Mind Skills

ACADEMICS (MIND): encompasses a broad base of knowledge representing math, literacy, history, and science. Character’s often purchase Adds to specialize in a specific field. At Rank 1, the character is literate. For every additional Rank, the character can read and write one additional language. Note: While this skill can be used untrained because even people without training can pick up unusual facts here and there, the GM should rule it cannot be used untrained in the case of specific knowledge (i.e. a mathematical formula)

ADDS:
• Focus- Prerequisite: Rank 1/ +2 on Academics rolls for a limited application of the skill (Biology, Physics, Engineering, History, Math, Literature, etc.) May be purchased more than once.
o Advanced Studies- Prerequisite: Rank 3, Focus/ +4 on Academics rolls for a very limited, specific field which must be related to a Focus the character already has.
• Critical Success- Prerequisite: Rank 1/ On a natural “20” on the Skill check, roll an additional d10 and add it to the total Skill check number.
o Improved Critical- Prerequisite: Rank 3, Critical Success/ On a natural “19-20” on the Skill Check, roll an additional d20 and add it to the total Skill check number.
• Polyglot- Prerequisite: Rank 2/ Double the number of languages the character speaks and reads. In addition, the character can make an Academics Check (Difficulty determined by the GM) to engage in basic communication in a language the character doesn’t actually know.
• Colleagues All Over- Prerequisite: Rank 3/ Character may make an Academics Check (Difficulty determined by the GM, usually 15) to find a colleague in the area .The colleague could collaborate with the character (providing a bonus to Academics rolls) or may introduce the character to experts in other fields. A Diplomacy skill check may be required to secure any assistance.

^BUREAUCRACY (MIND): is the art of dealing with government and legal red tape, international travel, banking, business, etc. In Turn of the Century 1900, before computer record-keeping, the industrial world runs on hordes of clerks, bureaucrats, and functionaries and it requires patience, skill, and experience to navigate. Bureaucracy should be used in place of Diplomacy when dealing with government officials, etc.

ADDS:
• Focus- Prerequisite: Rank 1/ +2 on Bureaucracy rolls for a limited application of the skill (Legal System, Government, Travel, Finance, etc.) May be purchased more than once.
• Expedite- Prerequisite: Rank 3/ The character knows how to cut through red tape with the judicious application of bribes. The exact bribe is up to the GM and player, but the application of the bribe reduces the Difficulty at least one step (-5 Difficulty.) Even if the Bureaucracy skill check fails, the bribe will only be reported on a natural “1” on the roll.
• Critical Success- Prerequisite: Rank 1/ On a natural “20” on the Skill check, roll an additional d10 and add it to the total Skill check number.
o Improved Critical- Prerequisite: Rank 3, Critical Success/ On a natural “19-20” on the Skill Check, roll an additional d20 and add it to the total Skill check number.

DIPLOMACY (MIND): is the catch all skill for social interaction, including gathering information, seduction, persuasion, etc. Note: Some aspects of this skill overlap with Bureaucracy and Streetwise. Normally, Diplomacy is not used to interact with government functionaries or criminals, as they require specialized language, knowledge, and credentials/credibility to be accepted. If a character wishes to use Diplomacy in these circumstances, add one level of difficulty, or +5 to the Target Number.

ADDS:
• Switch Attribute: Prerequisite- Rank 1/ Diplomacy Skill can be attached to Will Attribute.
• Focus- Prerequisite: Rank 1/ +2 on Diplomacy rolls for a limited application of the skill (High Society, Seduction, Salesman, Gather Information, etc.) May be purchased more than once.
• Friends All Over- Prerequisite: Rank 3/ Character may make a Diplomacy Check (Difficulty determined by the GM, usually 15) to find an acquaintance in the area who may be able answer questions about the area or act as a guide.
• Critical Success- Prerequisite: Rank 1/ On a natural “20” on the Skill check, roll an additional d10 and add it to the total Skill check number.
o Improved Critical- Prerequisite: Rank 3, Critical Success/ On a natural “19-20” on the Skill Check, roll an additional d20 and add it to the total Skill check number.

^MEDIC (MIND): is mundane healing, binding wounds, helping the sick, etc. This skill is useless in combat rounds. It may only be used when there are at a least a few minutes (and usually much longer) to properly care for wounds. Using the skill on yourself adds 1 Degree of Difficulty.
• Treating Disease/Poison/etc.- Mundane healing is typically slow, and treating a disease or poison may require a week or more. This is treated as an Extended Action. The Success Number is typically 30-100 and the Failure Number is typically 5-15. Every day, the physician makes a Medic check. If the check is below the Failure Number, no progress is made and the character could get worse or even die. If the check is above the failure number, add each daily check together until the Target Number is reached and the patient is cured.
• Binding Wounds- The more wounded a character is, the more likely binding the wounds will have a positive effect in game terms. Make a Medic test against the patients Current Hit Point total. If you equal the Target Number, compare it to the Damage Rank chart starting at Rank 1. Each 5 by which you beat the Target Number adds 1 to the Damage Rank in healing. Roll the appropriate die and add your Medic Rank to determine how much the character heals. Example: Carson is badly wounded and has only 5 Current Hit Points. His friend, Jacob, who has Medic Rank 3, binds his wounds, rolling an 18, equally 3 successes- 1 for 5, 1 for 10, 1 for 15. Comparing to the Damage Rank chart, Jacob restores 1d8+3 Hit Points to Carson. He rolls an 8 and now Carson has 13 hit points.

ADDS:
• Switch Attribute: Prerequisite- Rank 1/ Medic Skill can be attached to Will Attribute.
• Focus- Prerequisite: Rank 1/ +2 on Medic rolls for a limited application of the skill (Treat Disease, Treat Poison, Bind Wounds, etc.) May be purchased more than once.
• Surgeon- Prerequisite: Rank 2/ +5 on Medic rolls when working in a hospital or with similar equipment and support.
• Apothecary- Prerequisite: Rank 3/ Character has Rank number Healing draughts per game session. These draughts restore 1d6 plus Healing Rank damage. The GM may allow Medic skill checks to identify/make other types of ointments/draughts.
• Critical Success- Prerequisite: Rank 1/ On a natural “20” on the Skill check, roll an additional d10 and add it to the total Skill check number.
o Improved Critical- Prerequisite: Rank 3, Critical Success/ On a natural “19-20” on the Skill Check, roll an additional d20 and add it to the total Skill check number.

^STREETWISE (MIND): encompasses many related skills common to rogues and thieves, including disguise, forgery, confidence games, sleight of hand, finding a fence or other criminal elements, etc. Streetwise should be used in place of Diplomacy when dealing with criminals.

ADDS:
• Switch Attribute: Prerequisite- Rank 1/ Streetwise Skill can be attached to Will Attribute.
• Focus- Prerequisite: Rank 1/ +2 on Streetwise rolls for a limited application of the skill (Disguise, Forgery, Conman, Pickpocket, Misdirection, Fencing, etc.) May be purchased more than once.
• Friends In Low Places- Prerequisite: Rank 3/ Character may make a Streetwise Check (Difficulty determined by the GM, usually 15) to find a member of the underworld who owes you a favor. The person will offer what help they can without payment or coercion.
• Critical Success- Prerequisite: Rank 1/ On a natural “20” on the Skill check, roll an additional d10 and add it to the total Skill check number.
o Improved Critical- Prerequisite: Rank 3, Critical Success/ On a natural “19-20” on the Skill Check, roll an additional d20 and add it to the total Skill check number.

Mind Skills

Turn of the Century- 1900 Wudsong