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Celtic Cultural Skills BLOR Bardic Lore INT/WIL +1 Other Culture’s Oral / Musical Lore INT/WIL +2 SKLR Skaldic Lore INT/WIL +1/+2 LLOR Legend Lore INT/WIL +1 BARD Bard INT/PCP/APP +1 BREH Brehon Law INT +0 NATR Naturalist INT/PCP +0 OGHM Ogham INT/PCP +1 SATR Satire WIL/PCP/APP +2 CHRT Charioteering DEX / STR +2 YPRU Yoke-Pole Running DEX / BRV +2 CHAJ Chariot-Jumping STR +2 SMLP Salmon Leap STR +2 DECH Del Chiss DEX +4 GAEB Gae Bolga DEX +8 SPCT Spear Catch DEX +2 WRSC Warrior’s Scream BRV / CON +3 SHRM Shield Rim DEX +1 PRST Precision Stroke DEX +2 BTRC Battle Trance PCP / INT / BRV +2 Celtic Cultural Skills : These are skills useful in a Celtic milieu. Bardic Lore: This is the Thousand Verses (actually many more; it’s alliterative, not literal) a true bard must memorize, the many songs and poems, long and short, they must know word for word. On a successful roll, he can play it accurately; a failed roll means something forgotten or garbled. A separate roll, using Bard or a perform skill is necessary to make it exciting or interesting. A harper does not necessarily have skill in composing new poems and songs, although the better ones do, and a true bard will. Those abilities are covered by Poetry and musical Composition skills. In addition, a bard may make a roll against his skill level in bardic lore to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has history, he gains a +1 per 5 points of history on this check. ) A successful bardic lore check will not reveal the powers of a magic item but may give a hint as to its general function. For a Celtic Bard, Bardic Lore covers the known compositions for their milieu. Other cultures would require (Cultural) Oral / Musical Lore to be learned, which would function much the same as Bardic Lore in that culture’s area of influence. For example, Norse Oral / Musical Lore or Skaldic Lore would be required for a Bard to deduce that a given ring might have once belonged to Mimir, and thus to guess at the curse it carries. Bard: This is a skill package, the ability to compose, direct, and/or perform poetry, oratory, music (a capella, instrumental, or both) or rhetoric. A bard, harper, minstrel or skald may use this package, rather than buying such skills individually. It does not teach any songs, poems, or speeches; those must be learned separately. Other cultures would require (Cultural) Oral / Musical Lore to be learned, which would function much the same as Bardic Lore in that culture’s area of influence. Brehon Law: This is the Celtic Common Law, which any Brehon (judge, lawyer, or other litigant party) must learn. A Brehon is equivalent to a Bard in standing, and serves as a judge, lawyer, or other legal expert / consultant. In the absence of a true Brehon, Bards, Rangers, Fili, Druids, and other Draioi may serve as a Brehon. Their judgments must be 1

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Celtic Cultural SkillsBLOR Bardic Lore INT/WIL +1

Other Culture’s Oral / Musical Lore INT/WIL +2SKLR Skaldic Lore INT/WIL +1/+2LLOR Legend Lore INT/WIL +1BARD Bard INT/PCP/APP +1 BREH Brehon Law INT +0 NATR Naturalist INT/PCP +0 OGHM Ogham INT/PCP +1SATR Satire WIL/PCP/APP +2CHRT Charioteering DEX / STR +2YPRU Yoke-Pole Running DEX / BRV +2CHAJ Chariot-Jumping STR +2SMLP Salmon Leap STR +2DECH Del Chiss DEX +4GAEB Gae Bolga DEX +8SPCT Spear Catch DEX +2WRSC Warrior’s Scream BRV / CON +3SHRM Shield Rim DEX +1PRST Precision Stroke DEX +2BTRC Battle Trance PCP / INT / BRV +2Celtic Cultural Skills: These are skills useful in a Celtic milieu. Bardic Lore: This is the Thousand Verses (actually many more; it’s alliterative, not literal) a true bard must memorize, the many songs and poems, long and short, they must know word for word. On a successful roll, he can play it accurately; a failed roll means something forgotten or garbled. A separate roll, using Bard or a perform skill is necessary to make it exciting or interesting. A harper does not necessarily have skill in composing new poems and songs, although the better ones do, and a true bard will. Those abilities are covered by Poetry and musical Composition skills. In addition, a bard may make a roll against his skill level in bardic lore to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has history, he gains a +1 per 5 points of history on this check. ) A successful bardic lore check will not reveal the powers of a magic item but may give a hint as to its general function. For a Celtic Bard, Bardic Lore covers the known compositions for their milieu. Other cultures would require (Cultural) Oral / Musical Lore to be learned, which would function much the same as Bardic Lore in that culture’s area of influence. For example, Norse Oral / Musical Lore or Skaldic Lore would be required for a Bard to deduce that a given ring might have once belonged to Mimir, and thus to guess at the curse it carries.Bard: This is a skill package, the ability to compose, direct, and/or perform poetry, oratory, music (a capella, instrumental, or both) or rhetoric. A bard, harper, minstrel or skald may use this package, rather than buying such skills individually. It does not teach any songs, poems, or speeches; those must be learned separately. Other cultures would require (Cultural) Oral / Musical Lore to be learned, which would function much the same as Bardic Lore in that culture’s area of influence. Brehon Law: This is the Celtic Common Law, which any Brehon (judge, lawyer, or other litigant party) must learn. A Brehon is equivalent to a Bard in standing, and serves as a judge, lawyer, or other legal expert / consultant. In the absence of a true Brehon, Bards, Rangers, Fili, Druids, and other Draioi may serve as a Brehon. Their judgments must be accepted unless set aside by a Brehon or Draioi of higher legal standing, and may be challenged by a king, although a king may not set the ruling aside.Naturalist: This is a general knowledge of plants and animals, and nature in it’s various forms. It is the sort of knowledge you would expect from a good 20th-century biology teacher. A successful roll will let you identify a plant and its uses or tell you something about an animal and its habits. Modifiers of up to +3 in familiar territory to as much as -5 if in an unfamiliar environment. A level of 12 or more is necessary to develop druidic spell casting (Bard, Ranger, Druid, etc.). Ogham: pre-requisite: Magical Aptitude, Naturalist 12+. This is the skill of reading and writing in the tree alphabet; it is the only means by which any Draioi would record any prophecy, magical spell, or magical effect. Even if a given Draioi were fluent in a written language, they would not use it for such purposes. It is derived from knowledge of the secret magical nature of each tree type, and is a requirement for learning any spells. Skill in Ogham must equal or exceed any magical skill bought. Satire: This skill is the ability to compose a satire or lampoon, a magical ritual wherein a Bard composes a

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poem, oratory, song, or other performance piece which denigrates or humiliates the target(s). He then performs this Satire publicly in the presence of the target. The ritual allows him to bind a magical effect into the piece, making it a special and unique spell-song. Depending on the desired effect, he must spend 4d4 hours for a temporary curse effect, or 2d4 days for a permanent curse effect. The initial public performance will then trigger the special effect, as well as damaging the recipient’s reputation and Enech, if the bard wins a contest of Will with the target. The crowd laughs at the loser of the contest, who then suffers the curse effect, which should fit the crime. Minor boils, drooling (for idiocy), and other disfigurements are typical. The loser of the contest (hopefully the intended target) loses as much Enech as the Bard rolled for ritual time, and then suffers the intended effect. On rare occasions, the effect may attack a counselor or other third party who was actually responsible, rather than the public figure named, bringing intrigues to light. A bard has no way to control this, either to cause it or to prevent it (i.e., it is GM’s judgment). A temporary effect may be renewed by repeat performances; permanent effects are not renewed, but do serve to spread word of the target’s malfeasance. The Bard’s accusations must be truthful, and may be rescinded by a Brehon, Ollave, or Druid, or may be ordered rescinded by a high king if there is insufficient evidence. The Bard must use one point of Power per die for a temporary effect, or 4 points of Power per die for a permanent effect. Pre-requisites: Ogham, Bardic Ability, or the relevant performance skills. Charioteering This skill covers the ability to handle chariots including combat and racing use. This is a pre-requisite to Yoke-Pole Running. Yoke-Pole Running: This is the skill of running along the yoke-pole of a chariot while it is at full speed – a risky business, since failure will send the character tumbling beneath the horse’s hooves and the chariot’s wheels. It is used to impress. Fighting while running the yoke-pole incurs a 50% penalty to all actions, including yoke-pole running. Pre-requisites: Balance, Charioteering ≥ Yoke-Pole Running Chariot-Jumping: The ability to jump a a chariot over a stream, chasm, or low obstacle, such as a fallen tree. Jumping requires a clear approach of at least 30 yards, and a Strength check with a penalty of 2 per foot of height, 1 per foot of width, and 3 per man-weight in the chariot. Success indicates the chariot lands safely. If not, it slams full-tilt into the obstacle, damaging the chariot, and injuring the horses and passengers. Celtic Fighting Arts: The Celts did not have a formal martial art in the same sense as the Asian arts. They did, however, develop some special maneuvers for armed combat. This skill and the following sub-skills may normally only be learned by Fianna, Gaesate, and Warrior-Witches. Celtic Fighting Arts serves as Brawling, and is the pre-requisite for any of the following special maneuvers. Salmon Leap: This is a standing high jump in combat, which gives the opportunity to strike over the enemy’s shield, leap over a raised weapon, or even possibly leap clean over one’s foe to land on the opposite side of them. Every three kilograms of encumbrance is one point of penalty to the attempt. Each 0.1G variance is a bonus or penalty of one. Using the Salmon Leap to attack over the foe’s shield imposes the inverse of your successful Salmon Leap roll as a penalty on the opponent’s Shield and/or Parry skill. This use also subtracts 4 from random location rolls. Salmon Leap to jump over the opponent’s weapon is a form of dodging. It imposes the inverse of your success roll on their attack roll. And jumping completely over the opponent has the following effects: they must make a DEX check to follow your action. Failure indicates that they are unable to attack or effectively respond for 1d6 seconds (1d8 the first time they are attacked in this way). You may attack freely at ¾ skill, with a -4 modifier to hit location. If they succeed at their DEX check, both the character leaping and the foe may attack at ½ skill, but the foe has an initiative penalty of 3 for the next 1d4 seconds. Attacker subtracts 4 from hit location, foe adds 4 to hit location rolled. Pre-requisite: Celtic Fighting Arts.Del Chiss: If the attack roll succeeds by at least 2, the spear is thrown in such a way that it twists on impact, causing double normal damage. Pre-requisite: Celtic Fighting Arts and Thrown Spear. Gae Bolga: A Gae Bolga is a cruelly barbed spear, which must be thrown using the foot, rather than the hand. It is the only action possible for 5 phases before and after the attack, as it requires intense concentration and puts the user off-balance. If the attack roll succeeds, the spear’s barbs tear the victim’s flesh horribly, nearly guaranteeing death. Damage is multiplied by the average of the pre-requisite skills. Pre-requisite: Celtic Fighting Arts, Thrown Spear, Balance, and Concentration.Spear Catch: This allows a character to catch a spear thrown at them and hurl it back immediately, counting both the catch and return as a single attack. It may be thrown back at the original attacker or any other character within 5 feet of them. To catch the spear, make a roll against this skill, taking the inverse of the opponent’s attack roll as a penalty. To throw it back, roll Thrown Spear normally. The spear may be kept, rather than returned, if desired. Pre-requisites: Celtic Fighting Arts, Thrown Spear. Warrior’s Scream: This must be the character’s first and only action on the phase he desires to use it,

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which must be the first phase of combat with the foe he attempts it on. If he succeeds, then ½ this skill is used as a positive modifier to a Bravado check on the foe and on the character, acting as if Fear had been cast on the foe, and Courage on the character. Pre-requisite: Celtic Fighting Arts. Shield Rim: This is an attack using the sharpened rim of a specially-made Targe. The shield may be used to attack or defend each phase, but not both. Pre-requisites: Celtic Fighting Arts, Shield.Precision Stroke: This skill may only be used with the selected weapon associated with the character’s skill in Precision Stroke. It functions as a called shot to a specific location. If the attack roll succeeds by at least half the character’s skill, it severs that location like a Sword of Sharpness. Pre-requisites: Celtic Fighting Arts, specific edged melee weapon (non-polearm) skill, such as Falcata, Long Sword, Axe, etc.Battle Trance: This is NOT Riastarthae, and may not be learned by anyone with that malady. The character enters a form of auto-hypnotic trance, enhancing combat effectiveness and causing him to disregard his own safety but imbuing him with tremendous stamina and combat ability. The recipient will automatically succeed any endurance test for the duration of the trance. The recipient also automatically succeeds at any Fatigue tests and cannot be rendered unconscious. The Close Combat skills of the recipient receive a +50% bonus for the trance’s duration. However, the subject may not parry, dodge, cast any magic spells, or use Ki powers (except those already activated) while tranced. The character remains tranced at least until there are no more adversaries. In the fog of combat, allies may not be recognized, and so may be attacked. When facing allies or non-combatants, roll PCP at ½, and if that roll succeeds, roll WIL in order to avoid attacking. Roll ½ WIL to break the trance. Battle Trance adds ¼ POW to WIL to protect against mind-affects. Occult/TheologyALCH Alchemy INT +0 DIVN Divination [public performance]

(specify Augury Astrology Numerology Geomancy Oomancy / Tarot / etc)

INT +0

DRML Dream Lore INT +0 HERB Herbalism Identify Edible Plants INT +0 HYPN Hypnotism/Mesmerism INT +0 MAGE Magery One-quarter effect INT +0

ABJURATION One-half effect INT +0 CONJURATION One-half effect INT +0 SUMMONING & BANISHMENT One-half effect INT +0 DIVINATION One-half effect INT +0 ENCHANTMENT One-half effect INT +0 BEGUILEMENT One-half effect INT +0 EVOCATION One-half effect INT +0 INVOCATION One-half effect INT +0 ILLUSION One-half effect INT +0 NATURE MAGIC One-half effect INT +0 THAUMATURGY One-half effect INT +0 CHANNELLING / CONVERSION One-half effect INT +0 DARK ARTS One-half effect INT +0 ALTERATION One-half effect INT +0 MYSTICISM One-half effect INT +0 UNIVERSAL SCHOOL One-half effect INT +0 CONVOCATIONS (specify which schools hybridized) One-half effect INT +0

ABJURATION ABJURANCE(WARDS, GLYPHS, & STATIC DEFENSES) FULL EFFECT INT +0 ABNEGATION (DISPELLING MAGIC) FULL EFFECT INT +0 OBDURANCE (PERSONAL, MOBILE DEFENSES) FULL EFFECT INT +0

CONJURATION CREATION FULL EFFECT INT +0 SIMULACRA FULL EFFECT INT +0 REPLICATION / CLONING FULL EFFECT INT +0 CALL INTO BEING FULL EFFECT INT +0 FABULISM / PHANTASIE FULL EFFECT INT +0 PRIMORDIAL FORCES FULL EFFECT INT +0 PLANAR FORCES [ASTRAL, ETHEREAL, ETC] FULL EFFECT INT +0

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CONJURE FULL EFFECT INT +0 CONSTRUCTS FULL EFFECT INT +0 MAKING / UNMAKING FULL EFFECT INT +0 CONTRA-CONJURATION (ANTI-MAGIC) FULL EFFECT INT +0

SUMMON/BANISH CALLING FULL EFFECT INT +0 SUMMONING FULL EFFECT INT +0 BANISHMENT / DISMISSAL FULL EFFECT INT +0 HOMUNCULI FULL EFFECT INT +0

DIVINATION FORETELLING FULL EFFECT INT +0 GEAS FULL EFFECT INT +0

ENCHANT ENHANCE OR MAGIC UP THINGS / PEOPLE FULL EFFECT INT +0 ARTIFICE FULL EFFECT INT +0 PERMANENCE FULL EFFECT INT +0 RESHAPING FULL EFFECT INT +0 PURIFY PEOPLE FULL EFFECT INT +0 PURIFY OBJECTS FULL EFFECT INT +0 ENCHANT OBJECTS FULL EFFECT INT +0 ENCHANT CREATURES FULL EFFECT INT +0 IMBUE OBJECTS FULL EFFECT INT +0 IMBUE CREATURES FULL EFFECT INT +0

BEGUILEMENT CHARM / TEMPTATION FULL EFFECT INT +0 CHARM / ENTHRALLMENT FULL EFFECT INT +0 CHARM / POSSESSION FULL EFFECT INT +0 CHARM / OVERLAY OF EMOTION FULL EFFECT INT +0 CHARM / DELUSION FULL EFFECT INT +0 IMPULSION / GEAS’ FULL EFFECT INT +0 IMPULSION / TABOOS FULL EFFECT INT +0 IMPULSION / INHIBITIONS, FULL EFFECT INT +0 COMPULSION / STRICTURES FULL EFFECT INT +0 COMPULSION / CANONS OF LAW FULL EFFECT INT +0 COMPULSION / ADMONISHMENT / REBUKE FULL EFFECT INT +0 ENTRANCEMENT [ALTER CONSCIOUSNESS] FULL EFFECT INT +0

EVOCATION PRIMORDIAL FORCES / FIRE FULL EFFECT INT +0 PRIMORDIAL FORCES / COLD FULL EFFECT INT +0 PRIMORDIAL FORCES / LIGHTNING FULL EFFECT INT +0 PRIMORDIAL FORCES / FORCE / KINETIC ENERGY FULL EFFECT INT +0 PRIMORDIAL FORCES / SOUND FULL EFFECT INT +0 PRIMORDIAL FORCES / MAGNETISM FULL EFFECT INT +0 PRIMORDIAL FORCES / SHADOW FULL EFFECT INT +0 PRIMORDIAL FORCES / GRAVITY FULL EFFECT INT +0 PRIMORDIAL FORCES / LIGHT FULL EFFECT INT +0 PRIMORDIAL FORCES / DARKNESS FULL EFFECT INT +0 PROBABILITY / LUCK FULL EFFECT INT +0

INVOCATIONS PRAYER / WORSHIP / REVERENCE FULL EFFECT INT +0 DRAWING ON HIGHER POWER FULL EFFECT INT +0 IMMANENCE FULL EFFECT INT +0 PROPITIATION FULL EFFECT INT +0 ATONEMENT FULL EFFECT INT +0 DESECRATION / DEFILEMENT / BLASPHEMY FULL EFFECT INT +0 STRIKE AWE FULL EFFECT INT +0 SANCTIFY FULL EFFECT INT +0

ILLUSION FIGMENT FULL EFFECT INT +0 GLAMER FULL EFFECT INT +0 PATTERN FULL EFFECT INT +0 PHANTASM FULL EFFECT INT +0 SHADOW FULL EFFECT INT +0

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SPECTRAL FULL EFFECT INT +0 GLAMOUR FULL EFFECT INT +0

NATURE MAGIC TREE LORE FULL EFFECT INT +0 WEATHER FULL EFFECT INT +0 ANIMAL LORE FULL EFFECT INT +0 PLANT LORE FULL EFFECT INT +0

ELEMENTAL MAGIC (Use only the 3-5 elements given in the philosophy of the caster’s culture). (WOOD / METAL / VOID / EARTH / AIR / WIND / FIRE)

FULL EFFECT INT +0

THAUMATURGY MIRACLE / WONDER WORKINGS / ABUNDANCE FULL EFFECT INT +0 MIRACLE / WONDER WORKINGS / LIFE FULL EFFECT INT +0 MIRACLE / WONDER WORKINGS / WISH FULL EFFECT INT +0 MIRACLE / WONDER WORKINGS / HEAL FULL EFFECT INT +0 MIRACLE / WONDER WORKINGS / CAST OUT DEMONS FULL EFFECT INT +0

CHANNELLING / CONVERSION

ENERGY MANIPULATION FULL EFFECT INT +0 DARK ARTS NECROMANCY FULL EFFECT INT +0

BLOOD MAGIC FULL EFFECT INT +0 MALEFICENCE / INFERNAL SUMMONING FULL EFFECT INT +0 MALEFICENCE / MIND / SPIRIT DOMINATION FULL EFFECT INT +0 BLACK MAGIC / MALICIOUS INVOCATION FULL EFFECT INT +0 BLACK MAGIC / CURSES / HEXES FULL EFFECT INT +0 DARK ALCHEMY [BREW UP MAGICK VIA CAULDRON.] FULL EFFECT INT +0

ALTERATION TRANSMUTATION [MATERIAL SUBSTANCE] FULL EFFECT INT +0 CHANGE [ENERGY STATE] FULL EFFECT INT +0 TRANSFORMATION [LIVING CREATURES] FULL EFFECT INT +0 TRANSMOGRIFICATION FULL EFFECT INT +0 TRANSFIGURATION [ASCENSION] FULL EFFECT INT +0 METAMORPHOSIS FULL EFFECT INT +0 SHAPE CHANGING FULL EFFECT INT +0

MYSTICISM COMBAT MAGIC / SELF-ENHANCEMENT / MYSTIC MARTIAL ARTS

FULL EFFECT INT +0

MIND MAGIC FULL EFFECT INT +0 UNIVERSAL PETTY MAGIC / HEDGE-WIZARDRY FULL EFFECT INT +0

PETTY MAGIC / LOW MAGIC FULL EFFECT INT +0 PETTY MAGIC / CANTRIPS / ORISONS FULL EFFECT INT +0 PETTY MAGIC / SLEIGHT OF HAND / TRICKS FULL EFFECT INT +0 PETTY MAGIC / TAROT FULL EFFECT INT +0

MINOR UNIVERSAL ARCANA FULL EFFECT INT +0 MAJOR UNIVERSAL ARCANA FULL EFFECT INT +0

CONVOCATIONS UNIQUE Hybrids of 2 or more schools FULL EFFECT INT +0 CONC Concentration INT/WIL +0

Ritual Magic INT/WIL +1ENCH Enchant INT/WIL +1

Specific rote enchantments (specify) INT/WIL +0RELG Occult/Religion General ______ INT +0

Occult/Religion Cthulhu Mythos INT +0 Occult/Religion Genie Lore INT +0 Occult/Religion Celtic INT +0 Occult/Religion Christian INT +0 Occult/Religion Masonry, Free INT +0 Occult/Religion Greek / Roman INT +0 Occult/Religion Chinese INT +0 Occult/Religion Norse INT +0 Occult/Religion Japanese INT +0 Occult/Religion Sumerian INT +0

Magery: Broad base skill for magic. Use ¼ of actual level to determine effective level, but may be used for

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ANY magic.Abjuration through Convocations: Less broad base skill for magic. Use ½ actual level to determine effective level, but may be used for any spell within that School/Discipline/Sphere. Abjurance through Universal Arcana: Specific Field of magic, base skill for spells in that field. Use full level as effective level. Spell (name of spell): This is a sub-skill of whatever base skill is used, and it’s level may NOY exceed half the effective level of the base skill. For example, Magic Missile may be cast using Magery as the base skill. Magery 16 equates to an effective 4, so Magic Missile could be a max of 2, granting 2+4=6 as the roll to cast the spell. If using Conjuration 12, effective level is 6, so MM3 gives 3+6=9. Using the field Conjure (Conjuration / Conjure) at 8 gives an effective 8, allowing MM4, for 8+4=12. Religion: This is knowledge of the various religions of the past and present, and the tenets and preachings of each. Most characters will have a few points of specific skill in the religion they were raised with. This skill is useful when going into the past, to know who not to offend, or what gods or pantheons are currently in favor.MEDT -Meditative Trance INT / WIL +0Meditative Trance is the skill of meditating, which allows one to think more clearly, rest when there is not time for proper sleep, and allow one’s subconscious to work out problems concerning the character. It is foundational to Concentration skill and Ritual Magic. Ki PowersKi Advantage Ki Potential 20 AP / 50 APKi Advantage Ki Sensitive 35 AP / +50 APKi Advantage Ki Aptitude 50 AP / +50 APKi Advantage High Ki Aptitude 75 AP / +75 APKi Advantage Deep Ki Connection 100 AP / +75APKi Advantage Ki Oneness Duration 150 AP / +100AP1 Ki Point Enhance Strength Scene POW / WIL +11 Ki Point Enhance Agility Scene POW / WIL +11 Ki Point Enhance Dexterity Scene POW / WIL +11 Ki Point Enhance Speed Scene POW / WIL +11 Ki Point Enhance Reflexes Scene POW / WIL +11 Ki Point Enhance Endurance Scene POW / WIL +11 Ki Point Enhance Health Scene POW / WIL +11 Ki Point Long Stride ½ POWER hours POW / WIL +010 Ki Points Lightning Speed Scene POW / WIL +210 Ki Points Lightning Reflexes Scene POW / WIL +23 or 10 KP Kami’s Scream 1 attack / scene POW / WIL +21 Ki Point Precognitive Reflexes Conscious period POW / WIL +14 Ki Points Iron Skin POW / WIL10 Ki Points Living Iron POW / WIL10 Ki Points Flow POW / WILKi Weapon Technique POW / WILKi Weapon Technique POW / WILKi Weapon Technique POW / WILKi Weapon Technique POW / WILKi Weapon Technique POW / WILKi Weapon Technique POW / WILKi Weapon Technique POW / WILKi Weapon TechniqueKi Weapon TechniqueKi Weapon TechniqueKi Weapon TechniqueKi Weapon TechniqueKi Weapon TechniqueKi Weapon Technique

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KI POTENTIAL ADVANTAGE: This is the rudimentary ability to use one’s Ki ability. It provides no Ki pool; the character uses their POWER attribute directly to use any Ki powers, and may not learn any Ki skills above 5. KI SENSITIVE ADVANTAGE: This is the ability to use Ki powers. Ki pool is equal to the POWER attribute. Ki skills may be learned to a maximum of 10. KI APTITUDE ADVANTAGE: As above, but Ki pool is equal to POWER + WILLPOWER attributes. Ki skills may be learned to 20. HIGH KI APTITUDE ADVANTAGE: As above, but Ki pool is equal to POWER + WILLPOWER + ¼ PERCEPTION. Ki skills may be learned to a maximum of 20, but are at -1 to normal cost. Dragons, gods, and the like may learn these skills to 25, but do not receive the discount. DEEP KI CONNECTION ADVANTAGE: As above, but Ki pool is equal to POWER + WILLPOWER + ½ PERCEPTION attributes. Ki skills may be learned to a maximum of 20 at -2 to normal cost. Dragons, gods, and the like may learn these skills to 25, but do not receive the discount.KI ONENESS ADVANTAGE: As above, but Ki pool is equal to POWER + WILLPOWER + PERCEPTION attributes. Ki skills may be learned to a maximum of 20 at -3 to normal cost. Dragons, gods, and the like may learn these skills to 30, but do not receive the discount.KI Advantages are cheaper to buy in character generation. The first cost listed is for initial creation. The second cost is for in-play upgrades. Depending on storyline, character may pay for more advantage than they are allowed to use at first. This represents a neophyte with high potential growing into his full capability. If so, GM should compensate with XP bonuses or other rewards until the character achieves their potential. Ki Advantages require a Master to teach them, and Ki Skills also require initial training by a Master. Once Skill Aptitude is reached in a skill, the character may improve that skill by self-study and practice. Enhance Strength: for duration of a scene, use POWER attribute as a modifier to STRENGTH for purposes of lifting, striking, and carrying only. Enhance Endurance: for duration of a scene, use POWER attribute as a modifier to CONSTITUTION for purposes of fatigue and stamina tests only. This does not affect healing, disease, toxins, or other uses of CONSTITUTION. Enhance Health: for duration of a scene, use POWER attribute as a modifier to CONSTITUTION for purposes of healing, disease, toxins, or other related uses of CONSTITUTION only. Enhance Agility: for duration of a scene, use POWER as a modifier to STRENGTH & DEXTERITY for jumping, climbing, tumbling, balance, acrobatics, and catfall only. Enhance Speed: for duration of a scene, use POWER as a modifier to PHYSICAL SPEED for movement speed only.Enhance Reflexes: for duration of a scene, use POWER as a modifier to INITIATIVE and to reflex actions, such as weapon or unarmed strikes, parrying, deflecting, etc. Number of actions remains the same. Long Stride: for up to ½ POWER in hours, use ¼ POWER as a modifier to MARCHING skill and related fatigue rolls only. Precognitive Reflexes: for the duration of a waking, conscious period, this ability enhances DEXTERITY for reflex purposes, such as grabbing Jar-Jar’s tongue, racing pod-cars, lightsaber parrying/deflecting blaster bolts, etc. It is a pre-requisite for many Ki Weapon Skills. The enhancement is ¼ POWER to DEXTERITY, but only for reflex actions such as those described above. Sleeping, being stunned, knocked out, and flat-footed situations cause the character to drop the effect, necessitating that it be re-activated upon recovery. It also applies ¼ POWER as a modifier to INITIATIVE. Lightning Speed: for duration of a scene, movement is enhanced to Metahuman or superhuman levels. Movement speed is equal to STR + DEX + CON. Applies to walking, running, swimming and (if character flies by self-powered wings) flight or other innate locomotion only. Lightning Reflexes: for duration of a scene, enhances reflexes (as defined above). Reflex actions are conducted as if the relevant score were equal to STR + DEX + CON. Affects melee and ranged weapon attacks, dodges, parries, and INITIATIVE. Kami’s Scream / Shrieking Blade / Banshee’s Wail: for 3 Ki Points, this ability affects ONE and ONLY one attack. For a cost of 10, it lasts for a scene. For it’s duration, use POWER as a modifier to any ONE weapon’s PENETRATION VALUE (PV). Name of ability depends on milieu.

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