Skills

*Mutants & Masterminds uses various "Skills" to define what a character is able to do. Here's the definition of those terms, and an explanation of what they do/are used for.*

## *Some Things To Note*

"*Trained Only" skills require at least one rank in the skill to use, no matter how high the base check is - otherwise you will auto-fail. (Unless you have the Jack of all Trades advantage.)*

*"Interaction" means that it's a social skill.*

"*Manipulation" means you need some degree of fine physical manipulation to pull off (meaning access to prehensile limbs etc).*

"*Requires Tools" means that the skill, well, requires tools to use effectively - otherwise there may be penalties on the check.*

## **Acrobatics**

*(Trained Only)*

Acrobatics is used for various feats of agile skills - acrobatic maneuvers, so to speak. Flips, dives, rolls, tumbles, and keeping your balance all fall under this skill. It can also be used to lessen fall damage, and if you pass a DC20 Acrobatics check, you can go from Prone to Standing as a free action instead of a move action.

 15
 20
 30

### BALANCING

* Keep Balance on precarious surface.
* Speed is ground speed minus 1 rank with successful Acrobatics check
* 1 degree of failure you spend your movement action just keeping your balance
* 2+ degrees of failure mean you loose your balance and fall
* You are vulnerable while balancing, if you accept a +5 to the Acrobatics Difficulty check to you can ignore this
* If you fail a resistance check while balance, Make an automatic Acrobatics check against the original DC to avoid falling.

### MANEUVERING

* These are various acrobatics stunts such as
	+ Back Flips
	+ Jumping over an opponent (to get behind them)
	+ Flipping up onto a ledge
	+ Tumbling through obstacles
	+ etc.
* 1 degree of failure means you failed
* 2+ degrees of failure usually means you slip and end up prone (and may suffer additional effects, depending on the stunt)
* Success can grant circumstance bonuses as the GM sees fit

### STANDING

* Make a DC 20 check to go from prone to standing as a free action

### TUMBLING

* Used to lessen damage from a fall reducing the damage by 1 per degree of success (Starting DC is 5)
* If falling Damage rank is reduced to 0 you can quickly roll to your feet as a free action
* If not you are prone at the end of the fall

## **Athletics**

Athletics covers any physical feats of strength like climbing, jumping, riding animal mounts, and swimming. A DC15 Athletics check (done as a free action) can also increase your ground speed rank by +1 for one round.

### CLIMBING

* Success means you can climb along a slope, wall or other steep incline at your ground speed -2 ranks
* Perfectly smooth, flat or vertical surface can't be climbed without the wall-crawling effect of the Movement Power
* You're Vulnerable while climbing. (Can accept a +5 increase to Difficulty Check to ignore this)
* Any time you fail a resistance check while climbing make an Athletics check against the DC of the climb to see if you hold on
	+ Failure means you fall
* 1 degree of failure means you don't make any progress
* 2+ degrees of failure means you fall from whatever height you attained (unless you are secured with a safety harness or other equipment)
* Another athletics check lets you try and catch yourself (DC = to initial check + 10)
* Someone else can attempt to catch you (DC = falling character's initial check + 10)
	+ 1 degree of failure means you loose your grip on the person
	+ 2+ degrees of failure you both fall

#### FALLING

* A fall inflicts damage rank 4 + twice the distance rank fallen, to a max of Rank 16 damage.
* A fall with damage rank of 0 or less such as a fall of 6 feet inflicts no damage
* You are prone at the end of a fall
* See Acrobatics: Tumbling how to lessen the damage from the fall

### JUMPING

 Standing Long-Jump
 Running Vertical Jump
 Standing Vertical Jump

### RUNNING

* Make DC15 Athletics check as a free action to run faster.
* 1+ degrees of success increases your ground speed rank by +1 for 1 round

### SWIMMING

* Successful DC 10 Athletics check allows you to swim Ground Speed Rank -2 as a move action
* 1 degree of failure you make no progress
* 2+ degrees of failure you go under the water

 +5
 +5
 +10

## **Close Combat**

A general measure of your close combat capabilities. Swords, punches, staffs, etc etc- all fall into this category. The skill may overlap some - Close Combat: Swords would cover anything from Katana to Broadswords, but it may not cover knives. However, Close Combat: Melee Weapons is too broad; use of a sword is way different than use of a mace.

## **Deception**

*(Interaction)*

Essentially, your ability to deceive others falls into this category. It covers acting, bluffing, fast-talk, trickery, and subterfuge. In combat it is a standard action, but can be attempted as a move action by taking a -5 penalty. It can also be used as a disguise, to feint or trick someone in combat, and for the use of innuendo. Deception is used for sending covert messages using word-play and double meaning: the speaker must pass a certain DC to successfully convey information, and the recipient must pass the same DC with an insight check. A DC10 check will let you pass on a basic message, a DC15 check will let you convey a complex message, and a DC20 check lets you introduce new or detailed information.

### BLUFFING

* Make a deception to tell a believable lie or get someone to go along with you
* Opposed by target's Deception or Insight check

 The deception is believable and doesn't affect the target much either way
 The deception is a little hard to believe or puts the target at some kind of risk
 The deception is difficult to believe or entails a serious risk
 The deception is way out there, almost too incredible to consider

### DISGUISE

* Deception check to determine effectiveness (Rolled by the GM secretively)
* Opposed by opponent's Perception checks
* This is heavily dependent on circumstances
	+ Favorable ones include: appropriate costuming and a subject resembling your normal appearance
	+ Unfavorable circumstances include disusing yourself as a member of a different race or sex or not having sufficient props (which can be up to a -5 modifier)
* Successfully *acting* like who or what you're disguise may also require a deception check with DC equal to the observer's Insight check, modified by familiarity if the observer knows the subject well.
* Takes normally about 10 minutes of preparation
* Every hour of day after a person meets you in the disguise a new Check against the initial disguise check

### FEINTING

* In Combat make a Deception as a standard action vs target's Insight.
* If your deception succeed's The target is vulnerable against your next attack until the end of your next round

### INNUENDO

* This is against a person's Insight check
* Anyone listening in can attempt to decipher the innuendo
* 1 degree of success they can tell there is a message there
* 2+ degrees of success they know what the message is
* 1 degree of failure the message is missed
* 2+ degrees of failure the message is misinterpreted in some fashion

 15
 20

### TRICKING

* Mislead a person using Deception against an opponent's Deception or Insight check
* 2+ degrees of failure on the Deception check makes you vulnerable against target's attacks until the start of your next round

## **Expertise**

*(Trained Mostly GM discresion)*

Expertise is a bit tricky, because it covers so many things. But the long and short of it is that it essentially boils down to two things: "Knowledge" that a character has, and "Professions" that a character can do. An Expertise: Araquu check allows you to make knowledge checks about the surrounding area and its lore, for example, while an Expertise: Monster Hunting check would both let you make general checks to know things about the profession and grant you the knowledge associated with actually performing your duties as one. It should be noted that the "Jack of All Trades" advantage does **NOT** grant you free access to make checks using this skill - for that, you want the "Eidetic Memory" advantage.

(Think of it this way: Jack of all Trades is a largely *physical*advantage. You've had a heck of a lot of part-time jobs in hopes of finding your 'spark'. But you didn't take much time to learn about the fine points of anything that didn't interest you. You can drive a car, but you can't list off 20 facts about them. Eidetic Memory, on the other hand, means you're likely to remember random trivia you've picked up along the way - from reading, hearing stories, watching the news, etc - but you wouldn't know how to drive a car, or bandage someone in the field.)

## **Insight**

This is your ability to read people and situations. With a successful insight check, you can resist some interaction skills, becoming aware of the other person's true intent. It's also used to tell when someone's behaving oddly or for assessing trustworthiness. Insight is also used to determine if your character sees through an illusion, determine if someone is being controlled, evaluate a situation, pick up on Innuendo (see the Deception skill), and resist the influence of things like Deception and Intimidation.

### DETECT ILLUSION

* GM makes a secret Insight check to determine if a hero senses the true nature of an illusion (DC10+ Illusion Rank)
* Success means you pick up on a flaw in the illusion sensing it is not real

### DETECT INFLUENCE

* Notice someone acting under outside influence with a DC 10 + the rank of the effect or skill affecting the subject
* Success means you notice the subject is not acting entirely of his or her own will
* 3+ degrees of success gives you a general idea of what is influencing them

### EVALUATE

* Insight opposed by Deception you can tell if someone is trustworthy and honorable (or not) upon meeting them
* Make an Insight check (DC 20) ti evaluate a social situation getting a feel for the overall mood and prevailing attitudes
* 2+ degrees of failure on either check mean you misinterpret the signs (GM may make these checks for you in secret)

### INNUENDO

* Pick up on hidden messages sent via the deception skill

### RESIST INFLUENCE

* Make an insight check to resist or overcome the effects of certain interaction skills, such as Deception or Intimidation
* If the result exceeds your opponent's you are unaffected by their attempt to influence you

## **Intimidation**

(Interaction)

Your ability to scare others, using bold-faced threats, your personal stature, and your actions, is covered by intimidation. By coercing a target, you can treat them as friendly, but only for things done while you're present. Be warned - those targeted by a coercion attempt will usually become hostile afterwards, even if they cooperate for the moment. It can also be used to demoralize in combat (granting penalties to the enemy), or intimidate minions- which can be useful for making them stand down if you don't want to fight them.

### COERCING

* Intimidate is against a target's Insight Defense or Will Defense (Whichever has the highest bonus)
* If you Succeed treat the target as friendly, but *only* for actions taken in your presence. They retain their normal attitude, but will talk, advise, offer limited help, or advocate on your behalf while intimidated. They won't necessarily obey your every whim or do anything that would directly endanger him.
* Normally is a Standard action to use in combat, but can be used as a Movement action but with a -5 penalty to the check
* 2+ degrees of failure the target may actually do the *opposite* of what you want!
* Succeed or fail the target's attitude toward the user is negative

### DEMORALIZING

* Standard action in combat to undermine an opponent's confidence.
* 1+ degree of success your target is impaired (a -2 circumstance penalty on checks) until the end of your next round
* 4+ degrees of success your target is disabled (a -5 penalty) until the end of next round

### INTIMIDATING MINIONS

* You can intimidate a whole group of Minions who can all see and hear you with a single check.
* If the group has you at a disadvantage apply usual circumstance penalties
* The group of minions does a single resistance check.
* The Intimidation must be *either* Coercing *or* Demoralizing you can't do both to the group

## **Investigation**

(Trained Only)

Investigation covers searching for and studying clues, gathering information, and analyzing evidence. You can check an area for clues, traps, hidden items, and other details with this skill, as well as gather evidence (at a DC15 check), which - if you are successful at doing so - can then be analyzed. Investigation can also be used for gathering information, and setting up surveillance of a particular area. However, this is only for watching at a distance - for actively following someone, you want the Stealth skill.

*(The Investigation and Perception skills are similar in many ways, in that both of them involve noticing things around you. The main difference is that Perception allows you to **immediately**notice things, while an Investigation check allows you to pick up on details with some effort. Perception will let you see a nice painting on the wall; Investigation is what you need to figure out there's a safe hidden behind it.)*

### SEARCH

* Search an area for clues, hidden items, traps, and other details.
* Perception lets you notice things while an Investigation allows you to pick up on details with some effort
* How long it takes to search an area
	+ Take the total area (Square feet, yards, or miles)
	+ Find the time measurement for that distance and add 2
* The DC for an investigation check to find a concealed object is usually opposed by the Stealth or Sleight of Hand check of the character who hid it.

 20
 25+

### GATHER EVIDENCE

* To Gather Evidence is a DC 15 Investigation check.
* 1 degree of failure add -5 penalty for highly unfavorable circumstances
* 2+ degrees of failure the evidence is ruined and no analysis can be done
* 2+ degrees of success provide a +2 circumstance bonus to analyze evidence

### ANALYZE EVIDENCE

* Use this to apply forensic knowledge to evidence. Doesn't give clues where they don't exist, gives useful information from evidence and clues you have found
* Base DC 15 modified by the time elapsed since the evidence was left and whether or not the scene was disturbed.
* Success gives you information based on the clue (determined by GM)
* 2+ degrees of failure may provide misleading or confusing evidence, also at GM descrestion

 15
 +2
 +5
 +2
 +5

### GATHER INFORMATION

* Make contacts, collect gossip, and rumors, question informants, and otherwise get information with a base DC 10 investigation check.
* This takes at least 1 hour to Gather Information (this assumes no obvious reasons exist why information would be withheld)
* The degree of success determines the completeness and detail of the information (See the Gather Information table below)
* 1 degree of failure on the investigation check means you waste time turning up nothing of value
* 2+ degrees of failure means you also alert someone who may be interested in your inquiries, perhaps even someone you are investigating!

 Two
 Three
 Four

* *General* information concerns local happenings, rumors, gossip, and the like
* *Specific* information usually relates to a particular question.
* *Restricted* information isn't generally known and requires you to locate someone with access to the information
* *Protected* information is even harder to come by and might involve some danger, either for the one asking the questions or the one providing the answers.

### SURVEILLANCE

* Set up surveillance of particular area watching from a stationary location
* The DC of the subject's Stealth check to evade your notice is equal to the result of your Investigation check.
* to actively follow a subject see Tailing in the Stealth section

## **Perception**

This skill is used to notice and pick up on things. Discerning details- such as clearly hearing conversation or reading fine text- requires at least three degrees of success. A -1 circumstance penalty is applied to your checks for every 10 feet between you and what you're trying to perceive. (So something 50 feet away is a -5 modifier to your check.) Usually things are perceived through either your Hearing (a DC based on the volume of the noise, or against an opposed Stealth check) or your Sight (a DC based on object visibility, or an opposed Stealth check). Visual perception is also used to detect someone in disguise or notice a concealed object.

### HEARING

* Make a check against a DC based on how loud the noise is or against an opposed Stealth check.
	+ Normal conversation is DC 0
	+ A soft noise is DC 10
	+ Listening through a door is +5 DC
	+ Listening through a solid wall is +15 DC
* Hearing something well enough to wake up is +10 DC

### SEEING

* Make a check based on how visible an object is.
	+ In plain Sight the DC is 0
	+ Something subtle or easily overlooked may be DC 5, 10, or more.
* Visual Perception is also used to detect someone in disguise (See Deception) or notice a concealed object. (See Slight of Hand)

### OTHER SENSES

* Noticing something obvious to a sense is DC 0
* Less obvious things are DC 10 or so
* Hidden things are DC 20 or more
* Discerning details requires at least 3 degrees of success as usual

## **Persuasion**

(Interaction)

Persuasion is your ability to talk to and deal with other people, from etiquette to a way with words - all which help you get your point across, make a good impression, negotiate, and win people over. In negotiations, all participants roll Persuasion checks to see who gains advantage. Opposed checks also resolve cases where two advocates plead opposing cases before a third party. NPCs have an initial attitude towards you or your cause, based on circumstances. This attitude can be improved with a DC15 persuasion check; but failure may mean that the NPC becomes **hostile**towards you, so be careful!

 Unfavorable
 Indifferent
 Favorable
 Helpful

## **Ranged Combat**

Similar to Close Combat up above; this covers your ranged combat skills. Things like 'guns' or 'fire control' is good, but 'powers' is too broad. Throwing is also an option, and covers both thrown weapons and objects that are simply picked up and thrown.

## **Sleight of Hand**

*(Manipulation)*

This lets you do things like palm small objects, pick pockets, slip out of restraints, and so on. While it can be used legally (a stage magician, for example), it's most commonly used for criminal applications. You can use it to conceal a small item on your person, contort your bod, escape from restraints, perform tricks, or - as it is commonly used for - stealing things. Stealing things operates under a DC20 check - if you beat this DC, you steal the item. If the person beats your check, then they notice you doing so, whether you've stolen it or not. You can also *plant*a small object on someone or something - this uses the same mechanics as stealing things.

### CONCEALING

* Conceal a small object on your self.
* Whatever you roll for your Slight of Hand check is the DC to opponent's Perception or Investigation check

### CONTORTING

* Make a DC 30 check to fit through some place that's big enough for your head but not your shoulders or big enough for your hand but not your arm.

### ESCAPING

* Escape various restraints.
* Takes at least a minute per check
* Escaping from a grab is an Acrobatics or Athletics check

 20
 25
 15 + Rank

### LEGERDEMAIN

* Making a coin or playing card "vanish" have a DC of 10 unless an observer is focused on noticing what you are doing
* When performing this skill under observation, your check is opposed by the observer's Perception check to see if they notice the trick

### STEALING

* To covertly take something from another person make a DC 20 Slight of Hand check.
* Your target makes a perception check and notices the attempt if his check result beats yours
* You can do the following with the above 2 bullet points in mind
	+ Steal from a person
	+ *Plant* a small object on someone
	+ Slip something into a person's pocket
	+ Drop something into their drink
	+ place a tiny radio tracer on them
	+ etc

## **Stealth**

This is your ability to go unnoticed. While using Stealth, you move at your speed rank -1 with no penalty. If you go full speed, you take a -5 circumstance penalty to your checks. You also use it for hiding- but if you don't have cover (or if an opponent is aware of you), you can't use Stealth to remain undetected. You can also use Stealth to tail people at your normal speed. If a subject thinks they are being followed, they can make a perception check to notice you every time they change course; otherwise they only get one chance to check. If they notice you, it's a Deception check against their insight. If you succeed, you pass off your presence as a coincidence and can keep following. If you fail, or are noticed a second time, the subject knows something is up and reacts accordingly.

*(The inability to use Stealth when an opponent is aware of you is the purpose of the Hide in Plain Sight advantage: if you have it, you **can**hide while people are looking at you, but there must be something in your movement range that you can hide behind. In order to hide without it while people can see you, you must use a Deception or Intimidation check to distract someone long enough for you to hide.)*

### HIDING

* You have cover or concealment, Make a Stealth check opposed by an observer's Perception check to hide and go unnoticed
* If others are aware of your presence you can'r use Stealth to remain undetected
* You can run around a corner so you are out of sight and *then* use Stealth, but others know which way you went.
* YOU CAN'T HIDE AT ALL IF YOU HAVE ABSOLUTELY NO COVER OR CONCEALMENT, Since that means you're standing in plain sight
* If someone isn't looking directly at you, you can have concealment relative to that person (for example sneaking up behind someone)
* Successful Deception or Intimidation check can give you the momentary distraction needed to make a Stealth check while people are aware of you
	+ When others turn their attention from you, do a Stealth check, and if you have enough movement in that round to reach cover or have a concealment of some kind you're good
	+ You have a -5 penalty to stealth because you have to move quickly

### TAILING

* Use Stealth to tail someone at normal speed
* This assumes you have some cover or concealment (crowds of people, shadows, fog, etc)
	+ If the subject is worried about being followed, they can make a Perception check against your stealth check every time they change course (go around a street corner, exits a building, etc)
	+ If the subject is unsuspecting they only get 1 perception check for the scene
* If the subject notices you make a Deception check opposed by their Insight
	+ Successful deception means the subject notices your presence as just a coincidence and you can continue tailing them
	+ Failure in Deception or being noticed a second time means the subject knows something is up and reacts accordingly

## **Technology**

*(Trained Only, Manipulation, Requires Tools)*

Anything involving technological devices (and I do mean anything) falls into this category. Without the proper tools or equipment, you take a -5 penalty to Technology checks for highly unfavorable circumstances. Technology is used for operating machinery, building things, repairing things, demolitions- both planting, bolstering, and disarming them (a check made by the GM so you don't know how it went), inventing things, and breaking through security devices (locks, traps, sensors, etc). The DC for each and every one of these checks varies based on what exactly you're doing - so it's best to consult the GM before you make these checks.

### OPERATING

* Most routine operations of technological equipment don't require a skill check and can be done untrained
* This check is for using technology that is unfamiliar with the DC determined by how foreign or unusual the device is from:
	+ Simple (DC 10)
	+ Highly advance (DC 25 +)

### BUILDING

* The difficulty and time required to build a device is based on it's complexity (check the chart below)
* Success means you have made the item after the necessary time.
* Failure means you did not produce a usable end result and any time and materials are wasted
* 2+ degrees of failure on the check may produce an accident or other unfortunate side effect at the GM's discretion
* You can reduce the time rank to build or repair an item by 1 by taking a -5 penalty to your skill check

 20
 25
 30

### REPAIRING

* You can repair a device which uses the Building chart above. The DC is -5 while the time is -2 ranks.
* Failure on this check means you spend the time, but make no progress.
* 2+ degrees of failure may indicate further damage to the item or an accident similar to building it
* You can reduce the time rank to build or repair an item by 1 by taking a -5 penalty to your skill check

#### JURY-RIGGING

* Basically making temporary repairs. This does the following
	+ Reduces the Repairing DC by an additional -5 (for a total of a -10 to the building table above)
	+ Use technology check as a standard action
	+ A jury-rigged repair can only fix a single problem
	+ The repair only lasts until the end of the scene
* The Jury-Rigged device must be fully repaired after the scene as it cannot be jury-rigged again until it is fully repaired

### DEMOLITIONS

* Careful Placement of an explosive against a fixed structure can maximize damage by exploiting vulnerabilities in the structure
* This requires at least a minute and a DC 10 Technology check
	+ The GM makes the check so you don't know exactly how well you have done until the explosive goes off
	+ For every 2 full degrees of success the explosive deals +5 damage to the structure.
	+ Failure means the explosive does not go off as planned,
	+ 2+ degrees of failure means the explosive goes off while you are setting it!
	+ In all cases the explosive deals normal damage
* You can make an explosive device more difficult to disarm by setting your own DC (above a DC 10)
	+ Though you have to set the Detonator in your explosive by meeting this DC you set yourself
	+ Failure means the explosive fails to go off as planned
	+ 2+ degrees of failure mean the explosive goes off as the detonator is being installed!
* Disarming an explosive also requires a technology check The DC is usually 10, (unless the person who sets the detonator chose a higher disarm DC)
	+ Failure means you do not disarm the explosive
	+ 2+ degrees of failure the explosive goes off
* Setting or disarming a detonator is a standard action

### INVENTING

* If you have the Inventor advantage you can use technology to create:
	+ Inventions
	+ Temporary devices
* Design Check:
	+ First the GM makes a secret technology check for your Design check which is equal to DC 10+Invention's point cost,
		- This point cost Includes all modifiers in the device except removable which does not apply to inventions since they are temporary by nature
	+ This takes an hour's work per power point of the invention's cost (1 PP = 1 hour, 2 PP = 2 hours, 3 PP = 3 hours, etc)
	+ You can make a routine check to design an invention
	+ You can reduce the rank of the design time taking a -5 circumstance penalty on the check for each -1 time rank reduction
	+ Success means you have a design for the invention.
	+ Failure means the design is flawed and you must start over
	+ 3+ degrees of Failure means the designer is not aware of the design flaw (the design *seems* Correct but the invention won't function (or at least won't function properly) when it's used
* Construction Check
	+ Construction requires 4 hours of work per power point to construct. (1 PP = 4 hours, 2 PP = 8 hours, 3 PP = 12 hours, etc)
	+ When the time has passed make a DC (10 + Invention Power point cost)
		- You can make this a routine check
	+ You can reduce the rank of the construction time by taking a -5 circumstance penalty on the check for each -1 time rank reduction
	+ Success means the invention is complete and functional
	+ Failure means the invention doesn't work
	+ 3+ degrees of failure means there may be a mishap at the GM discretion
* Using the Invention
	+ This invention is good for use in ONE SCENE. After which it breaks down or runs out of power
	+ If it is to be used again you can do either of the following
		- First you spend the necessary power points to acquire the invention as a regular power
		- The other option is to spend a hero point to get another one-scene use out of the invention (each use requires an additional hero point)
	+ It is possible to prepare certain one-use devices in advance, the GM should require the player to spend a hero point to have a particular previously constructed invention conveniently on hand during an adventure.

### SECURITY

* Use Technology to disarm or sabotage various security devices, including:
	+ Locks
	+ Traps
	+ Sensors
* This takes at least a minute, possibly longer, at the GM's discretion
* The GM makes the technology check secretly so you don't necessarily know right away if you have succeeded.
* Failure means nothing happens, but you can keep trying
* 2+ degrees of failure sets off the security or trap, if it is possible to do so

 15
 20
 25
 30
 35
 40
 +5

## **Treatment**

(Trained Only, Manipulation, Requires Tools)

This is your ability to treat things (as said by the name). The check DC depends on the task. It can be used to diagnose people, provide long-term care, revive a character (removing the dazed or stunned conditions from a subject) or wake them up from being incapacitated (although the thing that made them incapacitated remains), stabilize a dying character, and treat someone afflicted with a disease or a poison. Lacking the appropriate tools and supplies imposes a -5 penalty, as does working on an unfamiliar creature or trying to treat yourself.

 15
 15
 15
 15

### DIAGNOSIS

* You can diagnose injuries and ailments with an eye toward further treatment
* This takes at least a minute
* With GM's discretion, a successful diagnosis provides a +2 bonus for favorable circumstances on further treatment checks

### PROVIDE CARE

* This means treating an injured person for a day or more.
* Success means the patient further reduces the recovery time by 1 rank
* You can provide care for up to your treatment rank in patients at one time

### REVIVE

* You Can remove the dazed or stunned conditions from a subject
* This is a Standard action
* Success removes the condition
	+ Other conditions the patient may have remain, so reviving someone incapacitated due to fatigue still leaves the patient exhausted for example
	+ While awakening someone incapacitated due to damage still leaves the patient staggered
* You can't awaken a dying character without stabilizing them first

### STABILIZE

* This is a standard action
* Success means the dying person being treated is stabilized

### TREAT DISEASE & POISON

* Each time you treat a person afflicted with a disease or poison the following happens
	+ They make a resistance check against the ailment
	+ You make a treatment check
	+ 1 degree of success provides the patient with a +2 circumstance bonus to the resistance check
	+ 3+ degrees of success provides the a +5 circumstance bonus

## **Vehicles**

(Trained Only, Manipulation)

This skill lets you operate any vehicle - ground, boat, plane, spaceship, you name it! Routine tasks - that is, ordinary operations of the vehicle - don't require a check and may even be done untrained with something like a car. This check is made if you're in a stressful situation - like being chased, attacked, or trying to reach a destination in a limited amount of time. Vehicles is also used to perform various maneuvers with a vehicle - the DC which varies based on the difficulty of that maneuver.

*(Vehicles does **not**cover riding animal mounts. An Expertise: Riding skill that uses Agility as its base score [rather than Intellect] would be more appropriate for being really good at riding a mount. Athletics can be substituted for an Expertise: Riding skill, however there will be a circumstance penalty imposed due to the unfamiliarity of riding an animal mount.)*

 10
 15
 20
 25