Non Combat Support Skills and Abilities

1. Non Combat Support Skills Progression Tree

V8


2. Non Combat Support Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Skill Points to Skill Mastery

Prerequisites

1

Distraction

This skill has several uses. You can use this skill whenever you see someone trying to cast a spell or casting a spell that lasts more than one round, so that you break that person's concentration and therefore end their spell casting. Or you can use this skill to give a target who is using projectile weapons a -5 to their Aim for 1 round. You can also use this skill to aide a friend who is sneaking or hiding, so that the target you are trying to distract cannot make a perception check to find your friend for 1 round.

5 SA; 1 support

affects 1 target that can see you

instant

1 skill point = 2 skill mastery %

N/A

1

First Aid

With this skill you can restore a small amount of HP to a target and bind their wounds. This skill allows you to restore 2d10 HP and restore minor wounds, burns, and frost bite status effects.

10 SA; 1 support

1 hex affecting 1 target

instant

1 skill point = 2 skill mastery %

N/A

1

Identify Traps

This trap allows you to know what a trap is and what a trap does just by observing the trapped area.

5 SA; Free Action

any trapped area in line of sight

instant

1 skill point = 2 skill mastery %

N/A

1

Material Identify

This skill allows you to identify any material and know all of its properties.

5 SA; Free Action

within 2 squares or 12 feet

instant

1 skill point = 2 skill mastery %

N/A

1

Repair

With this skill you can repair an item. Just using this skill alone allows you to repair an item by your character's Mental stat as a percentage. If your character has a Mental of 60, you can repair the item by 60%, meaning you will have to use the skill again to fully repair it. For armor, this skill allows you to repair 1 point of PR or MR each use. You can increase the amount by using tools found in the Crafting section.

15 SA & 15 EP; Free Action

touching range

instant

1 skill point = 1 skill mastery %

Basic Crafting ability acquired

1

Resuscitation

This skill allows you to revive to 1 HP any target incapacitated but still possessing Mortality Points. This skill must be used before the target runs out of Mortality Points.

30 SA; 2 support

touching range affecting 1 target

instant

2 skill points = 1 skill mastery %

Advanced First Aid mastered

1

Translate

This skill allows you to be able to read foreign and obscure languages.

5 SA; Free Action

self

instant

1 skill point = 2 skill mastery %

N/A

1

Trap Setting

This skill grants you the ability to use trap knowledge abilities to set traps. You will use this skill with either basic, better, complex, advance, or magic trap knowledge when ever you wish to set a trap.

10 SA; 1 support

self

instant

1 skill point = 2 skill mastery %

N/A

2

Advanced First Aid

With this skill you can restore a moderate amount of HP to a target and bind their wounds. This skill allows you to restore 3d12 HP and restore minor wounds, major wounds, impalement, broken bones, burns, and frost bite status effects.

15 SA; 2 support

1 hex affecting 1 target

instant

1 skill point = 1 skill mastery %

First Aid mastered

2

Alchemical Identify

This skill allows you to know what a potion is, its components, and what it does.

20 SA; Free Action

1 potion in hands

instant

1 skill point = 1 skill mastery %

Herbal Knowledge ability acquired

2

Chi Knowledge

This skill grants you a temporary and instant boots to Mental. It does this by allowing you to spend SA into your mental. 2 SA gives you a 1 to Mental for 1 hour.

Spent SA; Free Action

self

1 hour

3 skill points = 1 skill mastery %

Chi Focus ability acquired

2

Identify Forgery

This skill allows you to know if the document you are observing is a forgery.

20 SA; Free Action

1 document in hands

instant

1 skill point = 1 skill mastery %

Material Identify mastered

2

Linguistics

You use this skill to learn how to speak, understand, read, and write foreign languages. You use this skill with each language you wish to learn, using this skill until that language is at 100% mastery. 

15 SA; Free Action

self

instant

1 skill point = 1 skill mastery %

Translate mastered

2

Restoring Tones

With this calm melody you restore any target, friend or foe, that is in your area of effect 3d12 SA and EP, including yourself.

20 SA; 2 support

a 3x3 hex area around the user

instant

1 skill point = 1 skill mastery %

Relaxing Tones mastered

2

Sense Emotion

This skill allows you to accurately sense the target's emotion so that you can better react to that target.

15 SA; Free Action

target you are conversing with

instant

1 skill point = 1 skill mastery %

Sense Alignment ability acquired

2

Sneak

This skill allows you to move about while making it hard for the enemy to notice you. It does so by requiring any enemy to make a Perception check with a 5 point penalty to notice you.

20 SA; 1 support

self

instant

1 skill point = 1 skill mastery %

Hide mastered

3

Battle Preparedness

This skill allows you to be ready for battle. With this skill you can choose to use 1 round worth of actions before the battle begins. You can only use those actions to prepare a spell or to benefit yourself and your allies.

25 SA; Free Action

self

instant

2 skill points = 1 skill mastery %

Sense Emotion mastered

3

Identification

This skill allows you to identify what the item is and any of its properties.

25 SA; Free Action

1 item within 6 feet

instant

2 skill points = 1 skill mastery %

Alchemical Identify mastered and Sigil Identify ability acquired

3

Identify Counterfeit

Using this skill allows you to know that the money or item you are holding is fake.

25 SA; Free Action

1 item or lump of money in hands

instant

2 skill points = 1 skill mastery %

Identify Forgery mastered

4

Identify Curse

Using this skill allows you to know that an item is cursed and what the curse is.

25 SA; Free Action

1 item within 6 feet

instant

2 skill points = 1 skill mastery %

Identification mastered

4

Shadow Sneak

This skill allows you to sneak in the shadows, avoiding enemy perception checks.

40 SA; 2 support

self

movement range

3 skill points = 1 skill mastery %

Stealth ability acquired

3. Non Combat Support Abilities

Tier

Ability

Effects

Requirements & Restrictions

Cost to Acquire

1

Detect Traps

This ability increases your Perception % by to aid in locating traps. This is a permanent effect ability that only applies to making perception checks to find traps.

N/A

50 skill points

1

Navigation

This ability allows you to navigate using either landmarks or the stars.

N/A

25 skill points

1

Alchemical Application

This ability allows you to apply potions, poisons, acids, and other potions that cause status effects to weapons.

N/A

80 skill points

1

Appraisal

This ability allows you to get an accurate value of an item. You simply need to spend  to use this ability.

N/A

50 skill points

1

Herbal Knowledge

Using this ability you can identify all plants and know their properties. You simply need to spendanytime you need to call upon this ability.

N/A

25 skill points

1

Attach or Remove Rune Stone

This ability allows you to attach rune stones to armor or weapons or remove rune stones attached to armor or weapons.

N/A

50 skill points

1

Carry

This ability allows you to carry and lift two times your weight limit with no penalties to your movement rate or actions. You simply need to spendthat you need the effect for.

N/A

50 skill points

1

Concentration

Using this ability gives you a bonus of 10 to your Concentration stat. Simply spend  that you wish to concentrate.

N/A

30 skill points

1

Lip Reading

This ability allows you to read lips and know what the other person is saying. It is a permanent effect.

You need to have a minimal Mental stat of at least 25.

50 skill points

1

Sense Alignment

With this ability you can spend 10 SA and know what the moral alignment of whoever you are facing is.

N/A

50 skill points

1

Climbing - Speclialized

This ability allows you to climb difficult to climb areas successfully. You must purchase each climbing specializations seperately. The specializations are: , , , and . There is no need for climbing ability for easy to climb trees and other areas that can be climbed without training. Each specialization grants you the ability to climb those difficult to climb situations at the EP cost of climbing, refer to Exploration and Gameplay rules for more details.

N/A

50 skill points

1

Lock Knowledge

This ability grants you basic knowledge of locks, including how to set and reset them.

N/A

25 skill points

1

Lore

This ability allows you to be able to understand the basic lore of the area that you are in simply by spending 10 SA.

N/A

50 skill points

1

Spirit Sight

This ability allows you to see spirits. This skill won’t show you all of the spirit world, or even all spirits. What it does is shows you spirits who are still strongly tied to this world. It costs  anytime you want to see spirits and you can see them for an hour with each use.

N/A

25 skill points

1

Create Basic Potions

This ability allows you to create basic and low level potions.

N/A

50 skill points

1

Study Habits

This ability helps you learn and master skills faster, which helps you improve your character faster. This ability is a great ability for any character that is just starting out. What this ability does is it increases your success point rate by  and your failure point rate by . To use this ability with a skill or spell, you simply spend.

N/A

25 skill points

2

Novice Crafting

This ability allows you to craft better items and structures.

You must have the Basic Crafting ability

100 skill points

2

Item Rationing

This ability allows you to use half as much of consumable items to get the same effect. Consumable items is anything you'd consume or use, such as potions, food, drinks, gunpowder, etc. This does not include ammo or ingredients. This is a permanent effect.

Alchemical Application ability acquired

100 skill points

2

Pilot Small Craft

This ability allows you to use and control a small craft no larger than a common boat or yacht.

You must have the Navigation ability.

50 skill points

2

Increased Spoils

This ability increases your rewarded character points and currency by . This is a permanent effect ability.

Your character must have mastered Haggle.

100 skill points

2

Point Exchange

This ability allows you to exchange stat points for skill points or skill points for either stat points or character points. The exchange rate is 2:1 so you can exchange 2 stat points for 1 skill point or 2 skill points for 1 stat point. 

Trade ability acquired

100 skill points

2

Basic Traps Knowledge

This ability gifts you with the knowledge of how basic traps work so that you may be able to disarm or set them. This ability doesn't disarm or set traps, it just gives you the knowledge on how to do so.

Identify Traps at 25% mastery for disarming traps; Trap Setting at 25% mastery for setting traps.

50 skill points

2

Pick Locks

With this ability you can pick any normal, non-magical lock.To successfully pick the lock you must make a Luck Check, with the GM declaring a bonus or penalty depending upon the difficulty of the lock and your character's experience with locks. This ability grants you a 10 point bonus to luck checks for lock picking.

Lock Knowledge ability acquired

100 skill points

2

Point Trade

This ability allows you to trade skill points for stat points or character points with an ally at an equal rate. Or you could trade character points or stat points for skill points with an ally at an equal rate. These points must come from accumulated pools. 

Trade ability acquired

100 skill points

2

Skill Focus

This ability increases your success roll of any non mastered skill by at the cost of an additional action and increasing the skill’s stat cost by . In order to gain the success rate of skill points you would still have to roll the original mastery rate and below, however this will make it easier to at least perform the skill. Even if the skill is successful because of this ability, if the roll is not at or below the original mastery rate, then only skill points at the failure rate are obtained. This is an instant effect ability that can be called upon whenever needed.

Study Habits ability acquired

50 skill points

2

Scholarly Study

With this ability you can use your stat points to improve the rate at which you learn and master skills. For every 10 stat points you can have a skill’s skill point = skill mastery % drop by 1. Basically, if a skill’s rate is 2 skill points = 1 skill mastery %, then for 10 stat points, you can have that change to 1 skill point = 1 skill mastery %. Spend another 10 stat points and it will change to 1 skill point = 2 skill mastery %. You can only drop a skill’s rate twice. The change on the skill is permanent.

You must have the Study Habits ability.

150 skill points

2

Sigil Identify

This ability allows you to identify a sigil, what it belongs to, and its meaning by spending .

You must have the Lore ability and the Material Identify skill at 25% mastery.

50 skill points

2

Logistics

This ability doubles your world and area movement rates while walking. It costs  to activate this ability.

Climbing - Speclialized ability acquired

100 skill points

2

Spiritual Communication

With this you can communicate with spirits. But beware, not only can you communicate with the spirits that you can see with Spirit Sight, but also spirits that you cannot, both malevolent and divine. There is always the chance of possession when using this ability. It cost that you wish to communicate with spirits.

You must have the Spirit Sight ability.

50 skill points

2

Create Better Potions

This ability allows you to create better potions.

You must have the Create Basic Potions ability

100 skill points

2

Sleight of Hand

This ability allows you to move your hand faster than sight. This when used with an attack would decrease the enemy’s chance to evade or defend by 10 points. It cost to use this ability.

Hide skill at 50% mastery

80 skill points

2

Meditate

This ability allows you to quickly rest your body and mind, which allows you to fully restore your EP within 1 game hour.

You must have the Concentration ability.

100 skill points

2

Tracking

This ability allows you to identify and follow tracks. You will be able to learn what made the tracks, how old the tracks are, and be able to follow them as long as they are able to be followed. This is a permanent effect ability.

You must have the ability Identify Animal.

50 skill points

2

Swimming While Armored

This ability allows for treading water and movement through water without sinking or drowning while wearing armor. You do not need this ability to swim without armor. This grants you the ability to swim while armored at the EP cost of climbing, refer to Exploration and Gameplay rules for more details.

Concentration ability acquired

80 skill points

2

Mix Potions

This ability allows you to mix two or more potions to create a single potion. The new potion will have all of the effects from the combined potions.

Create Basic Potion ability acquired

100 skill points

3

Energy Enrichment

This ability allows you to dump in either SA or EP points into a created potion to increase its effects. For every 1 SA or EP point spent into the potion, its effects are increased by 2%. This is an instant effect talent that may be called upon when needed, however the effect added to the potion is permanent.

Your character must have the Create Better Potions ability.

100 skill points

3

Energy Trade

With this ability you can trade either SA or EP with an ally for an equal amount of EP or SA (opposite of what you traded). You cannot trade for more or receive more than your character's current maximum stat or their character's current maximum stat. Whomever you trade with does not need to have this ability or the trade skill. This is an instant effect talent that may be called upon when needed.

Your character must have the Point Trade ability.

100 skill points

3

Pick Pockets

This ability increases your Luck by so that you do not get caught when trying to pick pockets. It costs  to use this ability.

Sleight of Hand ability acquired

100 skill points

3

Pilot Large Craft

This ability allows you to use and control a large craft that may or may not require extra crew.

Pilot Small Craft ability acquired

100 skill points

3

Skill Master

This ability allows you to more quickly use the skills that you have already mastered. It does so by permanently decreasing their highest action cost, whether that be attack, defense, or support, by 1.

Skill Focus ability acquired and at least 1 skill mastered

150 skill points

3

Better Traps Knowledge

This ability gifts you with the knowledge of how better traps work so that you may be able to disarm or set them. This ability doesn't disarm or set traps, it just gives you the knowledge on how to do so.

You must have Basic Traps Knowledge.

100 skill points

3

Potion Administration

This ability doubles a potion’s effects.

Item Rationing ability acquired

150 skill points

3

Create Advanced Potions

This ability allows you to create advanced and high level potions.

You must have the Create Better Potions ability

250 skill points

3

Long Term Breath Holding

With ability skill you can hold your breath for a considerably longer period of time than normal. This ability lets you hold your breath considerably longer than normal. Normally you can only hold your breath for 1 minute if sitting still, or 1/2 a minute if engaged in combat. With this ability you can hold your breath for a lot longer time, as determined by your character's Fortitude stat. With this ability, you would take your Fortitude and divide it by 10 (be sure to round up if a decimal). The answer is how many minutes you can hold your breath. So if your Fortitude is 30, you can hold it for 3 minutes. If it is 80, 8 minutes. Furthermore, with this ability you can spend EP for extra minutes if needed, at a cost of 10 EP per each extra minute.

Swimming While Armored ability acquired

50 skill points

3

Skipping Sleep

This ability allows your character to skip one day of required sleep without suffering the 5 EP per missed hour penalty by spending 10 SA. This allows your character to continue onward until you can find a safe place to camp. The SA cost is doubled each time you use this ability without sleep, from 10 to 20, to 40, 80, and so on.

Meditate ability acquired

100 skill points

3

Mediocre Crafting

This allows you to craft good items or structures.

Novice Crafting ability acquired

200 skill points

3

Design Improvement

This ability allows you to improve upon existing designs.

Novice Crafting ability acquired

100 skill points

3

Tutoring

This ability allows you to tutor others in known skills. With this ability, you can help your friend learn faster any skills that you have mastered. When you are tutoring your friend, your friend gains double their success and failure rate worth of skill points and you will gain a skill point each time they practice. You have to spend 1/2 of the stat cost of the skill you are tutoring them on each time they practice that skill.

Scholarly Study ability acquired and at least 1 skill or spell mastered.

100 skill points

3

Stealth

This ability allows you to combine Sneak with a basic attack, using only Sneaks move cost and giving you Sneak's effects. It also requires the target to make a perception check in order to defend or evade. You can use this instant effect ability by spending an extra  with your Sneak's stat cost.

Sneak mastered

100 skill points

3

Trap Locks

This ability can be used with the set trap abilities to trap locks.

Pick Locks and Trap Setting abilities acquired

100 skill points

4

Arcane Locks

This ability allows you to pick and create magic locks. For picking magic locks, this ability works just like Pick Locks, with no bonuses. For creating magic locks, you would use a normal lock with this ability and attach a rune stone to the lock with a spell for the element of the lock desired, with the tier level of the spell indicating the tier level of magic key needed. Any magic lock created will also create a magic key for said lock.

Trap Locks and Magic Theory abilities acquired

150 skill points

4

Advance Crafting

This ability allows you to craft, construct, or smith advance items or structures.

You must already have the Mediocre Crafting ability

400 skill points

4

Complex Traps Knowledge

This ability gifts you with the knowledge of how complex traps work so that you may be able to disarm or set them. This ability doesn't disarm or set traps, it just gives you the knowledge on how to do so.

You must have Better Traps Knowledge.

150 skill points

4

Create All Potions

This ability allows you to create any kind of potion.

You must have the Create Advanced Potions ability

400 skill points

4

Design

This ability allows you to design new items from scratch.

You must have the Design Improvement ability

200 skill points

5

Advance Traps Knowledge

This ability gifts you with the knowledge of how advanced traps work so that you may be able to disarm or set them. This ability doesn't disarm or set traps, it just gives you the knowledge on how to do so.

You must have Complex Traps Knowledge.

200 skill points

5

Invention

This ability allows you to invent a new device. You must first make sure that you have the needed material and technology, and that the GM approves of your device in his or her setting.

You must have the Design ability

400 skill points

6

Magic Traps Knowledge

This ability gifts you with the knowledge of how magical traps work so that you may be able to disarm or set them. This ability doesn't disarm or set traps, it just gives you the knowledge on how to do so.

You must have Advance Traps Knowledge.

300 skill points


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  • mythus
    mythus  1 week ago

    Dryads, awaken! :P

  • mythus
    mythus  1 week ago

    version 8 update still in progress. lots of improvements and fixes going into the RP

  • mythus
    mythus  3 weeks ago

    test

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