General Talents

= Talent
Descriptions =

Talents form
up the variety of specializations that the character has put his or her time
into. What follows are descriptions of each “tree”.

**Example**

**Skill**
Name**:**
Description and any modifiers for points spent in skill

**Min Attribute**: The minimum attributes needed to
take the first step in this skill
**Counter:** Any rolls needed to see if
action succeeds.
 An ‘NA’ means that you roll against the
primary attribute for that skill, plus any modifiers. So, if the minimum score
needed is AGI 70, and you have AGI 75 with a +5 modifier, you have an 80% chance
to succeed
**Prerequisite Skill:** Any skills
needed before this skill is obtained
**Cast Time:** as applicable. If no cast
time, this skill is just “turned on”
**Range**: The range needed in order to
cast the spell
**Distance**: For missile spells how far
the spell travels
**MP**: how much the move costs in MP

Unless noted
otherwise, each skill can have up to 4 skill points put into them.

== General
Skills ==
**These skills can be learned by any**
class

### Acrobatics

The character
has been trained in the performance of feats of balance, agility, and motor
coordination.
Each point adds 2% to the players AGI roll for relatively simple Acrobatic
moves
**Min Attribute:** AGI 55
**Counter:** AGI skill roll
**Prerequisite Skill:** None
**Range**: 0’
**MP:** 1-5 depending on complexity of
feat

### Ambidexterity

The character has trained themselves
to be ambidextrous.
This is a single point skill.
**Min Attribute:** AGI 70, Will 55
**Counter:**
**Prerequisite Skill:** Poison, Basic
Guns

### Archery

The
player is trained in using various bows and crossbows. They receive a +2 damage
and To Hit when using a bow or crossbow.
Each point spent gives an additional +5 To Hit. A player using an item without
this skill suffers a -5 to hit.
**Min Attribute:** AGI 55
**Counter:**  NA
**Prerequisite Skill:** None

### Basic Guns

The
player has been schooled in the use of firearms for a particular era.
Each point adds 5% to hit. They also gain 5% when using firearms from an
unknown era. A player using an item without this skill suffers a -10 to hit.
**Min Attribute:** AGI 60
**Counter:**  Missile combat
**Prerequisite Skill:** None

### Blades

The
player has been schooled in the use of bladed weapons for a particular era.
Each point adds 5% to hit. They also gain 5% when using edged weapons from an
unknown era. A player using an item without this skill suffers a -5 to hit.
**Min Attribute:** AGI 50
**Counter:**  Melee combat
**Prerequisite Skill:** None

Blend In
This
individual is able to easily blend in with the crowd (provided they are not
dressed in some ostentatious manner) and attempt to go unnoticed. Only works in
groups of people.
Each point gives a -5% chance to the counter roll.
**Min Attribute**: Cha 50
**Counter:**  PER
**Prerequisite Skill:** none

Bluff
This
individual is able to lie and convince others that what they are saying is ‘the
real deal’.
Each point gives a -5% chance to the counter roll.
**Min Attribute**: Cha 60
**Counter:**  PER
**Prerequisite Skill:** Blend In

### Change Size

Growth:
Target is instantly grown +5 size ranks. Target gains +5 STR, -3 AGI
Shrinking: Target is instantly shrunk down -5 size ranks. Target loses -5 STR,
+3 AGI
Min Attribute: INT 60
Counter: Spell
Prerequisite Skill: None
Cast Time: 1 Round
MP: 5

### Chemistry

The player
has been educated in the science of matter, especially its chemical reactions,
but also its composition, structure and properties
1pt. Level 1 potions, simple chemical compounds
2 Level 2 potions, level 1 poisons
3 Level 3 potions and stim packs
4. Level 4 potions, level 2 poisons
**Min Attribute:** INT 85
**Counter:**  N/A
**Prerequisite Skill:** None

Climb
Allows the player to perform climbing at a better than normal level (compared
to average folks).
Each point allows for more difficult (+5 to AGI) surfaces to be scaled.
**Min Attribute** AGI 50
**Counter:** AGI skill roll
**Prerequisite Skill:** None

=== Computer
Hardware ===
The player is
familiar with what physical components make up a personal or main frame
computer and can build or perform repairs on these based on complexity.
Each point spent gives a +5 to the INT roll for complexity
*1 Pt. PC’s and Laptops*
2 mainframe

3. Robots

4. Quantum Computers

***Min Attribute:** INT 55*
**Counter:**  INT skill roll
**Prerequisite Skill:** None

=== Computer
Programming ===
The player
can program computers, both at the application and system level.
This skill gives a +5 INT roll when reading or writing a computer program. This
is a single point talent
**Min Attribute:** INT 75, WIL 65
**Counter:**  INT skill roll
**Prerequisite Skill:** None

=== Computer
Security ===
The character
is familiar with the fundamentals of computer security.
Each point spent increases the complexity that can be worked with, giving a +5
INT roll
*1pt. Level 1 security*
2 Level 2 security

3 Level 3 security

4 Level 4 security

***Min Attribute:** INT 65, PER 60*
**Counter:**  INT skill roll
**Prerequisite Skill:** None

### Cryptography

The character
can create and decipher codes, based on complexity.
Each point spent increases the complexity that can be worked with, giving a +5
INT roll.
**Min Attribute:** INT 70, PER 65
**Counter:**  INT skill roll
**Prerequisite Skill:** Computer
Security

### Diagnosis

The player
has been trained in scientific healing and can better diagnose a patient,
adding a +5 to heal success rolls and +5 to damage healed.
This is a single point skill.
**Min Attribute:**  INT 70, WIL 60
**Counter:**  INT skill roll
**Prerequisite Skill:** Emergency
Medicine

### Diplomacy

The player
has become skilled in the ways of arbitration and negotiation and gets a bonus
when performing such feats.
This single point skill gives a 5% bonus when doing diplomatic-type activities
**Min Attribute:** INT 55, PER 65, CHA
55
**Counter:**  Average of CHA and INT skill roll
**Prerequisite Skill:** None

### Disarm

The character
can use this skill to remove weapons of virtually any type from a person in
melee range.
Each point gives a -5 to the AGI resistance roll
**Min Attribute**: AGI 60
**Counter:**  Opponents AGI
**Prerequisite Skill:** Dirty Fighting

=== Disarm
Explosive ===
The player is
able to disarm bombs and other explosives for whatever era they have experience
in.
Each point allows for a 5% better chance of diffusing the explosive package
**Min Attribute:** PER 60, INT 65
**Counter:**  Average of AGI and INT based on complexity
skill roll
**Prerequisite Skill:** None

Disguise
This individual is able to alter their appearance using a makeup kit and
different clothes. This is not the same as impersonation, since there is no emulation.
Each point gives a -5% chance to the counter roll.
**Min Attribute**: Cha 60
**Counter:** PER skill roll
**Prerequisite Skill:** Blend In

### Driving

The player is able to drive different sorts of ground vehicles
*1 pt. Automobile, horse, motorcycle*
2 Construction Equipment, tracked vehicles

3 Hovercraft, floating or propelled light vehicles

4 Any kind of legged, bouncing, rolling, or slithering ground vehicle

**Min Attribute:** AGI 50, Per 50

**Counter:** NA

**Prerequisite skill:** None

### Engineering

This gives
the player knowledge in the design of circuits that use the electromagnetic
properties of electrical components; also, the player applies the principles of
physics and materials science for analysis, design, manufacturing, and
maintenance of mechanical systems.
This gives a +5 INT roll for designing mechanical equipment. This does not
cover repair. This is a single point talent
This gives a +5 INT roll for designing electrical and electronic equipment.
This does not cover repair. This is a single point talent
**Min Attribute:** INT 70
**Counter:**  INT skill roll depending on difficulty
**Prerequisite Skill:** None

=== Emergency
Medicine ===
The player
can perform simple triage and stop bleeding; healing for 1-6 HP.
Each point adds 3 HP to the amount healed. Must have a First Aid Kit.
**Min Attribute:** WIL 55, INT 55
**Counter:**  INT skill roll
**Prerequisite Skill:** None

### Fighting Stance

The player
has had training in combat; This gives them a +3 to hit and +2 DMG bonus when
fighting using melee weapons or unarmed.
This is a single point skill.
Min Attribute: **AGI 50, STR 50**
**Counter:**  NA
**Prerequisite Skill:** None

### Focused Hearing

The player
can clearly hear sounds above and below the normal species threshold.
This is a single point talent.
Min Attribute **INT 70, PER 65**
**Counter:**  PER skill roll
**Prerequisite Skill:** None
**Cast Time:** 1 Round

### Gamble

The player
knows a lot of games of chance, and can figure out most other ones. They can
calculate odds and know when to hold ‘em and know when to fold ‘em.
Each point spent increases the chance that they know a game, reducing any
penalties. It also gives them a +5 to luck while playing a game.

**Min Attribute**: AGI 50, LUC 55
**Counter:**  LUC skill roll
**Prerequisite Skill:** none

### Hide

This is
different than silence in that this deals with the player using an object to conceal
them, rather than just remaining motionless.
Each point gives a -5% PER to be detected.

**Min Attribute**: AGI 60, INT 55
**Counter:**  PER skill roll against being discovered
**Prerequisite Skill:** None

### Investigate

The player
can activate this skill to increase INT and PER by 5 for 5 rounds.
Each point spent increases duration and bonus by 5
**Min Attribute:** INT 55, PER 55
**Counter:**  N/A
**Prerequisite Skill:** None

### Memorize

The player
can memorize short passage of books, names and other short-to medium sized pieces
of information
This is a single point attribute
**Min Attribute:** INT 70, WIL 55
**Counter:** INT skill roll
**Prerequisite Skill:** None

### Networks

The character
is familiar with networks of any era they have been through. This includes
simple LANS, WANs and Telecom and their devices.
This skill increases the complexity that can be worked with, giving a +5 INT
roll when working with networks. This is a single point skill.
**Min Attribute:** INT 60
**Counter:**  INT skill roll
**Prerequisite Skill:** None

### Observation

The player
can activate this skill to increase PER by 5 for 5 rounds.
Each point spent increases duration and bonus by 5
**Min Attribute:** PER 60
**Counter:**  PER skill roll
**Prerequisite Skill:** None

### Piloting

The player is able to operate various airborne vehicles.
*1 pt. Lighter than air, jet pack*
2 Helicopter, Small Airplane

3 Large airplane, small spaceship

4. Medium spaceship

***Min Attribute:** AGI 60, Per 60*

**Counter:** NA

**Prerequisite skill:** None

### Physics

The player
has been educated in the study of matter and its motion through space-time.
Each point gives a +5 years on any time travel device (even commercial)
**Min Attribute:** INT 85
**Counter:**  INT skill roll depending on difficulty
**Prerequisite Skill:** None

### Repair

The player can
apply his knowledge of mechanics and electronics to repair complex machinery.
Each point gives a +5 INT roll for repairing or constructing a piece of
equipment.
*1 pt. Simple mechanical devices*
2 Simple electronic devices

3. Medium complexity mechanical and electrical devices

4. Robotics
**Min Attribute:** INT 70
**Counter:**  INT skill roll depending on difficulty
**Prerequisite Skill:** None

### Scent

The player is
able to pick up any known scent (to identify) or determine if a scent is
different, or new.
Each point will allow the player, in a non-urban setting, to detect scents up
to 8 hours old in a 30-yard radius. The game master will adjust according to
terrain.
**Min Attribute**: PER 55
**Counter:**  PER
**Prerequisite Skill:** None
**Cast Time:** instant

### Shields

The player
has been trained in the use of blocking with a shield-device.
Each point provides an additional 5% to AR of any shield.
**Min Attribute**: STR 55
**Counter:**  NA
**Prerequisite Skill:** None

### Smuggling

Smuggling is
the clandestine transportation of goods or persons, such as out of a building,
into a prison, or across an international border, in violation of applicable
laws or other regulations. This skill provides the thief with the skills
necessary to organize and carry out a smuggling operation by giving a +5 to any
checks needed during an operation.
This is a single point skill.

**Min Attribute:** AGI 90, WILL 60, INT 60
**Counter:**
**Prerequisite Skill:** None

### Throw Blade

The player
can use a decent throwing knife or dagger as a missile weapon.
Each point gives a +5 to hit when throwing the blade as well as a +2 damage
bonus. A player using an item without this skill suffers a -10 to hit.
**Min Attribute:** AGI 55
**Counter:**  NA (use missile combat)
**Prerequisite Skill:** Blades

### Tracking

This is the ability to follow a man or an
animal by its tracks. Make a Tracking roll to pick up the trail, then roll
periodically to avoid losing it

*1 pt. Arctic, Desert, Island/Beach, or Mountain*

*2 Swampland*

*3 Jungle, Plains, or*
Woodlands

*4 Urban*

**Min Attribute:** PER 55
**Counter:**  PER skill roll
**Prerequisite Skill:** None

### Vehicle Theft

The player
can jimmy the ignition on civilian-type vehicles in their era or an era they
have succeeded in.
Each point gives a +5 bonus to their success roll. Note: the roll is for the
success of starting the vehicle, not getting away with the crime
**Min Attribute:** AGI 55, WIL 55
**Counter:**  Average of AGI and WIL skill roll
**Prerequisite Skill:** Driving

### Wrestling

The player
has had training in throws and holds; This gives them a +1 DMG bonus when
fighting unarmed
Each point adds 1 to the amount of bonus for Damage
**Min Attribute:**  STR 50, AGI 50
**Counter:**  NA
**Prerequisite Skill:** None

### Specific Weapon Training

Each class
can place points to learn a specific weapon. Each point gives a +2 to hit and a
+2 to damage for that weapon.
This is a single point skill.
There is no limit to the number of weapons a character can use.
**Min Attribute:** NA
**Counter:**  NA
**Prerequisite Skill:** Level 10

**Final Skill – Group Contribution**

=== Time
Machine ===
The group
combines their collective skills to build a machine which can move through time
and space, and allow the team to enter Twilight Paradox.
This is a single point talent that *requires*
4 points in Create Time Device.

***Min Attribute:** INT 85, WIL 75,*
CON 65
**Counter:**  Average of INT, WILL
**Prerequisite Skill:** Create Time
Device, Chemistry, Physics, and Computer Programming. These can be contributed
by any and all of the party to create the time machine. However, there is a
monetary value to building the machine which will be based on the design of the
physical machine itself. Smaller is cheaper. This is up to the GM’s discretion.