Agility Skills

*DRIVE (AGILITY): is the skill of piloting all the various modes of transportation that exist in Turn of the Century 1900, including riding animals (horses, camels, etc.), automobiles, motorcycles, wagons, buggies, and blimps, just to name a few. Generally, rolls are only used to during a chase or when going over difficult terrain. (see Vehicles in the Combat section for more details)

ADDS-
• Switch Attribute- Prerequisite: Rank 1/ Drive Skill can be attached to Mind or Will Attribute.

• Focus Vehicle- Prerequisite: Rank 1/ +2 on Drive rolls for a specific type of vehicle (Riding Animals, Wagons/Carts, Motor Vehicles, Airships, etc.) May be purchased more than once.

• Focus Maneuver- Prerequisite: Rank 2/ +2 on Drive rolls for a specific Chase maneuver (Race, Chase, Avoid Obstacle, Create Obstacle, Trail, etc.) May be purchased more than once.

• Drive and Shoot- Prerequisite: Rank 3/ If the character wishes to use an attack action (Standard Action) while driving, all Drive Checks become Move Actions. Character suffers -2 on both Skill checks. (see Vehicles for more details)

• 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.

GUNS (AGILITY): The skill to maintain and fire all manner of firearms, from muskets to Gatling guns.

ADDS:
• Switch Attribute- Prerequisite: Rank 1/ Guns Skill can be attached to Mind Attribute.

• Gun Specialist- Prerequisite: Rank 2/ +1 to hit with ranged gun attacks.

o Favorite Gun (To Hit)- Prerequisite: Rank 4, Gun Specialist/ + ½ Rank (round up) to hit with specific type of weapon (Small Pistol, Large Pistol, Carbine, Long Rifle, Machine Gun, etc)

o Favorite Gun (To Damage)- Prerequisite: Rank 4, Gun Specialist/ + ½ Rank (round up) to damage with specific type of weapon (Small Pistol, Large Pistol, Carbine, Long Rifle, Machine Gun, etc)

• Vulnerable Spot- Prerequisite: Rank 2/ +1 damage to ranged gun attacks.

o Called Shot/ Shoot in the Back- Prerequisite: Rank 4, Vulnerable Spot/ Add 1 Damage Rank per Degree of Success (each +5 over PD) when attacking with a gun. The maximum DoS is equal to Gun Rank. The total Damage Rank may not exceed 2x normal maximum Rank for that weapon.

• Split Attack- Prerequisite: Rank 4/ 2 ranged gun attacks, split Skill Rank, but add full Attribute to each attack, full round action (uses two ammo).

o Imp. Split Attack- Prerequisite: Rank 6/ 3 ranged gun attacks, same as Split Attack (uses ½ weapon’s ammo)

• Trick Shot- Prerequisite: Rank 2/ +2 to any one Combat Maneuver when using a gun. The most common maneuvers with a gun are Disarm and Distract. (May be purchased more than once)

o Alternate Critical- Prerequisite: Trick Shot, Rank 4/ When a character achieves a possible critical hit with a normal damaging attack (not a Maneuver), instead of rolling to confirm the critical for additional damage, may make a Combat Maneuver check and apply both results (normal damage plus a Trip, for example). Must have the Trick Shot Add with the chosen maneuver.

• Long Shot- Prerequisite: Rank 2/ Offset up to -2 in Range penalties.

o Sniper- Prerequisite: Rank 4, Long Shot/ Offset up to -4 in Range penalties.

• Precision Shooting- Prerequisite: Rank 3/ Offsets Rank DoD when targeting small inanimate objects, like light switches, ropes, door hinges, bundles of dynamite, etc. This character is adept at using his gun as a tool to sever the noose around his friend’s neck, shoot the self-destruct button on the villain’s doomsday gadget, etc.

• Expand Critical Range- Prerequisite: Rank 2/ Critical Range is expanded 1 number (usually 19-20)

• Extra Critical Multiplier- Prerequisite: Rank 3/ Critical Damage is improved 1 multiple (usually to x3)

RANGED- ARCHAIC (AGILITY): The skill to maintain and shoot non-gunpowder ranged weapons, including throwing weapons, bows, crossbows, and slings. Compared to guns, archaic weapons usually don’t have the range or ammo capacity, but are quieter and rarely monitored or illegal.

ADDS:
• Switch Attribute- Prerequisite: Rank 1/ Ranged- Archaic Skill can be attached to Mind or Will Attribute.

• Ranged Specialist- Prerequisite: Rank 2/ +1 to hit with ranged (non-gun) attacks.

o Favorite Weapon (To Hit)- Prerequisite: Rank 4, Ranged Specialist/ + ½ Rank (round up) to hit with specific type of weapon (Small Thrown, Large Thrown, Bows, Crossbows, etc)

o Favorite Weapon (To Damage)- Prerequisite: Rank 4, Ranged Specialist/ + ½ Rank (round up) to damage with specific type of weapon (Small Thrown, Large Thrown, Bows, Crossbows, etc)

• Vulnerable Spot- Prerequisite: Rank 2/ +1 damage to ranged (non-gun) attacks.

o Called Shot/ Shoot in the Back- Prerequisite: Rank 4, Vulnerable Spot/ Add 1 Damage Rank per Degree of Success (each +5 over PD) when attacking with an archaic ranged weapon. The maximum DoS is equal to Ranged-Archaic Rank. The total Damage Rank may not exceed 2x normal maximum Rank for that weapon.

• Split Attack- Prerequisite: Rank 4/ 2 ranged attacks, split Skill Rank, but add full Attribute to each attack, full round action (limited to Small Thrown and Bows, uses two ammo.)

• Trick Shot- Prerequisite: Rank 2/ +2 to any one Combat Maneuver when using a ranged weapon. The most common maneuvers with a ranged weapon are Disarm and Distract (may be purchased more than once.)

o Alternate Critical- Prerequisite: Trick Shot, Rank 4/ When a character achieves a possible critical hit with a normal damaging attack (not a Maneuver), instead of rolling to confirm the critical for additional damage, may make a Combat Maneuver check and apply both results (normal damage plus a Trip, for example). Must have the Trick Shot Add with the chosen maneuver.

• Long Shot- Prerequisite: Rank 2/ Offset up to -2 in Range penalties.

o Sniper- Prerequisite: Rank 4, Long Shot/ Offset up to -4 in Range penalties.

• Precision Shooting- Prerequisite: Rank 3/ Offsets Rank DoD when targeting small inanimate objects, like light switches, ropes, door hinges, bundles of dynamite, etc. The character is adept at using his weapon as a tool to sever the noose around his friend’s neck, shoot the self-destruct button on the villain’s doomsday gadget, etc.

• Expand Critical Range- Prerequisite: Rank 2/ Critical Range is expanded 1 number (usually 19-20)

• Extra Critical Multiplier- Prerequisite: Rank 3/ Critical Damage is improved 1 multiple (usually to x3)

*STEALTH (AGILITY): Stealth is the art of being unnoticed. In some cases, this is the ability to hide and/or move silently. However, it also includes the art of being unobtrusive and non-descript. In this case, the skill can be used to follow people (trail) unobserved or ‘hide in plain sight’ by blending in with a crowd, etc. The Difficulty number and type of Skill check are up to the GM (Active, Passive, or Opposed) depending on the level of observation. Using Stealth as a precaution against people not actively searching is easier than using Stealth against trained guards who know someone is in the area. Armor Check Penalties subtract from this skill.

ADDS:
• Switch Attribute- Prerequisite: Rank 1/ Stealth Skill can be attached to Mind or Will Attribute.

• Focus- Prerequisite: Rank 1/ +2 on Stealth rolls for a limited application of the skill (Hiding, Moving Silently, Trailing, Hide in Plain Sight, etc.) May be purchased more than once.

• 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.

^TINKERING (AGILITY): The character can fix and modify the new technologies of the time, such as electricity, powered flight, automobiles and internal combustion engines, as well as more tried and true technologies such as locomotives and steam power, natural gas, hot air balloons, and telegraphs. The character does not necessarily understand the scientific principles behind the technology: characters without the Academics skill are natural mechanics who have mastered their craft through trial and error and experience. Without a few of the ADDS below, the character is mostly limited to repairing technology that has been broken, but the exact uses of the skill and Difficulty Numbers are up the GM.

ADDS:
• Switch Attribute: Rank 1/ Tinkering Skill can be attached to Mind or Will Attribute.

• Jury Rig- Prerequisite: Rank 1/ Can change the basic purpose of a piece of technology to do something else for a short time. Difficulty Number is assigned by the GM, 1 degree of success equals one unit of time; either one shot, one use, one scene, etc. Additional degrees of success add to results or duration at the GM’s discretion. Examples- Modify the pressure tank in a steam engine to fire like a cannon, use the drive shaft of a vehicle to power a winch or pulley system, etc.

• Gadgeteer- Prerequisite: Rank 2/ Character has a ‘floating’ +Rank bonus or effect. The bonus must be attached to an invention the player describes and can add to a specific skill, to hit or damage with a specific weapon, or have an effect with a Rank no higher than Tinkering Rank (a Rank 2 damage electric gun, for example). The player can describe and carry a number of inventions equal to the character’s Tinkering Rank, although the total bonuses or effects cannot exceed Tinkering Rank at any one time. New inventions (ie. changing the bonus or effect during the adventure) can be built with a successful Tinkering roll, Difficulty 15 plus modifiers the GM may impose.

o Journeyman Gadgeteer: Prerequisites- Gadgeteer, Rank 4/ The “floating” bonus/effect is now Rank x 1 ½ (round up), although any one gadget cannot exceed a bonus/effect greater than Tinkering Rank.

 Master Gadgeteer: Prerequisites- Journeyman Gadgeteer, Rank 6/ The “floating” bonus/effect is now Rank x 2, although any one gadget cannot exceed a bonus/effect greater than Tinkering Rank.

Example: Eleanor is a gadgeteer with Tinkering Rank 3. On any given adventure, she can take with her 3 gadgets, with up to +3 bonus/effect. Her standard gadgets are an electric pistol (which uses her Tinkering skill to hit) that does Rank 3 damage, occoloscopic goggles that add +2 to Perception skill checks, and an auto-suture that adds +1 to Medic skill checks. At any given time, she can only use gadgets that total up to a +3 bonus/effect, so she uses the electric gun in combat and the goggles and auto-suture out of combat.

• Mystic Tech: Prerequisites- Mysteries Rank 1, Tinkering Rank 2/ Character can create gadgets that mimic ½ Tinkering Rank (round up) of a Mystic Power (excluding Curse and Rituals). A character defines a number of Powers equal to her Tinkering Rank that can be mimicked with a gadget, although mystic tech gadgets are bulky and normally the character can only carry one at a time. (Other gadgets are kept in the lab, but if the party has a vehicle, the GM may allow the character to have access to more than one gadget at a time.) The character must roll to activate the gadget each time it is used. Roll as if the character were activating the Mystic Power at ½ Tinkering Rank (round up), but use the character’s Tinkering roll instead. Backlash applies, but it is always Tinkering Rank damage and destruction of the gadget (which can be rebuilt later).

o Journeyman Mystic Tech: Prerequisites- Mystic Tech, Mysteries Rank 2, Tinkering Rank 4/ Each mystic tech gadget has a Rank equal to ½ Tinkering Rank (round up) +1. In addition, the character can try to create a gadget that mimics a Mystic Power they don’t have on their list at Rank 1 by making a Tinkering Roll, Difficulty 15 plus modifiers.

 Master Mystic Tech: Prerequisites- Journeyman Mystic Tech, Mysteries Rank 3, Tinkering Rank 6/ Each mystic tech gadget has a Rank equal to Tinkering Rank. In addition, the character can try to create a gadget that mimics a Mystic Power they don’t have on their list at ½ Tinkering Rank (round up) by making a Tinkering Roll, Difficulty 15 plus modifiers.

Example: Alphonse is a mystic tech tinkerer with a Tinkering Rank 3. He has mastered and built 3 gadgets that mimic the supernatural powers of Object Read, Spirit Speech, and Heal (Other). Each gadget mimics the Power at Rank 2. The gadgets are bulky, so he usually carries the backpack with the Heal (Other) gadget, but he can go back to his rooms to get a different gadget if he needs it. When using a gadget, he makes a Tinkering skill check. If successful, the Power functions at Rank 2. If Alphonse rolls a “1”, he suffers Rank 3 backlash as the gadget explodes in his face.

• 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.

Agility Skills

Turn of the Century- 1900 Wudsong