: kills represent a character's abilities. They represent things she knows, or things she can )do. By no means are all possible skills listed on the character sheet. Gamemasters should feel free to allow players to develop whatever skills seem appropriate. When creating a new skill, the gamernaster and player should confer to determine how the skill should work.
Nephilim have two scores in every skill: the first (Nephi-lim column) is the Nephilim's own skill and the second (Simulac. column) is the Simulacrum's skill. Since the Nephilim takes complete possession of the Simulacrum, it can use either of the two scores, generally preferring the highest. It may choose at any dine to use a skill from its Simulacrum instead of its own skills. Roll the dice for this as normal, except, do not check the Simulacrum's skill box when the skill is successfully used, since the Simulacrum cannot learn from experience when dominated by a Nephilim. Also, if the skill use is a critical (see below), completely fill in the Simulacrum's check box.
When a Nephilim wants to perform an action for which there exists a specific skill, but the character has not learned that skill, have the player attempt a characteristic xl roll instead. The choice of characteristic to use depends upon the skill in question. Intellectual skills would require an INT xl roll, whereas physical skills would either require a DEX xl or STR xl, depending on the circumstances. The gamernaster
is the final arbiter, and may even rule that the character could not reasonably attempt the skill at all.
Criticáis and Fumbles
If the dlOO roll result for a skill use is one tenth or less of the skill value, the player has achieved a Critical Success. The character has done extraordinarily well, and either completes the task quickly, creates a great work of art, or whatever the gamernaster decides is applicable in the situation. □ For example, Kragar has a Research skill of 76%. He gets a critical result •whenever he makes a Research percentile roll of 01% to 08%.
It's always possible to fail abysmally—this is called a Fumble. Fumbles happen less frequendy dian criticáis because people practice succeeding, and guard against failure. If the dlOO result is 99 or 00, the roll is a fumble—the character falls off her horse, sings inappropriate lyrics, unknowingly mistranslates die manuscript, or whatever else the gamernaster feels is appropriate for the situation.
Special results occur when a Nephilim either criticáis or fumbles when using the Simulacrum's skills. On a fumble, the Nephilim enters Shouit and loses control of the Simulacrum for a period of time. (See Shouit, page 122) After a critical, the Nephilim has the opportunity to steal the Simulacrum's skill. Fill in the Simulacrum's checkbox completely, and then remind the gamernaster when it comes time to check for experience gains. See Skill Increase, page 118.
Skills in Excess of 100%
Skills may exceed 100%, which is especially likely for those skills learned over multiple incarnations. The advantages of a skill value over 100% are many-fold. Most significandy, the chance of a critical success doubles to one fifth or less of the skill value. □ For example, a Research skill of 125% will receive a Critical Success on a roll of 25 or lower. Likewise, the chance of a fumble is reduced to 00 only. This special rule applies to skills which exceed 100% after any special modifiers are applied. If the skill started out over 100%, but modifiers bring it below 100, then die chance for a critical is the normal one tenth of the skill.
Another benefit is that a skill over 100% can absorb the effects of negative modifiers and still present a reasonable chance for success. Also, a skill greater than 100% gives better chances on the resistance table, which is based on the difference between skills values or characteristics.
Routine physical and intellechial actions in routine circumstances always succeed. There is no need to roll dice to walk, to run, to talk or see or hear, nor is there any need to roll dice for any ordinary and uninteresting use of a skill.
For actions to which skills apply, a Nephilim is considered to have the minimum level of competency in a skill when its value is 20% or above. The Nephilim can use this skill in mundane, uninteresting and non-critical ways without needing to roll dice. For example, a Nepliilim with a 20% Drive skill does not need to roll dice to drive its car to die supermarket. Add the elements of a car chase or dangerous road conditions and a skill roll may be called for, however.
Attempting to perform extraordinary actions or to use skills under dangerous circumstances, under critical scnitiny, or in ways that demand concentration requires resolution with dice. Skills such as Pilot helicopter, Climb, and Shotgun—those inherendy dramatic or downright dangerous—are routinely rolled for whenever used.
The gamemaster determines when and what the needed roll is—a skill roll, a characteristic roll (widi appropriate multiplier), or a characteristic match-up to be rolled on the resistance table.
A great pleasure in roleplaying lies in the advancement of a Nephilim from meager beginnings. Increases of skill percentiles are especially noticeable, since the more a skill is used, the better a Nephilim becomes at it. As Nephilim delve into the occult, overcome challenges and improve skills, players remember the circumstances of die change, and savor them.
The character sheet records experience checks. When the Nephilim uses one of its own skills (NEPHIIIMcolumn) successfully in play, the gamemaster may prompt the player to check the box beside that skill on the character sheet. The Nepliilim has a chance to learn from its successful experience. However, a Simulacrum's checkbox (SIMULAC.column) is not checked when its skill is successfiilly used, since the Simulacrum cannot learn from experience while it is dominated by the Nephilim. If the Simulacrum's skill was used, and a Critical Success achieved, the box is filled in completely.
No matter how many times a skill is used successfiilly in an adventure, only one check per skill is made until the game-master calls for experience rolls. Typically those experience rolls are made upon concluding a scenario or after several sessions. See the chapter on Agartha (page 118) for more information on resolving experience rolls.
Applicable to living cultures, Anthropology enables the user to identify an individual's way of life from her behavior. If the skill-user observes another culture from within for a time, or works from accurate records concerning an extinct culture, he or she may make simple predictions about that culture's mores and morals, even though the evidence may be incomplete. Studying die culture for a month or more, die anthropologist understands how the culture functions and in combination with Psychology, may predict the actions and beliefs of a representative from it. This skill is useful for determining infonnation about cultures not already known to the Nephilim through previous incarnations.
Allows dating and identification of artifacts from past cultures and the detecting of fakes. Having thoroughly inspected a site, the user might deduce the purposes and way of life of diose who left the remains. Anthropology might aid in this. Archaeologists specialize in particular cultures and periods, thus a specialty may be taken in this for a specific period. If a Nephilim has Life Experience in a particular culture, the player may use the Life Experience skill in the place of the Archeology skill when determining information about that culuire.
Allows a Nephilim to recognize the secret signs used by die Major Arcana. The secret signs might be general enough that Nephilim of all Arcana can recognize them, or they may be known to only a particular Arcanum. Signs include not only symbols and words, but sounds, musical harmonies, hand gestures, color combinations, and more. These signs are not a language in themselves, but serve to attract the attention of those who know of them, and in combination with words or pictures, can convey messages.
Specify song, some musical instniment, painting, dance, poetry, cooking, photography, etc.—any art which a creative person might seriously pursue dirough life. With a success, the performance or creation is pleasing and the audience is satisfied. Failure indicates that the artist was off-key or inexpressive. The gamemaster might allow much wider definitions of "art," from baseball to juggling. The player should note the style or medium: opera singer, oil painter, etc. The character sheet contains blank spaces for different versions of this skill.
Covers knowledge of the influence of heavenly bodies, stars, and constellations on terrestrial events and human behavior. Nepliilim also take into account the effects of meteors, subde bodies, and some planets yet unknown to humans. This skill can be used to predict the exact value of an upcoming daily Astrological modifier. When doing so, the negative modifiers to this skill are as follows: Predict up to a month in the future, -15; up to one season, -30; up to one year, -45; up to ten years, -60; up to 50 years, -75.
The character knows or can find out which stars and planets are overhead at a particular day or hour of day or night, when eclipses and meteor showers occur, and the names of important stan. An academic might be able to calculate orbits, discuss stellar life cycles, or have a specialty such as radio astronomy.
The skill of obtaining something for an agreeable price. The bargainer must state the price at which she wishes to purchase the item and, for each 2% difference between that price and the asking price, she must subtract 1 percentile from her Bargain skill. The seller will not take a loss, no matter how good the character's Bargain skill roll, but the keeper usually determines the bottom-line amount secredy. □ Kragar purchases a shotgun in Albuquerque to take with him while investigating the disappearance of a companion, Kurt, in the old ruins. (Kurtfailed a Sneak roll and was caught by the Guardian) The elderly shopkeeper asks S200 for the weapon, and Kragar is on a limited budget. Kragar offers the shopkeeper tl40, and its player makes a dlOO roll. Kragar has Bargain 40%, but wants the gun for 30% less than normal, so his chance for success is reduced by 15 percentiles to only 25%. The player rolls 32—a failure. Kragar then offers 1160, increasing his chances to 30%. The player rolls 12, succeeding.
By implication, use this skill in any negotiation which features an exchange of value. Combination rolls with Fast Talk or the Persuade roll might help in Bargaining.
A simple Bargain may be struck in a few minutes. A complex contract might take weeks, and Bargain might then work in combination with Law.
The science of life, including botany, cytology, ecology, genetics, histology, microbiology, physiology, zoology, and so on. The Nephilims understanding reflects the knowledge available at the time of incarnation. With this skill one might for instance develop a vaccine against some virulent bacterium, or isolate the hallucinogenic properties of a rare plant.
Allows the construction of anything using only simple hand implements and the five basic tools (lever/fulcrum, inclined plane, pulley, wheel, and screw). Natural materials are all that are required. This is the skill used by neolithic man to raise Stonehenge, Pharonic Engineers to make pyramids, Roman Engineers to make temples, and medieval masons to raise Gothic cathedrals.
Grants understanding of business procedures and accounting, and reveals the financial functioning of a business or person. Inspecting the books, one might detect cheated employees, siphoned-off funds, payment of bribes or blackmail, and whether or not the financial condition is better or worse than claimed. Looking through old records, one could see how money was gained or lost in the past (grain, slave-trading, mm-running, etc.) and to whom and for what payment was made. Examining corporate records, one might trace a succession of holding companies to their controlling entity. Also provides understanding of stocks, real estate transactions, and other financial activities.
A study of the composition of substances, the effects of temperature, energy, and pressure upon them, and how they affect one another. With Chemistry, one might create or extract complex chemical compounds, including simple explosives, poisons, gases, and acids, requiring at least a day or so with the proper equipment and chemicals. The user could also analyze an unknown substance, given proper equipment and reagents.
Climb is self-explanatory. A successful Climb roll must be made every 3 to 10 meters, depending on the difficulty of die Climb that the gamemaster perceives. Various conditions— surface, wind, day or night, etc.—may be factors for which the gamemaster might impose negative modifiers to the skill value.
If a Nepliilim needs to climb surreptitiously, match die players dlOO roll against both Climb and Hide. If Climb succeeds but not the Hide, the climb succeeds, but noisily. A failed Climb but successful Hide indicates a fall without noticeable noise.
The skill is not needed to use microcomputers nor to run ordinary software. Special manipulations of a microcomputer system may require this roll. Computer Use allows the Neph-ilim to program in various computer languages to achieve her end: perhaps write new programs, retrieve and analyze obscure data, break into a secured system, explore a complicated network, or detect or exploit intrusions, back doors, and viruses.
Each application of the skill takes at least half a day, and perhaps more than one roll. The gamemaster must judge the actual requirements and results, and should probably make all or most Computer Use rolls secretly. Once inside a network, Research might be employed also.
Allows the visual covering up, secreting, or masking of an object or objects, perhaps with debris, cloth, or other intervening or illusion-promoting materials, perhaps by making a secret panel or false compartment, or perhaps by repainting or otherwise changing an item's characteristics to escape detection.
With it, a person might be secreted from sight, but could not be disguised to evade even a cursory inspection. Larger objects of any sort should be increasingly hard to conceal. Although very large things might be hard to conceal if just one person is attempting the act, a group might well have more success.
Compare with the Hide skill. Craft ( )
There are many different crafts. Knowledge of each craft constitutes a new skill, and must be entered onto a new line of the character sheet. Performance of a craft usually takes several hours, or longer. Craft examples include baker, brewer, butcher, carpenter, cobbler, leather worker, locksmith, mason, potter, smith, tailor, or weaver. Nephilim will also likely learn earlier crafts from past incarnations, such as armorer, artificer, bowyer, candle maker, cooper, fletcher, and so forth. Hundreds of additional crafts exist.
Allows the Nephilim to instinctively evade seen blows, thrown missiles, ambushes, and so forth. A Nephilim can try to Dodge something if it can be seen coming from a distance—a rolling rock or swerving automobile for example— and can try to get out of the way. Dodge cannot be used to avoid bullets, arrows, or other suitably fast-moving missile attacks. See the Combat section (page ) for more on the use of Dodge in combat.
This skill must be learned separately for every major class of vehicle. The most common classes would be automobile, truck, wagon, chariot, and heavy machinery. A 20% minimum in tliis skill allows the Nephilim to drive the type of vehicle named and make ordinary maneuvers, usually without needing to make a Drive roll. If the character wants to lose a pursuer or trail someone, both participants might compare Drive rolls on the resistance table to see which one prevails. Dangerous maneuvers always call for Drive rolls. Skill with one category of vehicle does not confer the ability to drive another type.
The skill of fixing items with transistors as some of their inegral parts. Used for trouble-shooting, repairing, and properly using electronic equipment, it allows for simple new electronic devices to be made. (Use the Mechanics skill for working on simple, non-transistor-based electric circuitry.) Parts needed for Electronics work cannot be jury-rigged: they are designed for precise jobs—without the right microchip or circuit board, the skill user is out of luck. This skill is also used to install electronic surveillance equipment, tap phone lines, bug a room, and perform other high-tech spy activities.
Causes the victim to agree as the user wishes. Without reflecting, the target signs the paper, allows the trespass, loans the automobile, or whatever else witliin reason is asked. But given a short time to think and a successful Idea roll, the target comes to his or her senses: the Fast Talk loses effect. □ Kragar succeeds with a Fast Talk pitch, and Miss Penelope goes upstairs to find a pen with which to sign Kragar's contract to sell her family heirloom. As she rummages around. Miss Penelope is away from Kragar long enough to receive an Idea roll. It succeeds. Miss Penelope comes to her senses and returns determined not to sign. Kragar must wait some hours to renew his pitch, or change tactics and instead attempt to Persuade the young miss. In a game minute or so, Fast Talk may pass off suspect goods and facts as reliable or as not worth bothering about. In contrast, Bargain or the Persuasion Roll may take hours or days to conclude. Fast Talk is quick to take effect, but it can be used at most on a handful of people. Fast Talk will not work on targets whose minds are made up; use the Persuasion Roll instead (page 92).
Confers knowledge of how to plant crops, harvest them, store them, and how to herd and raise animals. Only a minimal skill (20%) is needed to plant a backyard garden, while running a fully functioning farm requires considerably more know-how.
The percentage chance of awakening an unconscious or stunned comrade, setting a broken limb, treating bum damage, resuscitating a drowning victim, etc. First Aid represents quick treatment given immediately or shortly after an injury is sustained. First Aid has no effect on diseases or subde physical ailments, nor on poisonings unless the gamemaster admits the roll—treat these with the Medicine skill. Treated with First Aid, a character's healing rate stays at ld3 points per week. Moved to a hospital and successfully treated with Medicine, that rate rises to 2d3 per week. First aid also stops the blood loss that results from wounds of 3 or more hit points (see page 111).
A First Aid roll takes a number of actions equal to the hit points of injury, and restores ld3 hit points. First Aid can only be successfully applied once per wound. Somebody having failed a First Aid roll realizes it only at the end of the procedure, having lost the time spent. After a failure, subsequent attempts at First Aid can be made with a cumulative -20% modifier. Failure in applying First Aid requires that the user wait some reasonable amount of time to try again, but another practitioner could make her attempt in the next round. A fumbled First Aid increases the gravity of the injury, adding an additional ld3 hit points of damage to the original wound; in this case, the wound can no longer be First Aided.
In the same or the succeeding CON worth of combat rounds, a character who has just died may be returned to life if the emergency ld3 hit points raises her hit point total to at least +1.
Once a wound has been successfiilly treated with First Aid, only time, important medical equipment and die Medicine skill can improve it further.
A self-explanatory skill, which might be depicted as a closed fist, a karate chop, a roundhouse punch, a violent slap, etc. One can use Fist/Punch to parry Kick or Grapple.
Enables a character to tell the approximate age of a rock stratum, recognize fossil types, distinguish many minerals and crystals, locate promising sites for drilling, evaluate soils, and anticipate volcanism, seismic events, avalanches, and other such phenomena.
A Grapple is a special personal attack, frequendy chosen to harmlessly subdue an opponent. This attack may be parried by a countering successful Grapple use or other unarmed or melee skill use by the target, but only in the first action of attack.
If a Grapple attack succeeds in the first action and is not neutralized, then the attacker holds the target and may thereafter exercise one of several options:
■¡3r Immobilize the target by overcoming the target's str with her own str, using the resistance table. With a success, the target is held fast indefinitely, until the grappler attempts another action.
Knock down the target. If used, this option automatically succeeds.
Disarm the target. With successful Grapples in consecutive actions, a character could parry with a Grapple to prevent a hand-to-hand attack in the first action, and then seize the weapon or weapon-hand in the second action. -£f Physically injure the target. The opponent already must be successfully Grappled. Then the grappler must receive a second successful Grapple roll in the next action phase, or some later phase if the target is held immobile. Success costs the target ld6 hit points, plus the attacker's damage bonus. Harm in subsequent action phases requires a new Grapple attack in those phases, inflicting another ld6 hit points. The target may try to break free with a str vs. str roll each time the grappler attempts to injure, "wr Strangle the target. Beginning in the combat round stated, the target begins to asphyxiate, as per the drowning niles, and continues in subsequent combat rounds. The attacker needs no further Grapple rolls.
In either type of injury-causing Grapple, the victim gains another opportunity to escape by successfully matching STR vs. STR on the resistance table during her next action.
Use for all pistol-like firearms when firing discrete shots. For machine pistols (MAC-11, Uzi, etc.), use the Submachine Gun skill when firing bursts. The rate-of-fire difference between handguns is chiefly from recoil and time needed to take new aim on the target.
Use for all large, modern, man-portable firearm weaponry, such as a bazooka, one-shot anti-aircraft stinger missiles, flame tlirowers, etc. Still-larger weapon systems would require an individual skill specifically for that weapon.
Provides knowledge of occult writings. Hermetic Lore could identify the magical tradition of a fragmentary writing, identify an obscure symbol, or allow a Nephilim to recall in what book a particular magical working may be referenced.
As opposed to Conceal, Hide concerns the individual user's ability to escape detection in an unprepared position. Use this skill only in a pursuit situation, or when under surveillance or patrol. It lets the user choose objects—bushes, deep shadows, etc.—in which to lurk for a while. Cover must be present. In an area being watched, the user can move while hiding. Determine the chance for successful hidden movement by halving the Hide skill amount.
Enables a character to remember the history of a country, city, or region, with particular reference to pertinent events. Less en the chance if the character needs to remember a particularly obscure fact. A successful History roll might be used to help identify written forms of extinct human languages or to know some ancient technique. This skill provides an overview of historical knowledge—for detailed information, the preferable skill would be Life Experience, since it gives much more intimate knowledge of a particular historical period.
Allows a character to track an animal and then kill, skin, and prepare it. A Hunting roll can reveal information about an animal's usual activities, or identify its tracks. It also governs fishing. In an urban environment, use Hunt to tail a suspect or creature. Characters with only urban experience may be able to use only the more limited urban elements of this skill—specifically tailing—and not know how to kill or skin an animal.
The heart of Hebraic occultism, providing knowledge of the Kabbalistic tree of life. More deeply, Kabbalism is a systematic study of Ka, of the path of spiritual attainment, and the relationship between the spiritual and mystical. Use this skill to identify the qualities of a summoned creature, or to identify an alchemical process, or a sorcerous working. It represents a character's overall understanding of the subtleties of Ka.
Whether a straight-forward kick to the groin or jaw, an elegant, Tae Kwon Do style flying kick, or a kick with both legs wliile lying on the floor, this Kick is powerful enough to do damage wherever it lands. A Kick may Parry Fist/Punch, or Grapple attacks.
Represents a character's chance of knowing a pertinent law, precedent, legal maneuver, or court procedure. In another country, halve the chance for success with this skill unless she has spent 30-INT months studying that nation's laws.
Life Experience ( )
This skill is taken once for each historical period in which the Nephilim has lived. It deals with all cultural knowledge of a particular time and place, and gives more detailed information than do the History, Anthropology, or Archeology skills. During character generation, players should write in a Life Experience skill for each time period in which their Nephilim has lived. Several blank Life Experience lines have been provided on the character sheet.
A particular Life Experience skill may be used in place of Archeology or History rolls when referring to a time and place in which the Nephilim has previously been incarnated.
Measures the ability of a Nephilim to interpret and understand sound, including overheard conversations, mutters behind a closed door, and whispered words in a cafe. The gamemaster may use it to determine the course of an im
pending encounter was your Nephilim alerted by that creaking door?
For larger machine guns too heavy to fire standing up, use this skill whenever firing bursts from one of these weapons using a bipod or tripod mount. If single shots are fired from a bipod use the Rifle skill instead, if it is higher. For assault rifles firing bursts and hand-held machine guns, use the Submachine Gun skill.
The construction and repair techniques to make and use pre-computerized technology. It also includes machinery which is driven by non-natural power sources (combustion, not wind or water). It encompasses mechanics for combustion engines, electrical work, plumbing, and high voltage alternating current. Reduced by half, this skill can be used to jimmy locks— but preferably use the Locksmith Craft if the character has learned it.
The user diagnoses and treats human frailties, injuries, diseases, poisonings, etc., and makes public health recommendations. The use of Medicine implies application of careful thought and consideration on the part of the practitioner. Use First Aid for quick on-the-spot treatments. Of course, a practitioner of Medicine should reasonably be experienced in First Aid as a precursor to medical training.
tV A character who is hospitalized and successfully treated with Medicine heals at 2d3 hit points per game week.
A success with Medicine immediately awakens, if the keeper wishes, anyone unconscious.
'iV The gamemaster may rule that a medical condition is not treatable. See also First Aid.
This skill is learned once for each class of weapons the Nephilim can use. The character can then use all skills that fall within that class. The more typical classes are: One-handed sword, Two-handed sword, One-handed axe, Two-handed axe, Knife, Small club, Large club, Shield, and Thrown weapons. Unusual or one-of-a-kind weapons—like lasso, bolas, net or whip—are special weapons that do not fit into a pre-de-fined class and must be defined by the gamemaster.
Originally the study of plant and animal life in its environment. Natural Lore was of greater utility in earlier times, and by the start of our current century this study had long been divided into many separate academic disciplines. As a skill, it represents the knowledge of rustics, woodsmen, inspired amateurs, and hobbyists. The character identifies species and habits or milieu in a general way, and is able to guess at what is important to a particular species. What is known may or may not be accurate—this is the region of appreciation, tradition, and enthusiasm. Use Natural Lore to judge horseflesh at a county fair, to identify the properties of common herbs, or to decide whether a butterfly collection is excellent—or just ex-cellcndy framed.
The user recognizes, compounds, and dispenses a wide variety of drugs and potions, natural and man-made, and understands side-effects and contraindications. He or she has a good knowledge of poisons and antidotes. The skill grants no ability to diagnose diseases or to prescribe medicines, though the user may be familiar with a range of symptoms and be able to select the right treatments for poisonings.
Grants theoretical understanding of pressure, materials, motion, magnetism, electricity, optics, radioactivity and related phenomena, and some ability to construct experimental devices to test ideas. Practical devices such as automobiles are not the province of physicists, but impractical or experimental devices may be, perhaps in conjunction with Electronics or Mechanics.
The air/water equivalent of Drive, this is the maneuver skill for flying or floating craft. A pilot might have several versions of this skill in the spaces on the character sheet, each starting at 00%. Without believable personal history explaining otherwise, the skill should be taken as relating only to craft of modest size.
l2r Pilot skills change from incarnation to incarnation. In an earlier incarnation, a Nephilim may learn to Pilot a sailing vessel, while in modem days it would more likely be a mo-torboat.
"Cf A skill user with 20 or more points of skill can start and then set sail or take off on a calm day with good visibility. Pilot rolls are required for storms, navigation by instrument, low visibility, and other difficult situations. The same sorts of modifying conditions—bad weather, bad visibility, or damage—apply to air and water craft.
■£ir This skill also covers the ability to navigate the vessel and figure out how to get from one place to another, given the proper equipment and resources.
Pilot Boat: the character understands the behavior of small motor and sailing craft in wind, storms, and tides, and can read wave and wind action to suggest hidden obstacles and approaching storms. Novice sailors may find difficult the mere docking of a rowboat.
Each class of boat counts as a different skill, and should be listed independently, or as the gamemaster sees fit: Pilot Rowboat, Sailboat, Galleon, Motorboat, etc.
Pilot Aircraft: the character understands and is increasingly competent with a general class of aircraft, as summarized below. Upon any landing, even under the best conditions, a Pilot roll must be made. If conditions are good, double the chance for success. If conditions are bad, the pilot lands at her normal chance. Ordinarily, failure represents damage to the craft which must be repaired before the next takeoff, but pilot and passengers walk away with minor injury. A result of 00 is a memorable disaster, with at least one death.
tV Each class of aircraft counts as a different skill, and should lie listed independently, or as the gamemaster sees fit: Pilot Balloon, Dirigible, Civil Prop, Civil Jet, Airliner, Jet Fighter, Helicopter.
A skill common to all humans and Nephilim, it allows the user to study an individual and form an idea of his or her motives and character. In general, the gamemaster should make the rolls for this skill and keep the results secret, announcing only the information, true or false, that the user gained by employing it. Players should not expect that this skill penetrates skillfid deceit unless the character jars her opponents confidence.
Specify the language. No limit exists on the number of languages which an individual can know. The skill represents the user's chance to read and write in that language. Nephilim may learn ancient or dead languages through the experience of prior incarnations. Occasionally the gamemaster may determine diat a number of separate complex points exist in a document, and call for several such language rolls, one for each important point. Similarly, the gamemaster may momentarily reduce a user's skill in a language if archaic writing in that language is encountered, and a Nephilim's knowledge of diat language is more recendy derived. Normally a single successfiil Read/Write roll is needed to comprehend an entire book or manuscript.
To identify an unknown present-day language, use an Idea Roll. To identify an extinct human language, use a History or Archeology roll, or possibly a Life Experience Roll if applicable.
Represents the ability to root out information and applies to a variety of sources, like libraries, computer databases, etc. Simple inquiries may be located in a few minutes, while more complex or purposefiilly hidden information could take hours or longer to track down. Tliis skill may be used in conjunction with the Computer Use skill to perform extensive database searches.
Deals with the religions and sects of the human species. Provides knowledge of rituals, beliefs, deities, symbols, usual practices, and important places of a particular belief system. Nephilim should choose a specific religion to which this skill applies. Among these would be Christian (Catholic, Lutheran, Protestant, Baptist, Mormon, Greek Orthodox), Islam, Buddhism, Hinduism, Judaism, or some other earlier religion such as Wicca, Sufism, Mithraism, Greek, Roman, or Egyptian religions, and so forth. These would most likely be learned in earlier incarnations.
This skill applies to saddle horses, donkeys, or mules on easy terrain. A camel might be ridden successfully at a lower percentage chance. This skill also grants knowledge of basic care of the riding animal and gear, and the ability to ride at a gallop.
Should the steed do something unexpected, such as rearing, then the riders chance of remaining seated equals her Ride. If the rider falls, she loses ld6 hit points in the accident.
Wliile riding, all other skills are limited to a maximum of your Ride skill. Thus all weapon or firearm skills are reduced to your Ride skill if they are used from horseback.
Permits the user to fire any type of rifle, whether lever-action, bolt-action, or semi-autoinatic. When a military-style assault rifle is used to fire a burst, or a shotgun fires a rifled slug, use this skill.
Shots per round mosdy vary because of the weapon's action and recoil, and the consequent time needed to re-acquire the target.
With Scan, a character can observe an area for anomalous movement. A Nephiliin can, for example, use scan to see if somebody is following it down a city street. The chance of a successful Scan roll can be curtailed by intervening obstacles. Scan can also be used to determine if something has changed in an area with which the scanner is already familiar.
If a follower only pursues when the scanner is not looking, and tries to appear to be interested in something else when the scanner is watching (a standard tailing technique), the scanner's player must roll against the follower's Hide on the resistance table (after dividing both skills by 5).
Using Scrutinize, a Nephiliin can closely search an area to find a Concealed item, a person using Hide, a secret passage or entrance, or even a hidden compartment. Scrutinize often involves handling an object. Scrutinize takes about two rounds per 4-square meters of area searched.
With this skill any scatter-gun can be fired. Since the shot scatters as it is fired, the user's chance to hit does not decrease with range, but the damage done does. At ranges from 10-20
meters, ld3 close-together targets can be hit with one round and from 20-50 meters, ld6 such targets can be hit. The gamemaster decides whether the targets are close enough for this rule.
Double-barreled shotguns can be sawn off, for purposes of concealment. See the firearms tables for data.
If firing a rifled slug, use the Rifle skill. At the gamemas-ter's option, combine Rifle and Shotgun as a single skill, differentiating only between pellet and slug ammo.
Deals with extraordinary ability at smelling. Some Nephilim may develop extraordinary sensory powers in conjunction with their Metamorphosis, which is why such esoteric skills as Smell or Taste are listed here. Most characters will never have a value for Smell.
Specify the language. No limit exists on the number which an individual can know. The skill represents the user's chance to speak and understand a language. Nephilim may learn ancient or dead languages through the experience of prior incarnations. The gamemaster may momentarily reduce a user's skill in a language if archaic speech is encountered, and the Nephilim does not have experience with that archaic form.
If a character has 20 or more points in a particular language, she always grasps the gist of normal conversation, though a character needs 50% in a language to pass for a native speaker. Blank spaces exist on the character sheet for other languages.
To identify an unknown present-day language, use an Idea Roll. To identify an extinct human language use a History roll, or possibly a Life Experience Roll if applicable.
This is the skill for hand-held automatic weapons. Use it when firing any machine pistol, assault rifle bursts, or a submachine gun. Some machine pistols, such as the Skorpion, are so small that the Handgun skill should be used when firing single shots from them.
Grants the ability to survive outside the confines of a supporting civilization. Applies also to the homeless and other street people, who are likewise without civilization's support. With this skill a character knows how to gather food, find or construct shelter, and orienteer and navigate in the outdoors. In the urban environment this skill represents scavenging for clothing and food, knowing when and where to find a free meal, how to stay warm in the winter, knowing where it's safe to sleep, and so forth. Use the Hunt skill to represent tracking, killing, and preparing animals.
The ability to stay afloat and move in water or other liquid. Immersed, use a Swim roll to keep from drowning or to move through die medium. A failed Swim roll starts die drowning procedure (page 114). Someone drowning may attempt a
Swim roll each round—with a success, she reaches the surface and breathes. With a second success, she can begin to move through the water. With a second failure, drowning begins again.
Knowledge and use of tarot. The Tarot is a secret system made by the Gypsies in ancient times to preserve and pass on their lore. Tarot can be used in research by using die cards to ask for clues. Alternately, it can be used as a symbolic system
Deals with extraordinary ability at Tasting. Some Nephilim may develop extraordinary sensory powers in conjunction with their Metamorphosis, which is why such esoteric skills as Smell or Taste are listed here. Most characters will never have a skill in Taste.
through which to interpret certain types of occult data. Thus it can be used like Hermetic, Kabbalistic or Astrological Lore.
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Magick is the art and practice of moving natural energies to effect needed or wanted change. Magick is natural, there is absolutely nothing supernatural about it. What is taught here are various techniques of magick for beginners. Magick is natural and simple and the techniques to develop abilities should be simple and natural as well. What is taught on this site is not only the basics of magick, but the basics of many things.