Perkins, Dwayne Thu Jun 21, 2001 Please provide comments or insight on master skill list <> TALENTS Note that some of the Talents have Prerequisites (PQ). The prerequisite talent must first be learned before these secondary talents can be studied and learned. 1. Ambidexterity 2. Animal Identification - may identify type and nature; even emotions at 1/2 x score 3. Animal Use - may recover, preserve, and use parts of an animal, PQ #2 4. Balance - ability to walk easily on uncertain survaces and avoid buffeting, also to balance objects 5. Bird Calls - may attract at x1/2 6. Boating - Oared or poling maneuvers. PQ #61 7. Brawling - doubles attack rank 8. Catching - add to DX when catching 9. Clibing Rock 10. Climbing Ropes & Poles 11. Climbing Trees 12. Contortionist 13. Dancing 14. Distracting - double attack rank 15. Diving - from a number of meters equal to Rank. PQ #61 16. Dodging - add to DX score 17. Excape Artist. PQ #26, 38 and either 12 or 63 18. Endurance - doubles score 19. Firebuilding - without supplies 20. First Aid - staunches bleeding and may check once each day per patient to double healing rate 21. Fishing - locating, lures, and craft 22. Hiding 23. Holding Breath - add rank to duration 24. Hunting 25. Jumping/Leaping 26. Knot Tying & Untying 27. Language: New Species tongue 28. Language: Tech I 29. Language: Tech II 30. Language: Tech III 31. Language: Signalling with Flags 32. Language: Signalling with Light 33. Language: Signalling with Smoke 34. Language: Signalling with Sound 35. Language: Silent Tongue 36. Language: Trade Language 37. Listening - add to hearing chances 38. Lockpicking - need a small wire or pin 39. Mount Control - by specific beast type 40. Moving in Trees - swinging and leaping from limb to limb. PQ #11 41. Negotiation - added to Charisma 42. Nimbleness - limber movement and fast speed. Add to speed for short sprints. 43. Pilfering - lifting without being seen. PQ #47 44. Plant Identify - type and origin 45. Plant Use - harvesting, preparing, and use of plant parts. PQ #44 46. Power Boating - Add to maneuver rating of vehicle 47. Reflexes - heightened agility with fingers 48. Rock Identify - types and origin 49. Rock Use - extract and prepare various minerals and elements. PQ #48 50. Sailing 51. Scouting & Stealth 52. Shelterbuilding - finding materials, site location, and construction. PQ #44 or 48 53. Sighting - add to vision chances 54. Singing Singing 55. Sixth Sense - may add to IN warning 56. Skin diving. PQ #23, 61 57. Sleight of Hand PQ #47 58. Sound Mimicry. PQ #5 59. Track Identification 60. Survival - by a specific terrain type; reduces terrain check to once per 8 hours. PQ #52, 67, and either 21, 24, or 44 61. Swimming 62. Throwing - double attack rank 63. Toe Agility - Treat foot as a hand 64. Tracking. PQ #59 65. Trapping - building, locating, and use 66. Ventriloquism - voice projection. PQ #58 67. Water Finding 68. Weather Prediction - one day in advance 69. Woodcraft 70. Wrestling - double attack rank Skill System --------------------------------------------------------------------------------\ SKILL CATEGORIES General Skills Acting Cryptic Alliance Heraldry Pickpocket Agriculture Danciing Pottery Animal Handling Fire-Building Riding Animal Training First Aid Seamanship Artistic Ability Fishing Seamstress/Tailor Blacksmithing Leatherworking Singing Boating Lockpicking Stonemasonry Carpentry Mining Swimming Cobbling Musical Instrument Weaving Cooking Enforcer Skills Armorer Endurance Blind-Fighting Gunsmithing Bowyer/Fletcher Makeshift Weapon/Armor * Combat Leadership * Size-Up Opponent * Creature Lore Weaponsmithing Esper Skills Astrology/Astronomy Meditative Focus Herbalism Photographic Memory * Hypnosis * Reading/Writing Identify Mental Power * Sense Mental Powers * Meditation Sign Language Examiner Skills Artifact Appraising Mechanical Engineering Astrology/Astronomy Read Schematics * Avoid Artifact Disaster * Reading/Writing History Repair Artifact * Jury-Rig * Sign Language Scout Skills Animal Lore Mountaineering Astrology/Astronomy Navigate * Detect Ambush/Trap * Set Snares Herbalism Tracking * Hunting * Wilderness Survival * --------------------------------------------------------------------------------\ SKILL DESCRIPTIONS Acrobatic (DX) The character is skilled in tumbling and maneuvers requiring great balance. Acting (CH) The character is skilled with portraying various roles. Agriculture (IN) The character has a basic knowledge of farming. Animal Handling (IN) The character is skilled with calming animals and understands the basic needs of various animals. Animal Lore (IN) The character may observe the actions or habitat of an animal and determine the animal's reasons for following that behavior. Animal Training (IN) The character can train one type of creature to obey simple commands and perform tricks. Armorer (IN) Given the proper materials and facilities, the character may make armor. Artifact Appraising (IN) The character may estimate the value and authenticity of artifacts of the Ancients. Artifact Lore (IN) The characer can identify artifacts as well as the history, purposes, and legends surrounding them. Artistic Ability (IN) The character is proficient in one art form (i.e., painting, sculpture, etc.). Astrology/Astronomy (IN) The character has knowledge of the position of the stars. Depending on the society's tech level, he may also have an understanding of the supposed influence of the stars. Avoid Artifact Disaster (IN) Consult the GAMMA WORLD Rules Book. Blacksmithing (ST) The character is capable of making implements and tools from iron. He cannot make armor or most weapons. Blind-Fighting (SN) The character is skilled at fighting in conditions of poor or no light. In total darkness, the character suffers only a -2 penalty to his attack roll in melee combat. Under starlight or moonlight, the character incurs only a -1 penalty. With a successful skill check, attackers will receive no bonus to melee attack rolls to attack the character in darkness. Only one check is allowed per battle. Bluff (CH) The character is skilled at making untrue perceptions seem factual. Boating (DX) The character is skilled in the operation of small water craft on lakes and rivers. Boat Building (IN) The character can manufacture small to medium watercraft Carpentry skill is required, the engineering skill allows character to build larger and more advanced vessels. Bowyer/Fletcher (DX) The character can make bows and arrows. A weaponsmith is required to fashion arrowheads. Carousing (CH) (CN may apply in checks vs intoxication) The character is adept at drinking large quantities of liquor and socializing. Checks for intoxication are made with a +2 bonus. The character can gain the favor of other drinkers and gleen information from them that they might otherwise not get. Carpentry (ST) The character has a basic knowledge of woodworking. Climbing (DX) The character is adept at climbing and gets bonuses for checks against loosing balance. The character has increased movement rate when climbing. Cobbling (DX) The character can fashion and repair shoes, boots, and sandals. Combat Leadership (CH) Consult the GAMMA WORLD Rules Book. Computer Operation (IN) The character has a working knowledge and familiarity with computers and computerized machinery/equipment. Given an amount of time suitable for the complexity of the design, this character will be able to use or operate any such devices. Computer Programming (IN) The character has detailed knowledge of the inner workings of computers. This character can fix defects in computers programming and can redesign and reprogram computerized devices. This character can manufature computerized devices given adequate time, materials, and equipment. Pre: Computer Operation. Cooking (IN) The character is an accomplished cook. Creature Lore (IN) The character is familiar with the various types of creatures which inhabit Gamma Terra. With a successful skill check, the character may read the creature's description in the GAMMA WORLD Rules Book. This skill does not apply to "new" previously-unknown creatures. Cryptic Alliance Heraldry (IN) The character can identify the different symbols of the various Cryptic Alliances. The character also has a basic understanding of the alliances' beliefs and goals. Cybernetics (IN) The character is skilled in advanced computer design as it relates to communications and control applications such as automatic control systems. Pre: Computer Programming Dancing (DX) The character knows many different types of dance. Detect Ambush/Trap (SN) Consult the GAMMA WORLD Rules Book. Electronics (IN) The character is skilled in electical design and repair. The character also has detailed knowledge of the properties of electricity. Endurance (CN) The character is able to perform continual strenuous physical activity for twice as long as a "normal" character before becoming subject to the effects of fatigue and exhaustion. Engineering (IN) The character is knowledgable in the basic engineering arts. He is able to design and contruct objects and devices. This skill is usually paired with another skill such as Carpentry, Boat Building, Electronics, Computer Programming, etc. Falling (DX) The character is skilled at falling great distances with reduced injuries or none at all. Fire-Building (IN) The character may start a fire without any lighting devices other than small pieces of tinder and dry wood. First Aid (IN) The character knows basic first aid. If the character tends another within one round of wounding, his ministrations restore 1-3 hit points. Only one healing attempt can be made on a patient per day and the character must have the proper medical equipment. If the character also has the herbalism skill, he may add one additional hit point to the total healed by this skill (if he is able to find a herb to help in the healing process). Fishing (SN) The character is a skilled fisherman. Free Falling (DX) The character can parachute or skydive and is skilled at controlling his motion during the free fall prior to the chute opening. Since parachuting and skydiving are not seperate skills, this character shall be considered to have a working knowledge of parachutes and the ability to navigate and land properly while skydiving. Gambling (CH) The character is skilled at the art of gambling to include the rules of most gambling games and the ability to cheat and to spot signs of cheating. Such characters are also great at computing the probabilities of outcome such as the chance of a dice to roll a particular number or of a certain card to appear given the ones already played. Additionally, these characters are skilled at masking their reactions, habitual tendencies, and emotions and spotting those of others while gambling. Genetics (IN) The character is skilled in general biology and is specialized in heredity and variation of organisms to include the genetic makeup and phenomena or a particular organism, type, group, or condition. Gunsmithing (IN) The character can repair firearms (usually only flintlocks) and produce ammunition. This skill is only available in a Tech III society or better. The character also receives a +2 bonus when attempting to figure out a projectile weapon of the Ancients. Herbalism (IN) The character can identify plants and fungus and prepare potions, poultices, powders, etc. for medical and pseudo-medical purposes. Herding (SN) The character can gather, lead, care for, and drive a herd of animals. Hiking (CN) The character can walk longer distances than normal and less affected by difficult terrain. History (IN) The character has studied the history of Gamma Terra. The character may wish to use this first skill in specialized regional history, racial history, or a specific era in history. Such specializations result in increased detail and chances of success when using the skill in a way which relates to such a specialization. However, the character will suffer a penalty when attempting to use this skill relative to a region or era for which specialization was not chosen. Optionally, the character may use the first skill for general history and additional skills for specializations. In such cases, the character can utilize this skill with no penalties in non specialized areas and eras while receiving bonuses for success in specializations. Suggested Eras include Age of Fire, Age of Live Metal, Age of the Glow, Age of Wonder, and the Gamma Age. Hunting (SN) Consult the GAMMA WORLD Rules Book. Hypnosis (MS) Consult the GAMMA WORLD Rules Book. Identify Mental Power (MS) Consult the GAMMA WORLD Rules Book. Jewelry Making (DX) The character is adept at the fine art of manufacturing jewelry. Such characters can identify and appraise the value of such items. The character is skilled in the manipulation of precious metals, the cutting of precious stones, and the ability to set stones into jewelry. Jumping (PS) The character has the ability to jump further and higher than normal. This character may also use his hands or a pole-like object to vault, thereby further increasing the height and/or distance of a jump. Jury-Rig (IN) Consult the GAMMA WORLD Rules Book. Leatherworking (IN) The character has the ability to tan and treat leather and to make clothing and other leather objects. Lockpicking (DX) The character can attempt to pick padlocks or finesse combination locks. In order to pick a padlock, the character must have the proper tools. Lore (IN) The character is savy in traditional knowledge and beliefs learned through intense study and experience. Often such knowledge is of an ancient, sacred, arcane, or legendary nature which is known only to an elite or select group. Makeshift Weapon/Armor (IN) Consult the GAMMA WORLD Rules Book. Martial Arts (DX) The character is adept in the art of hand to hand combat. The character receives damage and initiative bonuses in combat. Highly skilled martial artists can make multiple attacks during combat. Mechanic (IN) The character has a working knowledge of mechanical devices and is able to maintain and repair such machinery. Mechanical Engineering (IN) The character is trained as a builder of both great and small things. He understands the basic principles behind complex machinery. Pre: Mechanic Meditation (MS) By concentrating, the character may remove himself from the worries of the world - allowing him to rest in 3/4 the time normally required for sleep, the reuse of mental mutations, etc. Meditative Focus (MS) In order to obtain this skill, the character must first have the meditation skill. Through meditation, the character can focus his mental energy on one particular mental mutation. As a result, the MP for the mutation increases while his other mental mutations' MPs and possibly his MD decreases. The character must meditate uninterrupted for 12 full hours to attempt this focusing of mental energy. He then makes a skill check. If he succeeds, he may increase the MP of one of his mental mutations. Otherwise, nothing occurs. For every point (to a maximum of 5) that the character increases one of his mental mutation's MP, he must deduct one point from another mental mutation's MP. If he has more than one other mental mutation, he must deduct the points evenly from all. Thus, if a character had 3 mental mutations and increased one's MP by 4, he would have to deduct 2 from the others' MP. If the character does not have another mental mutation, the points are deducted from his MD. Mining (IN) The character has the ability to site and supervise the operations of any mine. Mountaineering (DX) With the proper equipment, the character can climb up steep slopes and cliffs. Musical Instrument (DX) The character can play a specific musical instrument. Navigate (IN) (Land/Water) Consult the GAMMA WORLD Rules Book. Packing (IN) The character is skilled in the carrying of goods and equipment on long journeys, usually utilizing pack animals. In depth knowledge of the load capacity of standard pack animal as well as the ability to maximize load efficiency. Photographic Memory (MS) Consult the GAMMA WORLD Rules Book. Pickpocket (DX) The character is skilled in filching small objects from other peoples' pockets, sleeves, girdles, packs, etc., palming items, and performing simple sleight of hand. Pottery (DX) The character has the ability to create clay vessels and containers. Powered Armor Operation (DX) Preserve Food (IN) Psychology (IN) Public Speaking (CH) Read Schematics (IN) Consult the GAMMA WORLD Rules Book. Reading/Writing (IN) The character may read and write. A skill check should not be required unless the character is attempting to read or write in difficult situations. Repair Artifact (IN) Consult the GAMMA WORLD Rules Book. Riding (DX) The character is skilled in the art of riding and handling horses or other types of ground mounts. A skill check should not be required unless the character is attempting difficult riding maneuvers. Robotics (IN) Seamanship (DX) The character is familiar with large boats and ships. Seamstress/Tailor (DX) The character can design and sew clothing. Seduction (CH) Sense Mental Powers (MS) Consult the GAMMA WORLD Rules Book. Set Snares (IN) The character can make simple snares and traps, primarily to catch small game. A scout with this skill may also attempt to rig mantraps. Shipwright (IN) --same as boat building Sign Language (IN) The character knows sign language. Singing (CH) The character is an accomplished singer. Size-Up Opponent (IN) Consult the GAMMA WORLD Rules Book. Surgery (IN) Stonemasonry (PS) The character can build structures from stone. Swimming (CN) The character can swim. Those without this skill cannot. A skill check should not be required unless the character is attempting difficult swimming maneuvers. Throwing (DX) Tracking (SN) Consult the GAMMA WORLD Rules Book. Vehicle Operation (Air: DX, Aquatic: DX, Exotic: IN, Ground: DX, Space: IN) Veterinary Science (IN) Weaponry, Ancient: Archery DX Weaponry, Ancient: Blunt PS Weaponry, Ancient: Edged DX Weaponry, Ancient: Flintlock Pistol DX Weaponry, Ancient: Flintlock Rifle DX Weaponry, Energy: Heavy DX Weaponry, Energy: Pistol DX Weaponry, Energy: Rifle DX Weaponry, Modern: Automatic and Semi-Auto. Rifles DX Weaponry, Modern: Automatic Pistol DX Weaponry, Modern: Bolt Action Rifle DX Weaponry, Modern: Heavy DX Weaponry, Modern: Revolver DX Weaponry, Modern: Sub-Machinegun DX Weaponsmithing (IN) The character has the ability to make metal melee weapons. The character also receives a +2 bonus when attempting to figure out a melee weapon of the Ancients. Weaving (IN) The character is able to create garments, tapestries, and draperies from wool or cotton. Wilderness Survival (SN) Consult the GAMMA WORLD Rules Book. Woodworking (DX) --------------------------------------------------------------------------------\ DISCLAIMER: GAMMA WORLD and Advanced Dungeons & Dragons are Registered Trademarks of TSR, Inc. All Rights reserved. Used without permission. Any use of TSR, Inc.'s copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks. --------------------------------------------------------------------------------