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Buffy D6

Table of 
Contents

Introduction

Basics

Characters

Attributes
& Skills

Magic

Actions &
Combat

Equipment

Bestiary

Gamemaster's
Section

Links

Email

Guestbook

IV.  ATTRIBUTES AND SKILLS
Many of the skills that are used in Buffy D6 are exactly the same as those used in West End Games' old Star Wars game, or the new DC Universe.  However, I have made a few changes.   The links below lead to each Attribute and explanations of the skills they control (many of the skills are more completely explained in the West End Games rulebooks).

Attributes:
Attributes represent a character's physical and mental characteristics.  Each Attribute controls a number of skills whose starting level depends on the current score of the Attribute.

Strength:
Dexterity
Constitution
Knowledge
Instincts
Presence
Skills are listed under each Attribute.

Terms:
Skill name:  Aside from just the skill name, the skill may be designated as (A)dvanced or (S)pecial.  Advanced skills usually require prerequisites and are more difficult in which to gain levels.  Special skills are particular for some other reason, usually because there are certain rules that apply only to those skills.
Prerequisites:  Any skills and their levels that must be attained before the skill in question may be taken.
Time of Use:  Amount of time that passes while the character attempts the skill (regardless of whether or not it is successful).  This can be highly variable and depends on the GM's discretion.  An action that takes 1 round means that it is the only skill the character can attempt in that round.  An action that takes "1 action" can be attempted in conjunction with as many other actions as the character can perform in one round.  Other attempts may take anywhere from a minute to days (Scrounge, for example).  Difficulty numbers may vary depending on time spent as well.
Difficulty:  This gives an approximate Difficulty level to successfully use the skill.  GM's should vary this depending on the situation:  including stress, available tools, amount of time dedicated to the task, familiarity with the situation and other factors.
Description:  A (hopefully) brief description of what the skill does includes and other notes.

If a skill is listed by not given any other information, assume that it is available in one of West End Games' products (probably the Star Wars books, 3rd Edition).



STRENGTH

Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty:  Easy (10)
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect Value (10 over the Target Number).
Note:  Brawling may be taken under Strength of Dexterity.

Climbing
Time Take:  One action (but GM's may decide to have characters just roll once for an entire "pitch")
Specializations:  Different things climbed:  buildings, trees, rock faces.
Difficulty:  Moderate (15)
     While Climbing covers the actual act of scampering up something, it may also be used when a character tries to do things like hold on to the hood of a speeding car (the "TJ Hooker maneuver") or grab on to the struts of a helicopter as it takes off, etc.  The difficulty may be increased if the character is burdened or wearing armor.

Jumping
Time of Use: 1 action.  Note that "big" jumps may require a certain amount of "hang time."  GM's should consider this in modifying difficulties for other actions that are attempted while the character is in the air.
Specializations:  None.
Difficulty:  A die result of 3 or higher is a Success.  The distance covered depends on the number of successes gained.  See below
     Jumping is not really an "academic" skill, but it is a talent that may be cultured nonetheless.  You may notice a somewhat strange progression in the distance covered and the number of successes.  This is because almost anyone can jump at least a little, but only a few people can really jump far. A roll of 40 is about the maximum that an Olympic jumper could get (assuming he didn't use Wild Dice, Karma or Character Points--all of which, I think, are illegal at the Olympics)--this assumes a Strength of 4 + Jumping skill of 6 (World Class) and a getting an average of 4 or greater on each die.  After 40, the distance increases dramatically.  This is because the jumper will only get this far if aided by technology (cybernetics) or some other "superhuman" means (Karma or Character Points).
    I would recommend to GM's that a result of 40 be the "maximum" allowed any non-augmented jumper (this includes the use of Karma and CP's) because the laws of physics and gravity have to apply somewhere.  There is simply no way for a "normal" human to jump 50 feet horizontally!
 

Difficulty
Approximate Distance Covered
5
Horizontal:  about 2.5 feet.
Vertical:  about 3 feet.
10
Horizontal:  about 4 feet.
Vertical:  about 4 feet.
15
Horizontal:  about 6 feet.
Vertical:  about 5.5 feet.
20
Horizontal:  about 10 feet
Vertical:  about 6 feet
25
Horizontal:  about 15 feet.
Vertical:  about 7 feet
30
Horizontal:  about 20 feet.
Vertical:  about 8 feet
35
Horizontal:  about 25 feet.
Vertical: about 10 feet.
40
Horizontal:  about 30 feet (this is about the current world record).
Vertical:  about 12 feet.
50
Horizontal:  about 40 feet.
Vertical:  about 15 feet.
Beyond 50, a jumper may only achieve these distances if aided by magic or technology.  Even Karma and CP's should not be permitted to carry a jumper this far.
60
Horizontal:  about 75 feet
Vertical:  about 35 feet.
70
Horizontal:  about 100 feet.
Vertical:  about 50 feet.
80
Horizontal:  about 125 feet.
Vertical:  about 75 feet.
For each additional 5, add about 25 feet to the result.

Lifting
Time Taken:  1 action
Specializations:  none
Difficulty:  Depends upon the weight and bulkiness of the item.
     Lifting represents more an innate ability than a learned skill (though you can certainly learn the "correct" way to lift heavy objects).  Difficulty depends on the weight of the object. The table below indicates the difficulty of lifting a common object of about the provided weight.  Characters will be able to life much more than this amount  if they bench press (approximately 3 x the amount) or do a dead lift (approximately 4x this amount)
 

Weight of Object
Difficulty
20 pounds
Very Easy (5)
50 pounds
Easy (10)
75 pounds
Moderate (15)
100 pounds
Difficult (20)
150 pounds
Very Difficult (25)
200 pounds
Heroic (30)
Increase Difficulty by 5 for each additional 50 pounds



DEXTERITY

Acrobatics
Time Taken: One round
Specializations:Tumbling, Balancing, Swinging
     Acrobatics is used whenever a character attempts to make an unusual or difficult maneuver with her body. A character may attempt an Acrobatics check if they fall or are thrown to the ground to roll to her feet or avoid damage (roll Acrobatics versus the damage. If the Acrobatics roll is higher, subtract the difference from the damage taken).
     Acrobatics may also be used in combat. If a character uses Acrobatics during combat they can potentially reap one of the following benefits:

Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty:  Easy (10)
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect Value.
Note:  Brawling may be taken under Strength of Dexterity.

Dodge
Time Taken:  One round.
Specializations:  None.
    Dodge is the art of getting out of the way.  A character need only make one Dodge roll per round.  The result becomes the base difficulty for anyone shooting or throwing anything at the character.  Thus, if a character makes a Dodge roll resulting in 20, enemies will need at least  a 20 to hit the character.  The Dodge result replaces the base difficulty, thus a bad Dodge result can put the character in a worse position than if he had just stood still.  Dodge may also be used to get out of the way of other objects that are not purposely aimed at the character, such as falling boulders, careening busses or out-of-control skateboarders.

Drive
Time Taken:  One round.
Specializations:  Particular types of vehicles, such as Motorcycles, Sports cars, Limousines, etc.
    Drive applies to the conduction of commonplace passenger vehicles. It won't do you a lick of good in a tank...

Firearms [Archaic Weapons/Firearms (Pistols and Rifles)/Light Artillery/Heavy Artillery/Vehicle Weapons/Remote Weapons]
Time Taken:  One round.
Specializations:  Particular weapons types.  For example, Firearms: Assault Rifle.
    When choosing the Fire Weapons skill, the player must choose one of the categories listed above.  The character is considered unskilled in all the other categories unless they too are selected.

Martial Arts

He's new. He doesn't know his strength. He-he might not know those fancy martial art skills they inevitably seem to pick up.
--Dawn (about a vampire coming out of the ground).
Time Taken: One round.
Specializations: none.
Difficulty:  Moderate (12) for standard blows (Damage = STR +1D per Effect Value);  Special Moves have variable Difficulties.
     Martial Arts covers the study of unarmed hand-to-hand combat. At character creation, the character receives one special maneuver for each die they place in the skill.   When the character advances with experience, each special move costs an additional 8 CP's (a character can buy as many as he would like).
Example:  Ishu has a Dexterity of 3D and at character creation adds an additional die into Martial Arts (giving her a total of 4D in Martial Arts). He chooses Disarm, Elbow Smash, Multiple Strikes, and Power Block.  Later,  she increases the Martial Arts skill from 4D to 5D (costing 12 CP's) and decides to purchase  Spinning Kick for an additional 8 CP's.
SPECIAL MOVES
The standard Difficulty for each move is given in parenthesis. Melee Weapon
Time of Use:  1 action.
Specializations:  Particular weapon "classes":  e.g., swords; wooden stakes; blunt weapons.

Missile Weapons
Time of Use: 1 action.
Specializations:  Particular archaic missile weapons:  Bow, Crossbow, Slingshot, Dartgun, etc.

Pilot Craft [Landmate/Hovercraft/Aircraft/Marine craft]
Time of Use: 1 action.
Specializations: Particular models of machinery within the chosen category.
    When the player chooses Pilot Craft, he must choose one of the categories within the brackets.  He is considered unskilled in all other areas.

Ride Horse
Time of Use:  One round.
Difficulty:  Easy for simple manuevers on well-trained steeds.  Difficulty increases for the orneriness of the beast, complexity of actions attempted, and conditions (weather, speed traveled, burdens, etc.).
Specialzations:  Particular riding styles (Wester, English, Bareback, etc.).
    Ride Horse includes all the knowledge one needs to train or ride a horse, perform simple animal husbandry, and prepare and maintain the appropriate tackle.  This skill may be employed when one attempts to ride other animals (or, conceivably, certain kinds of demons).

Running
Time of Use: 1 action.
Specializations: none
Difficulty:  Easy.  May be increased if there are obstacles or the character is burdened.
    Running includes not only the ability to move your feet rapidly, but also of avoiding objects and stumbling while you are doing so.  Running is often one of those essential skills for avoiding becoming dead (or deader, as the case may be...).

Throwing
Time of Use: 1 action.
Specializations:  Particular objects:  grenades, spears, shoes.
    This covers the hand-eye coordination required to pick something up and hit a target.  Difficulty depends on whether the object was designed to be thrown and range (see Equipment).



CONSTITUTION
Endurance:
Time of Use: 1 round.  Generally not considered an action.
Specializations:  Particular forms of exercise:  Climbing, Running, Swimming, etc.
    Characters must make Endurance checks when they exert themselves physically and begin to push the limits of their energy.  The GM may decide when rolls are appropriate.  For example, if a character is chasing a thief through sewer tunnel, he will make a Running roll.  If the chase continues for a long time, the GM will ask the character to make an Endurance roll.  If he fails, he will have to stop running to catch his breath.  The difficulty of the rolls should increase with the time of the physical exertion.

Resistance:
Time of Use:  1 round.
Specializations:  Particular forms of duress:  Drugs, Pain, Gravitational forces (good for pilots), etc.
Difficulty:  As an opposed roll to the poison, drug or duress the character is attempting to resist.
    Resistance indicates the character's physical resiliency against outside duress, such as pain or drugs.  Furthermore, for when a character rolls to establish his Hit Points, he may roll Resistance if it is higher than his Constitution.  Also, as he may roll an additional die each time he increases his Resistance skill level (only to the general skill, not Specializations).

Swimming:
Time of Use: 1 action.
Specializations:  None.
    When you know how to swim, you generally won't drown.  This is a good thing.

Willpower:
Time of Use:  1 action.
Specializations: None.
Difficulty:  Highly variable, depending on what urge the character is trying to resist.
    Willpower represents the strength of the character's mind and ability to resist outside influences.  Characters must make Willpower checks to avoid temptations, fight the powers of suggestive drugs, and remain conscious when physically weak or in extreme pain.



KNOWLEDGE

Alchemy
Time of Use: 1 round.
Difficulty:  Moderate (15), but may vary according to the "recipe" required.
    Alchemy is the "chemistry" of magic, used to prepare spell reagents, concoct potions, and, if you're really good, turn lead into gold.  It is often a requirement for Ritualistic Magic.

Arcana
Time of Use: 1 round.
Difficulty:  Easy (10) for relatively common mystical "facts" and items.  Difficulty increases for more obscure tidbits.
    Arcana is a general knowledge and understanding of mystical rites, texts and traditions.  It is used recognize mystical artifacts, prepare rituals, and recall arcane lore.  It is a necessary skill for Ritualistic Magic.

Bureaucracy
Time of Use: 1 round to several hours.
Specializations:  Various bureaucratic organizations (Local city government, the US federal government, Demon groups, etc.).
Difficulty:  Easy. May be increased for particularly obscure or secret bureaucratic information.
     This character has an unfortunately advanced knowledge of how bureaucracies work.  They will know who is in charge of what duties, where paperwork is kept, and what processes must be followed to get something done in a bureaucratic chain of command.  Every species has its own kind on bureaucracy, and a smart individual can learn how to use it to his advantage.

Business
Time of Use:  usually ongoing.
Difficulty:  Moderate for most matters.
     This character knows how economic principles can be best applied to a given situation.  They can organize profit-making ventures, find appropriate contacts, and recognize needed resources.

Computers
Time of Use: 1 round.
Difficulty:  Easy (10). Increased for complex actions like Hacking (Difficult to Ex. Difficult) and breaking encryptions (depending on the strength of the cipher).
    Computers represents an overall ability to use and manipulate computers.  The character not only knows how to access files, but can break through security, program, and do all sorts of other fun things. While this may not seem to realistic, in Buffy, a character with computer skills can pretty much do anything with a computer.

Demolitions
Time of Use: 1 round to several minutes.
Specializations:  Particular explosives.
Difficulty:  Moderate or higher (generally).
    A character skilled in Demolitions is able to recognize, build and disarm bombs of all sorts.  It's a very dangerous skill to employ, since failure often results in detonation.  Regardless, it's  usually better to attempt to disarm a bomb than just let it sit and go off by itself!

Demonology
Time of Use:  1 round to several hours or days, if research must be done..  GM's discretion.
Difficulty:  Easy (10) for "common" demons.  Moderate (15) for most Grand Demons encountered demons.  Difficult (20) for Arch Demons.  GM's should modify for demons that are particular well known (in the D&D Monster Manual, for example) or very obscure (never encountered on Earth).
     Demonology is the study of demonkind:  their history, ethnicities, abilities and weaknesses.  With this skill, a character may attempt to gain insight into the motivations of a particular demon, learn how he was defeated in the past, or what types of behavior he might display.  Handy skill on the Hellmouth.

Education
Time of Use:  1 round to several hours.
Specializations:  Particular areas of study.
    Education indicates the depth of the character's academic background.  Characters may make Education checks in areas that require general knowledge, such as Geography, History, Greek mythology, basic mathematics, etc.  This differs from Social Sciences, Life Sciences and Physical Sciences in that the knowledge is not generally applicable to real problems in front of the character--it only indicates that the character has a very general knowledge ("Switzerland is next to Germany, I think.  Or is that Sweden...?").
    The table below gives a rough idea of what each level in Education represents. Note that it is not necessary to go to college to have a level 3 or 4 Education, it just means that the character has invested time in learning on his own  (in fact, lots of people who graduate from college never paid much attention and might only have a level 2 Education).
 

Comparative Education Level
Schooling Equivalent
1
Elementary School
2
High School
3
College
4
Post-graduate studies
5
Advanced studies
6
World renowned scholar
7
Revolutionary scholar

 

Engineering
Time of Use:  1 round to several minutes or hours, depending on the actions attempted.
Specializations:  Mechanics, Electronics, Robotics, Computer
    In Buffy D6, Engineering is a catch-all skill that represents a character's mechanical aptitude.  Generally, a character who is good at "fixing stuff' is good at fixing just about anything.  This skill may be used to figure out a machine, fix it, break it, or design a new one.

First Aid
Time of Use: 1 round for each Wound Level suffered by patient (it is more difficulty to help people who are more hurt).
Difficulty:  Varies greatly.  See Actions & Combat:  Healing (First Aid).
Specializations:  Tending to various kinds of injuries:  bullet wounds; broken bones; poisoning, etc.
     First Aid training gives a character the knowledge to tend to injuries and minor illnesses (such as nausea and headaches).  The character will be familar with using basic medical supplies, such as bandages and antiseptic, but will not be able to perform surgery or other complex procedures.

Gossip
Time of Use:  1 round.
Difficulty:  Easy (10).  Difficulty may be increased if the information is obscure or from sources the character is unlikely to be in contact with.
   Gossip represents the character's knowledge of current social events--be they at school, in town, in Hollywood or, if the character is so connected, in the Underworld.
    At 1D, the character is pretty oblivious or gets most of her news from unreliable sources.  At 2D, she has an average grasp of newsworthy events (notable break-ups, active feuds, etc.).  At 3D, the person has a fair network for informants and files the information away in their head.  At 4D, the character has a steady supply of information from a variety of sources, including some insiders.


Job
Time of Use:  NA
Specializations:  NA
    A character with this "skill" has regular (or at least semi-regular) employment and, thus, a steady income.  The Job dice may be rolled to see if the character has enough spare cash to pay of certain items. The table below should give GM's some idea of how to set difficulties.  Also, this "skill" cannot be used too often, of the player should endure penalties for "over-spending".  Finally, the job requires some hours of devotion each week.
 

Item Desired
Difficulty
A cheap meal for two;  movie tickets; a tank of gas. Easy
Minor auto repairs; monthly rent on a cheap apartment; a Playstation. Moderate
A are book; a short, nice vacation; a small, cheap car.
Difficult
An expensive apartment; a nice car; rare and expensive jewelry.
Very Difficult

Jury Rig
Time of Use: 1 round to several minutes.
Specializations:  Jury-rigging particular objects such as cars, weapons, or computers.
    Someone with Jury Rig can fix almost anything, at least for a few minutes. This is the quick-fix, the hack, that gets something working when it needs to be working.  But without more time and better parts, it won't last long.  A Jury-rigged item will continue to function for 1 hour per Effect Value point.  The GM may alter this time table as he sees fit.  Some very broad examples of Jury-rigging and the associated difficulties are given below:
 

Attempted Action
Difficulty
Getting a decent, but malfunctioning, car started Easy
Fixing the heat sinks on an old computer so it will run without overheating. Moderate
Working out the kinks in an old elevator that won't budge.
Difficult
Re-attaching a wing to a busted up airplane
Very Difficult
Re-wiring a steamworks holographic device that has been broken
Heroic

Languages
Time of Use:  1 round.
Specializations:  Anytime this skill is taken, a Specialization must be chosen as well.  A character may specialize in any particular modern languages, or "Ancient" (see below).
    A character with a Language skill may choose any modern language to specialize in (this skill is always taken as a specialization), such as Spanish, French, Japanese, Hebrew, etc.  The character may also opt to take the "Ancient" specialization.  With that, the character may attempt to read (but not understand through speech), a very old, perhaps forgotten language from Earth's past (such as Egyptian hieroglyphics, Babylonian, etc.).  The ability will also include knowledge of ancient Greek, Latin, and Arabic (and other languages used to write ancient magical texts).

Law
Time of Use: 1 round.
Difficulty:  Easy for knowing basic information.  Difficulty increases for understanding more complex legal regimes or employing legal knowledge in a professional manner (trying a case, etc.).
Specializations:  Particular areas of the law:  Enforcement; Torts, Criminal Law, Constitutional Law, etc.
    With Law, a character understands how legal regimes work and what must be done in order to comply with those laws.  Skilled characters may attempt to use the law to defend themselves (or others), gain access to information, or have the weight of authority brought done upon another person (i.e., charging them with a crime).  Characters from other dimensions or cultures (human or demon) may be at significant penalties to understand modern American law.

Library
Time of Use:  NA
Specializations:  Particular fields of study: Literature, Science, Occultism, Demonology, etc.
Difficulty:  Moderate (15).  Difficulty increases for more rare and expensive texts.
    Library is not really a "skill" but a representation of how much energy the character has put into compiling useful books.  When a character is seeking information on a particular topic, he will use his Research skill (see below).  Then, he may roll Library to see if he has the appropriate text in his own library. Otherwise, he will have to go elsewhere to find it.

Medicine (A)
Time of Use:  1 round to several hours or days.
Prerequisites:  Life Sciences 4D, First Aid 5D, Education 4D
Specializations:  Particular areas: cardiology, optomology, etc.
Difficulty:  Depends on action attempted.  5 to render basic aid.  10 to perform advanced aid (patient is Mortally Wounded).  15 to perform light surgery.  20 for basic surgery.  25 for invasive surgery  or to diagnosis a rare disorder.  30 for experimental or novel work.
Special:  Though Medicine is under Knowledge, when the skill is taken, it is at 1D (not the character's Knowledge skill). At 1D will be considered a medic or med student.  At 2D, a registered Nurse or an intern.  At 3D, a doctor.  At 4D, a specialist or experienced doctor.  At 5D and above, the doctor will have a good reputation in the field, perhaps even be world renowned.
     Medicine represents the whole of medical sciences, from advanced medic procedures, to surgery, to experimentation and development.  When a character uses the Medicine skill to perform first aid and basic field/emergency procedures (including light surgery), it is added to the character's First Aid skill.  Furthermore, it may be added to Physical Sciences rolls when performing biological experiments.  Finally, it may be added to Research skills when doing a medical research in libraries or with a computer.
     Penalties may accrue when working in substandard conditions or with patients who are not human.

Navigation
Time of Use:  One to several rounds, depending on the length and complexity of the course charted.
Difficulty:  Easy to Moderate, depending on the information available to the navigator (charts, compass, current location, etc.).
Specializations:  Particular environments:  Terrestrial, Acquatic, Subterranean, Outer Space, etc.
    A character skilled in Navigation may use any available information to discren her current whereabouts and plot the best course to arrive at another location.  She can read maps, instruments, perform necessary calculations, correct for errors, and generally avoid getting lost.  Even without charts and gear, this character may use local cues (such as the sun or stars) to figure out their location and plot a course of travel.

Physical Sciences
Time of Use: 1 action (to several hours, depending on the action).
Specializations:  Particular fields of study:  Physics, Chemistry, Mathematics, etc.
Difficulty:  Easy (10), but increased for more complex or obscure scientific theories.
    Physical Sciences represents knowledge in fields such as physics, mathematics, chemistry and biology.  (Note: for ease of play, all these sciences have been lumped together.  I know it's not very realistic, but in Buffy's world, brainy types are usually "good at science", not necessarily one specific type.  Besides, it places a big burden on characters who want to be "good at science" to force them to learn different skills for each discipline).

Research
Time of Use: Several minutes to hours or days.  Generally: 1D6 hours for each attempt.
Specializations:  None.
Difficulty:  Easy for "common" problems (simple spells, lesser demons); Moderate for more obscure or complex issues;  Increases in difficulty as the topic becomes more abstract, dangerous or rare.
    Research is the ability to use available resources--textual, electronic and human-based--to gather information on a particular topic.  Sometimes this skill will only point the character to additional references ("The only known information on Asgorath is in the Black Codex of Bari, rumored to be in possession of William Fence...who happens to live in town...").

Scrounge
Time of Use: 1 round to several hours (GM's discretion).
Specializations:  None.
Difficulty: Moderate (15).  Modify for available resources to scrounge in (dumps are better than jail cells).
    Scrounge is the ability to find useful things just about anywhere.  Need a broken television?  A battery with some juice still in it?  This is the skill for you.  Find both useful things and semi-valuable junk.  With the right skills, you may find just the part you need to get you car, toaster or robot working again...

Streetwise
Time of Use:  1 round.
Difficulty:  Easy.  Difficulty may be increased if used in a city unfamiliar to the character.
   Streetwise represents a character's ability to tap into the resources of the darker side of society.  This skill may be used to procure stolen items, contact assassins, or score some drugs.  It may also be used to find more unsavory and supernatural creatures and items.

Tactics
Time of Use: 1 round.
Specializations:  Particular types of forces: SWAT forces, Demon horders, Scoobies, etc.
Difficulty:  Dependent upon the situation, often as an opposed roll against the leader of the enemy force.
    Tactics is used whenever a commander attempts to guide his troops into battle.  It may also be used to second-guess an opponent and predict means of attack.

Weapons Technology
Time of Use: 1 round to several hours depending on the action taken.
Specializations:
    Weapons Tech refers to one's knowledge of various forms of weaponry and how to build and/or repair them.

Value
Time of Use: 1 round to several if the character must research the item.
Specializations:  particular types of items (jewelry, weapons, steamworks, texts, etc.)
Difficulty:  Easy (10).  GM's should freely modify this difficulty, depending on the obscurity of the item.
    Value represents the a familiarity with the economic value of things--books, real estate, collectibles, etc.



INSTINCTS

Investigation
Time of Use:  1 round to several hours or days.
Difficulty:  Highly variable, depending on the circumstance.  Easy for general background checks and research.  Difficult for probing into deep, dark secrets.
Specializations: Particular areas of investigation:  crime, forensics, scholarly research, etc.
    A character with Investigation has honed her ability to pick up on clues, follow complex paper-trails, and put together disparate pieces of puzzles.  This skill often comes in handy for routing out criminals, uncovering secret motivations behind business transactions, and discovering the truth behind long, lost secrets.  It may often be used in conjunction with the Research skill, particularly for Arcane matters.

Gambling
Time of Use: 1 round.  Can roll for whole "games" or gambling events.
Specializations:  Particular games: Kitten Poker, Blackjack, etc.
Difficulty:  Depends on the game.  Generally, Easy for simple games up to Very Difficult for very complex ones.  Can be used as an Opposing Action against other gamblers.
    Gambling is quite common among mortals and demonkind alike.  A skill gambler may make his living just about anywhere with a deck of cards or the roll of the dice.

Profile
Time of Use:  Depends on difficulty (See below).
Difficulty:  Moderate (15), modified by the table below.
Specializations:  Detecting certain behavioral patterns such as lying, worry, anger, apprehension, guilt etc.
    With Profile, a character can attempt to size up a target, making educated estimates of the target's emotional and mental state.  The longer the skill user studies her subject, the greater chance she will draw the appropriate conclusions.  The base difficulty is the target's opposing Willpower check.  Additional difficulty modifiers are as follows:
 

Desired Outcome
Difficulty
Surface emotions + 0
Emotions or thoughts the target actively attempting to hide + 5
Emotions or thoughts that the target is in denial about +10
Emotions or thoughts that the target doesn't even know he's having (secretly in love with someone, etc.) +15
Attempting to use this skill in a single round +15
Spending 3 rounds to use this skill. +10
Spending 5 rounds using this skill. +5
Spending a full minute using this skill. +0
Interviewing target (asking personal questions). -10
Observing the target closely for more than one hour. -7

Search
Time of Use:  GM's discretion.  It depends on how large the area searched is and what is being sought.
Specializations:  None.
Difficulty:  Easy for basic things (the color of a car, large items lying around); Moderate for more subtle clues (a small note pad, a door left ajar); Difficult and above for very small or hidden items (a scrap of paper tucked under a pillow, a fingerprint on a door jamb, etc.).
    Search represents the character's ability to pick up on clues, notice little details, and general alertness to her surroundings.

Stealth
Time of Use:  1 round.
Specializations:  Type of habitat in which character seeks to be stealthy:  Forest, Urban, Aquatic, etc.
    With Stealth, a character attempts to move unnoticed.  This skill includes walking silently as well as hiding in shadows and blending in with a crowd.  A character using stealth moves at half-speed (walking).  To move quickly while being stealthy, the character must endure increased difficulty levels (GM's discretion).

Survival
Time of Use: One roll should represent 1 "event."
Specializations:  Particular habitats:  Forest, Jungle, Urban, Aquatic, Desert, Arctic, etc.
    A character with Survival may attempt to endure the rigors of the natural world in a number of environments and situations.  The skill is used when the character must find food and shelter or take other actions to survive in the wild.  Note that Survival only covers what is needed for sustenance. If you want to build a nice house like they have on Gilligan's Island, you'd better learn Craftsmanship: Carpentry or something similar...Difficulty levels increase when the character is using Survival not only for himself but to aid others as well.

Tracking
Time of Use: 1 round.
Specializations:  Tracking in particular habitats:  Forest, Jungle, Urban, Subterranean, Desert, Arctic, etc.
Difficulty:  Easy (10) to Difficult (20) depending what is being tracked and where.
    Tracking represents the skill of following and catching "prey."  This does not include the ability to kill or trap it (those are different skills).  However, the character can pick up on small traces, estimate how long it has been since the prey was in the area, and make educated guesses as to the condition of the animal.



PRESENCE

Bargain
Time of Use: 1 round.
Specializations:  Bargaining over certain items:  weapons, books, magic reagents, etc.
Difficulty:  Typically an opposed roll against the other bargaining party.
     Bargain represents the character's ability to haggle over just about anything.  Without this skill, characters may find themselves much more than they should for goods and services.  The table below gives general outcomes of Bargain "battles":  If the winner is the buyer, reduce the "real price" (GM's discretion) by the Price Multiplier. If the winner is the seller, inflate the price accordingly.
 

Winner's Total > 
Loser's Roll
Price Multiplier
1-5
 x 1.5
6-10
 x 1.75
11-15
 x 2
16-20
 x 3
21-25
 x 4
26+
 x 5

Command
Time of Use:  1 action.
Specializations:  Commanding certain types of troops:  Soldier, Demon hordes, Scared Citizens, etc.
Difficulty:  Easy (10) to Moderate (15) depending on the situation.  Can be easier or hardier depending on the skill and morale of the troops.
    With this skill, a character can manage, direct and mobilize others in a wide variety of endeavors.  She knows how to give clear instructions and inspire obedience and prompt response.  In the heat of battle, an able commander is essential.

Con
Time of Use: 1 action.
Specializations:  Certain types of cons:  disguise, fast-talking, forgery, etc.
Difficulty:  Opponents may make a Willpower or Knowledge opposing roll to rat out a Conning player.
    Con represents a character's ability to bend the truth and slide by on fast-talking.  It also includes other ways of being less than honest--disguise, forgery, etc.

Gambling
Time of Use: 1 round.  Can roll for whole "games" or gambling events.
Specializations:  Particular games: Roulette, Blackjack, Kitten-poker, etc.
Difficulty:  Depends on the game.  Generally, Easy for simple games up to Very Difficult for very complex ones.  Can be used as an Opposing Action against other gamblers.
    Gambling includes all games of chance, from poker to playing Monopoly for real money.  Skilled gamblers can make a living finding local games and getting in on the action.

Intimidation
Time of Use:  1 action.
Difficulty:  Opposing roll vs. target (person being intimidated).  Difficulty may be increased given the circumstances or disposition of the target.
Specializations:  None.
    This character is skilled at scaring, bullying, and basically throwing his weight around.  It is most often used to get people to do what one wants out of fear.  Targets may provide information, goods, or services.  Usually, however, the target will bear a grudge and use of this skill won't win the character many friends.

Perform
Time of Use: 1 round.  Can roll for one whole performance.
Specializations:  Particular performance arts:  music, acting, visual art, etc.
Difficulty:  Moderate (15).  Vary difficulty depending on the quality and intricacy of the art attempted.
     With Perform, a character can attempt just about any art form.  From song-and-dance to sculpture, the character can express herself and perhaps make a buck or two for the effort.  Characters with high Perform skills will likely begin to gain notoriety, perhaps even become a celebrity.

Persuasion
Time of Use:  1 action.
Specializations:  Particular forms of persuasive speech:  Seduction, Oration, Debate,
Difficulty:  Easy (10).  Targets may make Opposed Willpower rolls to set a Difficulty.
     Persuasion measures a character's ability to convince others of just about anything.  It does not include the ability to bark orders (see Command), but rather to debate with logic, appeal to sympathy, and otherwise verbally convince others to see things the character's way.