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1. Non Combat Support Skills Progression Tree

Support Skills Progresson Non Combat v9

 

2. Non Combat Support Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Success Rate

Prerequisites

Cost to Acquire
1 Alchemical Application  This ability allows you to apply potions, poisons, acids, and other potions that cause status effects to weapons. N/A self permanent 100 N/A 30
1 Appraisal  This ability allows you to get an accurate value of an item. 15 SA; Free Action 1 item touching instant 60  N/A  25
1 Basic Crafting  This ability allows you to craft basic items and structures. N/A self permanent 100  N/A  50
1 Carry  This ability allows you to carry and lift two times your weight limit with no penalties to your movement rate or actions. 15 EP self 1d10 hours 60  N/A  30
1 Create Basic Potions This ability allows you to create basic and low level potions.  N/A self permanent 100  N/A  50

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

60

N/A

25
1 Herbal Knowledge  Using this ability you can identify all plants and know their properties. 15 SA; 1 support 1 item in sight instant 60  N/A  30
1 Hide  This skill allows you to hide, decreasing the enemy's Perception % by – 10 when trying to find you. 2 SA; 1 support self 1 round 60  N/A   50
1 Identify Animal  This ability allows you to accurately identify the animal you are facing, understanding what it is and what its base stats are. You simply spend 5 SA each time you wish to use this ability. 5 SA; Free Action 1 target within 5 hex instant 60  N/A   50

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

60

N/A

50
1 Lip Reading  This ability allows you to read lips and know what the other person is saying. It is a permanent effect. N/A self permanent 100  N/A  50
1 Lock Knowledge  This ability grants you basic knowledge of locks, including how to set and reset them. N/A self permanent 100  N/A  20
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. 10 SA; Free Action self instant 60  N/A  25

1

Material Identify

This skill allows you to identify any material and know all of its properties. You can only use this skill on new materials not yet identified.

5 SA; Free Action

within 2 squares or 12 feet

instant

60

N/A

25
1 Sense Alignment  With this ability you can spend 10 SA and know what the moral alignment of whoever you are facing is. 10 SA; Free Action  1 target within 6 hex or 18 feet instant 60  N/A   25
1 Skilled Concentration  This skill grants you a bonus of 10 to your concentration stat. N/A self permanent 100  N/A   50
1 Skillful Climbing  This ability allows you to climb difficult to climb areas successfully. You must purchase each climbing specializations seperately. The specializations are: Mountain, Cliff, Tall Tree, and Flat Wall. 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 self permanent 100  N/A  50
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 20 SA anytime you want to see spirits and you can see them for an hour with each use. 20 SA; Free Action self 1 hour 100  N/A   50
1 Study Habits  This skill allows you to gain skill points even when you fail at using a skill. The amount of skill points is 1/2 that which you would normally gain, but not less than 1. If your Mental stat is 10, you'd gain 1 skill point for success and for failure, but if your Mental stat was 30, you'd gain 3 for success and 2 for failure due to rounding up. N/A self permanent 100  N/A  50

1

Translate

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

5 SA; Free Action

self

instant

60

N/A

25

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

60

N/A

35

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

55

First Aid mastered

80

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

55

Herbal Knowledge

90
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. N/A self permanent 100  Identify Traps or Trap Setting mastered 100

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

55

Chi Focus

100
2 Create Better Potions  This ability allows you to create better potions. N/A self permanent 100  Create Basic Potions 100

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

55

Material Identify mastered

80
2 Increased Spoils  This ability increases your rewarded character points and currency by x1.5. This is a permanent effect ability. N/A self permanent 100  Haggle mastered 100

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

55

Translate mastered

80
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. N/A self 1 hour 55  Skilled Concentration 100
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. N/A self permanent 100  Create Basic Potions 100
2 Novice Crafting This ability allows you to craft better items and structures.  N/A self permanent 100  Basic Crafting 100
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. N/A self permanent 100  Lock Knowledge 70
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.  N/A self and 1 ally instant 100  Trade mastered 75
2 Potion Administration This ability doubles a potion’s effects.  N/A self instant 100  Alchemical Application 100
2 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. This can't be used in battle.  20 SA & 20 EP; Free Action touching range instant 55  Basic Crafting 100

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

55

Sense Alignment

80
2 Sigil Identify  This ability allows you to identify a sigil, what it belongs to, and its meaning. You can only use this on new sigils you've yet identified. 15 SA; Free Action 1 target in sight instant 55  Lore and Material Identify 80
2 Skill Focus  This ability increases your success roll of any non mastered skill by 10 at the cost of an additional support action and increasing the skill’s stat cost by 15. In order to gain 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 the skill still counts as a failed attempt. increases stat cost by 15; 1 support self instant 55  Study Habits 100
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 5 EP to use this ability. 5 EP; Free Action self instant 55  Hide mastered  100

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

55

Hide mastered

100
2 Spiritual Communicate  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 2 SA per minute that you wish to communicate with spirits.  2 SA per minute; Free Action self instant 100  Spirit Sight  100
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 swimming, refer to Exploration and Gameplay rules for more details. N/A self permanent 100  Skilled Concentration 100
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. N/A self permanent 100  Identify Animal 100
3 Better Trap 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. N/A self permanent 100  Basic Traps Knowledge 150
3 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.  N/A self permanent 100  Swimming While Armored 150
3 Create Advanced Potions  This ability allows you to create advanced and high level potions. N/A self permanent 100  Create Better Potions 150
3 Design Improvement  This ability allows you to improve upon existing designs. N/A self permanent 100  Novice Crafting 150
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. points spent; Free Action 1 potion in hand instant 50  Create Better Potions 150
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. points traded; 1 support 1 ally next to you instant 50  Point Trade 150

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

50

Alchemical Identify mastered and Sigil Identify acquired

150

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

50

Identify Forgery mastered

140
3 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. N/A self permanent 100  Potion Administration 150
3 Mediocre Crafting  This allows you to craft good items or structures. N/A self permanent 100  Novice Crafting 150
3 Pick Pockets  With this skill you can pick a target's pockets or bag for 1 item or percentage of money (determined by your fortune stat). 15 SA; 1 support 1 target in touching range not noticing you instant 50  Sleight of Hand mastered 150
3 Point Barter  This skill lets you barter your character points for a higher rate of skill or stat points. With this skill you can use haggle to increase the rate you are selling your character points for skill or stat points by x 1.25. N/A self permanent 100  Point Trade 120
3 Resuscitation  This skill allows you to revive to 1 HP any target recently killed. This skill must be used before the target looses all mortality points. 30 SA; 2 support touching range affecting 1 target instant 50  Advanced First Aide mastered 150
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. 10 SA; doubled each time self 1 hour 100  Meditate 140
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 10 SA with your Sneak's stat cost. 10 SA + Sneak's Stat Cost; 1 support  self instant 50  Sneak mastered  150
3 Trap Locks  This ability can be used with the set trap abilities to trap locks. N/A self permanent 100 Pick Locks mastered 150
4 Advanced Crafting  This ability allows you to craft, construct, or smith advance items or structures. N/A self permanent 100  Mediocre Crafting 200
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.  N/A self permanent 100  Trap Locks mastered 200
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.  N/A self permanent 100  Better Traps Knowledge 200
4 Create All Potions  This ability allows you to create any kind of potion. N/A self permanent 100  Create Advanced Potions 200

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

45

Identification mastered

180
4 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. N/A self permanent 100  Design Improvement 200

4

Shadow Sneak

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

40 SA; 2 support

self

movement range

45

Stealth

 200
5 Advanced 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.  N/A self permanent 100  Complex  Traps Knowledge 250
5 Arcane Crafting  This skill allows you to create magical equipment N/A self permanent 100  Advanced Crafting 250
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. N/A self permanent 100 Advanced Traps Knowledge 300