CHAPTER 4: Skills


SKILL POINTS(OPEN GAMING CONTENT)


Characters have a number of skill points based on their race and their class levels. Depending on a characters' race and class, some skills are "class skills" and some skills are "cross-class skills" Cross-class skills require 2 skill points per rank, class skills require 1 skill point per rank. The maximum number of ranks a character can have in a class skill is equal to that character's level +3. The maximum ranks a character can have in a cross-class skill is half that number.


Starting skill points for the basic character classes are:


Character Class

Skill Points, 1st level

Skill Points, higher level

Combat Specialist

(4+Int modifier)x4

4+Int modifier

False Esper

(6+Int modifier)x4

6+Int modifier

Force Mercanary

(4+Int modifier)x4

4+Int modifier

Government Agent

(4+Int modifier)x4

4+Int modifier

Outlaw

(8+Int modifier)x4

8+Int modifier

Psi-Mechanic

(4+Int modifier)x4

4+Int modifier

Ranger

(6+Int modifier)x4

6+Int modifier

Trader

(6+Int modifier)x4

6+Int modifier



USING SKILLS(OPEN GAMING CONTENT)


When the character uses a skill, the character makes a skill check to see how well the character does. The higher the result on the character's skill check, the better the character does. Based on the circumstances, the character's result must match or beat a particular number to use the skill successfully. The harder the task, the higher the number the character needs to roll.


Skill Checks

To make a skill check, roll 1d20 and add the character's skill modifier for that skill. The skill modifier incorporates the character's rank with that skill, the character's ability modifier for that skill's key ability, and any other miscellaneous modifiers the character has, including racial bonuses and any armor check penalty. The higher the result, the better. A natural 20 is not an automatic success, and a natural 1 is not an automatic failure.


VS. A Difficulty Class

Some checks are made against a Difficulty Class (DC). The DC is a number that the character must score as a result on the character's skill check to succeed.


VS. Opposed Checks

Some skill checks are opposed checks. They are made against a randomized number, which is usually another character's skill check result. Whoever gets the higher result wins the contest. For ties on opposed checks, the character with the higher key ability score wins. If these scores are the same, flip a coin.


Retries

In general, the character can try a skill check again if the character fails, and can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. Some skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless. If a skill carries no penalties for failure, the character can take 20 and assume that the character goes at it long enough to succeed eventually.


Untrained Skill Checks(REVISED, OPEN GAMING CONTENT)

Generally, if the character attempts to use a skill the character doesn't possess, the character makes a skill check as normal. The character's skill modifier doesn't have the character's skill rank added in because the character doesn't have any ranks in the skill. The character does get other modifiers added into the skill modifier, though, such as the ability modifier for the skill's key ability and any modifier under the “miscellaneous modifier” column. However, when a character makes an untrained skill check, count the character's ability modifier as if his ability was half the normal. Example: a character is trying to use the escape artist skill untrained and his Dex attribute is 12. He has no ranks in the skill, so he has no ranks to add. His Dex is 12, but he is making an untrained check, so he rolls as if his Dex was 6, giving him a -2 ability modifier. He counts with no miscellaneous modifier so he makes his Escape Artist check with a -2 modifier.

Many skills can only be used if the character is trained in the skill. Skills that cannot be used untrained are marked with a "No" in the "Untrained" column on Table: Skills.


FAVORABLE AND UNFAVORABLE CONDITIONS(OPEN GAMING CONTENT)

Some situations may make a skill easier or harder to use, resulting in a bonus or penalty added into the skill modifier for the skill check or a change to the DC of the skill check. The GM can alter the odds of success in four ways to take into account exceptional circumstances:

  1. Give the skill user a +2 circumstance bonus to represent circumstances that improve performance.

  1. Give the skill user a -2 circumstance penalty to represent conditions that hamper performance.

  1. Reduce the DC by 2 to represent circumstances that make the task easier.

  1. Increase the DC by 2 to represent circumstances that make the task harder.

A bonus to the character's skill modifier and a reduction in the check's DC have the same result: they create a better chance that the character will succeed. But they represent different circumstances, and sometimes that difference is important.


TIME AND SKILL CHECKS(OPEN GAMING CONTENT)

Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actions, move-equivalent actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action. These skill checks are not actions. Other skill checks represent part of movement. The distance the character jumps when making a Jump check, for example, is part of the character's movement. Some skills take more than a round to use, and the skill descriptions often specify how long these skills take to use.


PRACTICALLY IMPOSSIBLE TASKS

In general, to do something that's practically impossible requires that the character have at least rank 10 in the skill and entails a penalty of -20 on the character's roll or +20 on the DC (which amounts to about the same thing). Practically impossible tasks are hard to delineate ahead of time. They're the accomplishments that represent incredible, almost logic-defying skill and luck. The GM decides what is actually impossible and what is merely practically impossible.


EXTRAORDINARY SUCCESS

If the character has at least rank 10 in a skill and beats the DC by 20 or more on a normal skill check, the character has completed the task impossibly well.


CHECKS WITHOUT ROLLS

Taking 10: When the character is not in a rush and is not being threatened or distracted, the character may choose to take 10. Instead of rolling 1d20 for the skill check, calculate the character's result as if the character had rolled a 10.

Taking 20: When the character has plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), and when the skill being attempted carries no penalties for failure, the character can take 20.

Instead of rolling 1d20 for the skill check, calculate the character's result as if the character had rolled a 20. Taking 20 means the character is trying until the character gets it right. Taking 20 takes about twenty times as long as making a single check would take.


COMBINING SKILL CHECKS

When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap.

Individual Events: Often, several characters attempt some action and each succeeds or fails on her own.

Helping the Leader: Sometimes the individual PCs are essentially reacting to the same situation, but they can work together and help each other out. In this case, one character is considered the leader of the effort and makes a skill check while each helper makes a skill check against DC 10. (the character can't take 10 on this check.) For each helper who succeeds, the leader gets a +2 circumstance bonus (as per the rule for favorable conditions). In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once. The GM limits cooperation as she sees fit for the given conditions.

Skill Synergy: It's also possible for a character to have two skills that work well together. In general, having 5 or more ranks in one skill gives the character a +2 synergy bonus on skill checks with its synergistic skills, as noted in the skill description.


ABILITY CHECKS

Sometimes the character tries to do something to which no specific skill really applies. In these cases, the character makes an ability check. An ability check is the roll of 1d20 plus the appropriate ability modifier. Essentially, the character is making an untrained skill check. The GM assigns a Difficulty Class.


SKILL DESCRIPTIONS


This section describes each skill, including common uses and typical modifiers.

Skill Description Format

Skill Name ([KEY ABILITY]; TRAINED ONLY; ARMOR CHECK PENALTY; [CLASS NAME] ONLY)

The skill name line includes the following information:

Key Ability: The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language has "None" listed as its key ability because the use of this skill does not require a check.

Trained Only: If "Trained Only" is included in the skill name line, the character must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Special section (see below).

Armor Check Penalty: Apply any armor check penalty to skill checks for this skill.

[Class Name] Only: The skill is exclusive to a certain class or classes. No character not of these classes can take the skill. If omitted, the skill is not exclusive.

The skill name line is followed by a general description of what using the skill represents. After the description are three other types of information:

  • Check: What the character can do with a successful skill check, how much time it takes to make a check, and the check's DC.

  • Retry: Any conditions that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the skill can be retried without any inherent penalty other than consuming additional time.

  • Special: Any extra facts that apply to the skill, such as rules regarding untrained use, or if this skill has a synergistic relationship with other skills, or benefits that certain characters receive because of class or race.


THE SKILLS


Animal Empathy (CHA; TRAINED ONLY; RANGER ONLY)(OPEN GAMING CONTENT)

Check: The character can improve the attitude of an animal or monster with a successful check. To use the skill, the character and the animal must be able to study each other, noting each other's body language, vocalizations, and general demeanor. This means that the character must be within 30 feet under normal conditions.Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. This skill works on animals but the character can use it with a -4 penalty on monsters.

Retry: As with attempts to influence people, retries on the same animal generally don't work (or don't work any better), whether the character has succeeded or not.


Appraise (INT)(OPEN GAMING CONTENT)

Check: The character can appraise common or well-known objects within 10% of their value (DC 12). Failure means the character estimates the value at 50% to 150% of actual value. The GM secretly rolls 2d6+3, multiplies by 10%, multiplies the actual value by that percentage, and tells the character that value for the item. (For a common or well-known item, the character's chance of estimating the value within 10% is fairly high even if the character fails the check --in such a case, the character made a lucky guess.) Rare or exotic items require a successful check against DC 15, 20, or higher. If successful, the character estimates the value at 70% to 130% of its actual value. The GM secretly rolls 2d4+5, multiplies by 10%, multiplies the actual value by that percentage, and tells the character that value for the item. Failure means the character cannot estimate the item's value. A magnifying glass gives a +2 circumstance bonus to Appraise checks involving any item that is small or highly detailed, such as a gem. Appraising an item takes 1 minute.



“5000 meseta!”


“¡You Devil!”

Retry: Not on the same object, regardless of success.

Special: If the character is making the check untrained, for common items, failure means no estimate, and for rare items, success means an estimate of 50% to 150% (2d6+3 times 10%).


Balance (DEX; ARMOR CHECK PENALTY)(OPEN GAMING CONTENT)

Check: The character can walk on a precarious surface as a move-equivalent action. A successful check lets the character move at half the character's speed along the surface for 1 round. A failure means that the character can't move for 1 round. A failure by 5 or more means that the character falls. The difficulty varies with the surface:


Surface

DC

7-12 inches wide

10

2-6 inches wide

15

Less than 2 inches wide

20

Uneven Floor

10

Surface Angled

+5*

Surface Slippery

+5*

*Cumulative; if both apply, use both.

Being Attacked while Balancing: Attacks against the character are made as if the character were off balance: They gain a +2 attack bonus, and the character loses any Dexterity bonus to Defense. If the character has 5 or more ranks in Balance, then the character can retain the Dexterity bonus to Defense (if any) in the face of attacks. If the character takes damage, the character must make a check again to stay balanced.

Accelerated Movement: The character can try to walk a precarious surface more quickly than normal. If the character accepts a -5 penalty, the character can move at normal speed as a move-equivalent action. (Moving twice the character's

speed in a round requires two checks.)

Special: If the character has 5 or more ranks in Tumble, the character gets a +2

synergy bonus on Balance checks.


Bluff (CHA)(OPEN GAMING CONTENT)

Check: A Bluff check is opposed by the target's Sense Motive check. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against the character: The bluff is hard to believe, or the action that the target is to take goes against the target's self-interest, nature, personality, orders, etc. If it's important, the DM can distinguish between a bluff that fails because the target doesn't believe it and one that fails because it just asks too much of the target. For instance, if the target gets a +10 bonus because the bluff demands something risky of the target, and the Sense Motive check succeeds by 10 or less, then the target didn't so much see through the bluff as prove reluctant to go along with it. If the target succeeds by 11 or more, he has seen through the bluff (and would have done so even if it had not entailed any demand on him). A successful Bluff check indicates that the target reacts as the character wishes, at least for a short time (usually 1 round or less) or believes something that the character wants him to believe. A bluff requires interaction between the character and the target. Creatures unaware of the character cannot be bluffed. A bluff always takes at least 1 round (and is at least a full-round action) but can take much longer if the character tries something elaborate.

Feinting in Combat: The character can also use Bluff to mislead an opponent in combat so that he can't dodge the character's attack effectively. Doing so is a miscellaneous standard action that does not draw an attack of opportunity. If

the character is successful, the next attack the character makes against the target does not allow him to use his Dexterity bonus to Defense (if any). This attack must be made on or before your next turn. Feinting in this way against a nonhumanoid is difficult because it's harder to read a strange creature's body language; the character suffers a -4 penalty. Against a creature of animal Intelligence (1 or 2) it's even harder; the character suffers a -8 penalty. Against a nonintelligent creature, it's impossible.

Creating a Diversion to Hide: The character can use Bluff to help the character hide. A successful Bluff check can give the character the momentary diversion the character needs to attempt a Hide check while people are aware of the character.

Seduction: The character can use Bluff to convince members of the opposite sex that his romantic intentions are sincere, to persuade her or him to do you a small, temporary favor (such as looking at the other way while you climb up the wall and into the window, or giving you the root password for accessing the server. This action cannot be used during combat.

Retry: Generally, a failed Bluff check makes the target too suspicious for a bluffer to try another one in the same circumstances. For feinting in combat, the character may retry freely.

Special: Having 5 or more ranks in Bluff gives the character a +2 synergy bonus on Intimidate and Pick Pocket checks and a +2 synergy bonus on an Innuendo check to transmit a message. Also, if the character has 5 or more ranks of Bluff, the character gets a +2 synergy bonus on Disguise checks when the character knows that the character is being observed and the character tries to act in character.


Chemistry (INT; TRAINED ONLY)

Check: The character can make special items, identify substances, and any other possible use for Chemistry like pharmaceuticals, understanding the process for creating CF fiber, metal and ceramic allow, etc.

Retry: Yes, but in the case of making items, each failure ruins the half the raw materials needed, and the character has to pay half the raw material cost again. For identifying substances or potions, each failure consumes the cost per attempt.

Special: The character must have the proper equipment pment to make an item or identify it. For identifying items, the cost represents additional supplies the character must buy. Purchasing and maintaining extra facilities other than a portable lab grants a +2 circumstance bonus to Chemistry checks (from the favorable condition of having the perfect tools for the job) but does not affect the cost of any items made using the skill. Having 5 ranks or more in Chemistry grants a +2 sinergy bonus to Craft: Armorer checks, as well as certain other crafts.


Climb (STR; ARMOR CHECK PENALTY)(OPEN GAMING CONTENT)

Check: With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds) one-half the character's speed as a miscellaneous full-round action. The character can move half that far, one-fourth of the character's speed, as a miscellaneous move-equivalent action. A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. A failed Climb check means that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height the character has already attained. A climber's kit gives a +2 circumstance bonus to Climb checks. The DC of the check depends on the conditions of the climb.


DC

Example Wall or Surface

0

A slope too steep to walk up. A knotted rope with a wall to brace against.

5

A rope with a wall to brace against, or a knotted rope

10

A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.

15

Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree. An unknotted rope.

20

An uneven surface with some narrow handholds and footholds, such as a typical wall in a cave or ruins

25

A rough surface, such as a natural rock wall or a brick wall.

25

Overhang or ceiling with handholds but no footholds.

-A perfectly smooth, flat, vertical surface cannot be climbed unless possessing the proper equipment

-Climbing a chimney (artificial or natural) or other location where one can brace against two opposite walls reduces DC by 10

-Climbing a corner where the character can brace against perpendicular walls reduces DC by 5

-A slippery surface increases DC by 5

*These modifiers are cumulative; use any that apply.

Since the character can't move to avoid a blow while climbing, enemies can attack the character as if the character were stunned: An attacker gets a +2 bonus, and the character loses any Dexterity bonus to Defense. Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls from the character's current height and sustains the appropriate falling damage.

Accelerated Climbing: The character tries to climb more quickly than normal. As a miscellaneous full-round action, the character can attempt to cover the character's full speed in climbing distance, but the character suffers -5 penalty on Climb checks and the character must make two checks each round. Each successful check allows the character to climb a distance equal to one-half the character's speed. By accepting the - 5 penalty, the character can move this far as a move-equivalent action rather than as a full-round action.

Making the character's Own Handholds and Footholds: The character can make his or her own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut holds in an ice wall.

Catching the One's Self When Falling: It's practically impossible to catch the one's self on a wall while falling. Make a Climb check (DC = wall's DC + 20) to do so. A slope is a lot easier to catch the one's self on (DC = slope's DC + 10).

Special: A character with 5 or more ranks in Use Rope gets a +2 synergy bonus on checks to climb a rope, a knotted rope, or a rope and wall combination.


Computer Science(INT;TRAINED ONLY)

A broad knowledge in computers, computer systems, boolean algebra and logic circuits, operations research, networks theory, applied mathematics, and any other necesary topics regarding computer research. In the modern-day Algo, computers no longer exist as we know it; in their place, nearly everything has a computer of some sort installed and almost every single object is connected to the Net. People no longer needs to use a “computer” or know MS Windows to check their mail or enter a chatroom, instead they rather take their palm assistant and ask it verbally for any incoming mail. In Algo, the only people with computer knowledge is those that do computer research, programming, and maintenance, the regular person forever freed of having to meddle with things like “operating systems”.

Check: Success on the Computer Science roll determines the outcome of a given task. The different tasks will be detaied shortly.

Information Retrieval: Retrieving information, be it locally or remotely, only requires a roll if such information is protected in some way or if it is obscured and hard to get. Failure on the check means no data was found. A 1 rolled means the character triggered the security of the system. If the system has a complex security, it must be hacked before any attemps of retrieval can be made.

Hacking: After a careful analysis of the system in question, the character can exploit security holes in the system in order to bypass the security and gain access, do the desired work in the system, and leave, erasing his entry from the system logs. A failure means no hole in the security was found. If the check is failed by 5 or more, his intrusion is detected and his address recorded. If the check succeeds by 10 or more, the character is also able to set a “backdoor” in the system, which will allow the character to come and go as he will without need for further Computer Science checks in the future. Hacking complex to state-of-the-art computer security can take up to 4d6 days minus one day per rank of the hacker's Computer Science skill. If the hacker is also using the Gibrose psionic technique, such time is in hours, not days. If the hacker counts with a super-user password, then the roll is not longer a hack roll, but simple information retrieval.

Hardware: A succesful check can give the character a deep understanding of a computer's workings, enable him to set up one quickly, or desing one himself.

Programming: A succesful check enables the character to analize computer programs, modify them, or write his own programs. In order to tamper with or write a program for an unfamiliar computer arquitechture, the character must succeed a check first to analize and understand its hardware.

Retry: As hardware and programming are concerned, multiple attemps can be made. As information retrieval and hacking are concerned however, a failed check means a day of work wasted, try again tomorrow. Note that a system administrator can detect multiple intrusion attemps (DC the intruder's last failed roll), and either tighten the security (DC his own Computer Science check to desing the last security measures), or even let the hacker inside as a trap, in order to track him.


Craft (INT)(OPEN GAMING CONTENT)

Craft is actually a number of separate skills. For instance, the character could have the skill Craft (weaponsmith). The character's ranks in that skill don't affect any checks the character happens to make for armores or leatherworking, for example. The character could have several Craft skills, each with its own ranks, each purchased as a separate skill.

A Craft skill is specifically focused on creating something; if it is not, it is a Profession.

Check: The character knows how to use the tools of the trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. However, the basic function of the Craft skill is to allow the character to make an item of the appropriate type. The DC depends on the difficulty of the item created. The DC, the character's check results, and the price of the item determine how long it takes to make the item. The item's finished price also determines the cost of raw materials. (In the game world, it is the skill level required, the time required, and the raw materials required that determine an item's price. That's why the item's price and DC determine how long it takes to make the item and the cost of the raw materials.) If improvised tools are used instead, the check is made with a -2 circumstance penalty. On the other hand, masterwork tools provide a +2 circumstance bonus. To determine how much time and money it takes to make an item:

  1. Find the DC listed in the item's description or have the GM set one.

  1. Pay one-third the item's price in raw materials.

  1. Make a skill check representing one week's work.

If the check succeeds, multiply the check result by the DC. If the result times the DC equals the price of the item multiplied by 10, then the character has completed the item. (If the result times the DC equals double or triple the price of the item (multiplied by 10), then the character has completed the task in one-half or one-third the time, and so on.) If the result times the DC doesn't equal the price multiplied by 10, then it represents progress the character has made this week. Record the result and make a check for the next week. Each week the character makes more progress until the character's total reaches the price of the item multiplied by 10. If the character fails the check, the character makes no progress this week. If the character fails by 5 or more, the character ruins half the raw materials and have to pay half the original raw material cost again.

Progress by the Day: The character can make checks by the day instead of by the week, in which case the character's progress (result times DC) is at one tenth the weekly rate.

Creating Masterwork Items: The character can make a masterwork item (an item that conveys a bonus to its use through its exceptional craftsmanship). To create a masterwork version of an item on the table below, the character creates the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price and DC. Once both the standard component and the masterwork component are completed, the masterwork item is

finished. (Note: The price the character pays for the masterwork component is one-third of the given amount, just as it is for the price in raw materials.)

Repairing Items: Generally, the character can repair an item at the same DC that it takes to make it in the first place. The cost of repairing an item is one-fifth the item's price.


Item

Craft

DC

Armor**

Armorer

10+Defense Bonus

Firearm

Weaponsmith

15

Simple Weapon

Weaponsmith

12

Exotic Weapon

Weaponsmith

+2

Energy Weapon

Weaponsmith

+3

Very Simple Item

Varies

5

Typical Item

Varies

10

Complex or superior Item

Varies

20

Skycar

Engineering

25

Android***

Robotics

30


** The making of armor requires the use of special facilities for making any armor more complicated than kevlar and reinforced clothing.

***Requires a robotics lab, rare components, and working for a licensed robotics manufacturer. Constructing unlicensed androids is illegal in all of the government's cities.

Retry: Yes, but each time the character misses by 5 or more, the character ruins half the raw materials and have to pay half the original raw material cost again.


Daredevil(DEX;ARMOR CHECK PENALTY)

Check: Success or failure on the Daredevil check determines the outcome of high-risk activities such as hang gliding, parachuting, white-water rafting, surfing, scuba diving, etc. Failure on the Daredevil check can cause subdual or normal damage, require Fortitude saving throws, and similar harmful events at the GM's discretion according to the activity being carried and the outcome of a possible failure.

Retry: No, either the character succeeds at the activity or he doesn't, probably getting harmed or even killed in the process.

Special: If the character has 5 or more ranks of Balance or Tumble, he gets a +2 synergy modifier on his Daredevil checks. If the character has 5 or more ranks of Daredevil, he gets a +2 synergy modifier on his Vehicle Operation checks for attempting stunts. Both bonuses stack. Rangers with the Uncanny Dodge special ability add their bonuses to save versus traps to their Daredevil checks.


Demolitions(INT;TRAINED ONLY)(OPEN GAMING CONTENT)

Disarm: A succesful check lets a character render demolitions packages, mines, and other explosives inoperative before they explode. The DC of the roll is affected by the complexity of the explosive, pressure on the character because of timer devices, booby traps in the design, and other factors. A failed check carries a 35% chance of the character detonating the explosive, while a 1 rolled detonates it instantly.

Scratch-Built Explosives: A succesful check let's the character to either build an explosive from scratch or tamper with military odrnance and make it usable again (remove 1d6 from the damage in this case). Making a scratch-built explosive without the proper materials and tools carries penalties accordingly. The DC for creating a scratch-built explosive is 12 +1 per die of damage of the explosive and requires the character to expend 1/3 of the cost in raw materiasl. The difficulty for refurbishing old explosives is equal to the 12+1 per damage of the orginal explosive minus 2 and requires the character to expend ¼ of the original cost in raw materials. A failed roll ruins the raw materials, while a 1 rolled detonates the explosives, causing the apropiate damage.

Set Explosives: A succesful check allows the character to asses the quantity and quality of explosive needed to demolish a target, as well as place a prepared explosive charge in the target for maximum effect (ie if the explosive was 4d6 worth of damage, the damage is 24 points automatically). A failed check means a dud, while a 1 rolled detonate the explosives prematurely. The GM makes this roll secretly so the character doesn't necesarily know wether he succeeded or not. If the character wants to place the explosives so that they won't be discovered easily then add 5 to the DC of the roll.

Retry: A failed check to disarm or make scratch-built explosives can be retried, but that won't negate the (possibly lethal) consecuences of prior failures. A failed Demolitions check for setting explosives can't be retried with the same set of explosives, however the character can bring new explosives and try again if circumstances allow it.

Special: If the character has 5 or more ranks or Craft: Weaponsmith, he gets a +2 synergy modifier for making scratch-built explosives. If the character has 5 or more ranks of Computer Science or Craft: Engineering, he gets a +2 synergy modifier for disarming explosives (but both bonuses do not stack).


Diplomacy (CHA)(OPEN GAMING CONTENT)

Check: The character can change others' attitudes with a successful check. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases when two advocates or diplomats plead opposite cases in a hearing before a third party.

Know how to address someone: Even the best hunter can't afford to antagonize with those who occupy positions of power and authority. Dignataries, officers, or even people of the underworld usually expect to be addressed correctly.

Retry: Generally, retries do not work. Even if the initial check succeeds, the other character can only be persuaded so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.

Special: Charisma checks to influence NPCs are generally untrained Diplomacy checks. If the character has 5 or more ranks in Bluff or Sense Motive, the character gets a +2 synergy bonus on Diplomacy checks. These bonuses stack.


Disable Device (INT; TRAINED ONLY)(OPEN GAMING CONTENT)

The effort requires at least a simple tool of the appropriate sort (a pick, pry bar, saw, file, etc.). Attempting a Disable Device check without the proper tool carries a -2 circumstance penalty, even if a simple tool is employed.

Check: The GM makes the Disable Device check so that the character doesn't necessarily know whether the character has succeeded. The amount of time needed to make a check and the DC for the check depend on how tricky the device is. Disabling a simple device takes 1 round (and is at least a full-round action). Intricate or complex devices require 2d4 rounds. The character also can rig simple devices to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use... a classic among dishonest repairmen on the roads between cities). Disabling (or rigging or jamming) a fairly simple device has a DC of 10. More intricate and complex devices have a higher DC. The GM rolls the check. If the check succeeds, the character disables the device. If the check fails by up to 4, the character has failed but can try again. If the character fails by 5 or more, something goes wrong. If the device can explode or otherwise cause physical damage to the character, it will. If it's some sort of sabotage, the character thinks the device is disabled, but it still works normally.


Device

Time

DC

Example

Simple

1 round

10

Jam an electronic lock

Tricky

1d4 rounds

15

Sabotage a skycar

Difficult

2d4 rounds

20

Trick security systems, sabotaging Guardian EYES

Wicked

1d4 minutes

25

Trick the Climatrol's security systems, sabotaging masterwork devices


*If the character attempts to leave behind no trace of the tampering, add 5 to the DC.

Retry: Yes, though the character must be aware that the character has failed in order to try again.

A character who beats a security system's DC by 10 figured out how its inner workings completely, being able to bypass it (along with his companions) without without the need of tampering with it.

Special: If the character has 5 or more ranks of Security Protocols, he gains a +2 synergy modifier for bypassig and tampering with security devices.


Disguise (CHA)(OPEN GAMING CONTENT)

The effort requires at least a few props, some makeup, and 1d3 X 10 minutes of work. The use of a disguise kit provides a +4 circumstance bonus to a Disguise check. A disguise can include an apparent change of height or weight of no more than one-tenth the original. The character can also impersonate people, either individuals or types, so that, for example, the character might, with little or no actual disguise, make the character seem like a traveler even if the character is a local. A cyber-diguise grants a +8 enhancement bonus to a disguise check.

Check: The character's Disguise check result determines how good the disguise is, and it is opposed by others' Spot check results. Make one Disguise check even if several people make Spot checks. The GM makes the character's Disguise check secretly so that the character is not sure how good it is. If the character doesn't draw any attention to him or herself, however, others do not get to make Spot checks. If the character comes to the attention of people who are suspicious (such as a guard who is watching commoners walking through the city gate's cameras), the GM can assume that such observers are taking 10 on their Spot checks. The effectiveness of the character's disguise depends in part on how much the character is attempting to change his or her appearance:



Disguise

Modifier

Minor details only

+5

Disguised as different sex

-2

Disguised as different race

-4

Disguised as different age category

-2*

Disguised as specific class

-2


*Per step of difference between character's actual age category and disguised age category (young [younger than adulthood], adulthood, middle age, old, venerable).


If the character is impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks (and are automatically considered to be suspicious of the character, so opposed checks are always invoked).


Familiarity

Bonus

Recognizes on sight

+4

Friends or asociates

+6

Close friends

+8

Intimate

+10


Usually, an individual makes a check for detection immediately upon meeting the character and each hour thereafter. If the character casually meet many different individuals, each for a short time, check once per day or hour, using an average Spot bonus for the group. For example, if a character is trying to pass for a drug dealer at Piata's downtown, the GM can make one Spot check per hour for the people she encounters using a +1 bonus on the check to represent the average of the crowd (most people with no Spot ranks and a few with good Spot skills).

Retry: A character may try to redo a failed disguise, but once others know that a disguise was attempted they'll be more suspicious.

Special: If the character has 5 or more ranks of Bluff, the character gets a +2 synergy bonus on Disguise checks when the character knows that the character is being observed and the character tries to act in character.


Escape Artist (DEX; ARMOR CHECK PENALTY)(OPEN GAMING CONTENT)

Check: Making a check to escape from being bound up by ropes, handcuffs, or other restraints (excepet a grappling) requires 1 minute of work. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.


Restraint

DC

Ropes

Binder's Use Rope check at +10

Net

20

Handcuffs

30

Tight space

30

Handcuffs, Magnetic

35

Grappler

Grappler's grapple check


Ropes: The character's Escape Artist check is opposed by the binder's Use Rope check. Since it's easier to tie someone up than to escape from being tied up, the binder gets a special +10 bonus on her check.

Net: Escaping from a net is a full-round action. Attempting to escape from an electric or stun net causes additional damage or forces an additional Fortitude saving throw.

Tight Space: This is the DC for getting through a space where one's head fits but one's shoulders don't. If the space is long, such as in a chimney, the GM may call for multiple checks. The character can't fit through a space that the character's head does not fit through.

Grappler: The character can make an Escape Artist check opposed by the enemy's grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Doing so is a standard action, so if the character escapes the grapple the character can move in the same round.

Retry: The character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks or even take 20 as long as the character is not being actively opposed.

Special: A character with 5 or more ranks of Use Rope gets a +2 synergy bonus on Escape Artist checks when escaping from rope bonds.


Forgery (INT)(OPEN GAMING CONTENT)

Check: Forgery requires writing or printing materials appropriate to the document being forged and some time. Forging a very short and simple document takes about 1 minute. Longer or more complex documents take 1d4 minutes per page. Forging material which requires complicated computer work take 1d4 hours or even days. To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like), the character needs only to have seen a similar document before and gains a +8 bonus on the roll. To forge a signature, an autograph of that person to copy is needed, and the character gains a +4 bonus on the roll. To forge a longer document written in the hand of some particular person, a large sample of that person's handwriting is needed. The GM makes the check secretly so the character is not sure how good the forgery is. As with Disguise, the character doesn't need to make a check until someone examines the work. This Forgery check is opposed by the person who examines the document to check its authenticity. That person makes a Forgery check opposed to the forger's. The reader gains bonuses or penalties to his or her check as described in the table below.



Reader's Condition

Check Modifier

Type of document unknown to reader

-2

Type of document somewhat known to reader

+0

Type of document well known to reader

+2

Handwriting not known to reader

-2

Handwriting somewhat known to reader

+0

Handwriting intimately known to reader

+2

Reader only casually reviews the document

-2


As with Bluff, a document that contradicts procedure, orders, or previous knowledge or one that requires sacrifice on the part of the person checking the document can increase that character's suspicion (and thus create favorable circumstances for the checker's opposing Forgery check).

Retry: Usually, no. A retry is never possible after a particular reader detects a particular forgery. But the document created by the forger might still fool someone else. The result of a Forgery check for a particular document must be used for every instance of a different reader examining the document. No reader can attempt to detect a particular forgery more than once; if that one opposed check goes in favor of the forger, then the reader can't try using his own skill again, even if he's suspicious about the document.

Special: To forge documents and detect forgeries, one must be able to read and write the language in question. (The skill is language-dependent.)


Gather Information (CHA)(OPEN GAMING CONTENT)

Check: By succeeding at a skill check (DC 10), given an evening with a few meseta to use for making friends by buying drinks and such, the character can get a general idea of what the major news items are in a city, assuming no obvious reasons exist why the information would be withheld. The higher the check result, the better the information. If the character wants to find out about a specific rumor, specific item, obtain a map, or do something else along those lines, the DC is 15 to 25 or higher.

Retry: Yes, but it takes an evening or so for each check, and characters may draw attention to themselves if they repeatedly pursue a certain type of information.

Handle Animal (CHA; TRAINED ONLY)(OPEN GAMING CONTENT)

Check: The time required to get an effect and the DC depend on what the character is trying to do.


Task Time

DC

Handle a domestic animal Varies

10

"Push" a domestic animal Varies

15

Teach an animal tasks 2 months

15

Teach an animal unusual tasks 2 months

20

Rear a wild animal 1 year

15 + HD of animal

Rear a monster 1 year

20 + HD of monster

Train a wild animal 2 months

20 + HD of animal

Train a monster 2 months

25 + HD of monster


Time: For a task with a specific time frame, the character must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before the character makes the skill check. If the check fails, the character can't teach, rear, or train that animal. If the check succeeds, the character must invest the remainder of the time before the teaching, rearing, or training is complete. If the time is interrupted or the task is not followed through to completion, any further attempts to teach, rear, or train the same animal automatically fail.

Handle a Domestic Animal: This means to command a trained dog, to drive beasts of labor, to tend to tired horses, and so forth.

"Push" a Domestic Animal: To push a domestic animal means to get more out of it than it usually gives, such as commanding a poorly trained dog or driving draft animals for extra effort.

Teach an Animal Tasks: This means to teach a domestic animal some tricks. The character can train one type of animal per rank (chosen when the ranks are purchased) to obey commands and perform simple tricks. The character can work

with up to three animals at one time, and the character can teach them general tasks. An animal can be trained for one general purpose only.

Teach an Animal Unusual Tasks: This is similar to teaching an animal tasks, except that the tasks can be something unusual for that breed of animal, such as training a dog to be a riding animal. Alternatively, the character can use this

aspect of Handle Animal to train an animal to perform specialized tricks, such as teaching a horse to rear on command or come when whistled for or teaching a falcon to pluck objects from someone's grasp.

Rear a Wild Animal or a Beast: To rear an animal or beast means to raise a wild creature from infancy so that it is domesticated. A handler can rear up to three creatures of the same type at once. A successfully domesticated animal or beast can be taught tricks at the same time that it's being raised, or can be taught as a domesticated animal later.

Train a Wild Animal and Train a Beast mean train a wild creature to do certain tricks, but only at the character's command. The creature is still wild, though usually controllable.

Retry: For handling and pushing domestic animals, yes. For training and rearing, no.

Special: A character with 5 or more ranks of Animal Empathy gets a +2 synergy bonus on Handle Animal checks with animals. A character must have 9 or more ranks of Animal Empathy to get the same +2 synergy bonus on Handle Animal checks with beasts. A character with 5 or more ranks of Handle Animal gets a +2 synergy bonus on Ride checks. An untrained character can use a Charisma check to handle and push animals.


Hide (DEX; ARMOR CHECK PENALTY)(OPEN GAMING CONTENT)

Check: The character's Hide check is opposed by the Spot check of anyone who might see the character. The character can move up to one-half normal speed and hide at no penalty. At more than one-half and up to the full speed, the character suffers a -5 penalty. It's practically impossible (-20 penalty) to hide while running or charging. Larger and smaller creatures get size bonuses and size penalties on Hide checks: Fine +16, Diminutive +12, Tiny +8, Small +4, Large -4, Huge -8, Gargantuan -12,

Colossal -16. If people are observing the character, even casually, the character can't hide. The character can run around a corner or something so that the character is out of sight and then hide, but the others then know at least where the character

went. If the character's observers are momentarily distracted (as by a Bluff check; see below), though, the character can attempt to hide. While the others turn their attention from the character, the character can attempt a Hide check if the character can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot per rank the character has in Hide.) This check, however, is at -10 because the character has to move fast.

Creating a Diversion to Hide: The character can use Bluff to help the character hide. A successful Bluff check can give the character the momentary diversion the character needs to attempt a Hide check while people are aware of the character.


Innuendo (WIS; TRAINED ONLY)(OPEN GAMING CONTENT)

Check: The character can get a message across to another character with the Innuendo skill.

The DC for a basic message is 10. The DC is 15 or 20 for complex messages, especially those that rely on getting across new information. Also, the character can try to discern the hidden message in a conversation between two other characters who are using this skill. The DC is the skill check of the character using Innuendo, and for each piece of information that the

eavesdropper is missing, that character suffers a -2 penalty on the check. For example, if a character eavesdrops on people planning to assassinate a visiting officer, the eavesdropper suffers a -2 penalty if he doesn't know about the officer. Whether trying to send or intercept a message, a failure by 5 or more points means that some false information has been implied or inferred. The GM makes the character's Innuendo check secretly so that the character doesn't necessarily know whether the character was successful.

Retry: Generally, retries are allowed when trying to send a message, but not when receiving or intercepting one. Each retry carries the chance of miscommunication.

Special: If the character has 5 or more ranks in Bluff, the character gets a +2 synergy bonus on the check to transmit (but not receive) a message. If the character has 5 or more ranks in Sense Motive, the character gets a +2 synergy bonus on the check to receive or intercept (but not transmit) a message.


Intimidate (CHA)(OPEN GAMING CONTENT)

Check: The character can change others' behavior with a successful check. The DC is typically 10 + the target's Hit Dice. Any bonuses that a target may have on saving throws against fear increase the DC.


Retry: Generally, retries do not work. Even if the initial check succeeds, the other character can only be intimidated so far, and a retry doesn't help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile.


Special: If the character has 5 or more ranks in Bluff , the character gets a +2 synergy bonus on Intimidate checks.



“Hiding information from me

is the fifth more dangerous

thing in the world!”


Jump (STR; ARMOR CHECK PENALTY)(OPEN GAMING CONTENT)

Check: The character jumps a minimum distance plus an additional distance depending on the amount by which the character's Jump check result exceeds 10. The maximum distance of any jump is a function of the character's height.


Type of Jump

Minimum Distance

Additional Distance

Maximum Distance

Running Jump*

2m

+1/3 m per point above 10

Heightx6

Standing Jump

1m

+1/3 m per 2 points above 10

Heightx2

Running

½ m

+1/3 m per 4 points above 10

Heightx 1.5

High Jump* Standing

½ m

+1/3 m per 8 points above 10

Height

High Jump, jump back

½ m

+1/3 m per 8 points above 10

Height


*The character must move 20 feet before jumping. A character can't take a running jump in heavy armor.

The distances listed are for characters with speeds of 10m. If the character has a lower speed (from armor, encumbrance, or weight carried, for instance), reduce the distance jumped proportionally. If the character has a higher speed, increase the distance jumped proportionally. Distance moved by jumping is counted against maximum movement in a round normally. If the character intentionally jumps down from a height, the character might take less damage than if the character just fell. If the character succeeds at a Jump check (DC 15), the character takes damage as if the character had fallen 3m feet less than the character actually did.

Special: If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus on Jump checks. A character who has the Run feat and who makes a running jump increases the distance or height he clears by one-fourth, but not past the maximum.


Knowledge (INT; TRAINED ONLY)(OPEN GAMING CONTENT)

Check: Answering a question within the character's field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).

Skills not covered in the book: The skill Knowledge can also be used to cover nearly any skill not covered by this book, proven such skills doesn't fall either in the Proffesion or the Craft definition.

Retry: No. The check represents what the character knows, and thinking about a topic a second time doesn't let the character know something the character never learned in the first place.

Special: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge.


Listen (WIS)(OPEN GAMING CONTENT)

Check: Make a Listen check against a DC that reflects how quiet the noise is that the character might hear or against an opposed Move Silently check. The GM may make the Listen check so that the character doesn't know whether not hearing anything means that nothing is there, or that the character rolled low.


DC

Sound

0

People talking

5

A person in medium armor walking at a slow pace (3m./round) trying not to make noise.

10

An unarmored person walking at a slow pace(4.5m/round) trying not to make any noise

15

A 1st-level rogue using Move Silently within 3m. of the listener

19

A cat stalking

In the case of people trying to be quiet, the listed DCs could be replaced by Move Silently checks, in which case the listed DC would be the average result (or close to it).

Retry: The character can make a Listen check every time the character has a chance to hear something in a reactive manner. As a full-round action, the character may try to hear something the character failed to hear previously.

Special: When several characters are listening to the same thing, the GM can make a single 1d20 roll and use it for all the listeners' skill checks.


Move Silently (DEX; ARMOR CHECK PENALTY)(OPEN GAMING CONTENT)

Check: The character's Move Silently check is opposed by the Listen check of anyone who might hear the character. The character can move up to one-half the character's normal speed at no penalty. At more than one-half and up to the character's full speed, the character suffers a -5 penalty. It's practically impossible (-20 penalty) to move silently while running or charging.


Navigation (WIS; TRAINED ONLY)

Knowledge in mar reading, star charts, course computation, landmark following and otherwise orientation devices for traveling on air, land, and water. Also includes flying by instruments alone.

Check: After 2d4 minutes of careful evaluation, the character can determine his location in relation to the place he wants to go to. When traveling, a failed roll will take the traveler off course. On a natural roll of 1, the character is not only off-course, he is hopelessly lost, no new Nevigation checks may be attempted in 24 hours.


The GM makes the Navigation roll secretly, as the character does not necesarily have to know wether he succeeded or failed. A character only realizes he is lost when either time passes on and he doesn't get to his destination, or when he gets to a completely different place.

Retry: The character can use Navigation more than once per day, representing the possibilities for optimizing (and possible corrections of) the route along the way.

Special: If the character has 5 or more ranks in Wilderness Lore, he gets a +2 synergy bonus for navigating on the wilderness.


Perform (CHA)(OPEN GAMING CONTENT)

Possible Perform types include music, acting, singing, poetry, etc. The character is capable of one form of performance per rank.

Check: The character can impress audiences with talent and skill.


DC

DC Performance

10

Routine performance. Trying to earn money by playing in public is essentially begging. No one will buy your work on the Net. The character earns 1d100 mst/day.

15

Enjoyable performance. In a prosperous city, the character can earn 2d100 mst/day. Some sympathetic websurfers may contribute to support your site

20

Great performance. In a prosperous city, the character can earn 1d1000 mst/day. With time, the character may be invited to join either a respectable band or professional troupe and may develop a regional reputation. Your site has frequent downloads

25

Memorable performance. With time, the character may come to the attention of a respectable manager or redording house and develop a national reputation. Gorillaz

30

Extraordinary performance. With time, the character may become a music idol or a legend of the silver screen.


A masterwork musical instrument gives a +2 circumstance bonus to Perform checks that involve the use of the instrument.

Retry: Retries are allowed, but they don't negate previous failures, and an audience that has been unimpressed in the past is going to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.)

In addition to using the Perform skill, a character could entertain people with tumbling, tightrope walking, etc.


Profession (WIS; TRAINED ONLY)(OPEN GAMING CONTENT)

The character is trained in a livelihood or a professional role, such as teacher, sailor, librarian, secretary, salesman, and so forth. Like Craft, Profession is actually a number of separate skills. The character could have several Profession skills, each with its own ranks, each purchased as a separate skill. While a Craft skill represents skill in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. To draw a modern analogy, if an occupation is a service industry, it's probably a Profession skill. If it's in the manufacturing sector, it's probably a Craft skill.

Check: The character can practice a trade and make a decent living, earning about half the check result times 250 in meseta per week of dedicated work (assuming it's not a job with a fixed income).

Retry: An attempt to use a Profession skill to earn an income cannot be retried. The character is stuck with whatever weekly wage the check result brought the character. (Another check may be made after a week to determine a new income for the next period of time.) An attempt to accomplish some specific task can usually be retried.


Read Lips (INT; TRAINED ONLY; OUTLAW ONLY)(OPEN GAMING CONTENT)

Check: The character must be within 9 meters of the speaker and be able to see her speak. The character must be able to understand the speaker's language. (Use of this skill is language-dependent.) The base DC is 15, and it is higher for complex speech or an inarticulate speaker. The character has to concentrate on reading lips for a full minute before making the skill check, and the character can't perform some other action during this minute. The character can move at half speed but not any faster, and the character must maintain a line of sight to the lips being read. If the check succeeds, the character can understand the general content of a minute's worth of speaking, but the character usually still misses certain details. If the check fails, the character can't read the speaker's lips. If the check fails by 5 or more, the character draws some incorrect conclusion about the speech. The GM rolls the character's check so the character don't know whether the character succeeded or missed by 5.

Retry: The skill can be used once per minute.

Repair(DEX;TRAINED ONLY)(OPEN GAMING CONTENT)

Check: The character can perform basic repairs on mechanic and electronic equipment and vehicles. The base DC is 15, and higher for specially complex devices.

Retry: Each roll represents one hour of work, and failures can be retried.


Ride (DEX)(OPEN GAMING CONTENT)

When the character selects this skill, choose the type of mount the character is familiar with. For this purpose, "horses" includes mules, donkeys, and ponies. If the character uses the skill with a different mount (such as riding a Locusta when the character is used to riding horses), the character's rank is reduced by 2 (but not below 0). If the character uses this skill with a very different mount (such as riding a Nano Dragon when the character is used to riding Rappies), the character's rank is reduced by 5 (but not below 0).

Check: Typical riding actions don't require checks. The character can saddle, mount, ride, and dismount from a mount without a problem. Mounting or dismounting is a move-equivalent action. Some tasks require checks:


Riding Task

DC

Guide with knees

5

Stay in saddle

5

Fight with warhorse

10

Leap

15

Control Mount in Battle

20

Fast mount or dismount

20*

Cover

15

Soft fall

15

*Armor check penalty applies.

Guide with Knees: the character can react instantly to guide the character's mount with the character's knees so that the character can use both hands in combat. Make the check at the start of the character's round. If the character fails, the character can only use one hand this round because the character needs to use the other to control the character's mount.

Stay in Saddle: The character can react instantly to try to avoid falling when the character's mount rears or bolts unexpectedly or when the character takes damage.

Fight with Warhorse: If the character directs a war-trained mount to attack in battle, the character can still make the character's own attack or attacks normally.

Cover: The character can react instantly to drop down and hang alongside the mount, using it as one-half cover. The character can't attack while using the character's mount as cover. If the character fails, the character doesn't get the cover benefit.

Soft Fall: The character reacts instantly to try to take no damage when the character falls off a mount, such as when it is killed or when it falls. If the character fails, the character takes 1d6 points of falling damage.

Leap: The character can get a mount to leap obstacles as part of its movement. Use the character's Ride skill modifier or the mount's Jump skill modifier (whichever is lower) to see how far the mount can jump. The DC (15) is what the character needs to roll to stay on the mount when it leaps.

Control Mount in Battle: As a move-equivalent action, the character can attempt to control a light horse, pony, or heavy horse while in combat. If the character fails, the character can do nothing else that round. The character does not need

to roll for warhorses or warponies.

Fast Mount or Dismount: The character can mount or dismount as a free action. If the character fails the check, mounting or dismounting is a move-equivalent action. (The character can't attempt a fast mount or dismount unless the character can perform the mount or dismount as a move-equivalent action this round.)

Special: If the character is riding bareback, the character suffers a -5 penalty on Ride checks. If the character has 5 or more ranks in Handle Animal, the character gets a +2 synergy bonus to Ride checks. If the character's mount has a military saddle, it gives a +2 circumstance bonus to Ride checks related to staying in the saddle.


Search (INT)(OPEN GAMING CONTENT)

Check: The character generally must be within 10 feet of the object or surface to be searched. It takes 1 round to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side; doing so is a full-round action.


Task

DC

Ransack a chest full of junk to find a certain item

10

Notice a secret door or compartment

20

Notice a security device

21+

Notice a well-hidden secret door or compartment

30


Special: A character who does not have the Track feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less.


Security Protocols (Int; TRAINED ONLY)

Training in protection procedures of all types.

Securing an Area: With the proper amount of time and cooperation, the character can improve the defenses a place enjoyed. The DC of the roll is 5 plus the number of units the character is coordinating. On a succesful roll, all units recieve an enhancement bonus on their Listen and Spot checks equal to the coordinating character's Intelligence modifier, said bonus lasts for as long as they are asigned to that area.

Look for Weaknesses: Either the character or his “tiger team” can exploit the weak points in a secured area in order to either force an entry point to the place, or by sneaking in, providing bonuses on the respective skills. If security measures have been taken to secure the area in question, it becomes a contested roll between the security supervisor and the tiger team. Should the tiger team succeed, all members on the team recieve an enhancement bonus on their Hide and Move Silently checks equal to the character's Intelligence modifier (if positive) plus 2, said modifier lasts until the mission ends or the team is discovered. Alternatively, the character may try to find completely non-secured areas altogether, in this case increase the DC by 5, and a failure means the tiger team enter into a secured area or a security device.

Retry: A character can attemp to secure an area once per day. Should infiltrators try to sneak in, the charater can re-arrange the security procedures each time a new area is penetrated. When infiltrating, if stumbling into a security device the character can't attemp a Security Protocols check again, but can try to bypass it with a Disable Device check.

Special: A character with 5 or more ranks in Security Protocols recieves a +2 sinergy bonus on Search and Spot checks.

Special: Government Agents combining this skill with their Tactics class ability can make a Tactics check beforehand, and the combat bonuses for the security team will last until 3 rounds after intruders are found. If the Agent is coordinating the security of the area (via cameras, radio, etc), he can use Tactics on any team on the area he is securing at anytime provided he can communicate with them.


Sense Motive (WIS)(OPEN GAMING CONTENT)

Check: A successful check allows the character to avoid being bluffed. The character can also use the skill to tell when something is up (something odd is going on that the character were unaware of) or to assess someone's trustworthiness. Trying to gain information with this skill takes at least 1 minute, and the character could spend a whole evening trying to get a sense of the people around the character. Hunches have a DC of 20, while sensing stranger things like psionic manipulation has a DC of 25

Retry: No, though the character may make a Sense Motive check for each bluff

made on the character.


Sleight of Hand (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)(OPEN GAMING CONTENT)

Check: A check against DC 10 lets the character palm a coin-sized, unattended object. Minor feats of legerdemain, such as making a coin disappear, are also DC 10 unless an observer is determined to note where the item went. When performing this skill under close observation, the character's skill check is opposed by the observer's Spot check. The observer's check doesn't prevent the character from performing the action, just from doing it unnoticed. If the character tries to take something from another creature, the character must make a skill check against DC 20. The opponent makes a Spot check to detect the attempt. The opponent detects the attempt if her check result beats the character's check result, regardless of whether the character got the item.

Retry: A second attempt against the same target, or when being watched by the same observer, has a DC +10 higher than the first skill check if the first check failed or if the attempt was noticed.

Special: If the character has 5 or more ranks in Bluff, the character gets a +2 synergy bonus on Sleight of Hand checks.

Speak Language (NONE; TRAINED ONLY)(OPEN GAMING CONTENT)

The Speak Language skill doesn't work like a standard skill. The character starts at 1st level knowing one or two languages (according to the character's race) plus an additional number of languages equal to the character's Intelligence bonus. Instead of buying a rank in Speak Language, the character chooses a new language that the character can speak. The character doesn't make Speak Language checks. The character either knows a language or the character doesn't. A literate character (anyone but a barbarian) can read and write any language she speaks. Each language has an alphabet (though sometimes several spoken languages share a single alphabet). Common languages in Algo are palman (common), motavian and dezorian. The now lost race of the Espers talked the palman language, but its told to have a secret runic language.


Spot (WIS)(OPEN GAMING CONTENT)

Check: The Spot skill is used primarily to detect characters or creatures who are hiding. Typically, Spot is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn't intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it. A Spot check result of greater than 20 can generally let the character become aware of an invisible creature near the character (though the character can't actually see it). Spot is also used to detect someone in disguise.

Retry: the character can make a Spot check every time the character has the opportunity to notice something in a reactive manner. As a full-round action, the character may attempt to spot something that the character failed to spot previously.


Swim (STR)(OPEN GAMING CONTENT)

Check: A successful Swim check allows the character to swim one-quarter of the character's speed as a move-equivalent action or one-half the character's speed as a full-round action. Roll once per round. If the character fails, the character makes no progress through the water. If the character fails by 5 or more, the character goes underwater and starts to drown. If the character is underwater (whether drowning or swimming underwater intentionally), the character suffers a cumulative -1 penalty to the character's Swim check for each consecutive round the character has been underwater.

The DC for the Swim check depends on the water:


Water Conditions

DC

Calm water 10

10

Rough water 15

15

Stormy water 20

20


Each hour that the character swims, make a Swim check against DC 20 or take 1d6 points of subdual damage from fatigue.

Special: Instead of an armor check penalty, the character suffers a penalty of -1 for each 5 pounds of gear the character is carrying or wearing.


Treat Injury (WIS)(OPEN GAMING CONTENT)

Check: The DC and effect depend on the task the character attempts.


Task

DC

First aid 15

15

Long-term care 15

15

Treat caltrop wound 15

15

Treat poison

Poison's DC

Treat disease

Disease's DC


First Aid: First aid usually means saving a dying character. If a character has negative wound points and is losing wound points (at 1 per round, 1 per hour, or 1 per day), the healing character can make her stable. The injured character regains no wound points, but she does stop losing them. The check is a standard action.

Long-term Care: Providing long-term care means treating a wounded person for a day or more. If successful, the character lets the patient recover wound points, Structural points, or ability score points (lost to temporary damage) at twice the normal rate: 2 points per level for each day of light activity, 3 points per level for each day of complete rest, and 2 ability score points per day. The character can tend up to six patients at a time. The character needs a few items and supplies (bandages, antibiotics, and so on). Giving long-term care counts as light activity for the healer. The character cannot give long-term care to him or herself. A trauma pack grants a +4 circumstance bonus to Treat Injury Checks

Treat Wound that Reduces Base Speed: A creature that has its speed reduced can be treated by the Treat Injury skill. A successful Treat Injury check removes this movement penalty. Treating such a wound is a standard action.

Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, the character makes a Treat Injury check. The poisoned character uses the character's result in place of her saving throw if the character's Treat Injury's result is higher.

Treat Disease: To treat a disease means to tend a diseased character. Every time the diseased character makes a saving throw against disease effects, the character makes a Treat Injury check. The diseased character uses the character's result

in place of his or her saving throw if the character's Treat Injury's result is higher.


Tumble (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)(OPEN GAMING CONTENT)

The character can't use this skill if the character's speed has been reduced by armor, excess equipment, or loot.

Check: The character can land softly when the character falls or tumbles past opponents. The character can also tumble to entertain an audience (as with the Perform skill).


DC

Task

15

Treat a fall as if it were 10 feet shorter when determining damage.

15

Tumble up to 20 feet (as part of normal movement), suffering no attacks of opportunity while doing so. Failure means the character tumbles 20 feet but suffers attacks of opportunity normally.

25

Tumble up to 20 feet (as part of normal movement), suffering no attacks of opportunity while doing so and moving through areas occupied by enemies (over, under, or around them). Failure means the character tumbles 20 feet and can move through enemy-occupied areas but suffers attacks of opportunity normally.

Retry: An audience, once it has judged a tumbler as uninteresting, is not receptive to repeat performances. The character can try to reduce damage from a fall as an instant reaction once per fall. The character can attempt to tumble as part of movement once per round.

Special: A character with 5 or more ranks in Tumble gains a +3 dodge Defense bonus when executing the fight defensively standard or full-round action instead of a +2 dodge Defense bonus. A character with 5 or more ranks in Tumble gains a +6 dodge Defense bonus when executing the total defense standard action instead of a +4 dodge Defense bonus.If the character has 5 or more ranks in Jump, the character gets a +2 synergy bonus on Tumble checks.If the character has 5 or more ranks in Tumble, the character gets a +2 synergy bonus on Balance checks.


Use Rope (DEX)(OPEN GAMING CONTENT)

Check: Most tasks with a rope are relatively simple.


DC

Task

10

Tie a firm knot

15

Tie a special knot, such as one that slips, slides slowly, or loosens with a tug

15

Tie a rope around oneself one-handed

15

Splice two ropes together (takes 5 minutes)

When the character binds another character with a rope, any Escape Artist check that the bound character makes is opposed by the character's Use Rope check. The character gets a special +10 bonus on the check because it is easier to bind someone than to escape from being tied up. The character doesn't make the character's Use Rope check until someone tries to escape.

Special: A silk rope gives a +2 circumstance bonus on Use Rope checks. If the character uses Precise Movement on a rope, the character gets a +2 circumstance bonus to any Use Rope checks the character makes when using the rope. These bonuses stack. If the character has 5 or more ranks in Escape Artist, the character gets a +2 synergy bonus on checks to bind someone.


Vehicle Operation(DEX;TRAINED ONLY)

Check: No check is needed when traveling casually. However, when the character is attempting dangerous stunts the GM can call for a Vehicle Operation check. In case of failure, the driver looses control of the vehicle, which will ram on a random location. Passengers inside take 3 points of damage per 20km/h of the vehicle's speed (Reflex save for half). If the drive check fails by 5 or more, the car's engine also turns off, and will fall to the ground if a skycar (add falling damage). The Vehicle Operation skill emcompasses a number of separate skills, one for each type of vehicles. The character must select and improve this skill separately for each type of vehicle he wants to be able to operate. Algo's vehicles are divided in the following categories: Automobiles, ATVs, Skycars, Water Vehicles, Submersible Craft, Large Commercial Vessels, and Air Vehicles.

Retry: The pilot may attemp to regain control of the vehicle with a second roll only if it hasn't crashed to the ground or against another vehicle or object yet (GM's discretion).

Special: If the character has 5 or more ranks of Daredevil, he gets a +2 synergy bonus on Vehicle Operation Checks for attempting stunts.


Wilderness Lore (WIS)(OPEN GAMING CONTENT)

Check: The character can keep him or herself and others safe and fed in the wild.


DC

Task

10

Get along in the wild. Move up to one-half the character's overland speed while hunting and foraging (no food or water supplies needed). The character can provide food and water for one other person for every 2 points by which the character's check result exceeds 10.

15

Gain +2 on all Fortitude saves against severe weather while moving up to one-half the character's overland speed, or gain +4 if stationary. The character may grant the same bonus to one other character for every 1 point by which the check result exceeds 15.

15

Avoid getting lost or avoid natural hazards, such as quicksand.


Retry: For getting along in the wild or for gaining the Fortitude save bonus, the character makes a check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, the character makes a check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific

natural hazard are not allowed.

Special: If the character has 5 or more ranks of Navigation, the character gets a +2 synergy bonus on Wilderness Lore checks to avoid getting lost.


TECHNIQUES


Techniques are a special brand of skills different from the other skills, as they represent dedicated applications for psionic power. More than 3000 years ago, palmans entered the next evolutionary step with the developing of psionics as a race. Slowly, more and more individuals are born in Motavia with psionic aptitudes (1 out of each 100,000 according to last statistic from the Health department). With enought time and psionic training, an individual can make use of his psionic potential and unleash it in the form of techniques.


Some motavians and dezorians are also capable of developing psionics, but such individuals are rare at best. Psionic-enabled dezorians perform usually as priests.


Techniques can be selected by Force characters as well as by characters with the Technique User feat. All techniques are linked to a apecific Psi-Affinity, which the character must possess first in order to learn a given technique. Techniques are used just like any other skill, they have a linked attribute and a DC for each given task. However each technique has a Structural point cost that the character must pay for it, when a character runs out if Structural points he can't use techniques. Unless stated otherwise in a technique's description, there is no such thing as partial success in the use of techniques, either the roll succeeds or not. In case of a failed technique check, the character expends only half of the Structural point cost, to a minimum of 1. Unless otherwise stated in the technique's description, a technique's effects have a maximum range of 10 meters. Technique's that are centered on a target require the psionic to visualize the target. As using a techniques is an action of instantaneous results, the character cannot “take 10” or “take 20” in its use (being the False Esper and the Psi-Mechanic the only possible exceptions, look at the class' description).


With the exception of Force classes, all other character classes who acquire techniques do so as cross-class skills. Unless otherwise stated, the use of techniques is a stanard action. A character attempting to use a technique for which he possesses the Psi-Affinity but no ranks in said technique is the same as an untrained check. Untrained technique checks require the psionic to pay double the Structural point cost.


Some techniques offer targeted opponents a saving throw to avoid said technique's effects. Unless otherwise stated, the DC for avoiding a technique's effect is the offending psionic's skill check with that technique.


Barta(WIS;TRAINED ONLY)

AFFINITY REQUIRED: COLD

Check: The Psionic may create ice from moisture in the air to a maximum amount of 30cms x 30cms x 30cms per level. The base difficulty is 15, affected by weather conditions. Such ice lasts until melting or smashed (ice created this way have 5 Structural points per cubic feet and a hardiness of 2).


Contiditon

Modifier

Humid

-2

Cold

-1

Temperate

+0

Hot

+1

Lack of Humidity

+2

Dry Weather Altogether

+5


Encasing in Ice: The psionic can encase an object harmlessly in ice. Increase the DC by 1.

Ice Sleet: Alternatively, the psionic can opt for covering a flat surface with ice. The psionic can cover a surface as large as 1 square meter per character level.

Sculpting: If using Barta to create ice sculptures or otherwise objects made of ice, the character also required to succeed a Craft check, modified by the following modifiers. All penalties are cumulative. Melee weapons created this way are not very durable and will break after 1d4 succesful attacks.


Object Created

DC

Simple craft

+1

Complex Craft

+2

Highly Detailed

+5

Moving Parts

+1 / each part

Melee Weapon

+3


Structural Point Cost: 1 per each 20 cubic centimeters created.


Breakfall(WIS)

AFFINITE REQUIRED: GRAVITY

Check: The character negates the damage of any fall, regardless of height. Breakfall can be used on the psionic himself or others, but unless the other targets can get can get a hold of the psionic somehow the use of Breakfall is limited to one person at a time. The DC for using Breakfall is 15 +1 per extra target.

Retry: Failures can be retried, proved the fall is long enough to allow for a second try.

Structural Point Cost: 1 per target


Brose(DEX; TRAINED ONLY)

AFFINITY REQUIRED: TELEKINESIS

Check: The psionic can take limited control of mechanical devices, causing it to move, or only manipulating parts of the machine with his mind as if the machine was a puppet. The DC for using Brose is 15, modified by the size of the machine.


Size

DC

Fine

+1

Tiny

-4

Small

-2

Medium

+0

Large

+2

Huge

+4

Giant

+8

Cargantuan

+20

Colossal

+40


Add 5 to the DC if the device is also controlled by electronic means. Add another 5 if the psionic is manipulating or moving the machinery in ways is not intended to. The psionic can exhert control over the machine for as long as 1 minute per character level.

Special: Succesful use of Brose grants a +4 circumstance modifier on Disable Device checks and Craft checks to repair any mechanical device.

Structural Point Cost: 2


Clairvoyance(INT;TRAINED ONLY)

AFFINITY REQUIRED: ESP

Check: The psionic can project his consciousness to a specific place or individual, effectively “scrying” on others. While doing Clairvoyance, the psionic is unaware of his own surroundings and vulnerable to harm. Should the psionic be attacked while in this state, he is entitled a Will save DC 15 to snap out of the trance. The psionic can retry this roll once per round. The DC of the Clairvoyance check adjusted according to the familiarity of the psionic with the target (be it a place, a person, or an object).


DC

Familiarity/Reach

10

Near place, Blood relationship

15

Very familiar place(home, job, etc), Best friend, Prized possesion

18

Familiar place(mall), asociate, Personal belonging

20

Been there once, Acquaintance, used it once

30

Seen or heard about it, stranger

40

Anywhere, no relationship


Special: A succesful Gather Information check about a targetred personality lowers the dificulty of the Clairvoyance check by 2 (assuming the person falls on the “asociate” category at least).

Structural Point Cost: 3. A psionic can maintain Clairvoyance as long as he keeps concentration.


Deban(WIS; TRAINED ONLY)

AFFINITY REQUIRED: TELEKINESIS

Check: No rolls necesary. The psionic erects an invisible barrier around the target that moves with him, granting him a Damage Reduction equaling his Wisdom modifier plus his Deban skill modifier against all attacks. Each Deban lasts a number of rounds equal to ½ the psionic's character level.

Structural Point Cost: 2 + ½ of the psionic's character level.


Extinguish Fire(WIS)

AFFINITY REQUIRED: COLD

Check: No rolls necesary. The psionic can extinguish flames in an area equaling as many square meters as his Extingush Fire skill modifier.

Structural Point Cost: 1


Float Field(WIS;TRAINED ONLY)

AFFINITY REQUIRED: GRAVITY

Check: Commonly used by psi-mechanics working with heavy machinery. The psionic can temporarily suspend gravity on a determined area, the size the area depends on the degree of success:


Result

Area Covered

10-15

1 meter diameter

16-20

1 meter radius

21-25

2 meter radius

26-36

4 meter radius

37+

10 meter radius


Characters entering the float field start floating aloft 1 meter above the ground and have no means of movement. Floating characters are denied their Dexterity bonus to Defense and oponents attacking them recieve a +2 bonus on their attack roll. The character can leave two or more Float Fields as boobytraps and leave an area. Each Float Field lasts for 1 minute per level of the psionic.

Structural Point Cost: 4


Foi(Wis)

AFFINITY REQUIRED: FIRE

Check: No rolls necesary. The psionic releases a burst of flame that bolts towards a designated target. The Psionic makes a ranged touch attack adding his Foi skill modifier to his Ranged attack bonus. Each Foi does 4d8 points of damage.

Structural Point Cost: 1


Gibarta(CON)

AFFINITY REQUIRED: COLD

Check: No rolls necesary. As the basic ability of the Cold Psi-Affinity, except that the psionic can lower now the temperature in open spaces. The psionic can lower the temperature of any area as large as 8 cubic meters plus an additional 4 cubic meters times his Gibarta skill modifier.

Structural Point Cost: 5, plus 1 per each additional 8 cubic meters, plus 1 per additional minute beyod the technique's regular duration.


Gibrose(INT;TRAINED ONLY)

AFFINITY REQUIRED: ESP

Check: By mentally picturing the cirtcuit boards and components of a device and manipulation of the electric currents that run through them, the psionic can take control of any electronic device he can figure out. The psionic doesn't need to see the circuits of the device in question, but he necesarily has to be able to figure out the device's inner workings. The DC for Gibrose is the same as with Brose, and the degree of success determines the control the psionic has over the device: a marginal success grants limited control over small components only, success by 5-9 grants control over a specific, targeted component, while success by 10 or more grant complete control over the device.

Special: A successful Gibrose check grants the psionic a +4 circumstance modifier to Computer Science checks for hacking and information retrieval (substitute size for complexity of the OS and security in the Brose DC table).


Gifoi(WIS;TRAINED ONLY)

AFFINITY REQUIRED: FIRE

Check: The Psionic uses his psionic strenght to fuel already-existing fires, magnifying their intensity: he can turn a torch into a bonfire and a campfire into an inferno. Investing Structural points, he can increase the damage of a fire by steps of 1d6. Also, each extra die to the damage doubles the flame's current size. Regardless of the size the fire may get, the damage will never exceed 10d6 nor can he invest more Structural Points than his Gifoi skill modifier. The psionic cannot bolster his own psionic fire (nor anyone else's).

Structural Point Cost: 3 per each extra size/ extra 1d6


Githu(WIS;TRAINED ONLY)

AFFINITY REQUIRED: ELECTRICITY

Check: No rolls necesary. The psionic can temporarily recharge any device which has ran out of energy, such charge will last for as many minutes as his Githu skill modifier. The psionic can use Githu on devices bigger than himself, but he has to pay an additional 5 Structural points per each size step the device exceeds the psionic's size (large, huge, etc). Ranged energy weapons are a special case, and each charge provides the weapon with as many shots as the psionic's Githu skill modifier.

Structural Point Cost: 2 (base)


Gravity Jump(INT;TRAINED ONLY)

AFFINITY REQUIRED: GRAVITY

Check: No rolls necesary. Each use of Gravity Jump grants the psionic a bonus on a single Jump (the skill) check equal to the psionic's Gravity Jump skill modifier plus the psionic's character level.

Structural Point Cost: 1


Increase Speed(INT; TRAINED ONLY)

AFFINITY REQUIRED: GRAVITY

Check: No rolls necesary. The psionic can increase his running speed by a factor of one per Structural point spent in a round. If a creature's base speed is 10 meters, by spending 1 Structural point he can increase that creature's speed to 20 meters, or to 30 meters if he spends 2 Structural points, 40 if he spends 3 Structural points, and so on. Each 3 increments in speed also double the target's jumping distance (ie 30 increases would also increase jumping distance ten times). The increased speed can be maintained as long as the psionic is willing to keep expending Structural points. The only limitation is that the psionic can not invest more Structural points than his Increase Speed skill modifier.

Structural Point Cost: 1 per increase.


Jellen(WIS;TRAINED ONLY)

AFFINITY REQUIRED: ESP

Check: An auxiliary tool for psychoteraphy, this technique fogs temporarily the target's mind. This aparently harmless psychiatric tool has proved quite popular among Force bodyguards and mercenaries as a powerful weapon for disabling an oponent. Targets get a Will save to avoid the effect, targets who fail their will save suffer penalties based on the result of the Jellen check as follows:


Result

Penalty

10-14

-2

15-19

-4

20-24

-6

25-29

-8

30

-10


Multiple uses of this skill are not cumulative.


Structural Point Cost: 3


Levitate(WIS;TRAINED ONLY)

AFFINITY REQUIRED: TELEKINESIS

Check: The character can lift, himself or others, and propel as if flying. Regardless of number of targets, the psionic can't lift more than 50kgs per rank of Levitate at a time (his own weight does not count for this weight limit). Unwilling targets get a Will save to avoid being lifted. The character only needs to do a check when facing unwilling targets.

Structural Point Cost: 2 +1 per each 50kgs of weight carried.


Nafoi(CON)

AFFINITY REQUIRED: FIRE

Check: By taking a full-round action, the psionic can raise the temperature in an area equaling 8 cubic meters plus an additional 8 cubic meters per character level. The raise in the area temperature goes according to the degree of success on the Nafoi check:


Result

Increase

15-18

+50°C*

19-29

+100°C*

30+

+500°C*

*This amount is added to the current ambiental temperature.


Characters inside the area will be required Fortitude exposure checks whenever the temperature exceeds 40°C. The psionic can lower the temperature increase if he so desires. Concentrating Nafoi exclusively on a single inanimate object makes it extremely hot. Heating objects an oponent is carrying (weapons, armor, etc) does 1 point of damage per round unless he drops said object; said object, however, enjoys its owner's Fortitude saving throw to resist the effect. The psionic can maintain the increase for as many minutes as his Constitution modifier, and he can extend this period at the cost of 1 Structural point per extra round. Lost ability points return at a rate of 1 per hour. Nafoi can't be used to heat any animate objects

  • +50°C : Fortitude save DC 15 every two rounds, 1d6 points of Consititution damage if failed

  • +100°C: Forttitude save DC 18 every round, 1d8 points of Constitution damage if failed.

  • +500°C: Fortitude save DC 20 every round, 2d8 points of Constitution damage if failed. Victims inside are suffocating as the air is too hot to breathe.

Structural Point Cost: 5 (+1 / additional turn)


Nathu(CON;TRAINED ONLY)

AFFINITY REQUIRED: ELECTRICITY

Check: No check necesary. Manipulating his own bio-electric field, the psionic generates a passive electro-magnetic field that jamms any and all incoming signals: microwaves, radio signals, radar, all signals within the field are lost. The field has a radius equal to the psionic's Constitution modifier + Nathu skill modifier in meters, is centered on the psionic and moves with him. The field lasts for 1 full minute + ½ the psionic's character level .

Special: Laser communications enjoy a saving throw to avoid disruption, and so, force the psionic to make a Nathu check.

Structural Point Cost: 2


Ner(CON;TRAINED ONLY)(OPEN GAMING CONTENT)

AFFINITY REQUIRED: BIOKINESIS

Check: The psionic can bolster his (or someone else's) Strenght or Dexterity for 10 rounds. The result on the Ner check indicates the bonus:


Result

Bonus

15-19

+2

20-24

+4

25-29

+6

30+

+8


Structural Point Cost: 2


Postcognition(INT;TRAINED ONLY)

PSI-AFFINITY REQUIRED: ESP

Check: The psionic can get impressions and images about events happened around a specific place or object. The psionic recieves impressions according to the result of a Postcognition check:


Result

Impressions

10-15

Vague and general emotions

16-19

Random Images, may or may not make any sense to the psionic

20-29

Witness a specific scene

30+

Witness a specific scene, identifying faces, names, and a general understanding of the situation


The psionic can see a number of hours or days into the past equal to his character level.

Structural Point Cost: 3


Precise Movement(DEX;TRAINED ONLY)

AFFINITY REQUIRED: TELEKINESIS

Check: A refined form of the basic Telekinesis Affinity, the character can move, and manipulate objects telekinetically with the same prowess as if he was doing it with his own hands. He can flick a switch, program his home theater, fire a gun, move the articulations of an action figure, unbutton his shirt, as well as any other thing he could do with his own hands. The degree of precision attained is according to the degree of sucess:


Result

Precision

10-15

50% , may have a mistake or two when using a calculator

16-19

100% , just like the real thing

20-25

100% , all actions performed this way get a +3 circumstance modifier

30+

100% , all actions performed this way get a +6 circumstance modifier


Results of 16 and higher grant also a +4 circumstance modifier on all Repair checks, Craft checks, as well as all checks requiring manual dexterity. In combat, he can issue one command to any single weapon per round as a free action. If trying to command weapons or any other object in possession of an opponent, the weapon gets his owner's Will saving throw to avoid the effect. This power applies to any object no heavier than 15kgs.

Special: Without this technique, psionics with the Telekinesis Affinity can perform crude movement on objects, and is limited to movement, not manipulation (ex: while he can move a revolver, he can't fire it).


Precognition(WIS)

AFFINITY REQUIRED: ESP

Check: The psionic recieves impressions about future events. This technique is different from others as the psionic doesn't call it consciously, instead, the GM requires the character to make a Precognition check anytime a procognitive flash might take place; if the character refuses to expend the Structural point cost then nothing happens. The psionic gets impressions based on the results of his roll (see postcognition). Any events witnessed are only a possible future, but a future that most probably WILL take place if the characters do no action to change or prevent it. The character can see a number of hours or days into the future equal to his character level. The psionic can force a Precognition check if he spends double the Structural point cost and suffering a -5 penalty.

Special: Untrained characters can only see the immediate future.

Structural Point Cost: 4


Pressure(WIS)

AFFINITY REQUIRED: TELEKINESIS

Check: The psionic can impose a crushing pressure on a target, causing it harm. The psionic can damage a target for 1d8 points of damage plus another 1d6 per each additional Structural points spent. Targets are entitles a Fortitude save for half damage, the DC according to the result of the Pressure check:


Result

Save DC

Up to 5

10

6-15

15

16-25

20

26-35

25

36+

30


Regardless of Structural points invested, the psionic can never add more dice to the damage than ½ his level. Targets with Damage Reduction 4 or greater are immune to this technique.

Structural Point Cost: 3, plus 3 per additional d6.


Res(CON)(OPEN GAMING CONTENT)

AFFINITY REQUIRED: BIOKINESIS

Check: The psionic can regenerate damaged tissue caused by wounds in living targets, restoring Structural, wound, or ability points lost. The psionic needs to touch the target for Res to work. The amount of recovered points and the Structural point cost are shown in the following table:


Result

Amount Healed

Structural Point Cost

10-14

Stabilize a seriously wounded character

1

15-19

Restore 1d4+1 Structural points

1

20-24

Restore 1d6+2 Structural points or 1d4+1 hit/ability points

2

25-29

Restore 1d8+4 Structural Points or 1d6+2 hit/ability points

4

30+

Restore 2d6+6 Structural points or 1d8+4 hit/ability points

6


Res only helps damage caused by wounds, it doesn't offset fatigue, subdual damage, disease, aging, poison, or Structural points lost bacause of using techniques. For healing oneself, treat the result as if it was 5 points higher. For ability point loss due to permanent effects add a penalty of -5 to the Res check.


Root(INT;TRAINED ONLY)

AFFINITY REQUIRED: GRAVITY

Check: No check necesary. The psionic can root any object or creature of Large size or smaller to the ground so it becomes completely unmovable. Rooted targets become immune to trip attacks, Overrun, Bull Rush, and otherwise any type of knockdown, but also loose any Dexterity bonus(if any) to Defense. Unwilling targets, however, can unroot themselves by beating the psionic's Root check with a Strenght check. The psionic is required to roll when dealing with unwilling targets only. Each rooting lasts for 1 round per character level of the psionic.

Structural Point Cost: 2


Suggestion(WIS;TRAINED ONLY)

AFFINITY REQUIRED: ESP

Check: The psionic implants a simple though inside a target subject's mind so he thinks it's his own, compelling the target to follow the suggested course of action. Targets are entitled a Will save to avoid the suggestion, such Will save is made with the following modifiers:


Circumstance

Save Modifier

Reasonable request

-2

Target fatigued or sleeping

-1

The psionic made a Trustworthy approach

-1

Particularly subtle, target caught off-guard

-2

Unreasonable request

+2

Immediate threat to the target's life implied

+3

Target is a sworn enemy

+1

Unsubtle, blatant “Jedi Mind Trick”

+2

Target is suspicious and/or the psionic is a known “brainwasher”

+1


All modifiers are cumulative. Sometimes the GM may require from the psionic a succesful Bluff check in order to lower the defenses of suspicious targets. Upon finishing the task suggested by the psionic, targets doesn't necesarily realize they've been victims of mind control, but unless the suggestion is carefully disguised, targets will most likely question why they did so and so, specially with unreasonable requests.


Telepathy(WIS)

PSI AFFINITY REQUIRED: ESP

Check: The psionic can sense automatically the surface thoughs of others, as well as sending his own, no roll is required.

Deep Probe: The psionic may also attempt a deep probe into a subject's mind in order to extract information. This requires a Telepathy check and the target is entitled a Will save.

Mental Link: Alternatively, the psionic may establish a mental link with any familiar mind he knows. The psionic first requires to succeed a Telepathy check with the DC's listed below. Linked targets may end the link at anytime. No mind link can be established with an unwilling mind.


Distance

DC

1-10 meters

10

11-100 meters

15

101 meters - 1 kilometer

20

2-10 kilometers

25

11-100 kilometers

30

101-1000kms (Low orbit)

35

1001-10,000kms (High orbit)

40


Structural Point Cost: 4


Thu(WIS)

AFFINITY REQUIRED: ELECTRICITY

Check: The psionic releases a lightning bolt to blast a target. Each Thu does 3d8 points of damage, and targets get a Reflex save for half damage.

Structural Point Cost: 2


Vol(CON;TRAINED ONLY)

AFFINITY REQUIRED: BIOKINESIS

Check: Used for biologic and genegineering investigation, the psionic accelerates an organism's aging process, allowing him to witness the organism's long-term behavior to special circunstances, or long-term reactions to manipulation, experimental drugs, etc. This technique is more effective in small organisms (pet-size or smaller) , being able to age them from the moment of their creation to their deaths in but a matter of hours or even minutes according to the degree of success:


Result

Save DC

Up to 5

4 days

6-15

24 hours

16-25

3 hours

26-35

50 minutes

36+

10 minutes


Medium size or larger targets get a Fortitude save with a +5 bonus, and the effects are reduced: rather than aging them to death, each Vol will age the target the equivalent of one year of their life span. Add +5 to the DC when applying Vol on Numans, as they don't have a definite life span.

Special: A succesful Vol check grants a +4 circumstance modifier on Treat Injury checks for treating diseases.

Structural Point Cost: 1