Character Skills

Changed skills:
See here for details on ranged-weapon skill relationships.

Battle Saddles
May fire any type of weapon mounted onto a battle saddle at a -20 skill modifier. Also allows maintenance of the saddle itself, though not the maintenance or mounting of weapons.

Big Guns
This new skill reflects your ability in big guns that are held in Telekinesis or mounted with their own inbuilt mounted system, along with those on a battle saddle. Maintenance of Big Guns may also fall into this category for those without Mechanics.

Throwing
Throwing stuff! It’s Fun! Your ability to throw things and have them land where and how depends on this skill. It does NOT dictate whether you armed that grenade, however. Other skills that rely on Throwing may do so without this skill (such as with a grenade you would roll explosives), but with far less finesse.

Range: 10+(3xSTR) meters. 10+(3xPotency) for Unicorns. Throwing does not benefit from any Point Blank bonus.

Intimidation + Diplomacy
The Speech skill has now been split into Intimidation, which governs when and who bends to your superior glare and Diplomacy, which works much like the old Speech skill outside of intimidation.

Lockpick
Lockpick requires a screwdriver and a collection of Bobby Pins (which break on failure). There’s also a perk for the use of feathers as bobby pins for winged races.

Arcanotech + Science
Arcanotech and Science are now distinct abilities, though use may overlap. Arcane technology such as terminals, spell matrices and gem lights fall under Arcanotech, while Science now covers understanding of Biology, Chemistry and Physics from an academic standpoint.

Doctor + First Aid
Medicine is now split into Doctor, which focuses on Surgery primarily and First Aid, which may be used to delay death through quick response. Most items and some situations may find both skills applicable.

Gambling
Starting at a base higher rate, the Gambling skill dictates success in casinos, but may be effective in other situations, also.

Magic
Your magical success rate is dictated by this skill, which starts at a higher level than others. It becomes the base roll for all magical use though, depending on the spell or action, additional rolls may be necessary.

 

Substituting:
Skills may now overlap. While one player may roll Doctor for one situation, another player may use Survival to do the same job, as long as both skills are applicable to the situation. This may incur success penalties. More advanced substitution options, with less penalty may be gained through perks.