OROBORUS SKILL DESCRIPTIONS

Agricultural (B)

Taking care of growing plants and animals. Animal Husbandry, Horticulture, Viticulture. Facility: REA/5.

Applied Science (B)

The practical application of scientific theory in the physical world. Architecture, Communications, Computers, Demolition, Electronics, Engineering, Mechanics. Facility: (REA+PRI)/7

Arcane Science (B)

Knowledge of the secret arts of the supernatural and mystical. Demonology, Folklore, Occultism. Facility: PRI/5

Archery (A)

The use of hand-powered projectile weapons. Tertiary skills for attack and weapon maintenance. Bow, Crossbow. Facility: 1

Axe Weapons (A)

Use of axes as weapons. Tertiary skills under each of the Secondary skills for specific weapons include Attack, Parry and Disarm. Battle Axe, Hatchet. Facility: 1

Blade Weapons (A)

Use of swords and other blade weapons Tertiary skills under each of the Secondary skills for specific weapons include Attack, Parry and Disarm. Broadsword, Machete, Cutlass, Knife. FAC 1.

Business (B) REA/4

Buying and selling things and running businesses. Advertising, Assess Value, Finance, Management, Sales. REA/4.

Club Weapons (A)

Use of clubs and other blunt objects as weapons. Tertiary skills under each of the Secondary skills for specific weapons include Attack, Parry and Disarm. Baseball Bat, Nightstick, Quarterstaff. Facility: 1.

Crafts (B)

Making things by hand or by simple technology. Each secondary skill has various tertiary skills for specialized areas of craft. Leatherworking, Metalworking, Stoneworking, Woodworking. Facility: (DEX+CRE)/7

Culinary Arts (B)

Preparing foods and beverages. Brewing, Cooking, Distilling, Vintning. (REA+CRE)/7

Gaming (B)

Playing a variety of different types of games. Each secondary skill has tertiary skills for specific games under it. Boardgaming, Card Playing, Cheating, Gambling. (CRE+REA)/7

Government (B)

Working within the structures of the administration of nations and other political entities. Bribery, Bureaucracy, Diplomacy, Intrigue, Law, Politics. REA/3

Firearms (A)

Use of powered projectile weapons. Tertiary skills under each of the Secondary skills for specific weapons include Attack, Fast Draw, Maintenance and other specialized knowledge. Pistol, Rifle, Musket. Facility: 1

Languages (B)

Knowledge of languages and their use. Each character automatically gains 10 skill levels of his specific native language on the tertiary level. The secondary level is for language families. The tertiary level is for specific languages. African (Bantu, Swahili), Asian (Cantonese, Japanese, Korean, Mandarin), European (Egyptian, English, French, German, Greek, Italian, Russian, Spanish), Native American (Iroquois, Algonquin, Nahua, Siouan). Facility: PRI/3.

Literary (B)

Skill with written language. The primary skill conveys literacy in any language the character can speak. Secondary skills are for more specialized uses of language. Criticism, Editorial, Fiction, Logic, Poetry, Research, Rhetoric, Writing. Facility: (PRI+CRE)/8

Manual Skills (B)

Use of the hands for manipulating objects. Knot Tying, Picking Locks, Picking Pockets, Sleight of Hand. Facility: DEX/3

Mathematics (B)

Working with numbers in a variety of contexts. Accounting, Higher Math, Instant Calculation. Facility: (PRI+REA)/7

Medicine (B)

Healing wounds, curing diseas and treating other maladies of the flesh and mind. Diagnosis, External Medicine, First Aid, Internal Medicine, Neurology, Pathology, Pharmacology, Psychology, Surgery, Torture, Veterinary. Facility: (PRI+REA)/7

Mental Conditioning (A)

Training the mind to be moe effective or perform specialized tasks and tricks. Body Awareness (awareness of poison, illness or afflictions), Body Control (ability to slow hearbeat and otherwise modify body functions), Instant Calculation, Instant Measurement, Resistance (withstanding pain and torment), Total Recall (instant memorization). Facility: WIL/4

Military (B)

Knowledge of military techniques, weapons and procedures. Armament, Artillery, Fortification, Logistics, Strategy, Tactics. Facility: REA/3

Movement (B)

Use and training of the body in various skills of movement and agility. Cat Fall (avoiding injury in a fall), Climbing, Dance, Gymnastics, Jumping, Riding, Running, Sexual Technique, Swimming. Facility: AGI/3

Music (B)

Making melodious sound. Composing, Conducting, Dance, Instrument (tertiary skills are specific instruments), Singing. Facility: CRE/3

Natural Science (B)

Knowledge of the functions of life and the natural world. Biology, Botany, Ecology, Genetics, Herbology, Meteorology, Oceanology, Xenology, Zoology. Facility: (REA+PRI)/7

Nautical (B)

Knowledge of the sea and ships. Fishing, Navigation, Piloting, Sailing, Swimming. Facility: REA/3

Perception (B)

Seeing and hearing things with a trained eye or ear. Awareness (sensing movement in an area), Lip Reading, Observation, Search, Security, Street Sense, Surveillance. Facility: CRE/3

Performing Arts (B)

Performing to convey an idea, mood or story or entertain an audience. Acting, Comedy, Debate, Mime, Mimic, Oratory, Preaching, Storytelling, Teaching. Facility: (CHA+CRE)/7

Persuasion (B)

Convincing people to do or to believe what you want. Conning, Disguise, Hypnosis, Infiltration, Interrogation, Intimidation, Leadership, Seduction. Facility: (CHA+REA)/7

Physical Conditioning (A)

Training the body to exceptional ability. Durability (percentage increase of Health Points, limited to 50%), Endurance (percentage increase of Fatigue Points, limited to 50%), Hold Breath, Rapid Reflexes (percentage increase of Activity Points, limited to 50%). Facility: 3

Physical Science (B)

Study of the forces of the universe and the physical world. Astronomy, Chemistry, Geology, Physics, Planetology. Facility: PRI/3

Piloting (B)

Controlling and directing all sorts of vehicles. Ground Vehicles, Sea Vehicles, Air Vehicles, Space Vehicles. Facility: Dex/3

Rustic (B)

Surviving and living off the land. Fishing, Foraging, Hunting, Survival
(secondary skills for different environments) Tracking, Trapping. Facility: REA/3

Shield (A)

Use of shields of all sorts as defense and as weapon. Tertiary skills under specific types of shields include Attack and Parry). Chevron Shield, Round Shield, Shield of Opportunity. Facility: 1

Social Science (B)

Study of man and his environment. Anthropology, Archaeology, Folklore, Geography, History, Library Science, Linguistics, Philosophy, Research, Sociology, Theology. Facility: PRI/3

Sports (B)

Playing active team and individual games. Tertiary skills include specific games. Ball Sports, Court Sports, Field Sports, Stick/Racket Sports, Table Sports, Team Sports, Winter Sports. Facility: (DEX+AGI)/5

Stealth (B)

Doing things without being seen or identified. Cover Defense (functions as a combat defense against missile fire), Hiding, Search, Surveillance, Silent Movement. Facility: AGI/3

Survival (B)

Staying alive in dangerous conditions and unusual environments. Alien Environments, Desert, Foraging, Mountain, Wilderness. Facility: REA/3

Thrown Weapons (A)

Use of a variety of hand-powered missile weapons. Tertiary skills under each of the Secondary skills for specific weapons include Attack, Parry and Disarm. Axe, Bola, Dart, Javelin, Knife. Facility: 1

Thrusting Weapons (A)

Use of a variety of pointed weapons. Tertiary skills under each of the Secondary skills for specific weapons include Attack, Parry and Disarm. Pike, Rapier, Spear. Facility: 1

Unarmed Combat (A)

Use of the body as a weapon. Tertiary skills under each of the Secondary skills for specific weapons include Attack, Parry and Disarm. Boxing, Combat Tactics (can be rolled against to reduce the LoS of an opponent's defensive roll in combat), Dodge Defense (tertiary skills for hand each primary weapon skill and for falling and moving vehicles), Judo, Karate, Wrestling. Facility: 1

Visual Arts (B)

Making functional and beautiful representations in physical form. Aesthetics, Calligraphy, Cartography, Drafting, Drawing, Forgery, Painting, Suculpting. Facility: CRE/3

PARANORMAL SKILL DESCRIPTIONS

In these descriptions the term Affinity Target indicates a specific object, being or area which partakes of the affinity used in combination with the Paranormal skill in question.

Empowerment Ability (A)

Create or transfer energy from one source to another. Will allow a character to gain Fatigue points from any source based on affinity. Generate: creates additional energy from an affinity source. Transfer: moves energy from one person or being to another. Remove: eliminates energy from a target. APM: 15. Facility: 3.

Generation Ability (A)

Create or destroy physical effects or objects. Attack: generate a physical projectile or missile of an affinity substance. Destroy: eliminate a target of a specific affinity. Form: create a specific object from an affinity substance. APM: 8. Facility: 3.

Knowledge Ability (A)

Used to obtain information of all sorts. Analysis: get specific information about an affinity target. Detection: discover the presence of an affinity target. Location: find a specific or general affinity target. History: information on past activity or environs of an affinity target. Communication: direct information exchange with an affinity target which would not normally be able to communicate. Masking: conceal the nature or characteristics of an affinity target. APM: 20. Facility: 3.

Manipulation Ability (A)

Ability to modify or transform an affinity target. Become: transform yourself to an affinity target. Command: control the actions of an affinity target: Bind: immobilize or imprison an affinity target. Protect: prevent damage or other effects from any targets of a particular affinity. APM: 12. Facility: 3.

Manifestation Ability (A)

Making oneself appear or be present in another physical or non-physical form. Project: create and control a temporary image of oneself through a target affinity. Incarnate: create a second fully-physical form out of a target affinity. Reincarnate: be reborn after death as a being of target affinity. APM: 20. Facility: 2.

Movement (A)

Going from one place to another by more than natural means. Transport: move from one place to another using the presence of affinity material at both places. Summon: call a being or an amount of a target affinity. Passage: pass through target affinity substance as if immaterial. APM: 18. Facility: 3.

Redactive Ability (A)

Healing, repairing and restoring affinity materials. Heal: repair damage to the affinity substance: Increase: add to volume, mass or characteristics of affinity target, including intensifying natural abilities of target, such as amount of damage done. Reduce: lessen volume, mass or characteristics of affinity targets. APM: 20. Facility: 3.

Earth Affinity (A)

Drawing on the power of the earth and things associated with it and applying the use of power to earth-related targets. Secondary skills apply to Beasts, Plants, Spirits and Substance. APM: 12. Facility: 3.

Air Affinity (A)

Drawing on the power of the air and things associated with it and applying the use of power to air-related targets. Secondary skills apply to Beasts, Plants, Spirits and Substance. APM: 6. Facility: 3.

Fire Affinity (A)

Drawing on the power of fire and things associated with it and applying the use of power to fire-related targets. Secondary skills apply to Beasts, Plants, Spirits and Substance. APM: 8. Facility: 3.

Water Affinity (A)

Drawing on the power of water and things associated with it and applying the use of power to water-related targets. Secondary skills apply to Beasts, Plants, Spirits and Substance. APM: 10. Facility: 3.

Cosmological Affinity (A)

Drawing on the power of the cosmos and cosmological events and applying the use of power to cosmological targets. Secondary skills apply to such things as Day, ight, Moon, Planets, Stars, Sun, etc. APM: 10. Facility: 3.

Sensory Affinity (A)

Applying the use of power to the senses. Secondary skills apply to Hearing, Vision, Scent and Touch. APM: 8. Facility: 4.

Physical Affinity (A)

Applying the use of power to physical activities and pursuits. Secondary skills apply to Warfare, Sports, Hunting, and the Human Body. APM: 8. Facility: 3.

Mental Affinity (A)

Applying the use of power to mental activities and pursuits. Secondary skills apply to Art, Music, Philosophy, Busines and the Human Mind. APM: 8. Facility: 3.

Spirit Affinity (A)

Applying the use of power to spiritual activities and forces. Secondary skills apply to Love, Hate, Madness, Dreams, the Human Soul. APM: 6. Facility: 3.

Ritual Affinity (A)

Applying power through a ritualistic process, similar to traditional magic. Secondary skills include Contagion (contact with target), Relativity (use of a part of the target) and Sympathy (use of an image of the target. APM: 12. Facility: 3.