Street Fighter: The Roleplaying Game
These are brief descriptions of many but not necessarily all the Talents, Skills, and Knowledges characters can acquire over their lifetimes. These represent a character's skill set beyond their fighting techniques. Unskilled ability use can be done with those marked as such but the difficulty of such a roll is increased by 1 (or 2 additional successes are required if this would put it over the roll's difficulty cap). Each ability section will mention specific unskilled use constraints if it has any.
Important Note: Many skill rolls that affect objects are directly related to object quality as listed under the Craft skill.
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All Abilities have Specializations: advanced knowledge and ability beyond the general skill category. A good example of specializations are the Sciences. In order, for example, to have anything beyond a basic understanding of scientific history, theory, and method you need to purchase a specialty for Science. The first of these focuses costs 2 experience points and each additional one costs 2 + the number of existing specialties. Having a specialty means the character may make skill rolls directly related to the specialty without penalty (see: Penalties). Some skills have an emphasis that is the same name as the emphasis for another skill. These do not stack and only apply to the skill the emphasis was bought under.
Having a specialty (or emphasis, as they are alternately called) means rolls using that emphasis gain an extra die to their dice pools unless the ability has a specific set of modifiers laid out for the emphasis in question.
The following is a method to streamline performance abilities. These will have the line "this is a performance skill" or the equivalent in the description. Performance skills only use the following roll structure when used as a cooperative group skill.
Performance skills can be used cooperatively but work a little differently than other skills. Each performer must make two rolls. The first is a normal skill roll for themselves and determines how well that performer did in their individual role. Then every performer makes a second roll using the average dice pool and difficulty of the group as a whole. This gauges how well the collective performed as a group. The two rolls are compared and each performer then subtracts successes from the collective roll if their individual performance roll wasn't equal to or greater than it. If that roll resulted in more successes instead add half the difference (minimum of 1) to the collective result. The group then determines their overall performance using the final, adjusted average of all the collective rolls.
If the cooperative roll is being run as an extended action simply repeat the preceding procedure for each time interval with a final average or sum score to represent the performance as a whole.
Averaging rolls this way makes sure those who roll poorly bring down the group as a whole but those who roll well can cancel them out. A performer who botches has their contribution to the group set at 0 and use only half their normal dice pool for the next check if the performance is an extended action. Depending on the circumstance a GM may opt to allow those who are doing well to make a Wits check when one of their group botches to try to save face and negate some of the dice penalty.
Making ability rolls usually involves a Trait + Ability roll, pooling the Trait and Ability dice pools into one. There is not always one way to resolve ability usage, however, and the ability set has been designed to that end. When two abilities interact or support one another handling them as separate rolls can become cumbersome. Thus the Trait pool can sometimes be dropped entirely and the character instead pools the two abilities in question to generate their dice pool. There is no optimum or perfect way to balance tedium and simulation so this is left to individual discretion.
When an ability roll is attempted without an emphasis but is an attempt at a highly-specialized use covered by an emphasis the character requires 2 additional successes on the check to reach an average success level. The list provided herein is not an exhaustive list of all abilities or specialties that could pop up in a campaign but represents a framework of those most likely to appear in a modern setting.
Characters may purchase the following ability packages and NPCs can receive them for free to represent education the character has received prior to beginning the game. Treat the cost as if the character were purchasing a background with each additional rank equivalent to another "dot." For values listed as (1) that means the package offers only the first rank for that ability. No ability can be raised above 5 by this method.
Basic Education (primary school): Writing (1), Math (1),
Basic Post-Secondary (college): Research (1), Science (1) + 1 dot up to rank 3 of any skill or knowledge
Trade School: 2 dots that can be assigned to Repair, Craft, Engineering, or Computer
Doctorate Program: 2 dots that can be assigned to Research, Science, Instruction, Law, Medicine, Mathematics, Surgery, Astronomy, Finance, History, Investigation, or Theology
Core book: Alertness, Interrogation, Intimidation, Insight,
Players Guide: Manage
Shades of Grey: Instruction, Search
Talents are knowledges and skills that characters know and use with little or no formal training or are simply difficult to quantify in academic terms. This is not to say that Talents can't be taught but that they rely quite heavily on the personality and lived experience of their user rather then rote mechanics. Talents used unskilled are not further penalized. The character just uses the raw attribute appropriate for the roll.
Method, Kabuki, Ventriloquism, Puppetry, Sincerity
This is a performance skill. It involves convincing others that your expressed emotions, opinions, or an entire personality you have invented are believable. It is a necessary skill for being an Actor but is used extensively by people whose jobs require them to adopt a false persona. It is sometimes opposed by Empathy, sometimes Subterfuge depending on the circumstances. In game terms it can be used to temporarily alter one's Appearance or Charisma for the duration of 1 scene. To do this declare which trait will be altered, if it is going up or down a dot and make a Manipulation + Acting roll for a minimum of 2 successes. If the roll succeeds you may treat the chosen trait as if it were the step higher or lower you declared. This may push a stat to 0 temporarily but no higher than 6 or lower than 0. This alteration lasts for 1 scene or for as long as you "maintain character" - meaning for as long as you continue to act according to the rules of character laid out for the personality you are adopting.
This talent is treated as an opposing action if another character actively declares they are trying to use Perception and/or an ability to the falsehood. The two characters make their rolls each turn, or scene as appropriate. If the actor wins they maintain character. If the observer wins the actor no longer treats their social traits as altered for that character. (Other characters in the scene are unaffected by this unless they two can best the actor.) Any opposing character who manages to gain 10 or more successes over the actor on any such opposed roll in one check has effectively shredded the disguise and the actor's traits return to their original levels.
When pared with the Disguise knowledge the two abilities become dependent on one another. If the character fails an ability roll for one, the difficulty of ability rolls for the other increase by 2 for that scene. A botch for either ability gives every character attempting to untangle the facade automatic successes for their Perception and/or Investigation checks. This does not mean the Perception check automatically succeeds but makes it far more likely that it will.
The Sincerity emphasis allows you to make a Bluff check if another character is attempting to see through your acting using Perception. You may choose to use Manipulation instead of Charisma for this roll but if it fails no further attempts at Sincerity may be made on the same person that day. If you succeed this Bluff check your target suffers a +1 difficulty penalty to the next Perception check made against you for the remainder of the scene. A failed Sincerity roll clues your opponent in to subtle hints that you don't fully believe the persona you put forth and that your words don't carry true conviction. If you botch a Sincerity check no more bluff attempts can be made in that scene.
Special Note: Players may attempt to short-circuit NPC deception by constantly calling for Perception checks. A GM can counter this behavior by handling all the NPC rolls as if they are all deceptive or that they are all Sincerity checks using this talent or Etiquette as desired - even when no deception is present - and giving vague feedback based on the rolls. Being overly suspicious of everyone, after all, can be a double-edged sword...
This is the ability to notice trouble before it clobbers you in the back of the head as well as spot things and people despite distractions around you. Alertness is contested by Stealth. The second is difficulty 7. Alertness is also used to make spot checks and notice things in hectic situations. It can be used to fight blind using a Perception + Alertness check at the beginning of the round to attempt to detect where danger lies. If this check fails or isn't attempted all subsequent Blind Fighting rolls and related checks for the round suffer a +1 difficulty penalty. (See the Blind Fighting skill for more information on how to conduct Blind Fighting checks.)
Spot checks are made to notice things that would easily fade into background noise. Like most Alertness checks it too uses Perception. Even with abilities like Sakki developing the Alertness skill is still vital for anyone who lives under constant threat of violence. Failing to spot trouble means a character cannot act in a surprise round, cannot attempt to block or evade maneuvers launched from surprise and has a -2 speed penalty in the round thereafter.
This can be used unskilled.
Alertness allows you to stay focused on your physical surroundings. Awareness measures how attuned you are to things beyond the physical world. If you have a high Awareness youre probably a true medium or psychic. Once per day you may attempt a Perception + Awareness check, difficulty 7, when you have eye contact with another person, to try to glean details about their Hado or special abilities. This information is always vague and non-specific but can be used even on those who have never tapped their Hado.
The Spirit Sense emphasis is used to detect incorporeal beings who are nearby. The distance to the target, the strength of their connection to the Hado, and how many living beings are between the two all affect the difficulty of a Spirit Sense check. If the roll succeeds the user gets a vague idea of the spirit's distance and condition.
This can be used unskilled. In campaigns that don't include a metaphysical aspect this skill would be worthless and should be unavailable for purchase.
This is a performance skill. You are knowledgeable and practiced in dancing. Choose an emphasis representing the type of dance you have learned. This talent can be used to entertain as well as for exercise and strength training. It is a critical skill for those studying Capoeira and is used in some of their school techniques. A master of Capoeira won't teach a student who shows no aptitude for dance.
Ranks in this Talent also denote knowledge of the history of one's chosen dance style and some familiarity with people who contributed to its formation. The Dance skill can thus be treated as if it were a Knowledge in those circumstances and uses Intelligence instead of Dexterity. A character participating in a dance-off may be called to make Wits + Dance rolls to adapt quickly to a rapidly-changing contest or to make Stamina + Dance rolls in order to continue performing despite fatigue.
Because there are so many styles of dance in the world there are far too many possible specialties to list here.
This is the ability to understand and recognize the emotions of those around you. People with high empathy are difficult to lie to as they sharply feel the emotions of those around them as if they were their own. This skill may used to detect lies via a Perception + Empathy roll. It contests and is countered by Acting (Sincerity) and other skills of deceit. It is an important skill for anyone working with large groups as it can be used to "read" people to determine their prevailing mood and to understand how and why they feel the way they do. Empathy is thus a requisite skill for logicians, social activists, and anyone who wishes to take on a role of public authority.
In game terms Empathy can be used to detect lies as outlined above or to attempt to modify a vocal or a group social skill by adding 1 die to it. This requires a Perception + Empathy roll, difficulty 7. If this roll botches, however, the roll that was to be modified instead gets a +2 difficulty penalty. In its most raw form Empathy can be used to discern the emotional state of another and is most often used to try to communicate with someone when other communication methods have failed.
This can be used unskilled.
Escape Artist is the skill and knowledge of getting out of restraints and doing so quickly through a combination of preparation, joint control and exploiting flaws in whatever is in the way. It is a favorite staple of magicians and sideshow entertainers as a way of getting crowds interested in the show. This Talent also sees training for (if not always use) by spies and special forces members the world over. Escape Artist is usually used as a Dexterity-based Talent unless contortion and/or writhing are called for in which case Athletics is used instead. Proper tools aren't always required but since many restraints and barriers are locked and thus would need the Pick Locks ability the two Talents are closely related.
Escape Artist isn't limited solely to slipping out of ropes and the like. The GM may rule that get out of a tight space, untangling oneself from a mud pit, or slipping out of an assailant's grasp all use this Talent. The time required to bypass an inanimate restraint (and thus setting the interval between skill checks) will depend on its quality. At a minimum 1 turn is required (10 rounds = 1 turn) for even shoddy restraints. The Speedy Escape emphasis halves the required time between checks.
Expression is a blanket Talent encompassing several artistic pursuits that don't have their own entries and don't fit under Crafting. It includes but is not limited to painting, drawing, origami, ikebana, musical composition, musical instruments, audio-visual programming, computer modeling, and video editing. An emphasis must be chosen for this Talent and each Expression ability must be purchased and raised separately. When such a Talent is used as part of a group effort it is treated as a performance skill unless each member of the group is working with little or no input from the rest of the group.
The item quality and creation rules laid out under Crafting can be used for this Talent as well.
Martial Arts, Behavior
This is the knowledge and understanding of human behavior and thus has some overlap with Empathy. Insight, however, is more knowledge of personal ticks rather than an understanding of the emotional and social forces driving them. People with high Insight usually have high Empathy as well just as a consequence of understanding others so well. By taking the time to observe someone you find that their nervous ticks, habits, coping mechanisms and possibly even fighting preferences become readily apparent to you. Rolls are made using Perception + Insight to notice what someone is doing or Intelligence + Insight to construction habitual patterns in theory and require at least three full minutes of uninterrupted study for even the most basic information.
In its most direct mechanical function Insight can be used to try to guess what another fighter's style, moveset and combos are without having to experience them firsthand and then use this knowledge to predict what they'll do in battle beforehand. This requires direct observation as the target fights and/or practices and a Perception + Insight roll versus a difficulty of 3+ the target's school rank (or just 7). The GM may opt to raise or lower the difficulty of this roll if the observer has more or fewer ranks in this Talent than the other fighter possesses in the Technique being used during observation. If this roll succeeds the character may then attempt to use Insight to pre-opt the other character in conflict.
Insight is a powerful skill but it can never substitute for good player judgment. For this reason no matter how well Insight rolls are made there is always a margin of error with the information they provide. Using Insight during conflict - such as trying to estimate what maneuver an opponent is going to use next - should provide information that is left open to player interpretation. For example, an Insight check to guess what an opponent's next maneuver will be (provided the opponent isn't using a combo the player already knows well) would at best return several possible answers and the GM would toss out several maneuvers it could be without revealing which maneuver it actually is. Insight used in other areas of conflict works in a similar fashion.
Attempting to detect lies or another person's drawbacks through the use of this skill is difficulty 8. Succeeding on this roll, however, gives the user an automatic success for related skill checks against that same target for 1 scene. The Behavior emphasis reduces the difficulty of this check to 7.
Pre-School, Kindergarten, Intermediary, High School, College, Graduate, Special Education, Martial Arts, Kalindo
Instruction is the ability to instill your knowledge in those willing to listen and learn. It is a necessary skill for any teacher and is required for Mentors. In order to teach anything, be they skills, maneuvers, or techniques, requires the expenditure of experience points and several rolls by both teacher and student. (Conventional uses of this skill in a classroom setting don't normally require the procedure outlined below in order to reduce rolling.) The Mentor entry in Backgrounds contains most of the required steps for teaching and learning abilities but Instruction itself can be used to teach much more than that. The Teaching Rules Quicksheet contains a simple list of instructions on how to resolve most Instruction skill rolls.
First the teacher must spend a suitable amount of time working with their student. The time table used for Mentors can be used or this can left open to GM interpretation with a week per dot or power point of whatever is being taught and at least 3 learning sessions per week making each week itself an interval between checks. (This greatly accelerates the learning rate for campaigns taking place over a shorter time period.) For each training interval the teacher must succeed at an Intelligence + Instruction roll. An Insight + Intelligence roll can bolster this attempt allowing the instructor to add successes to their Instruction roll or use them to negate 1s on their student's Intelligence check described below. No experience is spent yet.
For their part the student must attend class and remain focused on their training. This can call for a Willpower check if anything happens to distract the student. At the end of each training interval the student makes an Intelligence + Insight check to absorb their lessons. If this fails the student gleans nothing from that interval although they may continue attending class until they accumulate enough successes.
At the end of the training period the student and teacher each spend half the experience required for the student to learn what was being taught. If either party is short on experience learning automatically fails although they may continue making checks and trying again. Otherwise the student gains whatever was being taught. (Note that the quarter cost reduction listed under Mentor only applies to teaching abilities.)
An Instructor with the proper emphasis for what they're teaching can try to salvage a botch by paying immediately 1 experience point per 1 rolled and rolling again. This re-roll cannot be modified or rolled again. If it fails the botch stands. If this also botches all accumulated successes for both student and teacher are wiped out and training must begin from the very start.
Instruction attempts can be made unskilled.
Police, Armed Forces
This is the art of extracting information from people who arent very eager to share it. It encompasses psychological tactics, isolation, word games, and physical coercion. It does not include causing physical pain and torment as that is Torture and is its own skill. The two abilities have some overlap with a grey, muddy area in between but Interrogation can be used to cause psychological distress that has long-term effects. Any information gained through the use of this Talent will have its quality based on how it was used and for how long. Obviously interrogating someone who knows nothing useful to the interrogator is an exercise in futility but the longer an interrogation goes on the greater the likelihood false or bad information will be offered by the target in order to escape.
Honor Loss: Using this skill to inflict pain, as if it were the Torture skill, costs the user temporary Honor at a rate of 1 point per hour the interrogation is maintained.
Whether by a look, a glare, or the tone of your voice you can make people uneasy. Intimidation can be used against one target or against a group. It is as much a contest of wills as it is a delicate power game of projected authority. To use against one person select a target within 50' who you have the attention of. Then make a contested Manipulation + Intimidation versus Willpower check. If you succeed your target will be hesitant to fight you and might even try to flee. Such opponents lose two dice to any Willpower checks for the remainder of the scene for as long as you oppose them. When used against a group the group as a whole makes one Willpower check using the average of their Willpower scores. If you succeed anyone with more permanent Willpower than successes may then attempt to shake off the intimidation attempt individually with another Willpower check, difficulty 7.
Honor Loss: Using this skill to shakedown people for personal profit, to intimidate them into not reporting illegal or dishonorable activity, or to coerce them into such an action costs the user 3 temporary Honor.
The talent for Intrigue is a knack for gathering and spreading what amounts to rumor and gossip although it also includes an understanding of how information like that spreads through social networks and what it takes to get gossip noticed. Although most tales spread this way are little more than petty, harmful spite used to discredit rivals Intrigue does have some positive uses. A character who has developed this talent knows how to spice up a story and tell it in such a way as to generate the greatest interest and reaction. This makes Intrigue a valuable skill for people working in social media, journalism, and politics.
Using Intrigue to make up rumors requires a social Manipulation + Intrigue roll. Depending on the circumstances the roll may call for Charisma instead - particularly when the character isn't trying to lie or fudge facts but expects their gossip to spread because of the force of their personality as they tell the tale. A character with Intrigue may also try to discern where and how rumors originated using a Perception + Intrigue roll.
You are skilled at keeping a group of Street Fighters focused on their next match and their training rather then laying into each other over petty bickering. Obviously this is a necessary skill to be a professional Manager of any caliber. Because of the stress and time-consuming nature of the job most managers are not themselves fighters. It frequently requires Arenas, Streetwise, and other skills as required of the team and the part of the world they live in.
This talent, on its own, can be used to add ranks to the manager's leadership rolls outside of combat while dealing with the team as a singular entity. Each day the manager gets a number of free dice equal to three times this skill to spend on such related rolls. Dice may be divided as the character wishes but no roll can gain more dice in this way then the character possesses Charisma.
Public Speaking, Storytelling
This is the art of speaking well whether that is to one person or when addressing a group. Oratory is an understanding of how to speak and hold the attention of others. It includes an understanding of vocal pace, inflection, body language, and story structure. This is a necessary skill for anyone who depends on their voice while doing their job whether that be a middle-management position or the highest political office in the land. (Note that the Oratory Talent only covers the spoken word. Writing is a separate skill.)
This Talent is treated as a performance skill when used as part of a group. It can be used to sway the emotional disposition of a group using a Charisma + Oratory roll versus a difficulty equal to the average Willpower of the group being addressed - minimum 4. The Public Speaking emphasis allows the Orator to re-roll up to 3 dice less than their Oratory skill when using the emphasis.
Picking Locks is not a skill most people pick up so it is used most often by thieves, spies, and stage magicians. With ranks in this ability you understand the tricks and tools of the trade as well as have a functional knowledge of the types of locks you'll face. This means this Talent overlaps a bit with Security. A character may attempt a Security roll before picking a lock to reduce the pick attempt's difficulty by 1. Only one such Security roll can be made per lock, per scene.
A Pick Lock attempt made using improvised tools suffers a +1 difficulty penalty. This can be used unskilled but the base difficulty of such attempts is 9. Picking a lock requires a minimum of 1 turn (10 rounds = 1 turn) although the GM may rule that more sophisticated locks (i.e. those of higher quality) require more turns between attempts. Attempting to pick a lock of higher quality than one has ranks in Pick Locks increases the difficulty and required successes as follows. The first quality difference adds +1 difficulty. The second and third add two successes each. Then it cycles back to +1 difficulty. (See Crafting for item quality ranks and their relation to ability levels.)
The Speed Picking emphasis halves the minimum time between Pick Locks checks. Any Pick Lock attempt that botches renders the lock unable to be picked until repairs are made to the lock.
If you want to find something you have to search for it first. This includes knowledge of concealment techniques and the ability to apply that know-how to find hidden objects and vehicles. Rolls are usually made using Wits rather than Perception when trying to find something that has been deliberately hidden to represent the character trying to outthink their opponent and second-guess them. Perception is used when searching for something not hidden on purpose. Thus, attempting to lock a box of matches in bushes would use Perception + Search. However trying to locate the box of matches that have been stolen and hidden somewhere on the ground would use Wits + Search.
The Sharp-Shooting emphasis applies only to using firearms and crossbows. A character skilled in this emphasis has honed their ability to detect and follow fast-moving objects and is not penalized on attempting such shots.
Search (Concealment) is used as an Intelligence roll to place concealment and as a Wits roll to detect and/or remove concealment. Such concealment can include detecting hidden objects as described under Sleight of Hand. For hiding objects on one's person see that skill. This emphasis can also be used to try to find a living creature hidden by invisibility in tandem with Alertness. The Alertness check is to detect any motion or imperfection with invisibility and concealment is used to discern the type of deception and applicable countermeasures.
This can be used unskilled.
Black Market, Fencing, Gangs
Streetwise includes knowledge of life on the street including street politics, drug-running, black market goods, and an understanding of the unspoken support networks that help people who live on the street survive from day to day. You must choose an emphasis after the first rank to determine what part of the underworld you are more intimately familiar with. Attempting to find or purchase items on the black market requires a Streetwise (Black Market) + Charisma check; difficulty based on the item desired and local availability. This skill can also be used to track down criminals, find hideouts and safehouses, locate underground fighting venues and identify people with Infamy.
Honor Loss: Using this skill to set up illegal or dishonorable acts, to procure forbidden items or to interfere with otherwise reputable functions costs the user a minimum of 1 temporary Honor.
Seduction, Buzzwords, Cold Reading
This is the art of lying and making everyone else buy into it hook, line, and sinker. A character with high Subterfuge is also more difficult to deceive as they know all the little tricks to smooth out a sob story. Thus trying to use Subterfuge on a character with a higher Subterfuge skill gives the defender a number of bonus dice to their roll equal to the difference. Subterfuge is contested by Insight.
The Cold Reading emphasis is used to scam people into giving up information they otherwise wouldn't through a series of open-ended, leading questions. When used correctly a target of Cold Reading doesn't even realize how much they've actually said. This emphasis can thus be used to gather information from others in lieu of the Interrogation Talent by way of a Subterfuge (Cold Reading) + Manipulation roll contested by Perception + Insight. Cold Reading cannot be attempted without the emphasis.
Subterfuge has a particular intersection with Insight. The two Talents both oppose and support one another. A character may attempt to bolster a Subterfuge attempt by studying the potential target using Insight beforehand. If the Insight check succeeds the Subterfuge check gets a -1 difficulty bonus for that scene.
Honor Loss: Using this skill to deceive another into an illegal or dishonorable act costs the user half the temporary Honor loss the person they've deceived incurs through their actions.
Diving, Wave Mechanics
If you want to get anywhere in the water it helps to know how to swim. A character with this ability can move at a maximum rate of Athletics x2 per round while in the water. Swimming Strength checks are called whenever a swimmer tries to move against the current or when attempting to swim while injured or exhausted. Endurance swimming uses Stamina instead of Strength. The average swimmer can continue swimming a number of minutes equal to 5x their Stamina before fatigue begins. (This may seem generous but unless the character is making Strength checks to swim they're either treading water or moving with the current.)
This can be used unskilled but the swimmer can only move their Athletics rate per round.
This is a skill rarely practiced by honorable Street Fighters as its use is always accompanied by Honor loss. You are skilled in the use of pain, intimidation, and isolation to terrorize your victims and break down their will. Information gained from torture sessions is fragmented and unreliable at best. Experience torturers don't seek primary information from their victims. Instead they use it to corroborate what they already know.
For each hour you inflict torture make contested Intimidation + Torture rolls (yes, two skills) versus Willpower. This is an extended contest lasting until one side botches or gains 10 cumulative successes more than other possesses. If you are successful your victim becomes compliant with your requests and will be willing to do or say anything to end their suffering. If you botch a Torture roll your accumulated successes are wiped out and the victim suffers 3 unsoakable, unpreventable health levels of aggravated damage. No further torture attempts may be made that day.
If the victim botches twice or is tortured for a number of consecutive days greater than their permanent Willpower they must make a Stamina + Chi roll, difficulty 7. If the victim succeeds they are able to stave off ill effects and nothing further happens. If they lose they gain a temporary point of Flaws related to the torture. This is cumulative and a person who is tortured for a long time is likely to suffer terribly from the experience. The difficulty of this check increases by 1 each time the victim passes until they fail at which time it resets back to 7.
Core book: Blind Fighting, Drive, Leadership, Security,
Players Guide: Bookie, Publicist
Shades of Grey: Demolitions, Disguise, Repair
Skills are technical or mechanical abilities a person can study and train in - things learned through trade schools and apprenticeships as well as formal academic institutes outside of knowledges and abilities picked up through professional experience. Because many avenues exist for teaching and learning Skills many characters tend to focus on this set of abilities.
This is the skill of soothing animals and getting them to listen to you. It is necessary if you want to train animals or to ride one, such as a horse. For each animal you want to learn to handle you must purchase a new specialty. An Animal Handling check is required to train an animal, to perform tricks with it, or to control it in a tense situation. If the animal in question is part of the character's Animal Companion background reduce the difficulty of Handling checks by 1 for the companion.
A failed Animal Handling check makes the animal in question angry and harder to work with for the duration of the scene or until the animal calms down. After such a failure the handler suffers a +1 difficulty check. Multiple failed rolls, however, are not cumulative. A botched roll means the animal can no longer be affected by this Skill for the duration of the scene.
You have an acute awareness of the space around you. This makes it possible to fight enemies you cannot see by relying on your other senses. Sight being the most common primary sense for humans, who comprise the vast majority of Street Fighters in canon, is the default sense for this Skill but it applies just the same for any character who has lost their primary sense suddenly. Blinding Fighting, when applicable, is resolved through the following series of steps.
1.) At the beginning of the round all fighters considered 'blind' who are not exempt may make an Alertness + Perception check to try to get their bearings in relation to those around them. This roll only needs to be done in the first round after the combatant is considered 'blind.' If this is a surprise round even those who are immune to surprise must make this check in order to defend themselves from a hidden opponent. For those who succeed any attacks on them gain no mechanical benefit from concealment or surprise unless contested and defeated by a Stealth check.
2.) Following step 1 each combatant who still wishes to fight and is considered 'blind' and not exempt must then make a Perception + Blind Fighting roll. If step 1 failed or was skipped this check has +1 difficulty.
3.) Beginning in the next round fighters who wish to continue fighting and are considered 'blind' and not exempt may attempt a Blind Fighting + Wits roll to assess if their last opponent has moved and if they are still within 10'. This step is optional but if it succeeds the fighter can direct their next attack rather than just guessing.
4.) Regular beginning of round Blind Fighting + Perception checks take place starting with the second round. This roll sets the maximum dice pool for all maneuvers undertaken in that round while fighting blind except maintaining a Focus maneuver on oneself. A character who has a dice pool of 0 cannot take any actions and spends their turn being confused and disoriented.
Characters exempt from this procedure are those who are normally blind who have at least 2 dots in Blind Fighting and 2 years combat experience while blind. Characters using maneuvers or abilities to detect and track foes without needing their sight are also exempt unless those means are disabled.
This can be used unskilled.
A bookies job can be thankless but with this skill you stand a reasonable chance of earning a living by making wagers on fights, races, and games. It includes an understanding of how gambling systems are constructed and operated, how they calculate odds, and make payouts. This skill goes hand-in-hand with strong math abilities and a bit of fast talking. The ability to quickly and quietly calculate statistics makes a bookies life much easier. An Intelligence + Bookie roll is required to assess the odds of any wager (to understand if it is a reasonable risk or not).
The Odds emphasis can be used to determine if a game is rigged in addition to calculating the odds of success or failure and payouts. The bookie must observe the game in question for at least 2 hours (or have a strong understanding of the game in question beforehand due to experience or research) and make a Perception + Bookie roll. If successful the bookie gets a good idea if the game is outright rigged. (Note that a game functioning normally because it's only rigged part of the time will seem run of the mill.)
For NPC bookies a single Intelligence + Bookie roll can be made to streamline how successful they are in assessing wagers for the day.
This is the art of scaling vertical surfaces. The character may move up or down a maximum number of hexes each round equal to half their Athletics provided they have proper equipment. Otherwise movement during each round of climbing is limited to a single hex in any direction. If combined with the special maneuver Wallclimbing the character only checks to see if they fall if a climbing complication arises. They are otherwise assumed to have 1 automatic success on their climbing checks. See the Wallclimbing maneuver for more information.
This can be used unskilled.
This is the technical ability and knowledge of artisan techniques. The following is a partial list: Blacksmithing, Brewing, Bowyer/Fletcher, Carpentry, Cooking, Glassblowing, Jewelcraft, Leatherworking, Locksmith, Metalworking, Origami, Painting, Plastics, Pottery, Sewing, Stonemasonry, Textiles and Weaving. (Painting is also an emphasis of Expression but the skill here by the same name is the technical knowledge of building painting frames, cases, and the canvas itself. Textiles covers sewing and tailoring. Plastics is the manufacture of plastic-bases and molds primarily for industrial use.) Weapon smithing is handled by purchasing and raising a skill per weapon.
Each must be purchased and raised as separate skills. Using this skill is an extended action whether that be over a period of hours, days, weeks, or months. Checks are made either at set intervals or at the end of the crafting time. Craft skills cannot even be attempted unskilled and unskilled attempts will automatically fail.
Item quality is divided into sets: Shabby, Poor, Average, Fine, Exceptional, and Legendary. Basic crafting rolls assume the player is going for the Average quality and is a difficulty 6 roll. The amount of time required will vary according to the thing being made but doesn't include the time needed to gather materials. Item quality directly correlates to dots in Crafting skill. A character with more dots has an easier time overall and suffers no penalty for making higher quality items than their skill rank allows. Trying to make an item above one's skill rank increases the difficulty by 1 per step.
Shabby Quality: 1 dot skill rank. Quarter the crafting time if using higher quality crafting materials. +2 to the difficulties of using a Shabby quality item and it has 1/4 the normal Health and -2 Body (minimum of 1) than the average quality.
Poor Quality: 2 dot skill rank. Halve the crafting time if using higher quality materials. +1 to the difficulties of using the item and it has 1/2 the Health and -1 Body (minimum of 1) of the average quality.
Average Quality: 3 - 4 dot skill rank. This is the standard, run-of-the-mill quality most characters are familiar with. There are no difficulty or stat modifications for this quality level.
Fine Quality: 5 - 6 dot skill rank. Materials cost 1.5x times their usual cost. The item has an additional 150% Health and Body +1.
Exceptional Quality: 7 - 8 dot skill rank. Materials cost 3x their usual cost and crafting an item of this quality takes twice as long. Items of exceptional quality grant their users small mechanical benefits such as a -1 difficulty bonus, extra dice, or whatever the GM determines is appropriate. They also have 3x the standard Health and Body +2.
Legendary Quality: 9 - 10 dot skill rank. The crafting materials are not commercially available on the open market and it may be an adventure unto itself to acquire them. These items are once-in-a-lifetime and grant their users significant mechanical benefits. At minimum they have 6x the standard Health and Body +3.
(Crafting times, minimum required cumulative successes and material costs are not provided here because they are all too variable for the wide variety of artisan skills characters can learn. See also the weapon maneuver Elemental Glyph for more information on special elemental item properties.)
Honor Loss: Knowingly making a poor quality item for someone with intent to bring harm to them or insult them because of the item quality costs the crafter 3 temporary Honor plus any additional losses that might be incurred by delivering the finished product. Concealing the item's quality and thus misleading others for one's own gain costs 1 temporary Honor.
This is the general skill of fortune-telling. Whether or not true prognostication is possible will be left to the Storyteller but a character with this skill can at least make it look convincing. This can be used in combination with Subterfuge to convince people to part with their money. Divination rolls are made using Wits when trying to fast talk a client (see also: Subterfuge: Cold Reading) and Intelligence for trying to work out potential meanings of Divination results. A diviner looking to scam someone who succeeds a Subterfuge check finds their Divination rolls have a -1 difficulty bonus. The Misdirection emphasis makes it harder for others to catch on such that Insight and Subterfuge rolls made to oppose the scammer require 2 additional successes.
The Drive skill means a character has received training in operating motor vehicles. One point in this skill is sufficient to drive most cars and trucks player characters will use. Higher ranks of this skill allow the character to acquire specialty licenses required for professional driving. Drive checks are made to retain control of the vehicle in challenging situations (such as avoiding a possible collision or dealing with bad weather), to perform stunts, and for vehicle special maneuvers.
Drive checks may also be called for using vehicle-mounted weaponry while operating the craft. Note that craft listed under the Piloting skill are not covered by Drive and vice versa.
Domestic Houses, Vehicles, Aerospace, Nautical, Heavy Weapons, Bridges, Reconstruction, Disaster Prevention, Cybernetics
Engineers design structures and draw up blueprints for construction departments to follow and thus the things they oversee and specialize in runs a wide range difficult to quantify in one skill. In order to be successful an engineer needs strong math and spatial skills with a good knowledge of the physics their structures and machines will be subjected to. Ranks in this skill denote knowledge of the history of engineering, construction management and knowing how to draw up blueprints and design specifications. Because of the highly-technical nature of this skill it cannot be used unskilled.
Heavy Weapons is a branch of engineering concerned with machines of war too large to be carried by one person. These are siege weapons from bygone eras as well as modern gun placements, explosives, and military craft. The Heavy Weapons emphasis can be used to substitute the character's Engineering skill for using a heavy weapon the character knows how to build. Up to half the skill can be subbed into the character's dice pool this way replacing any relevant Technique for that action.
The Reconstruction and Disaster Prevention emphases are needed by civil engineers whose duties include handling disaster scenes and risk management. In addition to the regular bonus the emphasis grants engineers attempting such rolls without the emphasis have a +2 difficulty penalty.
The Cybernetics emphasis is necessary to design and build cybernetic parts. An engineer with this emphasis can attempt to visually assess cybernetic systems with a Perception + Engineering (Cybernetics) roll. This can be used alongside the Cybernetics Knowledge. A successful Engineering appraisal lowers the difficulty of Cybernetics rolls for that cyborg by 1 for the scene.
Bugs, Wiretapping, Covert Ops
Espionage covers a spectrum of subskills related to covert information gathering performed for a patron organization. Modern day espionage requires decent computer and research skills as well as charisma and quick thinking. Skill rolls are made to device, place, detect and remove covert surveillance devices (leading to some overlap with Security and Surveillance). They are also called when attempting to guess where a target is storing desired information and assessing how to access it, to gauge interpersonal vulnerabilities in organizations and to understand and move through spy-related social circles.
Espionage also requires bureaucratic knowledge in order to be used any form of institutional spying. Cryptography is used to send and receive encrypted information. The Covert Ops emphasis is used when acting undercover. A spy with this emphasis gains two automatic successes on Acting rolls related to Espionage while playing in character for their job.
This is the art of creating false documents that can pass for real. This skill can contest itself or Investigation when a character is assessing documents for signs of forgery. Assuming the forger has access to the necessary tools and information one such false document can be created per scene via a successful Intelligence + Forgery roll. If the forger is working with sub-standard tools and/or materials either the difficulty of the initial roll increases or the difficulty of Investigation checks to discover the fake decrease at the GM's discretion. See the Craft skill above for item quality guidelines.
Tracking, Trailblazing, Animal Habits, Traps, Regulations
This is the skill of tracking animals, finding trails, and knowing the most likely places that suitable prey will gather. Sections of this skill overlap with Survival (both contain knowledge of the outdoors and animal behavior) but Hunting focuses heavily on pathfinding and techniques used to ensnare potential prey. The Traps emphasis allows you to place traps out in the wild and empty them without seriously injuring yourself. Traps are placed by rolling Intelligence + Hunting to select an optimal location and configuration. Emptying or removing a trap uses Dexterity + Hunting. However there is no guarantee that the prey you seek will stumble into your trap or that youll be able to handle whatever turns up when you check the line. A successful Wits + Hunting (Animal Habits) roll increases the likelihood that the trap was placed in an optimal point.
When using bloodhounds to track use the dog's Wits + Hunting dice pool instead of the human hunter's for the duration that the animals are leading. See Security for placing traps in buildings. The effectiveness of hunting and traps can be randomly determined by generating a dice pool based on prevailing conditions (lush areas with plenty of prey would have larger pools) and rolling that. A botched result means there are no suitable prey in the vicinity and the hunter must pack up and move elsewhere.
If you want to charge headlong into danger and convince your friends to go with you a couple points of Leadership will go a long way. People with high leadership skills often radiate an aura of authority. The Leadership skill allows a character to command and direct others - particularly in times of stress. The most basic function of Leadership is making a Perception + Leadership roll to direct a group of people. Those who wish to oppose may attempt a Willpower roll of their own. If they succeed they are free to act. If they fail they will be inclined to follow the leader. Leadership is not mind control, however, so orders or suggestions presented must still be acceptable on some level for the group if they are to obey. If two or more characters are trying to seize control by use of this skill they compare their Leadership checks to one another. Whoever has the best result wins.
Leadership and Manage do stack. The bonus dice from Manage can be spent on Leadership rolls and a manager with both abilities at 3 dots or more no longer expends Manage dice for this skill. Dice bonuses are still limited by Charisma as defined under Manage.
A successful Leadership check can delay fear and anger using the Command emphasis for a number of rounds equal to successes (Leadership cannot affect a frenzy). Command can also be employed to break staredowns and related contests of Willpower via a Manipulation + Leadership roll versus a difficulty equal to the average Willpower of the character's locked in the staredown. It can't be used to directly break a staredown a leader themselves is maintaining but if the other party failed the Willpower check set out above the leader has -1 difficulty to their Willpower rolls for the duration of the staredown.
This skill, no matter how good the results are, cannot substitute for good roleplaying.
Lip Reading is the skill of deciphering what others are saying based on their mouth movements and facial ticks. It can be used to understand what someone is saying when they cannot be heard and requires the lip reader can see their target's face and understands their spoken language. For skill ranks 1 and 2 Lip Reading rolls must be made every round to keep up with the speaking person. At skill rank 3 the roll must be made every turn. Each skill rank above 3 results in an automatic success for Lip Reading checks unless the other person is speaking in a language the reader isn't fluent in or something disrupts the reader's ability to watch the speaker.
Fasting, Pain Management, Still Mind
Meditation is the ability to calm ones mind and body to achieve a near-perfect, if temporary, sense of inner harmony. Masters of this skill seem able to slip into a deep trance at any time. A character can attempt to resist pain, fear, deprivation and stress by making a Stamina + Meditation check. Successes on this roll are successes that may be allocated on any of the aforementioned rolls for the remainder of the scene. However if the Meditation roll botches the character has lost their center of self and can no longer make meditation checks and gains no benefits from this skill until they get a full night's sleep.
This skill can be used to recover Chi and Willpower as if the character had slept. Make an Intelligence + Meditation roll per hour of meditation. If it succeeds the character regains 1 Chi and 1 Willpower. This can be attempted a maximum number of times per day equal to the character's Stamina.
The Fasting emphasis is used to endure hunger. Without this emphasis a character cannot regain Chi or Willpower when fasting. The emphasis allows the character to attempt a Stamina + Meditation roll once per day in order to keep hunger and exhaustion from overwhelming them. A successful roll reduces any difficulty penalties from hunger by 1.
The Still Mind emphasis is used to resist mind-altering effects. When the character is about to fail roll they may pay 1 Willpower and make a Perception + Meditation roll. Successes on this roll are then added to any successes from the roll that was failed and the total is used to determine if the roll still fails.
Air Travel, Sea Travel, Map Making
Having a skilled navigator on hand is essential for any group traveling far by land, sea or air. The Navigation skill encompasses knowledge of how to read charts and maps, plot courses, determine one's location relative to their destination and anticipate potential hazards that might arise along the way. Navigation rolls might be called to determine one's position (using Astronomy, a map, knowledge of landmarks, or a compass), or to discern one's direction and distance to a target destination. In emergency situations Wits would be used to think clearly and quickly under pressure and Stamina to remain level-headed if Navigation checks go into extended actions.
Specialties for Navigation are required to make maps for those specific terrain types or to make quick decisions regarding navigation in an emergency situation (such information is usually highly specialized). Otherwise such rolls are base difficulty 8. The Map Making emphasis is just what it sounds like.
Ahh, the fine art of begging. It is used in conjunction with other skills when roleplaying but in general can generate a few dollars on short notice. A successful Manipulation + Panhandling roll can be used to gauge how much money a character makes through begging in a day. It's never much unless the character can put on a noteworthy show or come up with a way to get popular attention but it's better than nothing.
Sincerity, as an emphasis of Panhandling, is used to make the beggar seem more authentic then they really are. It is a means of stretching the truth and playing on sympathies. This emphasis can be used to attempt to persuade others to part with things via a Manipulation + Panhandling roll. This skill is closely related to Acting, Empathy, and Subterfuge.
This skill covers the ability to control and direct an air or water-based craft and highly specialized vehicles that don't fit under Drive. These include but are not limited to airplanes, jets, helicopters, tanks, submersibles, submarines, and boats. An emphasis must be chosen and new piloting skills purchased and raised separately. Like the Drive skill rolls are called in emergency situations in order to keep control of the craft (such as a mechanical failure), when the pilot is attempting a stunt or when the pilot is fatigued, injured, or distracted.
Pilot checks may also be called for using vehicle-mounted weaponry while operating the craft.
Theories, Cognitive Therapy
For the purposes of gameplay this is a general ability to understand and treat mental disorders. Such disorders cannot be cured but the Psychoanalysis skill can be used to help manage them. No character can use this skill on themselves. Perception + Psychoanalysis rolls are made on weekly or monthly intervals based on how often the patient and physician meet. If this roll fails nothing else happens. The physician either failed to gain any insight to help the patient or wandered down a false line of thinking.
If the roll is successful the physician can then attempt an Intelligence + Psychoanalysis roll to put together an assessment and treatment plan. If this succeeds the physician then precedes to a Manipulation + Psychoanalysis roll at normal difficulty. Otherwise the Manipulation roll is difficulty 9. Successes here provide the patient with 3 temporary flaw point reductions for the next week. These may be spent as desired but the reduction only lasts for 1 day. However the patient can opt instead to bank all or some of these points with a successful Perception + Insight roll, difficulty 7. When 10 such points are accumulated they can be converted to 1 experience point to buy off part of the illness under treatment.
A botched analysis roll increases the patient's illness by 1 point for the week due to the stress of a terrible session. No mental illness can be reduced to 0 through the use of this skill.
Every team needs someone to handle advertising them and thats exactly what this skill entails - an understanding of how to make advertising work in order to promote products and people. Without someone who knows how to spread the word a team goes nowhere pretty fast. The best publicists have networks of trusted associates around the world. This skill works a bit differently then most. Instead of making rolls, the ranks in Publicist denote how many and the strength of favors and connections the character has access to in the mass media each week.
Publicist rolls can be made, using Perception, to assess the potential effectiveness of any media exposure (an appearance, mass media article, advertisement, etc.) for a person or group. The results of such checks are subjective and vague at best owing to the fickle nature of the market and pop culture but good publicists do it anyway so that advertising funds are spent wisely.
This skill covers a spectrum of devices from old walkie-talkies to modem Wi-Fi systems. A radio expert understand the mechanical processes which allow such devices to work as well as network architecture and the how the infrastructure is built and networked. It is a necessary skill for some aspects of civil engineering and business information networks. Professional drivers and pilots require some Radio skill as well.
The Encryption emphasis is used to encode broadcasts and transmissions, to design and build network protocols for encryption/decryption and to break radio-based encryption codes used in surveillance and espionage.
Automobiles, Aircraft, Electronics, etc.
This is a catch-all skill for putting things back together although specialties are required to repair any complex structure or machine. Using this skill requires adequate tools for the task at hand. Otherwise the target of repairs automatically and permanently loses one quality level - which can result in the object being destroyed by attempts to repair it. A Perception + Repair roll can be made to assess how much damage a target object has sustained and what it might require in terms of tools and time investment.
You must have enough ranks in this skill to match the item's quality to repair it to the same quality level. Otherwise it loses 1 quality level until additional repairs are made to it. A botched Repair roll temporarily docks 2 quality levels. Any item dropped below shabby by use of this skill is destroyed. A building that suffers the same is uninhabitable (unless one wants to risk life and limb). A character with the Craft skill can use that as if it were Repair of one less rank than their Craft skill.
This is a critical skill for students, scientists, academics and journalists among others and involves knowledge of how to access information storage systems as well as how to conduct labs, construct experiments, search books and articles for relevant data and organize and manage a research team. In the modern era this means there is some overlap with Computer but Research is concerned with knowing how to use computers (if the character also has that skill) to find information online and use digital databases. Any research project or lab is an extended action occurring over hours for most information retrieval tasks and days or weeks for data sifting.
A botched Research roll means the character has picked up bad information they believe to be true - a crank journal paper or a stud poorly cited in another media are two examples. Rolls to continue that line of research or begin related lines suffer a +1 difficulty penalty due to this bad data. Multiple botches have a cumulative effect and the penalty remains until the character succeeds at a Perception + Research roll, difficulty 7, to realize the grave error with their work.
The GM may, at their discretion, deem Research rolls necessary before using any other ability is that use requires information the character doesn't already know well.
This is a knowledge of security systems, how to build them, install them and how to circumvent them. It is a necessary skill for police, security professionals, thieves and hackers. Unless the character is using a passive means of security circumvention using this skill is an extended skill roll checking every round the character is interacting directly with the security system.
Creating a security system is mechanically nearly-identical to the crafting process outlined under Craft. However, the character may first attempt a Perception + Security roll to assess where and how to set up the system. This step is optional but if it succeeds the builder gains 2 automatic successes for rolls to install the system for that scene. Disabling or bypassing systems using this skill uses a Wits + Security roll. If the device is hidden Search may be required to find it first.
A character with the Infiltration emphasis may substitute their Security for Stealth rolls when trying to sneak past mechanical security devices like cameras. The Traps emphasis is used to place traps in inhabited areas to detect and capture intruders.
This is a performance skill. The character is skilled at using their voice to sing. This is a necessary skill for many professional entertainers, even those who don't use song as their mainstay. Singing rolls are made at turn intervals for most songs or longer if the character is putting on a long performance such as a concert. Singing and Dancing can be done at the same time but both abilities suffer a -1 dice pool penalty for their rolls because the character isn't putting all their energy and attention into other action.
Concealment, Magic Tricks
Sleight of Hand is a skill of trickery and manual dexterity to conceal objects in the movements of one's hands. This covers pick pocketing and concealment of an object on ones person through the use of distraction and misleading movements. It is used by stage magicians and hucksters alike for a variety of reasons.
Concealment of an object on one's person requires the character to wear suitable clothing or for the object, to have a larger object within their hex to provide cover (such as a table they're sitting at), or to be small enough that it can be hidden in the palm or fingers. This is contested by Alertness. Using Sleight of Hand to pick pockets uses Manipulation instead of Dexterity.
Honor Loss: Using this skill to steal from someone, to facilitate fraud, or to conceal an illegal or dishonorable act costs the user 1 temporary Honor.
Concealment, Ambush, Hide
This is the art of not being seen when you dont want to be. It is contested by Alertness. Concealment for Stealth is the ability to hide things in an environment rather then on one's self. It is also used when the character wants to remain stationary but undetectable. Ambush is used to get the drop on an opponent and attack them before they are able to defend themselves. These two emphases often go hand in hand and are used just as much for hunting as they are for warfare.
Stealth checks to sneak through an area unseen or past an aware foe are extended actions. Such sneaking slows the character's movement to half its normal walking value (to a minimum of 1 hex per round). A Dexterity + Stealth roll is then made each round the sneaking character could be detected. If the Stealth check fails because the character gained no successes or fewer than the Perception + Alertness check of a character searching for them no more Stealth checks can be made until the sneaking character somehow manages to hide themselves. A botched Stealth check means no more stealth is possible for the entire scene. The character has simply screwed up too badly and given themselves away although they may attempt to hide if they have that emphasis at a +2 difficulty penalty.
The Hide emphasis is used to find cover in a hurry and uses Perception instead of Wits to locate a spot and Stamina + Stealth to remain hidden if an opponent is searching for the hiding character in the nearby vicinity.
Note that this skill has no use against electronic surveillance systems like security cameras. Instead use the Security skill for those situations.
Honor Loss: Using this skill to attack others when they are unaware and/or cannot fight back costs 3 temporary Honor plus any additional losses related to the assault.
Surgery is essentially a sub-discipline of Medicine and it too involves a high level of anatomical knowledge and training but the two skills are separate on the basis of what they do and require. Surgery rolls can be used both to reflect physical coordination (especially under stress) and the surgeons understanding of technique and research ongoing in their field. See the Medicine skill for general prognosis rolls. For anything other than simple outpatient procedures Surgery is an extended action with rolls set at regular intervals by the GM. A surgeon forced to work with few or substandard tools suffers a +1 difficulty penalty to their rolls.
Humans (or the character's native species, if applicable) are the default species of specialization for this skill and an emphasis must be taken for each species beyond that the character wants to treat. In any case a botched Surgery roll deals an immediate, unpreventable 3 health levels of aggravated damage to the patient.
Way of the Land, Conservation
This skill includes firsthand know-how about how to survive out in the wilderness. A high skill doesnt not mean you can survive indefinitely in the wild but it certainly doesnt hurt. If you lack proper tools all survival rolls go up in difficulty to a maximum of 9. A botched Survival roll deals 3 health levels of aggravated damage dealt by the local environment. This can be from a carelessness-induced accident or from exposure to the elements. A botch also means Hunting and Tracking rolls automatically fail for that day. The default roll interval is 1 day but a GM may decide that extreme conditions warrant more rolls.
Rolls are made to determine what kinds of plants and animals live in the surrounding area (both as potential threats and potential food sources), to find and utilize makeshift shelter against the elements, to assess local weather patterns, to find landmarks and geographic locations, and general knowledge rolls. Survival out in the wilderness often requires a decent skill in Hunting as well.
The Way of the Land emphasis is used to bolster Hunting and Navigation rolls. Make an Intelligence + Survival (Way of the Land) roll, difficulty 7, to gain an automatic successes for the aforementioned skills for 1 roll each.
by genre and type
This is the skill of encoding information in the written word whether that be as a short story, a business report, poetry, diary entries, research papers, legal opinions, or any other form of written communication. This skill requires the character is literate in the language to be written in (which itself is controlled by the Languages knowledge). All characters who are literate start with one dot in this skill which is enough for most day-to-day functions.
Rolls can be made as single-shot checks or sustained checks made at periodic intervals (every day, hour, etc.). For mundane writing tasks the character gains a number of automatic successes equal to their Writing skill. Treat this skill as a performance skill when used by a group to produce a collaborative work.
Core book: Arena, Computer, Investigation, Medicine, Mysteries,
Player's Guide: Cybernetics
Shades of Grey: Demolitions, Disguise, Finance, Law
Knowledges are a subset of abilities that cannot (unless otherwise specified) be attempted unskilled. A character either knows something or they don't. These represent much of the "book learning" in Street Fighter and can be hard to acquire even with diligent study.
by style, division, or country
You know about the fighting arenas of the world - both legal and underground. Specialties of this skill can cover certain styles, divisions, or mysterious arenas although by default it includes a basic understanding of those arenas used in the Street Fighting circuit. This is a critical skill for team managers in order to accurately judge what venues their stables should fight in. This skill is also used in designing and/or building an arena.
A Perception + Arena roll can also be used to attempt to ascertain whether a fighting space has been tampered with to give an unfair advantage to someone. Manipulation + Arena is used to create and/or conceal such a modification. Both of these uses requires sufficient (depending on the space's size) time to go over the grounds in question. Just setting up any such rigging is dishonorable itself and costs that character 2 temporary Honor.
Astronomy is a knowledge of celestial patterns and the scientific study of astronomical phenomena - in other words, what goes on out in space. Astronomy is needed to work in the space industry and is useful if you ever get lost in the wilderness on a clear night. Using this skill competently requires extensive knowledge of the sciences - mathematics and physics in particular.
The starcharts emphasis is used to map the movements of celestial bodies and was originally developed for making calendar. The navigation emphasis is used to find one's way, whether on land or sea, by star, sun, and moon patterns. This means that Astronomy is at times closely related to the Navigation skill. A character trying to navigate may use the higher of the two skills at no penalty provided they have access to necessary information. For example, trying to navigate by way of the stars would be futile when it is overcast but that character could attempt to do the same by way of landmarks.
by municipality, government body, or company
This is knowledge of bureaucratic hierarchies and how they work - political systems, unions, companies, etc. This isn't knowledge of the laws governing those systems (although a related specialty can be substituted for the Law skill using a higher difficulty) but how they are built and navigated. An emphasis is required beyond the first skill rank to denote what type of bureaucracy the character understands in detail.
Bureaucracy rolls may be called for when trying to navigate a political party or event or to untangle a question of which department in a company should be handling a certain problem. They can also be made, using Manipulation instead of Perception, to deceive and confuse others (even those in the same organization) for whatever reason.
Honor Loss: Bureaucracy rolls made to purposefully deceive others for the deceiver's benefit (or to convince them to engage in dishonorable conduct) cost a minimum of 1 temporary Honor. If the deception results in the deceived party losing honor then increase the deceiver's Honor loss by half that value.
Programming, Hardware, Maintenance, Hacking
As the name might suggest this is knowledge of how to operate computer systems. This is possessed by programmers and hardware technicians alike and the specializations possible reflect that. At least one dot is required in this skill for most day to day computer activities. Programming or hacking requires the associated emphasis to even attempt. For game purposes the programming emphasis is not tied to any particular language when purchased but in a campaign where this skill is more centrally focused the GM may opt to require a separate emphasis per language per character.
Computer rolls may be called when a character is trying to run a particularly irksome program, altering an operating system, trying to find information in a computer database, trying to assemble or disassemble computer code or unfamiliar hardware or trying to breach a remote system or network. This makes the Computer skill itself a broad spectrum knowledge.
There are few medical professionals sufficiently skilled in the construction, installation, and maintenance of cybernetic implants to make a regular living out of it. It is an extremely specialized field and thus these professionals are always employed with wealthy and powerful organizations. This knowledge is only available in campaigns that include cyborgs and may not be available at all for starting characters. A minimum of 4 dots in Medicine and 3 in Science (Biology) are required and most professional posts require plenty of other highly specialized skills like electronics, chemistry, surgery and even psychology.
The Cybernetics skill is used to design, build, install, and maintain cybernetic hardware systems. (See Computer for software and programming.) Creating a cybernetic part uses the same rules outlined under Craft except all rolls are made using this skill. Installation requires use of the Surgery skill or one or more assistants with the skill themselves. Medicine and Surgery rolls involving cybernetics use the average of the two skills as their base dice pool.
The Maintenance emphasis is used to assess, diagnose, and repair cybernetic systems after they have been installed. It is useless when rolls are made to initially install or to replace a system. Maintenance checks made using this emphasis have a -1 difficulty bonus, down to a minimum difficulty of 5.
Controlled Demolitions, Bomb Defusal, Mine Sweeping
This knowledge is an ability to use explosive compounds, defuse bombs, and operate pyrotechnics. Although not required most masters of this skill have some knowledge of Chemistry (see Science). Day to day it is most often used in law enforcement, construction, and mining. It is also used by forensics experts investigating the site of an explosion or trying to run down a suspect thought to be assembling bomb parts. The Mine Sweeping emphasis is a military application of the skill necessary for finding and removing live mines out in the field.
Demolitions rolls are almost always extended actions whether that be over rounds (example: defusing a live bomb), turns, hours, or even scenes (such as wiring up a controlled demolition). Creating an explosion compound requires this knowledge and the Craft skill. Use the Craft skill itself for creation rolls and Demolitions as a baseline skill. In this instance the Craft skill is capped at the character's Demolitions knowledge rank. For example, a character with a Demolition of 2 and a Craft of 4 would have only an effective Craft of 2 when using the Craft skill to create an explosive compound.
The Bomb Defusal emphasis reduces difficulty for explosives equal to or lower in quality then the defuser has ranks in this knowledge. At the GM's discretion this means the character has a -1 difficulty bonus (minimum 4).
Cosmetics, Fashion Trends
This is the art of transforming oneself into a different person through the use of cosmetics, hair and dress. It is combined with Acting to complete the new persona. This is an essential skill for beauticians, hairdressers, and make-up artists just as much as it would be for a spy or an undercover cop. The disguise itself might be something as simple as a haircut or different style of dress but the important aspect of any disguise is how it invokes social expectations related to the identity the disguised individual wishes to tap into. Most disguises are thus subtle affairs and it is hard to represent that through only dice rolls. It is opposed by Perception.
The Disguise knowledge may be called when initially setting up the change - an action that usually takes a scene to complete. Additional Disguise rolls may be required to maintain the effect while it is in action but this is left to the GM's discretion. When pared with the Acting skill the two abilities become dependent on one another. If the character fails an ability roll for one, the difficulty of ability rolls for the other increase by 2 for that scene. A botch for either ability gives every character attempting to untangle the facade3 automatic successes for their Perception and/or Investigation checks. This does not mean the Perception check automatically succeeds but makes it far more likely that it will.
Games, Debate, Fallacies
Enigmas is the skill of solving puzzles, word games, logic quizzes and so on. In other words, it is an understanding of and ability to assemble information to reach a logical conclusion. If you love Sudoku you probably have a decent rating in Enigmas. Specialties include methods of debate and rational thought which many prominent speakers and writers require for their professions. A character with this knowledge can also use it in any situation involving a clash of logic - from friendly dinner table disagreements, to political debates, to legal briefs and philosophy itself.
Note that the Enigmas skill itself doesn't mean a character will be any good at the above-listed arguments. In linguistics this is an understanding of how to build and put forth logical statements themselves but the knowledge of what to argue, when, and where are not included. An Enigmas ability roll is made to determine how well the argument is formed after any other required ability roll is successful.
This is the knowledge and understanding of social mores such that one can blend in and avoid hostility based on breaches of accepted behavior. This is a highly specialized knowledge although all characters are always considered to have at least 2 dots in it for the culture they grew up in. Additional ranks may be purchased to gain a finer understanding of the often-hidden, unspoken rules of engagement for that society or to learn how to integrate into a foreign one. Etiquette can be used in order to make a good impression on someone, to avoid offense, or to conceal one's emotions and intent in such a social situation (using Subterfuge instead of Wits) using wordplay and body language. This skill is usually contested by Manipulation or Perception, depending on the context.
Specialties for Etiquette are diverse and can be based on economic class, race, religion, etc. Any cohesive group will have its own rules of expected behavior. The Sincerity emphasis functions much like its counterpart of the same name in Acting. It allows the user to attempt to bluff another into thinking they are more sincere and honest than they truly are. This Bluff check must be called as its own roll and uses Manipulation + Etiquette with a difficulty equal to the target's Perception +3 (max 9). Only one attempt may be made in a single scene. If the check succeeds the target suffers a +1 difficulty penalty to social rolls related to uncovering the bluffer's deception for the remainder of the scene.
Political Fundraising, Stock Market, Tax Law, Grant Funding
Every business requires capital and a Street Fighting team is no exception. For practical reasons most fighters leave learning this complex skill to their managers. High ranks indicate knowledgeability about how to raise funds from diverse sources and a firm grasp of market functions. Outside the circuit it is used for a wide variety of purposes: securing business loans, writing grant proposals, and soliciting corporate donors to name just a few.
Using this skill to judge how the market is operating at any given time uses Perception rather than Intelligence. A Manipulation + Finance roll can be used to streamline how well a manager does this aspect of their job on any given day when the details aren't important.
Patents, Trademarks, Corporate Logos, Ancient Kingdoms
This is a knowledge of symbols, banners, and insignias and their proper use. This is a skill that has fallen out of common knowledge but can also be applied to trademarks, patent symbols, and logos of all kinds. Many graphic designers find use for this skill in branding, logo, and package design. Lawyers who work in patent or trademark law usually have some ranks in this knowledge for the modern equivalents while historians, professors, and teachers are more likely to know older marks.
Heraldry has a particular cross-function when paired with Oratory. An announcer may attempt to modify their Oratory roll using Heraldry by making a Manipulation + Heraldry roll, difficulty 7. If successful the character gains a 2 die bonus to their next Oratory roll for that scene.
specialties are many and too diverse to list countries, religions, genealogy, armed forces, etc.
This is not only knowledge of history but also knowledge about where to find information about historical subjects (thus this knowledge has some overlap with Computers and Research). This is a general skill but there are many possible specializations. In order to remember specific details about a point in history requires such an expertise.
History rolls may be called whenever a character is trying to recite or otherwise communicate what they know on the subject (for example, a tour guide explaining the sordid history of some spots on the tour), when making an argument based on historical facts or when assessing information to understand how it fits into a historical framework (for example, an archaeologist constructing a thesis based on their field work).
Notice, Fingerprint Analysis, Crime Scene Procedures
Investigation includes the methods and protocols of putting together crime scenes, conducting forensics, and otherwise assembling the facts of a case so as to make a coherent assessment of what happened at a point in the past. When investigating a crime scene this is combined with the Search skill in order to locate clues. For lab work Research and Science are important related skills. Investigation is a knowledge primarily relegated to law enforcement and bounty hunters but many others develop a small amount of skill in it out of pure necessity.
The Notice emphasis is for spotting small, relevant details in a chaotic or jumbled scene and uses Perception rather than Wits. Unlike Alertness noticing things using Investigation relies on pattern recognition and problem-solving. If the needed details are hidden use of the Search skill is required before any Investigation (Notice) roll can be made. Only one such knowledge roll can be attempted per scene unless new information is obtained.
Each dot in Languages means you can speak, read, and write an additional language beyond your native tongue. A Language skill of 1 is not needed for one's native tongue as it is assumed all characters become proficient with it as they are growing up. In addition, the Languages knowledge can be used as a general-purpose ability to gauge how much you understand linguistics as a concept and can build arguments based on the semantics involved.
Civil, State [by state], Federal, Appellate, International, Constitutional
This ability is knowledge of the law and legal systems and requires an emphasis per type of law. This is a required knowledge if you want to ever be a lawyer or diplomat or to work in any branch of law enforcement. It also doesnt hurt if you end up in court or in jail. Attempting to understand legal arguments whether they be oral or written uses Perception instead of Intelligence.
Making a legal argument, oral or written, requires a Law check before the Oratory or Writing check can be attempted. The successes on this roll determine the maximum ability dice pool that can be then applied to the second roll. If the roll botches the character may still attempt the Oratory or Writing check using only the associated trait for their roll but even if they succeed any other character opposing the roll gains a -2 difficulty bonus due to severe flaws in the argument. Two characters making verbal legal arguments make contested Law + Oratory rolls until one side reaches 10 successes more than the other side has total (or the argument cannot continue any further due to other circumstances).
Mathematics is an ancient and complex field of study related to the use of numbers and formulae to model and quantify things observed in the physical world and theorized within mathematics itself. Most people have a basic grasp of this knowledge which they use for their day-to-day number needs but any profession related to science, law, or manufacturing requires more advanced mathematics.
Rolls for this knowledge are fairly rare in Street Fighter although they may be called whenever the GM decides the character in question must perform careful calculations.
First-Aid, Veterinarian Medicine, medical fields such as Ophthalmology, Autopsy, Anatomy
Medicine is a general knowledge ability ranging from First-Aid all the way up to years in med school. As this knowledge includes an understanding of medicine as a practice it is just as much a skill as a knowledge but is listed here because it cannot be attempted unskilled. It does not include knowledge of poisons, biology, or surgery as those are separate abilities but it is used in conjunction with them.
The First-Aid emphasis can be used to stabilize a character in critical condition and halt bleeding. Make an Intelligence + Medicine roll, base difficulty 7. If this roll succeeds the character being treated either gains 1 temporary aggravated wound level worth of healing or stops bleeding for that round and the next two turns. If at the end of that time period the character has not received further wounds, has not been the target of failed medical care, and has not be subject to further physical stress the healing becomes effectively permanent and the character stabilizes.
The Veterinarian Medicine emphasis is required to attempt Medicine rolls for any species beyond what the character primarily studied in medical school.
Abductions, Cryptozoology, Religion, Hado
There are many strange things in the world and you are well-versed in them. This ranges from Cryptozoology (Yetis, Bigfoot, etc.) To alien abduction phenomena, paranormal activity, to reports of strange powers from elusive gurus. However, theres no telling how much of it is truth and how much is farcical fantasy without looking deeper.
Because of the inherent nature of this knowledge it has overlap with Enigmas. The Enigmas knowledge can be used to piece together the facts and weed out tall tales but Mysteries itself is knowledge of all the mythology surrounding the "other worldly" phenomena the character has heard of. Mysteries rolls may be called when the character is relating a far-fetched tale or something more serious for Street Fighters like trying to identify an unknown maneuver they've heard about or seen before. To do this requires uninterrupted observation of the maneuver to be identified and an Intelligence + Mysteries roll, difficulty 8. The GM may opt to reduce the difficulty for flashy maneuvers that are easier to remember on sight.
The Hado emphasis is used to try to gauge another person's rank on the Hado scale. If the roll, difficulty 7, succeeds the user gains an impression of where the target sits on the scale in relation to them. This is always a vague impression and never reveals anything precise about the target's Hado.
This knowledge is common amongst medical professionals who must be at the ready to diagnose the myriad poisons humans are likely to come into contact with. It is also employed by law enforcement and assassins of all stripes who want clean kills that are harder to trace. While Medicine can be used to determine that someone is poisoned, this is required to determine what poison and how to go about treating it. As this is a knowledge use Craft for actually making poisons and poison-delivery systems with Poison rolls made to determine whether or not the character has the right formula
The difficulty of diagnosing poison varies depending on how far along the victim is. Symptoms can be easily mistaken for illness. Thus a diagnosis roll made for a patient in the early stages is difficulty 9 unless the doctor has access to a pathology lab in which case the difficulty is 8. Once the patient advances to the middle stage the difficulty drops to 7.
Honor Loss: As should be expected poisoning people is a highly dishonorable thing to do. Every dose delivered docks the poisoner 1 temporary Honor. If the victim is killed or permanently affected (such as a permanent trait loss) the poisoner loses an additional full rank of Honor.
You understand the methods and systems of political power. This means you understand the legal and psychological tactics used to construct and fill political positions. Having a strong grasp of Law and Bureaucracy are also required of career politicians. Intelligence + Politics rolls may be called when trying to understand the clashing, sometimes confusing, throes of a political movement, ongoing campaign or general governmental bickering. Politics + Manipulation rolls are used whenever a decision is rooted in political motivations and the character wishes to affect the outcome with personal intervention (such as making a speech on the subject).
This knowledge can be combined with Oratory to make convincing speeches for one's platform. For every 3 successes on an Intelligence + Politics roll made while drafting the speech in question the orator gains and additional die for their Oratory roll(s) to deliver it. This dice bonus requires the speaker keeps the salient points of their speech in mind, rehearses beforehand, and doesn't botch any rolls before finishing the speech.
Having an understanding of ritual and ceremony is an important part of many dojos - especially old, tradition-bound ones. Rituals are also used in many other aspects of the modern world from religion to the pomp of taking political office. This ability can be used to perform ceremonies which have no mechanical effect on the game, save social ones for the characters involved, but serve to make the game world more dynamic. Mechanical uses for it are to perform Rites and to serve as a function in learning and performing Katas.
When a ritual is performed cooperatively but is not one listed under Rites (or not being treated as a Rite) use the rules for performance skills. Otherwise use those appropriate for the Rite itself.
The Science knowledge on its own, without any specializations, is an understanding of the history and structure of the scientific method and its use in practical applications. The character knows how to write papers, perform labs, record observations, and assess results in a manner consistent with accepted practices. Specializations are required for specific fields like biology or physics.
In campaigns that feature heavy use of this skill disciplines should be split out and treated as separate abilities rather than just specialties. They are treated this way by default because this knowledge generally doesn't see much daily use by Street Fighters.
Specific Science rolls may be called for when working in a lab, making an assessment using scientific equipment, speaking at a conference, or trying to teach others the methods of scientific evaluation, theory, and history. Emphases are most often called upon as knowledge checks before the character can use a different ability. For example writing a research paper would require Research, Writing, and Science.
There are many fighting styles in the modern world. The differences between them are often subtle and confusing for those not versed in their intricacies. A fighter with high ranks of Style Lore understands these differences and is able to guess their opponents next move well in advance.
The basic usage of this Knowledge requires five minutes of uninterrupted study of the intended subject. Afterwards make a Wits + Style Lore roll. Each success on this roll reveals one small piece of information concerning the target's fighting style, comboes, modified maneuvers, or school but the information is always vague due to the short observation period. Studying a particular individual to get a better feel for their individual fighting style requires a minimum of 3 hours while they fight and/or practice. If the target has fewer school ranks than the observer has ranks of Style Lore the GM may opt to reduce this time requirement.
Once the study period is up the observer makes a Perception + Style Lore roll, difficulty 8. If successful they can then attempt to "read" the character in combat. Only one such Style Lore can be made per day no matter how much time is invested in study or how many fighters the character watches. Reading a character in combat must be announced at the beginning of a round and is a Style Lore + Insight roll, difficulty 6. If the target is using a maneuver with the Deceptive modifier increase the difficulty of this roll by 1 per such mod. If this roll succeeds the observer gets an idea of what maneuver the target is planning on using that round. If the roll botches, however, the character will not only be completely wrong and suffers a -2 speed penalty for the remainder of the match but they also cannot attempt any further Style Lore attempts against that same target until they've had a chance to observe them again.
Surveillance has some overlap with Espionage but is focused on methods of observing people and places surreptitiously rather than data mining or data theft. It includes some mechanical forms of information gathering like tracking devices as well as old fashioned shadowing and tracking alongside classic stakeouts. Most of the information gathered through this knowledge is what would be considered "publicly available" although unscrupulous spies will always find less legal means of finding what they want.
For this reason Surveillance is sometimes paired with Security and a character can attempt a Security + Surveillance roll once per scene to gauge their vulnerability to unwanted observation.
The Shadowing emphasis is used when quietly tracking a target's movements by having someone (or a team) following them and hiding in plain sight amongst a crowd. So long as the target doesn't actively resist this Stealth isn't required. When following a moving target actively trying to detect or shake pursuit use Stealth + Surveillance (Shadowing) instead.
This is knowledge of a religion, its ceremonies, history, important persons, and overall goals if organized. This is necessary to do any clergy or scholarly work concerning that religion. Choose an emphasis for which religion you know. It doesn't have to be one currently practiced as many scholars and historians are well versed in ancient religions that have long since fallen into obscurity.
Theology rolls can be attempted unskilled but only for a religion the character has grown up as a part of.