-3 at Expert, -4 at Master and -5 at Pinnacle).
Physical Skills
An expert swordsman can perform complex maneuvers flawlessly, adapting their fighting style on the fly to counter their opponent's moves. An expert climber can ascend a sheer cliff face with incredible speed and agility, using their knowledge of the rock and their own body to find the most efficient route.
Mental Skills
An expert medic can quickly diagnose and treat even the most complex injuries and illnesses, drawing upon their vast knowledge and experience to make life-saving decisions. An expert investigator can analyze a crime scene in minutes, piecing together seemingly unrelated clues to form a coherent picture of the events.
Social Skills
An expert diplomat can defuse tense negotiations, build rapport with even the most hostile individuals, and find creative solutions to seemingly intractable problems. An expert merchant can anticipate market fluctuations, negotiate complex trade deals, and build a vast network of contacts and allies.
Technical Skills
An expert mechanic can disassemble and reassemble complex machinery blindfolded, diagnose and repair malfunctions with minimal tools, and even design and build their own custom devices. An expert computer programmer can write and debug code at lightning speed, optimize algorithms for maximum efficiency, and even develop their own programming languages.
Combat Skills
An expert archer can hit multiple targets with pinpoint accuracy, even while moving or under duress. An expert pilot can perform breathtaking aerial maneuvers, outmaneuvering their opponents and pushing their aircraft to the limits of its capabilities.
Characters at the Expert skill level are highly sought-after for their exceptional abilities. They are often leaders, innovators, and problem-solvers who can be relied upon to handle even the most difficult and demanding tasks. Their expertise not only makes them valuable assets but also inspires and motivates those around them.
Master (Skill Rank 16-20)
A character who attains the Master level in a skill is at the pinnacle of their profession. They possess an unparalleled understanding of the skill, its nuances, and its underlying principles. Their work is not only of exceptional quality but also bears the mark of their unique style and expertise. They have a deep intuition for the task at hand, allowing them to anticipate challenges, identify creative solutions, and achieve results that others would deem impossible.
Aesthetics
One of the key benefits of being a Master is the increased bonus for meticulous work. In Tangent, when a character takes their time and focuses on precision and detail, they can gain a bonus to their skill check, reflecting the improved quality of their work. Masters, with their exceptional skill and experience, receive an even greater bonus for meticulous work, allowing them to produce truly outstanding results.
Meticulous bonus increased by 1 point per skill stage (+3 at Expert, +4 at Master and +5 at Pinnacle).
Physical Skills
A master swordsman moves with effortless grace and precision, their blade a blur as they anticipate and counter their opponent's every move. A master climber dances across impossible terrain, defying gravity and finding holds where none seem to exist.
Mental Skills
A master medic possesses an almost intuitive understanding of the human body, able to diagnose rare diseases with a single touch and perform complex surgeries with unparalleled skill. A master investigator can unravel the most intricate mysteries, seeing patterns and connections that others miss and reconstructing events with uncanny accuracy.
Social Skills
A master diplomat can broker peace between warring nations, charm even the most hardened cynics, and inspire loyalty and devotion in their followers. A master merchant can manipulate markets, forge alliances with powerful figures, and amass vast wealth and influence.
Technical Skills
A master mechanic can build complex machines from scrap, repair ancient artifacts with modern tools, and even create entirely new technologies that push the boundaries of what is possible. A master computer programmer can write code that is both elegant and efficient, design complex software architectures, and even develop artificial intelligences that rival the human mind.
Combat Skills
A master archer can hit a target from a mile away, split an arrow in mid-flight, and even shoot around corners with uncanny accuracy. A master pilot can perform seemingly impossible feats of aerial acrobatics, outmaneuvering entire squadrons and emerging unscathed from the most dangerous dogfights.
Characters at the Master skill level are legendary figures, renowned for their exceptional abilities and accomplishments. They are often sought out as mentors, advisors, and leaders, and their expertise can shape the course of history. Their mastery not only inspires awe and admiration but also pushes the boundaries of what is possible within their chosen field.
Grand Master (Skill Rank 21-25)
A Grand Master in Tangent represents an exceptional level of skill mastery, surpassing even the impressive capabilities of a Master. These individuals are true virtuosos, possessing an almost intuitive understanding of their chosen skill and its underlying principles. Their expertise allows them to perform complex techniques and maneuvers with remarkable ease and precision, often appearing effortless to those less skilled.
Virtuoso
May choose to take 10 in any situation. This likely guarantees success, even in the face of extremely difficult tasks or overwhelming odds.Their mastery is so complete that failure is almost unthinkable. They can perform their chosen skill specialization with effortless grace, precision, and creativity, achieving results that others can only dream of.
Physical Skills
A grand master athlete exhibits superhuman strength, speed, and endurance, effortlessly conquering physical challenges. A grand master acrobat displays breathtaking grace and agility, defying gravity and performing impossible feats of balance and movement.
Mental Skills
Medical grand masters intuitively understand the human body, diagnose rare diseases, perform complex surgeries, and develop groundbreaking treatments. Investigative grand masters excel at observation, analysis, and deduction, solving mysteries and bringing criminals to justice.
Social Skills
A grand master of persuasion can sway anyone to their view, reading people, understanding their motivations, and tailoring arguments to their desires and fears. A grand master of deception can seamlessly blend into any social situation, manipulate others without their knowledge, and achieve their goals undetected.
Technical Skills
A grand master hacker commands computer systems and networks, manipulating data and creating artificial intelligences with precision. A grand master engineer excels in design, construction, and innovation, pushing engineering boundaries with groundbreaking technologies.
Combat Skills
Grand master swordsmen are highly skilled, can anticipate and counter opponents' attacks, disarm, and deliver lethal strikes. Grand master marksmen can hit targets at incredible distances, compensate for environmental factors, and shoot multiple targets in rapid succession.
Pinnacle (Skill Rank 26-30)
This represents the absolute zenith of skill mastery and specialization, a level of expertise so rare and exceptional that it borders on the superhuman. Characters who achieve Pinnacle rank in a skill are considered living legends, their abilities the stuff of myths and stories. They possess an intuitive understanding of their craft, able to perform feats that seem impossible to others. With this level of Skill Metaphysic Special Abilities will likely be used to help define their capabilities.
Advantage
May choose to roll with advantage, meaning they roll twice and take the higher result. This significantly increases their chances of success, especially in high-stakes or challenging situations.
Physical Skills
A pinnacle swordsman can deflect bullets with their blade, strike multiple opponents in the blink of an eye, and even anticipate attacks before they happen. A pinnacle climber can scale sheer cliffs without ropes or equipment, leaping impossible distances and finding footholds where none seem to exist.
Mental Skills
A pinnacle medic can heal grievous wounds with a touch, diagnose rare diseases with a glance, and even extend the lifespan of the dying. A pinnacle investigator can solve the most baffling mysteries, uncovering hidden truths and exposing the most cunning criminals.
Social Skills
A pinnacle diplomat can negotiate peace between bitter enemies, inspire entire nations to follow their vision, and manipulate events on a global scale. A pinnacle merchant can build a financial empire, control entire industries, and influence the fate of worlds.
Technical Skills
A pinnacle mechanic can create devices that defy the laws of physics, repair ancient artifacts with futuristic technology, and even build machines that can think and feel. A pinnacle computer programmer can hack into the most secure systems, create artificial intelligences that exceed human capabilities, and with metaphysics even rewrite the fundamental code of reality.
Combat Skills
A pinnacle archer can shoot a target through a keyhole from a hundred yards away, hit multiple targets with a single arrow, seemingly guide their arrows with their mind. A pinnacle pilot can perform impossible aerial maneuvers, dodge enemy fire with preternatural reflexes, and even fly through the heart of a storm unscathed.
Pinnacle characters are rare and exceptional individuals who have dedicated their lives to mastering their chosen skill. They are the best of the best, and their abilities can change the world.
SKILL SPECIALIZATION
Skill Specialization in Tangent enables players to enhance their characters' expertise within a specific skill. This feature allows characters to gain additional ranks in a specialized area of the skill, representing a deeper understanding and mastery of certain techniques or aspects. By choosing Skill Specialization, players can create more unique and specialized characters that better reflect their individual talents and interests. Additionally, it adds a layer of tactical depth to skill use, as players must carefully consider when to leverage their specialization and when to rely on their broader skill set.
Choosing a Specialization
When a character takes the Skill Specialization feature, they must choose a specific area of focus within the skill. For example, a character with the "Melee Weapons" skill might specialize in "Swordfighting" or "Polearms," while a character with the "Medicine" skill might specialize in "Surgery" or "Herbalism."
Bonus Ranks
The character gains a number of bonus ranks in their chosen specialization, equal to their current rank in the specialization. These bonus ranks can only be used for specialization related checks.
Limited Scope
While Skill Specialization provides a significant advantage in the chosen area, it also narrows the character's focus.
Prerequisite
To acquire a Skill Specialization, the character must already have a rank of 6 or higher (Trained level) in the chosen skill. This ensures a foundation of knowledge before specializing.
Cost
Acquiring a Skill Specialization requires spending Build Points (BP), similar to other features in the system.
Independent Level
The level of Specialization advances separately from the base skill rank. This means a character can continue to improve their specialization even if they don't invest further BP into increasing the overall skill rank.
Maximum Level
Specializations have a maximum level of 10. This cap ensures that even specialized characters retain some limitations and encourages diversity in skill development.
Bonus
Adds the Specialization level to the character's skill check modifier. Providing greater benefits as the character becomes more specialized.
Exceeding the Maximum
By adding the Specialization bonus to the base skill rank and other modifiers, a character can effectively exceed the normal maximum skill rank of 20. This enables exceptional mastery in a chosen area and possibly reaching Pinnacle ranking of a skill.
Limited Use
Only one Specialization can be applied to a single skill check. This prevents characters from stacking multiple specializations for an overwhelming advantage. However, Skill Synergy can still be used to combine different specializations for a more nuanced approach.
Example
A character with a rank of 8 in the "Computer" skill might acquire a Skill Specialization in "Hacking." This would represent their focused expertise in breaking into computer systems and bypassing security measures. The Specialization bonus would enhance their effectiveness in hacking-related skill checks, allowing them to attempt more complex tasks and potentially outperforming other characters with higher Computer skill ranks but lacking this specialization.
TASK FOCUSED
In Tangent, characters have the option to enter a state of intense focus when undertaking a specific task. This represents a heightened state of concentration and dedication where the character directs their complete attention to the task, potentially at the cost of their awareness of what's happening around them or their ability to handle multiple things at once. It's a high-risk, high-reward tactic that can be used strategically to increase the chances of success in critical situations.
+2 Bonus
Focusing on a task grants a +2 bonus to the Skill Check associated with that task. This bonus reflects the character's increased concentration and attention to detail, allowing them to perform the task with greater precision and effectiveness.
-5 Penalty
While focused, the character suffers a -5 penalty to all other Skill Checks. This penalty represents the character's reduced awareness of their surroundings and decreased ability to react to unexpected events or perform actions unrelated to the focused task.
Duration
The +2 bonus and -5 penalty remain in effect for the entire duration of the task. This means that once the character decides to focus, they must commit to it until the task is completed or they choose to break their focus.
Examples
A hacker focusing on bypassing a complex security system would receive a +2 bonus to their Computers (Hacking) Skill Check, but would suffer a -5 penalty to their Alertness or Perception checks while doing so.
A surgeon focusing on a delicate operation would gain a +2 bonus to their Medicine (Surgery) Skill Check, but would be less likely to notice distractions or interruptions in the operating room.
A sniper focusing on lining up the perfect shot would receive a +2 bonus to their Firearms (Sniper) Skill Check, but would be more vulnerable to flanking attacks or sudden changes in the environment.
LEARNING
The characters possess the ability to acquire new skills and features through dedicated study and practice. The learning process is designed to accommodate a range of preferences and learning styles.
For those who prefer self-directed education, Tangent offers a wealth of resources and materials to facilitate independent learning. Characters can immerse themselves in books, ancient scrolls, or online platforms to gain knowledge on specific subjects. This approach allows for a flexible learning pace and the freedom to explore areas of personal interest.
Alternatively, characters can seek guidance from experienced instructors who have mastered their chosen disciplines. These mentors provide personalized instruction, offering insights, techniques, and practical exercises to accelerate the learning process. Under the tutelage of these skilled masters, characters can refine their abilities and gain a deeper understanding of the subject matter.
The learning process in Tangent is not confined to formal lessons or structured classes. Characters can engage in hands-on activities, real-world projects, and collaborative endeavors to reinforce their knowledge and develop practical applications. This approach fosters a sense of curiosity and experimentation, encouraging characters to push their boundaries and explore innovative solutions.
Moreover, the learning process in Tangent is tailored to the individual needs and aspirations of each character. Whether they seek to enhance their combat abilities, hone their magical prowess, or delve into the intricacies of crafting and alchemy, the world of Tangent offers endless opportunities for growth and self-discovery.
As characters progress on their learning journey, they not only acquire new skills and features but also gain a sense of accomplishment and personal empowerment. The act of learning becomes a transformative experience, shaping their identities, motivations, and relationships within the Tangent universe.
Study Period
Duration
To improve a skill, a character must commit to a study period. The length of this period depends on the desired skill level:
Existing Skill
1 day per skill level to gain a point.
New Skill
1d4+1 days to gain the first skill point.
Skill Check
At the end of the study period, an Easy (CR 10) Intellect check is made. Success indicates a skill point gain of 1 or 0.5 points, depending on the learning method.
Learning Methods
Self-Taught
Characters who learn independently gain 1 skill point per 2 study periods (0.5 points per period). This method is slower and will have a considerable amount of hands-on experience but doesn't require external resources.
Learning from Another
Characters can learn from an instructor who is at least Trained (skill rank 6+) in the desired skill. This method provides a learning check bonus of +1 per skill stage of the instructor and allows for gaining 1 skill point per study period.
Study Aids
Manuals, videos, and other instructional materials can grant a bonus to the study period check, depending on the creator's competence (from +1 for Novice to +5 for Pinnacle).
Study Partners/Groups
Learning with others can be beneficial. All members make an Easy Intellect check to stay on task. Each success grants a +1 bonus to the study period check for all members and counts as "Learning from Another." Even group members who fail the task check still gain half the study period point.
Learning New Features
Time
Learning a new feature takes longer than learning a skill. It requires a week per study period when learning from another, and at least double that time if self-taught (if possible, depending on the feature).
Other Methods
In some cases, features might be learned through alternative methods, such as completing specific quests, undergoing special training, or experiencing transformative events.
Additional Notes
Technology
Advanced technology, such as skill chips or virtual training programs, can significantly accelerate the learning process and provide additional benefits.
Character Development
The learning mechanics encourage players to think about how their characters acquire new skills and features, adding depth and realism to their development.
GM Flexibility
The GM has the final say on the availability of instructors, study materials, and the specific requirements for learning certain skills or features
SKILL USE
In Tangent, the success of actions and tasks attempted by characters is determined through Skill Checks. These checks involve rolling a d20 die and adding relevant modifiers to determine if the character succeeds in their endeavors.
Task CR (Challenge Rating)
Simple 0
Very Easy 5
Easy 10
Average 15
Difficult 20
Very Difficult 25
Nearly Impossible 30
Miraculous 35
Challenge Rating (CR)
The core mechanic of Skill Checks revolves around the Challenge Rating (CR), a numerical value representing the difficulty of the task at hand. The base CR for most Skill Checks is 10, signifying an average difficulty that a trained individual could reasonably accomplish. However, the GM can adjust the CR based on various factors, including:
Task Complexity
More complex tasks naturally warrant a higher CR, reflecting the increased skill and effort required for success.
Environmental Factors
Adverse conditions, such as poor lighting, extreme weather, or hazardous terrain, can elevate the CR, making the task more challenging.
Opposing Forces
If the character's action is directly opposed by another character's skill or ability, the CR might be modified to reflect the competition.
Task Difficulty Table
A general guideline for CRs and their corresponding task difficulties is provided
Crafting CRs
Crafting tasks use CRs in a slightly different manner. In addition to indicating the overall difficulty, the CR also determines the degree of completion achieved with each check. This allows for incremental progress in crafting projects, with higher CRs representing more significant milestones.
Other Skill Use Mechanics:
Taking 10
In non-threatening or low-stress situations, characters can choose to take a fixed value of 10 for their Skill Check instead of rolling the d20. This represents a conservative approach, relying on consistent competence rather than risking a failed roll.
Taking 20
In safe and low-stress environments, characters can opt to take a fixed value of 20 for their Skill Check, simulating multiple attempts and careful execution. However, this consumes significantly more time and resources.
Skill Synergy
Characters can sometimes use multiple skills in conjunction to improve their chances of success. The GM determines which skills can synergize and the resulting bonus to the primary Skill Check.
Modifiers
Various factors can influence the outcome of Skill Checks through modifiers. These can include the character's Ability Scores, Skill Ranks, situational bonuses or penalties, and the use of special features or abilities. The GM has the final say on applying modifiers and their effects.
ADVANTAGE
In Tangent, Rolling with Advantage is a powerful mechanic that significantly increases the chances of success in various situations. When you have Advantage, you roll the d20 twice (or more, depending on the number of Advantage effects you have), and you choose the higher of the two rolls. This effectively boosts the probability of obtaining a high roll, thereby improving your odds of meeting or surpassing the Challenge Rating (CR) associated with the task or check.
Rolling with Advantage is particularly useful in situations where the odds are stacked against you. When you're facing a challenging encounter or a difficult skill check, having Advantage can tip the scales in your favor. It can also be helpful when you're trying to pull off a risky maneuver or when you need to make a crucial decision.
There are several ways to gain Advantage in Tangent. Some abilities and spells grant Advantage on specific rolls, while certain class features and feats can provide Advantage more broadly. Additionally, you can gain Advantage through environmental factors, such as flanking an enemy or having a clear line of sight.
Rolling with Advantage is a valuable tool that can help you overcome difficult challenges and achieve your goals in Tangent. Whether you're a seasoned adventurer or a new player, learning how to use Advantage effectively will make you a more formidable opponent.
Mechanics
Multiple Rolls
When rolling with Advantage, you roll the d20 die twice (or more, depending on the number of Advantage effects) and select the highest result. This effectively increases the probability of rolling a high number, improving your chances of meeting or exceeding the Challenge Rating (CR) for the task or check.
Stacking Effects
Multiple sources of Advantage generally stack, meaning you get to roll an additional d20 for each Advantage effect. For example, if you have two Advantage effects, you would roll three d20s and choose the best result.
Countering Disadvantage
Advantage directly counters Disadvantage. If you have both Advantage and Disadvantage on a roll, they cancel each other out, and you roll a single d20 as normal.
Karma Point
You can spend a Karma Point to gain Advantage on a single roll. This is a valuable option when you need a crucial success and are willing to expend a limited resource.
Sources of Advantage
Features
Certain features, such as "Lucky" or "Improved Critical," grant Advantage on specific rolls or under certain conditions.
Situational Factors
The GM may grant Advantage based on the specific circumstances of the situation, such as having the element of surprise, using superior tactics, or exploiting an opponent's weakness.
Environmental Factors
Favorable environmental conditions, like elevated positioning or clear visibility, can sometimes provide Advantage.
Tactical Consideration
Important Rolls
It's generally advisable to use Advantage on rolls where success is crucial or the consequences of failure are significant.
Limited Resources
If Advantage is gained from a limited resource, such as Karma Points, use it strategically and prioritize the most important rolls.
Synergizing Effects
Consider combining Advantage with other bonuses or modifiers to further increase your chances of success.
DISADVANTAGE
Rolling with Disadvantage presents a significant hurdle in Tangent, decreasing the likelihood of success in various situations.Rolling with Disadvantage in Tangent presents a significant hurdle for players, significantly decreasing the likelihood of success in various situations. When rolling with disadvantage, players roll two dice and must use the lower of the two results. This means that even if a player has high ability scores or modifiers, they may still have difficulty succeeding on certain checks.
Overall, rolling with disadvantage is a significant hurdle for players in Tangent. It can make it more difficult to succeed on checks, hit enemies in combat, and progress through the game.
Mechanics
Multiple Rolls
When rolling with Disadvantage, you roll the d20 die twice (or more, depending on the number of Disadvantage effects) and select the lowest result. This effectively increases the probability of rolling a low number, hindering your chances of meeting or exceeding the Challenge Rating (CR) for the task or check.
Stacking Effects
Multiple sources of Disadvantage generally stack, meaning you get an additional d20 roll for each Disadvantage effect. For example, if you have two Disadvantage effects, you would roll three d20s and choose the worst result.
Countering Advantage
Disadvantage directly counters Advantage. If you have both Advantage and Disadvantage on a roll, they cancel each other out, and you roll a single d20 as normal.
Karma Point
You can spend a Karma Point to eliminate one of the extra dice in the roll, mitigating the impact of Disadvantage. This is a valuable option when you want to improve your chances of success and are willing to expend a limited resource.
Sources of Disadvantage
Features
Certain features, such as "Clumsy" or "Impaired," impose Disadvantage on specific rolls or under certain conditions.
Skills
Low ranks in skills or attempting actions outside of your character's expertise can lead to Disadvantage.
Situational Factors
The GM may impose Disadvantage based on the specific circumstances, such as being in a poorly lit area, using improvised tools, or facing a superior opponent.
Environmental Factors
Unfavorable environmental conditions, like slippery surfaces, extreme weather, or distractions, can sometimes cause Disadvantage.
Tactical Considerations:
Important Rolls
Avoid Disadvantage on rolls where success is crucial or the consequences of failure are severe.
Limited Resources
If you must roll with Disadvantage, consider using a Karma Point to improve your odds, especially if the outcome is vital.
Mitigating Factors
Try to minimize the impact of Disadvantage by addressing its source, if possible. For example, move to a better-lit area, use proper tools, or seek assistance from a skilled ally.
TIME
In Tangent, the time a character dedicates to a skill check directly impacts their chances of success. This system introduces two primary modifiers:
Meticulous
Characters who take their time to perform a skill meticulously receive a bonus to their skill check. This bonus reflects the increased precision and attention to detail afforded by a slower, more deliberate approach. For example, a character carefully examining a crime scene or meticulously picking a lock would benefit from this bonus. For each 50% increase in the base time to complete gains a +2 to the check result.
+50% time +2
+100% time +4
+150% time +6
+200% time +8
Rushed
Conversely, characters attempting to perform a skill hastily incur a penalty to their skill check. This penalty represents the heightened risk of errors and mistakes associated with a faster, less cautious approach. For instance, a character hurriedly trying to disarm a bomb or quickly hacking into a secure system would suffer this penalty. A 25% reduction in time incurs a -2 penalty (doubling for each additional 25% reduction, with a minimum of ¼ the typical time at -8 penalty).
3/4 time -2
1/2 time -4
1/4 time -8
The magnitude of these modifiers scales with the degree of meticulousness or haste. Taking more time for meticulous execution yields a larger bonus, while rushing a task incurs a greater penalty. This system encourages strategic decision-making, where characters must weigh the benefits of a potential bonus against the risks of a penalty based on the urgency and complexity of the situation.
Time Factors for Unskilled Use
When a character attempts to use a skill in which they are Untrained (skill rank 0), the penalties for Rushed actions are increased, and the bonuses for Meticulous actions are reduced (either is 1 step worse). This reflects the character's lack of familiarity and expertise, making it harder for them to perform the skill effectively under time pressure or with increased care.
Examples
A team of investigators is examining a complex crime scene. The character with the highest Investigation skill wants to ensure they don't miss any crucial clues. They decide to take their time and meticulously comb through the scene. The GM sets the base time for a thorough investigation at 2 hours. The character spends 6 hours meticulously analyzing every detail. As a result, they receive a +6 bonus on their Intellect (Investigation) check. This reflects the increased likelihood of uncovering hidden evidence and making accurate deductions due to the meticulous approach.
A team of adventurers is infiltrating a high-security facility. They need to bypass a locked door quickly to avoid being detected by patrolling guards. The character with the highest Computers skill decides to rush the hacking process. The GM determines the base time for hacking the door is 3 minutes. The character tries the hack in 1 minute (less than half the base time). As a result, they incur the maximum -8 penalty on their Computers (Hacking) check. This reflects the increased likelihood of making mistakes or triggering alarms due to the rushed approach.
TRANSPOSED SKILL BASE
Skills are generally associated with specific Ability Scores that represent the primary attribute governing their use. However, certain character concepts might call for a different Ability Score to be used for a particular skill, reflecting unique traits, abilities, or circumstances. This is known as a Transposed Skill Base.
Permanent or Situational
Transposed Skill Bases can be either permanent, reflecting an inherent aspect of the character's nature, or situational, depending on specific circumstances or the use of certain abilities.
GM Approval
Any transposition of a skill's base Ability Score requires GM approval. The GM will consider the character's concept, the rationale behind the change, and the potential impact on game balance before allowing it.
Examples
A character with cybernetic enhancements might use Intellect instead of Agility for their Piloting skill, reflecting the use of advanced computer interfaces and calculations.
A character with strong psychic abilities might use Wisdom instead of Charisma for their Persuasion skill, drawing upon their mental powers to influence others.
A character who relies on agility and finesse in combat might use Agility instead of Strength for their Melee Weapons skill, reflecting their fighting style and weapon choices.
Benefits
Character Customization
Transposed Skill Bases allow for greater flexibility in character creation, enabling players to build characters with unique abilities and play styles that might not fit neatly into the standard skill-ability associations.
Narrative Depth
They can reflect a character's unique background, training, or physical/mental attributes, adding depth and realism to their portrayal.
Tactical Advantages
In some cases, transposing a skill's base Ability Score can provide tactical advantages, allowing characters to leverage their strengths in unexpected ways or overcome limitations imposed by their primary attributes.
Considerations
Game Balance
The GM must carefully consider the potential impact of Transposed Skill Bases on game balance, ensuring that they don't create overly powerful or unbalanced characters.
Clarity and Consistency
Clear communication between the player and GM is essential to ensure that the transposition is understood and applied consistently throughout the game.
Character Concept
Transposed Skill Bases should align with the character's overall concept and make sense within the context of the game world and its rules.
______________________________________________________________________________UNDER CONSTRUCTION
SKILL DESCRIPTIONS
DESCRIPTION
PHYSICAL SKILLS
ACROBATICS
Acrobatics is the skill of performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), and breaking falls. It is used whenever a character attempts to make a physical maneuver that requires agility, balance, and coordination. This can include things like jumping over obstacles, swinging from ropes, or performing aerial maneuvers.
Specializations for this skill can include tumbling, balancing, and swinging.
ATHLETICS
Athletics is the skill of a character's general physical capabilities – running, jumping, climbing, swimming, and other broadly physical activities. It reflects a character's overall fitness and physical prowess. Athletics is used whenever a character attempts to perform a physical feat that requires strength and endurance. This can include things like running long distances, climbing walls, or swimming through rough waters.
Specializations for this skill can include running, jumping, climbing, and swimming.
PILOTING
Piloting is the skill of operating mecha, vehicles of various types, such as aircraft, spacecraft, or boats. It reflects a character's ability to navigate, steer, and control various vehicles. Piloting is used whenever a character attempts to pilot a vehicle, whether in combat or during a peaceful journey. This can include things like flying a spaceship through an asteroid field, navigating a boat through a storm, or driving a car through a high-speed chase.
Specializations for this skill can include specific types of vehicles, such as airplanes, helicopters, or submarines.
STEALTH
Stealth is the skill of moving quietly and remaining hidden from view. It reflects a character's ability to avoid detection and move silently. Stealth is used whenever a character attempts to sneak past guards, hide from enemies, or remain undetected while spying. This can include things like sneaking through a dark alley, hiding behind a tree, or crawling through a ventilation shaft.
Specializations for this skill can include hiding, sneaking, and pickpocketing.
MENTAL SKILLS
ALERTNESS
Alertness is the skill of being aware of one's surroundings and noticing changes or potential threats in the environment. It reflects a character's ability to pay attention to details and react quickly to unexpected situations. Alertness is used whenever a character needs to be aware of their surroundings, whether it's to avoid danger or to gather information. This can include things like noticing a hidden door, detecting a trap, or identifying a potential ambush.
Specializations for this skill can include perception, investigation, and intuition.
ACADEMICS Academics is the skill of knowledge acquisition and analysis. It reflects a character's ability to research and understand complex topics. Academics is used whenever a character needs to research a topic, analyze data, or draw conclusions based on evidence. This can include things like researching a new technology, analyzing an artwork or deciphering old texts.
Specializations for this skill can include specific fields of study, such as history, science, or literature.
KNOWLEDGE **
COMPUTERS
Computer is the skill of understanding and using computer technology. It reflects a character's ability to operate and program computers, and to understand the underlying principles of computer science. Computer is used whenever a character needs to use a computer to perform a task, whether it's to hack into a system or to analyze data. This can include things like programming, hacking, and data analysis.
Specializations for this skill can include specific programming languages, operating systems, or types of software.
CULTURE
Culture is the skill of understanding and appreciating different cultures. It reflects a character's ability to understand the customs, beliefs, and practices of different groups of people. Culture is used whenever a character needs to interact with people from different cultures, whether it's to negotiate a deal or to avoid offending someone. This can include things like understanding social norms, speaking different languages, and recognizing cultural symbols.
Specializations for this skill can include specific cultures, such as Dynasty, Syndicate, Alterians and others.
HISTORY
History is the skill of understanding and interpreting historical events. It reflects a character's ability to understand the past and how it has shaped the present. History is used whenever a character needs to understand the context of a situation, whether it's to solve a mystery or to plan a strategy. This can include things like researching historical events, analyzing historical documents, and interpreting historical artifacts.
Specializations for this skill can include specific time periods, such as ancient history or modern history.
LANGUAGE
Language is the skill of understanding and speaking different languages. It reflects a character's ability to communicate with people from different cultures and backgrounds. Language is used whenever a character needs to communicate with someone who speaks a different language, whether it's to negotiate a deal or to gather information. This can include things like speaking, reading, and writing different languages.
Specializations for this skill can include specific languages.
Notable Languages:
Common or Trade - Known by most, mix of various languages and dialects
Draconic - Tongue of Dragons, Draconic and Draconians, common in the Dynasty
Premian - Spoken by Native Premians and common in the Syndicate
Tech - Pidgin and Jargon common to scientist and technicians
Fae - A shared semi-mystical tongue of beings and spirits of nature
High Tongue - Impyrium, Ascendancy and some old Dynasty worlds
Sign - Hand gesture communication
Note - Regional and World variants are very common but are usually based on a listed language (for most communication a check is generally not needed, indicating fluency in chosen language - whether spoken, written or any other context of that dialect. Rare dialects and old forms of the language will require checks to understand and communicate).
MEDICINE
Medicine is the skill of understanding and treating medical conditions. It reflects a character's ability to diagnose and treat illnesses and injuries. Medicine is used whenever a character needs to heal themselves or others, whether it's to save a life or to prevent an infection. This can include things like diagnosing illnesses, performing surgeries, and administering medication.
Specializations for this skill can include specific medical fields, such as surgery or pediatrics.
Must have access to any related Skills needed to evaluate and properly treat different patient types properly: Biology for most Organics, Botany for any Verdant types and combinations of Mechanical, Electrical and/or Engineering for patients with Cybernetic Augmentations or Synthetics
NATURE
Nature is the skill of understanding and interacting with the natural world. It reflects a character's ability to survive in the wilderness and understand the ecology of different environments. Nature is used whenever a character needs to navigate through the wilderness, whether it's to hunt for food or to avoid danger. This can include things like tracking animals, identifying plants, and surviving in extreme environments.
Specializations for this skill can include specific environments, such as deserts or forests.
NAVIGATION
Navigation is the skill of understanding and using navigational tools. It reflects a character's ability to navigate through different environments, whether it's on land, sea, or air. Navigation is used whenever a character needs to travel to a specific location, whether it's to explore a new area or to deliver a package. This can include things like using a map and compass, piloting a ship, or flying a plane. Specializations for this skill can include specific types of navigation, such as celestial, land, sea, steller and FTL.
NOBILITY
Nobility is the skill of understanding and interacting with the aristocracy. It reflects a character's ability to navigate a society's social hierarchy and interact with people of high status. Nobility is used whenever a character needs to interact with the aristocracy, whether it's to gain political power or to secure a marriage alliance. This can include things like understanding court etiquette, negotiating with nobles, and identifying noble titles.
Specializations for this skill can include specific cultures, such as medieval Europe or feudal Japan.
PHYSICS
Physics is the skill of understanding and applying the laws of physics. It reflects a character's ability to understand the physical world and use that knowledge to solve problems. Physics is used whenever a character needs to understand the behavior of physical objects, whether it's to design a machine or to solve a puzzle. This can include things like calculating trajectories, designing experiments, and understanding the properties of matter and energy.
Specializations for this skill can include specific fields of physics, such as quantum mechanics or thermodynamics.
RELIGION
Religion is the skill of understanding and practicing religious beliefs. It reflects a character's ability to understand the beliefs and practices of different religions, and to practice their own religion. Religion is used whenever a character needs to interact with people of different faiths, whether it's to negotiate a peace treaty or to perform a religious ceremony. This can include things like understanding religious texts, performing religious rituals, and interpreting religious symbols. Specializations for this skill can include specific religions.
SCIENCE Science is the skill of understanding and applying the scientific method. It reflects a character's ability to understand the natural world and use that knowledge to solve problems. Science is used whenever a character needs to understand the behavior of natural phenomena, whether it's to design an experiment or to solve a mystery. This can include things like designing experiments, analyzing data, and interpreting scientific theories.
Specializations for this skill can include specific fields of science, such as biology or chemistry.
SURVIVAL
Survival is the skill of surviving in extreme environments. It reflects a character's ability to find food, water, and shelter in the wilderness, and to avoid danger. Survival is used whenever a character needs to survive in the wilderness, whether it's to explore a new area or to escape from danger. This can include things like finding food and water, building shelter, and avoiding predators.
Specializations for this skill can include specific environments, such as deserts or mountains.
TECHNOLOGY
Technology is the skill of understanding and using advanced technology. It reflects a character's ability to understand the underlying principles of technology and general concept of its usage.
Specializations for this skill can include specific types of technology, such as robotics or nanotechnology.
VOCATION **
ADMINISTRATOR
Administrator is the skill of managing and organizing people and resources. It reflects a character's ability to lead and coordinate groups of people, and to manage budgets and schedules. Administrator is used whenever a character needs to manage a team, whether it's to complete a project or to run a business. This can include things like delegating tasks, setting goals, and managing finances.
Specializations for this skill can include project management, team leadership, and budgeting.
ALCHEMIST
Alchemist is the skill of understanding and creating potions and other magical substances. It reflects a character's ability to mix and manipulate chemicals and magical ingredients. Alchemist is used whenever a character needs to create a potion or other magical substance, whether it's to heal an injury or to create a powerful spell. This can include things like mixing ingredients, analyzing substances, and creating magical effects.
Specializations for this skill can include specific types of substance.
AMBASSADOR
Ambassador is the skill of negotiating and representing one's country or organization. It reflects a character's ability to communicate effectively with people from different cultures and backgrounds, negotiate treaties, and represent one's country or organization in a foreign land. Ambassador is used whenever a character needs to promote their country's interests and maintain good relations with other countries. This can include things like negotiating trade agreements, resolving disputes, and building alliances.
Specializations for this skill can include diplomacy, foreign languages, and cultural awareness.
ARCHITECT
Architect is the skill of designing and building structures. It reflects a character's ability to create and design buildings and other structures, design blueprints, create models, and oversee construction. Architect is used whenever a character needs to create a structure, whether it's a house, a castle, or a city. This can include things like designing layouts, creating blueprints, and managing construction crews.
Specializations for this skill can include specific types of structures, such as fortifications or temples.
ARCHIVIST
Archivist is the skill of preserving and organizing historical documents and artifacts. It reflects a character's ability to collect and preserve historical records and artifacts, catalog artifacts, preserve documents, and research historical events. Archivist is used whenever a character needs to preserve and make accessible historical records for future generations. This can include things like cataloging artifacts, preserving documents, and researching historical events.
Specializations for this skill can include specific types of archives or artifacts.
ARMORER
Armorer is the skill of creating and repairing different types of armor. It reflects a character's ability to forge metal, repair damaged armor, and create new designs. Armorer is used whenever a character needs to ensure that armor is functional and effective. This can include things like repairing damaged armor to creating a new suit.
Specializations for this skill can include specific types of armor, such as plate, chain or powered assisted - depending on the Tech available.
ARTIST
Artist is the skill of creating art in various forms, such as painting, sculpture, or music. It reflects a character's ability to paint, sculpt, or compose music. Artist is used whenever a character needs to create works of art that are aesthetically pleasing and meaningful. This can include things like painting portraits, sculpting statues, or composing music.
Specializations for this skill can include specific types of art, such as landscape painting or classical music.
ARTIFICER
Artificer is the skill of creating magical items, such as wands, potions, or enchanted weapons. It reflects a character's ability to mix magical ingredients, enchant weapons, and create magical effects. Artificer is used whenever a character needs to create magical items that are functional and effective. This can include things like mixing magical ingredients, enchanting weapons, and creating magical effects.
Specializations for this skill can include specific types of magical items.
BROKER
Broker is the skill of negotiating and managing financial transactions. It reflects a character's ability to negotiate contracts, manage investments, and analyze financial data. Broker is used whenever a character needs to ensure that financial transactions are profitable and beneficial for their clients. This can include things like negotiating deals, managing investments, and analyzing market data. Specializations for this skill can include specific types of financial transactions, such as stock trading or real estate.
CELEBRITY
Celebrity is the skill of managing one's public image and interacting with fans and the media. It reflects a character's ability to manage social interactions, give interviews, and attend public events. Celebrity is used whenever a character needs to maintain a positive public image and promote their brand.
Specializations for this skill can include specific types of media, such as television or social media.
CONSTABLE
Constable is the skill of enforcing the law and maintaining order. It reflects a character's ability to investigate crimes, make arrests, and protect citizens. Constable is used whenever a character needs to ensure that laws are upheld and that citizens are safe. This can include things like investigating crimes, making arrests, and protecting citizens.
Specializations for this skill can include specific types of law enforcement, such as detective work or riot control.
COURTESAN
Courtesan is the skill of entertaining and pleasing others. It reflects a character's ability to dance, sing, or be intimate in a professional manner. Courtesan is used whenever a character needs to provide entertainment and pleasure to their clients.
Specializations for this skill can include specific types of entertainment, such as companionship or exotic dancing.
CULINARIAN
Culinarian is the skill of cooking and preparing food. It reflects a character's ability to prepare ingredients, cook meals, and present food. Culinarian is used whenever a character needs to create delicious and nutritious meals. This can include things like preparing ingredients, cooking meals, and presenting food.
Specializations for this skill can include specific types of cuisine or cultures.
DEMOLITIONIST
Demolitionist is the skill of creating and using explosives. It reflects a character's ability to create bombs, set charges, and detonate explosives for various purposes. Demolitionist is used whenever a character needs to ensure that explosives are used safely and effectively. This can include things like creating bombs, disarming bombs, setting charges, and detonating explosives for various purposes.
Specializations for this skill can include specific types of explosives or uses, such as disposal or underwater.
ELECTRICIAN
Electrician is the skill of understanding and working with electrical systems. It reflects a character's ability to install and repair electrical systems, such as wiring, circuits, outlets, switches, and lighting fixtures. Electrician is used whenever a character needs to ensure that electrical systems are safe and functional. This can include things like installing and repairing electrical systems, such as wiring, circuits, outlets, switches, and lighting fixtures.
Specializations for this skill can include specific types of electrical systems, such as solar panels or generators.
ENGINEER
Engineering is the skill of using scientific principles to design and build mecha, automata (simple robotics) and similar structures and mechanisms. It reflects a character's ability to apply mathematical and scientific concepts to create new products or improve existing ones. Engineers work in various industries, including mechanical, electrical, computer and architectural skills. Engineering is using various components together to craft something larger and more complex, whereas the components themselves are covered by particular skills such as Mechanical or Electrical.
Specializations for this skill can include specific types of mecha, from personal roller craft, automata to space craft.
GROUNDSKEEPER
Groundskeeper is the skill of managing and maintaining outdoor spaces, such as parks or gardens. It reflects a character's ability to mow lawns, trim hedges, plant flowers, and maintain other outdoor features. Groundskeepers are responsible for ensuring that outdoor spaces are safe, functional, and aesthetically pleasing. This can include things like mowing lawns, trimming hedges, and planting flowers.
Specializations for this skill can include specific types of outdoor spaces, types of plants or growing mediums.
LABORER
Laborer is the skill of performing manual tasks, such as digging ditches, carrying heavy objects, or building structures. It reflects a character's ability to perform physical labor and complete tasks that require strength and endurance. Workers are responsible for completing manual tasks safely and efficiently. This can include things like digging ditches, carrying heavy objects, and building structures. Laborers will be knowledgeable of various tools and equipment of the trade.
Specializations for this skill can include specific types of manual labor, such as construction or loader.
MECHANIC
Mechanic is the skill of repairing and maintaining components of machines and vehicles. It reflects a character's ability to diagnose and fix mechanical problems, and to perform routine maintenance tasks. Mechanics are responsible for ensuring machines and vehicles are safe and functional. This can include things like repairing engines, replacing parts, and performing oil changes.
Specializations for this skill can include specific types of machines, functions or parts.
RESEARCHER
Researcher is the skill of conducting research and analyzing data. It reflects a character's ability to gather information, analyze it, and draw conclusions. Researchers are responsible for ensuring that information is accurate and reliable. This can include things like conducting surveys, analyzing data, and writing reports. Specializations for this skill can include specific types of research, such as market research or scientific research.
SALVAGER
Salvager is the skill of salvaging materials or items from wrecked or damaged ships, buildings, or other structures. It reflects a character's ability to identify and extract valuable materials or items from damaged structures. Salvagers are responsible for ensuring that materials or items are extracted safely and efficiently. This can include things like salvaging metal from a shipwreck, or extracting valuable items from a damaged building.
Specializations for this skill can include specific types of salvage, such as underwater salvage or architectural salvage.
SOLDIER
Soldier is the skill of fighting in battles, protecting allies, or completing missions. It reflects a character's ability to use weapons and tactics to achieve military objectives as well as knowing proper terminology and procedures. Soldiers are responsible for ensuring their missions are completed safely and effectively. This can include things like engaging in combat, protecting allies, and completing missions and typical protocols of modern warfare.
Specializations for this skill can include specific types of military operations, such as reconnaissance or special operations.
TAILOR
Tailor is the skill of designing and creating clothing items, such as dresses, suits, or light armor or armor dressings. It reflects a character's ability to create clothing that is functional and aesthetically pleasing. Tailors are responsible for ensuring that clothing items fit well and are made from high-quality materials. This can include things like designing patterns, cutting fabric, and sewing clothing items.
Specializations for this skill can include specific types of clothing, such as formal wear or athletic wear.
TRANSPORTER
Transporter is the skill of transporting people or goods from one place to another, such as by driving, flying, or sailing. Transporters are responsible for ensuring people or goods are transported safely and efficiently.
Specializations for this skill can include specific types of transportation, such as commercial aviation or interplanetary shipping.
WEAPONSMITH
Weaponsmith is the skill of creating and repairing weapons, such as swords, guns, or bows. It reflects a character's ability to create weapons that are functional and effective. Weaponsmiths are responsible for ensuring that weapons are made from high-quality materials and are designed to be effective in combat. This can include things like forging metal, sharpening blades, and repairing damaged weapons. Specializations for this skill can include specific types of weapons, such as firearms or melee weapons.
SOCIAL SKILLS
MANIPULATION
INSIGHT
Insight is the skill of understanding and empathizing with others. It reflects a character's ability to comprehend and appropriately react to both broad problems of society and interpersonal struggles. Insight is used whenever a character needs to understand the emotions and feelings of others, whether it's to avoid conflict or to build relationships. This can include things like identifying social cues, taking others' perspectives, demonstrating empathy and compassion, and showing concern for the feelings of others.
Specializations for this skill can include lie detection, investigation, and cold reading.
BLUFF
Bluff is the skill of lying convincingly. It reflects a character's ability to deceive others and manipulate situations to their advantage. Bluff is used whenever a character needs to convince someone of something that isn't true, whether it's to avoid danger or to gain information. This can include things like lying about one's identity, pretending to be someone else, or making up a story to cover up a mistake.
Specializations for this skill can include distracting, deception, and persuasion.
DIPLOMACY
Diplomacy is the skill of negotiating and persuading others. It reflects a character's ability to communicate effectively and build relationships with others. Diplomacy is used whenever a character needs to convince someone of something that is true, whether it's to gain support or to resolve a conflict. This can include things like negotiating a peace treaty, convincing a king to support a cause, or persuading a merchant to lower their prices.
Specializations for this skill can include negotiation, persuasion, and leadership.
INTIMIDATE
Intimidation is the skill of using fear and threats to control others. It reflects a character's ability to instill fear in others and manipulate situations to their advantage. Intimidate is used whenever a character needs to scare someone into doing something, whether it's to gain information or to avoid danger. This can include things like threatening physical harm, using one's reputation to intimidate others, or using psychological tactics to make someone feel powerless.
Specializations for this skill can include coercion, intimidation, and torture.
STREETWISE
Streetwise is the skill of navigating the criminal underworld and understanding the social dynamics of the streets. It reflects a character's ability to survive and thrive in dangerous and unpredictable environments. Streetwise is used whenever a character needs to gather information or make connections in the criminal underworld, whether it's to gain access to resources or to avoid danger. This can include things like finding a black market dealer, identifying a gang's territory, or navigating a dangerous neighborhood.
Specializations for this skill can include underworld knowledge, criminal connections, and street smarts.
EXPRESSION **
ACTING
Acting is the skill of portraying a character or role in a performance. It reflects a character's ability to use body language, facial expressions, and tone of voice to convey emotions and communicate effectively. Acting is used whenever a character needs to deceive or persuade others, or to perform in a play or other theatrical production.
COMEDY
Comedy is the skill of making people laugh or feel amused. It reflects a character's ability to use humor and wit to entertain others. Comedy is used whenever a character needs to lighten the mood or entertain others, or to perform in a comedy show or other comedic production.
DANCING
Dancing is the skill of moving rhythmically to music. It reflects a character's ability to use body movements to express emotions and communicate effectively. Dancing is used whenever a character needs to entertain others or perform in a dance show or other performance.
DISGUISE
Disguise is the skill of changing one's appearance to look like someone else. It reflects a character's ability to use makeup, costumes, and other techniques to alter their appearance. Disguise is used whenever a character needs to deceive or impersonate someone else, or to hide their true identity.
KEYBOARD
Keyboard is the skill of playing a keyboard instrument, such as a piano or synthesizer. It reflects a character's ability to create music using a keyboard instrument. Keyboard is used whenever a character needs to create music or perform in a musical production.
LEGERDEMAIN
Legerdemain is the skill of performing sleight of hand tricks and illusions. It reflects a character's ability to use misdirection and other techniques to deceive others. Legerdemain is used whenever a character needs to deceive or entertain others such as switching items, stealing or performing a stage or table magic show.
ORATORY
Oratory is the skill of public speaking. It reflects a character's ability to use language and tone of voice to persuade and inspire others. Oratory is used whenever a character needs to convince a group to take a certain course of action, or to deliver a speech or other public address.
PERCUSSION
Percussion is the skill of playing percussion instruments, like drums or cymbals. It reflects a character's ability to create music using percussion instruments. Percussion is used whenever a character needs to create music or perform in a musical production.
SINGING
Singing is the skill of using one's voice to create music. It reflects a character's ability to use pitch, tone, and rhythm to convey emotions and communicate effectively. Singing is used whenever a character needs to entertain others or perform in a musical production.
STRING
String is the skill of playing string instruments like guitar or violin. It reflects a character's ability to create music using strings. String is used whenever a character needs to create music or perform in a musical production.
STYLE
Style is the skill of creating a unique and distinctive appearance. It reflects a character's ability to use clothing, accessories, and other techniques to create a unique and memorable look. Style is used whenever a character needs to make a good impression or to stand out from the crowd.
WIND
Wind is the skill of playing wind instruments, like a flute or trumpet. It reflects a character's ability to create music using wind instruments. Wind is used whenever a character needs to create music or perform in a musical production.
META SKILLS
ATTUNE Used to harness and channel Metaphysical Power.
Attune is gained, as a skill to improve, upon initial Awakening of any Discipline.
The Attune Check Sets the Challenge for Defense and Resistance Checks for Metafocus Discipline Skills.
METAFOCUS DISCIPLINES ** Each Awakened Discipline has two associated skills which become available to improve as other skills. Discipline checks will be made for free-casting and other impromptu Metafocus control checks.
An Invocation’s level will be added and a 10 may be taken on the roll.
The Discipline’s level Determines the number of dice used for damage, range and area affected (in addition to similar variables) with levels in an Invocation adding to this for the specific effects.
DIMENSION Dimension is the skill of manipulating space and time. It reflects a character's ability to bend the laws of physics to their will.
Dimension is used whenever a character needs to teleport and summon creatures from other dimensions.
SUMMONING Summoning is the sub-skill of Dimension that allows a character to call forth creatures or objects from other planes of existence. Summoning is used whenever a character needs to call forth creatures or objects to aid them in battle or to perform a specific task. Specializations for this skill can include specific types of creatures or objects, such as demons or weapons
TELEPORT Teleportation is the sub-skill of Dimension that allows a character to instantly transport themselves or others to another location. Teleportation is used whenever a character needs to quickly travel from one location to another, or to escape danger. Specializations for this skill can include specific types of teleportation, such as short-range or long-range teleportation
ENERGY Energy is the skill of manipulating different types of energy, such as elemental or force energy.
Energy is used whenever a character needs to create or manipulate energy to perform a specific task.
ELEMENTAL Elemental is the sub-skill of Energy that allows a character to manipulate the elemental energies as fire, water, earth, and air. It reflects a character's ability to control the forces of nature to achieve a specific goal. Specializations for this skill can include specific types of elemental effects - Corrosive, Cryo, Pyro, Sonic or Voltic
FORCE Force is the sub-skill of Energy that allows a character to manipulate physical forces, such as gravity or magnetism. It reflects a character's ability to control the laws of physics to achieve a specific goal. Specializations for this skill can include specific types of physical forces, such as telekinesis or gravity manipulation
ILLUSION
PHANTASM Phantasm is the skill of creating and manipulating sensory illusions. It reflects a character's ability to create false images or sensations to deceive others. Phantasm is used whenever a character needs to deceive or distract others, or to create a false sense of reality.
SHADOW Shadow is the sub-skill of Illusion that allows a character to create semi-real constructs. It reflects a character's ability to perform conjurations which are directly controlled as remote extensions of themselves.
MATTER Matter is a skill that allows a character to manipulate physical matter to achieve a specific goal.
ENHANCEMENT Enhancement is the sub-skill of Matter that allows a character to improve the properties of physical matter, such as strength or durability. It reflects a character's ability to enhance the properties of matter to achieve a specific goal. Specializations for this skill can include specific types of enhancements, such as strength or durability.
TRANSMUTATION Transmutation is the sub-skill of Matter that allows a character to change the properties of physical matter, such as turning lead into gold. It reflects a character's ability to transform one type of matter into another. Specializations for this skill can include specific types of transmutation, such as alchemy or metallurgy.
MENTAL Mental is a skill that allows a character to manipulate another’s mind to being aware and knowledgeable of distant events. It reflects a character's ability to control others' thoughts and emotions and various precognitive and clairvoyant abilities.
PROJECTION Projection is the sub-skill of Mental that allows a character to project thoughts, consciousness, and emotions into reality. It reflects a character's ability to project their thoughts into another or transition their consciousness outside their body. Specializations for this skill can include, Telepathic Hypnosis, Emotion Control or Astral Projection.
SENSE This sub-skill grants the character a heightened awareness of their surroundings and the unseen world, allowing them to perceive information beyond the limitations of their physical senses. This encompasses a wide range of abilities including Telepathy, Clairvoyance and Precognition.
ENTROPY Entropy is the skill of manipulating the fundamental forces of chaos and order in the universe. It reflects a character's ability to disrupt or impose structure on reality, altering probabilities and the flow of events. Entropy is used whenever a character needs to manipulate the underlying fabric of existence, whether to sow discord and unpredictability or to enforce stability and control.
CHAOS Within the sub-skill set of Entropy, characters possess the power to unleash chaos and instability upon systems, triggering unpredictable and potentially destructive consequences. This ability allows them to sow disorder and confusion, disrupting enemy plans, creating chaotic environments to gain a tactical advantage, or accelerating the inevitable process of decay and death. Specializations within this skill encompass specific types of chaotic effects, including probability manipulation, entropy generation, and the channeling of necrotic energy. Chaos can manifest in various forms, ranging from inflicting damage and negative status effects to manipulating and controlling the undead.
ORDER With the sub-skill of Entropy, characters gain the ability to bring order and structure to chaotic systems. This skill enables them to restore stability and predictability, even amidst destruction and decay. Whenever control, organization, healing, or growth are needed, Order comes into play. Whether it's suppressing an enemy's chaotic powers, stabilizing a volatile environment, or promoting the flourishing of life, Order has various applications. Specializations within this skill include specific methods of inducing order, such as pattern imposition, entropy reduction, and channeling life energy. Healing, buffs, and life energy flow control are also encompassed within the scope of Order.
SPECIAL ABILITIES a special ability is a skill that is either extraordinary, spell-like, or supernatural in nature. Special abilities can be non-magical, though they often defy the laws of physics. They cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Using a special ability is usually not an action because most special abilities automatically happen in a reactive fashion. Those special abilities that are actions are standard actions unless otherwise noted. Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described
Special abilities can be used to create unique and powerful effects that can provide bonuses to characters' stats or abilities, and various effects for combat or utility. Special abilities can be customized to fit the needs of the game or campaign, and they can be used to create a wide variety of different effects.
COMBAT SKILLS
ARCHAIC
DEFENSE
Defense is the combat skill that allows a character to avoid or mitigate incoming attacks. Evasion, Shield, Weapon Block
MELEE
Melee is the combat skill that allows a character to fight in close combat with weapons such as swords, axes, and hammers. Weapon Type - Knives, Swords, Staves
RANGED
Ranged is the combat skill that allows a character to fight at a distance with bows, crossbows, and various thrown weapons. Weapon Type - Throwing Blades, Bows, Boomerangs
UNARMED
Unarmed is the combat skill that allows a character to fight without weapons, using only their body. Kicks, Punches, Natural Weapons, Specific Forms
MODERN
BALLISTIC
Ballistic is the combat skill that is related to the use of firearms and other projectile weapons. Weapon Type - Pistols, Rifles, Shotguns, Sniper
HEAVY WEAPONS
Heavy Weapons is the combat skill that is related to the use of heavy weapons, such as machine guns, rocket launchers, and artillery and the use of vehicular weapons, such as in tanks and aircraft. Weapon Type - Rockets, Grenades, Machine Guns
ADVANCED
ENERGY
Energy is the combat skill that is related to the use of energy-based weapons, such as lasers and plasma rifles. Energy Type - Corrosive, Cryo, Pyro, Sonic, Voltic.
HEAVY ENERGY
Heavy Energy is the combat skill that is related to the use of advanced energy-based weapons that are typically heavy and require a lot of power to operate. This skill allows a character to use weapons such as plasma cannons, railguns, and other heavy energy-based weapons. Energy Type - Corrosive, Cryo, Pyro, Sonic, Voltic.