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Pathways Rulebook
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Skills are the talents and skills that a character uses in his day-to-day life. Some skills increase in effectiveness the more a character devotes to it, others simply give a general knowledge or use of something.

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Definitions


  • Tagged: These skills give the player a tag to be used in the manner described in the skill. Tags are given to an NPC at the earliest available opportunity after use.
  • Ramping: These skills are marked with an asterisk (*) Ramping skill gives tags at increasing rates. Having 1 through 3 levels of an skill will give the player an equal number of tags per day. Having 4 through 6 will give the player twice as many tags as levels of skill. 7 through 9 give three times as many, 10 through 12 give four times as many, and 13 or more levels of skill will give 5 tags per level of skill. So a character with ten levels of Weaponsmithing will be given 40 tags for use that day.
  • Swing: One attempt to strike (even ranged) with a weapon, regardless of whether shot makes contact or not.
  • Strike: One successful hit on a target with a weapon, regardless of how many swings were attempted in order to hit.
  • Unconscious: Being at zero hit points.

Weapon Skills


Heavy Projectile Weapons
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use any Heavy-class ranged weapon. No other ranged weapons may be used. All Heavy Weapons must be wielded with both hands in order to call damage.

Melee Specialist
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use the skills Simple Melee Weapons, One Handed Melee Weapons, and Two Handed Melee Weapons. If any of these skills have already been selected for the character, their cost is deducted from the total cost of the Melee Specialist skill.

Off Handed Specialist
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use the skills Shield and Paired Weapons. If either of these skills have already been selected for the character, their cost is deducted from the total cost of the Off-Handed Specialist skill.

One Handed Melee Weapons
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use any one handed weapons, such as swords, clubs, bludgeons, axes and maces. This skill also allows a character to use any simple weapons that can be wielded by one hand, such as a knife or dagger. No weapon may be longer than 46" if used by this skill. This skill does NOT allow a character to utilize any ranged weapons, regardless of size.

Paired Weapons
WAR: SOL: SPY: MYS: ENG:
This skill allows the use of two one handed weapons of the same time. This can include any combination of melee or ranged weapons under the condition that all weapons used are one-handed weapons (such as pistols, swords, etc).

Pistols
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use any Pistol-class ranged weapon. No other ranged weapons may be used.

Primitive Projectile Weapons
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use bows, crossbows, and thrown weapons. No other ranged weapons may be used. This skill only allows a character to call "Basic" with their damage.

Ranged Specialist
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use the skills Primitive Projectile Weapons, Pistols, Rifles, and Heavy Projectile Weapons. If any of these skills have already been selected for the character, their cost is deducted from the total cost of the Ranged Specialist skill.

Rifles
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use any Rifle-class ranged weapon. No other ranged weapons may be used. All rifles must be wielded with both hands in order to call damage.

Shield
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use a shield in combat. A weapon may not be held in the same hand as a shield, although both a shield and a weapon may be used at the same time without the Paired Weapons skill. Note that while this skill is classified as a "Weapon Proficiency", this does *NOT* mean that shields are permitted to be used as offensive weapons.

Simple Melee Weapons
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use any small weapons, such as daggers, knives and saps. This skill also allows a character to use a staff. No weapon except Staff may be longer than 26" if used by this skill, and all except staff are one-handed weapons. This skill does NOT allow a character to utilize any ranged weapons, regardless of size.

Two Handed Melee Weapons
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to use any two handed weapons, such as large swords, giant clubs and polearms. This skill also allows a character to use a staff. This skill does NOT allow a character to utilize any ranged weapons, regardless of size. All two handed weapons MUST be wielded with two hands in order for damages to count. Blocking with a two-handed weapon may be done with one hand on the weapon.


Offensive Skills


Lucky Strike
WAR: SOL: SPY: MYS: ENG:
This tagged skill allows a character to call "Pierce" flavor instead of the usual flavor and add two points to the amount once per tag. This skill is usable with either a "Basic" flavored melee weapon or a ranged weapon. Skill is usable for one swing per tag.

Pierce
WAR: SOL: SPY: MYS: ENG:
This tagged skill allows a character to use "Pierce" flavor instead of the usual flavor once per tag. This skill may be used in conjunction with either melee or ranged weapons, and can be stacked with any other effects as desired. Skill is useful for one swing per tag.


Defensive Skills


Crushing Parry *
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to block "Massive" packet-delivered attacks such as mystic powers once per tag spent. This skill may also be used in conjunction with Parry or Ranged parry. In order for a packet attack to be considered blocked, the character must block the packet with either a weapon or shield OR expend a Parry/Ranged Parry tag (as appropriate). As with Parry/Ranged Parry this skill may be used to block a packet attack on another character by sacrifing the appropriate Parry/Ranged Parry tag in addition to Crushing Parry.

Crushing Resistance
WAR: SOL: SPY: MYS: ENG:
This skill replaces Crushing Parry and Massive Affinity, allowing the actions they include to be used continuously without expending tags. Note that uses in conjuntion with other skills such as Parry still requires the other skills' tags be spent as normal.

Dex Armor
WAR: SOL: SPY: MYS: ENG:
This skill subtracts one damage from every weapon attack. Damage is subtracted from the attack after determining whether it penetrates armor. If the damage is more than Dex Armor would allow you to reduce the damage is not reduced to below 1 while wearing armor. (Ie., if a character with Dex Armor III blocks a 5 damage shot while wearing 5 points of armor, they still take a point of damage as normal although they could reduce a 3 damage attack to 0). Levels of Dex Shield may be "traded in" in order to purchase this skill.

Dex Shield
WAR: SOL: SPY: MYS: ENG:
This skill allows the character to subtract one damage per tag expended from any weapon attack. Multiple tags may be expended in order to reduce more than one point of damage. Character must call "reduced" when using this skill. Like Dex Armor, this skill can not be used to reduce a strike that was already reduced by armor unless enough tags are expended to reduce the entire attack.

Durability
WAR: SOL: SPY: MYS: ENG:
This skill adds one to the level of the character for purposes of determining Hit Points. Note that this skill does not count as increasing the level of the character for determining other factors such as Mystic Damage. Also note that the increased HP is considered part of the characters "base" HP and are therefore able to be modified as normal by powers such as Ego Boost.

Evade
WAR: SOL: SPY: MYS: ENG:
This tagged skill allows the character to dodge one weapon or packet-delivered attack by calling "Evade". All damage and effects done by that attack are ignored.

Gamblers Luck
WAR: SOL: SPY: MYS: ENG:
This tagged skill allows a character to avoid any one event once per day per time the skill is purchased. This includes Traps, Weapon Attacks, Mystic Skills or any other attacks with an effect or flavor. This skill may be used even when the character is unconscious. The character indicates that they are using this skill by calling "Lucky". This skill may also allow Plot-specific "lucky" occurrences to happen at Plot discretion. This skill may only be purchased once every five levels.

Guardian
WAR: SOL: SPY: MYS: ENG:
This skill allows the character to take the damage intended for another character. For each purchase of this skill, the character may choose a target to watch over. Any melee attacks against the target that occur within melee range of the character may be taken by the character instead of the target. Resists and other defenses may be used as normal.

Magic Affinity
WAR: SOL: SPY: MYS: ENG:
This skill replaces Magic Kinship, allowing it to be used continuously without expending Magic Kinship tags.

Magic Kinship *
WAR: SOL: SPY: MYS: ENG:
Using this skill, a character may block a "Magic" flavored swing once per tag expended. Unlike Parry, this swing must be blocked OOP. Note that the character must have the appropriate weapon/shield skill in order to block (as normal).

Massive Affinity
WAR: SOL: SPY: MYS: ENG:
This skill replaces Massive Kinship, allowing it to be used continuously without expending Massive Kinship tags.

Massive Kinship *
WAR: SOL: SPY: MYS: ENG:
Using this skill, a character may block a "Massive" flavored swing once per tag expended. Unlike Parry, this swing must be blocked OOP. Note that the character must have the appropriate weapon/shield skill in order to block (as normal).

Mystic Affinity
WAR: SOL: SPY: MYS: ENG:
This skill replaces Mystic Kinship, allowing it to be used continuously without expending Mystic Kinship tags.

Mystic Kinship *
WAR: SOL: SPY: MYS: ENG:
Using this skill, a character may block a "Mystic" flavored swing once per tag expended. Unlike Parry, this swing must be blocked OOP. Note that the character must have the appropriate weapon/shield skill in order to block (as normal).

Parry
WAR: SOL: SPY: MYS: ENG:
This tagged skill allows a character to negate a successful melee strike once per tag. The character wishing to use this skill must have a melee weapon in hand, and must have the Weapon Skill required to use the weapon. In order to buy the first three levels of this skill, the character must have 1 level of Melee Mastery. In order to buy levels 4 through 6, the character must have Melee Mastery II. Levels 7 through 9 require Melee Mastery III, 10 through 12 require Melee Mastery IV, and to buy 13 or more levels of this skill requires Melee Mastery V. This skill may be used to parry a strike on a person within weapon range of the parrying character.

Power Parry *
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to block "Mystic" packet-delivered attacks such as mystic powers once per tag spent. This skill may also be used in conjunction with Parry or Ranged parry. In order for a packet attack to be considered blocked, the character must block the packet with either a weapon or shield OR expend a Parry/Ranged Parry tag (as appropriate). As with Parry/Ranged Parry this skill may be used to block a packet attack on another character by sacrifing the appropriate Parry/Ranged Parry tag in addition to Power Parry.

Power Resistance
WAR: SOL: SPY: MYS: ENG:
This skill replaces Power Parry and Mystic Affinity, allowing the actions they include to be used continuously without expending tags. Note that uses in conjuntion with other skills such as Parry still requires the other skills' tags be spent as normal.

Ranged Parry
WAR: SOL: SPY: MYS: ENG:
This tagged skill allows a character to negate an incoming melee or ranged weapon attack once per tag. The character wishing to use this skill must have a ranged weapon in hand, and must have the Weapon Skill required to use the weapon. In order to buy the first three levels of this skill, the character must have 1 level of Ranged Mastery. In order to buy levels 4 through 6, the character must have Ranged Mastery II. Levels 7 through 9 require Ranged Mastery III, 10 through 12 require Ranged Mastery IV, and to buy 13 or more levels of this skill requires Ranged Mastery V. This skill may be used to parry a strike on a person within weapon range of the parrying character.

Roll With Hit
WAR: SOL: SPY: MYS: ENG:
This tagged skill permits you to reduce any weapon attack as "1 Pummel". The player calls "Reduced" when this defense is used.

Spell Parry *
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to block "Magic" packet-delivered attacks such as mystic powers once per tag spent. This skill may also be used in conjunction with Parry or Ranged parry. In order for a packet attack to be considered blocked, the character must block the packet with either a weapon or shield OR expend a Parry/Ranged Parry tag (as appropriate). As with Parry/Ranged Parry this skill may be used to block a packet attack on another character by sacrifing the appropriate Parry/Ranged Parry tag in addition to Spell Parry.

Spell Resistance
WAR: SOL: SPY: MYS: ENG:
This skill replaces Spell Parry and Magic Affinity, allowing the actions they include to be used continuously without expending tags. Note that uses in conjuntion with other skills such as Parry still requires the other skills' tags be spent as normal.


Class Skills


Jury Rig *
WAR: SOL: SPY: MYS: ENG:
Jury Rig enables a character to perform various technical tasks in the field. See the section on “Jury Rigging” for more details.

Mystic Juggling
WAR: SOL: SPY: MYS: ENG:
Using this skill, a character can catch a mystic packet and throw it at another target instead. Upon catching the packet, the character must call "absorbed" to indicate the attack did no damage. The absorbed attack must be used as the next action the character uses or within five seconds, whichever comes first. Caught packets may be dropped if desired after "absorb" is called, dispelling them.

Riposte
WAR: SOL: SPY: MYS: ENG:
This skill allows a warrior to call 'Rebound' to one melee weapon attack per tag.

Unremitting Strike *
WAR: SOL: SPY: MYS: ENG:
By spending one tag of this skill, a Spy may regain one tag from an offensive tagged skill whose damage was mitigated, (such as by armor or rolls) negated, (such as by a shield or a parry) or reversed. (such as by a rebound) This must be done immediately after the original offensive skill tag is used, and any effects (such as damage reversed upon the spy or only partially blocked) must be dealt with seperately.


Racial Skills


Adaption *
WAR: SOL: SPY: MYS: ENG:
This tagged Technoid skill allows them to adapt their weapons in a minor way so as to be effective against strictly one type of creature. Tiny nanites convert whatever weapon the Technoid is swinging or shooting so as to do specific flavors of damage, and adjusts the amount, dealing +2 damage per use. Type chosen may be of the following list: Animal, Arachnoid, Astral, Construct, Demonic, Dimensional, Humanoid, Insectoid, Mammalian, Reptoid, Technical, Undead. Adaptations may not be stacked. This lasts once per shot or swing per tag spent.

Brute Force
WAR: SOL: SPY: MYS: ENG:
This skill functions exactly like a Melee Mastery, but is not used in satisfying prerequisite skills or used for calculations calling for Melee Masteries.

Cunning
WAR: SOL: SPY: MYS: ENG:
This skill functions exactly like a Backstab, but is not used in satisfying prerequisite skills or used for calculations calling for Backstabs.

Fortune
WAR: SOL: SPY: MYS: ENG:
This skill may only be used during debriefing. It allows the character to gain one specific piece of information from Plot about the coming module. Plot must choose from the following information: Types of hostile NPCs to be encountered; key piece of information about the module (Access code, Weapon stat, Ambush location, etc); or any other useful piece of information. The character may then choose to resist one of the following effects for that day: Chemical, Ancient, Maim, Break, Net, or Smite. Once the module has begun, the character MUST roleplay his or her divining with appropriate props (tarot cards, bones, etc) before the gained information can be used.

Resist Chemical *
WAR: SOL: SPY: MYS: ENG:
This tagged skill allows the character to resist one Chemical-flavored attack, whether by packet or weapon, once per tag.

Resist Discord *
WAR: SOL: SPY: MYS: ENG:
This tagged skill allows the character to resist one Discord effect, whether by packet or weapon, once per tag.

Resist Mysticism *
WAR: SOL: SPY: MYS: ENG:
This tagged skill allows the character to resist one Mystic-flavored attack, whether by packet or weapon, once per tag.


Street Skills


Arm/Disarm Traps
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to attempt to arm or disarm a trap. Note that this skill does not guarantee success, only that an attempt may be made. Note that while the Jury Rig skill requires that you are able to produce a trap in order to use it, this skill will allow you to set any trap regardless of the number of Jury Rig levels (including none at all). Note that some traps may be set without the use of this skill. This will be indicated on the tag if it is the case.

Disguise
WAR: SOL: SPY: MYS: ENG:
A character using Disguise may apply any amount of makeup or costuming effects to change the look of their character outside the normal allowances (i.e. this means a character can appear to be another race if desired). This lasts until the character again uses Disguise, either to return to their normal appearance or change to a new Disguised appearance. The character must provide all props and physreps necessary to do this. They cannot appear to be another individual by any OOG means (in other words, to impersonate an individual they MUST convince others that they are this individual through only the use of makeup, props, and in-game roleplaying -- they cannot simply state 'I look like Mr. X'). A disguise may be removed a number of ways:

  1. When a player takes damage, they must call “Disguise” in a loud and clear voice. At the end of combat, they must immediately either switch to their proper racial makeup or expend another tag to “reset” their disguise.
  2. A disguise may removed at will by the character.
  3. A character with the Paramedic skill may ask a willing or incapacitated character “Are you disguised?” and then remove the disguise.
While disguised, the player must also carry the appropriate makeup and props to properly represent their own race, in the event that the disguise is removed from them. The amount of time needed to put on a disguise is equal to the amount time it takes OOG to change makeup and transfer the tag from the active to inactive ring.

Feign Death
WAR: SOL: SPY: MYS: ENG:
This skill may be used by a character to falsely answer the Paramedic questions "Are you dead?" "Are you dying?" and "Are you unconscious?" It takes a three-count to activate the Feign Death Ability. The player may then answer Yes to any one of these questions, although it is not true. At the end of this time period, their body ceases to be in their control, and they drop like a rag doll. While feigning, they may use no IP skills, and may not voluntarily move their body, but they are as aware of their surroundings as if they were awake. A character with Feign Death may choose to exit this state instantaneously, at any point he or she chooses.

Pick Locks
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to attempt to pick any lock, electronic or mechanical, presented in Pathways. This skill does not guarantee success, only that an attempt may be made.

Pick Locks *
WAR: SOL: SPY: MYS: ENG:
(This is a set of alternative rules for chapters that do not wish to use true lockpicks and lockpicking methods) A lock will have a rating of 1 to 10. For each rating level, a lock requires ten seconds in order to pick the lock. A player may expend a number of Pick Locks tags in order to reduce the count by ten seconds for every tag expended in this way, to no less than 3 seconds. At the end of this count, the lock is considered picked and may be opened OOP by the guide.

Streetwise *
WAR: SOL: SPY: MYS: ENG:
This tagged skill indicates the character's know-how and level of contacts on the street. For each tag used, a character may make a query submission to plot, requesting information on a variety of topics. Multiple tags may be turned in to improve the detail of the information, or increase the accuracy of the answers received. This is done during debriefing. Information received may be in the form of rumors heard, a thrown away letter found in the garbage, or even a map. See the section on "Streetwise" for more information.

Use Chemistry
WAR: SOL: SPY: MYS: ENG:
This skill allows a character to utilize a chemical compound even if they could not normally create it using Chemistry. Note that you cannot actually create a chemical with this skill, only use one that has already been created.


Technical Skills


Armor Design *
WAR: SOL: SPY: MYS: ENG:
This tagged skill enables a character to produce Armor and various enhancements in their "Forge". See the section on "Technical Production" for more details.

Chemistry *
WAR: SOL: SPY: MYS: ENG:
Chemistry enables a character to produce various chemicals in their "Lab". See the section on "Technical Production" for more details.

Encrypt/Decrypt *
WAR: SOL: SPY: MYS: ENG:
This skill allows the character to encrypt any message or break the encryption of an encrypted message. See the section on Encrypt/Decrypt for more information.

Engineering *
WAR: SOL: SPY: MYS: ENG:
This tagged skill enables a character to produce items in their "Shop". See the section on "Technical Production" for more details.

Paramedic
WAR: SOL: SPY: MYS: ENG:
This skill grants the character the ability to utilize a "Basic Revive 0" by touch on a 5-count. The character may also use a "Basic Regenerate {limb}" by touch on a ten count. You may also the following OOP questions of the player: How many Hit Points are you down? Are you dying? Are you under the effects of a Chemical? How long until you die? Are you unconscious? Are you disguised? Where does most of the damage seem to be located? (Note: this is strictly for roleplay purposes and has no effect on actual game mechanics) Were you wounded by firearms? By blades? By bludgeons? By claws? Note that this skill may not work on some creatures with different physiologies.

Trap Design *
WAR: SOL: SPY: MYS: ENG:
Trap Design enables a character to produce traps in their "Munitions Area". See the section on "Technical Production" for more details.

Weapon Design *
WAR: SOL: SPY: MYS: ENG:
Weapon Design enables a character to produce various weapons in their "Gunshop". See the section on "Technical Production" for more details.


Mystic Skills


Attune: Enchantment
WAR: SOL: SPY: MYS: ENG:
This skill attunes a character to the school of Enchantment. All "Enchantment" spells cast by the character are cost 10% less tags (rounded up). Casting Metamorphosis or Summoning spells costs an additional 10% (rounded up).

Attune: Entropy
WAR: SOL: SPY: MYS: ENG:
This skill attunes a character to the school of Entropy. All "Entropy" spells cast by the character are cost 10% less tags (rounded up). Casting Force or Order spells costs an additional 10% (rounded up).

Attune: Force
WAR: SOL: SPY: MYS: ENG:
This skill attunes a character to the school of Force. All "Force" spells cast by the character are cost 10% less tags (rounded up). Casting Entropy or Sorcery spells costs an additional 10% (rounded up).

Attune: Metamorphosis
WAR: SOL: SPY: MYS: ENG:
This skill attunes a character to the school of Metamorphosis. All "Metamorphosis" spells cast by the character are cost 10% less tags (rounded up). Casting Order or Enchantment spells costs an additional 10% (rounded up).

Attune: Order
WAR: SOL: SPY: MYS: ENG:
This skill attunes a character to the school of Order. All "Order" spells cast by the character are cost 10% less tags (rounded up). Casting Entropy or Metamorphosis spells costs an additional 10% (rounded up).

Attune: Sorcery
WAR: SOL: SPY: MYS: ENG:
This skill attunes a character to the school of Sorcery. All "Sorcery" spells cast by the character are cost 10% less tags (rounded up). Casting Force or Summoning spells costs an additional 10% (rounded up).

Attune: Summoning
WAR: SOL: SPY: MYS: ENG:
This skill attunes a character to the school of Summoning. All "Summoning" spells cast by the character are cost 10% less tags (rounded up). Casting Enchantment or Sorcery spells costs an additional 10% (rounded up).

Mystic Fury
WAR: SOL: SPY: MYS: ENG:
This skill adds one to the level of the character while casting mystic powers. When calculating the packets, effects and damage of the power the level of the character is increased by one for each purpose of this skill. Note that this skill does not count as increasing the level of the character for determining other factors such as Hit Points. Also note that the increased level is considered part of the powers' "base" and are therefore able to be modified as normal.


Advanced Skills


Business Management
WAR: SOL: SPY: MYS: ENG:
Through networking, you are able to maintain a secondary career in OOP time. You get one green/level/game. (Note: This does not come out of treasure policy)

Environmental Adaptation
WAR: SOL: SPY: MYS: ENG:
This skill allows the user to have a continuous barrier that protects them from ambient environmental effects. Note that this only protects against conditions which are consistent, such as extreme heat, extreme cold, or nuclear radiation. Note that this does not protect the user from chemical or biological attacks of any kind, and does not protect them from sudden “burst” effects. For example, a character with Environmental Adaptation would not take damage from ambient nuclear radiation, but would take damage from being hit by a nuclear blast. The same character would not take damage from extreme heat, although a lava flow would still be just as deadly. This skill does not eliminate the need for oxygen, or grant any resistance to ingested poison. This barrier also grants the character to utilize all skills, ignoring environmental modifiers. For example, if radiation in the air is screwing with your computer, you could still use jury rig and encrypt/decrypt on it normally.

Identify Items
WAR: SOL: SPY: MYS: ENG:
This allows you to identify any effects that an advanced tech item or magic item might bestow on the wielder, as well as the basic method to activate said effects. After instruction in these means, anyone may use the item effectively unless the item designates otherwise. An item may be identified as follows:

  • You can identify one item at debriefing, regardless of type, as long as you have it to examine.
  • If you use Detect Mystic or Detect Magic, you can identify the respective properties of an item in-game.

Identify Writings
WAR: SOL: SPY: MYS: ENG:
This allows you to read any scroll, blueprint, or formulae, as well as determine it’s basic nature, however it does not allow you to use said writing, merely to read and identify it. This skill requires Tuning, Mental Focus or Barrier to purchase.

Improved Production
WAR: SOL: SPY: MYS: ENG:
This skill allows you to utilize production skills as if you had a workspace in the absence of one. A workspace counts as a workshop for you, and a workshop counts as an advanced item workshop. (Bioware, Cyberware, or Advanced Tech)

Improvised Attack (Melee)
WAR: SOL: SPY: MYS: ENG:
This allows you to wield your fists as weapons for IP damage. The phys-rep is a dagger-sized weapon, however it cannot be stolen or disarmed. A fist’s base damage is zero, and the flavor is pummel unless the character has superhuman strength, in which case it is basic.

Improvised Attack (Ranged)
WAR: SOL: SPY: MYS: ENG:
This allows you to throw small, normally non-lethal objects (pebbles, bolts, etc.) with surprising lethality. Said weapons are phys-repped by bird-seed packets, and have a base damage of "0 Basic".

Medical Examination
WAR: SOL: SPY: MYS: ENG:
This skill allows you to do all of the functions of paramedic, even on creatures of a different physiology, as long as some form of body remains. If aware of a status effect on a person, you may remove it with a ten count.

Missile Targeting
WAR: SOL: SPY: MYS: ENG:
The ability to use long-ranged missile systems, including those for nuclear, biological, and chemical weaponry, and the ability to target locations and determine geographic coordinates on multiple worlds. You may also (on a ten count) figure out the basic range and damage increment and type of a missile by examining the data on its construction.

Pathway Operation
WAR: SOL: SPY: MYS: ENG:
The ability to use and operate Pathways once given the proper coordinates.

Spaceship Flight
WAR: SOL: SPY: MYS: ENG:
The ability to control a spaceship over long distances, chart navigational courses, and avoid obstacles of long-term space flight, as well as the ability to use long-range and short-range navigational sensors. This training does not include the use of spaceship weaponry or the use of evasive maneuvers.

World Navigation
WAR: SOL: SPY: MYS: ENG:
This skill allows you to immediately determine the basics of north and south on any planet, as well as the style and nature of roads. Unless properly phys-repped OOP, plot must provide the following information if asked for after a ten count: What race designed this road? Is it primarily used by animals, people, vehicles, none, or other? Does this road lead to a town? How far away is the nearest town? In what direction is the nearest town?


Advanced Racial Skills


Adaptable Genetics
WAR: SOL: SPY: MYS: ENG:
At level 20, a Furry may remove one bioware penalty of his/her choice, including the restriction on magic if desired. A Furry may purchase this skill after 20th level, to a maximum of five purchases.

Drone
WAR: SOL: SPY: MYS: ENG:
Technoids who fully replace their bodies with cyberwear become Technoid Drones; constructs with great cybernetic potential, and can be repaired as robots or constructs. Drones are immune to the flavor of Chemical and the effects of Harmonics and Discord, and no longer have to repair Cybernetic Body Replacements. In addition, after 20th level, a Technoid adds half its level (round down) to its CR rating (normally HP x2 for Technoids)

Generalist: Jury Rig *
WAR: SOL: SPY: MYS: ENG:
Jury Rig enables a character to perform various technical tasks in the field. See the section on "Jury Rigging" for more details.

Generalist: Mystic Juggling
WAR: SOL: SPY: MYS: ENG:
Using this skill, a character can catch a mystic packet and throw it at another target instead. Upon catching the packet, the character must call "absorbed" to indicate the attack did no damage. The absorbed attack must be used as the next action the character uses or within five seconds, whichever comes first. Caught packets may be dropped if desired after "absorb" is called, dispelling them.

Generalist: Riposte
WAR: SOL: SPY: MYS: ENG:
This skill allows a warrior to call 'Rebound' to one melee weapon attack per tag.

Generalist: Unremitting Strike
WAR: SOL: SPY: MYS: ENG:
By spending one tag of this skill, a Spy may regain one tag from an offensive tagged skill whose damage was mitigated, (such as by armor or rolls) negated, (such as by a shield or a parry) or reversed. (such as by a rebound) This must be done immediately after the original offensive skill tag is used, and any effects (such as damage reversed upon the spy or only partially blocked) must be dealt with seperately.

Precognition
WAR: SOL: SPY: MYS: ENG:
For each rank of this skill, the character may call "Resist" to any single effect once per game. Onarl may not purchase Precognition until 20th level.

Racial Threshold
WAR: SOL: SPY: MYS: ENG:
For each rank of this skill, add one to the Burgunn’s threshold. This threshold is non-cumulative with anything other than the skill Racial Threshold. A Burgunn may buy this skill after 20th level, to a maximum of five purchases.

Resist Magic *
WAR: SOL: SPY: MYS: ENG:
For each rank of this skill, a Mutant may call "Resist" to one effect of Mystic or Magic flavor once per game. A Mutant may buy this skill after 20th level, to a maximum of five purchases.

Skill Sharing
WAR: SOL: SPY: MYS: ENG:
At 20th level, a Rinn may take one tag of a tagged skill they have not used and give it to another Rinn, who need not be 20th level. Rinn may do this once per 10 character levels per purchase.

Superhuman Strength
WAR: SOL: SPY: MYS: ENG:
For each rank of this skill, the character gains a natural Superhuman Strength Rating of one. An Ork may buy this after 20th level, to a maximum of five purchases.

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