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Chapter 6: Skills


[ | Rolling Skills | Expert Skills | How Weapon Skills Work | Choosing Skills | Creative | Engineering | Espionage | Mystical | Physical | Pilotry | Science | Technical | Technology | Weapons (Melee) | Weapons (Ranged) | Wilderness | ]

Espionage Skills

Crime

You can handle yourself amongst the criminal population. You know how they dress and act because of your experience. This isn't really a skill you learn at school. Your familiarity with city streets makes it easier to track down illegal goods and to find information otherwise unavailable.

You know common tricks and tools of the trade, enhanced by other Espionage skills. You're adept at bribing the right people and are familiar with the syndicates operating in any well-traveled area.

    Talents
    • Gang Politics.
    • Contraband.
    • Trafficking.
    • Bribes.
    Perks
    • Seeing through Espionage skills performed by others is at +2 Perception.
    • +2 to Resist Poison.
    • +1 Charisma.
    Expert Performance
    • +X/2 to Charm or Fear a single target for the scene.

Disguise

You're good with make-up and prosthetics, able to drastically change one's appearance. This skill is more than just appearances, including body language and voices. Combined with Theatre, you know how to imitate your target. At higher levels, your imitation could be a total duplication (within physical limitations.) Combined with Fashion, you can create extravagant and startling creatures of make-up for the audience.

    Talents
    • Voices.
    • Stage.
    • Prosthetics.
    • Drag.
    Perks
    • You have +2 to Perception checks on people.
    • Seeing through your disguise is +2 to difficulty for onlookers.
    • +2 Ki.
    Expert Performance
    • +X to the difficulty of Perception checks for onlookers.

Escape Artist

Following in the footsteps of stage magic, you can escape from even the most devious devices. Chains, handcuffs, ropes, all of it is no trouble. You can disarm primitive traps, hold your breath a long time, and pick devious locks. Sometimes tools may be required for your delicate work. In general, this skill represents your ability to bypass a constricting environment.

In a modern or future setting, you may need related technology skills to bypass access to electronic security.
    Talents
    • Pick Locks.
    • Traps.
    • Handcuffs.
    • Rope Tying.
    • Holding Breath.
    Perks
    • +1 Agility.
    • +1 Gambit.
    • Others have +2 difficulty to Perception checks against your behaviour/activities.
    Expert Performance
    • Onlookers have +X to their Perception difficulty against your tricks.
    • You can hold your breath for another (X*10) seconds.

Forgery

You can forge signatures, documents, and other paperwork. Taken with the Visual Arts and other Creative skills, you can mimic presented works. At higher levels, your forgeries are nearly indistinguishable from the original.

In the future, you may need to combine with Technology skills to beat security measures or duplicate electronic hardware.

    Talents
    • Documents.
    • Artwork.
    • Signatures.
    • Money.
    Perks
    • +3 to your Perception to see through fakes.
    • Investigating your work adds +2 to the difficulty.
    • +1 Perception.
    Expert Performance
    • Investigation has a +X difficulty against your work.

Interrogation

This is a brutal area of knowledge. You have been trained in psychological and physical techniques which can be used (sometimes illegally) to torture someone for information. You push Stress on a target, eventually Fearing them if you're effective. Combining with Psychology will reduce the time needed for a confession.

This skill can be learned via personal experience. Information retrieved under duress is often inaccurate or completely false.
    Talents
    • Drugs.
    • Simple Intimidation.
    • Machinery.
    Perks
    • +2 to Fear.
    • +2 against emotion checks.
    • +1 Fortitude.
    Expert Performance
    • Victims have -X to their Fortitude to withstand stress.
    • Victims have an (X*10)% chance to lose a point of Chakra if it goes on long.

Sleight of Hand

You can discretely take and hide objects with your hands, using quick fingers to pull off dubious acts or put on a simple show. Flipping pens or coins through your fingers, slipping into pockets, hiding cards, you know all the tricks.

    Talents
    • Pick Pockets.
    • Palming.
    • Street Magic.
    • Cheating (using trick cards or dice.)
    Perks
    • +1 Agility.
    • +1 Speed.
    • Perception penalties are cut in half if they are imposed by a person (instead of a situation.)
    Expert Performance
    • Detecting the sleight has -X to Perception. Special tricks may have increased difficulties to detect.

Stealth

This is skill to move without detection. You know how to conceal yourself in a given area, prowl silently to escape detection, and are generally not seen or heard. Your movement speed is reduced when you stealth. You may have to cause a distraction to remove attention from your direction of travel.

You also make an excellent shadow. You know how to safely follow others, either by foot or vehicle. You always stay on the high ground to observe a stationary target. You can lose an unwanted shadow with this skill.

    Talents
    • Shadowing.
    • Prowl.
    • Camouflage.
    Perks
    • +1 Perception.
    • Opponents are +2 to their Perception difficulty on your Stealth.
    • You can move at swimming speed without penalty to this skill.
    Expert Performance
    • To see through your stealth adds X+2 to the difficulty.

Subterfuge

Sometimes you need to lie or seduce others to reach your goal. You know how to tell a story or build a scene to get your way. Because of this, you recognize subterfuge more easily than others. You're good at turning on the sexy or designing a cover story. This skill is more devious than Theatre, but combining both will really sell an act.

    Talents
    • Lying.
    • Seduction.
    • Detection.
    Perks
    • Victims are -2 to contesting stat checks with your ruse.
    • +1 Charisma.
    • +2 against emotion checks.
    Expert Performance
    • +X Charm or Fear on victims.
    • +X to Perception to see through a subterfuge that isn't your own.

Tactics

With a survey of the area, you know how it can be used to ambush. There are tell-tale signs and indications you may pick up on if danger is imminent. You also recognize good spots for traps or enclosure points for aiding an army.

In any setting, you have a deep knowledge of successful strategies from the campaigns past, can identify weaknesses in an enemy's approach, and know how to safeguard your own supply lines.

    Talents
    • Ambushes.
    • Military.
    • A particular terrain.
    Perks
    • +2 Perception to see through other tactics.
    • You do not lose dice when ambushed.
    • Enemies have +2 to their difficulties to see through your tactics.
    Expert Performance
    • Enemies have +x to difficulties to see through your tactics.
    • You have +X Perception to see through other tactics.
    • You have +X*2 Initiative for the ambush round, regardless of who starts it (if you saw through it.)
    • The entire party gets +X initiative for the rest of combat, if they are following a great plan of attack.
Copyright (©) 2006 by Charles Roy and Michael Vendittelli. Chaos Fantasy System created by Charles Roy and Michael Vendittelli.