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Published by dungeondelver68, 2023-06-10 23:50:27

GURPS Basic Set: Characters, 4th Edition

This is the ability to use a hand- (bolt-action to self-loader), and -2 for tartans, and other emblems. A suc-
held chemical-propellant or mass- grip (bipod to hand-held), for a total cessful roll lets you recognize a knight
driver projectile weapon. Roll against of -6 to skill until you familiarize your- or a noble from his banner or shield,
Guns skill to hit your target. self with all the differences. create attractive and proper arms
Make an IQ-based skill roll to take (without conflicting with existing
immediate action (e.g., eject a dud Modifiers: All applicable ranged designs), etc.
round), should your weapon fail. combat modifiers; -2 for an unfamiliar In some settings, you might have to
You must specialize by weapon action (e.g., an automatic when you’re specialize in a particular type of
type. The available specialties vary by used to a revolver) or grip (e.g., a Heraldry: Coats of Arms (the usual
TL, but include one or more of: shoulder-fired antitank weapon when specialty, described above), Corporate
you’re used to a bipod), or for an unfa- Logos (defaults to Current Affairs
Grenade Launcher (GL): Any large- miliar weapon of a known type (e.g., a (Business)-3), or even Graffiti Tags
bore, low-powered small arm that 5.56mm rifle when you are used to a (defaults to Streetwise-3).
fires a bursting projectile. Includes 7.62mm rifle); -4 or more for a
under-barrel grenade launchers, flare weapon in bad repair. Modifiers: Cultural Familiarity
pistols, and ultra-tech “tanglers.” modifiers (p. 23). Up to +5 to recog-
Gyroc: Any kind of small arm that Hazardous nize a well-known design, and down
fires miniature rockets. Materials/TL† to -5 for an obscure design or one that
Light Anti-Armor Weapon (LAW): IQ/Average was retired long ago.
All forms of rocket launchers and
recoilless rifles. Default: IQ-5. Herb Lore/TL
Light Machine Gun (LMG): Any This is the skill of transporting, IQ/Very Hard
machine gun fired from the hip or a storing, and disposing of hazardous Defaults: None.
bipod. materials (“HazMat”). It includes Prerequisite: Naturalist.
Musket: Any kind of smoothbore preparing the records that accompany
long arm (usually, but not always, a HazMat shipments; applying and This is the ability to manufacture
black powder weapon) that fires a identifying warning labels and mark- herbal concoctions that have magical
solid projectile. ings; and knowledge of countermea- effects – healing balms, love potions,
Pistol: All kinds of handguns, sures, antidotes, and containment and etc. It only exists in magical game
including derringers, pepperboxes, decontamination procedures. (To worlds, where it functions much as
revolvers, and automatics, but not operate personal protective gear, use Alchemy skill (p. 174). Unlike
machine pistols. the NBC Suit skill, p. 192.) Alchemy, Herb Lore does not include
Rifle: Any kind of rifled long arm – You must specialize by type of the ability to analyze “elixirs.” On the
assault rifle, hunting rifle, sniper rifle, HazMat. Common specialties are other hand, an expert at this skill can
etc. – that fires a solid projectile. Biological, Chemical, and Radio - locate magical ingredients for free in
Shotgun: Any kind of smoothbore active, but more exotic options (e.g., the wild by making a few Naturalist
long arm that fires multiple projectiles Magical or Nanotech) may exist in rolls, while an alchemist requires rare
(flechettes, shot, etc.). some settings. Mundane specialties and expensive materials (such as alka-
Submachine Gun (SMG): All short, default to one another at -5; exotic hest, dragon’s blood, gemstones, and
fully automatic weapons that fire pis- specialties often have no default at all. gold) to do his work.
tol-caliber ammunition, including Whenever you deal with HazMat in
machine pistols. any capacity, roll against the lower of Hidden Lore†
Most of these specialties default to the skill used for the task (Driving, IQ/Average
one another at -2, but defaults involv- Freight Handling, etc.) and the appli- Defaults: None.
ing GL, Gyroc, or LAW are at -4 in cable Hazardous Materials specialty This skill represents knowledge
either direction. The weapons covered or default. Note that the IQ-5 default that is lost, deliberately hidden, or
by each specialty vary by TL. For represents any layman’s knowledge of simply neglected. Whatever the rea-
example, Guns (Rifle) covers muzzle- household hazards. HazMat profes- son, the general public is unaware of
loaders at TL4, lever actions at TL5, sionals deliberately keep certain it. It is only available to those who
and self-loaders at TL6+. In particular, aspects of this skill (notably HazMat study it specifically.
ammunition varies with TL, from markings) obscure to avoid alarming You must specialize in a particular
black powder and loose shot at TL4, to the general public. The default does body of secret knowledge. If you wish
smokeless powder cartridges at TL6, not apply when dealing with such to enter play with Hidden Lore skills,
to power cells and metallic slivers for things. you must account for this specific
TL9+ electromagnetic guns. knowledge in your character story.
Familiarity is crucial here! Guns Heraldry The GM might even require you to
(Rifle) covers both bolt-action IQ/Average purchase an Unusual Background
12.7mm sniper rifles and 5.56mm Defaults: IQ-5 or Savoir-Faire before you can learn Hidden Lore
assault rifles, but going from one to (High Society)-3. skills. Of course, the GM is also free to
the other gives you -2 for weapon type forbid Hidden Lore skills to starting
(12.7mm to 5.56mm), -2 for action This is the skill of recognizing and characters . . . or to PCs in general!
designing coats of arms, crests, flags,

SKILLS 199


To acquire Hidden Lore in play, p. 176). A successful skill roll lets you (usually with their cooperation). An
you must find a reliable source of rel- answer questions about history, and item’s size and shape govern its con-
evant information. The GM may might (at the GM’s option) allow you cealability. Some examples:
choose to tie skill increases in Hidden to remember a useful parallel: “Ah,
Lore to specific acts – such as reading yes. Hannibal faced a situation like +4: A BB-sized jewel, a postage
moldy tomes – instead of allowing you this once, and here’s what he did . . .” stamp.
to spend points freely. For instance, You must specialize. There are two +3: A pea-sized jewel.
an ancient manuscript might let you general classes of specialty: +2: One lockpick, a huge jewel, a
spend up to eight points (and no dime, a TL9+ computer disk, a letter.
more) on a specific Hidden Lore skill. • A limited geographical region – +1: A set of lockpicks, a silver dol-
Remember that most Hidden Lore no larger than a small nation – over lar.
is secret because somebody powerful multiple eras. Examples: History 0: A TL8 floppy disk or CD, without
wants it kept that way. Thus, dis- (Bavarian), History (Irish), or History case.
cussing or revealing your knowledge (New York State). -1: A dagger, a slingshot, the tiniest
can be extremely hazardous. • A single era (e.g., Victorian peri- handgun or grenade.
Possible Hidden Lore specialties od, 20th century) and one of a broad -2: An average handgun (e.g., a
include: geographical region (e.g., Europe), Luger), a grenade, a large knife.
a culture (e.g., Muslim), or an -3: A submachine gun, a short-
Conspiracies: You know details idea (e.g., economic, esoteric, sword, a short carbine.
about the conspiracies that underlie or military). Examples: History -4: A broadsword, an assault rifle.
every aspect of society. This is factual (20th-Century American), History -5: A bastard sword, a battle rifle.
knowledge (e.g., truths about the (Ottoman Muslim), or History -6: A crossbow, a heavy sniper rifle.
Illuminati), not the ability to analyze (Napoleonic Military).
conspiracies. Only available in set- Things that move or make noise
tings where vast conspiracies really do The sheer variety of possible spe- give an additional -1 or more to skill.
exist. cialties makes it impossible to list all Clothing also modifies effective
Demon Lore: You know the secrets possible defaults. In general, if two skill. A Carmelite nun in full habit (+5
of Hell, the goals of demons in the specialties overlap at all, then GM to skill) could conceal a bazooka or a
mortal world, and possibly even the should permit a default at -2 to -4. battle-axe from an eyeball search. A
names of specific demons. Hobby Skill Las Vegas showgirl in costume (-5 to
Faerie Lore: You have detailed skill) would have trouble hiding even a
knowledge of the faeries and their DX or IQ/Easy dagger. Of course, the showgirl might
secret kingdom(s). Default: DX-4 or IQ-4, depending escape search entirely (unless the
Spirit Lore: You know about ghosts on the controlling attribute. guards were bored) because “She
and other spirit entities – names, Many fields of study have little to obviously couldn’t hide anything in
motivations, etc. that outfit!” Full nudity is -7 to skill.
do with adventuring or making a liv- A proper concealment holster
Hiking ing – but people study them nonethe- helps conceal a weapon; use the
less. Each of these is a separate Hobby
HT/Average Skill. Those that require agility or a equipment modifiers on p. 345.
Clothing designed specifically to hide
Default: HT-5. delicate touch (e.g., juggling, kite fly- things gives a bonus of up to +4.
ing, needlepoint, and origami) are To spot a concealed item, roll a
This skill represents training for
endurance walking, hiking, and DX/Easy skills that default to DX-4, Quick Contest of Search skill vs.
marching. It includes knowledge of while those that focus on knowledge Holdout. Search defaults to
how to pace yourself in different con- and trivia (e.g., comic books, rock Perception-5 if you haven’t studied it.
ditions, and how best to carry a pack. music, science fiction, and tropical See Search (p. 219) for additional
Make a Hiking roll before each day’s fish) are IQ/Easy skills that default to rules.
march; on a success, increase the dis- IQ-4.
tance traveled by 20%. The GM may A few points in a Hobby Skill can Housekeeping
allow bonuses for good maps and make roleplaying more fun – and pos- IQ/Easy
good walking shoes, but not for ter- sibly come in handy once in a while. Default: IQ-4.
rain. If a party is traveling together, all You do not need a teacher to learn or
must make the Hiking roll in order to improve a Hobby Skill. However, you This is the ability to manage a
get the increased distance. See Hiking cannot learn skills defined elsewhere household. It covers both home eco-
(p. 351). in this chapter as Hobby Skills. nomics and domestic chores: clean-
ing, cooking (but not haute cuisine,
History† Holdout which requires the Cooking skill),
IQ/Hard IQ/Average minor repairs (any routine mainte-
Defaults: IQ-5 or Sleight of Hand-3. nance task that calls for a roll against
Default: IQ-6. Carpentry, Sewing, or a similar skill at
This is the skill of concealing items +4 or better), etc. The main use of
This is the study of the recorded
past (compare Archaeology skill, on your person or on other people Housekeeping is to qualify for the job


200 SKILLS


of “homemaker,” but it can come in Immovable Stance Projectile: Any solid projectile or
handy on adventures – for instance, to DX/Hard pseudo-solid energy bolt (e.g., Fireball
clean up evidence! spell) emitted from the hands. To use
Defaults: None. this skill, you must have at least one
Hypnotism Prerequisite: Trained By A Master. unrestrained hand (although it need
IQ/Hard This skill allows you to anchor not be empty).
Defaults: None. yourself to the ground by properly These specialties default to one
channeling your chi, using secret bal-
This is the skill of inducing a sug- ancing techniques, etc. Make a skill another at -2.
gestible state in another person roll whenever an attack (e.g., a shove You use this skill to direct your
through verbal or mechanical means. or the Push skill, p. 216) would result attack, not to activate it; therefore,
It requires five seconds and a success- in knockback or a fall. restrictions such as “you cannot be
ful skill roll to use. If you fail on a On a success, you neither experi- gagged” apply strictly to your ability to
cooperative subject, you may try again. ence knockback nor fall down. On a make ranged attacks. If you can trigger
The second attempt takes five min- failure, you are knocked back but still your attack while restrained, no skill
utes, and the roll is at -5. If this get the usual DX roll to avoid falling roll is needed to attack your restraints!
attempt fails, you may not try to hyp- down. On a critical failure, you auto- You can only learn this skill for
notize the subject again that day. matically suffer full knockback and ranged attacks. Use Brawling (p. 182)
A successful Hypnotism attempt you fall down. to improve your odds with abilities
puts the subject to sleep. This counts This skill also helps against attacks that require a touch.
as an anesthetic for the purpose of with the Judo skill (p. 203). If you fail
Surgery. At the GM’s option, further your active defense (or choose not to Intelligence Analysis/TL
Hypnotism rolls might help the sub- defend) against a Judo throw, your IQ/Hard
ject remember something he had for- attacker must win a Quick Contest of Defaults: IQ-6 or Strategy (any)-6.
gotten, while Psychology rolls might Judo vs. your Immovable Stance skill,
help him get over mental problems. or his throw fails. This is the ability to analyze and
A hypnotized individual is extreme- interpret intelligence data. It allows
ly suggestible. Roll a Quick Contest of Modifiers: -1 per yard of potential you to deduce enemy plans and capa-
Hypnotism vs. the victim’s Will for knockback; +4 for Perfect Balance bilities, evaluate the accuracy of infor-
each suggestion. The subject resists (p. 74). mation, rate the reliability of sources,
suggestions that threaten his life or his etc. In most game worlds, only intelli-
loved ones, or that go strongly against Innate Attack† gence, military, and security services
his character, at +5. You may also give DX/Easy teach this skill – often only to those
“posthypnotic suggestions,” instruct- Default: DX-4. with a minimum level of Rank or
ing the subject to do something in Security Clearance.
response to a trigger after the hypno- This skill represents trained ability The GM makes all Intelligence
sis ends. The subject’s resistance roll with a “built-in” ranged attack: fiery Analysis rolls in secret. On a success,
for such suggestions takes place when breath, super-powered energy bolts, he provides details about the signifi-
he encounters the trigger. He resists at etc. Learn it to improve your odds of cance and accuracy of your data, or
+1 to Will per week since he was hyp- hitting with Afflictions (p. 35), insights into what it means in terms of
notized. Bindings (p. 40), Innate Attacks enemy planning. When you encounter
You cannot use Hypnotism as an (p. 61), magical jets and missiles, and deliberately falsified data, the GM
attack, except in highly cinematic similar attacks that originate from you rolls a secret Quick Contest: your
games. You can use it on an unaware as opposed to a weapon in your hand. Intelligence Analysis vs. the enemy’s
or unwilling subject out of combat, Roll against skill to hit. skill at disinformation (Forgery,
but he resists at Will+5. If he resists You must specialize: Propaganda, etc.). If you win, the GM
the initial attempt, he is considered Beam: Any energy blast, magical provides details on precisely what is
uncooperative, and you may not make jet, etc. emitted from the hands. To wrong with the information. It is up to
a second attempt that day. A subject use this skill, you must have at least you to deduce what this means, how-
who is unfamiliar with Hypnotism one unrestrained hand (although it ever!
might not know what you attempted, need not be empty). This skill has nothing to do with
but he suspects something – possibly Breath: Any attack emitted from gathering intelligence. Use Current
witchcraft! the mouth, such as dragon’s fire or Affairs (p.186) and Research (p. 217)
In all cases, a hypnotic trance lasts acidic sputum. To use this skill, you to sift through public sources;
1d hours unless you end it sooner. cannot be gagged and you must be Forensics (p. 196) and Search (p. 219)
to find physical clues; Observation
Modifiers: +2 if you send hypnotic facing your target. (p. 211) for human surveillance; and
suggestions via Telesend (see Tele - Gaze: Any attack emitted from the Electronics Operation (p. 189) to work
communication, p. 91), since voices in eyes – heat vision, a petrifying stare, with the satellite imagery, communi-
the head are harder to ignore. etc. To use this skill, you cannot be cations intercepts, and related “techni-
blindfolded and you must be facing cal means” common at TL7+.
your target.


SKILLS 201


You may take an optional specialty convince the subject that you are able your Size Modifier and subtract the
(p. 169) in one particular type of intel- and willing, perhaps even eager, to do subject’s. Appropriate Reputation mod-
ligence. A useful specialty at TL6+ is something awful to him. ifiers (positive or negative) certainly
Intelligence Analysis (Traffic You can substitute an Intimidation count! You get -1 for Oblivious (p. 146)
Analysis): identifying the purpose and attempt for any reaction roll; see and -1 to -4 for Shyness (p. 154).
organization of targets by examining Influence Rolls (p. 359). Exception: Subtract the subject’s Fearlessness
intercepted communications traffic. You cannot intimidate someone who (p. 55) from your roll. The GM may
has the Unfazeable advantage! assign a +1 or -1 for especially appro-
Modifiers: -1 to -5 for incomplete The results of a successful priate or clumsy dialog. Requests for
information; -3 if all your information Intimidation attempt depend on the aid are always at -3 or worse.
comes from a single source; -3 for target. An honest citizen probably
intelligence concerning an arcane sci- cooperates, sullenly or with false Invisibility Art
entific or bureaucratic principle, cheer. A low-life might lick your boots
unless you have skill in that area (e.g., (even becoming genuinely loyal). A IQ/Very Hard
Engineer (Electronics) for intelligence really tough sort might react well Defaults: None.
regarding a radar installation). Prerequisites: Trained By A Master,
without being frightened: “You’re my and both Hypnotism and Stealth at
Interrogation kind of scum!” The GM decides, and 14+.
roleplays it. If you rolled a critical suc-
IQ/Average cess – or if the subject critically failed This is the fabled skill, often attrib-
Defaults: IQ-5, Intimidation-3, or his Will roll – your victim must make uted to ninja and other martial-arts
Psychology-4. a Fright Check in addition to the other masters, of being able to stand in plain
results of the Influence roll! sight without being noticed. It
This is the ability to question a pris- requires one second of concentration
oner. Only intelligence agencies, police Group Intimidation: You may to activate. After that time, roll a
and prison services, the military, and attempt to intimidate up to 25 people Quick Contest once per second: your
the underworld teach this skill. at once, at -1 to skill per five people (or Invisibility Art vs. the Vision roll of
Roll a Quick Contest of fraction thereof) in the group. each person who can see you.
Interrogation vs. the prisoner’s Will for Multiple intimidators can attempt to Viewers must apply the current
each question. This requires 5 minutes intimidate proportionally larger darkness penalty to their Vision roll. A
per question. If you win, you get a groups; for instance, three thugs could viewer who is concentrating on some-
truthful answer. If you tie or lose, the try to intimidate up to 75 people! Base thing else or otherwise distracted is
victim remains silent or lies. If you lose the skill penalty on the size of the tar- at -3; one who is specifically looking
by more than five points, he tells you a get group divided by the number of for intruders gets +3. If someone sees
good, believable lie! The GM roleplays intimidators (round up). Resolve the you and raises the alarm, by pointing
the prisoner (or, if you are the prison- outcome with a single Quick Contest: and crying out, those who believe the
er, the GM will roleplay the interroga- the highest effective Intimidation skill warning get +3 on their next roll.
tor) and makes all die rolls in secret. from among the intimidators vs. the If you win, that person is unable to
highest modified Will in the target
Modifiers: -5 if the prisoner’s loyal- see you for one second. Otherwise, he
ty to his leader or cause is “Very group. can see you normally. Once someone
Good” or “Excellent”; -3 for Low Specious Intimidation: You can notices you, he is unaffected by this
Empathy (p. 142); +2 for a lengthy attempt a Quick Contest of Fast-Talk skill until you can get out of sight
interrogation (over two hours); +3 if vs. the subject’s IQ before your somehow (which might be as easy as
you use severe threats; +6 if you use Intimidation attempt in order to stepping into a shadow), whereupon
torture*. Increase these last two appear to be intimidating when you you may try again.
bonuses by +1 if you have the Callous can’t back it up. If you win, you are at Note that this skill does not work at
disadvantage (p. 125)! +3 on the subsequent Intimidation all in combat. In particular, if you
attempt, which can go a long way attack anyone, you will immediately
* “Torture” does not necessarily toward offsetting the high Will and become visible to everyone!
mean thumbscrews and the rack. Fearlessness of martial arts masters,
Exposing a prisoner to the object of his world leaders, etc. If you tie or lose, Modifiers: +3 if you use a smoke
phobia (see Phobias, p. 148) is an effec- however, your Intimidation attempt bomb or flash grenade before you
tive torture, as is a believable threat fails automatically, and you suffer a attempt your roll (you appear to van-
against a loved one. Note that tortur- “Very Bad” reaction instead of just a ish in a cloud of smoke). Your move-
ing a prisoner is usually considered vile “Bad” one! ment modifies your skill roll rather
behavior, likely bringing retribution. than viewers’ Vision rolls: no modifier
Modifiers: +1 to +4 for displays of if you stand still (Move 0), -1 if you
Intimidation strength, bloodthirstiness, or supernat- move at a slow walk (Move 1), -2 at a
Will/Average ural powers (GM’s judgment); increase fast walk (Move 2), or -5 at a run
this bonus by +1 if you are Callous (Move 3+). If you stand perfectly still
Defaults: Will-5 or Acting-3. (p. 125). Appearance (p. 21) matters: +2 (requires a successful Breath Control
This is the skill of hostile persua- if you are Hideous, +3 if Monstrous, or or Meditation roll), you get +1.
sion. The essence of Intimidation is to +4 if Horrific. Size also matters: add


202 SKILLS


Jeweler/TL weapon or drop a shield. If you grapple against an armed foe. In addition,
IQ/Hard a foe using Judo, and he fails to break Karate gives an improved retreating
free, you may make a Judo attack to bonus when you parry; see Retreat
Defaults: IQ-6, Smith (Copper)-4, throw him on your next turn, exactly (p. 377). For more on parrying bare-
or Smith (Lead and Tin)-4.
as if you had parried his attack. handed, see Parrying Unarmed (p. 376).
This is the ability to work with pre- To use Judo, any hand with which To use Karate, any hand with
cious metals, make jewelry, decorate you wish to parry or grapple must be which you wish to strike or parry must
weapons, etc. A successful skill roll empty. Because Judo relies heavily on be empty (but you are free to wear
allows you to identify a precious metal footwork, all Judo rolls and Judo par- heavy gauntlets, brass knuckles, etc. to
or gem, or determine the value of a ries take a penalty equal to your increase damage). Because Karate
precious bauble. encumbrance level. For instance, relies heavily on footwork, all Karate
Heavy encumbrance would give you attacks and parries take a penalty
Jitte/Sai -3 to hit or to parry an enemy attack. equal to your encumbrance level. For
see Melee Weapon, p. 208 instance, Heavy encumbrance would
Jumping give you -3 to hit or to parry an enemy
Judo DX/Easy attack.
DX/Hard Defaults: None. Kiai
Defaults: None. This skill represents trained jump- HT/Hard
ing ability. When you attempt a diffi-
This skill represents any advanced Defaults: None.
training at unarmed throws and grap- cult jump, roll against the higher of Prerequisites: Trained By A Master
ples – not just the eponymous Jumping or DX. In addition, you may or Weapon Master.
Japanese martial art. use half your Jumping skill (round
Judo allows you to parry two differ- down) instead of Basic Move when You can channel your chi outward
ent attacks per turn, one with each calculating jumping distance. For in a mighty shout (kiai) that freezes
hand. Your Parry score is (skill/2) + 3, instance, Jumping-14 would let you lesser foes. This counts as an attack,
rounded down. This parry is not at the jump if you had Basic Move 7. See and costs 1 FP per attempt, successful
usual -3 for parrying a weapon bare- Jumping (p. 352). or not.
handed, greatly reducing the likeli- Karate Roll a Quick Contest: your Kiai
hood of injury when you defend skill vs. your target’s Will. You are at -1
against an armed foe. In addition, DX/Hard for every full two yards of distance.
Judo gives an improved retreating Defaults: None. Your victim resists at +1 if he is Hard
bonus when you parry; see Retreat This skill represents any advanced of Hearing, at +2 if Deaf! If you win,
(p. 377). For complete rules for parry- training at unarmed striking, not just your target is mentally stunned (see
ing barehanded, see Parrying Unarmed the Okinawan martial art of karate. Effects of Stun, p. 420).
(p. 376). Roll against Karate to hit with a This skill only works against a sin-
On the turn immediately after a punch (at no -4 for the “off” hand), or gle victim; everyone can hear the
successful Judo parry, you may Karate-2 to hit with a kick. You can- shout, but your chi is focused on that
attempt to throw your attacker if he is not use Karate to attack with claws, one foe. However, a successful Kiai
within one yard. This counts as an teeth, etc., or with a blackjack – use roll gives you +2 to Intimidation rolls
attack; roll vs. Judo skill to hit. (Note Brawling (p. 182) for that. Karate skill vs. everyone within earshot.
that in an All-Out Attack, you cannot does let you make several special Knife
attempt two throws, but you can make attacks, however; see Special Unarmed
one attempt at +4.) Your foe may use Combat Techniques (p. 403). see Melee Weapon, p. 208
any active defense – he can parry your Karate improves damage: if you
hand with a weapon! If his defense know Karate at DX level, add +1 per Knot-Tying
fails, you throw him. die to basic thrust damage when you DX/Easy
When you throw a foe, he falls calculate damage with Karate attacks: Defaults: DX-4, Climbing-4, or
where you please. On a battle map, he punches, kicks, elbow strikes, etc. Add Seamanship-4.
lands in any two hexes near you. One +2 per die if you know Karate at DX+1
of these hexes must be his starting or better! Work out damage ahead of This is the ability to tie a wide vari-
hex, your hex, or any hex adjacent to time and record it on your character ety of knots quickly and efficiently. A
one of those hexes. Your victim must sheet. successful skill roll lets you make a
roll against HT; a failed roll means he Karate allows you to parry two dif- noose, tie someone up, etc. If you bind
is stunned! If you throw him into ferent attacks per turn, one with each someone using this skill, he must win
someone else, that person must roll hand. Your Parry score is (skill/2) + 3, a Quick Contest of Escape vs. your
against the higher of ST+3 or DX+3 to rounded down. This parry is not at the Knot-Tying skill to free himself.
avoid being knocked down. usual -3 for parrying a weapon bare- Modifiers: +1 per level of High
Finally, you may use your Judo skill handed, greatly reducing the likeli- Manual Dexterity (p. 59), or -3 per
instead of your DX for any DX roll hood of injury when you defend level of Ham-Fisted (p. 138).
made in close combat except to draw a


SKILLS 203


Law (British Police), or field, such as
Law (British Criminal) and Law
(French Criminal), default to one
another at -4. If both region and field
differ, the default is -6 or worse.
In some times and places, a Quick
Contest of Law (Criminal) between
the defense and prosecution will
determine the outcome of a trial. In
others, Law functions as an Influence
skill (see Influence Rolls, p. 359) used
to sway the rulings of the judge.
Law enforcers nearly always have a
point or two in Law (Police) for their
region. This represents knowledge of
“proper procedure” when it comes to
arrests, evidence handling, interroga-
tion, etc.

Leadership
IQ/Average
Default: IQ-5.
This is the ability to coordinate a
group. Make a Leadership roll to lead
NPCs into a dangerous or stressful sit-
uation. (PCs can decide for themselves
if they want to follow you!)
You may attempt a Leadership roll
in combat if you spend your turn
doing nothing but giving orders and
encouragement. On a success, every-
one on your side who can hear you
Kusari Law† (including PCs) has +1 on all combat-
see Melee Weapon, p. 208 IQ/Hard related Fright Checks and loyalty
Default: IQ-6. checks, and on self-control rolls for
Lance disadvantages that would reduce com-
This skill represents knowledge of
DX/Average law codes and jurisprudence. A suc- bat efficiency (such as Berserk and
Defaults: DX-5 or Spear-3. cessful roll lets you remember, Cowardice – or Bloodlust, if you wish
to take prisoners). A critical success
Prerequisite: Riding. deduce, or figure out the answer to a gives +2. The bonus lasts until your
The ability to use the lance: a long, question about the law. Few legal next turn, at which time you may roll
spear-like weapon wielded from questions have clear-cut answers, again. A group can have only one
horseback. This is not a Melee however – even an expert will hedge leader, however! If multiple people
Weapon skill (see p. 208). You may his advice! attempt Leadership rolls, no one gets a
not use a lance to parry – you must You must specialize. There are two bonus.
block or dodge enemy attacks. general classes of specialty: Note that a minimum level of
• The laws of a particular political Leadership is often a prerequisite for
Lasso region (e.g., Canada or France) within high Rank (p. 29).
DX/Average a specific field (constitutional, con- Modifiers: Any bonus for Charisma
Defaults: None. tract, criminal, police, etc.). Examples: (p. 41); -3 for Low Empathy (p. 142);
Law (British Criminal), Law -1 to -4 for Shyness (p. 154). -5 if the
This is the skill of throwing the lar- (Canadian Constitutional), and Law
iat: a long rope or thong with a sliding (U.S. Contract). NPCs have never been in action with
noose at one end. Its intended purpose • A specialized body of law not you; -5 if you are sending them into
is to snare animals, but it can also associated with a political region. danger but not going yourself; +5 if
entangle opponents in combat – see Examples: Law (Catholic Canon), Law their loyalty to you is “Good”; +10 if
Special Ranged Weapons (p. 410). their loyalty is “Very Good.” If their
(International), and Law (Space). loyalty is “Excellent,” you do not have
Specialties within the same region, to roll!
such as Law (British Criminal) and



204 SKILLS


Leatherworking Linguistics does not include plasma weapons,
DX/Easy IQ/Hard which are often called “flamers”; use
Beam Weapons skill for those.)
Default: DX-4. Defaults: None.
Sprayer: Any weapon that emits a
This is the ability to work with This is the study of the principles gas or atomized liquid (nerve gas,
leather to make belts, saddles, armor, upon which languages are based. A sleeping gas, etc.), including an ordi-
etc. A successful skill roll lets you successful skill roll lets you identify a nary spray can used as an improvised
repair or create leather goods. Make language from a snatch of speech or weapon.
an IQ-based roll to design items that writing. As well, make a skill roll once Squirt Gun: Any weapon that fires a
are more artistic than functional. per month when learning a language low-pressure stream of liquid at the
without a teacher. On a success, you rate of one squirt per pull of the trigger.
Modifiers: Equipment modifiers learn at full speed rather than at 1/4 Water Cannon: Any weapon that
(p. 345); +1 per level of High Manual speed (see Learning Languages, p. 25). fires a continuous jet of high-pressure
Dexterity (p. 59), or -3 per level of liquid, usually but not always water,
Ham-Fisted (p. 138). with the intent of causing knockback.
Lifting
HT/Average
Defaults: None. Literature can be useful for finding clues to
hidden treasure, sunken lands, Ancient Secrets,
This is the trained ability to use
your strength to its best advantage and the like.
when you lift. Roll once per lift. On a
success, increase your Basic Lift by
5% per point by which you made your Lip Reading
roll. This has no effect on encum- Per/Average These specialties default to one
brance, or on how much you can another at -4. The weapons covered by
carry. See Lifting and Moving Things Default: Perception-10. each specialty vary by TL; e.g., Liquid
(p. 353). This is the ability to see what others Projector (Flamethrower) covers fire-
are saying. You must be within seven siphons loaded with Greek fire at TL4,
Light Walk yards, or have some means of bringing while at TL6, it covers backpack tanks
DX/Hard your point of view this close. A suc- that project thickened fuel.
Defaults: None. cessful skill roll lets you make out one
Prerequisites: Trained By A Master, sentence of a discussion – assuming, Modifiers: All applicable ranged
and both Acrobatics and Stealth at of course, that you know the language. combat modifiers; -2 for heavy
14+. If your subjects suspect that you can weapons when you are used to
read lips, they can hide their mouths portable weapons (e.g., a flamethrow-
This skill allows you to exert very or subvocalize to thwart you. A critical er mounted on a tank when you are
little pressure when you walk. On a failure on a Lip Reading roll – if you used to a backpack model), or for an
successful Light Walk roll, you leave are where your victims could see you – unfamiliar weapon of a known type; -4
no visible tracks. Tracking rolls to fol- means that you stared so much you or more for a weapon in bad repair.
low you automatically fail unless they were noticed!
rely on something more than sight; Literature
thus, a human tracker would be baf- Modifiers: All Vision modifiers (see IQ/Hard
fled, but bloodhounds would suffer no Vision, p. 358). Default: IQ-6.
penalty at all.
You can also attempt to walk over Liquid Projector/TL† This is the study of the great writ-
fragile surfaces without falling DX/Easy ings. A student of literature would be
through. Maximum Move under such Default: DX-4. knowledgeable in the realms of old
circumstances is 1/3 normal (GM’s poetry, dusty tomes, criticism, etc.
decision). Thin ice would require an This is the ability to use a weapon This can be useful for finding clues to
unmodified Light Walk roll, while rice that projects a stream of liquid or gas. hidden treasure, sunken lands,
paper would require a roll at -8! Roll against Liquid Projector skill to Ancient Secrets, and the like. The
Finally, a successful Light Walk hit your target. work in question must be available in
roll can give a bonus to Stealth when Make an IQ-based Liquid Projector a language you read.
your intention is to move quietly. This roll to take immediate action (e.g., Modifiers: -5 if you’re illiterate (see
bonus equals half your margin of suc- patch a leak), should your weapon fail. Literacy, p. 24) and relying on oral tra-
cess, rounded down. Minimum bonus You must specialize by weapon dition, save in pre-literate cultures,
is +1. type:
where this is the norm.
Flamethrower: Any weapon that
projects burning liquid or gas. (This



SKILLS 205


Lockpicking/TL not explicitly covered by another
IQ/Average skill. The GM may require an
inventor to make one or more
Default: IQ-5.
Machinist rolls before attempting
This is the ability to open locks an Engineer roll to assemble a
without the key or combination. Each gadget.
attempt requires one minute. If you Materials and component size
make the roll and open the lock, each vary significantly with tech level.
point by which you succeeded shaves A TL5 machinist works mainly
five seconds off the required time. with brass and steel components
(Safecracking and similar challenges that can be seen with the naked
can take more time, at the GM’s dis- eye; a TL10 machinist might
cretion.) work with carbon nanotubes.
Note that if the lock has a trap or Modifiers: Equipment modi-
alarm attached, you must make a fiers (p. 345).
separate Traps roll to circumvent it.
Modifiers: Equipment modifiers Main-Gauche
(p. 345); -5 if working by touch (e.g., see Melee Weapon, p. 208
in total darkness). Inside informa-
tion gives a bonus at GM’s discretion. Makeup/TL
If the GM requires a DX-based roll IQ/Easy
(for instance, to work with a partic- Defaults: IQ-4 or Disguise-2.
ularly delicate mechanism), modi-
fiers for High Manual Dexterity This is the skill of using the-
(p. 59) or Ham-Fisted (p. 138) will atrical makeup to enhance a
apply. performer’s appearance. It is not
just the ability to make someone
Machinist/TL look “pretty” – you can make
IQ/Average yourself or others look older,
Defaults: IQ-5 or Mechanic younger, or of a different race or
(any)-5. nationality. At TL6+, you can
use prosthetics to further
This is the skill of making and enhance the effect. However,
modifying mechanical parts and tools. ture tools for use with another skill you cannot make someone look
A successful skill roll lets you build (such as Armoury or Lockpicking), or taller or shorter than he actually is.
parts from raw materials, manufac- modify any simple mechanical device




Complementary Skills

The GM may rule that a complementary skill could Outcome Outcome
logically assist the master skill required by an under- (Uncontested) (Contested) Modifier
taking, potentially yielding a bonus. The GM decides Critical Success Victory by 5+ +2
whether the individual performing the task must Success Victory by 0-4 +1
attempt both skill rolls, needs an assistant with the Failure Loss by 1-4 -1
complementary skill, or may choose either option. It’s Critical Failure Loss by 5+ -2
also up to the GM whether these rolls must involve dif-
ferent skills or if a helper using the same skill can make The character attempting the master skill roll must
matters easier by sharing the workload. use this modifier. If you don’t trust your assistant, don’t
Roll against the complementary skill before trying request a complementary skill roll!
the master skill roll. Only personal modifiers (due to It isn’t legal to “chain” complementary skill bonus-
afflictions, disadvantages, etc.) influence the comple- es; a complementary skill can’t boost a master skill that
mentary skill roll – never external ones. If the comple- serves to complement some third skill. However, the
mentary skill requires a Quick Contest, the target GM may let the master skill benefit from several com-
resists normally. The outcome gives a modifier to the plementary skills for a long task (p. B346) that involves
master skill, cumulative with other modifiers such as multiple PCs in a major team effort. The total bonus
equipment bonuses. cannot exceed +4.





206 SKILLS


Market Analysis others. To create or break codes, use powers. Types include Clockwork,
IQ/Hard Cryptography skill (p. 186). Default: Steam Engine, Gasoline Engine,
Cryptography-5. Diesel Engine, Gas Turbine, Fuel Cell,
Defaults: IQ-6, Economics-5, or Pure: Generic “academic” mathe- Fission Reactor, Fusion Reactor, and
Merchant-4.
matics. Make a skill roll to answer any Antimatter Reactor.
This is the skill of predicting the math-related question not covered by Vehicle Type: The controls, hull,
short-term behavior of bond, stock, another specialty. Pure mathematics motive system, power plant, transmis-
and currency markets – usually in encompasses dozens of obscure sub- sion, and even the paint job of one spe-
order to make money! It is the main job fields that will never affect the game. cific type of vehicle listed under a vehi-
skill of professional traders and specu- If you must be an expert in something cle-operation skill such as Driving
lators. Make a skill roll to determine like “non-selfadjoint operator alge- (p. 188), Piloting (p. 214), or
current market trends. On a critical bras,” you may further note an option- Submarine (p. 223).
success, you also learn whether a trend al specialty (p. 169). Mechanic specialties default to one
will continue or reverse in the future. Statistics: The science of assem- another at -4, although the GM may
On a failure, you get no clear answer. bling and analyzing data for the pur- modify this for particularly close or dis-
On a critical failure, you guess wrong. pose of calculating probabilities, con- tant specialties. The systems covered by
structing models, and making fore-
Modifiers: The Talents (p. 89) of casts. Roll vs. skill to determine the each specialty vary by TL. For instance,
Business Acumen and Mathematical odds of a particular outcome, given Mechanic (Light Airplane) covers sin-
Ability both provide a bonus. sufficient data about similar situa- gle-engine biplanes at early TL6, small
tions in the past. private jets at TL7, and so forth.
Masonry Surveying: The science of deter- Familiarity is very important here.
IQ/Easy mining the area of a portion of the For instance, Mechanic/TL7 (Light
Default: IQ-4. Earth’s surface, the lengths and direc- Airplane) covers both propeller-pow-
tions of the bounding lines, and the ered seaplanes and small private jets,
This is the ability to build things contour of the surface. Make a skill but going from one to the other gives
out of brick or stone. you -2 for an unfamiliar item (prop-
roll to determine the dimensions of
Modifiers: Equipment modifiers any area you can see. More complex powered plane to jet) and -2 for an
unfamiliar implementation (seaplane
(p. 345); -3 for simple engineering determinations require specialized to regular plane), for a net -4 to skill
(erecting scaffolding, moving large equipment. Defaults: Cartography-3 or until you familiarize yourself with all
blocks of stone, etc.) rather than Navigation (any)-4. the differences.
masonry per se.
These specialties default to one Modifiers: -2 for an unfamiliar item
Mathematics/TL† another at -5. within your specialty (e.g., a barge
IQ/Hard Mechanic/TL† when you’re used to battleships), or
Defaults: IQ-6 and others. for an unfamiliar implementation
IQ/Average (e.g., a powerboat engine when you’re
This is the scientific study of quan- Defaults: IQ-5, Engineer (same)-4, used to automobile engines); equip-
tities and magnitudes, and their rela- or Machinist-5. ment modifiers (p. 345).
tionships and attributes, through the This is the ability to diagnose and
use of numbers and symbols. You fix ordinary mechanical problems. A Meditation
must specialize:
successful skill roll will let you find or Will/Hard
Applied: The branch of mathematics repair one problem. Defaults: Will-6 or Autohypnosis-4.
that interacts directly with the physical You must pick a specialty from This is the ability to calm the emo-
sciences and engineering, dealing with within one of these four categories: tions, control the mind, and relax the
mathematical models of the behavior of Machine Type: Any one class of body. To use this skill, you must con-
physical systems. Defaults: Engineer nonvehicular machine. Types include centrate for (20 - skill) seconds, mini-
(any)-5 or Physics-5. Micromachines (miniature machin- mum one second, and then roll vs.
Computer Science: The theoretical ery, invisible to the naked eye; TL9+), skill. On a success, you enter a trance-
study of data structures and computa- Nanomachines (molecular-scale like state, which you can maintain for
tion. Roll vs. skill to answer questions machinery; TL10+), and Robotics hours.
about what is possible with comput- (robots and automated factories; A meditative trance is required for
ers. This gives you no special ability to TL7+). certain rituals and is a common
use computers! Default: Computer Motive System Type: Any one type preparation for prayer. In addition,
Programming-5. of propulsion system, regardless of the GM may permit you to meditate
Cryptology: The mathematical vehicle type. Types include Legged, on a particular moral dilemma. On a
study of codes and ciphers. This gives Tracked, Wheeled, Rockets, and successful Meditation roll, the GM
you a theoretical understanding of Reactionless Thrusters. will “enlighten” you, providing a hint
encryption schemes, including how Power Plant Type: Any one type as to which course of action “feels”
they change with TL and why of power plant, no matter what it right.
some schemes are more effective than


SKILLS 207


Melee Weapon Rapier (DX/Average): Any long (over Polearm (DX/Average): Any very long
DX/Varies 1 yard), light thrusting sword. Default: (at least 2 yards), unbalanced pole
Broadsword-4. weapon with a heavy striking head,
Defaults: Special.
Saber (DX/Average): Any light cut- including the glaive, halberd, poleaxe, and
This is not one skill, but an entire and-thrust sword. Note that cavalry countless others. Polearms become
collection of skills – one per class of sabers are quite heavy, and use unready after an attack, but not after a
closely related melee weapons. Melee Broadsword instead. Defaults: parry. Defaults: Spear-4, Staff-4, or Two-
Weapon skills are based on DX, and Broadsword-4 or Shortsword-4. Handed Axe/Mace-4.
default to DX-4 if Easy, DX-5 if Smallsword (DX/Average): Any Spear (DX/Average): Any long, bal-
Average, or DX-6 if Hard. See specific short (up to 1 yard), light thrusting anced pole weapon with a thrusting
skill descriptions for other defaults. sword or one-handed short staff (such point, including spears, javelins, tri-
Make a Melee Weapon roll to hit an as the sticks used in the martial arts dents, and fixed bayonets. Defaults:
opponent in combat. You may also arnis, escrima, and kali). Default: Polearm-4 or Staff-2.
use these skills to parry. Your Parry Shortsword-4. Staff (DX/Average): Any long, bal-
defense is (skill/2) + 3, rounded down. Flails anced pole without a striking head.
Melee weapons fall into broad cat- A flail is any flexible, unbalanced This skill makes good use of the staff’s
egories on the basis of overall balance weapon with its mass concentrated in extensive parrying surface when
and function. When a rule refers to the head. Such a weapon cannot parry defending, giving +2 to your Parry
one of these categories, it applies to all if you have already attacked with it on score. Defaults: Polearm-4 or Spear-2.
weapons in that category and all your turn. Because flails tend to wrap Swords
Melee Weapon skills used to wield around the target’s shield or weapon, A sword is a rigid, hilted blade with
them. For instance, “fencing attempts to block them are at -2 and a thrusting point, cutting edge, or both.
weapons” means “all weapons used attempts to parry them are at -4. All swords are balanced, and can attack
with any of Main-Gauche, Rapier, Fencing weapons and knives cannot and parry without becoming unready.
Saber, or Smallsword skill.” parry them at all! An unarmed fighter
Broadsword (DX/Average): Any bal-
Fencing Weapons can parry a flail, but at -4 in addition anced, 2- to 4-foot blade wielded in
Fencing weapons are light, one- to any penalty for parrying unarmed. one hand – broadsword, cavalry saber,
handed weapons, usually hilted The skills in this category default to scimitar, etc. This skill also covers any
blades, optimized for parrying. If you one another at -3. stick or club of similar size and bal-
have a fencing weapon, you get an Flail (DX/Hard): Any one-handed ance to these blades, as well as bastard
improved retreating bonus when you flail, such as a morningstar or nun- swords, katanas, and longswords used
parry – see Retreat (p. 377). chaku. Default: Axe/Mace-4. one-handed. Defaults: Force Sword-4,
Furthermore, you have half the usual Two-Handed Flail (DX/Hard): Any Rapier-4, Saber-4, Shortsword-2, or
penalty for parrying more than once two-handed flail. Defaults: Kusari-4 or Two-Handed Sword-4.
with the same hand (see Parrying, Two-Handed Axe/Mace-4. Force Sword (DX/Average): Any
p. 376). sword with a “blade” made of energy
Note that fencing weapons are light Impact Weapons instead of matter. This generally refers
and likely to break when used to parry An impact weapon is any rigid, to an ultra-tech weapon that projects
a heavier weapon. They cannot parry unbalanced weapon with most of its energy from a powered hilt, but
flail weapons at all! You must be rela- mass concentrated in the head. Such a extends to similar effects produced
tively mobile to capitalize on their weapon cannot parry if you have using magic or psionics. Default: any
speed and maneuverability: all attacks already attacked with it on your turn. sword skill at -3.
and parries take a penalty equal to The skills in this category default to Jitte/Sai (DX/Average): Any tined,
your encumbrance level (e.g., Heavy one another at -3. one-handed sword designed to catch
encumbrance gives -3 to hit or to Axe/Mace (DX/Average): Any short- rigid weapons. Jitte/Sai weapons are
parry). or medium-length, one-handed impact built for disarming, and give +2 in the
The skills in this category default to weapon, such as an axe, hatchet, Quick Contest to disarm an opponent
one another at -3. They also default to knobbed club, or pick. Default: Flail-4. (see Knocking a Weapon Away, p. 401).
sword skills, as noted below.
Two-Handed Axe/Mace (DX/Average): Furthermore, if you attempt to disarm
Main-Gauche (DX/Average): Any Any long, two-handed impact weapon, on the turn immediately after you
weapon normally wielded with Knife such as a baseball bat, battleaxe, maul, parry your opponent’s weapon, you
or Jitte/Sai skill (see below), used in or warhammer. Defaults: Polearm-4 need not roll to hit his weapon first.
the “off” hand. With this skill, you may or Two-Handed Flail-4. Just state that you are attempting to
ignore the penalty for using the “off” Pole Weapons disarm and move directly to the Quick
hand on defense (attacks are still at -4) Pole weapons are long (usually Contest! This still counts as an attack.
and the -1 for parrying with a knife. To wooden) shafts, often adorned with Defaults: Force Sword-4, Main-
wield a knife as a primary weapon, use striking heads. All require two hands. Gauche-4, or Shortsword-3.
Knife skill. Defaults: Jitte/Sai-4 or Knife (DX/Easy): Any rigid, hilted
Knife-4. blade less than one foot long, from a
pocketknife to a bowie knife. A knife



208 SKILLS


has a very small parrying surface, hold it against the forearm in close specialize in such goods; -2 in an unfa-
which gives you -1 to your Parry score. combat. This grip lets you jab for miliar area, until you have had time to
Defaults: Force Sword-3, Main- thrust+1 crushing damage and parry familiarize yourself with local market
Gauche-3, or Shortsword-3. close-combat attacks at (skill/2) + 3, conditions; Cultural Familiarity modi-
Shortsword (DX/Average): Any bal- rounded down. Roll vs. skill to change fiers (p. 23). These last two modifiers
anced, one-handed weapon 1-2 feet in grips. On a success, the grip change is “stack,” and frequently occur together.
length – including the shortsword and a free action. On a failure, you must
any club of comparable size and spend the entire turn changing grips. A Metallurgy/TL
balance (e.g., a police baton). critical failure means you throw your IQ/Hard
Defaults: Broadsword-2, Force weapon away! Default: Shortsword-3. Defaults: Chemistry-5, Jeweler-8,
Sword-4, Jitte/Sai-3, Knife-4, Saber-4, or Smith (any)-8.
Smallsword-4, or Tonfa-3. Mental Strength
Two-Handed Sword (DX/Average): Will/Easy This is the study of metals and
Any balanced, two-handed blade over 4 Defaults: None. their properties. A successful roll lets
feet in length: greatswords, zweihan- Prerequisites: Trained By A Master you identify metals or alloys, or solve
ders, etc. This skill also covers or Weapon Master*. a problem concerning metals, their
quarterstaffs wielded like swords, as * At the GM’s option, a mage or psi use, mining, or refining.
well as bastard swords, katanas, and may also learn this skill.
longswords used two-handed. Defaults: Meteorology/TL†
Broadsword-4 or Force Sword-4. You can actively focus your mind IQ/Average
to resist mental attacks. This skill
Whips replaces Will when you resist magic Default: IQ-5.
A whip is a flexible weapon made spells, psi powers, Hypnotism, This is the study of the weather,
from a length of chain, leather, wire, Invisibility Art, Kiai, and similar abili- and the ability to predict it. It includes
etc. A whip can be up to seven yards ties. Mental Strength does not replace familiarity with technological aids
long – but note that a whip two yards most normal Will rolls. Furthermore, such as barometers and satellite maps,
or more in length cannot strike at one it does not work if you are stunned, but you can still function without your
yard or closer, and is slow to ready asleep, or unconscious – for that, buy instruments. (If you can’t, you’re a
after an attack. A whip tends to wind the Mind Shield advantage (p. 70). meter-reader, not a meteorologist!)
around its target, making it an excel- When you wish to predict the
lent disarming and entangling Merchant weather, the GM rolls against your skill
weapon. However, a whip’s lack of IQ/Average in secret. On a success, he tells the
rigidity makes it a poor parrying truth; on a failure, he answers random-
weapon. For details, see Special Melee Defaults: IQ-5, Finance-6, or ly, or lies. Each skill roll predicts the
Weapon Rules (p. 404). Market Analysis-4. weather for one day. If one day’s roll
The skills in this category default to This is the skill of buying, selling, fails, subsequent ones can’t succeed.
one another at -3. and trading retail and wholesale For instance, a three-day forecast
Force Whip (DX/Average): Any whip goods. It involves bargaining, sales- would require three skill rolls: the first
made of pure energy instead of mat- manship, and an understanding of for tomorrow, the second for the next
ter. These are usually ultra-tech trade practices. It covers all types of day, and the third for the day after that.
devices that project energy from a merchandise, but many merchants A successful roll also allows you to
powered hilt, but magical or psi-tech have an optional specialty (p. 169) in a deduce what sort of general climate to
versions are possible. Most force single class of goods. expect when you visit a new area.
whips can lash the target but not Make a skill roll to judge the value At TL4 or less, this skill is called
ensnare him. of any piece of common goods, find Weather Sense, and you get +2 to skill
Kusari (DX/Hard): A weighted out where any commodity is bought in your home area. At TL5 and up,
chain wielded in two hands. Default: and sold, find the local fair market Meteorology is a scientific skill, and
Two-Handed Flail-4. value of any commodity, etc. you must specialize by planet type; see
Monowire Whip (DX/Hard): A whip When two merchants haggle, the Planet Types (p. 180) for details.
made of a weighted length of GM may settle it with a Quick Contest. Modifiers: Time is a major factor!
monomolecular wire attached to a The winner adds or subtracts 10% of There is no penalty to predict tomor-
handle. fair value, depending on whether he row’s weather, but you have -1 for 2
Whip (DX/Average): Any ordinary was trying to sell or buy. days, -2 for 3 days, -4 for 4 days, -6 for
whip. If you have this skill at any level, 5 days, and an additional -2 per day
you get +1 on reaction rolls when buy-
Other Weapons ing or selling. If you have this skill at for each further day. Instrumentation
Some hand weapons defy easy level 20 or better, you get +2. becomes useful with the development
classification. For instance: of the barometer at TL4, after which
Modifiers: -3 for Gullibility (p. 137); equipment modifiers (p. 345) apply.
Tonfa (DX/Average): A tonfa is a -3 for Low Empathy (p. 142); -1 to -4 for You must know this skill at better
baton with a protruding handle on one Shyness (p. 154). -3 for illegal goods, than default to claim bonuses for good
side. It can function as a baton, but unless you have Streetwise at 12+ or equipment.
you can also grasp it by the handle and

SKILLS 209


Mimicry† If you succeed, anyone who reads skill level of IQ-2 with the rest. Roll
IQ/Hard your mind must win a Quick Contest at -1 per “instrument group” after the
of his mind-reading ability vs. your first used in the piece; e.g., a jazz com-
Defaults: IQ-6 and others.
Mind Block skill in order to get useful position for a saxophone section,
This is the ability to imitate voices. information. Otherwise, he gets noth- drums, and bass would require a roll
The Voice advantage (p. 97) gives +2 ing but poetry, multiplication tables, at -2.
to skill. You must specialize: etc. However, if you ever critically fail To compose for an orchestra or
a Mind Block roll, you thought about band with a conductor requires Group
Animal Sounds: Lets you emulate a precisely what the mind reader want- Performance (Conducting) skill
lion’s roar, a wolf’s howl, a frog’s ed to know – in detail – right there in (p. 198) at IQ level. Roll at -1 per gen-
croak, etc. You can only imitate ani- the forefront of your mind! eral class of instruments after the first
mals that have distinctive sounds. This skill only works against mind used in the piece. Classes include
Make a skill roll to attract animals of reading, not mind control or other brass, percussion, strings, and wood-
the type mimicked – or predators that mental attacks. If you have a super- winds. Treat choir, harp, organ, or
normally hunt those animals – if any natural mind shield, Mind Block acts piano as its own class.
are nearby. To fool people, you must as a last-ditch defense: only mental This skill includes the ability to
win a Quick Contest of Mimicry vs. probes that pierce your magical or read, write, and transcribe music in
the listeners’ Naturalist-3 or psionic defenses and contact your your culture’s notation system (if any).
Perception-6. Default: Naturalist-6. mind will encounter the block. Treat different systems – and different
Bird Calls: Allows you to reproduce musical traditions – as familiarities
the whistles, chirps, and other sounds Modifiers: +2 if you do nothing but (see Familiarity, p. 169).
made by birds. Otherwise, this concentrate on blocking; -3 if you are
works as Animal Sounds. Default: mentally or physically stunned; -2 or Musical Influence
Naturalist-6. more to hide emotions rather than IQ/Very Hard
Speech: Enables you to imitate thoughts, depending on how strong
vocal sounds. This does not allow you the GM rules your emotions are – it’s Defaults: None.
to converse in a foreign language, but hard to block your emotions while Prerequisites: Musical Ability 1 and
if you have heard it, you can repro- sneaking up on your most hated either Musical Instrument or Singing
duce the sound of it. If you are trying enemy! at 12+.
to mimic a specific person, roll at -3. This cinematic skill allows you to
Treat this roll as a Quick Contest vs. Monowire Whip influence the emotions of others by
the IQ of anyone who knows the per- see Melee Weapon, p. 208 playing a musical instrument or
son mimicked well. Defaults: Acting-6 singing. In some settings, this is a
or Linguistics-4. Mount magical or psionic talent, or a special
Animal Sounds and Bird Calls DX/Average form of hypnotism, and works with
default to one another at -6. There is Default: DX-5. any instrument, as well as with voice.
no default between these specialties This is the trained ability to serve In other settings, this skill is associat-
and Speech. as a mount for a rider. If your Mount ed with a specific type of magical or
Note that if you have the Mimicry skill exceeds your rider’s Riding level, ultra-tech instrument.
advantage (p. 68), there is no need to he may use the average of the two To attempt Musical Influence, you
learn this skill! must first get your audience to sit and
skills (round up) whenever he must listen to your performance. You must
Mind Block make a Riding roll. If you have any also make a successful Musical
points in this skill, your rider gets a Instrument or Singing roll. You may
Will/Average minimum +1 to skill. To throw an then roll against your Musical
Defaults: Will-5 or Meditation-5. unwelcome rider, win Quick Contest Influence skill. On a success, you can
of Mount vs. his Riding skill. adjust the reaction roll of your audi-
This ability allows you to establish
a mental block against psionic or mag- Musical Composition ence – to you or to anyone present –
ical attempts to eavesdrop on your up or down by an amount equal to
thoughts and emotions. The tech- IQ/Hard your margin of success, to a maxi-
niques involved are wholly mundane – Defaults: Musical Instrument-2, or mum of +3 (+4 for critical success).
for instance, doing complicated math- to Poetry-2 for song. If you have only a few seconds, or
ematical calculations, or repeating This is the ability to compose a if the audience is not paying full atten-
poetry over and over again. With suffi- piece of music. A successful skill roll tion to your performance, you may
cient training, anyone can learn this means the piece is a pleasant listening adjust reaction rolls by ±1 at most,
skill. experience. regardless of your margin of success.
To maintain a block, you must To compose for an ensemble or Listeners who do not wish to be
make a Mind Block roll once per band without a conductor, you must influenced may resist with Will. Hard
minute. You must roll every second in have a skill level of IQ with at least one of Hearing (p. 138) gives +4 to resist,
combat or other stressful situations. and those with Deafness (p. 129) are
instrument in the composition and a completely immune. However, some



210 SKILLS


science-fiction devices generate vibra- tells you where you are or lets you This is the ability to use a net as a
tions that affect the body, in which plot a course. thrown or melee weapon. For detailed
case a listener’s sense of hearing is You must specialize: net rules, see Special Ranged Weapons
irrelevant. (p. 410).
It is up to the GM to determine Sea: Navigation by the stars and
whether this skill works on animals as ocean currents. Modifiers: +3 if you Observation
well as sapient beings. In classic have Absolute Direction (p. 34), or a Per/Average
fantasy, it just might! high-tech global positioning system Defaults: Perception-5 or
or inertial compass; -5 (and no use of
Musical Instrument† Astronomy default) if you lack high- Shadowing-5.
IQ/Hard tech aids, the weather is bad, and the This is the talent of observing dan-
hidden.
are
stars
Defaults:
Defaults: Special. Astronomy-5 or Seamanship-5. gerous or “interesting” situations
without letting others know that you
This is the ability to play a musical Air: Navigation by the stars and by are watching. Use this skill to moni-
instrument. With a successful skill the terrain below. Modifiers are as tor a location, a group of people, or
roll, you give a competent perform- for Navigation (Sea). Default: your immediate surroundings for
ance. You must specialize in a partic- Astronomy-5. concealed or tactically significant
ular instrument. Defaults between Land: Navigation using landmarks details. This is not the same as gath-
specialties range from -3 for similar and the stars; also called “orienteer- ering clues or making a hands-on
instruments to “no default” for utterly ing.” Modifiers: +3 if you have search (use Forensics and Search,
unrelated ones, such as Musical Absolute Direction or a high-tech respectively) – you always use
Instrument (Drums) and Musical substitute. Defaults: IQ-5, Observation from a distance.
Instrument (Harp). Cartography-4, or Mathematics A successful skill roll lets you
This skill includes the ability to (Surveying)-4. gather information that is not specif-
read music in your culture’s notation Space: Navigating through ordi- ically hidden. For instance, you could
system (if any). Treat different sys- nary inter planetary and interstellar case a bank for obvious cameras
tems as familiarities (see Familiarity, space, usually at less than the speed before a robbery, learn the schedule
p. 169). of light (but some science-fiction of sentries, estimate the size of a
“warp drives” let you travel at faster- crowd, or gauge the strength of
Naturalist† than-light speeds in normal space). troops moving in the open. The GM
IQ/Hard Modifiers: +2 for 3D Spatial Sense may require an Intelligence Analysis
(p. 34). Defaults: Astronomy-4 or roll to interpret what you observe.
Defaults: IQ-6 or Biology-3.
Mathematics (Applied)-4. To spot deliberately hidden details
This skill – crucial for fantasy Hyperspace: Also called “astroga- – e.g., someone trying to sneak up on
druids and rangers – represents prac- tion.” Similar to Navigation (Space), you, an armed man hiding in the
tical (as opposed to scientific) knowl- but used when traveling through crowd, or a concealed machine-gun
edge of nature in its many forms. It “jump space” or “hyperspace.” In set- nest – you must win a Quick Contest
includes just enough Biology to tell tings with multiple faster-than-light of Observation skill vs. the Stealth,
dangerous plants and animals from drive technologies, there may be one Shadowing, or Camouflage skill (as
benign ones; just enough Geology to Navigation specialty per drive type. appropriate) of the other party. The
locate a cave to shelter in; and just Modifiers are as for Navigation GM should roll the Contest in secret,
enough Meteorology to know when to (Space). Defaults: Astronomy-4 or and should not say, “You don’t see
take shelter. Roll vs. skill to do any of Mathematics (Applied)-4. the machine gun nest concealed in
these things. Air, Land, and Sea default to one the bushes.”
In settings where it is possible to another at -2. Space and Hyperspace If your attempt fails, you get no
visit other worlds, you must specialize default to one another at -5. There are details on an obvious item, or fail to
by planet. The specialties for planets no defaults between these two groups. spot a hidden one. On a critical fail-
of the same type (see Planet Types, ure, someone spots you and reacts
p. 180) default to one another at -4. Modifiers: -1 to -10 for being in an poorly to the attention . ..
Any larger difference results in no unfamiliar area (GM’s discretion, but
default. an unfamiliar world, star system, etc. Modifiers: Acute Senses (p. 35), as
should give at least -5); equipment appropriate; modifiers for cover,
Navigation/TL† modifiers (p. 345). darkness, or size; -1 to -10 if the tar-
IQ/Average get is concealed by high-tech camou-
flage or “stealth” technology; +1 to
Defaults: Special. NBC Suit/TL +10 if you possess suitable surveil-
see Environment Suit, p. 192
This is the ability to find your lance devices (a thermograph to spot
position through careful observation Net a concealed sniper, binoculars to
of your surroundings and the use of DX/Hard observe troop movements, etc.) and
instrumentation. A successful roll succeed at the skill roll to operate
Default: Cloak-5. them.




SKILLS 211


Occultism structure, etc. from fossil evidence. A Parachuting/TL
IQ/Average successful roll – with equipment DX/Easy
modifiers (p. 345) for lab facilities –
Default: IQ-5. Default: DX-4.
identifies the approximate age of a
This is the study of the mysterious fossil. This is the ability to survive a para-
and the supernatural. An occultist is You must specialize: chute jump. Roll once per jump.
an expert on ancient rituals, haunt- Micropaleontology: The study of Failure could mean anything from
ings, mysticism, primitive magical fossils too small to be seen with the drifting off course to panic that makes
beliefs, psychic phenomena, etc. Note naked eye. This skill requires a lab. you drop your gear (GM’s option). A
that an occultist does not have to Paleoanthropology: The study of critical failure means the chute did
believe in the material he studies! human fossils and tools, and the rela- not open or was fatally fouled (see
In worlds where everyone knows tion of primitive tribes to their habi- Falling, p. 431). For a jump under bad
that paranormal powers exist, tats. Also defaults to Anthropology-2. conditions, make a second roll on
Occultism covers lore about these Paleobotany: The study of vegetable landing – for instance, to survive an
powers and their users. A good roll fossils. “ankle-breaker” landing without
might provide insights into phenome- Paleozoology: The study of prehis- injury, or to dodge trees on the way
na that aren’t related to known pow- toric animals from fossilized bones, down. Make an IQ-based roll to pack a
ers. However, Occultism provides no food, feces, footprints, etc. parachute.
details on how talented individuals
invoke their powers. For instance, a These specialties default to one Modifiers: -2 if your body weight
fantasy occultist would know what another at -2. plus encumbrance exceeds your Basic
magic can accomplish, and could pro- Lift¥10.
vide advice on slaying demons, but
without Thaumatology skill (p. 225),
he could not explain the gestures, Note that an occultist does not have to believe
words, and symbols used by wizards. in the material he studies!
In campaigns where many super-
natural forces coexist, the GM may
require occultists to specialize in such
fields as Demonology (the study of Panhandling Parry Missile Weapons
demons, possession, and pacts), IQ/Easy DX/Hard
Pneumatology (the study of spirits), Defaults: IQ-4, Fast Talk-2, or
and Vampirology (the study of Public Speaking-3. Defaults: None.
vampires). This skill lets you parry thrown or
This is the art of effective begging:
Packing who to approach, how to approach missile weapons with a ready melee
weapon. If you are wearing wrist-
IQ/Average them, and how to avoid legal entan- bands or gloves with DR 2+, or have at
glements. Roll once per hour of beg-
Defaults: IQ-5 or Animal Handling ging. least this much natural DR, you can
(Equines)-5. On a success, you net $2.00 times also parry with your hands. Your
This is the ability to get loads on your margin of success. On a critical Parry score is (skill/2) + 3, rounded
down – but based on Parry Missile
and off of pack animals quickly and success, you get some sort of unex- Weapons skill, not your Melee
efficiently. It also lets you get the best pected bonus – perhaps someone buys Weapon or unarmed combat skill.
performance from pack animals on you dinner or gives you a useful or
the road, judge such beasts before saleable item (e.g., a raincoat or a new Modifiers (to Parry): +4 to parry
purchase, and select the best route for pair of shoes). On a failure, you large thrown weapons (e.g., axes and
a pack train. If the beasts are ornery receive nothing. On a critical failure, spears); +2 to parry small thrown
or badly trained (GM’s judgment), you are assaulted or have a run-in weapons (e.g., knives and shuriken);
you must make a successful Animal with the law. no modifier to parry arrows; -2 to
Handling roll before you can attempt Modifiers: Any bonus for Charisma parry smaller low-tech missiles (e.g.,
a Packing roll. A caravan without at (p. 41); +3 for Pitiable (p. 22); -1 to -4 crossbow bolts and blowpipe darts).
least one master packer (Packing at for Shyness (p. 154). You may, if you You cannot parry bullets or similar
15+) moves at 80% its normal speed. wish, apply the opposite of your usual high-tech projectiles! (Exception:
Enhanced Time Sense allows you to
Paleontology/TL† appearance modifier – that is, a penal- parry bullets at -5.)
ty for being attractive or a bonus for
IQ/Hard being unattractive – unless you are
Defaults: Biology-4 and others. Horrific or Monstrous (p. 21). The GM Performance
may assign a bonus if there is a lot of IQ/Average
This is the science of fossil study. foot traffic in the area, or a penalty if Defaults: IQ-5, Acting-2, or Public
Make a skill roll to recognize fossils or there is no one around. Speaking-2.
to deduce an organism’s habitat,



212 SKILLS


This is the ability to act on the You do not necessarily believe in This is the science dealing with the
stage or screen. It is different from the ideals of the philosophy you study. properties and interactions of matter
Acting in that you are trying to If you do, you may ask the GM to and energy. Beyond the basics (such
impress and entertain people – not make a secret roll against your as the behavior of moving bodies), a
deceive them. If you studied this skill Philosophy skill when you are faced physicist’s knowledge includes what-
formally, it includes the knowledge with a moral dilemma. On a success, ever is understood about electricity,
expected of a professional actor from the GM will “enlighten” you and pro- gravity, heat, light, magnetism, radia-
your culture and tech level (stage vide a hint as to which course of tion, and sound at his tech level.
directions, actor-agent-producer action “feels” right given your beliefs. At TL6+, most physicists have an
relations, etc.). optional specialty (p. 169): acoustics,
Photography/TL astrophysics, geophysics, nuclear
Modifiers: +2 for Voice (p. 97); -1 physics, optics, particle physics, quan-
to -4 for Shyness (p. 154); -2 for IQ/Average tum physics, relativity, solid-state
Stuttering (p. 157). Defaults: IQ-5 or Electronics
Operation (Media)-5. physics, etc. Some settings offer exot-
Persuade This is the ability to use a camera ic options, such as hyperspace physics
(the science of hyperspace and jump
see Enthrallment, p. 191 competently, use a darkroom (TL5+) points), parachronic physics (the
or digital imaging software (TL8+), study of other realities and timelines),
Pharmacy/TL† etc., and to produce recognizable and paraphysics (the physics of psi phe-
IQ/Hard attractive photos. You may roll at nomena), probability physics (the
Defaults: IQ-6 and others. default to use a camera, but not to study of probability manipulation),
develop film or prints in a darkroom. and temporal physics (the science of
This is the skill of preparing medi- time travel).
cines to treat illness. (To work with Modifiers: -3 for an unfamiliar cam-
noxious drugs, use Poisons skill, era; -3 for a motion-picture camera. Physiology/TL†
p. 214.) You must specialize:
Physician/TL IQ/Hard
Herbal: The ability to make and IQ/Hard Defaults: IQ-6, Diagnosis-5,
administer remedies prepared from Defaults: IQ-7, First Aid-11, or Physician-5, or Surgery-5.
plants. Make a Naturalist roll to locate Veterinary-5.
herbs. Before TL5, this is the only spe- This is the study of the human
cialty available. It replaces Physician This is the ability to aid the sick body and its function. A physiologist
(below) and is frequently used in con- and the injured, prescribe drugs and knows how bones, muscles, and
junction with Esoteric Medicine care, etc. Make a skill roll to hasten organs work, and where they are
(p. 192). At TL5+, this specialty natural recovery from injury (see located. In settings with multiple sapi-
remains available, but Pharmacy Recovery, p. 423), and whenever the ent species, you must specialize by
(Synthetic) is much more common. GM requires a roll to test general med- race. Defaults between species (if any)
Prerequisite: Naturalist. Defaults: ical competence or knowledge. Apply are up to the GM.
Biology-5, Herb Lore-5, or physiology modifiers (p. 181) if your Pickpocket
Naturalist-5. patient is of a different species from
Synthetic: The skill of preparing you. DX/Hard
drugs under “laboratory” conditions. At TL4 and below, this skill does Defaults: DX-6, Filch-5, or Sleight
To prescribe drugs, use Physician skill. not exist in most game worlds. of Hand-4.
This specialty is only available at Instead, use Esoteric Medicine This is the ability to steal a purse,
TL5+. Defaults: Chemistry-5 or (p. 192), Pharmacy (Herbal) (above), knife, etc., from someone’s person – or
Physician-5. or both. to “plant” something on him.
At TL5+, medical knowledge is
If your victim is aware someone
Philosophy† divided between Pharmacy may try to pick his pocket, or if he is
IQ/Hard (Synthetic) and Physician. A physician generally wary, you must win a Quick
Default: IQ-6. knows a great deal about drugs. He Contest of Pickpocket vs. the higher of
can identify most drugs fairly easily
This is the study of a system of (at -5 without laboratory facilities but his Perception or Streetwise skill. To
principles to live by. You must special- +3 if he takes the risk of smelling/tast- outwit a third party who is watching
ize in a particular school of philoso- ing the substance), but he cannot for- you and the victim, you must win a
phy; e.g., Confucianism, Marxism, or mulate them unless he also learns Quick Contest of Pickpocket vs. the
Stoicism. (If you study a religious phi- Pharmacy. watcher’s Observation skill.
losophy, buy Theology skill, p. 226.) Modifiers: +5 if the victim is dis-
When confronted with someone who Physics/TL tracted; +10 if he is asleep or drunk;
subscribes to this philosophy, a suc- IQ/Very Hard up to -5 for goods in an inner pocket;
cessful Philosophy roll might provide Default: IQ-6. and up to -10 for a ring or similar
insights into his behavior. jewelry.
Prerequisite: Mathematics (Applied)
at TL5+.


SKILLS 213


Piloting/TL† Helicopter: Any aircraft that uses Vertol: Any aircraft that flies by
DX/Average rotors for both lift and thrust. brute-force application of thrust
Defaults: Autogyro-2, Vertol-4, or rather than by using rotors or wings.
Default: IQ-6.
other Piloting at -5. Defaults: Contragravity-3, Helicopter-
This is the ability to operate a spe- High-Performance Airplane: Any 4, or other Piloting at -5.
cific type of aircraft or spacecraft. The winged aircraft capable of flying faster Modifiers: +1 for 3D Spatial Sense
default is to IQ, because it takes intel- than 600 mph. Defaults: Aerospace, (p. 34); +1 for Perfect Balance
ligence to figure out the controls in an Heavy Airplane, or Light Airplane (p. 74). -2 for an unfamiliar vehicle
emergency, but when you learn this at -2, or other Piloting at -4. within your specialty (e.g., a twin-
skill, always base it on DX. High-Performance Spacecraft: Any engine plane when you are used to sin-
Roll against Piloting for takeoffs space vehicle capable of accelerations gle-engine craft); -2 or more for
and landings, and in any hazardous of 0.1G or more. Defaults: Aerospace-4 unusually primitive or extremely com-
situation. Failure by 1 indicates a or Low-Performance Spacecraft-2. plex controls; -4 or more for a plane in
rough job; failure by more indicates Light Airplane: Any winged aircraft bad repair; -2 or more for bad flying
damage to the vehicle. A critical failure weighing 10 tons or less and flying at conditions.
is a crash! If you have skill 15+, a criti- 600 mph or slower. Defaults: Glider,
cal failure requires an immediate sec- Heavy Airplane, High-Performance Poetry
ond roll. Only if the second roll is a fail- Airplane, or Ultralight at -2, or other IQ/Average
ure does a mishap occur. Otherwise, it Piloting at -4.
was a “near thing,” averted by experi- Lighter-Than-Air: Any kind of air- Defaults: IQ-5 or Writing-5.
ence. Air combat requires frequent ship or balloon. Default: other Piloting This is the ability to compose
Piloting rolls as well. at -5. “good” poetry of any type native to
Make an IQ-based Piloting roll for Lightsail: Any spacecraft that uses a your culture, in any language you
basic map reading or practical mete- lightsail, regardless of thrust. Default: know. A successful roll lets you write
orology, or to recall aviation laws and Low-Performance Spacecraft-4. one good poem in an appropriate
regulations. Low-G Wings: Muscle-powered amount of time (GM’s decision).
Remotely piloted vehicles (RPVs) strap-on wings used in a low-gravity A failed roll might mean that you
use this skill if the pilot uses some environment with an atmosphere. couldn’t get inspired – or that your
form of telepresence to mimic actual- Learn Flight (p. 195) for endurance audience just didn’t care for your work
ly being in the cockpit. Otherwise, flying. Default: Glider-4. (for whatever reason).
make a DX-based roll against the Low-Performance Spacecraft: Any
appropriate skill for the task the RPV space vehicle that accelerates at less Modifiers: The time modifiers
is performing (e.g., Forward Observer than 0.1G. Defaults: Aerospace-4 or under Time Spent (p. 346) will often
for a surveillance drone). High-Performance Spacecraft-2. apply; Cultural Familiarity modifiers
You must specialize: Ultralight: Any winged aircraft (p. 23); Language modifiers (p. 23).
weighing 0.5 tons or less and flying at
Aerospace: Any vehicle capable of 200 mph or slower. Defaults: Glider or Poisons/TL
atmospheric flight to and from orbit. Light Airplane at -2, other Airplane IQ/Hard
Defaults: High-Performance Airplane- specialties at -4, or other Piloting at -5. Defaults:
2 or other Piloting at -4. IQ-6, Chemistry-5,
Autogyro: Any rotor-equipped air- Pharmacy (any)-3, or Physician-3.
craft that uses its rotors for lift but not
thrust. Defaults: Helicopter-3, any
Airplane specialty at -4, or other
Piloting at -5.
Contragravity: Any aircraft that
relies on ultra-tech or magical levita-
tion. Defaults: Vertol-3 or other
Piloting at -5.
Flight Pack: Any “strap-on” aircraft.
Defaults: Vertol-4 or other Piloting
at -5.
Glider: Any kind of unpowered,
winged aircraft. Defaults: Light
Airplane or Ultralight at -2, or other
Piloting at -4.
Heavy Airplane: Any winged air-
craft weighing over 10 tons and flying
at 600 mph or slower. Defaults: High-
Performance Airplane or Light
Airplane at -2, or other Piloting at -4.



214 SKILLS


This skill represents practical can triple your ST by accepting an Modifiers: Physiology modifiers
knowledge of poisons. A successful extra -10 to the skill roll. (p. 181).
skill roll lets you (among other things) You can also use this skill in non-
recognize a poison-bearing plant in combat situations. For instance, you Pressure Secrets
the wild; extract the poison in a useful could use Power Blow to double or IQ/Very Hard
form; recognize a poison by its taste in triple your ST momentarily in order to Defaults: None.
food or drink; identify a poison by move a heavy object. Such feats cost 1 Prerequisites: Trained By A Master
observing its effects (+3 if you are poi- FP and require a skill roll, as described and Pressure Points at 16+.
soned); know a proper antidote; or above.
recognize or prepare the antidote This skill represents knowledge of
from its sources. Each of these feats Modifiers: -10 if used instantly, the most vulnerable vital points of the
requires a separate roll. dropping to -5 after 1 turn of concen- human body. It allows you to maim
tration, -4 after 2 turns, -3 after 4 and kill by crushing and tearing vital
Modifiers: Acute Taste and Smell turns, -2 after 8 turns, -1 after 16 organs and nerve clusters with deadly
(p. 35) gives a bonus to notice or rec- turns, and no penalty after 32 turns. precision.
ognize a poison by taste or by scent. To use this ability, you must make
Likewise, Discriminatory Smell and Pressure Points a successful unarmed attack. This
Discriminatory Taste (p. 49) give +4 to IQ/Hard attack is at -2 in addition to any hit
these tasks when working by smell or Defaults: None*. location modifier (see Hit Location,
by taste, respectively. Prerequisites: Trained By A Master p. 398). If you hit, make a Pressure
or Weapon Master. Secrets roll.
Polearm * May default to Esoteric On a success, any damage that pen-
see Melee Weapon, p. 208 Medicine-4 in a cinematic campaign. etrates DR is doubled – or tripled if you
targeted the vital organs. In effect,
Politics This is the art of striking pressure your hands and feet have become
IQ/Average points in order to disable an oppo- impaling weapons!
nent. To use this ability, you must
You can also use this ability with
Defaults: IQ-5 or Diplomacy-5. make a successful attack with Karate locks and similar grappling attacks.
This is the ability to get into office (or other appropriate combat skill; see This represents knowledge of exactly
and get along with other politicians. It below). This attack is at -2 in addition where to apply pressure to tear or
has nothing to do with administra- to any hit location modifier (see Hit sprain joints and ligaments. After
tion! You can only learn Politics in Location, p. 398). If at least one point applying the lock, make a Pressure
office or by working for someone in of damage penetrates the target’s DR, Secrets roll. On a success, double the
office. A successful skill roll will give roll a Quick Contest of Pressure Points damage, shock, or harmful effects of
you +2 on reactions from fellow vs. the victim’s HT. the lock for that turn.
politicians. The GM may opt to han- If you win, you temporarily disable This skill is unrealistic and poten-
dle an election as a Quick Contest of your target. A limb is paralyzed and tially unbalancing. The GM should
Politics. effectively crippled for 5d seconds. A carefully weigh its impact before
hit to a torso pressure point interferes
Modifiers: +2 for Voice (p. 97); -3 with the victim’s breathing, resulting allowing it, and may wish to make it
for Low Empathy (p. 142); -1 to -4 in suffocation (see Suffocation, very difficult for PCs to learn – or even
for Shyness (p. 154). In some jurisdic- p. 436); he may roll against HT every restrict it to deadly NPC opponents.
tions, money is another important second to recover. A hit to the face Modifiers: Physiology modifiers
modifier . .. stuns the victim; he gets an IQ roll (p. 181).
every second to recover. A blow to the
Power Blow skull blinds the victim for 2d seconds; Professional Skill
Will/Hard see Blindness (p. 124). DX or IQ/Average
Defaults: None. You can also use Pressure Points Defaults: Special.
Prerequisites: Trained By A Master with Judo. Roll the Quick Contest
or Weapon Master. described above after successfully Many realistic job skills are more
applying a lock. This is in addition to useful for making a living than for
This is the ability to draw on your any other effects of the lock. adventuring. Most such skills do not
inner strength to deliver a devastating The GM may permit warriors to appear in this skill list – but you can
blow in melee combat. Roll once per learn specialties of this skill for use still learn them if you want! Each is a
attack. Power Blow costs 1 FP per with crushing weapons. Examples separate Professional Skill. If your
attempt, successful or not. include Pressure Points (Bow) for use “adventuring” skills aren’t useful for
If successful, double your ST for with blunt arrows, Pressure Points earning money, a Professional Skill
damage purposes for the next attack (Shortsword) for use with a baton, can help you earn a steady income. To
only. This attack takes all normal mod- and Pressure Points (Staff) for use qualify for most jobs, you will need
ifiers, and must occur immediately with a staff. the relevant Professional Skill at
after the Power Blow roll. If you know 12+ (unless you are supposed to be
Power Blow at better than skill 20, you incompetent!).


SKILLS 215


Most professions encompass a civilian world. Use familiarity (p. 169) Experimental-5; Experimental does
body of knowledge. The associated to reflect the differences between not default to Applied, as a shrewd
Professional Skills are IQ/Average and these areas. observer of people may lack training
default to IQ-5, because the smarter Propaganda works on groups, not in scientific procedures.
you are, the better you can recall and individuals. The GM should set the
employ the techniques used at your effective Will of the target group based Modifiers: +3 if you know the sub-
job. Examples include air traffic con- on its size, composition, and resist- ject well; +3 if the subject is of a
troller, barber, brewer, cooper, distill- ance to the desired outcome, and then known deviant personality type; +1 for
er, dyer, florist, game designer, jour- use the Influence Rolls (p. 359) rules to Sensitive or +3 for Empathy (p. 51), or
nalist, prostitute, tanner, vintner, and determine the results. Success might -3 for Low Empathy (p. 142), if diag-
zookeeper. inform the target audience or even nosing a subject in your presence; -3
A few professions – glassblower, alter its perceptions. Propaganda for Callous (p. 125), unless specifically
tailor, weaver, etc. – focus more on attempts nearly always take more time rolling to deduce someone’s weak -
precision than on recall. These and exposure than ordinary Influence nesses so you can exploit them.
Professional Skills are DX/Average rolls, however; how much time is up Public Speaking
and default to DX-5. to the GM.
At the GM’s option, a given IQ/Average
Professional Skill might also default to Prospecting/TL Defaults: IQ-5, Acting-5,
other skills. For instance, “Journalist” IQ/Average Performance-2, or Politics-5.
would logically default to Writing-3. Defaults: IQ-5 or Geology (any)-4. This is general talent with the spo-
The skills associated with highly ken word. A successful skill roll lets
paid or respected professions often This is the skill of finding valuable you (for instance) give a good political
have prerequisites. For instance, “Air minerals. A successful Prospecting roll speech, entertain a group around a
Traffic Controller” might require lets you locate minerals, judge good campfire, incite or calm a riot, or put
Electronics Operation (Sensors) skill. ore from a small sample (and gauge its on a successful “court jester” act.
Like defaults, prerequisites are up to commercial value), and find water by Public Speaking includes skill with
the GM. using an “eye for country,” as debate, oratory, and rhetoric, as well
You are free to create your own described for Survival skill (p. 223). as ability with less formal activities
Professional Skills, subject to GM This skill is “applied geology,” and such as “punning” and storytelling.
approval. They should be unique and requires on-site examination. Not all speakers possess talent in all of
well defined, not just a compilation of Prospecting from a distance – using these areas. You may take an optional
existing skills. For example: maps, instrument readings, and specialty (p. 169) to represent this.
extrapolation – uses Geology skill
Bartender instead. Modifiers: Any bonus for Charisma
IQ/Average (p. 41); +2 for Voice (p. 97); -1 to -4 for
Defaults: IQ-5 or Carousing-3. Modifiers: Equipment modifiers Shyness (p. 154); -2 for Stuttering
(p. 345); -1 in a new area of a familiar
This is the skill of maintaining a type, or -2 or more in an unfamiliar (p. 157); Cultural Familiarity modi-
professional-quality bar and interact- type of area, until you have been there fiers (p. 23); Language modifiers
ing with customers in a professional for at least a month. (p. 24).
yet friendly way. A successful skill roll
lets you mix drinks, recall local laws Psychology Push
regarding alcohol, gauge the intoxica- IQ/Hard DX/Hard
tion level of a customer, or calm an Defaults: IQ-6 or Sociology-4. Defaults: None.
unruly drunk before the bouncer Prerequisite: Trained By A Master.
needs to get involved. At higher levels, This is the skill of applied psycholo-
this skill takes on an element of show- gy, which may be learned by academic This skill allows you to channel
manship, allowing you to present study or lengthy observation of human your chi in order to “gently” push
drinks in unique and attractive ways, nature. Roll against skill to predict the away an adversary or cause him to
and to mix them with showy tricks general behavior of an individual or lose his balance. Roll against Push
and flourishes. small group in a particular situation – skill to hit. This counts as a barehand-
especially a stressful situation. ed attack (see Shove, p. 372), and your
Propaganda/TL In settings with multiple sapient target may attempt any legal active
IQ/Average species, you must specialize by race. defense.
If you hit, use the higher of your ST
Defaults: IQ-5, Merchant-5, or Defaults between specialties are up to or your Push skill as your effective ST.
Psychology-4. the GM. Roll swing damage for that ST, and
If the GM desires extra detail, he
This is the skill of indirect persua- may rule that Psychology is split into double the result. For instance, if you
sion through the media. It is used for two specialties: Applied (described had ST 10 and Push-15, you would roll
psychological warfare by intelligence above) and Experimental (for swing damage for ST 15 (2d+1), and
and military organizations, and scientists who run rats in mazes and double it. This damage inflicts knock-
for advertising and marketing in the so forth). Applied defaults to back (see Knockback, p. 378) but never
actual physical injury.

216 SKILLS


Rapier sacrifice – can give bonuses to spell Modifiers: Language modifiers
rolls. You must always make a suc- (p. 24), for research materials in a for-
see Melee Weapon, p. 208
cessful Religious Ritual roll to claim eign tongue.
Religious Ritual† such a bonus. In other settings, a
priest’s magic is only as good as his rit- Riding†
IQ/Hard ual. If this is the case, your roll to work DX/Average
Defaults: Ritual Magic (same)-6 or magic is against the lower of Religious Defaults: DX-5 or Animal Handling
Theology (same)-4. Ritual and your actual spell skill. (same)-3.
This is the ability to perform reli- Research/TL This is the ability to ride a particu-
gious rites – masses, funerals, wed- lar kind of mount. Make a skill roll
dings, etc. – before a congregation. IQ/Average when you first try to mount a riding
You must specialize by religion. This Defaults: IQ-5 or Writing-3. animal, and again each time some-
skill includes detailed knowledge of Prerequisite: literacy in at least one thing happens to frighten or challenge
the ritual motions, prayers, and trap- language (see p. 24)*. the creature (e.g., a jump).
pings of the faith, as well as the ability * At TL8+, Computer Operation is You must specialize by riding
to capture and hold the attention of also a prerequisite. beast. Defaults between specialties
worshipers. For religions that practice This is the ability to do library and vary from 0 to -10. For instance, if you
sacrifice, Religious Ritual also covers file research. Roll against skill to find have Riding (Horse), Riding (Mule) is
familiarity with sacrificial tools and a useful piece of data in an appropri- essentially the same skill (no default
methods. ate place of research . . . if the infor- penalty), Riding (Camel) would
To be a priest or holy man at TL1+, mation is there to be found. default at -3, Riding (Dolphin) at -6,
you must have both Religious Ritual At the GM’s option, when research- and Riding (Dragon) at a whop-
and Theology skill (p. 226) for your ing material connected with a “book- ping -10!
religion. TL0 shamans need only learn learned” skill such as Forensics,
Religious Ritual. Literature, or Physics, you may roll Modifiers: +5 if the animal knows
In worlds where priests can per- against that skill at -2 instead, if that and likes you; +1 or more for a mount
form miracles, each magical ritual or would be better than your Research with the Mount skill (p. 210); -10 if the
spell is a separate skill, but certain skill or default (but this is not a animal has not been trained for riding.
“mundane” religious rituals – such as
general default level).


SKILLS 217


Ritual Magic†
IQ/Very Hard
Default: Religious Ritual (same)-6.

This skill gives an understanding of
the intellectual and mystical processes
involved in the rituals of a particular
tradition of spirit invocation. Make a
skill roll to determine the purpose of a
ritual conducted in your presence, the
type of entity being summoned, etc.
You must specialize by tradition;
e.g., Voodoo or Witchcraft. Specialties
default to one another at -5. The
processes involved are comparable,
but the specific rituals and spirits dif-
fer significantly.
In worlds with working ritual
magic, Ritual Magic skill is the pri-
mary skill of sorcerers. All rituals of
power default to it! See the appropri- on. You may also substitute an even if not regulation, and what is for-
ate worldbook for details. Influence roll against Savoir-Faire for bidden although there is nothing in
This is the skill of invoking spirits any reaction roll required in a social writing against it. Military Rank
to produce magical effects for nonreli- situation involving that subculture; determines relative standing.
gious reasons. The equivalent skill for see Influence Rolls (p. 359). Roll Police: As Savoir-Faire (Military),
the more direct, flashy magic of fanta- once per encounter. but for civilian police service. This
sy is Thaumatology (p. 225); knowl- You must specialize. Common spe- gives knowledge of the social proto-
edge of religious rites associated with a cialties include: cols for police officers; use Law
tradition is Religious Ritual (p. 217). (Police) for the legal protocols. Police
Dojo: How to greet masters, wear
Running weapons, and issue challenges at a Rank determines relative standing.
Servant: Knowledge of how to
HT/Average karate dojo, kung fu kwoon, fencing serve the upper class. Certain proce-
Default: HT-5. salle, or similar academy of the mar- dures are always done just so (the
tial arts. Recognized skill determines
This skill represents training in relative standing. In certain places and salad fork goes outside the dinner
both sprints and long-distance run- times, to flout tradition is to risk vio- fork, the Duke is announced before
ning. Roll against the higher of lent retribution! For competitive mar- the Earl, etc.), and certain attitudes in
Running or HT to avoid fatigue or tial arts (only), this skill defaults to any a servant are unacceptable.
injury due to running. When racing relevant Games skill at -3. Savoir-Faire (High Society) is the
someone of equal Move on foot, roll a High Society: The manners of those most common specialty, and you may
Quick Contest of Running skill to of “good” birth and breeding. Status list this as simply “Savoir-Faire” on
determine the winner. determines relative standing. Roll your character sheet. Savoir Faire
Note that you must have legs and against skill whenever you must (High Society) and (Servant) default
be capable of land movement to learn impersonate someone more than to one another at -2. There are no
this skill. three Status levels away from your defaults between other types of
own. If your Status is negative and Savoir-Faire.
Saber you are trying to pass yourself off as
see Melee Weapon, p. 208 someone of Status 1+, or vice versa, Modifiers: Cultural Familiarity
this roll is at -2. modifiers (p. 23). +2 if you are of high-
Savoir-Faire† Mafia: Proper conduct within a for- er standing than those you are trying
to impress, or -2 if you are of lower
IQ/Easy mal criminal organization. This standing (“standing” might mean
Defaults: IQ-4 and others. includes such things as codes of Rank, Status, skill level, or something
silence and showing proper deference
This is the skill of appropriate to “made men.” These protocols often else). +2 if you seem to have important
behavior in a subculture that has an ape those of high society . . . but the friends. -4 for Clueless (p. 126); -3 for
established code of conduct – for penalties for misconduct are far more Low Empathy (p. 142); -1 for Oblivious
instance, high society or the military. severe. Default: Streetwise-3. (p. 146); -1 to -4 for Shyness (p. 154).
When dealing with that social group, a Military: The customs, traditions, Scrounging
successful skill roll lets you interact and regulations of military service.
without embarrassing yourself, detect This also includes knowledge of the Per/Easy
pretenders to high standing, and so unwritten rules: what is acceptable Default: Perception-4.


218 SKILLS


This is the ability to find, salvage, skin search. In general, if the net as it does with looks. If you are not
or improvise useful items that others bonus to the concealer’s Holdout roll willing to “vamp” someone to get what
can’t locate. Each attempt takes an is +3 or more, a skin search is required. you want, you won’t have this skill – or
hour. You do not necessarily steal If his Holdout is at -2 or worse for size, want it.
your booty; you just locate it – some- a skin search will automatically find You may substitute an Influence
how – and then acquire it by any the hidden item. roll against Sex Appeal for any reac-
means necessary. Note that if you find tion roll made by someone who is
something that is “nailed down,” you Modifiers: +1 for a “pat-down” of attracted to members of your sex; see
must decide how to try to get it (which an unresisting person (takes one Influence Rolls (p. 359).
might require a roll on another skill). minute), +3 for a thorough “skin Usually, you may make only one
search” of a person’s hair and clothing attempt per “target,” although the GM
Modifiers: As the GM sees fit, for (takes three minutes), or +5 for a com- might allow another attempt after a
the rarity of the item sought. plete search, including body cavities few weeks.
(takes five minutes). Bonuses for
Scuba/TL Acute Touch (p. 35) and Sensitive Modifiers: +2 for Voice (p. 97); -3 for
IQ/Average Touch (p. 83) apply to all hands-on Low Empathy (p. 142); -1 for Oblivious
Defaults: IQ-5 or Diving Suit-2. searches. On a successful Electronics (p. 146); -1 to -4 for Shyness (p. 154); -2
Prerequisite: Swimming. Operation (Security) roll, specialized for Stuttering (p. 157). Apply any
sensors – metal detectors, X-ray bonus for above-average appearance
This is the ability to use self-con- machines, etc. – give from +1 to +5 to (p. 21) – or double the penalty for
tained underwater breathing appara- find items they can detect (a metal below-average appearance!
tus (scuba). Roll when you first enter detector won’t help you find plastic
the water, and again every 30 minutes explosives!). Shadowing
thereafter, to avoid inhaling water IQ/Average
(treat as drowning; see Suffocation, Sewing/TL Defaults: IQ-5, Observation-5, or
p. 436). If you know this skill above DX/Easy Stealth-4 (on foot only).
default level, a successful roll also lets Default: DX-4.
you spot problems with the equipment This is the ability to follow anoth-
before you put it on. This is the ability to work with er person through a crowd without
fabric using the tools of your tech being noticed. (In the wilderness, use
Modifiers: -2 to -4 for unfamiliar level. A successful skill roll lets you Tracking and Stealth.) Roll a Quick
scuba rigs; e.g., closed-circuit gear repair damaged clothing (or any Contest every 10 minutes: your
when you’re used to open-circuit.
other item made of cloth), modify Shadowing vs. the subject’s Vision
Seamanship/TL garments (useful when you must roll. If you lose, you lost the subject; if
you lose by more than 5, you were
wear another person’s clothing, per-
see Crewman, p. 185 haps to impersonate him), or create seen.
new clothing or costumes from suit- Once the subject is aware you are
Search able materials. shadowing him, roll a Quick Contest
Per/Average Make an IQ-based roll to design every five minutes: your Shadowing
Defaults: Perception-5 or clothing, at +1 if you have Fashion skill vs. his Shadowing or Stealth
Criminology-5. Sense (p. 21). skill. If he wins, he eludes you. If he
Before TL7, someone knows this loses by more than 5, he thinks he
This is the ability to search people, skill in almost every household. At eluded you. If you critically fail, you
baggage, and vehicles for items that TL7+, it is rare for anyone but a pro- lose him and follow the wrong person.
aren’t in plain sight. The GM rolls fessional seamstress or tailor to know Following someone in a vehicle is
once – in secret – per item of interest. Sewing – most people work at default harder than shadowing on foot. Use
For deliberately concealed items, this (at +4 for a simple task like reattach- the same rules, but you roll at -2 (and
is a Quick Contest of your Search skill ing a button) and discard items that may not use your Stealth default).
vs. the Holdout or Smuggling skill they cannot mend.
used to hide the item. If you fail, the Modifiers: -3 if the subject knows
GM simply says, “You found noth- Modifiers: Equipment modifiers you. Distinctive appearance gives a
ing.” (It defeats the purpose to say, (p. 345); modifiers for High Manual penalty – see Build (p. 18), Unnatural
“You don’t find the gun under his Dexterity (p. 59) or Ham-Fisted Features (p. 22), and specific disadvan-
jacket.”) (p. 138). tages (e.g., Hunchback, p. 139) for
If more than one person is search- details. If you belong to a visibly dif-
ing, roll separately for each searcher. Sex Appeal ferent race than most of the people
The GM should avoid unnecessary HT/Average around you, the penalty is up to the
rolls. For instance, no human can get Default: HT-3. GM; it is never smaller in magnitude
a sawed-off shotgun through a body than the difference between your Size
search. Likewise, a knife or jewel sim- This is the ability to impress those Modifier and that of those around
ply cannot be found on a normally who are attracted to members of your you.
dressed person without an X-ray or sex. It has as much to do with attitude


SKILLS 219


Shield† benefits of area defenses, fire support, Defaults: Submariner-5 or Submarine
DX/Easy or tactical communications). (Large Sub)-5.
A critical failure under any circum-
Default: DX-4. Modifiers: -2 to master an unfamil-
stances means an appropriate disaster. iar vessel (e.g., an aircraft carrier
This is the ability to use a shield, Depending on the TL and situation, when you’re used to a battleship); -2
both to block and to attack. Your this could mean running aground, col- for an unfamiliar crew; -2 or more for
active defense with any kind of shield liding with another vessel, being dis- a vehicle in bad repair.
– your Block score – is (skill/2) + 3, masted, losing your screws or rudder,
rounded down. You must specialize: or simply giving an order that your Shortsword
crew disregards. Whether they then
Shield: Any shield held in place save your ship for you, or mutiny and see Melee Weapon, p. 208
with straps. Such shields have the flee, is up to the GM.
advantage that you can hold (but not
wield) something in your shield hand,
but the disadvantage of being slow to
put on or take off. This is the most
common specialty – list it as “Shield”
on character sheets.
Buckler: Any kind of shield, usually
a small one, held in the hand. A buck- A critical failure under any circumstances
ler occupies one hand completely, but
you can ready it in only one turn and means an appropriate disaster: running
drop it as a free action. aground, colliding with another vessel, being
Force: Any shield with a blocking dismasted, losing your screws or rudder, or
“surface” formed from energy rather
than matter. simply giving an order that your crew disregards.
Shield, Shield (Buckler), and
Shield (Force) default to one another
at -2.
Shiphandling/TL†
IQ/Hard
You must specialize: Singing
Defaults: IQ-6 and others.
Prerequisites: see below. Airship: Blimps, zeppelins, and HT/Easy
similar large airships. Prerequisites: Default: HT-4.
This is the ability to act as the mas- Airshipman, Leadership, and Naviga -
ter of a large vessel. It involves direct- tion (Air). Defaults: Airshipman-5 or This is the ability to sing in a pleas-
ing the crew in the tasks necessary to Piloting (Lighter-Than-Air)-5. ing fashion. A successful roll means
control the vehicle’s speed and direc- the audience liked your song.
tion. It also covers such duties as keep- Ship: Surface vessels, from
ing the captain’s log and inspecting tugboats to carriers. Prerequisites: Modifiers: Language Modifiers
the crew. Someone with Shiphandling Leadership, Navigation (Sea), and (p. 24), if you are singing in a foreign
skill (at better than default!) should Seamanship. Defaults: Seamanship-5, language; -2 if the audience does not
stand watch at all times when the ves- or to Boating (Large Powerboat)-5 for understand the language; +2 for Voice
sel is underway. Roll vs. skill when ships with engines or Boating (Sail- (p. 97); -2 for Stuttering (p. 157).
encountering hazards or maneuvering boat)-5 for tall ships. Skating
for battle. Spaceship: Slower-than-light
A failed roll when encountering spacecraft. Prerequisites: Leadership, HT/Hard
hazards means the vessel is damaged. Navi gation (Space), and Spacer. Default: HT-6.
This might mean anything from Defaults: Spacer-5 or any spaceship When you are moving on skates,
scratched paint to crippling damage Piloting-5. this skill replaces Hiking skill (p. 200)
that requires extensive repairs. Starship: Faster-than-light space- for routine travel and Running skill
A failed roll in battle means the ves- craft. Prerequisites: Leadership, Navi - (p. 218) for racing. The GM may also
sel did not go exactly where intended. gation (Hyperspace), and Spacer. require DX-based skill rolls in combat
The details depend on the vessel, the Defaults: Spacer-5 or any spaceship or chases, or for hazardous maneu-
tech level, and the GM’s judgment, but Piloting-5. vers, conditions, or speeds. Under
might include weapons being Submarine: All forms of large sub- those circumstances, any failure indi-
“masked” (unable to engage the mersibles. Prerequisites: Leadership, cates a fall, while critical failure
enemy), a failed boarding attempt, or Navigation (Sea), and Submariner. results in 1d-2 damage to a randomly
drifting out of formation with chosen limb.
your fleet (which might deny you the


220 SKILLS


Skiing This is the ability to work non- Soldier/TL
HT/Hard precious metals by hand. You must IQ/Average
specialize:
Default: HT-6. Default: IQ-5.
Copper: Copper itself and its alloys,
This replaces Hiking skill (p. 200) including brass and bronze. This skill represents a combination
when you are skiing cross-country Traditionally, a smith who worked of basic military training – the lessons
and Running skill (p. 218) when you with these metals was called a taught at “boot camp” or its equivalent
are racing. Roll once per day of rou- “brownsmith.” Default: Jeweler-4. in your game world – and actual com-
tine travel. The GM may require Iron: The skill of being a black- bat experience. Only those who have
much more frequent skill rolls – usu- smith. Also covers steel, at tech levels served in an army, militia, etc. are
ally DX-based – in combat or chases, where it exists. likely to know it.
or for hazardous maneuvers, condi- Lead and Tin: Any of the softer, The GM may require a Soldier roll
tions, or speeds. In those situations, “white” metals, including alloys such whenever circumstances would test
any failure indicates a fall, while crit- as pewter. The traditional name for your battlefield discipline (knowing
ical failure means 1d damage to a ran- such a smith was “whitesmith.” when to shoot, use concealment, take
domly chosen limb. cover, etc.) or skill at practical field
Default: Jeweler-4.
survival (e.g., keeping your feet dry
Sleight of Hand These specialties default to one and eating when you get the chance).
DX/Hard another at -4. Roll daily during prolonged military
This skill is IQ-based, but ST is action. Failure means an inconven-
Default: Filch-5.
important, and some tools have a ience – perhaps a minor piece of
This is the ability to “palm” small “Minimum ST,” just like weapons. equipment fails. Critical failure indi-
objects, do coin and card tricks, etc. cates a disaster: “friendly fire” inci-
Make a skill roll to perform one piece Smuggling dent, trench foot, etc.
of simple “stage magic.” A failed roll IQ/Average Soldier includes basic lessons in
means you blew the trick. Default: IQ-5. many fields covered by other skills.
When you use this skill to steal, you For instance, a TL8 soldier learns to
must win a Quick Contest of Sleight of This is the ability to conceal items strip his rifle without learning
Hand vs. the Vision roll or Obser - in baggage and vehicles. You can also Armoury (Small Arms), to use a radio
vation skill of potential witnesses to use it to hide an object in a room or a without learning Electronics
perform the theft unnoticed. building. Roll against skill to hide an Operation (Comm), to dig a foxhole
You can also use this skill to cheat item from casual inspection. In an without learning Engineer (Combat),
at cards, dice, etc. A successful Sleight active search, the searchers must win and so forth. In a situation where
of Hand roll gives from +1 to +5 on a Quick Contest of Search vs. your someone with one of those skills
your Gambling roll. Any failure causes Smuggling skill to find the item. would roll at +4 or better for a routine
you to be denounced as a cheater! In Modifiers: Equipment modifiers task (see Task Difficulty, p. 345), the
both cases, the exact results are up to (p. 345) for specialized smuggling GM may let you roll against Soldier
the GM. skill instead. You do not receive the
gear. The difference between the Size
Modifiers: +3 if the light is dim; +3 Modifier (p. 19) of the package, vehi- bonus that someone with the full-
if you have a confederate to distract cle, or room in which you are hiding fledged skill would get, but you do suf-
attention; +5 if you have prepared in the item and that of the item itself; fer any situational penalties.
advance (cards up your sleeve, etc.); -3 e.g., to hide a bottle of liquor (SM -5) Soldier can only substitute for skill
if the person you want to fool knows in a family car (SM +3), you would roll rolls to do things that would be a
Sleight of Hand himself; modifiers for at +8. believable part of basic training. This
High Manual Dexterity (p. 59) or means the routine use of standard
Ham-Fisted (p. 138). Sociology equipment by ordinary troops – not
IQ/Hard research, improvisation, or design,
Sling Defaults: IQ-6, Anthropology-3, or and never the operation of new or
DX/Hard Psychology-4. secret technologies! Soldier cannot
replace weapon skills, either; you
Default: DX-6.
This is the study of societies and must buy all such skills separately.
This is the ability to use the sling or social relationships. A successful skill Example: If someone with
staff sling. roll lets you judge how well a large Electronics Operation (Comm) would
group of people will work together; be at +4 to call HQ on a standard-issue
Smallsword deduce the social pressures contribut- radio, you could do so with a success-
see Melee Weapon, p. 208 ing to a crime wave, revolution, war, ful Soldier roll. However, you could
etc.; or predict the most probable out- not use Soldier to fix a broken radio,
Smith/TL† come of dissimilar societies coming use an enemy radio, or transmit coded
IQ/Average into contact. signals.
Defaults: IQ-5 and others.



SKILLS 221


Spacer/TL Sports skill. Most Sports skills are conceal yourself anywhere except in a
see Crewman, p. 185 DX/Average and default to DX-5, but totally bare room, or move so quietly
those that put a premium on strength that nobody will hear you, or follow
Spear (e.g., rugby) might default to ST-5. someone without being noticed. (To
Some Sports skills might default to follow someone through a crowd, use
see Melee Weapon, p. 208 one another or to other skills as well. Shadowing, p. 219.)
Make an IQ-based roll to recall the If someone is specifically on the
Spear Thrower basic rules of your sport. Detailed alert for intruders, the GM will roll a
DX/Average knowledge of the full rules governing Quick Contest between your Stealth
Defaults: DX-5 or Thrown Weapon leagues and tournaments – as would and the sentinel’s Perception.
(Spear)-4. be expected of a coach or referee – is You can also use this skill to stalk
covered by the relevant Games skill game. A successful roll (and about 30
This is the ability to use the spear (p. 197). minutes) gets you within 30 yards of
thrower: a long, flat stick with a notch The GM may rule that certain most animals. Another roll, at -5, gets
or a loop at one end. It increases the Sports are useful in combat situations. you within 15 yards.
force with which you can hurl a javelin For instance, Sports (Baseball) might
or similar weapon. It takes one turn to let you use a bat to parry hurled rocks Modifiers: A penalty equal to your
position the spear in the thrower after and grenades at (skill/2) + 3, Sports encumbrance level. -5 to hide in an
both are in hand and ready. (Bullfighting) might give a Parry equal area without “natural” hiding places,
Modifiers: -5 in tight quarters (less to (skill/2) + 3 against a slam by a or +3 or more if there are many hiding
places. -5 to move silently if you are
than two yards of overhead clear- beast that uses a “running head butt,” moving faster than Move 1. -5 to fool
ance). and you might be able to roll against those with Discriminatory Smell (e.g.,
Sports (Rugby) to hit with a slam.
Speed-Reading dogs).
IQ/Average
Defaults: None.
This is the ability to read much
faster than normal. Whenever time is A successful Streetwise roll might let you learn
of the essence (for instance, when where any sort of illegal “action” is; which local
reading the instructions on a para-
chute as you fall), multiply your read- cops or bureaucrats can be bought, and for how
ing speed by a factor of 1 + (skill/10); much; and how to contact the local underworld.
e.g., Speed-Reading-12 would give a
factor of 2.2. Make a skill roll to deter-
mine whether you retain what you
have read.
On a failure, your recall is shaky. Staff
Every time you try to remember or use Strategy†
what you read, you must make an IQ see Melee Weapon, p. 208 IQ/Hard
roll at a penalty equal to your margin Defaults: IQ-6, Intelligence
of failure. Roll at +5 if you have Stage Combat Analysis-6, or Tactics-6.
Eidetic Memory, or +10 for DX/Average
Photographic Memory. If this roll Defaults: Combat Art or Sport-2, an This is the ability to plan military
fails, you cannot recall the informa- actual combat skill-3, or Performance- actions and predict the actions of the
tion; on a critical failure, you recall 3. enemy. In most settings, only the
badly flawed information but believe military teaches this skill.
it to be true! To eliminate this IQ roll, This skill allows you to perform a A successful Strategy roll lets you
you must go back and reread the choreographed fight safely, yet in an deduce, in advance, enemy military
material slowly. entertaining manner. A critical failure plans unless another person with this
indicates an injury: 1d-2 damage to a skill leads them. In that case, the GM
Modifiers: Language modifiers random location. rolls a Quick Contest of Strategy. The
(p. 24). amount of information gained
Modifiers: -4 for an unfamiliar
Sports weapon. depends on how well you roll (but not
on the quality of the foe’s plans). If
DX/Average Stealth you fail an uncontested roll or lose a
Defaults: DX-5 and others. Quick Contest, the GM gives you false
DX/Average
This is the ability to play a particu- Defaults: DX-5 or IQ-5. information.
lar sport well – perhaps well enough to You must specialize in a type of
earn a living. Each sport is a separate This is the ability to hide and to strategy – Land, Naval, Space, etc.
move silently. A successful roll lets you These specialties default to one


222 SKILLS


another at -4. The specific units being Suit or Scuba. Defaults: Large Sub-5 This is skill at using invasive med-
commanded are less important; even or Mini-Sub-4. ical techniques to treat sickness or
the units of another nation or tech Large Sub: Any crewed, long-dura- injury. Roll once per operation. On a
level would give -1 or -2 at most (GM’s tion submersible, including attack success, the operation proceeded
judgment), as long as you had accurate subs and missile subs. Defaults: Free- without complications. On a failure,
information about their capabilities. Flooding Sub-5 or Mini-Sub-4. the patient took damage – 2d for a
Mini-Sub: Any small, closed, short- simple amputation, 3d for other pro-
Streetwise duration submersible, typical of those cedures. Surgery rolls can also facili-
IQ/Average used for scientific research. Defaults: tate recovery from wounds; see
Default: IQ-5. Free-Flooding Sub-4 or Large Sub-4. Surgery (p. 424).
This skill represents general surgi-
This is the skill of getting along in Modifiers: -2 for an unfamiliar sub- cal expertise, which is relatively rare in
rough company. A successful marine within your specialty (e.g., a real life. Most surgeons have an option-
Streetwise roll might let you learn diesel attack sub when you are used to al specialty (p. 169) in a certain part of
(among other things) where any sort a nuclear missile sub); -4 or more for the body (brain, heart, etc.) or a specif-
of illegal “action” is; which local cops a vessel in bad repair; -1 to -10 for nav- ic type of surgery (cosmetic surgery,
or bureaucrats can be bought, and for igational hazards. microsurgery, transplant surgery, etc.).
how much; and how to contact the
local underworld. Note that you might Submariner/TL Modifiers: Equipment modifiers
also be able to get this information by see Crewman, p. 185 (p. 345); physiology modifiers (p. 181);
asking a Contact (p. 44). This skill is a -3 if the area or equipment cannot be
measure of your ability to make new Suggest properly cleaned and sterilized; -3 for
connections as needed. see Enthrallment, p. 191 head or chest surgery; -5 for undiag-
You may substitute an Influence nosed problems. If you lack Physician
roll against Streetwise for any reaction Sumo Wrestling skill, you are at -5 to do anything but
roll made in an underworld or “bad DX/Average “field-expedient” surgery (e.g., stitch
neighborhood” situation; see Influence wounds or extract arrowheads, bul-
Rolls (p. 359). Defaults: None. lets, and shrapnel).
This unarmed combat skill repre-
Modifiers: +3 if you have a tough Survival†
reputation (either “good” or “bad”) in sents any training at grabbing, shov- Per/Average
the area; -3 if you are obviously a ing, and tripping – not just the tradi- Defaults: Perception-5 or Naturalist
stranger in the area. -3 for Low tional Japanese sport of sumo. Roll (same planet)-3.
Empathy (p. 142); -1 for Oblivious against the higher of DX or Sumo
(p. 146); -1 to -4 for Shyness (p. 154). Wrestling to hit with a grapple, slam, This is the ability to “live off the
or shove, or to make or resist a take- land,” find safe food and water, avoid
Submarine/TL† down. If you know this skill at DX+1 hazards, build shelter, etc. You may
DX/Average level, add +1 to ST whenever you look after up to 10 other people. To
make or resist a grapple or takedown,
Default: IQ-6. and whenever you attempt to break live safely in a wilderness situation,
you must make a successful Survival
This is the ability to operate a spe- free, and +1 per die to your damage roll once per day. Failure inflicts 2d-4
cific type of underwater vehicle. As when you slam or shove. These bonus- injury on you and anyone in your care;
with Piloting, the default is to IQ, but es increase to +2 if you know Sumo at roll separately for each victim.
when you learn the skill, always base it DX+2 or better. This skill also gives an “eye for
on DX. When you defend with bare hands, country.” A successful roll shows you
Roll against Submarine to dive or Sumo Wrestling allows you to parry the best direction of travel to find
to surface, to maneuver in underwater once per turn. You must use both flowing water, a mountain pass, or
combat, or to negotiate hazardous hands. Your Parry score is (skill/2) + 3, whatever other terrain feature you
waters. Failure can mean anything rounded down. This parry is meant to desire – assuming that it exists.
from a slight drift off course to a colli- ward off slams, grapples, and bare- Finally, you can use this skill to trap
sion; critical failure may strand the handed slaps. You parry at -2 vs. kicks wild animals. (A city-bred thief could
vessel underwater! and -3 vs. weapons. For complete use Traps skill, but he’s used to differ-
Make an IQ-based Submarine roll rules for parrying barehanded, see ent game . . . so the roll would be at
for basic chart reading or practical Parrying Unarmed (p. 376). a -5.) Make one roll per trap. It takes
oceanography, or to recall nautical about 30 minutes to improvise a trap
laws and regulations. Surgery/TL from ordinary materials, or 10 minutes
You must specialize: IQ/Very Hard to set and hide a commercial steel trap.
Defaults: First Aid-12, Physician-5, Pit traps for large game take several
Free-Flooding Sub: Any small, open
submersible. The crew is exposed to Physiology-8, or Veterinary-5. hours to dig.
Prerequisites: First Aid or Physi -
the water, and must wear underwater cian. Survival often requires skill rolls
breathing gear. Prerequisites: Diving based on scores other than Percep tion.



SKILLS 223


The GM might ask for a ST-based roll When racing someone of equal water Tactics
to dig a pit trap or erect a log shelter, Move, roll a Quick Contest of IQ/Hard
a DX-based roll to start a fire using Swimming to determine the winner.
primitive techniques (flint sparking, See Swimming (p. 354). Defaults: IQ-6 or Strategy (any)-6.
bow and palette, etc.), or even a HT- Note that Swimming does not This is the ability to outguess and
based roll to avoid nutritional defi- cover high diving – that’s Sports outmaneuver the enemy in small-unit
ciencies from an improvised diet. (Diving). or personal combat. In most settings,
You must specialize by terrain only the military teaches this skill.
type. Land-dwellers may choose from Symbol Drawing† When commanding a small unit,
Arctic, Desert, Island/Beach, Jungle, IQ/Hard roll against Tactics to place your
Mountain, Plains, Swampland, and Defaults: Special. troops correctly for an ambush, know
Woodlands. Aquatic beings may take where to post sentries, etc. At the GM’s
any of Bank, Deep Ocean Vent, Fresh- This is the art of scribing magical option, a successful roll might even
Water Lake, Open Ocean, Reef, symbols. Depending on your magical provide clues as to immediate enemy
River/Stream, Salt-Water Sea, and tradition, you might carve these sym- plans. To outmaneuver enemy units,
Tropical Lagoon. Amphibious individ- bols with a ritual dagger, draw them you must win a Quick Contest of
uals can pick from either list! on the ground or an altar using blood Tactics with their leader. All of this
Land specialties default to one or ceremonial powders, write them in only applies when you lead a group
another at -3, while aquatic specialties ink, trace them in the air with a wand small enough that you can give each
default among themselves at -4. or your fingers, or something else. warrior orders personally – or through
Island/Beach and Tropical Lagoon You must specialize in a particular at most one subordinate. Thus, radio
default to each other at -4, as do magical tradition. and similar technologies can greatly
Swampland and River/Stream, but In traditions where magical power enhance your command abilities!
there are no other defaults between flows from the caster, nature, spirits, In personal combat, you may make
land and aquatic specialties. etc. as opposed to the symbols them- a Tactics roll before the fight begins if
In settings where it is possible to selves, the symbols provide a focus you had any time to prepare. On a suc-
visit other worlds, you must also spe- that aids magic use. Roll against cess, you start the fight in an advanta-
cialize by planet. Each Survival spe- Symbol Drawing before each ritual. geous position – e.g., behind cover or
cialty defaults to the same terrain type On a success, add half your margin of on higher ground – as determined by
for a different planet at -4. The defaults success (round down) to your skill the GM. The better the roll, the greater
between terrain types given above are with the next ritual you conduct over your advantage. If you fail, or do not
at an extra -4 between different plan- the symbols. This kind of Symbol attempt a Tactics roll, you are in a ran-
ets. All this assumes the two planets Drawing defaults to Ritual Magic dom location (or one of the GM’s
are of the same planet type (see Planet (same)-4. For instance, Symbol choosing) when combat begins.
Types, p. 180). There is no default at all Drawing (Voodoo) defaults to Ritual Fighters without Tactics skill always
between Survival skills for two planets Magic (Voodoo)-4, and lets you draw start combat this way.
of different planet types. the vevers used in Voodoo ritual. Even in an ambush or similar “sur-
At the GM’s option, extreme man- In traditions where the symbols prise” situation, the GM will use the
made terrain may call for unique spe- themselves imbue items or places (or better of your Tactics skill and your
cialties; e.g., Survival (Radioactive even people, in the case of tattoos) Perception to see if you spotted the
Wasteland). Most such specialties with magic, the magic is only as good danger on time.
have no default of any kind. as the symbols. Roll against the lower
See also Urban Survival, p. 228. of Symbol Drawing and your skill with Teaching
the enchantment itself. This is most
Modifiers: Up to -5 for extreme common in rune magic. Each runic IQ/Average
weather conditions. Equipment modi- alphabet is a separate Symbol Default: IQ-5.
fiers (p. 345). Drawing skill with no default. For This is the ability to instruct others.
instance, Symbol Drawing (Futhark If you have Teaching at level 12+, you
Sway Emotions Runes) would let you scribe the runes may act as a teacher for game purpos-
see Enthrallment, p. 191 used in Norse magic. es. For more on teaching and learning,
More-exotic traditions may have see Improvement Through Study
Swimming their own rules; see the appropriate (p. 292).
HT/Easy worldbook for more information.
Modifiers: -3 for Callous (p. 125); -1
Default: HT-4. Modifiers: -1 or more if using non- to -4 for Shyness (p. 142). Apply both
This is the skill of swimming traditional means to mark the sym- the teacher’s and the student’s
(whether on purpose or to keep afloat bols; -1 or more if placing the symbols Language penalties (p. 24) in the
in emergencies) and lifesaving. Roll on any surface other than those language of instruction.
against the higher of Swimming or HT prescribed by your tradition.
to avoid fatigue while swimming or
injury due to aquatic misfortunes.



224 SKILLS


In traditions where magical power flows from the


caster, nature, spirits, etc., as opposed to the symbols

themselves, the symbols provide a focus that aids

magic use.







Teamster† Thaumatology when you see it cast, deduce the rami-
fications of a critical success or failure
IQ/Average IQ/Very Hard
with magic, determine the spells need-
Defaults: IQ-5, Animal Handling Default: IQ-7*. ed to enchant a magic item to perform
(same)-4, or Riding (same)-2. * There is no default in a nonmag- as desired, etc. The better your roll,
ical setting, or for those who have
This is the skill of driving a team of never witnessed “real” magic. the more insight the GM will provide.
animals pulling a wagon, chariot, etc. This is the study of fantasy magic –
It includes the ability to harness and This is the academic study of mag- fireball spells, rings of power, etc. The
care for the beasts, and judge them for ical theory and the “physics” of mana. equivalent skill for traditional, spirit-
quality before purchase. If the animals Anyone may learn this skill, but it is mediated sorcery is Ritual Magic
are ornery or badly trained (GM’s easier for a mage; add Magery to IQ (p. 218), while holy magic might
judgment), you must make a success- when learning this skill, just as for require Religious Ritual (p. 217) or
ful Animal Handling roll before you spells. Theology (p. 226). However, a
can attempt a Teamster roll. The main use for this skill is magi- Thaumatology roll at -5 will allow a
For normal travel, make a cal research. When creating a new thaumatologist to relate these differ-
Teamster roll once per day. When spell, use the rules for inventing (see ent varieties of magic to “standard”
moving at a gallop (80% or more of Chapter 17), but replace Engineer skill wizardry. Exceptionally weird powers
the animals’ full Move) or when exe- with Thaumatology. A successful skill or otherworldly artifacts might give a
cuting complex maneuvers with a roll can also identify an unknown spell larger penalty!
chariot in combat, roll every 10
seconds.
A failure usually means nothing
worse than lost time or a wider turn
than intended. A critical failure – or
any failure at a gallop – spills the
wagon or chariot. Treat this as a five-
yard fall for each passenger and
animal involved (see Falling, p. 431).
As well, roll 2d for each beast; on a 12,
a leg is broken! You will have to make
Animal Handling rolls to calm the
beasts. Time required to reload the
cargo depends on the load, terrain,
and weather.
You must specialize by animal
type; the most common specialty is
Teamster (Equines), which covers
horses and mules. Teamster special-
ties default to one another at -3.
Modifiers: -2 for more than four
animals; -2 for a team of unfamiliar
animals; up to -5 for bad terrain.




SKILLS 225


Theology† Throwing Art Tonfa
IQ/Hard DX/Hard see Melee Weapon, p. 208
Defaults: IQ-6 or Religious Ritual Defaults: None.
(same)-4. Prerequisites: Trained By A Master Tracking
or Weapon Master. Per/Average
This is the study of a particular
religion: its gods, cosmology, doc- This is the cinematic ability to Defaults: Perception-5 or
trines, scriptures, etc. You must spe- throw anything you are strong enough Naturalist-5.
cialize by religion. There are usually to lift: knives, medicine balls, televi- This is the ability to follow a man
no defaults between specialties, but sions . . . anything! Roll against skill to or an animal by its tracks. Make a
the GM might permit a default at -4 hit. Furthermore, if you know Tracking roll to pick up the trail, then
or so for belief systems that have sim- Throwing Art at DX level, add +1 to ST roll periodically to avoid losing it. The
ilar origins, or where one is derived when figuring throwing distance, and frequency and difficulty of these rolls
from the other. +1 per die of damage with thrown depend on the terrain:
Alternatively, you may study the weapons. These bonuses increase to
similarities and differences between +2 if you know Throwing Art at DX+1 Jungle, Plains, or Woodlands: Roll
religions; this is Theology or better. If you are a Weapon Master, every 30 minutes.
(Comparative). The Theology of any this bonus is instead of the usual dam- Arctic, Desert, Island/Beach, or
religion routinely studied by scholars age bonus for your weapon. Mountain: Roll at -2 every 15 minutes.
in your game world defaults to this You can use the items you throw as Swampland: Roll at -4 every 5 min-
specialty at -5. improvised weapons. Treat forks, utes.
To be a priest or holy man at kitchen knives, and other long, sharp Urban: Roll at -6 every minute!
TL1+, you must have both Theology objects as daggers. Any small, blunt You may also use this skill to cover
and Religious Ritual skill (p. 217) for object does thrust+1 crushing dam- your tracks. This doubles your travel
your religion. TL0 shamans need age. Baseball bats do swing+1 crush- time! A successful roll means you have
only learn Religious Ritual. ing. Pencils do thrust-3 impaling. hidden your tracks well enough that
You do not necessarily believe in Playing cards do thrust-3 cutting. only someone else with this skill can
the religion you study – faith comes Throwing Art lets you throw any- see them. If another tracker follows
from within, not from book learning! thing covered by the Throwing and you, the Tracking rolls above become
If you do, you may ask the GM to Thrown Weapon skills. If you have Quick Contests of Tracking skill. If he
make a secret roll against your Throwing Art, you do not need those loses any of the Contests, he loses your
Theology skill when confronted with skills. trail.
moral uncertainty. On a success, the To stalk game once you have
GM will advise you on which course of Thrown Weapon† tracked it, use the Stealth skill (p. 222).
action “feels” right, given your beliefs DX/Easy
and understanding of scripture. Defaults: DX-4 and others. Modifiers: -5 if the trail is more
than a day old, or -10 if more than a
Throwing This is the ability to hurl any one week old. +3 if you are following a
DX/Average type of thrown weapon. You must spe- man, or +6 if following a group of
cialize: men. Superior senses help a lot:
Defaults: DX-3 or Dropping-4.
bonuses for Acute Vision (p. 35) and
Axe/Mace: Any axe, hatchet, or
This is the ability to throw any Discriminatory Smell (p. 49) usually
small, relatively smooth object that mace balanced for throwing (but not apply, and many superhuman senses
fits in the palm of your hand. an unbalanced battleaxe or maul!). (Infravision, Subsonic Hearing, etc.)
Examples include baseballs, hand Dart: Any sort of small, finned dart. give situational bonuses.
grenades, and rocks. (Boomerangs, Games (Darts) defaults to this skill at
javelins, knives, etc. require their own no penalty. Default: Throwing-2. Traps/TL
specialized skills; see Thrown Weapon, Harpoon: Any sort of tethered IQ/Average
below.) Roll against skill to hit. spear. Default: Thrown Weapon Defaults: IQ-5 or Lockpicking-3*.
Furthermore, if you know Throwing (Spear)-2. * Also defaults to DX-5 if you are
at DX+1 level, add +1 to ST when fig- Knife: Any sort of knife. disarming or resetting a trap, but not if
uring throwing distance (but not dam- Shuriken: Any sort of hiltless blade, you are detecting or building one.
age). Add +2 to ST for Throwing at notably shuriken (“ninja stars”).
DX+2 or better. Default: Throwing-2. This is the skill of building and nul-
If you do not have this skill, roll Spear: Any sort of spear, javelin, lifying traps. A successful Traps roll
against your default to hit a specific etc. Defaults: Spear Thrower-4 or will (among other things) disarm a
target, but against full DX to lob an Thrown Weapon (Harpoon)-2. trap once you have found it, reset it
object into a general area. Stick: Any balanced and shaped after you pass, or build a new trap
throwing stick, such as a boomerang. (given suitable materials). Time
This type of throwing stick does not required is as for Lockpicking (p. 206).
return to the user.



226 SKILLS


To detect a trap, make a Perception- Modifiers: Infinitely variable. The Bonuses for Acute Vision (p. 35) apply
based skill roll. more sophisticated the trap, the hard- to rolls to detect traps (only).
Note that for the purposes of Traps er it will be to disarm, reset, build, or
skill, detection devices are “traps.” find – and a given trap might be (for Two-Handed Axe/Mace
Thus, this skill covers everything from instance) easy to find but hard to dis- see Melee Weapon, p. 208
covered pits to elaborate electronic arm. The GM should be creative!
security systems! Equipment modifiers (p. 345) apply to
most rolls to set or disarm traps.




Example of Character Creation (concluded)

Dai has spent 203 of his 250 points, leaving him with To reflect Dai’s medieval background, we decide that
47 points for skills. Reading through the skill list, we see he is a fair hand with the shortsword. But not too good
dozens of skills that suit a master thief – but since we’re – swords are expensive, and Dai grew up poor. We give
on a budget, we settle on the following. him the Shortsword skill (p. 209) at 15. Shortsword is
First, a thief must be stealthy. For this, Dai needs the DX/Average, so this costs 2 points.
Stealth skill (p. 222). We want this to be reliable, so we As an ISWAT officer, Dai should know how to shoot.
choose skill level 16. At that level, only a roll of 17 or 18 A slim target pistol sounds like his kind of gun.
will fail . . . and that’s a failure for anyone. Stealth is a Reviewing the Guns skill (p. 198), we see that pistols call
DX/Average skill. Since Dai’s DX is 15, level 16 is DX+1 for the “Pistol” specialty. Guns are new to Dai, so we
for him. From the Skill Cost Table (p. 170), we learn that spend only 1 point. Since Guns (Pistol) is DX/Easy, this
a level of Attribute+1 in an Average skill costs 4 points. buys DX level: a very adequate 15.
Any thief worth his salt can pick pockets and open To conceal all these weapons, Dai needs Holdout
locks. This calls for Pickpocket (p. 213) and Lockpicking skill (p. 200). This is IQ/Average. Dai doesn’t routinely
(p. 206). We want to buy Dai a 15 in both – not as high carry concealed weapons, so we just give him IQ level –
as his Stealth, but still reliable. Pickpocket is DX/Hard. 12 – for 2 points.
Skill 15 is DX level, and from the table, we see this costs We decide to give Dai some “background skills” next.
4 points for a Hard skill. Lockpicking, on the other He grew up on the street, so Urban Survival (p. 228) fits:
hand, is IQ/Average. With Dai’s IQ 12, skill 15 is IQ+3 it’s the ability to scrounge food and shelter in the city. A
level. This costs 12 points – it’s very expensive to raise a Per/Average skill, 1 point buys Per-1 level, or 14. Filch
skill so far above its controlling attribute! (p. 195) covers shoplifting. It’s DX/Average; 1 point buys
We also want Dai to be an adept second-story man DX-1, also 14. Survival has a social side, too. We give
and escape artist, so we spend 1 point apiece on Dai Fast-Talk (p. 195) to talk his way out of jams and
Climbing (p. 183) and Escape (p. 192). Climbing is Streetwise (p. 223) to deal with professional criminals.
DX/Average; 1 point buys DX-1 level, giving skill 14. Both are IQ/Average. We buy IQ level (12) in each, at 2
Escape is DX/Hard; 1 point is only good for DX-2 level, points a skill.
or skill 13. Of course, we selected these skills knowing Dai has now spent 44 of his remaining 47 points. We
that Dai’s Flexibility advantage would give +3 to both! decide to put his last three points into skills that com-
His Perfect Balance adds another +1 to Climbing, too. plement his advantages.
His final levels are Climbing at 18 and Escape at 16. Rereading the descriptions of his advantages, we see
To case an area before he strikes, Dai needs that Perfect Balance gives +1 to Acrobatics (p. 174).
Observation skill (p. 211). This is Per/Average. But Dai’s That’s definitely Dai’s style! Acrobatics is DX/Hard, so 2
Perception is a whopping 15, so he doesn’t need to points buys DX-1 level, or 14. With the +1 for Perfect
spend many points: 2 points buys Observation at Per Balance, he gets a 15.
level (15), which is more than good enough. We also discover that Absolute Direction gives +3 to
Since stealth can fail, we want to give Dai some com- Body Sense (p. 181): the skill of reorienting yourself
bat skills for backup. We decide that he prefers knives. after teleportation. This sounds ideal for Dai! We put 1
Knife skill (p. 208) is fine for melee combat, but we also point into Body Sense, which is DX/Hard. This buys
want Dai to be good at the quick draw and with throw- DX-2 level, or 13. The +3 for Absolute Direction makes
ing knives. Fast-Draw (p. 194) and Thrown Weapon this 16.
(p. 226) fit the bill. Both require a specialty – in this case, At this stage, Dai has spent all 250 points. If we want-
“Knife.” All of these skills are DX/Easy. With Dai’s low ed to add more abilities, we could add more disadvan-
ST, he’ll need superb aim to make a knife effective, so we tages to pay for them – but we want Dai to be carefree,
settle on 17 in Knife and Thrown Weapon (Knife). This not saddled with problems.
is DX+2 level, which costs 4 points per skill. Fast-Draw Now it’s time to write it all down. Dai’s character
(Knife) is a neat trick, but skill 15 is plenty. This costs 1 sheet appears on p. 311.
point.





SKILLS 227


Two-Handed Flail Modifiers: +5 if you have a dummy Wrestling
see Melee Weapon, p. 208 or confederate to distract your audi- DX/Average
ence (it’s easier to “see” a face talk Defaults: None.
Two-Handed Sword than it is to believe the voice comes This skill represents training at
from an immobile object); -3 if the
see Melee Weapon, p. 208 audience has reason to be suspicious. grappling and pinning. Roll against
the higher of DX or Wrestling to hit
Typing Veterinary/TL with a grapple, or to make or resist a
DX/Easy IQ/Hard takedown. Furthermore, if you know
Defaults: DX-4 and others. Defaults: Animal Handling (any)-6, Wrestling at DX+1 level, add +1 to ST
for the purpose of making or resisting
Physician-5, or Surgery-5.
This is the skill of using a type- any choke, grapple, neck snap, take-
writer. Typing speed is skill ¥ 3 words This is the ability to care for a sick down, or pin, and whenever you
per minute (wpm) on a manual, skill ¥ or wounded animal. You may take an attempt to break free. Add +2 to ST for
5 wpm on an electric typewriter or optional specialty (p. 169) in a particu- Wrestling at DX+2 or better.
computer keyboard. lar type of animal. When you defend with bare hands,
This skill defaults at -3 to any skill Wrestling allows you to parry once
that involves a lot of typing, notably Modifiers: -2 for an animal of an per turn. You must use both hands.
Administration, Computer Operation, unfamiliar type within a familiar Your Parry score is (skill/2) + 3,
Research, and Writing, and order, -4 for an unfamiliar order, or -6 rounded down. This parry is at -3 vs.
Professional Skills such as Journalist. or worse for larger differences; -5 or weapons. For complete rules for par-
If you have such a skill, Typing skill is worse for an animal that's unfamiliar rying barehanded, see Parrying
redundant (unless you wish to work as with you, wild, or frightened. Unarmed (p. 376).
a professional typist).
Weather Sense Writing
Urban Survival see Meteorology, p. 209 IQ/Average
Per/Average Default: IQ-5
Default: Perception-5. Weird Science
IQ/Very Hard This is the ability to write in a clear
This talent covers the physical part Defaults: None. or entertaining manner. A successful
of staying alive in a city environment, roll means the work is readable and
whether it’s overpopulated or empty. This skill allows you to formulate accurate.
(The social problems of city survival astonishing new crackpot scientific This is mostly useful to earn a liv-
are covered by Streetwise skill.) A suc- theories that are far ahead of their ing or write for GURPS, but can
cessful skill roll allows you to find time . . . or at least utterly different sometimes help on adventures . . . or
clean rainwater; locate manholes from from the usual assumptions of your after them. The report of a spy, sol-
above or below; quickly locate build- tech level. You may attempt a Weird dier, or private investigator is far more
ing entrances, exits, stairwells, etc.; Science roll whenever you work on a useful if it is well-written!
recognize and avoid physically dan- new invention (see Chapter 17) or Modifiers: The time modifiers
gerous areas, such as crumbling build- investigate an existing item of weird under Time Spent (p. 346) will often
ings; make and read city maps; find technology (e.g., a UFO). apply; -5 if you are writing about an
your way out of strange city areas; On a success, you get +5 on an unfamiliar subject; Language modi-
find a warm place to sleep outside in invention attempt (but only +1 if using fiers (p. 24).
cold weather; and locate common the Gadgeteer advantage, since
types of buildings or businesses with- Gadgeteer already gives you favorable Zen Archery
out asking anyone, just by your “feel” die rolls for thinking “outside the
for the way cities are laid out. box”). If investigating weird technolo- IQ/Very Hard
gy, success gives +2 to any skill roll Defaults: None.
Vacc Suit/TL you make for this purpose – and the Prerequisites: Trained By A Master
see Environment Suit, p. 192 GM might even allow a default skill or Weapon Master, Bow at 18+, and
roll to operate the device! Meditation.
Ventriloquism On a critical success, you get these This skill allows you to strike diffi-
IQ/Hard bonuses and some incredible insight cult targets with ease when using a
into a totally different problem! bow. On a success, add up the penal-
Defaults: None.
Critical failures are always spectacu- ties for size and speed/range, and then
This is the ability to disguise and lar, although not necessarily fatal or divide them by three (round down).
“throw” your voice a short distance. A even dangerous.
successful roll lets you throw Modifiers: -10 if used instantly,
your voice well enough to fool your Whip dropping to -5 after 1 turn of concen-
audience. see Melee Weapon, p. 208 tration, -4 after 2 turns, -3 after 4
turns, -2 after 8 turns, -1 after 16
turns, and no penalty after 32 turns.


228 SKILLS


TECHNIQUES


You (or your GM!) may want a way skill. For instance, Punching would Average. This affects point cost – see
to improve your ability with a specific not be a valid technique for Boxing Technique Cost Table (p. 230).
application of a skill without increas- skill, which is all about punching! To
ing the overall skill level. This is realis- get better at the primary task covered Example 1: Motion-picture photog-
tic – people do train at particular tasks by a skill, you must improve the skill raphy is rarely dangerous, and you
to the exclusion of others – but allow- itself. can usually do a second take if you
ing this in the game makes play (and fail; therefore, Motion-Picture Camera
character sheets) more complex. As a Prerequisites is an Average technique.
result, the following section is purely The skill with which a technique is Example 2: On a failed kick, you
optional. associated is automatically its prereq- can fall down – a potentially fatal turn
A “technique” is any feat that you uisite – that is, you must have at least of events in combat – so Kicking is a
can practice and perfect separately one point in a skill before you can Hard technique.
from the skill that allows you to per- improve its techniques. If more than Maximum Level
form that task. It is a specific action one skill lets you perform the task cov-
covered by the parent skill, studied on ered by the technique, any of these Tightly focused practice can only
its own. It differs from an optional skills can count as the prerequisite. take you so far. Eventually, you’ll have
specialty (p. 169), which covers a body The GM may require other skills to learn new fundamentals in order to
of theory, not an action. Techniques and advantages as prerequisites for improve. To reflect this, techniques
work a lot like skills, but with a few particularly complex techniques. often specify an upper limit relative to
important differences. parent skill. On attaining this level, the
For much more about techniques, Example 1: The prerequisite of only way to improve further is to raise
see GURPS Martial Arts. Motion-Picture Camera is Photog ra - the underlying skill. For a technique
phy skill. that covers an important use of a skill,
Example 2: Either Brawling or maximum level is usually equal to pre-
CREATING Karate skill can be the prerequisite of requisite skill level. More peripheral
Kicking, since both allow you to kick. techniques might be able to exceed
TECHNIQUES prerequisite skill level, or have no
There are six steps to creating a Defaults and Specialties maximum level.
technique. We’ll walk through these A technique always defaults to one Example 1: An adventurer could
steps using two examples. Even those of its prerequisites. Usually, the make a career of motion-picture pho-
who plan to use only the sample tech- default penalty equals the modifier tography without affecting game bal-
niques at the end of this section given for the feat in the skill descrip- ance. Thus, it seems believable and
should read these rules, as they tion or elsewhere. There can be more fair to leave Motion-Picture Camera
explain the basic concepts involved. than one default. If a technique offers open-ended and specify no maximum
a choice of defaults, those who learn it
Concept and Name must specialize in the version of the level.
Example 2: Kicking is a potent
Decide what you want the tech- technique associated with the chosen attack, and one of the main reasons to
nique to do, in general terms, and give default. learn Brawling or Karate skill; there-
it a name that clearly describes the Example 1: Photography skill states fore, Kicking cannot be improved past
feat it represents.
that motion-picture cameras are used prerequisite skill level.
Example 1: Both still and motion- at -3, so Motion-Picture Camera
picture cameras require Photography defaults to Photography-3. Description
skill (p. 213). A photographer could Example 2: Both Brawling and The prerequisite skill description
study just motion-picture equipment Karate let you kick at -2 to skill, so provides the necessary rules for most
in order to get rid of the -3 to use it; Kicking defaults to Brawling-2 or techniques, but some techniques sup-
therefore, “Motion-Picture Camera” Karate-2. Those who use the Brawling ply optional additional detail, or out-
would be a reasonable Photography default must specialize in Kicking line entirely new uses of the skill.
technique. (Brawling), while those who use the Example 1: There isn’t a lot to be
Example 2: Karate skill (p. 203) Karate default must specialize in said about Motion-Picture Camera – it
covers both kicks and punches. A Kicking (Karate). lets you use motion-picture cameras,
karateka could spend extra time on per Photography skill.
kicks, with the goal of eliminating Difficulty Level Example 2: Kicking does +1 dam-
the -2 to kicking attacks. Thus, Techniques come in only two diffi- age relative to a punch, and you must
“Kicking” would be a logical tech- culties: Average and Hard. Feats that roll vs. DX to avoid a fall if you miss.
nique for Karate. have severe negative consequences on These rules bear mentioning in any
a failure, or that allow only one
A technique should never be the attempt, are Hard; all others are formal description of Kicking.
“core” action undertaken with the


SKILLS 229


(p. 23), language (p. 23), equipment This technique lets you attack
BUYING AND (p. 345), tech level (p. 168), and so someone behind you without changing
IMPROVING forth – apply to its techniques, as do facing. You must know that he is there!
any special critical success or failure Roll against Back Kick to hit, but oth-
TECHNIQUES results. erwise resolve this as a normal kick.
After attempting a Back Kick, all your
Buying a technique is a lot like
buying a skill – point cost depends on SAMPLE COMBAT active defenses are at -2 until next turn.
difficulty and desired relative skill Choke Hold
level – but there are two differences. TECHNIQUES
You buy up a technique relative to its Special moves in combat are by far Hard
default, not relative to a controlling the most common techniques, and Defaults: Judo-2 or Wrestling-3.
attribute, and you determine its point can give warriors a “bag of tricks” sim- Prerequisites: Judo or Wrestling;
cost using the Technique Cost Table ilar to a wizard’s spells. If a combat cannot exceed prerequisite skill.
(below) instead of the Skill Cost Table technique has multiple defaults, you This technique lets you to “buy off”
(p. 170). must specialize by prerequisite skill. the basic -2 to Judo or -3 to Wrestling
To improve a technique, pay the For instance, learning a technique for when using the rules given under
difference in point cost between the Axe/Mace skill gives no special ability Choke Hold on p. 404.
desired level and your current level – with the Broadsword version of that
exactly as for a skill. And just as skills technique! Disarming
increase for free when you raise attrib- Techniques marked with a * are Hard
utes, techniques improve for free not particularly realistic. The GM may
when you raise the skill on which they wish to restrict these “cinematic” tech- Default: prerequisite skill.
are based. For instance, if you have niques – even at default – to PCs with Prerequisite: Any unarmed combat
Karate-15 and Kicking-15, and raise Trained By A Master (p. 93) or or Melee Weapon skill; cannot exceed
Karate to 16, Kicking also goes to 16 Weapon Master (p. 99). prerequisite skill+5.
at no extra charge! If you know this technique above
You need not buy a technique to Arm Lock default, you may use it instead of the
use it. If you have even one point in a Average underlying skill whenever you attack
skill, you may use all that skill’s tech- Defaults: Judo or Wrestling. to disarm (see Striking at Weapons,
niques at default. To avoid a cluttered Prerequisites: Judo or Wrestling; p. 400). For instance, if you have
character sheet, though, only note cannot exceed prerequisite skill+4. Broadsword-14 and Disarming
techniques that you know at better (Broadsword)-17, you disarm as if you
than default level. had Broadsword-17.
Dual-Weapon Attack*
Technique Cost Table Hard
Your Final Difficulty of Technique
Skill Level* Average Hard Default: prerequisite skill-4.
Default 0 points 0 points Prerequisite: Any one-handed
Default+1 1 point 2 points Melee Weapon skill; cannot exceed
Default+2 2 points 3 points prerequisite skill*.
Default+3 3 points 4 points * You may learn this technique for
Default+4 4 points 5 points Guns (Pistol), even in a realistic cam-
+1 +1 point +1 point paign.
Normally, you are at -4 to attack
with two weapons at once unless you
* Most techniques have maximum This technique allows you to make an All-Out Attack. This tech-
levels. For instance, a technique that improve your effective Judo or nique lets you “buy off” that penalty.
“cannot exceed prerequisite skill level” Wrestling skill for the purpose of (Note that you must still learn Off-
and that defaults to skill-5 tops out at applying an arm lock. For rules gov- Hand Weapon Training, p. 232, to
default+5. erning arm locks, see Arm Lock reduce the -4 for using the “off” hand!)
(p. 403). For detailed rules, see Dual-Weapon
USING Back Kick Attacks (p. 417).
TECHNIQUES Hard Elbow Strike
Default: Karate-4. Average
A technique works just like a skill
in play: make a success roll (see Prerequisites: Karate; cannot Defaults: Brawling-2 or Karate-2.
Chapter 10) against your level in the exceed Karate skill. Prerequisites: Brawling or Karate;
technique. Unless noted otherwise, all cannot exceed prerequisite skill.
general modifiers to a skill – for culture


230 SKILLS


This technique lets you “buy off” This technique lets you use a bow target parries at -2. However, if you
the -2 penalty to strike with the elbow. effectively from horseback. The modi- miss – or if your target successfully
See Elbow Strike (p. 404) for more fiers for firing from horseback (p. 397) defends – you fall down unless you can
information. can never reduce your Bow skill below make a DX-4 or Acrobatics-2 roll. Hit
your Horse Archery level. (Other or miss, a Jump Kick leaves you at -2
Feint penalties apply normally.) For on all your active defenses until your
Hard instance, if you had Bow-13 and next turn.
Default: prerequisite skill. Horse Archery-11, the penalties for
Prerequisite: Any unarmed combat archery from horseback would never Kicking
or Melee Weapon skill; cannot exceed reduce your skill below 11, before Hard
prerequisite skill+4. other modifiers. Defaults: Brawling-2 or Karate-2.
Prerequisite: Brawling or Karate;
If you know this technique above Jump Kick cannot exceed prerequisite skill.
default, you may use it instead of the Hard
underlying skill whenever you feint Default: Karate-4. This technique lets you improve
(see Feint, p. 365). For instance, if you Prerequisite: Karate; cannot exceed your kicking ability. Roll against
have Broadsword-14 and Feint Karate skill. Kicking to hit. A kick does
(Broadsword)-16, you feint as if you thrust/crushing damage based on ST.
had Broadsword-16. This technique lets you leap into Use Brawling or Karate skill – not
the air and kick at full extension, your Kicking level – to determine your
Finger Lock increasing range and damage. It is a damage bonus, and use only the high-
Hard showy but dangerous move! Roll est bonus. If you miss with a kick, roll
Default: Arm Lock-3 against Jump Kick to hit. Add one vs. Kicking skill or DX to avoid falling.
Prerequisite: Arm Lock; cannot yard to reach and +2 to damage. Your
exceed Arm Lock.
This technique lets you grab fin-
gers and twist them painfully. Use the
rules for Arm Lock (p. 403), except
that all damage is to the hand – which
is easier to cripple than the arm.
Ground Fighting
Hard
Default: prerequisite skill-4.
Prerequisite: Any unarmed combat
or Melee Weapon skill; cannot exceed
prerequisite skill.
This technique lets you “buy off”
the -4 for attacking from your back.
Roll against this technique instead of
the prerequisite skill whenever you
use that skill to attack from the
ground. For instance, if you had
Wrestling-14 and Ground Fighting
(Wrestling)-13, you could grapple
from the ground at skill 13.
In addition, make a roll against
Ground Fighting whenever you must
defend yourself from your back. On a
success, you defend at -1 instead of
at -3.
Horse Archery
Hard
Default: Bow-4.
Prerequisites: Bow and Riding; can-
not exceed Bow skill.






SKILLS 231


Knee Strike With the GM’s permission, you can exactly the same way, but uses a leg
Average learn this technique for any DX-based instead of a pole, and defaults to Judo-
skill that requires only one hand. 3, Karate-3, or Sumo Wrestling-3.
Defaults: Brawling-1 or Karate-1.
Prerequisite: Brawling or Karate; Retain Weapon Whirlwind Attack*
cannot exceed prerequisite skill.
Hard Hard
This technique lets you “buy off” Default: prerequisite skill. Default: prerequisite skill-5.
the -1 penalty to strike with the knee – Prerequisite: Any Melee Weapon Prerequisites: Broadsword, Staff, or
see Knee Strike (p. 404). skill; cannot exceed prerequisite Two-Handed Sword; cannot exceed
skill+5. prerequisite skill.
Neck Snap
If you know this technique above
Whirlwind Attack is a special All-
Hard default, you may use it instead of the Out Attack that lets you attack every
Default: ST-4; cannot exceed ST+3.
underlying skill whenever someone foe adjacent to you with lightning
This brute-force attack consists of attempts to disarm you (see Striking at speed! If you use this technique, it is
grabbing and suddenly twisting the Weapons, p. 400). For instance, if you all you can do that turn, no matter
victim’s head, with the intent of snap- have Staff-13 and Retain Weapon how fast or skilled you are.
ping the neck – see Neck Snap o (Staff)-16, you resist disarm attempts Furthermore, since this is an All-Out
Wrench Limb (p. 404). Unlike most as if you had Staff-16. Attack, you will have no active defens-
techniques, Neck Snap defaults to ST, You can also learn this technique es afterward – see All-Out Attack
not a skill. Wrestling gives its usual for missile weapons, such as guns and (p. 365).
skill-based ST bonus. bows. In that case, it defaults to DX When you launch a Whirlwind
and cannot exceed DX+5. Attack, you spin in place, attacking all
adjacent foes within one yard. You
must attack them in clockwise or
counterclockwise order – your choice.
All your attacks must be swung
attacks, and you cannot combine a
Double Defaults and Techniques Whirlwind Attack with other tech-
A skill cannot default to another skill known only by default (see niques (such as Disarming) or with
Double Defaults, p. 173). However, techniques are not skills. If two tech- cinematic skills (such as Power Blow).
niques are based on the same underlying skill, one can default to the Determine a random hit location
other, even if you only know the intermediate technique at default. for each target, and then roll against
Whirlwind Attack to hit, with the
Example: Finger Lock defaults to Arm Lock-3, and Arm Lock usual hit location penalties. You oppo-
defaults to Judo or Wrestling. Effectively, Finger Lock also defaults to nent may defend normally. Resolve
Judo-3 or Wrestling-3. each attack completely before moving
on to the next one. If any of the attacks
is a critical miss (or if any of your
opponents critically succeeds on his
defense), that attack and all remaining
Off-Hand Weapon attacks are critical misses – roll on the
Training Sweep Critical Miss Table (p. 556) once per
Hard Hard attack!
Default: prerequisite skill-3. You may end a Whirlwind Attack
Default: prerequisite skill-4. facing in any direction you wish.
Prerequisite: Any Melee Weapon Prerequisites: Polearm, Spear, or
skill; cannot exceed prerequisite skill. Staff; cannot exceed prerequisite skill.
This technique lets you sweep your SAMPLE
This technique lets you “buy off”
the -4 for using your “off” hand with adversary’s legs out from under him
using a pole weapon. Roll against NONCOMBAT
one specific Melee Weapon skill. Use
your level with this technique instead Sweep to hit. The target may defend TECHNIQUES
of the prerequisite skill whenever you normally. If he fails, roll a Quick Nearly any task that calls for a skill
use that skill to attack or parry with Contest: your Sweep or ST vs. your roll at a penalty could become a tech-
your off hand. For instance, if you had victim’s ST or DX. Use the higher value nique. The main purpose of such
Rapier-14 and Off-Hand Weapon in both cases. If the victim loses, he techniques is to buy off skill penalties,
Training (Rapier)-14, you could attack falls down unless he can make an but the GM might wish to provide
and parry at full skill with your off Acrobatics-5 roll to somersault in the additional details.
hand. air and land safely.
Unarmed fighters call this tech-
nique “Sweeping Kick.” It works



232 SKILLS


The “opposite” technique, Rope
Down, defaults to Climbing-1 and can
be improved to Climbing+3. Sliding
down a rope is significantly easier
than any kind of climbing!

Scaling
Hard
Default: Climbing-3.
Prerequisite: Climbing; cannot
exceed prerequisite skill.
This technique lets you eliminate
some or all of the -3 to skill for climb-
ing a relatively smooth, vertical sur-
face such as a building or rock face
(see Climbing, p. 349).
Set Trap
Hard
Default: Explosives (Demolition)-2.
Prerequisite: Explosives (Demo li -
tion); cannot exceed prerequisite skill.

With study, you can gain familiari-
ty with “trap” triggers, allowing you to
set traps without the usual -2 to skill.
Assassins, commandos, spies, etc.
often improve this technique.
Slip Handcuffs
Impersonate No-Landing Extraction Hard
Average Hard
Default: Escape-5.
Default: Mimicry (Speech)-3. Default: Piloting-4. Prerequisite: Escape; cannot exceed
Prerequisite: Mimicry (Speech); Prerequisite: Piloting; cannot prerequisite skill.
cannot exceed prerequisite skill. exceed prerequisite skill.
This technique represents study of
Through practice, you can improve This technique lets you pick up a specific set of tricks for slipping out
your ability to mimic one specific per- cargo from the ground without land- of handcuffs. With the GM’s permis-
son, gradually buying off the -3 to ing. You can only fetch cargos outfit- sion, you can learn similar techniques
impersonate him. Each person mim- ted with special no-landing extraction for other restraints commonly used in
icked is a separate technique. apparatus. Someone on the ground your game world.
must make a successful Freight
Lifesaving Handling roll to prepare the cargo Work by Touch
Hard (takes 2d hours). A failed Freight Hard
Default: Swimming-5. Handling or No-Landing Extraction Default: Lockpicking-5.
Prerequisite: Swimming; cannot roll means a missed pick-up or dam- Prerequisite: Lockpicking; cannot
exceed prerequisite skill. aged cargo. Critical failure indicates exceed prerequisite skill.
the cargo is lost (critically injured, if a
You can study lifesaving separately living passenger). Lockpicking is normally at -5 if you
from swimming in order to eliminate must work by touch, but if you rou-
the basic -5 for that task. See Rope Up tinely practice this way, it will eventu-
Lifesaving (p. 355) for detailed rules. Average ally become second nature.
Motion-Picture Camera Default: Climbing-2. The GM might permit you to learn
Prerequisite: Climbing; cannot a Work by Touch technique for other
Average exceed prerequisite skill. “thief” skills – e.g., Explosives and
Default: Photography-3. Traps – allowing you to operate in
Prerequisite: Photography. A climber normally has -2 to climb total darkness, which is a common
a dangling rope (see Climbing, p. 349). way to use such skills . ..
This technique, common among With practice, you can buy off this
professional cameramen, allows you penalty.
to buy off the -3 to use a motion-pic-
ture camera with Photography skill.

SKILLS 233


CHAPTER FIVE


MAGIC










These rules only matter to wizards, and only in worlds where magic exists. If you are not creating a wizard for a magical
setting, you can safely skip this chapter.
Magic is a powerful force manipulated using skills called spells. By casting spells, a wizard can direct magical energy –
known as mana – to produce almost any effect. This is a fickle art in some settings, a precise science in others.
The best wizards have an inborn ability
to learn and use magic, called Magery
(p. 66). Anyone with any degree of
Magery is called a mage. In many game Glossary of
worlds, only mages can use magic. In all
worlds, they are Magical Terms
better with
magic than abort: To stop the casting of a spell before its completion.
non-mages. backfire: A critical failure when casting a spell.
base skill: Your unmodified skill with a spell; compare with effective
skill.
basic spell: A spell with no other spells as prerequisites.
cancel: To end your own spell before it would normally be over.
caster: The person casting a spell.
class: A group of spells that use the same special rules. Three examples
appear in this glossary: Melee spells, Missile spells, and Resisted spells.
college: A group of spells that deal with the same subject – fire, heal-
ing, etc.
effective skill: Your base skill, plus any modifiers (usually penalties)
for range, circumstances, etc. A caster rolls against effective skill.
Enchantment spell: A spell for creating permanent magic items.
See Magic Items, p. 480.
energy: The “cost” to cast a spell. You may pay this in
either FP or HP. Some game worlds offer alternative
energy sources.
grimoire: The list of spells you know (and more generally, any book of
spells).
mage: Anyone with the Magery advantage.
Magery: The advantage of being “in tune” with magic; see p. 66.
maintain: To continue a spell after it would normally end. This costs
more energy, unless you have high skill.
mana: The ambient magical energy manipulated by spells. Different
areas (or worlds) have different levels of mana; see Mana (p. 235).
Melee spell: A spell that “charges” your hand or a magic staff with
harmful energies that affect the first target you strike.
Missile spell: A spell that summons a magical projectile that you must
“throw” at the subject.
Prerequisites: A requirement for learning a spell. Means exactly what
it means for skills; see Prerequisites (p. 169).
Resisted spell: Any spell that must overcome the “power” of its subject
before it works.
spell: A skill that produces a specific magical effect when used suc-
cessfully.
subject: The person, place, or thing on which a spell is cast.
wizard: Any user of magic, whether he is a mage or not.






234 MAGIC


LEARNING MAGIC


Anyone can learn most spells – reduce the time required to learn PREREQUISITES
although in some worlds, you must be spells (but not the point cost) by 10%
a mage to use the spells you know. per Magery level, to a minimum of Any spell but the most basic has
Some spells specify a particular level 60% the usual time at Magery 4; e.g., one or more prerequisites: require-
of Magery as a prerequisites: if you Magery 3 would let you learn spells in ments you must meet in order to learn
lack the required Magery level, you 70% the usual time. the spell. If the prerequisite is another
cannot learn the spell. The maximum level of Magery spell, you must have at least one point
Each magic spell is a separate skill, available in your world is up to the in the prerequisite spell before you
learned just like any other skill. Most GM. Most GMs will want to limit PCs can study the advanced spell. Some
spells are IQ/Hard skills, but a few to Magery 3 or 4. spells require a minimum Magery
potent spells are IQ/Very Hard. Spells If you know more than a few spells, level; for instance, “Magery 2” means
have no default – you can only cast you may wish to make a “grimoire.” you must have Magery 2 (or higher) to
spells you know. This is a list of the spells you know learn the spell. A few spells require a
Add your Magery to IQ when you and your skill with each, along with minimum basic attribute score, an
learn spells. For instance, if you have the energy cost, time to cast, duration, advantage, or even a mundane skill.
IQ 12 and Magery 3, you learn spells etc. for each spell. This saves a lot of
as if you had IQ 15. In addition, reference time in play!



Mana

Mana is the ambient energy that empowers magic. Normal Mana: Only mages can cast spells. These
Magic will work only if the mana level of the game world spells work normally, according to all rules given in this
or specific area allows it, as follows: chapter. This is the default mana level in most fantasy
settings: mages use magic, others don’t.
Very High Mana: Anyone who knows spells can cast Low Mana: Only mages can cast spells, and all spells
them. A mage who spends FP to cast a spell on his turn perform at -5 to skill, for all purposes. (Magic items are
gets those FP back at the start of his next turn. However, similarly affected; see Power of a Magic Item, p. 481.)
all failures are treated as critical failures – and actual However, critical failures have mild effects or no effect
critical failures produce spectacular disasters! Very at all.
high mana is extremely rare in most settings. No Mana: No one can use magic at all. Magic items
High Mana: Anyone who knows spells can cast them. do not function (but regain their powers when taken to
This mana level is rare in most worlds, but some game an area with mana). This mana level occurs in isolated
worlds have high mana throughout.
spots in magical worlds, but entire game worlds can
lack mana, making magic use impossible.




CASTING SPELLS



You must know a spell in order to p. 239). If your roll is less than or equal On a failure, the spell does not work.
cast it, unless you possess a magic item to your effective skill, the spell works. If If success would have cost energy, you
that lets you cast it (see Magic Items, it is greater than your effective skill, the lose one energy point; otherwise, you
p. 480). Tell the GM what spell you are spell fails. lose nothing. (Exception: You must pay
casting, then take Concentrate maneu- On a success, mark off the spell’s the full energy cost even on a failure for
vers for the requisite number of turns energy cost against your FP or HP (see an Information spell; see Information
(see Time Required, p. 236). At the end Energy Cost, p. 236). Its effects take Spells, p. 241.) On a critical failure, you
of the last second of concentration, place immediately. On a critical suc- must spend the full energy cost and the
make a success roll for the spell. cess, the spell works especially well. spell fails . .. badly! The GM may use
Casting a spell works like any other Details are up to the GM, who should the Critical Spell Failure Table or impro-
use of a skill. Roll 3d and compare the be both generous and creative. vise some other “backfire” he finds
total to your effective skill: your base Whatever else occurs, there is never an amusing.
skill with the spell adjusted by any energy cost if you get a critical success
applicable modifiers. Modifiers depend when you cast a spell.
on the class of spell (see Spell Classes,


MAGIC 235


in combat. Make the skill roll at the need to cast it. If you know it well
DISTRACTION end of the last turn of concentration. enough, you can cast it at no cost.
AND INJURY You may “abort” an unfinished spell Exception: Never reduce the cost of a
before it is cast, at no penalty, but you Blocking spell; see Blocking Spells
If you use an active defense against must start over if you wish to try (p. 241).
an attack, or are knocked back, again.
knocked down, injured, grappled, or
otherwise distracted while concentrat-
ing, make a Will roll at -3 to continue
casting your spell. On a failure, your
spell is spoiled and you must start Critical Spell Failure
over.
If you are stunned while concen- Table
trating, your spell is automatically
spoiled. Roll 3d on the table below. If the result is inappropriate – or if it is
If you are injured but not stunned the result that the caster intended – roll again. The GM is free to impro-
while concentrating, and succeed on vise instead of using the table. Improvisations should be appropriate to
the roll to avoid distraction, you may the spell and the situation, and should never kill the caster outright.
cast your spell. However, the shock
penalty for your injury reduces your 3 – Spell fails entirely. Caster takes 1d of injury.
effective skill. See p. 419 for details on 4 – Spell is cast on caster (if harmful) or on a random nearby foe (if
shock. beneficial).
5-6 – Spell is cast on one of the caster’s companions (if harmful) or on
a random nearby foe (if beneficial).
CASTER AND 7 – Spell affects someone or something other than its intended target –
friend, foe, or random object. Roll randomly or make an interesting
SUBJECT choice.
The “caster” of a spell is the person 8 – Spell fails entirely. Caster takes 1 point of injury.
who is attempting to cast it. 9 – Spell fails entirely. Caster is stunned (IQ roll to recover).
The “subject” of a spell is the per- 10-11 – Spell produces nothing but a loud noise, bright flash of light,
son, place, or thing upon which the awful odor, etc.
spell is cast. If you are casting a spell 12 – Spell produces a weak and useless shadow of the intended effect.
on yourself, you are both caster and 13 – Spell produces the reverse of the intended effect.
subject. The subject can also be anoth- 14 – Spell seems to work, but it is only a useless illusion. The GM
er being, an inanimate object, or even should do his best to convince the wizard and his companions that
a patch of ground. If the subject is a the spell did work!
place, the caster can “touch” it by 15-16 – Spell has the reverse of the intended effect, on the wrong tar-
extending a hand over it or touching get. Roll randomly.
the ground, as appropriate for the 17 – Spell fails entirely. Caster temporarily forgets the spell. Make an
spell. IQ roll after a week, and again each following week, until he remem-
bers.
18 – Spell fails entirely. A demon or other malign entity appropriate to
TIME REQUIRED the setting appears and attacks the caster. (The GM may waive this
Most spells take one second to cast. result if, in his opinion, caster and spell were both lily-white, pure
Take the Concentrate maneuver for good in intent.)
one turn and attempt your skill roll at
the end of your turn. If you succeed,
the spell takes effect instantly.
Whether you succeed or fail, your turn
If your base skill with a spell – mod-
ends as soon as you roll the dice. Example: If a spell takes three sec- ified only by the -5 for low mana, if
Example: Wat wants to cast Create onds to cast, you must spend three applicable – is 15 or higher, reduce the
Fire, a one-second spell. On his turn, turns doing nothing but concentrat- cost to cast the spell by 1. If you have
Wat says, “I’m concentrating on ing. You roll the dice at the end of skill 20 or higher, reduce the cost by 2.
Create Fire.” This uses his entire turn. your third turn. Cost continues to decrease by 1 per
He then rolls the dice for his spell. If full five skill levels beyond skill 20.
he succeeds, he creates fire – but ENERGY COST Apply the same reduction to the cost
either way, Wat’s turn ends. to maintain a spell. Calculate the
Each spell has an energy cost.
Some spells take more than one When you cast the spell, you must pay entire cost for a spell (for instance, by
second to cast. This requires multiple, this cost in either FP or HP. The better multiplying cost for the size of the
consecutive Concentrate maneuvers you know the spell, the less energy you subject or the area affected) before
applying energy cost reductions for


236 MAGIC


high skill. Energy is still going into the enough), but not necessarily both. only the spell with the most powerful
spell, but your skill lets you draw it You are allowed to move one yard effects counts – multiple instances of a
from the surrounding mana rather per second while taking the given spell do not “stack” or add in any
than supplying it yourself! Concentrate maneuver. Time: As way. Spells that heal, damage, or oth-
You normally pay the energy cost listed. Cost: Reduced by 1. erwise permanently affect the subject
of a spell in FP. You can recover lost Skill 20-24 – Ritual: None! You sim- are an exception: you may cast such
FP by resting. A mage with the ply stare into space as you concen- spells repeatedly, healing or damaging
Recover Energy spell (p. 248) recovers trate. Time: Halved (round frac- the subject by the full amount each
FP faster than normal. tions up to the next second). time.
Minimum casting time is still one
Burning HP second. Cost: Reduced by 2. Magery and Effect
You may also expend life energy to Skill 25-29 – Ritual: None. Time: Talented mages may exceed the
pay the cost of a spell. Mark off some Divided by 4 (round up). Cost: usual limits for spells that allow a
or all of the cost against HP instead of Reduced by 3. finite number of “levels of effect” (dice
FP – the spell is actually harming you! Skill 30 or more – As above, but for of damage, bonuses to skill, etc.). The
You are at -1 on your spell roll per HP every five levels of skill beyond skill upper limit is the higher of the stan-
used. This is instead of the usual shock 25 (that is, at levels 30, 35, 40, etc.), dard number of levels or the caster’s
penalty for injury, and High Pain halve casting time again and reduce Magery level.
Threshold has no effect. energy cost by one more point.
Using HP to power spells is dan- Example: Major Healing (p. 248)
gerous, but it may be necessary if you Certain spells always require a spe- allows you to spend 1, 2, 3, or 4 ener-
are badly fatigued and must cast cific ritual. Such requirements over- gy points to heal 2, 4, 6, or 8 HP. It has
another spell. You may “burn” HP ride the rules above. For instance, four levels of effect. Magery 10 would
until you fall unconscious. Should a high skill has no effect on the cost to let you revise this limit to 10 levels of
failed HT roll indicate that you have cast Blocking spells (p. 241) or the effect – you could spend 1-10 energy
died, you do not actually spend the time to cast Missile spells (p. 240). points to heal 2-20 HP!
HP. Instead, you fall unconscious.
Treat HP lost this way just like any
other injury.

Canceling Spells
MAGIC RITUALS
Sometimes, you will want to end a spell before its full duration is up.
To cast a spell, you must usually If you specify a shorter duration when you cast the spell, the spell lasts
perform a ritual that involves gestures exactly the time desired. If you suddenly decide to “cancel” a spell
and speech. If you can’t perform the before its time is up, though, you must pay one energy point (from FP
ritual, you can’t cast the spell! For or HP) to do so, regardless of the spell or your skill level.
instance, if the ritual for a spell
requires you to speak, you cannot cast
the spell if you are gagged or under a
spell of silence.
The higher your skill with a spell, The GM is free not to use this rule
the easier it is to cast: it takes less time, if he thinks it would be unbalanced. Of
requires less energy, and has less strin- LIMITS ON course, if he puts a limit on the high-
gent ritual requirements. See the list EFFECT est level of Magery available, this is
below for details. In all cases, “skill” not a problem!
refers to base skill, not effective skill. The effects of many spells vary
The only modifier that matters here is with the energy spent. For instance, a
the -5 for low mana, if applicable. healing spell might heal 1 HP per DURATION OF
energy point, or a combat spell might
Skill 9 or less – Ritual: You must have inflict 1d damage per point. SPELLS AND
both hands and both feet free for If the spell description sets no
elaborate ritual movements, and upper limit, then you may spend as MAINTAINING
you must speak certain words of much energy as you can afford! The
power in a firm voice. Time: more you spend, the greater the effect. SPELLS
Doubled. Cost: As listed. If the spell specifies a finite range Some spells produce an instanta-
Skill 10-14 – Ritual: You must speak a of effects and associated energy costs, neous effect when cast and then end
few quiet words and make a ges- though, you cannot exceed the upper immediately. Other spells last for a
ture. Time: As listed. Cost: As listed. limit without a high level of Magery fixed “duration” (given for the particu-
Skill 15-19 – Ritual: You must speak a (see below). lar spell, but most often one minute)
word or two or make a small ges- If either type of variable spell is cast and then wear off – unless you
ture (a couple of fingers are maintain them.
on the same subject more than once,


MAGIC 237


If you can maintain a spell, the
energy cost to do so is given in its
description, following the casting cost.
When the spell reaches the end of its Ceremonial Magic
duration, you may continue the spell If you know a spell at skill 15+ and have a group of willing assistants,
by paying its maintenance cost. If you you may opt to cast the spell by leading your assistants in an elaborate
do, the spell continues for another ritual that maximizes the spell’s power. Such “ceremonial magic” is
interval equal to its duration. This time-consuming, but lets you cast more powerful spells than you could
takes no time and requires no skill cast on your own.
roll. Distance is not a factor. When you work ceremonial magic, multiply casting time by 10.
Energy cost does not change, but your assistants can supplement your
Example: The Light spell (p. 249)
notes “Duration: 1 minute” and “Cost: energy input as follows:
1 to cast; 1 to maintain.” It ends after Each mage who knows the spell at level 15+: as much energy as he
a minute unless, at the end of that wishes to contribute.
minute, you spend one more energy Each non-mage who knows the spell at level 15+: up to 3 points.
point to maintain it. If you do, it lasts Each mage who knows the spell at level 14 or lower: up to 3 points.
another minute. Each unskilled spectator who supports the casting (by chanting, hold-
ing candles, etc.): 1 point, to a maximum of 100 points from all specta-
You may repeat this process for as
long as you wish, provided you can tors.
supply the required energy. As long as Each spectator who opposes the casting: -5 points, to a maximum
you are conscious, you know when penalty of -100 points from all spectators!
one of your spells needs to be Sum the energy from all sources to find the total energy available. If
renewed. However, you cannot main- this exceeds the cost to cast the spell, you receive a skill bonus.
tain a spell while you sleep, and you
cannot “hand off” a spell to someone Extra Energy Skill Bonus
else so he can maintain it for you. 20% +1
40% +2
High Skill and Cost to 60% +3
Maintain 100% +4
Energy cost reduction for high skill Add another +1 per additional 100% of the required energy.
also applies to the cost to maintain a At the end of the ritual, make a skill roll to cast the spell. Apply all
spell. This can reduce maintenance standard modifiers for magic use and any bonus for extra energy.
cost to zero. For instance, if you know Regardless of the outcome of the die roll, all contributed energy is spent
a spell at skill 15-19, you may reduce when you roll the dice.
its maintenance cost by 1; if this cost
is 1 to begin with, you can maintain Notes on Ceremonial Magic
the spell indefinitely at no energy cost! • High skill does not reduce casting time or energy cost.
• A group aids concentration. If you are distracted during the ritu-
Concentration and al, roll at Will as opposed to Will-3 to avoid distraction.
Maintenance • Ceremonial magic is hard to coordinate. A roll of 16 is always a
You can maintain a spell without failure, and a roll of 17-18 is always a critical failure – even if effective
skill is 16+.
concentration unless the spell requires • Once the spell is cast, the participants can continue to provide ener-
constant manipulation and change; gy to maintain the spell. The composition of the group may change, as
e.g., to maneuver a levitating object. long as the ritual continues uninterrupted. Thus, ceremonial magic lets
Spells like this require you to take the you maintain a spell indefinitely.
Concentrate maneuver only. If you are
distracted, injured, or stunned, you
must make a Will roll at -3. If you fail,
the spell does not end, but it remains
in precisely the state it was in when CASTING SPELLS following modifiers whenever you cast
you were distracted, and does not spells while you have other spells active:
respond to change until you can con- WHILE -3 per spell you are concentrating
centrate on it again. On a critical fail- on at the moment. See the individual
ure, the spell ends. MAINTAINING spell descriptions to learn which spells
Casting another spell does not
break concentration, but you suffer a OTHER SPELLS require concentration.
-1 per other spell you have “on” at
skill penalty for doing two things at You can only cast one new spell at a the moment. A spell that lasts perma-
once (see below). time. However, you can cast new spells nently (as indicated in the spell
before older ones end. Apply the description) does not carry a penalty.


238 MAGIC


DIFFERENT KINDS OF MAGIC


There are many different types of • Name a target location. For The size of the area governs the
magic. Spells fall into “colleges” instance, if you specify “One yard energy cost, but not the difficulty of
according to subject matter and beyond the other side of this door,” the roll. The cost listed for an Area
“classes” according to the way they you’ll get whoever is standing on the spell is its “base cost.” The actual cost
work. other side of the door. If there is to cast the spell is equal to base cost
nobody there, you wasted the spell. multiplied by the radius of the area of
COLLEGES OF • Name a subject; e.g., “The closest effect in yards (minimum one yard):
person in the next room,” or, “George, ¥1 for a one-yard radius, ¥2 for a two-
MAGIC who I know is around here some- yard radius, ¥3 for a three-yard radius,
where.” The GM determines the actu- and so on.
Spells related by subject matter – al range to the subject. This is risky! If Some Area spells have a fractional
e.g., fire, healing, or mind control – the subject is farther away than you base cost, such as 1/2 or 1/10. You
belong to the same college. The basic think – or simply absent – you are must spend a minimum of one energy
spells of a college are prerequisites for inviting failure or even critical failure! point on these spells. A few Area spells
the more advanced ones. Some spells specify a minimum cost; you must
fall into more than one college. For No physical barrier affects a always pay the minimum cost, even if
instance, Earth to Air (p. 243) is both Regular spell. Unless the spell back- this is larger than the base cost multi-
an Earth and an Air spell. This is only fires, a Regular spell never hits the plied by the desired radius.
important when counting prerequi- wrong target. If an Area spell affects living
sites. beings, it affects everyone in the area
Most wizards specialize in only a Area Spells of effect. You may choose to affect
few colleges. This is the most efficient These spells affect an area rather only a part of the area, rather than the
way to learn advanced magic. than an individual. They are cast on a whole circle, but the cost is still the
However, you may learn spells from as surface – floor, ground, etc. – and their same.
many colleges as you wish. effects extend four yards (12 feet) up If you cannot touch some part of
from that surface. A few Area spells the affected area, apply a skill penalty
work differently; see the individual
SPELL CLASSES spell descriptions for details. equal to your distance in yards from
Each spell falls into one or more the nearest edge of the area.
Otherwise, Area spells work like
classes that define how it works in Regular spells.
play. These classes are not mutually
exclusive, except as noted below.
Regular Spells
Most spells fall into this class. A Area Spells on a Battle Map
Regular spell affects only one subject. Represent Area spells on a battle map as follows. The area of effect
Its energy cost assumes a human- of a spell cast over a one-yard radius is a single hex. The area of effect
sized subject – that is, one with Size of a spell cast over a
Modifier 0. For a subject with a posi- two-yard radius
tive SM, multiply cost by 1 + SM: ¥2 is a central hex
energy for SM +1, ¥3 for SM +2, ¥4 for and all adjacent
SM +3, and so on. There is no cost hexes. The area
reduction for a subject with a negative of effect of a
SM. A few Regular spells give special spell cast over
cost schemes that override these rules. a three-yard
Regular spells work best if you can radius is a cen-
touch or see the subject. You do not tral two-yard
have to see through your own eyes; area of effect
any spell that lets you see by magical plus the ring of
means will do. hexes adjacent
If you cannot touch the subject, to that. And so
apply a skill penalty equal to your dis- on, building up
tance in yards from the subject; e.g., -5 larger areas by
at five yards. Figure distance at the adding succes-
moment you roll the dice for the spell. sive rings of
If you cannot touch or see the sub- adjacent hexes.
ject, there is a further -5 penalty. There
are two ways to direct such a spell:


MAGIC 239


Melee Spells through the target’s armor or shield On your next turn, you have three
Melee spells “charge” your hand or and affects him. options with your missile: make a
magic staff (see box) with harmful Note that some Melee spells are ranged attack with it, hold it, or
energies that affect the first target you Resisted (see p. 241). These spells enlarge it. If you opt to enlarge your
strike. These spells require two skill require a second roll against spell skill, missile, you must concentrate for
rolls: a roll against spell skill to cast when the spell actually takes effect, to another second. At the end of your
the spell, and a normal melee attack overcome the target’s resistance. turn, you may invest more energy in
roll to hit your target with your hand the spell – anything from one point to
or staff. Missile Spells points equal to your Magery level. This
To cast a Melee spell, concentrate This class of spells encompasses does not require a skill roll.
for the required time, roll against spell long-distance “projectile” or “bolt” The turn after that, you have the
skill at the end of the final turn of con- attacks, such as Fireball (p. 247) and same options: attack, hold, or enlarge.
centration, and pay the energy cost. Lightning (p. 244). Missile spells On your fourth and subsequent turns,
There is no distance modifier – you require two skill rolls: a roll against you may only attack or hold. You can-
are casting the spell on yourself! On a spell skill to cast the spell, and a roll not spend more than three seconds
success, you energize your hand or against Innate Attack skill (p. 201) to building up a Missile spell.
staff with the spell’s magic. On your hit the target. Once you stop enlarging a Missile
next turn, you must do one of two To cast a Missile spell, you must spell, you may “hold” it in hand, ready
things with your spell: hold it or attack concentrate for one second. At the end to attack. You do not have to launch
with it. of your turn, roll against your skill the missile until you want to. While
If you hold your spell, your hand or with the spell. There is no modifier for holding a Missile spell, you may move
staff remains “charged.” This has no distance – you are creating a magical up to your full Move, take a Wait or
energy cost and requires no skill roll. missile in your hand. On a success, Aim maneuver, or even attack using
You cannot cast another spell while you may invest one or more points of the hand that isn’t “holding” the mis-
holding a Melee spell. You can take energy in the spell, to a maximum sile. You may defend normally.
any other combat maneuver (but an number of energy points equal to your However, you cannot cast another
attack with the energized hand or staff Magery level. The missile then appears spell.
discharges the spell). A parry with that in your hand, “charged” to the desired There is one drawback: if you are
hand or staff does not discharge the level. injured while you have a missile “in
spell; an attack is part of the ritual, and
nothing else works.
A held Melee spell on a staff per-
sists only for as long as you wield the
staff. If you lose hold of your staff, Magic Staffs
even for an instant, the spell drains
away harmlessly. If someone grabs A “magic staff” is any wand or staff imbued with the power to extend
your staff, and you are both holding your reach for the purpose of casting spells (see Staff, p. 481). It gives
onto it on your turn, your attempt to three main benefits:
wrench it free counts as an attack, and • Touching a subject with your staff lets you cast spells on that sub-
your opponent instantly suffers the ject at no distance penalty. This is useful in situations where you must
spell’s effects! cast a spell on a subject you cannot touch with your hand (e.g., when
To attack, roll against DX or an casting a healing spell on someone trapped under rubble).
unarmed combat skill to hit with a • Pointing with a staff reduces the range to a distant subject by the
hand, or the appropriate Melee length of the staff. This is valuable for Regular spells, as a one-yard
Weapon skill to hit with a staff. This is wand shaves -1 off distance penalties, while a two-yard quarterstaff
a standard melee attack. Your target eliminates -2! You can point as part of the ritual to cast a spell. Tell the
may attempt any active defense. If he GM you are pointing at the subject when you start concentrating. (This
succeeds, your spell is not triggered; might warn an unwilling subject!)
you may try again next turn. If he fails, • A staff can carry Melee spells. This gives them more reach, and lets
your melee attack does its usual dam- you strike and parry without putting your hand in harm’s way.
age and your spell affects him imme-
diately. A magic staff can be any length up to two yards. A wand is Reach C,
Armor protects normally against too light to do damage, and uses Knife or Main-Gauche skill. A long
some Melee spells, not at all against wand or short staff is Reach 1, functions as a baton in combat, and uses
others. If the spell is one that ignores Shortsword or Smallsword skill. A full-length staff is Reach 2, counts as
armor, neither an unarmed parry a quarterstaff in combat, and uses Staff or Two-Handed Sword skill. In
(even with an armored limb) nor a most game worlds, a suitable ordinary item can be enchanted as a
block will protect the target from the magic staff for $30, but it must be made from once-living materials
spell. Even if such a defense wards off (wood, bone, ivory, coral, etc.).
the melee attack, the spell arcs




240 MAGIC


hand,” you must make a Will roll. If
you fail, the missile immediately
affects you! Dissipating Held Melee and Missile Spells
When you are ready to attack, roll You sometimes need to dispel a held Melee or Missile spell quickly,
against your Innate Attack skill to hit.
This is a standard ranged attack, sub- without taking a full turn to make an attack – for instance, so you can
ject to the usual modifiers for target concentrate on another spell. You can do this as a free action at any
size, speed, and range. Once launched, point during your turn; simply state that you are dissipating the spell
the missile flies in a straight line to the and it “evaporates” harmlessly.
target. Physical barriers affect it just as You can also get rid of a Missile spell (not a Melee spell) by “drop-
they would affect any missile weapon. ping” it at your feet. This, too, is a free action. This does not damage
Your target may block or dodge, you, unless the missile is explosive, but it damages whatever you are
but not parry. If he fails, he is hit and standing on. Missiles that inflict burning damage are liable to set fires!
the spell affects him. The strength of
the effect depends on the energy
invested. Most Missile spells inflict 1d
of damage per point of energy. the spell fails, the GM says, “You sense The subject always has a chance to
Damage Resistance – whether natural nothing.” On a critical failure, the GM resist, even if he is unconscious. A con-
or from armor – protects normally lies to you! Regardless of the outcome, scious subject is aware that something
against damaging Missile spells. you must always pay the full energy is happening, and may choose not to
cost for the spell. resist. Individuals who are uncon-
Blocking Spells Information spells generally allow scious, unfamiliar with magic, or wary
A Blocking spell is cast instantly as only one attempt per day by each cast- of hostile magic always try to resist.
a defense against either a physical er (or ceremonial group). “Seek” spells To resolve a Resisted spell, you
attack or another spell. It is the magi- are an exception to this. must first succeed at your skill roll. If
cal equivalent of a block, parry, or Except where specifically noted, the spell has a single subject (that is, it
dodge (and often counts as one of Information spells have no duration. isn’t an Area spell), you have a penalty
these defenses; see the spell descrip- They grant a momentary glimpse of equal to the subject’s Magic Resistance
tion for details). You may cast only one insight and end immediately; there- (p. 67), if any – even if he is willing! On
Blocking spell per turn, no matter how fore, you cannot maintain them. a failure, the spell fails and the subject
skilled you are. You cannot attempt a notices nothing. On a success, note
Blocking spell against a critical hit. Resisted Spells your margin of success; e.g., if you
If you try a Blocking spell, it auto- A spell of any type can also be rolled a 6 against an effective skill of
matically interrupts your own concen- “Resisted.” A spell like this works auto- 13, you succeeded by 7. If the subject is
tration. You lose any spell you were matically only on a critical success. On living or sapient, the Rule of 16 applies
preparing exactly as if you had failed a regular success, your spell must (see The Rule of 16, p. 349). There is no
the Will roll to resist a distraction. If defeat the subject’s resistance to work. such limit if the subject is a spell.
you are holding (not casting) a Melee
spell, it is unaffected. If you are holding
a Missile spell, you cannot enlarge it
further but may retain it for later use.
Blocking spells do not get an ener- Long-Distance Modifiers
gy cost reduction for high skill.
Use these modifiers for Information spells that work over long dis-
Information Spells tances, such as “Seek” spells. Certain advantages also use these range
Information spells are cast to gain penalties. If the distance falls between two values, use the higher.
knowledge. Some require you to touch Distance Penalty
the subject, while others function at a Up to 200 yards 0
distance; see Long-Distance Modifiers 1/2 mile -1
(box) for range penalties. Spells 1 mile -2
intended to find things are at -1 per 3 miles -3
“known” item you choose to ignore in 10 miles -4
your search. Most Information spells 30 miles -5
have additional special modifiers, so 100 miles -6
be sure to read the spell description 300 miles -7
carefully. 1,000 miles -8
When you cast an Information
spell, the GM rolls for you in secret. If Add another -2 per additional
the spell succeeds, the GM gives you factor of 10.
the desired information – the better
the roll, the better the information. If


MAGIC 241


The subject then attempts a resist- the subject. If you lose or tie, the spell record your margin of success if you
ance roll. A character resists using the has no effect – but you must still pay succeed. Everyone in the area gets a
attribute or other trait indicated in the the full energy cost! A conscious sub- resistance roll, and those with Magic
spell description – usually HT or Will. ject feels a slight mental or physical Resistance get double the usual bene-
The subject’s Magic Resistance, if any, wrench (depending on which attribute fit. Your spell affects those who make
adds to his resistance. A spell resists he resisted with), but no other effect. their roll by less than you did.
using the caster’s effective skill when You know whether or not the subject
he cast the spell. resisted your spell. Special Spells
Compare the subject’s resistance These spells follow special rules
roll to your skill roll in a Quick Resisted Area Spells: When casting given in the spell description.
Contest. If you win, your spell affects an Area spell that is Resisted, make
the usual success roll for the spell and
SPELL LIST




On the following pages are 93
spells, picked for their utility in a
beginning fantasy or horror cam-
Alternative Magic paign. But this is only a glimpse of
what magic can do – see GURPS
Systems Magic for hundreds more spells!
Each spell includes:
This chapter describes the “standard” magic system. It will work as
is, or with minor changes, for wizards in most worlds inspired by fan- Name of Spell and the Class(es) it
tasy literature. Some visions of magic will demand a radical redesign, belongs to. A “(VH)” indicates an
however. Two sample variants appear below. IQ/Very Hard spell; otherwise, it’s
IQ/Hard.
Clerical Magic Description: The spell’s effects, spe-
To handle the powers of magic-using priests, start with the standard cial rules, etc. If the spell requires par-
magic system, but read “Magery” as “Power Investiture” (see p. 77) and ticular items, assume it uses them up
“mana” as “sanctity.” Sanctity levels range from “no sanctity” (the tem- unless the description states other-
ple of an opposed deity) to “very high sanctity” (in the god’s presence). wise.
Clerics have Power Investiture instead of Magery, and their spells Duration: The time the spell’s
have no prerequisites. A priest may acquire a new spell simply by pray- effects last. If you maintain the spell,
ing for it, as long as he has at least one point to spend on the spell. This it lasts for another period equal to
benefit is balanced by the fact that he can only learn those spells offered this. Spells with an instantaneous
by his god (GM’s decision) and by the fact that his god may alter the effect do not list duration and cannot
outcome of his magic – or suspend his magical powers – for reasons he be maintained.
is unlikely to comprehend. Cost: The energy (FP or HP) spent
when you cast the spell. If given as
Ritual Magic Base Cost, this is the cost per yard of
Magic use depends on a single “core skill,” typically Ritual Magic radius of an Area spell. Maintainable
(p. 218) or Thaumatology (p. 225). Each college of magic is an IQ/Very spells also give a cost to maintain.
Hard “college skill” or “path” that defaults to the core skill at -6. College Time to Cast: If no time is given,
skills have the core skill as a prerequisite and may never exceed the core the spell requires one second of con-
skill. centration and takes place at the end
Ritual mages can cast spells at default! Each spell is a Hard tech- of your turn.
nique with a default to the associated college skill. For each prerequi- Prerequisites: Other spells you
site the spell or its prerequisites would have in the standard system, the must know (have placed at least one
default is at a cumulative -1 (e.g., a spell with one prerequisite that itself point in the spell) before you may
has one prerequisite defaults to college skill-2). To raise a spell past its study this spell, as well as any Magery,
default level, the mage must have at least one point in the college skill, IQ, or other requirements.
but he can ignore the spell’s prerequisites under the standard system.
Spells cannot exceed the associated college skill.
Magery adds to core skill, college skills, and spells. If standard and AIR SPELLS
ritual magic coexist, normal Magery and Ritual Magery are separate These spells deal with the tradi-
advantages. tional magical “element” of air. Except
All other rules are the same. as noted, assume that “air” is normal
breathing air at one atmosphere of
pressure.



242 MAGIC


Purify Air
Area
This spell removes all impurities
from the air in its area of effect. It is
often used to neutralize the effects of
poisonous gas or vapors. Note that a
room full of smoke may safely be puri-
fied one section at a time – but truly
deadly vapors must all be removed at
once, or some may escape.
This spell also turns old “stale” air
into fresh breathable air. The air in a
one-yard radius, if not renewed from
the outside, will last 45 minutes for
one person at rest, less for multiple
persons or someone violently
exercising (GM’s discretion). Cost: 1 to 10. 1 produces a gentle Duration: 1 minute.
breeze; 4 a wind; 6 a heavy wind; 8 or Cost: 4 to cast; 2 to maintain.
Duration: Works instantly. more a violent blast. Cost to maintain Prerequisites: Create Air and
Purification is permanent. is the same as to cast. Destroy Water (p. 253).
Base Cost: 1. Cannot be main- Prerequisite: Create Air.
tained; must be recast. Walk on Air
No-Smell Regular
Create Air Regular Temporarily grants the subject the
Area Removes the subject’s odor and Walk on Air advantage (p. 97). If the
This spell manufactures air where makes it (or him) totally undetectable subject falls for any reason (e.g.,
none exists. When cast where there is by smell. Any possessions are also injury), the spell is broken! If the spell
already air, it produces an outward affected. This spell changes no other is recast immediately, he falls for only
breeze lasting about five seconds. properties of the subject. one second (about 5 yards) and then
When cast in a vacuum, it instantly “lands” on the air (taking 1d damage)
creates breathable air. When cast Duration: 1 hour. – unless he hits ground before then. If
within earth, stone, or other material, Cost: 2; same to maintain. he’s 10 feet over a lava pit, too bad!
it fills any empty spaces with air, but Prerequisite: Purify Air.
does not burst the stone. When cast Duration: 1 minute.
underwater, it makes bubbles! It can- Predict Weather Cost: 3 to cast; 2 to maintain.
not be cast inside a living being. Information Prerequisite: Shape Air.
Lets the caster forecast the weather
Duration: Breeze, bubbles, etc. last accurately for a given location over a Earth to Air
5 seconds. Air created is permanent. given time. This forecast does not take Regular
Base Cost: 1. Cannot be main- magical meddling into account, or This spell turns earth or stone into
tained; must be recast. predict the actions of other wizards! air, which can be valuable to someone
Prerequisite: Purify Air. who is trapped underground! The
Cost: Twice the length of the fore-
Shape Air cast, in days. Double the cost for a more energy the caster spends, the
more earth he can transform, but he is
Regular location outside the general area (say, limited to regular shapes with the
This spell lets the caster create over the horizon). Quadruple the cost largest dimension no more than four
movements of air over a small area. for a place on another continent. This times the smallest one. This spell is
The caster must choose a starting spell cannot predict weather on other also considered an Earth spell.
point (calculate distance penalties to planets or planes.
that point). The wind starts there and Time to cast: 5 seconds per day Duration: Permanent.
blows in a stream one yard wide, for a forecast. Cost: 1 to transform one cubic foot
distance in yards equal to 5 times the Prerequisites: At least four Air of earth/stone to air, giving enough air
energy put into the spell, and then dis- spells. for one person to breathe for 1
sipates. This may cause knockback minute. To transform larger quanti-
(see Knockback, p. 378) on someone it Breathe Water ties of earth/stone at once, the cost is 5
hits; each second, roll 1d per full 2 Regular per cubic yard.
points of energy in the spell. Treat this Lets the subject breathe water as Time to cast: 2 seconds.
as damage for knockback purposes though it were air. Subject does not Prerequisites: Create Air and Shape
only (this spell does not cause injury). lose the ability to breathe ordinary air! Earth (p. 245).
This spell is also considered a Water
Duration: 1 minute.
spell.


MAGIC 243


Stench BODY CONTROL Clumsiness
Area Regular; Resisted by HT
Produces a cloud of vile, yellowish SPELLS The subject suffers -1 to his DX and
gas that reeks of brimstone. Until it These spells directly affect the DX-based skills for every point of
dissipates, anyone who breathes it body. Except as noted, they only affect energy put into the spell.
must make a HT roll or take 1d dam- living beings.
age. Roll once per minute. Those in Duration: 1 minute.
the area also begin to suffocate (see Itch Cost: 1 to 5 to cast; half that
Suffocation, p. 436). The cloud is Regular; Resisted by HT amount to maintain (round up).
heavy, and “rolls” downhill if the Causes the subject to itch fiercely Prerequisite: Spasm.
ground is not level. The rate of dissi- in a spot of the caster’s choice. The Hinder
pation depends on the area and pres- subject is at -2 DX until he takes one
ence of wind; indoors, it usually lasts full turn to scratch (more, if armor, Regular; Resisted by HT
until the spell expires, but outdoors on etc. is in the way!). Only one Itch spell The subject is at -1 to his Move and
a windy day, it might only last 10 sec- can affect a given subject at a time. Dodge scores for every point of energy
onds or so. put into the spell. This spell is also
Duration: Until the subject takes a considered a Movement spell.
Duration: 5 minutes, except in turn to scratch.
windy areas. Cost: 2. Cannot be maintained; Duration: 1 minute.
Base Cost: 1. Cannot be main- must be recast. Cost: 1 to 4 to cast; same to main-
tained; must be recast. tain.
Prerequisite: Clumsiness or Haste
Prerequisite: Purify Air. Spasm (p. 251).
Lightning Regular; Resisted by HT
Can be directed against any of the Rooted Feet
Missile
subject’s voluntary muscles. Directed Regular; Resisted by ST
Lets the caster shoot a bolt of light- against a hand, it causes the subject to
ning from his fingertip. This has 1/2D drop whatever he is holding (usually a The subject’s feet are glued in
50, Max 100, Acc 3. Treat any metal weapon). If the subject is in the mid- place! He may try another resistance
armor as DR 1 against this spell! If the dle of a lengthy spell requiring ges- roll at -5 every turn, against the origi-
target is wounded, he must make a HT tures, he must make a DX roll or start nal spell skill roll, to break free. While
roll, at -1 per 2 HP suffered, or be over. Ingenious casters will find other the spell continues, the subject’s skill
stunned. He may attempt a HT roll uses . .. with any weapon except a ranged
each turn thereafter to recover. weapon is at -2 and his Dodge score is
Against electronic equipment, treat Duration: A moment. cut in half (round down).
this attack as if it had the Surge dam- Cost: 2. Cannot be maintained; Duration: 1 minute, or until subject
age modifier (see Surge, p. 105). must be recast. breaks free.
Lightning behaves unpredictably Prerequisite: Itch. Cost: 3. Cannot be maintained;
around conductors. A lightning bolt must be recast.
cannot be fired through a metal grid, Pain Prerequisite: Hinder.
between bars, from within a car, etc. – Regular; Resisted by HT
it jumps to the metal and is lost. The subject feels a stab of agoniz- Paralyze Limb
However, the GM may (for instance) ing pain. He must make a Will roll to Melee; Resisted by HT
allow a wizard to shoot a lightning avoid crying out. If he is in a precari-
bolt into a metal floor. This would not ous position (climbing, for instance), The caster must strike the subject
electrocute those on it, but could he must make a DX roll to avoid catas- on a limb to trigger this spell (hits else-
shock them all, interrupting concen- trophe! His DX and all DX-based skills where have no effect). Armor does not
tration and doing slight damage (no are at -3 for the next turn only. If the protect. Resolve resistance on contact.
more than 1 point, and possibly none subject is in the middle of a spell If the caster wins, the subject’s limb is
at all). The GM may encourage cre- requiring gestures, he must roll vs. paralyzed; it is considered crippled for
ative use of lightning until it becomes Will or start over. High Pain one minute.
a nuisance . .. Threshold gives +3 to the Will and DX Duration: 1 minute.
Cost: Any amount up to your rolls above; Low Pain Threshold Cost: 3. Cannot be maintained;
Magery level per second, for three sec- gives -4. must be recast.
onds. The bolt does 1d-1 burning Duration: 1 second. Prerequisites: Magery 1 and five
damage per energy point. Cost: 2. Cannot be maintained; Body Control spells, including Pain.
Time to cast: 1 to 3 seconds (the must be recast.
caster’s fingers sparkle as the spell Prerequisite: Spasm. Wither Limb
builds up). Melee; Resisted by HT
Prerequisites: Magery 1 and at least The caster must strike the subject
six other Air spells. on a limb to trigger this spell.



244 MAGIC


Armor does not protect. Resolve Truthsayer Seek Earth
resistance on contact. If the caster Information; Resisted by Will Information
wins, the subject’s limb withers imme-
diately; it is crippled for all purposes. This tells whether the subject is This spell tells the caster the direc-
The subject also takes 1d damage. lying or not. May be cast in two ways: tion and approximate distance of the
nearest significant amount of any one
1. To tell whether the subject has
Duration: Permanent unless healed type of earth, metal, or stone. Use the
magically. told any lies in the last five minutes. long-distance modifiers (p. 241). Any
Cost: 5. 2. To tell whether the last thing the known sources of that material may
Prerequisites: Magery 2 and subject said was a lie. be excluded if the caster specifically
Paralyze Limb. May also give an indication of how mentions them before beginning.
great the lie is. If the caster is not
Deathtouch touching the subject, calculate range Cost: 3.
Melee as for a Regular spell. Time to cast: 10 seconds.
The caster must strike the subject Cost: 2. Shape Earth
to trigger this spell; hit location is Prerequisite: Sense Emotion. Regular
irrelevant. The subject takes 1d dam-
age per point of energy in the spell. Mind-Reading Lets the caster move earth and
Armor does not protect. This spell shape it into any form. If the form is
does affect the undead. Regular; Resisted by Will stable (e.g., a hill), it remains perma-
Lets the caster read the subject’s nently after shaping. An unstable form
Cost: 1 to 3. mind. Works on any living being, but (e.g., a column or wall) lasts only
Prerequisite: Wither Limb. is most useful on sapient creatures. while the spell continues – no special
Detects only surface thoughts (what concentration is required – and then
COMMUNICATION the subject is thinking at that collapses.
moment). The subject is not aware his Earth moved with this spell travels
AND EMPATHY mind is being read, except in the case at only Move 2. It can harm no one
of a critical failure. except by flowing over an immobile
SPELLS person and burying him. If earth is
Modifiers: -2 if the caster does not moved onto a person to bury him – or
These spells deal with discerning know the subject’s native language; -2
(or concealing) thought and intent. if the subject is of a different race – from beneath him, to create a hole –
For spells that manipulate emotions or -4 or more if the subject is totally he may move normally on his next
and loyalties, see Mind Control Spells alien! turn, to escape. He is trapped only if
(p. 250). he fails to do so.
Duration: 1 minute. Anyone buried by this spell may try
Sense Foes Cost: 4 to cast; 2 to maintain. to claw his way out of the loose earth.
Time to cast: 10 seconds. One roll, at ST-4, is allowed per turn.
Information; Area
Prerequisite: Truthsayer. GMs may make this roll harder if the
Tells the caster if the subject has victim is buried under more than two
hostile intent, and what the degree of Hide Thoughts cubic yards of earth! The victim can
hostility is. Can be cast on one person hold his breath (see Holding Your
or a whole area. If cast over an area, Regular Breath, p. 351), but he eventually risks
this spell only detects that someone is This spell resists all mind-reading suffocation (see Suffocation, p. 436).
hostile, without telling who. and thought-control attempts on the
subject. The “attacking” ability must Duration: 1 minute.
Base Cost: 1 (minimum 2). win a Quick Contest against this spell Cost: 1 per cubic yard of earth
in order to affect the subject. If the shaped (minimum 2); half that to
Sense Emotion attacking ability pierces Hide maintain (round up).
Regular Thoughts, the subject still gets his nor- Prerequisite: Seek Earth.
Lets the caster know what emo- mal resistance roll (roll separately).
tions the subject is feeling at the This spell does not affect previously Earth to Stone
moment. It works on any living being, established mental control. Regular
but is not much use except on sapient Duration: 10 minutes. Turns an item of earth or clay into
creatures! This also tells how loyal the Cost: 3 to cast; 1 to maintain. hard stone (but not gemstone).
subject is to the caster (see Loyalty of Prerequisite: Truthsayer.
Hirelings, p. 518). Duration: Permanent.
Cost: 3 per cubic yard (minimum
Cost: 2. EARTH SPELLS 3).
Prerequisite: Sense Foes. Prerequisites: Magery 1 and Shape
These spells deal with the tradi-
tional magical “element” of earth. Earth.
Except as noted, none of these spells
affect stone or metal.


MAGIC 245


Earth to Air animation, in a tiny spherical cham- 3 – for an effect as though a blow-
Regular ber 50 feet underground, until rescued torch had been held to the subject:
by tunneling or the reverse of this ignites dry firewood or clothes being
As listed under Air Spells (p. 243).
spell. A mage who casts Entombment worn in one second, leather in two
Create Earth on himself may elect to stay awake, seconds, heavy wood in six seconds.
but this is unwise unless he also 4 – for an effect as though burning
Regular knows Earth to Air! magnesium or phosphorus had been
Lets the caster create good, solid held to the subject: ignites coal in one
earth where none existed before. This Duration: Permanent, unless second, heavy wood in two seconds.
earth must be created in contact with reversed by this spell.
the ground – not hanging in the air or Cost: 10 (but only 6 to reverse an Cost to maintain is the same as the
floating in the sea! entombment). original cost to cast.
Time to cast: 3 seconds.
Duration: Permanent. Prerequisites: Magery 2 and five Create Fire
Cost: 2 per cubic yard to create Earth spells. Area
earth from nothingness (minimum 2); Fills the area of effect with fire that
1 per cubic yard to solidify mud into requires no fuel (if cast in midair, it
good earth (minimum 1). ENCHANTMENT produces a sphere of flame, which
Prerequisite: Earth to Stone.
SPELLS falls to the ground). This is real fire,
Flesh to Stone Enchantment spells allow mages to and will eventually ignite any flamma-
ble objects it touches. Cannot be cast
Regular; Resisted by HT create permanent magic items, and within rock, foes, etc.
constitute both a college of magic and
“Petrifies” a living subject (and all
his gear!), turning him to stone. Must a class of spells. Since they are only Duration: 1 minute.
affect the entire subject. ever used to create artifacts, they Base Cost: 2; half that to maintain.
appear with the other rules for arti- Ordinary fires set by this spell do not
Duration: Permanent, unless facts in Chapter 17 (see Enchantment require maintenance.
reversed by Stone to Flesh. Spells, p. 480). Prerequisite: Ignite Fire.
Cost: 10.
Time to cast: 2 seconds. FIRE SPELLS Shape Fire
Prerequisite: Earth to Stone. Area
These spells deal with the tradi-
Lets the caster control the shape of
Stone to Earth tional magical “element” of fire. any flame. Each shape change requires
Regular Should the volume of a particular fire a second of concentration. Once
matter in play, assume that the flames
Turns any kind of stone (including shaped, the flame keeps that shape
gemstone) into simple earth. Must be created or controlled by Fire spells until the spell expires, without concen-
cast on a whole stone or block, rather shoot six feet high. See Flame (p. 433) tration. Moving a flame requires con-
than a part of it. for rules for setting things on fire. stant concentration (the flame moves
Duration: Permanent. Ignite Fire at Move 5, on the caster’s turn). A nat-
Cost: 6 per cubic yard (minimum Regular ural fire cannot move to a place that it
6). This spell produces a single spot of can’t burn, but flame made with the
Prerequisites: Earth to Stone or any heat, and is used to set fire to a readily Create Fire spell needs no fuel and can
four Earth spells. flammable object. It works best on move almost anywhere.
Flame shaped with this spell nor-
paper and cloth, and cannot affect any
Stone to Flesh item that would not burn in an ordi- mally retains its volume. If the fire is
Regular nary fire. In particular, it cannot set “spread out” across twice its original
area, it only does half damage; if
Reverses the effects of Flesh to fire to a living being! Once ignited, the spread across three times its original
Stone and brings the victim back to life fire burns normally. area, it does 1/3 damage, and so on.
(stunned). Cannot be used to animate
a statue that was never alive. Duration: One second. Duration: 1 minute.
Cost: Depends on the amount of Base Cost: 2; half that to maintain.
Duration: Permanent. heat desired: Prerequisite: Ignite Fire.
Cost: 10.
Time to cast: 5 seconds. 1 – for an effect as though a match Deflect Energy
Prerequisites: Magery 2, Flesh to had been held to the subject: lights a Blocking
Stone, and Stone to Earth. candle, pipe, or tinder in one second.
2 – for an effect as though a torch Deflects one energy attack about to
Entombment had been held to the subject: ignites hit the subject – including a beam
Regular; Resisted by HT paper or loose cloth in one second, weapon attack or a Fireball or
ordinary clothes being worn in four
Lightning spell. Counts as a parry for
The earth instantly swallows the seconds. combat purposes. If the caster is not
subject. He remains in suspended

246 MAGIC


the subject, apply distance modifiers as Resist Cold Cost: Any amount up to twice your
for a Regular spell. Deflected attacks Regular Magery level per second, for three sec-
may still hit a target beyond the subject. onds. The fireball does 1d burning
The subject (person, creature, or damage per full 2 points of energy.
Cost: 1. object) and anything he carries Time to cast: 1 to 3 seconds.
Prerequisites: Magery 1 and Shape become immune to the effects of cold Prerequisite: Fireball.
Fire. and frostbite (but not falling ice,
magical ice spears, etc.).
Extinguish Fire GATE SPELLS
Area Duration: 1 minute. These spells manipulate time,
Cost: 2 to cast; 1 to maintain. Cost
Puts out all ordinary and magical doubles if subject must resist cold space, and dimensions.
fires in its area of effect. Has no effect of -40° or more; cost triples if subject
on molten steel, lava, plasma, etc. must resist the cold of absolute zero. Planar Summons
Duration: Once out, a fire stays out. Prerequisite: Heat. Special
Base Cost: 3. Summons a creature, such as a
Prerequisite: Ignite Fire. Resist Fire demon or a Thing Man Was Not
Regular Meant To Know, from another plane
Heat The subject (person, creature, or of existence. The GM determines the
Regular object) and anything he carries predisposition and abilities of this
This spell raises the temperature of become immune to the effects of heat being. Each plane requires a different
Planar Summons spell. Some excep-
an object. It does not necessarily pro- and fire (but not electricity). tionally potent entities might require
duce fire, though most things burn if Duration: 1 minute. their own unique spells!
heated enough. Heat radiates away Cost: 2 to cast; 1 to maintain. Cost When the creature appears, the cast-
normally. (Use this as a guideline for doubles if subject must resist a blast er must immediately try to control it.
playable effects – don’t try to turn the furnace or volcano; cost triples if sub- Treat this as a Quick Contest between
spell into a physics exercise!) ject must resist the heat of a star, the caster’s Planar Summons skill and
Any wizard planning to make nuclear bomb, etc. Only the first level the entity’s Will. The caster is at +4 if he
extensive use of this spell should arm of protection is necessary against knows the creature’s “true name.”
himself with a list of the melting combat-type Fire spells. If the caster wins, he can give the
points of various materials. The spell Prerequisites: Extinguish Fire and creature a single command, which it
can have drawbacks. If you were in Cold. must carry out. On completing this
jail, you might melt your way through task – or after one hour in any event –
the bars . . . but the radiated heat Fireball the entity usually vanishes. However,
would probably broil you first.
Missile some powerful entities can stay for as
Duration: 1 minute. Each minute Lets the caster throw a ball of fire long as they wish . ..
raises the target’s temperature by 20°. from his hand. This has 1/2D 25, Max If the caster ties or loses, the crea-
Maximum temperature possible with 50, Acc 1. When it strikes something, it ture reacts badly. An “evil” being com-
this spell is 2,800°. vanishes in a puff of flame. This spell is mits violence or vandalism, while a
Cost: 1 for an object up to the size likely to ignite flammable targets. “good” one is more likely to depart in a
of a fist, 2 for an object up to one cubic huff and put in a bad word with the
yard, and 2 per cubic yard for a larger Cost: Any amount up to your caster’s gods. Wild or chaotic creatures
object. Temperature change can be Magery level per second, for three sec- are liable to engage in theft and mis-
doubled to 40° per minute for double onds. The fireball does 1d burning chief. Extremely alien entities might
cost, tripled to 60° per minute for damage per energy point. react in disturbing and unpredictable
triple cost, and so on. Slower heating Time to cast: 1 to 3 seconds. ways.
costs no less. Same cost to maintain. Prerequisites: Magery 1, Create Duration: Until the task is done or
Time to cast: 1 minute. Fire, and Shape Fire. one hour, whichever is less. Usually.
Prerequisites: Create Fire and Explosive Fireball Cost: 1 point per 10 character
Shape Fire.
Missile points used to build the summoned
Cold Creates a fireball that affects both entity. Minimum energy cost is 20
(although this will not always sum-
Regular its target and things nearby. This has mon a 200-point being). The GM
1/2D 25, Max 50, Acc 1. Can be thrown
This spell is the reverse of Heat secretly determines the capabilities of
(above). It can reduce the temperature at a wall, floor, etc. (at +4 to hit) to all summoned creatures.
of any object to absolute zero, if main- catch foes in the blast. The target and Time to cast: 5 minutes.
tained for long enough. anyone closer to the target than one Prerequisites: Magery 1 and at least
yard take full damage. Those further
Duration, Cost, and Time to cast: As away divide damage by 3 times their one spell from each of 10 different
for Heat, except each minute lowers distance in yards (round down). colleges.
the target’s temperature by 20°.
Prerequisite: Heat.

MAGIC 247


Plane Shift (VH) Since restored HP vanish after one Minor Healing
Special hour and the spell cannot be main- Regular
tained, this spell is only a stopgap
This spell bodily transports the measure. Restores up to 3 HP to the subject.
caster – along with anything he is car- Does not eliminate disease or poison,
rying (up to Heavy encumbrance) – to Duration: 1 hour. but cures the damage they cause.
a particular plane of existence. Each Cost: Any amount; the energy spent This spell is risky when used more
plane requires its own Plane Shift by the caster goes to the subject as than once per day by the same caster
spell. This is a one-way trip. To get restored HP (e.g., if the caster spends on the same subject. If you try, roll
back, the caster must know Plane 5 energy, the subject regains 5 lost at -3 for the first repetition, -6 for the
Shift for his home plane or get a wiz- HP). Casting cost is not reduced by second, and so on.
ard in the other plane to cast Banish high skill. Cannot be maintained; If you have the Physician skill at
(p. 252) on him. must be recast. level 15 or higher, a critical failure
This spell gives the caster no special Prerequisite: Lend Energy. with this spell counts only as an ordi-
immunity to his surroundings. To safe- nary failure – unless you are trying the
ly visit a plane where the natural con- Recover Energy spell more than once per day on the
ditions are vacuum, flame, etc., you Special same subject.
must learn the necessary protective This spell allows the caster to rest
Cost: 1 to 3. The same amount is
spells. and recover Fatigue Points more restored to the subject.
Duration: Permanent. quickly than normal by drawing ener- Prerequisite: Lend Vitality.
Cost: 20. gy from the mana around him. A nor-
Time to cast: 5 seconds. mal person recovers 1 FP every 10 Major Healing (VH)
Prerequisite: Planar Summons for minutes. A mage who knows this spell Regular
the same plane. at skill 15 or higher recovers 1 FP Restores up to 8 HP to the subject.
every 5 minutes. A mage who knows
this spell at skill 20 or higher recovers Does not eliminate disease or poison,
HEALING SPELLS 1 FP every 2 minutes. No further but cures the damage they cause.
Otherwise, this spell functions just
Anyone who tries to heal himself improvement is possible. Note that like Minor Healing: it is at -3 per cast-
has a skill penalty equal to the amount this spell works on the caster himself; ing on the same subject in one day,
of injury he has. For example, a wiz- it cannot restore FP to others. and Physician skill at level 15 or high-
ard who is missing 4 HP rolls at -4 to The mage must rest quietly, but no er mitigates the effects of a critical
heal himself. ritual or die roll is required. While failure.
A critical failure with a Healing resting, he can maintain ordinary The penalties for repeated casting
spell always has some appropriate bad spells, but not those that require con- accrue separately for Minor Healing
effect on the patient, aggravating the centration. and Major Healing. For instance, a
injury, creating a new wound, or the This spell does not function in low- caster could cast both spells on the
like. or no-mana areas.
same subject in the same day at no
Lend Energy Cost: None. penalty.
Prerequisites: Magery 1 and Lend
Regular Energy. Cost: 1 to 4. Twice the amount
Restores the subject’s lost Fatigue spent is restored to the subject.
Points, at an energy cost to the caster. Awaken Prerequisites: Magery 1 and Minor
Cannot increase the subject’s FP score Area Healing.
above its normal maximum.
This spell renders the subject(s) Great Healing (VH)
Cost: Any amount; the energy spent awake and alert. It instantly counters Regular
by the caster goes to the subject as the effects of stunning. If the subject Restores all of the subject’s missing
restored FP (e.g., if the caster spends 5 is very fatigued (less than 1/3 basic HP. Does not eliminate disease or poi-
energy, the subject regains 5 lost FP). FP), this spell renders him alert for an son, nor does it restore crippled or
Casting cost is not reduced by high hour but costs him 1 FP at the end of missing body parts, but it can heal HP
skill. that time. It has no effect on those lost to any of these things.
Prerequisite: Magery 1 or Empathy with 0 or fewer FP. Sleeping or A given subject can only benefit
(p. 51). unconscious subjects get a HT roll to from this spell once per day, whether
awaken, at a bonus equal to the cast-
Lend Vitality er’s margin of success. A subject rolls cast by the same caster or by a differ-
ent caster each time.
Regular at -3 if unconscious due to injury, If you have the Physician skill at
Temporarily restores the subject’s at -6 if drugged. level 15 or higher, a critical failure with
lost Hit Points, at an energy cost to the Base Cost: 1. this spell counts only as an ordinary
caster. Cannot increase the subject’s Prerequisite: Lend Vitality. failure.
HP score above its normal maximum.




248 MAGIC


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