ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAIAJAKALAMANAOAPAQARASATAUAVAWAXAYAZBABBBCBDBEBFBGBHBIBJBKBLBMBNBOBPBQBRBSBTBU
1
2
Milo AshwoodHeightHairBuildHomelandSize ModifierLanguagesEditSpokenWrittenCultural FamiliaritiesAvailable Pts.CurrencyEdit
3
5'6"blackAverageAzenaSM0: 2 YardsCommonNativeNative13200 CP
4
5
AgeSpeciesGenderWeightEyesAppearanceTech Level DifferenceHandedness
6
20HumanMale154greenAverage0Right
7
List ViewAdvantagesEditList ViewPossessionsEdit
8
Die #1Die #2Die #33d6 TotalRoll ButtonList ViewSpellsEditList ViewSkillsEditNameDescriptionItemDetailsDescription/NotesQty.
9
44412NameDescriptionTimeCostScoreNameDescriptionMod.ScoreMageryYou are magically adept. This advantage comes in levels. You must purchase Magery 0 before buying higher levels of Magery. (5 points for Magery 0, +10 points/level)

Magery 0: This is basic “magical awareness,” a prerequisite for learning magic in most worlds. The GM makes a Sense roll (p. 358) when you first see a magic item, and again when you first touch it. On a success, you intuitively know that the item is magical. A roll of 3 or 4 also tells you whether the magic is helpful or dangerous, and about how strong it is. Those without Magery do not get this roll! 5 points.

Magery 1+: Higher levels of Magery make it much easier to learn and use magic. Add your Magery to IQ when you learn spells. For instance, if you have IQ 14, Magery 3 lets you learn spells as if you had IQ 17. Add your Magery level to Perception when you roll to sense magic items, and to IQ when you learn Thaumatology skill (p. 225).

Reduce the time required to learn new spells in play (but not the point cost) by 10% per Magery level, to a minimum of 60% of the usual time at Magery 4. For instance, with Magery 3, you would learn spells in 70% the usual time.

Powerful spells require a minimum level of Magery as a prerequisite, so be sure to skim the Spell List (pp. 242- 253) when deciding how much Magery you need. Note that high Magery lets you produce powerful results with even the most basic spells; see Magery and Effect (p. 237). The GM sets the maximum Magery allowed to PCs. Magery 3 is about right for “classic fantasy.” 10 points/level (on top of the 5 points for Magery 0).

Mages in Nonmagical Settings
The use of Magery becomes tricky in nonmagical backgrounds. You still have the ability to sense magic, but until you gain experience with magic, the GM should not say, “That idol is magical,” but, “That idol looks very strange to you, very sinister. You sense there is something special about it.”

If you are from a nonmagical culture, you do not start with any spells, but you can still learn magic if you find an opportunity. When you enter a magical world, those who can detect your aura recognize you as a potential magic-user. How they react depends on the setting.

Magery 0 costs 5 points for all mages, but you may apply one of the limitations below to the 10 points/level for Magery 1+. Limited Magery is sometimes known as “aspected Magery.”

Special Limitations
Dance: You must be free to use bodily motions in order to cast spells. You are not freed from rituals requiring movement as your spell level increases (see Magic Rituals, p. 237). However, you need not speak at all to cast your spells. -40%.

Dark-Aspected: You can only use your powers in darkness. Regardless of the time of day or night, any light greater than candlelight or starlight deprives you of your abilities, though your aura reveals that you are a mage. -50%.

Day-Aspected: You can use your powers only when the sun is in the sky – on average, from 6 a.m. to 6 p.m. During solar eclipses, you have no powers! The effects of other astronomical events are up to the GM. When the sun is down, you have none of your magical abilities, although a look at your aura reveals that you are a mage. You are not affected by being in buildings, underground, and so on; only the sun’s position matters. You know automatically (if you are awake) when it is one minute to sunrise and one minute to sunset. -40%.

Musical: You must use a musical instrument in order to cast spells. You can never cast spells silently. -50%.

Night-Aspected: You can only use your powers when the sun is not in the sky – on average, from 6 p.m. to 6 a.m. When the sun is up, you have none of your magical abilities, although a look at your aura reveals that you are a mage. You are not affected by being in buildings, underground, and so on; only the sun’s position matters. You know automatically (if you are awake) when it is one minute to sunrise and one minute to sunset. -40%.

One College Only: Your Magery only benefits the spells of a single college and the Recover Energy spell (p. 248). You learn other spells as though you were a nonmage, and can only cast them in high-mana areas. You may still count such spells as prerequisites for spells in your own college. You cannot detect magic items unless they contain at least one spell of your college, in which case you roll normally for detection on first sight and first touch. -40%.

Solitary: Your magical abilities are at -3 for every sapient being within five yards of you, and -6 for anyone touching you. As partial compensation, you get a roll vs. IQ to notice any time a sapient creature enters or leaves the five-yard area around you – but this only works on a single person. If there is already someone standing next to you, you won’t notice if someone else approaches. -40%.

Song: You must be able to sing in order to cast your spells. You are not freed from the ritual of speaking to cast spells as your spell level increases (see Magic Rituals, p. 237). -40%.
10
ApportationMove physical objects without touching them. This spell levitates its subject at Move 1 – not fast enough to do damage with it. Living subjects get to resist with Will.Varies with the weight of the object.
Weight Energy Cost
Less than 1 Pound 1
Up to 10 Pounds 2
Up to 50 Pounds 3
Up to 200 Pounds 4
Every additional 100 Pounds +4/Same
19AlchemyThis is the study of magical transformations and transmutations. In a magical game world, an alchemist would be able to identify concoctions with magical effects (“elixirs”), such as love potions and healing unguents, and prepare them from suitable ingredients. This is a mechanical process, using the mana inherent in certain things; therefore, those without Magery can learn and use Alchemy, and Magery confers no benefit.12Absolute TimingYou have an accurate mental clock. This ability comes in two levels, both of which are somewhat cinematic:

Absolute Timing: You always know what time it is, with a precision equal to the best personal timepieces widely available in your culture (but never better than a few seconds). You can measure elapsed time with equal accuracy. Neither changes of time zone nor sleep interferes with this ability, and you can wake up at a predetermined time if you choose. Being knocked unconscious, hypnotized, etc. may prevent this advantage from working, and time travel will confuse you until you find out what the “new” time is.
11
STDXIQHTEditLightProduces a small light like a candleflame. It stays still unless the caster concentrates on moving it; then it can travel at Move 5.1/119Animal HandlingThis is the ability to train and work with animals. You must specialize in a category of animals – the more intelligent the animals, the narrower the category. Examples of interest to adventurers: Big Cats (jaguars, lions, tigers, etc.), Dogs, Equines (horses and donkeys), and Raptors (eagles, falcons, and hawks). The default between specialties is -2 within the same order (e.g., Dogs to Big Cats), -4 across orders (e.g., Dogs to Equines), and -6 for larger differences (e.g., Dogs to Raptors).

To train an animal, make an Animal Handling roll once per day of training. A failed roll means the animal learned nothing; a badly failed roll means you are attacked. The time it takes to train an animal depends on the beast’s intelligence and tractability (see Chapter 16).

When working with a trained animal, roll against skill for each task you set the animal. This roll is at -5 if the animal is not familiar with you, -5 if the circumstances are stressful to the animal, and -3 or more if the task is a complex one. To put on an entertaining circus act, snake-charming show, etc., you must make a separate Performance roll!

This skill can also (sometimes) be used to quiet a wild, dangerous, or untrained animal. This roll is at -5 if the creature is wild or very frightened, or -10 if it is a man-eater or man-killer.

Finally, this skill gives an advantage in combat against animals within your specialty. If you have Animal Handling at level 15, an animal’s attack and defense rolls are at -1 against you, because you can predict its behavior. At skill 20, the animal’s rolls are at -2.
14FitYou have better cardiovascular health than your HT alone would indicate.

Fit: You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate. 5 points.

This advantage applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power psi or magic spells.
12
10101510Ignite FireProduces a single spot of heat, and is used to set fire to a readily flammable object. It works best on paper and cloth, and will not affect any item that would not burn in an ordinary fire. In particular, it will not set fire to a living being!
Once ignited, the fire burns normally.
Depends on the amount of heat desired:
1 – As though a match had been held to the subject. Lights a candle, pipe, or tinder in one second.
2 – As though a torch had been held to the subject. Ignites paper or loose cloth in one second, ordinary clothes being worn in four seconds.
3 – As though a blowtorch had been held to the subject. Ignites dry firewood or clothes being worn in one second, leather in two seconds, and heavy wood in six seconds.
4 – As though burning magnesium or phosphorus had been held to the subject. Ignites coal in one second, heavy wood in two seconds/Same
19Area Knowledge* You have an IQ default only for Area Knowledge of a place where you live or once lived. Geography only gives a default for Area Knowledge of the specialty region.

This skill represents familiarity with the people, places, and politics of a given region. You usually have Area Knowledge only for the area you consider your “home base,” whether that’s a single farm or a solar system. If information about other areas is available, the GM may allow you to learn additional Area Knowledge skills.

The GM should not require Area Knowledge rolls for ordinary situations; e.g., to find the blacksmith, tavern, or your own home. But he could require a roll to locate a smith to shoe your horse at 3 a.m., or to find the best ambush spot along a stretch of road. “Secret” or obscure information might give a penalty, require a Hidden Lore skill (p. 199), or simply be unavailable – GM’s decision. For instance, Area Knowledge of Washington, D.C. gives you the location of the Russian Embassy, but not the KGB’s current safe house.

The information covered by Area Knowledge often overlaps such skills as Current Affairs, Geography, Naturalist, and Streetwise. The difference is that Area Knowledge works for a single area: you know the habits of this tiger or gang boss, but have no special insight into tigers or gangs in general.

You can learn Area Knowledge for any sort of area. The larger the territory, the less “personal” and more general your knowledge becomes. Almost everyone will have Area Knowledge of some type. The “canonical” area classes are:

Neighborhood: For an urban area: the residents and buildings of a few city blocks. For a rural area: the inhabitants, trails, streams, hiding places, ambush sites, flora, and fauna of a few hundred acres.

Village or Town: All important citizens and businesses, and most unimportant ones; all public buildings and most houses.

City: All important businesses, streets, citizens, leaders, etc.

Barony, County, Duchy, or Small Nation: General nature of its settlements and towns, political allegiances, leaders, and most citizens of Status 5+.

Large Nation: Location of its major cities and important sites; awareness of its major customs, ethnic groups, and languages (but not necessarily expertise); names of folk of Status 6+; and a general understanding of the economic and political situation.

Planet: As for a large nation, but more general; knowledge of people of Status 7+ only.

Interplanetary State: Location of major planets; familiarity with all known races (but not necessarily expertise); knowledge of people of Status 7+; general understanding of the economic and political situation.

Galaxy: Location of the capitals of interplanetary states and the homeworlds of major races; general awareness of all major races; knowledge of individuals of Status 8; general understanding of relations between interplanetary states.

Area Knowledge for anything larger than a galaxy would be meaninglessly vague.

Your IQ-4 default applies to any of these classes, as long as you have lived in the area. Defaults are limited by “common knowledge” at your tech level! A TL0 hunter would have a default for every level up to “Village or Town,” while a TL8 student would have defaults up to “Planet” level. You must live in an interplanetary or interstellar state to have defaults for levels above “Planet.”

In some game worlds, Area Knowledge specialties may exist for parallel realities and other dimensions – Area Knowledge (Cyberspace), Area Knowledge (Dream Realms), etc. The knowledge such skills provide is left to the GM’s judgment.


Distance
For an area far from your “stomping grounds,” use the penalties under Long-Distance Modifiers (p. 241). However, the speed at which knowledge propagates increases as progressively more powerful tools for managing information appear: printing press, telephone, television, computers, faster-than-light radio, etc. To reflect this, at TL5 and above, the GM may choose to roll 3d against TL+1 (e.g., 9 or less at TL8) to determine whether you are familiar with the distant region from TV, the Internet, etc. On a success, you may ignore all distance penalties. (The GM might also wish to use this rule to determine whether a character’s Reputation is known far from home in a high-tech setting.)

Area Class
“Area classes” are defined under Area Knowledge skill: Neighborhood; Village or Town; City; Barony, County, Duchy, or Small Nation; Large Nation; Planet; Interplanetary State; and Galaxy. Area class becomes important in campaigns that involve a lot of travel. We assume here that the smaller areas are contained within the larger ones.

If you have specialized in a larger area and want information about a smaller area within it, the penalty is -2 for one class of difference, -4 for two, -8 for three, and so on, doubling each time.

If you have specialized in a smaller area and want information about a specific locale within the larger area containing it, the most appropriate solution is usually to use the distance penalties described above. However, questions having to do with the entire large area use a flat -2 per difference in levels.

Example: Someone with Area Knowledge (Earth) would be at -8 – due to three classes of difference – to know the mayor of Los Angeles. However, someone with Area Knowledge (Los Angeles) would be at -4 to know the location of Mount Rushmore. The same person would be at -10 to know the location of the Library of Congress in Washington, D.C.; the Library of Congress has more to do with Washington than with the United States as a whole, and it’s more appropriate to resolve the question by considering distance.

Note that in a setting with multiple planes of existence, Area Knowledge skills for one reality can be dangerously unreliable in another. The GM decides the penalty that he will apply when you try to apply your knowledge of your San Francisco to his version.
16IntuitionYou usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ roll, with a bonus equal to the number of “good” choices and a penalty equal to the number of “bad” choices. On a success, he steers you to a good choice; on a critical success, he tells you the best choice. On a failure, he gives you no information; on a critical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one roll per question is allowed.

The GM should never allow Intuition to short-circuit an adventure – for instance, by letting the intuitive detective walk into a room, slap the cuffs on the guilty party, and close the case. At the most, Intuition would point the detective in the direction of a good clue. GMs who don’t think they can control Intuition should not allow it in their games.
13
CounterspellNullify any one ongoing spell. It cannot “counter” spells that make a permanent change in the world (e.g., Extinguish Fire, Flesh to Stone, or Zombie), and it cannot affect permanently enchanted items, but it can counter spells cast using magic items. The “subject” of Counterspell may be either the subject of the spell to be countered or the person who cast that spell. Counterspell is a single spell – but to counter a given spell, you must also know that spell. Roll against the lower of your Counterspell skill or your skill with the spell being countered. You must win a Quick Contest with the target spell to cancel it. You can cast multiple Counterspells to negate an Area spell piece by piece.5 secondsHalf that of the spell countered, not counting bonuses the other caster got for high skill./--19Area Knowledge* You have an IQ default only for Area Knowledge of a place where you live or once lived. Geography only gives a default for Area Knowledge of the specialty region.

This skill represents familiarity with the people, places, and politics of a given region. You usually have Area Knowledge only for the area you consider your “home base,” whether that’s a single farm or a solar system. If information about other areas is available, the GM may allow you to learn additional Area Knowledge skills.

The GM should not require Area Knowledge rolls for ordinary situations; e.g., to find the blacksmith, tavern, or your own home. But he could require a roll to locate a smith to shoe your horse at 3 a.m., or to find the best ambush spot along a stretch of road. “Secret” or obscure information might give a penalty, require a Hidden Lore skill (p. 199), or simply be unavailable – GM’s decision. For instance, Area Knowledge of Washington, D.C. gives you the location of the Russian Embassy, but not the KGB’s current safe house.

The information covered by Area Knowledge often overlaps such skills as Current Affairs, Geography, Naturalist, and Streetwise. The difference is that Area Knowledge works for a single area: you know the habits of this tiger or gang boss, but have no special insight into tigers or gangs in general.

You can learn Area Knowledge for any sort of area. The larger the territory, the less “personal” and more general your knowledge becomes. Almost everyone will have Area Knowledge of some type. The “canonical” area classes are:

Neighborhood: For an urban area: the residents and buildings of a few city blocks. For a rural area: the inhabitants, trails, streams, hiding places, ambush sites, flora, and fauna of a few hundred acres.

Village or Town: All important citizens and businesses, and most unimportant ones; all public buildings and most houses.

City: All important businesses, streets, citizens, leaders, etc.

Barony, County, Duchy, or Small Nation: General nature of its settlements and towns, political allegiances, leaders, and most citizens of Status 5+.

Large Nation: Location of its major cities and important sites; awareness of its major customs, ethnic groups, and languages (but not necessarily expertise); names of folk of Status 6+; and a general understanding of the economic and political situation.

Planet: As for a large nation, but more general; knowledge of people of Status 7+ only.

Interplanetary State: Location of major planets; familiarity with all known races (but not necessarily expertise); knowledge of people of Status 7+; general understanding of the economic and political situation.

Galaxy: Location of the capitals of interplanetary states and the homeworlds of major races; general awareness of all major races; knowledge of individuals of Status 8; general understanding of relations between interplanetary states.

Area Knowledge for anything larger than a galaxy would be meaninglessly vague.

Your IQ-4 default applies to any of these classes, as long as you have lived in the area. Defaults are limited by “common knowledge” at your tech level! A TL0 hunter would have a default for every level up to “Village or Town,” while a TL8 student would have defaults up to “Planet” level. You must live in an interplanetary or interstellar state to have defaults for levels above “Planet.”

In some game worlds, Area Knowledge specialties may exist for parallel realities and other dimensions – Area Knowledge (Cyberspace), Area Knowledge (Dream Realms), etc. The knowledge such skills provide is left to the GM’s judgment.


Distance
For an area far from your “stomping grounds,” use the penalties under Long-Distance Modifiers (p. 241). However, the speed at which knowledge propagates increases as progressively more powerful tools for managing information appear: printing press, telephone, television, computers, faster-than-light radio, etc. To reflect this, at TL5 and above, the GM may choose to roll 3d against TL+1 (e.g., 9 or less at TL8) to determine whether you are familiar with the distant region from TV, the Internet, etc. On a success, you may ignore all distance penalties. (The GM might also wish to use this rule to determine whether a character’s Reputation is known far from home in a high-tech setting.)

Area Class
“Area classes” are defined under Area Knowledge skill: Neighborhood; Village or Town; City; Barony, County, Duchy, or Small Nation; Large Nation; Planet; Interplanetary State; and Galaxy. Area class becomes important in campaigns that involve a lot of travel. We assume here that the smaller areas are contained within the larger ones.

If you have specialized in a larger area and want information about a smaller area within it, the penalty is -2 for one class of difference, -4 for two, -8 for three, and so on, doubling each time.

If you have specialized in a smaller area and want information about a specific locale within the larger area containing it, the most appropriate solution is usually to use the distance penalties described above. However, questions having to do with the entire large area use a flat -2 per difference in levels.

Example: Someone with Area Knowledge (Earth) would be at -8 – due to three classes of difference – to know the mayor of Los Angeles. However, someone with Area Knowledge (Los Angeles) would be at -4 to know the location of Mount Rushmore. The same person would be at -10 to know the location of the Library of Congress in Washington, D.C.; the Library of Congress has more to do with Washington than with the United States as a whole, and it’s more appropriate to resolve the question by considering distance.

Note that in a setting with multiple planes of existence, Area Knowledge skills for one reality can be dangerously unreliable in another. The GM decides the penalty that he will apply when you try to apply your knowledge of your San Francisco to his version.
16Penetrating VoiceYou can really make yourself heard! In situations where you want to be heard over noise, others get +3 to their Hearing roll. At the GM’s option, you get +1 to Intimidation rolls if you surprise someone by yelling or roaring.
14
Detect MagicDetermines whether any one object is magical. If the spell is successful, a second casting tells whether the magic is temporary or permanent. A critical success on either roll fully identifies the spell, as for Analyze Magic.

This is not the same as the ability to detect magic items that comes with Magery 0; that ability only detects permanent magic items, while Detect Magic detects items, spells, magical creatures, and any other ongoing magical effect.
5 seconds2/--19Body LanguageThis is the ability to interpret a person’s facial expressions and body posture in order to gauge his feelings. You can use it like the Empathy advantage (p. 51) or Detect Lies skill (p. 187), but only on a subject you can see. You can also use it to get a rough idea of what a party member is doing or about to do in a situation where he cannot communicate with you directly (for instance, when using Stealth). You can only observe one subject at a time.

The ability to read body language in combat is a standard part of any Melee Weapon or unarmed combat skill; see Feint (p. 365).

Modifiers: All Vision modifiers; physiology modifiers (see box); +4 if your subject is Easy to Read (p. 134). Anything that makes the subject harder to “read” gives a penalty: baggy clothing gives -1, a shield or a voluminous cloak gives from -2 to -4, and a mask gives -5 (and makes it impossible to use this skill if you cannot see the rest of the body!).
Species with similar physiology: -2 (human vs. Elf) to -4 (human vs. troll).

Species with very different physiology, but still from your world: -5. This includes all normal animals.

Utterly alien species: -6 or worse (GM’s option).

Machine: No roll possible! These skills do not work at all on creatures with the Machine meta-trait (p. 263).

A successful roll against a suitable skill lets you avoid these penalties. This roll is usually against the relevant racial specialty of Physiology, although Biology-4 suffices for common animals.
17Energy ReserveA way of buying Fatigue Points which regenerate independently (1 point every 10 minutes). The recovery rate of ER (Magic) is improved by Recover Energy.
15
WILLPERThrustSwingSeek WaterDetermines the direction, distance, and general nature of the nearest significant source of water. Use the long-distance modifiers (p. 14). Any known sources of water may be excluded if the caster specifically mentions them before beginning.
Requires a forked stick; roll at -3 if this is not available.
2/--19ClimbingThis is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. See Climbing (p. 349) for details. +2 for Brachiator (p. 41); +3 for Flexibility or +5 for Double-Jointed (p. 56); +1 for Perfect Balance (p. 74); a penalty equal to encumbrance level (e.g., -1 for Light encumbrance).10
16
18171d-21d ItchCauses the subject to itch fiercely in a spot of the caster’s choice. The subject is at -2 DX until he takes one full second to scratch (more, if armor, etc. is in the way!). Only one Itch spell can affect a given subject at a time.2/--19CloakThis is the skill of using a cloak or a cape as a weapon. It covers the use of two types of cloak: the waist-length “light cloak” (any cloak, cape, or coat weighing less than 5 lbs.) and the full-length “heavy cloak” (any cloak weighing 5 lbs. or more).

Offensively, you can use a cloak to entangle an opponent – see Special Melee Weapon Rules (p. 404) for details. You can also snap a cloak in your opponent’s face or simply use it to block his vision, either of which counts as a Feint maneuver.

Defensively, a cloak works much like a shield. It provides a Defense Bonus (+1 if light, +2 if heavy) and gives a Block defense equal to (skill/2) + 3, rounded down. A cloak is not as robust as a shield, though! A light cloak has only DR 1 and 3 HP, while a heavy cloak has DR 1 and 5 HP.
10
17
Current AffairsThis is the ability to assimilate quickly whatever qualifies as “news” in your world, and to recall it as needed.

You must specialize in one of the following areas:

Business: Exchange rates, investment performance, etc.

Headline News: Usually bad news, such as assassinations, plagues, and wars.

High Culture: Information on galleries, operas, symphonies, and so forth.

People: The names of and gossip on celebrities, heads of state, and the like.

Politics: Election results, international treaties, etc.

Popular Culture: Hit songs, cool fashions, and hot products, among other things.

Regional: News of all kinds for a specific region (pick one). This is the definitive “town crier” skill at low TLs.

Science & Technology: New discoveries and inventions.

Sports: Scores for recent matches, names of star athletes, etc.

Travel: Where the “beautiful people” are going this year, and how much it all costs.

These specialties default to one another at -4. It is hard to bone up on one kind of news without learning about all the others!

On a successful Current Affairs roll, the GM will inform you of any news within your specialty that pertains to the current adventure (possibly including clues, on a good roll) or give you a small skill bonus (e.g., a success on Current Affairs (Sports) might give +1 to Gambling skill when betting on a boxing match).
-1 per day that you have been unable to access news media; -3 if you only have one source; +1 or more for “inside” access to the news (a subscription to an ordinary wire service is worth +1, while a job at an intelligence agency might give +3 or more).15
18
Walk on AirSpellsEdit
19
Hit PointsFatigue PointsNameDamage & DetailsFast-TalkThis is the skill of talking others into doing things against their better judgment. It is not taught (intentionally, that is) in school; you study it by working as a salesman, confidence man, lawyer, etc. In any situation that calls for a reaction roll, you may make an Influence roll against Fast-Talk instead; see Influence Rolls (p. 359).

If you have Fast-Talk at level 20 or better, you get +2 on all reaction rolls where you’re allowed to talk!

Note that Fast-Talk differs from Acting (p. 174). In general, Fast-Talk is used to get someone to make a snap decision in your favor, while Acting is used for long-term dissimulation. However, there are situations in which the GM could allow a roll on either skill.
+2 for Voice (p. 97); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157); -5 for Truthfulness (p. 159). The GM may ask you for details of the story you are using, rather than just let you say, “I’m using Fast-Talk.” Your approach and the plausibility of the story may further modify the roll, at the GM’s discretion.14
20
10101515NameWalk on Air
21
CurrentMaxDmg/DetailsTemporarily grants the subject the Walk on Air advantage (p. B97). If the subject falls for any reason (e.g., injury), the spell will be broken! If the spell is recast immediately, he falls for only one second (about 5 yards) and then “lands” on the air (taking 1d damage) – unless he hits ground before then. If he’s 10 feet over a lava pit, too bad!HistoryThis is the study of the recorded past (compare Archaeology skill, p. 176). A successful skill roll lets you answer questions about history, and might (at the GM’s option) allow you to remember a useful parallel: “Ah, yes. Hannibal faced a situation like this once, and here’s what he did . . .”

You must specialize. There are two general classes of specialty:

• A limited geographical region – no larger than a small nation – over multiple eras. Examples: History (Bavarian), History (Irish), or History (New York State).

• A single era (e.g., Victorian period, 20th century) and one of a broad geographical region (e.g., Europe), a culture (e.g., Muslim), or an idea (e.g., economic, esoteric, or military). Examples: History (20th-Century American), History (Ottoman Muslim), or History (Napoleonic Military).

The sheer variety of possible specialties makes it impossible to list all possible defaults. In general, if two specialties overlap at all, then GM should permit a default at -2 to -4.
13
22
1720Cast TimeDefaultHistoryThis is the study of the recorded past (compare Archaeology skill, p. 176). A successful skill roll lets you answer questions about history, and might (at the GM’s option) allow you to remember a useful parallel: “Ah, yes. Hannibal faced a situation like this once, and here’s what he did . . .”

You must specialize. There are two general classes of specialty:

• A limited geographical region – no larger than a small nation – over multiple eras. Examples: History (Bavarian), History (Irish), or History (New York State).

• A single era (e.g., Victorian period, 20th century) and one of a broad geographical region (e.g., Europe), a culture (e.g., Muslim), or an idea (e.g., economic, esoteric, or military). Examples: History (20th-Century American), History (Ottoman Muslim), or History (Napoleonic Military).

The sheer variety of possible specialties makes it impossible to list all possible defaults. In general, if two specialties overlap at all, then GM should permit a default at -2 to -4.
13
23
CurrentMaxEnergy ReserveCost (Cast/Maintain)3/2Innate AttackThis skill represents trained ability with a “built-in” ranged attack: fiery breath, super-powered energy bolts, etc. Learn it to improve your odds of hitting with Afflictions (p. 35), Bindings (p. 40), Innate Attacks (p. 61), magical jets and missiles, and similar attacks that originate from you as opposed to a weapon in your hand. Roll against skill to hit.

You must specialize:

Beam: Any energy blast, magical jet, etc. emitted from the hands. To use this skill, you must have at least one unrestrained hand (although it need not be empty).

Breath: Any attack emitted from the mouth, such as dragon’s fire or acidic sputum. To use this skill, you cannot be gagged and you must be facing your target.

Gaze: Any attack emitted from the eyes – heat vision, a petrifying stare, etc. To use this skill, you cannot be blindfolded and you must be facing your target.

Projectile: Any solid projectile or pseudo-solid energy bolt (e.g., Fireball spell) emitted from the hands. To use this skill, you must have at least one unrestrained hand (although it need not be empty).

These specialties default to one another at -2.

You use this skill to direct your attack, not to activate it; therefore, restrictions such as “you cannot be gagged” apply strictly to your ability to make ranged attacks. If you can trigger your attack while restrained, no skill roll is needed to attack your restraints!

You can only learn this skill for ranged attacks. Use Brawling (p. 182) to improve your odds with abilities that require a touch.
12
24
Score19LockpickingThis is the ability to open locks without the key or combination. Each attempt requires one minute. If you make the roll and open the lock, each point by which you succeeded shaves five seconds off the required time. (Safecracking and similar challenges can take more time, at the GM’s discretion.)

Note that if the lock has a trap or alarm attached, you must make a separate Traps roll to circumvent it.
Equipment modifiers (p. 345); -5 if working by touch (e.g., in total darkness). Inside information gives a bonus at GM’s discretion. If the GM requires a DX-based roll (for instance, to work with a particularly delicate mechanism), modifiers for High Manual Dexterity (p. 59) or Ham-Fisted (p. 138) will apply.14
25
DefensesMovementDuration1 minuteMana SenseOn a successful Mana Sense skill roll, you can see up to: Margin of Success + Magery Level meters away without using your eyes. Everything is in shades of grey, with anything beyond your vision fading into darkness. Magic itself can be detected as normal via Magery.15List ViewDisadvantagesEdit
26
10N/AN/A6CollegeAirMathematicsThis is the scientific study of quantities and magnitudes, and their relationships and attributes, through the use of numbers and symbols. You must specialize:

Applied: The branch of mathematics that interacts directly with the physical sciences and engineering, dealing with mathematical models of the behavior of physical systems. Defaults: Engineer (any)-5 or Physics-5.

Computer Science: The theoretical study of data structures and computation. Roll vs. skill to answer questions about what is possible with computers. This gives you no special ability to use computers! Default: Computer Programming-5.

Cryptology: The mathematical study of codes and ciphers. This gives you a theoretical understanding of encryption schemes, including how they change with TL and why some schemes are more effective than others. To create or break codes, use Cryptography skill (p. 186). Default: Cryptography-5.

Pure: Generic “academic” mathematics. Make a skill roll to answer any math-related question not covered by another specialty. Pure mathematics encompasses dozens of obscure subfields that will never affect the game. If you must be an expert in something like “non-self-adjoint operator algebras,” you may further note an optional specialty (p. 169).

Statistics: The science of assembling and analyzing data for the purpose of calculating probabilities, constructing models, and making forecasts. Roll vs. skill to determine the odds of a particular outcome, given sufficient data about similar situations in the past.

Surveying: The science of determining the area of a portion of the Earth’s surface, the lengths and directions of the bounding lines, and the contour of the surface. Make a skill roll to determine the dimensions of any area you can see. More complex determinations require specialized equipment. Defaults: Cartography-3 or Navigation (any)-4.

These specialties default to one another at -5.
14NameDescriptionSelf Control
27
ResearchThis is the ability to do library and file research. Roll against skill to find a useful piece of data in an appropriate place of research . . . if the information is there to be found.

At the GM’s option, when researching material connected with a “book-learned” skill such as Forensics, Literature, or Physics, you may roll against that skill at -2 instead, if that would be better than your Research skill or default (but this is not a general default level).
Language modifiers (p. 24), for research materials in a foreign tongue.14DebtYou owe money. This could represent a loan, back taxes, child support, or alimony . . . or “hush money” paid to blackmailers . . . or “protection money” extorted by gangsters. You must make a monthly payment equal to 1% of your starting wealth (adjusted for wealth level) per level of this trait, to a maximum of 20%. Debt can accompany any wealth level above Dead Broke; plenty of multimillionaires owe significant amounts of money!

Your monthly payment is deducted from your monthly earnings at your job. If your job cannot cover your Debt, you have to pay out of your cash reserves, take a second job, or steal.

If you cannot pay – or choose not to pay – there will be trouble. For bank loans, this means repossession of your worldly goods. For alimony, child support, fines, or taxes, this means a court date. And if you owe money to the mob, you might end up being strongarmed into criminal activities . . . or staring down the barrel of a shotgun. The GM should be creative!

It is assumed that you cannot easily rid yourself of this obligation. It takes more than money to buy off Debt – you must pay off the points and work out a logical in-game explanation with the GM.
28
DodgeBlockParryYardsSpeed/Range/Size CalculatorRunningThis skill represents training in both sprints and long-distance running. Roll against the higher of Running or HT to avoid fatigue or injury due to running. When racing someone of equal Move on foot, roll a Quick Contest of Running skill to determine the winner. Note that you must have legs and be capable of land movement to learn this skill.9Absent-MindednessYou have trouble focusing on anything not of immediate interest. You have -5 on all IQ and IQ-based skill rolls, save those for the task you are currently concentrating on. If no engaging task or topic presents itself, your attention will drift to more interesting matters in five minutes, and you will ignore your immediate surroundings until something catches your attention and brings you back. Once adrift in your own thoughts, you must roll against Perception-5 in order to notice any event short of personal physical injury.

You may attempt to rivet your attention on a boring topic through sheer strength of will. To do so, make a Will-5 roll once every five minutes. “Boring topics” include small talk, repetitive manual tasks, guard duty, driving on an empty highway . . .

Absent-minded individuals also tend to forget trivial tasks (like paying the bills) and items (like car keys and checkbooks). Whenever it becomes important that you have performed such a task or brought such an item, the GM should call for a roll against IQ-2. On a failure, this detail slipped your attention.

Example: An absent-minded detective is in a shootout. He was involved in gunplay earlier in the day, in which he fired four rounds, so the GM calls for an IQ-2 roll. The detective fails the roll, and discovers too late that he forgot to reload his weapon, so his revolver has only two bullets left!

This is the classic disadvantage for eccentric geniuses.
29
Speed/Range/SMSize ModifierPenalty/BonusSavoir-FaireThis is the skill of appropriate behavior in a subculture that has an established code of conduct – for instance, high society or the military. When dealing with that social group, a successful skill roll lets you interact without embarrassing yourself, detect pretenders to high standing, and so on. You may also substitute an Influence roll against Savoir-Faire for any reaction roll required in a social situation involving that subculture; see Influence Rolls (p. 359). Roll once per encounter.

You must specialize. Common specialties include:

Dojo: How to greet masters, wear weapons, and issue challenges at a karate dojo, kung fu kwoon, fencing salle, or similar academy of the martial arts. Recognized skill determines relative standing. In certain places and times, to flout tradition is to risk violent retribution! For competitive martial arts (only), this skill defaults to any relevant Games skill at -3.

High Society: The manners of those of “good” birth and breeding. Status determines relative standing. Roll against skill whenever you must impersonate someone more than three Status levels away from your own. If your Status is negative and you are trying to pass yourself off as someone of Status 1+, or vice versa, this roll is at -2.

Mafia: Proper conduct within a formal criminal organization. This includes such things as codes of silence and showing proper deference to “made men.” These protocols often ape those of high society . . . but the penalties for misconduct are far more severe. Default: Streetwise-3.

Military: The customs, traditions, and regulations of military service. This also includes knowledge of the unwritten rules: what is acceptable even if not regulation, and what is forbidden although there is nothing in writing against it. Military Rank determines relative standing.

Police: As Savoir-Faire (Military), but for civilian police service. This gives knowledge of the social protocols for police officers; use Law (Police) for the legal protocols. Police Rank determines relative standing.

Servant: Knowledge of how to serve the upper class. Certain procedures are always done just so (the salad fork goes outside the dinner fork, the Duke is announced before the Earl, etc.), and certain attitudes in a servant are unacceptable.

Savoir-Faire (High Society) is the most common specialty, and you may list this as simply “Savoir-Faire” on your character sheet. Savoir Faire (High Society) and (Servant) default to one another at -2. There are no defaults between other types of Savoir-Faire.
Cultural Familiarity modifiers (p. 23). +2 if you are of higher standing than those you are trying to impress, or -2 if you are of lower standing (“standing” might mean Rank, Status, skill level, or something else). +2 if you seem to have important friends. -4 for Clueless (p. 126); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154).16Missing DigitYou are missing a finger or thumb.

Missing Finger: Gives -1 DX with that hand (only). - 2 points.

Missing Thumb: Gives -5 DX with that hand (only). -5 points.
30
List ViewArmorEdit10-4ScroungingThis is the ability to find, salvage, or improvise useful items that others can’t locate. Each attempt takes an hour. You do not necessarily steal your booty; you just locate it – somehow – and then acquire it by any means necessary. Note that if you find something that is “nailed down,” you must decide how to try to get it (which might require a roll on another skill). As the GM sees fit, for the rarity of the item sought.17CuriousYou are naturally very inquisitive. This is not the curiosity that affects all PCs (“What’s in that cave? Where did the flying saucer come from?”), but the real thing (“What happens if I push this button?”).

Make a self-control roll when presented with an interesting item or situation. If you fail, you examine it – push buttons, pull levers, open doors, unwrap presents, etc. – even if you know it could be dangerous. Good Role-players won’t try to make this roll very often . . .

In general, you do everything in your power to investigate any situation with which you aren’t 100% familiar. When faced with a real mystery, you simply cannot turn your back on it. You try to rationalize your curiosity to others who try to talk you out of it. Common Sense doesn’t help – you know you are taking a risk, but you’re curious anyway!
12 or Less
31
SlotItemDetailsDRSingingThis is the ability to sing in a pleasing fashion. A successful roll means the audience liked your song. Language Modifiers (p. 24), if you are singing in a foreign language; -2 if the audience does not understand the language; +2 for Voice (p. 97); -2 for Stuttering (p. 157).10ObsessionYour entire life revolves around a single goal. Unlike Compulsive Behavior (p. 128), this is not a daily habit, but an overpowering fixation that motivates all of your actions. And unlike Fanaticism (p. 136), this does not necessarily imply a set of philosophical beliefs.

You must rationalize all of your actions as an attempt to reach your goal. Make a self-control roll whenever it would be wise to deviate from your goal. If you fail, you continue to pursue your Obsession, regardless of the consequences.

Point cost depends on the time needed to realize your goal. A short-term goal (e.g., assassinating some- one) is worth -5 points, while a long-term goal (e.g., becoming President) is worth -10 points. In both cases, modify the base cost to reflect your self-control number. If your Obsession causes others to react badly, take Odious Personal Habit (p. 22) or Delusion (p. 130) as well.

Should you ever reach your goal, you must either substitute a new goal or buy off your Obsession.
9 or Less
32
Skull Specialised Unstructured MagicThis is the ability to manipulate magic without using the structure of spells. It is a lot harder (and therefore often slower) to produce the same results as a spell; this is the process used to create spells. The benefit is unparalleled flexibility, and the ability to affect spells once you are skilled enough. Requires Magery 1.23
33
Face Current EncumbranceWeightBasic LiftSpecialised Unstructured MagicThis is the ability to manipulate magic without using the structure of spells. It is a lot harder (and therefore often slower) to produce the same results as a spell; this is the process used to create spells. The benefit is unparalleled flexibility, and the ability to affect spells once you are skilled enough. Requires Magery 1.23
34
Eyes None14.0820Specialised Unstructured MagicThis is the ability to manipulate magic without using the structure of spells. It is a lot harder (and therefore often slower) to produce the same results as a spell; this is the process used to create spells. The benefit is unparalleled flexibility, and the ability to affect spells once you are skilled enough. Requires Magery 1.23
35
Neck StealthThis is the ability to hide and to move silently. A successful roll lets you conceal yourself anywhere except in a totally bare room, or move so quietly that nobody will hear you, or follow someone without being noticed. (To follow someone through a crowd, use Shadowing, p. 219.)

If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception.

You can also use this skill to stalk game. A successful roll (and about 30 minutes) gets you within 30 yards of most animals. Another roll, at -5, gets you within 15 yards.
A penalty equal to your encumbrance level. -5 to hide in an area without “natural” hiding places, or +3 or more if there are many hiding places. -5 to move silently if you are moving faster than Move 1. -5 to fool those with Discriminatory Smell (e.g., dogs).10
36
Torso Encumbrance LevelsWeightSwimmingThis is the skill of swimming (whether on purpose or to keep afloat in emergencies) and lifesaving. Roll against the higher of Swimming or HT to avoid fatigue while swimming or injury due to aquatic misfortunes. When racing someone of equal water Move, roll a Quick Contest of Swimming to determine the winner. See Swimming (p. 354).

Note that Swimming does not cover high diving – that’s Sports (Diving).
10
37
Arms None20ThaumatologyThis is the academic study of magical theory and the “physics” of mana. Anyone may learn this skill, but it is easier for a mage; add Magery to IQ when learning this skill, just as for spells.

The main use for this skill is magical research. When creating a new spell, use the rules for inventing (see Chapter 17), but replace Engineer skill with Thaumatology. A successful skill roll can also identify an unknown spell when you see it cast, deduce the ramifications of a critical success or failure with magic, determine the spells needed to enchant a magic item to perform as desired, etc. The better your roll, the more insight the GM will provide.

This is the study of fantasy magic – fireball spells, rings of power, etc. The equivalent skill for traditional, spirit-mediated sorcery is Ritual Magic (p. 218), while holy magic might require Religious Ritual (p. 217) or Theology (p. 226). However, a Thaumatology roll at -5 will allow a thaumatologist to relate these different varieties of magic to “standard” wizardry. Exceptionally weird powers or otherworldly artifacts might give a larger penalty!
20
38
Hands Light40Basic SpeedUnstructured MagicThis is the ability to manipulate magic without using the structure of spells. It is a lot harder (and therefore often slower) to produce the same results as a spell; this is the process used to create spells. The benefit is unparalleled flexibility, and the ability to affect spells once you are skilled enough. Requires Magery 1.20
39
Groin Medium605NaturalistThis skill – crucial for fantasy druids and rangers – represents practical (as opposed to scientific) knowledge of nature in its many forms. It includes just enough Biology to tell dangerous plants and animals from benign ones; just enough Geology to locate a cave to shelter in; and just enough Meteorology to know when to take shelter. Roll vs. skill to do any of these things.

In settings where it is possible to visit other worlds, you must specialize by planet. The specialties for planets of the same type (see Planet Types, p. 180) default to one another at -4. Any larger difference results in no default.
9
40
Legs Heavy120
41
Feet Extra-Heavy200
42
Ver. 1.3.5Printer Friendly Button
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100