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                     Posted: Mon Jun 25, 2007 9:06 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            INDEX ....* 1 Skills ....* 2 EXPANDED RULES ..........o 2.1 Specialised Skills ..........o 2.2 Defaulting on Skills ..........o 2.3 Synergy ..........o 2.4 Groupwork ................+ 2.4.1 Groupwork and Technical Skills ....* 3 Master Skill List ..........o 3.1 ARTISTIC SKILLS ..........o 3.2 GENERAL SKILLS ..........o 3.3 SCHOLASTIC SKILLS ..........o 3.4 SOCIAL SKILLS ..........o 3.5 TECHNICAL SKILLS ..........o 3.6 THIEVERY SKILLS ..........o 3.7 WEAPON SKILLS ..........o 3.8 WILDERNESS SKILLS         
        
        
		        
		         
     
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                     Posted: Mon Jun 25, 2007 9:16 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            Chapter Five: Skills Not everything an FFRPG character can do is defined by their Job; as important as spellcasting talents and combat abilities may be, they only cover a small subset of the many tasks and challenges that characters will face during the course of an adventure. Whether these challenges are dealt with through stealth, scholastic inquiry, or social aplomb, one thing holds true – a character's talent in these matters is determined through Skills.
 
 
 EXPANDED RULES 
  Many of the fundamental rules governing Skill usage can be found in Chapter 1; the purpose of this chapter is to expand on those rules by introducing additional options, clarifications and detail to the basic rules.
 
  Specialized Skills
  A number of Skills in the listings given in this chapter are denoted with an asterisk (*); these indicate 'placeholders' which must be assigned a specific specialization when first purchased. The Lore Skill, for instance must be set to a specific type of knowledge, depending on the character’s preferences; thus, rather than having the generic Lore listed as a Skill, the character will use Lore (Military) or Lore (Legendary Weapons) to fill in the placeholder. Sample specializations will usually be listed with the Skills in question. Note that Specialized Skills may be bought multiple times for separate specializations; thus a character might have two separate Skills for Language (Common Tongue) and Language (Ancient). While this somewhat restricts the applications of that knowledge, a character with a specialized Skill may attempt to apply the Skill to a related task. Using Lore as an example, a character with Lore (Magic) could feasibly know the histories of great mages or archmages in as much detail as a character with Lore (Ancient History). The GM may choose to increase the Task Rating depending on how close – or far – the specialization is to the subject at hand. The GM may also decide to introduce specializations for currently unspecialized Skills as a house rule, forcing characters to better define their abilities and knowledge. Examples of this would include specializing Survival by terrain type (desert, tundra, forests), Riding by mount (dragon, Chocobo, horse), or Brawl by technique type (karate, capoeria, bar-room brawling).
 
  Defaulting on Skills
  Picture the scene: having sneaked its way through the darksteel-lined passages of the Imperial warship Invincible, our small band of heroes has finally located the engine room without running afoul of onboard security. Sneaking in, they draw their weapons – only to find the doors slamming shut behind them as a single chunk of Ordrynite rises from the floor, heavy with wires and sinister-looking machinery. As a highly visible timer begins to tick down, a look passes around the table. “So, uh... anybody have Explosives?” Regardless of how much experience and training they possess, characters will still run into situations they’re not prepared for. As a result, there may be circumstances where players will have to make a Task Check using a Skill their character doesn’t possess – instead, they will use their Attribute Ratings to improvise. Every Skill has a single Default Attribute linked to it, typically the one most likely to affect a character’s aptitude in that Skill; Etiquette, for instance, has Spirit as a Default Attribute. When a character ‘defaults’ on a Skill they do not have, the Default Attribute for that Skill determines their chance of success. However, some Skills are naturally harder to ‘feign’ than others, particularly those requiring a significant level of expertise; these are called Learned Skills, and cannot be defaulted on unless the character has an Affinity to that Skill Category. All other Skills are Intuitive Skills, and can be defaulted on regardless of whether or not the character has an Affinity. When doing so, the character rolls against (Attribute Rating / 2) instead of the relevant Skill.
 
  Synergy
  Some Skills complement each other, creating situations where knowledge from one of a character’s Skills can be applied to a Task Check using another. For example, the mechanical knowledge a character with a background in Invent or Systems has makes her that much more likely to be able to disarm a trap than a character that lacks these Skills. Attributes, too, can interact with Skills, as more dextrous or intelligent characters are better-suited to improvisation than ones less gifted in those areas. Such ‘synergies’ can be expressed in game terms one of two ways:
  Enhancing an existing Skill. If one of a character’s Skills improves the likelihood of success with a second one and is equal to or higher in Rating to the Skill it supports, the character gains a +10 Synergy Bonus to all Task Checks with that Skill – provided both Skills are used in a meaningful fashion. Alternately, if the Rating of the character’s Default Attribute for that Skill is higher than the Skill’s own, the character gains an unconditional +10 Synergy Bonus. Only one synergy bonus may be applied at any one time.
  Replacing a missing Skill. Rather than Defaulting on a missing Skill, a character can use a Skill they possess in its place – provided it has a significant level of synergy with the missing Skill. In such cases, the ‘replacement’ Skill’s Rating is halved for the purposes of resolving the Skill Test. Synergy bonuses may still be applied to the roll if the character is eligible for them, and can be granted for the missing Skill’s Default Attribute.
  A player trying to benefit from synergies should always be prepared to explain to the GM why she feels the other Skills in question are relevant to the Skill Test at hand.
 
  Groupwork
  Not every Skill Test will be a solo effort; occasionally, a character may collaborate with others – fellow players or NPCs – in accomplishing a specific task, throwing their weight behind the resulting Skill Test to ensure a greater likelihood of success. For instance, a party may pool its efforts in searching a villain’s study for hidden passages, with several dedicated ‘eyes’ and ‘ears’ investigating likely hiding-places and triggers. Under such circumstances, the group must designate one character – usually the one with the highest Skill Rating for the Skill being used – as the group leader; they take the most active role in the combined effort, and make the actual Skill Test.
  Depending on how much the rest of the group offers to the combined effort, the player making the Task Check will get a bonus between +10 and +30 – +10 for normal assistance, +20 for significant assistance, and +30 for extraordinary assistance. Depending on what the rest of the group is doing, the GM may apply the bonus automatically or make the ‘assisting’ players roll a Skill Test against the most relevant Skill for their individual contributions. The results of a Botch on a Skill Test enhanced by groupwork are left to the GM’s discretion, but the larger the numbers of characters involved, the more likely it will be that the results are catastrophic for the group as a whole. Note that not every Skill and situation lends itself to a groupwork context – groupwork is only an option where the assistants are actively able to help out, and are not preoccupied by activities of their own. For instance, a party trying to stay afloat and get to safety in a flooding, trapped chamber couldn’t try to pool their efforts if each had to make individual Swimming rolls to avoid being drowned by the incoming water.
 
  Groupwork and Technical Skills
  For Skills such as Crafting*, where much of the difficulty lies in intricate technical work best done alone, it may be prudent to disallow groupwork as an option, retaining it for more mundane projects where ‘unskilled’ labor can make a definite contribution to the final product. In short, that assistant constructing the housing of your homebrew Bio Blaster isn’t going to make putting together the poison-squirting mechanism that the weapon revolves around any easier.         
        
        
		        
		         
     
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                     Posted: Mon Jun 25, 2007 9:22 pm
		     
             
             
             
                    
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                     Posted: Mon Jun 25, 2007 9:30 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            ARTISTIC SKILLS
   As their name implies, Artistic Skills represent a character's talents in – and appreciation of – the finer things in life. They form the foundation for professions such as Bards and Dancers, who turn them into devastating weapons on the battlefield.
 
  ACTING
  Default Attribute: Spirit (SPR) Type: Intuitive
  A character with this Skill has the training to fake emotions and devise new personalities for himself. With a successful Skill Test, the character may attempt to use Acting to bluff, improvise, impersonate or con; a Botch will always expose the character's ruse. If the target has the Awareness Skill, resolve the attempt through an Opposed Skill Test. Note that when impersonating others, a successful Skill Test using the Disguise Skill will typically have a positive effect on Conditional Modifiers for Acting Skill Tests. 
 
 Quote: CONDITIONAL MODIFIERS Performing simple script:  10 Improvising simple performance:  20 Performing complex script:  40 Improvising complex performance:  60 
 
  ART
  Defaults Attribute: Spirit (SPR) Type: Learned
  A general appreciation and knowledge of the arts – painting, sketching, sculpture, architecture, and all techniques and practices associated with the like. A character with this Skill may create her own art, attempt to identify the works of others, or even forge an existing piece to pass off as the original. 
 
 Quote: CONDITIONAL MODIFIERS Identifying well-known masterpiece:  10 Identifying well-known artist:  20 Identifying obscure artist:  30 Forging obscure artist:  40 Forging well-known artist:  60 Forging known masterpiece:  80 
 
  DANCING
  Defaults Attribute: Agility (AGI) Type: Intuitive
  A character with this skill is likely to be able to tell a waltz from a gavotte, and knows enough of the general etiquette and required steps to avoid stepping on people’s toes in the process. 
 
 Quote: CONDITIONAL MODIFIERS Dance with slow, predicable rhythm:  10 Dance with fast, loose rhythm:  20 Improvising dance without fixed rhythm: 40 Complex, intricate dance:  50 
 
  INSTRUMENT
  Defaults Attribute: Spirit (SPR) Type: Learned
  This Skill allows a character to play, tune and maintain a particular instrument, as well as having a repertoire of songs at hand to play on it. IIt is also used as a Weapon Skill for Instruments – see Chapter 6 for more details. 
 
 Quote: CONDITIONAL MODIFIERS Performing slow, simple melody:  10 Performing fast, simple melody:  20 Performing slow, complex melody: 40 Performing fast, complex melody: 60 
 
  SINGING
  Default Attribute: Spirit (SPR) Type: Intuitive
  While not everyone is born with a good singing voice, careful training can more than make up the shortfall. Characters with this Skill know all about projection and range, and have a few melodies on tap for almost any occasion. 
 
 Quote: CONDITIONAL MODIFIERS Performing slow, simple melody:  10 Performing fast, simple melody:  20 Performing slow, complex melody: 40 Performing fast, complex melody: 60           
        
        
		        
		         
     
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                     Posted: Mon Jun 25, 2007 9:40 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            GENERAL  General Skills are talents common to all adventurers, regardless of class or background. Appropriately, they apply to a wide variety of situations.
 
  ACROBATICS
  Default Attribute: Agility (AGI) Type: Intuitive
  A character with this Skill has refined their coordination, balance and flexibility to the point of being able to execute complex acrobatic maneuvers as if they were second nature. A single Skill Test is made for each maneuver, Difficulty Rating depending on both the complexity of the maneuver and the circumstances. Consequences for failure vary depending on the feat being attempted.  
 
 Quote: CONDITIONAL MODIFIERS Single somersault:  10 Backflip:  10 Double somersault:  20 Aerial cartwheel:  30 Double backflip:  30 Triple somersault:  40 Double aerial cartwheel:  40 Walking tightrope:  50 Triple aerial cartwheel:  60 
 
  AWARENESS
  Default Attribute: Magic (MAG) Type: Intuitive
  Characters with this Skill possess a certain sixth sense when it comes to spotting potential dangers or noticing when something isn’t quite right – whether in the form of a con-man attempting to swindle the party out of its Gil with counterfeit Elixirs or a dozen slavering beasts waiting in ambush around the corner.  
 
  COOKING
  Default Attribute: Magic (MAG) Type: Learned
  Though some may question the value of haute cuisine in adventuring life, they're liable to change their tune when the only alternative is another week's worth of dried meat. A character with this Skill knows how to prepare and identify all types of dishes with a successful Skill Test, and may even be able to augment their comrades’ abilities in battle with appropriate foods – see Appendix I for more details. A fully-fledged four-course meal may require multiple Skill Tests, depending on the complexity of the dishes involved. 
 
 Quote: CONDITIONAL MODIFIERS Simple or pre-prepared dish:  10 Average dish:  20 Identifying individual ingredients in prepared dish:  40 Sensitive or demanding dish:  60 
 
  TRADE
  Default Attribute: Magic (MAG) Type: Learned
  A character with this Skill knows her way around the art of buying cheap and selling dear. A successful Skill Test can be used in place of a regular Availability roll to locate a particular piece of equipment; the amount of time spent tracking the item down and the final price are placed at the GM's discretion. A similar test can also be made to locate merchants or shops in a town or city. In addition, a character with Trade will have a good eye for details, and can easily appraise items of value to determine their true worth and authenticity.  
 
 Quote: CONDITIONAL MODIFIERS Assessing item of obvious worth: 10 Assessing shoddy or obvious forgery:  10 Assessing uncommon or unusual item:  40 Assessing rare or exotic item:  60 Assessing forgery of high quality:  60 Assessing forgery equal to original in quality:  80           
        
        
		        
		         
     
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                     Posted: Mon Jun 25, 2007 10:21 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            SCHOLASTIC SKILLS 
 
  INQUIRY
  Default Attribute: Magic (MAG) Type: Intuitive
  Whether it's the location of an ancient tomb, an obscure local legend, or just the address of the nearest inn in town, characters with the Inquiry Skill are adept of digging up the information they need as quickly and painlessly as possible. One Skill Test must be made for each piece of information the character wishes to locate; the amount of time taken for the search can vary between half an hour and several days, depending on the breadth of resources available to the character. A failure simply means the character has not been able to locate the information and may continue trying; a Botch means the fact is unavailable altogether – or the character has stumbled into serious trouble during the course of searching.   
 
 Quote: CONDITIONAL MODIFIERS Information is common knowledge:  10 Information is specialized knowledge:  40     Information is obscure knowledge:  50     Information is extremely obscure knowledge: 80 
 
  LANGUAGE
  Default Attribute: Spirit (SPR) Type: Learned
  With this Skill, a character can understand and communicate in a particular language – at lower levels, fluently enough to converse with others, at higher levels with the proficiency of a skilled orator and writer. Some sample languages:
  Ancient Typically the spoken or written tongues of the relevant world’s precursor race. Ancient languages see very little usage in the world’s day-to-day affairs, particularly in their spoken forms; these are usually the domain of scholars and adventurers canny enough to realise that sooner or later everything comes down to mysteriously-inscribed slabs and relics.
  Bahsa Mithra The Mithran language is constructed around a relatively limited set of words, placing heavy emphasis on prefixes and context instead. In a tongue where ‘I’m very happy’ and ‘I’m deeply sorry’ are just two phonetically similar words apart, the opportunities for embarrassment are nigh-on endless.
  Brogue The Dwarven language is an archaic, highly convoluted variation on Common Tongue, typically spoken with a thick, throaty accent.
  Common Tongue The standard Human tongue, lingua franca on most worlds. Most, if not all, adventurers will be fluent in this language to one degree or another.
  Elvaan Complex and florid, Elvaan has its roots in antiquity; like all other aspects of Elven culture, it is a source of racial pride and jealously guarded against dilution from outside sources.
  Galkan Few Galka are capable of speaking their blunt, unsentimental native language, let alone writing it; adventurers are most likely to encounter it in ancient, Galkan-built structures and on racial artifacts.
  Mogri The language used by the Moogle race. Though most non-Moogles may wonder how much communication can be achieved solely using the word ‘Kupo’, Mogri is surprisingly subtle, heavily dependent on the Moogle’s antenna to convey meaning. Due to this handicap, few, if any, non-Moogles are capable of speaking it, though most can understand it with a little bit of training and practice.
  Monster Talk Used to communicate with less intelligent creatures, typically non-verbal in nature. Though scholars would balk at calling the resulting collection of grunts, growls and posturing a ‘language’, there is considerable study involved in mastering it. 
 
 Quote: CONDITIONAL MODIFIERS Understanding basic vocabulary:  10 Understanding everyday vocabulary:  20 Understanding advanced vocabulary or slang:  50 Understanding technical language or scientific jargon:  60 Understanding archaic vocabulary:  80     
 
  LORE*
  Default Attribute: Magic (MAG) Type: Learned
  Skills which cover a character's understanding of a particular concept or area, abstract or not – facts, figures, and essential information relating to a subject the character has studied in at least some detail. Broad examples would include Skills like Lore (Area), Lore (Weapons), Lore (Magic), or Lore (Herbal), but almost any subject can be turned into a Lore, depending on a character's background. The quality, quantity, and detail of a character's knowledge in a particular Lore will increase with the Skill Rating. Sample Lores:
  Lore (Area): Detailed knowledge of the geography of a particular area, inclusive of major landmarks, terrain, flora, and fauna.
  Lore (Folklore): An understanding of an area's popular mythology, ranging from ancient sagas to contemporary 'urban legends'. Further specialised by country or region.
  Lore (History). General knowledge of key events in an area's known history, including dates, personalities, and other minutae. Further specialised by country or region.
  Lore (Magic). Magic Lore allows a character to locate and recognise sources of magic, as well as being able to identify individual Spells when encountered. Further specialised by type: Black, White, Time, or Blue.
  Lore (Monsters). What is a Malboro's preferred food source? How many Sahagin comprise a typical raiding party? Just how fast does a Cactuar actually run? A character with Monster Lore is a treasure trove of facts and trivia on the planet's inhuman inhabitants. Further specialised by monster type: Aerial, Aquatic, Amorph, Arcana, Devil, Dragon, Human, Insect, Machina, Normal, Plant or Undead (See Appendix II for more information on monster types and their criteria).
  Lore (Summons). A primer on the habitats, histories, strengths, weaknesses and personalities of the major Summons of the world, from Alexander to Valefor.  
 
 Quote: CONDITIONAL MODIFIERS Information is common knowledge:  10 Information is specialized knowledge:  40     Information is obscure knowledge:  50     Information is extremely obscure knowledge: 80 
 
  TEACHING
  This Skill allows the character to impart their knowledge – in the form of a particular Skill – to another person. Understandably, this takes both time and effort on the part of both teacher and student; full rules for Teaching can be found in Chapter 9. Skill Points placed into Teaching increase a character’s Rating at half the normal rate. As a result, it will take two Skill Points to raise the Rating by 1, unless the character has an Affinity for Scholastic Skills; if so, it takes only one Skill Point to raise the Rating by 1           
        
        
		        
		         
     
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                     Posted: Mon Jun 25, 2007 10:31 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            SOCIAL SKILLS
   Social Skills focus exclusively on a character's interactions with others. A character’s experience in these Skills will be essential in everything from winning allies to turning them into devastating weapons on the battlefield.
 
  ETIQUETTE
  Default Attribute: Spirit (SPR) Type: Intuitive
  This Skill gives a character the ability to act and speak diplomatically regardless of the circumstances, observing and respecting the sensibilities of others. A successful Skill Test allows a character to discern the most appropriate code of conduct in a given situation, and act accordingly; a failure results in the character misinterpreting the situation, with potentially disasterous results. Botches will almost always result in a diplomatic gaffe of the first order.  
 
 Quote: CONDITIONAL MODIFIERS Observing simple or common formalities:  10 Observing uncommon or complicated formalities:  50 Observing rare or obscure rituals or formalities:  80  
 
  INTIMIDATION
  Default Attribute: Spirit (SPR) Type: Intuitive
  Intimidation and browbeating are powerful tools if used correctly, establishing the character as a force to be reckoned with – even if they aren't. A successful Skill Test is required to intimidate a target, after which the character can make her demands; failure means the target is unimpressed. A Botch, on the other hand, could potentially result in a nasty turnabout. If the target also has Intimidation, resolve the attempt through an Opposed Skill Test.  
 
 Quote: CONDITIONAL MODIFIERS Intimidating significantly weaker target:  5 Intimidating moderately weaker target:  10 Intimidating target of equal power: 20 Intimidating moderately stronger target:  40 Intimidating significantly stronger target:  60 
 
  LEADERSHIP
  Default Attribute: Spirit (SPR) Type: Intuitive
  A character with this Skill knows how to coordinate large groups of people effectively, particularly in engineering, business, and battle. A successful Skill Test is required to carry out a given activity, such as a construction effort, battle plan, or project; multiple Skill Tests may be needed for long-term collaborations. In addition, a character can use his Leadership Skill to motivate or encourage others; this does not necessarily have to be restricted to those under the character's direct control.  
 
 Quote: CONDITIONAL MODIFIERS Coordinating simple plan or task:  5 Motivating loyal subordinates or comrades:  5 Coordinating average plan or task: 20 Motivating uninspired subordinates or comrades:  40 Coordinating complex plan or task:  40 Motivating mutinous subordinates or comrades: 70 
 
  NEGOTIATION
  Default Attribute: Spirit (SPR) Type: Intuitive
  The fine art of getting your way. A character with this Skill can use their powers of persuasion to do anything from bartering for an item to convincing that troublesome Captain of the Guard that, no, they really aren’t an Imperial sympathiser, thank you all the same. Negotiation is always used in form of an Opposed Skill Test; when making her Skill Test, the player must first declare her 'offer' to the other party, who in turn roll against either their own Negotiation Skill or an appropriate Skill Default – the weight of the character's offer will determine the basic CoS. 
 
 Quote: CONDITIONAL MODIFIERS Desired outcome beneficial to target:  5 Desired outcome has no effect on target:  20 Desired outcome troublesome for target:  50 Desired outcome disastrous for target:  80 
 
  SEDUCTION
  Default Attribute: Spirit (SPR) Type: Intuitive
  This Skill allows a character to use his natural 'charms' to persuade an unwitting victim into doing his bidding. One successful Skill Test is required for the character to ensnare the target; additional Skill Tests may be required depending on what the character requests of his victim. If the target has the Skill Awareness, resolve the attempt through an Opposed Skill Test. Any failure breaks the character's hold over the target, forcing him to start anew; a Botch ruins the attempt entirely, and may alert the target to the fact that they are being manipulated.
  Not every potential target lends itself to Seduction, particularly if of a different race or sexual orientation. It’s ultimately up to the GM to decide whether the character’s natural charisma and sensuality are enough to overcome such barriers.  
 
 Quote: CONDITIONAL MODIFIERS Seeking favor beneficial to target:  5 Seeking commonly-known information:  10 Seeking favor with no effect on target:  20 Seeking uncommon or sensitive information:  40 Seeking favor troublesome for target:  50 Seeking classified or highly secret information:  70 Seeking favor disastrous for target:  80           
        
        
		        
		         
     
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                     Posted: Mon Jun 25, 2007 10:38 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            TECHNICAL SKILLS
   Whether through woodworking or dyed-in-the-wool engineering and chemistry, Technical Skills allow a character to manifest their creative as well as practical sides. More information on Skills lacking suggested modifiers can be found in Appendix I.
 
  ALCHEMY
  Default Attribute: Magic (MAG) Type: Learned
  Through their intimate knowledge of the reactions of compounds, a character with this Skill can attempt to brew up a wide variety of useful mixtures, potions and tinctures.
 
  CRAFTING*
  Default Attribute: Magic (MAG) Type: Learned
  A character with this Skill can create items of varying size and complexity from scratch using a wide range of materials and methods, as well as repairing damaged equipment. Crafting is specific to a type of manufacture, the most prominent of which are Crafting (Armor smithing), Crafting (Carpentry), Crafting (Tailoring), Crafting (Tinkering), Crafting (Tanning), and Crafting (Weapon smithing). The applications and specifics of each of these are discussed in more detail in Appendix I.
 
  EXPLOSIVES
  Default Attribute: Magic (MAG) Type: Learned
  This Skill allows a character to plant and detonate explosive devices in a precise fashion, usually for targeted demolition work. One successful Skill Test is required to set up the explosive; 'daisy-chaining' a series of explosives may require multiple Skill Tests. A failure will naturally only reveal itself when the explosives are detonated… 
 
 Quote: CONDITIONAL MODIFIERS Attempting to detonate ‘soft’ or unprotected target: 10 Attempting to detonate tough or reinforced target:  40 Attempting to destroy large structure or vehicle:  60 
 
  HEALING
  Default Attribute: Magic (MAG) Type: Learned
  A character with this Skill knows enough about the body and its workings to diagnose and treat most kinds of sickness and injury. A successful Skill Test is required for a correct diagnosis; another Skill Test for the treatment if the character has the means to carry it out. Failure in either could have drastic consequences for the patient. More information on Healing and its effects can be found in Chapter 9. 
 
 Quote: TASK RATING Treating common or harmless sickness:  10 Setting broken limbs:  10     Treating uncommon or malignant disease:  40 Undertaking complex surgery:  50     Treating rare or deadly disease:  70 Undertaking neurosurgery:  70  
 
  INVENT
  Default Attribute: Magic (MAG) Type: Learned
  With a bit of tinkering and a few bouts of divine inspiration, characters with this Skill can create useful machines and mechanisms from scratch.
  Skill Points placed into Invent increase a character’s Rating at half the normal rate. As a result, it will take two Skill Points to raise the Rating by 1, unless the character has an Affinity for Technical Skills; if so, it takes only one Skill Point to raise the Rating by 1. Invent is discussed in more detail in Appendix I.
 
  SYSTEMS
  Default Attribute: Magic (MAG) Type: Learned
  A multipurpose Skill allowing a character to work with complex mechanisms, including electrical wiring, robots, constructs, and computers. A successful Skill Test can be used to either set up, interrupt, or tamper with a system; failure will damage the system but allows the character enough leeway to attempt to repair the problem. Predictably, a Botch will destroy the system beyond the point of salvage. Multiple Skill Tests may be required for particularly complicated systems. 
 
 Quote: CONDITIONAL MODIFIERS Using basic system: 10 Circumventing basic protective measures:  20 Using complex system:  40 Circumventing heavy protective measures:  50 Using highly complex system:  50 Circumventing extreme protective measures:  70 
 
  VEHICLES*
  Default Attribute: Agility (AGI) Type: Learned
  This Skill enables a character to helm a certain type of vehicle with a reasonable degree of reliability, though in adverse conditions, things might be a little bit more difficult. Special manuevers naturally require an advanced level of ability to pull off without wrecking the vehicle in question in the process. Vehicles is specific to certain type of transportation – a character might, for example, have the Skill Vehicles (Airship) or Vehicles (Motorcycle) instead of a generic Vehicles Skill. 
 
 Quote: CONDITIONAL MODIFIERS Basic maneuver (roll, wheelie, high-speed U-turn):  10 Advanced maneuver (bootleg turn, drifting, hammerhead):  40 Risky maneuver (snap roll, flat spin): 60           
        
        
		        
		         
     
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                     Posted: Mon Jun 25, 2007 10:48 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            THIEVERY SKILLS
   Thievery Skills involve stealth, secrecy, and dishonest action. Though most useful in an urban environment, they have their applications elsewhere.
 
  DISGUISE
  Default Attribute: Magic (MAG) Type: Intuitive
  The ability for a character to assume a new appearance, ranging from a simple change of clothing to a full-blown transformation. The character must state her intended 'target'; a successful Skill Test allows the character to take on the target's appearance. Note that this only covers the 'looks' of the target; the actions a character makes while disguised are covered by a separate Skill Test against Acting, and just as important in maintaining the illusion, if not more. A good Disguise will typically have a positive effect on Conditional Modifiers for Acting Skill Tests, and can also be used to conceal small objects on the character’s person.  
 
 Quote: CONDITIONAL MODIFIERS Portraying different gender:  10 Portraying target notably taller than character:  20 Portraying target of similar race:  30 Portraying target of substantially different race:  60 Portraying target notably shorter than character:  60   
 
  ESCAPE
  Default Attribute: Agility (AGI) Type: Intuitive
  Everyone gets caught sometimes -- for this reason, the ability to slip out of a tight bind can prove to be a valuable asset. A character with this Skill can use a successful Skill Test to worm his way out of rope, manacles or chains.
  Failure simply means a character remains trapped; a Botch can easily result in injury, tangled bonds, or suspicious captors checking in to see what all the banging around is about… 
 
 Quote: CONDITIONAL MODIFIERS Escaping hasty or shoddy bonds:  10 Escaping complex knots or bonds:  40 Escaping handcuffs or reinforced bonds:  60 
 
  GAMBLING
  Default Attribute: Magic (MAG) Type: Learned
  A character with this Skill is a storehouse of knowledge when it comes to games of chance – particularly those involving money. Basic gambling takes the form of an Opposed Skill Test, with appropriate modifiers depending on the complexity of the game being played.
  Aside from being able to know basic rules and techniques, characters may also attempt to use Gambling to tip the odds in their favor by cheating wherever possible. In this case, the character must declare that she is doing so; a successful Skill Test is required for each 'hand' or round played, and is substituted for the normal roll. If any of the other participants have Awareness, resolve the cheating attempt as an Opposed Skill Test between the cheater’s Gambling and the players’ Awareness. If the other players notice nothing amiss, the character wins the round; otherwise, the character is in a world of trouble.
  If other participants are cheating – after all, there's no guarantee that the character will be the only one trying to 'help' their luck along – the Gambling roll also turns into an Opposed Skill Test, this time between the cheating parties. Whoever wins must then make an Opposed Skill Test against the honest players’ Awareness to ensure nobody else has spotted their actions; if successful, they win the round. Failure may result in the character's cheating being exposed, but a Botch always will blow the scam wide open.   
 
 Quote: CONDITIONAL MODIFIERS Fixing dice game or coin toss:  40 Knowing rules to simple card game:  10 Fixing simple card game:  40 Knowing rules to complex card game:  20 Fixing complex card game:  60 
 
  LOCKPICKING
  Default Attribute: Agility (AGI) Type: Learned
  A character with this Skill can open locks on doors, treasure chests and anything else others consider worth securing, given a few simple tools, a little elbow grease and a successful Skill Test. A Botch results in the lock being broken or otherwise damaged, preventing future attempts at picking it. 
 
 Quote: CONDITIONAL MODIFIERS Picking rusty or neglected lock:  40 Picking basic lock:  20 Picking complex lock:  50 Picking electronic or magical lock:  70 
 
  PICKPOCKET
  Default Attribute: Agility (AGI) Type: Intuitive
  The ability to sneak small items out of their owners' pockets without them noticing and raising alarm is part of any skilled thief’s repertoire. With this Skill, a character can try to 'palm' an object upon a successful Skill Test; one Skill Test is required for each object taken. If the target has the Skill Awareness, resolve the attempt through an Opposed Skill Test. A Botch will always result in the character being caught. 
 
 Quote: CONDITIONAL MODIFIERS Taking object 10 to 20cm in size:  20 Taking object less than 5cm in size:  30 Taking object 30 to 50cm in size:  60 Taking object 60cm to 1m in size:  80 
 
  STEALTH
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill gives the character a basic understanding of subterfuge, allowing him to secrete himself in darkened corners to escape detection and sneak around without arousing too much suspicion. If another party is present and has the Skill Awareness, resolve the attempt through an Opposed Skill Test. A character will always think a Skill Test is successful regardless of actual outcome.  
 
 Quote: CONDITIONAL MODIFIERS Moving silently across normal ground:  20 Moving silently across noisy or unstable ground:  40 Moving silently over trapped or ‘nightingale floors’: 60 
 
  STREETWISE
  Default Attribute: Spirit (SPR) Type: Learned
  A kind of urban survival Skill, Streetwise allows a character to navigate their way around a city's criminal underground. A successful Skill Test can allow a character to obtain a piece of information, locate illicit goods and services, or find a contact; the amount of time taken for the search can vary between half an hour and several days. A Failure simply means the character has not been able to locate the object of her search and may continue trying; a Botch, however, will alert local gangsters to the character's search – with potentially disastrous consequences. Streetwise can also be used as the criminal equivalent of Etiquette if the character does not have that particular Skill available to her.  
 
 Quote: CONDITIONAL MODIFIERS Soliciting minor favor or piece of information:  20 Soliciting notable favor or piece of information:  50 Soliciting illegal or restricted goods:  60 Soliciting major favor or piece of information:  70 
 
  TRAPS
  Default Attribute: Magic (MAG) Type: Learned
  An essential talent for any successful thief, this Skill allows a character to disarm – or set – traps of varying complexity and lethality with a successful Skill Test. Failure leaves the character with a good chance of triggering the trap; a Botch will always set the targeted trap off. Traps with multiple components may require several subsequent Skill Tests to successfully neutralize.  
 
 Quote: CONDITIONAL MODIFIERS Crude or poorly-designed trap:  10     Simple mechanical trap:  20 Complex mechanical trap:  40 Electronic trap:  60           
        
        
		        
		         
     
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                     Posted: Mon Jun 25, 2007 10:52 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            WEAPON SKILLS
   Everyone can wield a weapon, but to do so with finesse takes considerable time and dedication on the part of the wielder. For this reason, Weapon Skills are the bread and butter of virtually all professions, governing the usage of everything from Throwing Balls to Swords. The only type of weapon not covered by Weapon Skills is the Instrument – a character's proficiency in these is measured by the Artistic Skill Instrument* instead.
 
  AXES
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill covers the usage of the heavy and often cumbersome Axes.
 
  BOWS
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill allows a character to draw, fire, and reload Bows.
 
  BRAWL
  Default Attribute: Agility (AGI) Type: Intuitive
  Brawl is basic unarmed combat. Inelegant but effective in a pinch, it allows the character to rely on their bare hands in a fight if no other weapons are available, as well as teaching the character the ins and outs of the Glove and Claw weapons.
 
  CUDGELS
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill covers weapons that inflict blunt as opposed to piercing or slashing damage, including Rods and Staves.
 
  FLAILS
  Default Attribute: Agility (AGI) Type: Intuitive
  The Skill covers the usage of weapons in the Flails category.
 
  GUNS
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill covers technologically sophisticated ranged weapons such as Crossbows and Rifles.
 
  KNIVES
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill covers smaller bladed weapons such as Knives and Ninja Knives.
 
  POLEARMS
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill concerns itself with bladed melee weapons possessing a significantly greater reach than ordinary Swords and Axes; this includes both Polearms and Swallows.
 
  SWORDS
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill covers larger bladed weapons, including Swords, Greatswords, Light Swords, and Katanas.
 
  THROWING WEAPONS
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill allows a character to use thrown weapons of various shapes and sizes, ranging from Boomerangs to Throwing Stars and Skeans.
 
  TWO WEAPONS
  Default Attribute: Agility (AGI) Type: Learned
  This Skill represents the specialised training needed for a character to fight with more than one weapon at a time, wielding a weapon in each hand. In practice, this means a character may equip a weapon in their Shield Slot as well as their Weapon Slot, provided the Shield Slot is not already occupied by a weapon which takes up both – see Chapter Six for more details.
  In addition to this Skill, the character must have the appropriate Skill for the weapon or weapons being used – for instance, a character wanting to use a Knife and a Boomerang in conjunction would need Knives, Throwing Weapons, and Two Weapons. When making an Attack Action with Two Weapons, the character strikes the target twice instead of once, essentially making two separate Attack Actions against the same target. Roll to hit separately, using the lower-rated of the two Skills – Two Weapons or the relevant Weapon Skill – when determining whether the Attack lands; damage is resolved individually for each successful Attack.
  Skill Points placed into Two Weapons increase a character’s Rating at half the normal rate. As a result, it will take two Skill Points to raise the Rating by 1 – unlike other Skills of this kind, however, an Affinity for Weapon Skills has no effect on the exchange rate.
 
  WEAPON SYSTEMS
  Default Attribute: Agility (AGI) Type: Intuitive
  This Skill governs the use of any weapon too large to be feasibly man-portable – some obvious examples of this would be a cannon mounted onboard an airship or a Magitek Armor's Tek Missile weapon.          
        
        
		        
		         
     
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                     Posted: Mon Jun 25, 2007 10:57 pm
		     
             
             
             
                    
                        
                            
                                                                    
        
        
        
			            WILDERNESS SKILLS
   Wilderness Skills are practical talents concerned with the travel and exploration of the great outdoors. An adventurer who spends any amount of time in the wild is likely to acquire at least a few of these Skills in the process.
 
  ANIMAL TRAINING
  Default Attribute: Spirit (SPR) Type: Learned
  With enough time and patience, a character with this Skill can train an animal to understand and act on basic commands. A separate Skill Test must be made for each word of command the character wishes to teach the animal, such as 'sit', 'stay', or 'kill'. A basic command takes several days to master; more complex commands will be harder and more time-consuming for the character. Full training is assumed to take two months' time, uninterrupted. This Skill also allows a character to subdue and restrain most types of animals upon a successful Skill Test with appropriate modifiers. 
 
 Quote: CONDITIONAL MODIFIERS Handling domestic animal:  10 Teaching domestic animal basic command:  20 Handling wild animal:  40 Teaching wild animal basic command:  50 Teaching domestic animal complex or abstract command:  50 Teaching wild animal complex or abstract command:  70 
 
  CLIMBING
  Default Attribute: Strength (STR) Type: Intuitive
  Whether light free-climbing or full-fledged mountaineering, a character with this Skill can scale vertical surfaces with a reasonable degree of success. One or more Skill Tests may be needed for a successful ascent; in the event of a failure, no progress is made. A Botch will always result in a fall, though the severity of the drop is left for the Gamemaster to decide. 
 
 Quote: CONDITIONAL MODIFIERS Climbing gentle incline with good equipment:  10 Free-climbing gentle incline: 20 Climbing steep incline with good equipment:  20 Free-climbing steep incline: 40 Climbing sheer surface with good equipment:  50 Free-climbing sheer surface:  70 
 
  NAVIGATION
  Default Attribute: Magic (MAG) Type: Intuitive
  Through the use of landmarks, the stars, and other environmental features, a character with this Skill can travel from location to location without losing his way. In addition, the character's well-honed sense of direction can be a valuable asset in mazes and other confusing situations. One Skill Test is required for the character to find his way; subsequent Skill Tests may also be required in the case of particularly long or complex routes. 
 
 Quote: CONDITIONAL MODIFIERS Navigating highly familiar area or terrain:  20 Navigating familiar area or terrain:  10 Navigating unfamiliar area or terrain:  40 Navigating highly disorienting or alien terrain:  70 
 
  POACH
  Default Attribute: Magic (MAG) Type: Learned
  A talent essential to any monster hunter looking to make a profit on their activities, this Skill allows a character to identify and extract items of value from the carcass of a monster – hide, horns, teeth, scales – without damaging them in the process. One separate Skill Test must be made for each item of value; a failure will reduce both the quality and resale value of the time, whilst a Botch will destroy the item outright. 
 
 Quote: CONDITIONAL MODIFIERS Poaching animal:  10 Poaching normal monster: 20 Poaching tough or otherwise armored monster:  40 Poaching Amorph or Arcana monster:  60 
 
  RIDING
  Default Attribute: Agility (AGI) Type: Intuitive
  A character with this Skill knows the basics of staying on and controlling a mount like a Chocobo. One Skill Test must be taken initially when mounting up; depending on the conditions, additional Skill Tests may need to be made during the course of the ride if problematic conditions are encountered. 
 
 Quote: CONDITIONAL MODIFIERS Attempting to ride bareback or free-handed: 20 Riding while wielding weapon:  30 Riding while standing on mount:  50 
 
  SURVIVAL
  Default Attribute: Magic (MAG) Type: Intuitive
  A character with this Skill is able to locate drinking water, forage food and avoid natural hazards that could easily take the life of a less-experienced traveller. One successful Survival Skill Test is required for a character for each day she attempts to sustain herself in the wilderness; if the character is foraging for others, additional Skill Tests may be needed.  
 
 Quote: CONDITIONAL MODIFIERS Searching for water in temperate climate: 10 Searching for food in temperate climate:  20 Searching for water in desert climate:  50 Searching for food in desert climate:  50 
 
  SWIMMING
  Default Attribute: Vitality (VIT) Type: Intuitive
  A character with this Skill has the training to float, swim and dive in water. Normal swimming requires a successful Skill Test to stay afloat; more Skill Tests may be required for long or difficult stretches of swimming. If the character fails the roll, he starts drowning, and must make another Skill Test with additional modifiers to pull himself back up. If he fails the second Test, outside intervention may be necessary. Botches always have disasterous consequences.
  Diving requires a Skill Test if a character is attempting to reach a particular location underwater, as well as for remaining submerged for longer periods of time and actions undertaken underwater. 
 
 Quote: CONDITIONAL MODIFIERS Swimming through calm waters:  10 Swimming through rough waters:  40 Navigating debris or other obstacles while diving:  60 
 
  TRACKING
  Default Attribute: Magic (MAG) Type: Intuitive
  Animal, human, or otherwise – by combining clues with old-fashioned instinct, a character with this Skill can track almost any quarry. Characters make an initial Skill Test to begin tracking a target; periodic Skill Test may be required to ensure she stays on the trail. Any failures during the tracking process mean the character loses the trail; a GM may allow her to make another Skill Test to attempt to take up pursuit again at an appropriate modifier. 
 
 Quote: CONDITIONAL MODIFIERS Trail minutes old:  10 Trail hours old:  40 Tracking quarry switching transportation:  50 Trail days old:  80           
        
        
		        
		         
     
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