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- Quick Study (Mental 2, relevant ability varies by skill emulated) This
skill allows a character to temporarily learn enough about a skill,
a job or an area of scholarship to pass as someone who belongs
to a related profession.
- When using this skill, the character spends one week (eight hours
a day) studying the skill he wishes to learn. At the end of the
week, the character has a working knowledge of the field studied.
Over the next several days, he will be able to pass as a practitioner
of that skill, though not as an expert.
- When he has completed his study and must utilize the skill, the
character makes a normal Quick Study skill check. One week after
the character has completed his study, he suffers a -15% penalty
because he has forgotten some details of the skill. Each week
thereafter, he suffers an additional, cumulative -10% penalty.
The characters chance of success is modified by the relevant
ability score associated with the skill he has used Quick Study
to learn.
- This skill will not allow a character to demonstrate an expert
level of ability with the skill being simulated. If the character
undertakes a task that, in the DMs estimation, calls for an especially
broad or deep knowledge of the subject, the DM can decide that
the character cannot perform the task. The character can then
make a normal Intelligence/Reason check; success means that he
realizes that hes in over his head and cannot succeed.
- A character with a skill score of 75% or higher can Quick Study
two related skills at once. A character with a score of 90% or
higher can Quick Study three related skills at once or two unrelated
skills.
- Read Spellshadow (Mental 1, Intelligence/Reason -2) After a character uses the
spell probe spellshadow to discover and reveal a spellshadow,
this skill is used to examine the shadow and determine the identity
of the caster and the circumstances in which it was cast. Only
a character familiar with the spell used and its parameters can
use this skill.
- A successful check reveals the identity of the caster. If a character
manages to do this, a second check determines the time and place
that the spell was cast. If these facts are discovered, a third
check allows the character to determine the recipient, if any
(if the spell has no recipient or this detail is obvious, this
check can be skipped). Lastly, the fourth check determines whether
or not the character learns the situation surrounding the casting
of the spell. The situation could include details regarding whether
the spell was cast in combat, as part of a deception, etc.
- Reading Lips (Mental 2, Intelligence/Knowledge -2) The character can understand
the speech of those he can see but not hear. He can lip read any
language he is able to speak. To use the skill, the character
must be within 30 feet of the speaker and be able to see him speak.
A skill check is made. If the check fails, nothing is learned.
If the check is successful, 70% of the conversation is understood.
Since certain sounds are impossible to differentiate, the understanding
of a lip-read conversation is never better than this.
- Reading/Writing (Mental 1, Intelligence/Knowledge +1) The character can read
and write any modern language he can speak, provided there is
someone available to teach the character (another PC, a hireling,
or an NPC). This skill does not enable the character to learn
ancient languages (see Languages, Ancient).
- Priests and wizards: Characters of these classes generally must learn to read and
write to become a member of their profession. Therefore, they
receive Reading/Writing as a bonus skill.
- Research (Mental 1, Intelligence/Knowledge) A wizard with this skill
is well-versed in the theory and application of spell research.
He is familiar with the use of libraries, laboratories, and other
resources, and also has a good grasp of the fundamental processes
of experimentation and problem-solving. With a successful skill
check, the character gains a +5% bonus to his success roll when
researching a new spell and only requires half the usual time
to perform spell research or determine the process necessary to
manufacture a particular magical item. However, the amount of
money spent on research remains the same because the wizard is
still expending the same amount on books and supplies.
- This skill also allows a collection to be searched and a specific
volume found (if it is present).
- Religion (Mental 1, Wisdom/Understanding) A character with the Religion
skill knows of the common beliefs, established temples and cults
of his homeland and the major faiths of neighboring regions. Ordinary
information (type of religious symbol used, basic attitude of
the faith, etc.) of any religion is automatically known by the
character. Special information, such as how the clergy is organized,
the significance of particular holy days, or the type of sacrifice
required to appease a deity requires a skill check.
- For every 20 skill points over 50% spent on the Religion skill
the character may either expand his general knowledge to include
information about the faiths of distant regions (using the guidelines
above) or to gain precise information about a single faith. If
the latter is chosen, the character is no longer required to make
a skill check when answering questions about that religion. Such
expert knowledge is highly useful to priest characters when dealing
with their own and rival faiths.
- Priests and paladins: Characters of these classes receive Religion as a bonus skill
and are considered experts with regard to knowledge pertaining
to their own Church.
- Rejuvenation (Mental 1, Ego/Aura -1) This skill allows a character with
psionics to recover PSPs while he meditates, as quickly as if
he were sleeping. A character who uses wizardly magic can use
this skill in a similar manner to regain the energy to memorize
spells.
- When using this skill, the character achieves a state of deep
concentration, in which he focuses and regains his energies. He
is still conscious and aware of his surroundings, so he does not
suffer any penalties on surprise or initiative rolls and he is
not helpless if attacked. (However, if he expends PSPs or casts
spells the effects of the Rejuvenation are lost).
- A successful skill check (rolled by the DM after the period of
meditation) is required to regain PSPs or spell energy at the
enhanced rate. A skill check result of 96-00 indicates the character
has fallen into a deep, but not beneficial, trance and suffers
surprise and combat penalties as if he were asleep.
- Note, this form of meditation is not a replacement for normal
sleep.
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