Altered and New Skills

# **Skills**

Skill rules are almost unchanged in *Phoenix* from standard Pathfinder rules. We have consolidated some of the skills to streamline the system, and we have removed the skill feats (i.e., +2 to two related skills) and replaced them with a Skill Aptitude feat tree. Finally, we have altered how some of the skills work so that they're more compatible with a superhero game.

## New/Altered Skill Rules

### Synergy Bonus

In *Phoenix* you get **Synergy +2 to a secondary skill for every 5 ranks you have in a primary skill**, with the exception of Profession. The synergy bonus from Research applies only if you have access to a stocked library or the internet. However, **Synergy Bonuses do not stack.** For example, if you have Rank 10 in Behavioural Sciences (+4 synergy bonus to Intimidate) as well as Rank 15 in Bluff (+6 synergy bonus to Intimidate), then you get +6 to Intimidate, not +10.

**Acrobatics:** Ride

**Bluff:** Diplomacy, Intimidate, Sleight of Hand

**Computer Use:** Disable Device (electronics)

**Craft**

* **Chemical:** Appraise (chemicals)
* **Electronic:** Appraise (electronics), Computers, Disable Device (electronic)
* **Mechanical:** Appraise (machines), Disable Device (mechanical), Drive or Pilot (mechanical vehicles)
* **Pharmaceutical:** Appraise (drugs), Heal
* **Structural:** Appraise (structures)
* **Visual Art:** Appraise (visual art)
* **Writing:** Appraise (writing), Linguistics (create/detect forgeries)

**Disable Device:** Craft (mechanical) or Craft (electronic) (for locks, security devices, etc.)

**Handle Animal:** Ride (animals)

**Intimidate:** Diplomacy (to gather information)

**Jump:** Acrobatics

**Knowledge**

* **Behavioural Sciences:** Bluff, Diplomacy, Intimidate
* **Earth/Life Sciences:** Heal, Craft (chemical)
* **Physical Sciences:** Craft (mechanical), Craft (structural)
* Pop Culture**:** Diplomacy (to gather information)
* **Technology:** Craft (electronics), Powercraft (supertech), Craft (electronics) (to repair), Use Device (supertech)
* **Theology/Philosophy:** Turn Undead (turning checks)

**Linguistics:** Use Device (scrolls)

**Perform:** Bluff, Diplomacy

**Profession:** Reputation checks (only if applicable)

**Pilot:** Drive

**Powercraft:** Craft (electronics) (to repair), Use Device (supertech)

**Psicraft:** Use Device (psionic)

**Research:** Craft (any), Knowledge (any) (see text)

**Search:** Survival (tracking)

**Sense Motive:** Diplomacy

**Spellcraft:** Use Device (mystic)

**Survival:** Knowledge (earth/life sciences)

**Use Device:** Spellcraft (mystic items), Psicraft (psionic items), Powercraft (supertech items)

### Super Skills

Any time you use a skill that is based on a Super ability score, you have effectively activated a power for the purposes of determining how that power might interact with metapowers. For example, Power Detection would sense a super-strength Acrobatics.

## New Skills

### Autohypnosis

(Wis; Trained Only)

You have trained your mind to gain mastery over your body and the mind's own deepest capabilities. **Check**: The DC and the effect of a successful check depend on the task you attempt.

**Action**: Typically none. Making an Autohypnosis check usually doesn’t require an action; it is either a free action (when you attempt it reactively) or part of another action (when you attempt it actively).

**Try Again**: Yes, for memorize and willpower uses, but a success doesn't cancel the effects of a previous failure. No for the other uses.

**Synergy:** Autohypnosis grants a synergy bonus to Psicraft checks.

 Resist Fear
 Tolerate Poison
 Willpower

#### **Memorize**

You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can't memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils (even if you don't recognize their meaning). If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Autohypnosis check.

#### **Resist Dying**

You can attempt to subconsciously prevent yourself from dying. If you have negative hit points and are losing hit points (at 1 per round, 1 per hour), you can substitute a DC 15 Autohypnosis check for your d% roll to see if you become stable. If the check is successful, you stop losing hit points (you do not gain any hit points, however, as a result of the check). You can substitute this check for the Constitution check in later rounds if you are initially unsuccessful.

#### **Resist Fear**

In response to any fear effect, you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round even while overcome by fear. If your Autohypnosis check meets or beats the DC for the fear effect, you may make an additional Will save with a +4 competence bonus to shrug off the fear. On a failed check, the fear affects you normally, and you gain no further attempts to shrug off that particular fear effect.

#### **Tolerate Poison**

You can attempt to resist the effect of any standard poison. Every time you make a saving throw against the poison, you make an Autohypnosis check. If your Autohypnosis check exceeds the DC of the poison, you receive a +4 competence bonus on your saving throw against the poison. This skill has no effect on the initial saving throw against poison.

#### **Willpower**

If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a standard action while at 0 hit points without taking 1 point of damage (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell). You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to -1 hit points, as normal when disabled.

### Computers

(Int, Trained Only)

**Check:** Most normal computer operations don’t require a Computer Use check (though a character might have to make a Research check; see the Research skill description). However, searching an unfamiliar network for a particular file, writing computer programs, altering existing programs to perform differently (better or worse), and breaking through computer security are all relatively difficult and require skill checks.

**Find File:** This skill can be used for finding files or data on an unfamiliar system. The DC for the check and the time required are determined by the size of the site on which the character is searching. Finding public information on the Internet does not fall under this category; usually, such a task requires a Research check. This application of the Computer Use skill only pertains to finding files on private systems with which the character is not familiar.

 Small Office
 Large Office
 Massive Cooperate Network

**Defeat Computer Security:** This application of Computer Use can’t be used untrained. The DC is determined by the quality of the security program installed to defend the system. If the check is failed by 5 or more, the security system immediately alerts its administrator that there has been an unauthorized entry. An alerted administrator may attempt to identify the character or cut off the character’s access to the system.

Sometimes, when accessing a difficult site, the character has to defeat security at more than one stage of the operation. If the character beats the DC by 10 or more when attempting to defeat computer security, the character automatically succeeds at all subsequent security checks at that site until the end of the character’s session (see Computer Hacking below).

 Average
 Exceptional
 Maximal

#### **Computer Hacking**

Breaking into a secure computer or network is often called hacking. When a character hacks, he or she attempts to invade a site. A site is a virtual location containing files, data, or applications. A site can be as small as a single computer, or as large as a corporate network connecting computers and data archives all over the world—the important thing is that access to the site connects the user to everything within it. Some sites can be accessed via the Internet; others are not connected to any outside network and can only be tapped into by a user who physically accesses a computer connected to the site.

Every site is overseen by a system administrator—the person in charge of the site, and who maintains its security. Often, the system administrator is the only person with access to all of a site’s functions and data. A site can have more than one system administrator; large sites have a system administrator on duty at all times. A character is the system administrator of his or her personal computer.

When a character hacks into a site, the visit is called a session. Once a character stops accessing the site, the session is over. The character can go back to the site in the future; when he or she does, it’s a new session.

Several steps are required to hack into a site:

**Covering Tracks**: This step is optional. By making a Computer Use check (DC 20), a character can alter his or her identifying information. This imposes a –5 penalty on any attempt made to identify the character if his or her activity is detected.

**Access the Site**: There are two ways to do this: physically or over the Internet.

**Physical Access**: A character gains physical access to the computer, or a computer connected to the site. If the site being hacked is not connected to the Internet, this is probably the only way a character can access it. A variety of skill checks may be required, depending on the method used to gain access.

**Internet Access**: Reaching a site over the net requires two Computer Use checks. The first check (DC 10) is needed to find the site on the net. The second is a check to defeat computer security (see the Computer Use skill description). Once a character has succeeded in both checks, the character has accessed the site.

**Locate What You’re Looking For**: To find the data (or application, or remote device) the character wants, make a Computer Use check. See Find File under the skill description.

**Defeat File Security**: Many networks have additional file security. If that’s the case, the character needs to make another check to defeat computer security.

**Do Your Stuff**: Finally, the character can actually do what he or she came to do. If the character just wants to look at records, no additional check is needed. (A character can also download data, although that often takes several rounds—or even several minutes, for especially large amounts of information—to complete.) Altering or deleting records sometimes requires yet another check to defeat computer security. Other operations can be carried out according to the Computer Use skill description.

**Defend Security:** If the character is the system administrator for a site (which may be as simple as being the owner of a laptop), he or she can defend the site against intruders. If the site alerts the character to an intruder, the character can attempt to cut off the intruder’s access (end the intruder’s session), or even to identify the intruder.

To cut off access, make an opposed Computer Use check against the intruder. If the character succeeds, the intruder’s session is ended. The intruder might be able to defeat the character’s security and access his or her site again, but the intruder will have to start the hacking process all over. Attempting to cut off access takes a full round.

One surefire way to prevent further access is to simply shut the site down. With a single computer, that’s often no big deal—but on a large site with many computers (or computers controlling functions that can’t be interrupted), it may be time-consuming or even impossible.

To identify the intruder, make an opposed Computer Use check against the intruder. If the character succeeds, the character learns the site from which the intruder is operating (if it’s a single computer, the character learns the name of the computer’s owner). Identifying the intruder requires 1 minute and is a separate check from cutting off access. This check can only be made if the intruder is accessing the character’s site for the entire length of the check—if the intruder’s session ends before the character finishes the check, the character automatically fails.

**Degrade Programming:** A character can destroy or alter applications on a computer to make use of that computer harder or impossible. The DC for the attempt depends on what the character tries to do. Crashing a computer simply shuts it down. Its user can restart it without making a skill check (however, restarting takes 1 minute). Destroying programming makes the computer unusable until the programming is repaired. Damaging programming imposes a –4 penalty on all Computer Use checks made with the computer (sometimes this is preferable to destroying the programming, since the user might not know that anything is wrong, and won’t simply decide to use a different computer).

A character can degrade the programming of multiple computers at a single site; doing so adds +2 to the DC for each additional computer.

**Write Program:** A character can create a program to help with a specific task. Doing so grants the character a +2 circumstance bonus to the task.

A specific task, in this case, is one type of operation with one target.

The DC to write a program is 20; the time required is 1 hour.

Operate Remote Device: Many devices are computer-operated via remote links. If the character has access to the computer that controls such systems, the character can either shut them off or change their operating parameters. The DC depends on the nature of the operation. If the character fails the check by 5 or more, the system immediately alerts its administrator that there has been an unauthorized use of the equipment. An alerted administrator may attempt to identify the character or cut off his or her access to the system.

**Action:** Each individual check requires at least a full-round action, unless otherwise noted above. The GM can also assert that some actions take longer than a full-round action, at her discretion.

**Synergy**: Computers grants a synergy bonus to Disable Device if the device is electronic. Craft (electronic) and Knowledge (technology) grant synergy bonuses to Computers.

**Special:** A character can take 10 when using the Computer Use skill. A character can take 20 in some cases, but not in those that involve a penalty for failure. (A character cannot take 20 to defeat computer security or defend security.)

### Craft

This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electronic), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft (writing).

Craft skills are specifically focused on creating objects. To use a Craft skill effectively, you must have a kit or some other set of basic tools. The purchase DC of this equipment varies according to the particular Craft skill.

To use Craft, first decide what you are trying to make and consult the category descriptions below. Make a Wealth check against the given purchase DC for the object to see if you can get the raw materials. If you succeed at that check, make the Craft check against the given DC for the object in question. If you fail the check, you do not make the object, but you do consume the raw materials (if any).

Generally, you can Take 10 on Craft checks to construct objects, but you can't Take 20 because doing so represents multiple attempts, and you use up the raw materials after the first attempt). The exception is Craft (writing); you can take 20 because you do not use up any raw materials, which is why you don't need to make a Wealth check for that skill.

**Synergy**: All Craft skills grant a synergy bonus to Appraise and/or Repair items that fall into their subtype, for example appraising a proper cost of a particular machine (mechanical) or judging the quality of a photograph (visual art).

#### **Craft (chemical)**

(Int, Trained Only)

This skill allows you to mix chemicals to create acids, bases, explosives, and poisonous substances.

**Acids and Bases**: Acids are corrosives substances. Bases neutralize acids but do not deal damage. A base of a certain type counteracts an acid of the same type or a less potent type.

 Potent (2d6/2d10)
 Concentrated (3d6/3d10)

The dice rolls in parentheses are typical contact damage/immersion damage caused per round immersion

**Explosives**: Building an explosive from scratch is dangerous. If the check fails, you've wasted the raw materials. If the check fails by 5 or more, the explosive compound detonates as you're building it, dealing half of its intended damage to you and anyone else in the burst radius.

If the check succeeds, the final product is a solid material, about the size of a brick. An explosive compound does not include a fuse or detonator. Connecting a fuse or detonator requires a demolitions check as described in Craft (structural). Scratch built explosives deal concussion damage.

The figures in parentheses are typical damage/burst radius for each type of explosive.

**Poisonous Substances** (DC varies) Solid poisons are usually ingested. Liquid poisons are most effective when injected directly into the bloodstream. Gaseous poisons must be inhaled to be effective. The table below summarizes the characteristics of various poisons:

**Save DC**: The Difficulty Class of the Fortitude save to negate the effects of the poison.

**Initial Damage**: The damage a character takes immediately upon failing his or her Fortitude save.

**Secondary Damage**: The damage a character takes after 1 minute of exposure to the poison if the character fails a second saving throw. Ability score damage is temporary, unless marked with an asterisk, in which case the damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and paralysis lasts 2d6 minutes.

**Purchase DC**: The DC for the Wealth check necessary to obtain the raw materials to craft the poison, or to purchase one bottle of solid or liquid poison or one high-pressure cylinder of gaseous poison. A bottle holds four doses, while a cylinder holds enough gas to fill a 10-foot-radius area.

**Restriction**: The restriction rating for the poison, if any, and the appropriate black market purchase DC modifier. Remember to apply this modifier to the purchase DC when making a Wealth check to acquire the poison on the black market.

**Craft DC**: The DC of the Craft check to create a quantity of the poison.

**Time**: The amount of time required for the Craft check.

If the Craft check succeeds, the final product is a synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a gas stored in a pressurized cylinder. When you release it, the gas is sufficient to fill a 10-foot-radius area and takes 1 round to fill the area.

**Synergy**: Craft (chemical) grants a synergy bonus to Craft (structural) checks you make to demolish a building using chemical explosives.

**Special**: Without a chemical kit, you take a -4 penalty on Craft (chemical) checks.

**Table: Poisons**

1Choloroform givse off vapor that causes unconsciousness. Applying cholorform to an unwilling subject requrires a successful grapple check and pin.

**N/A**: Certain poisons can't be made with the Craft skill. Instead, such a poison must be obtained by extracting it from the creature in question.

#### **Craft (electronic)**

(Int, Trained Only)

This skill allows you to build electronic equipment from scratch, such as audio and video equipment, timers and listening devices, or radios and communication devices.

When you build an electronic device from scratch, you describe the kind of device you want to construct. Then, the GM decides whether the device is simple, moderate, complex, or advanced compared to current technology.

**Synergy**: Craft (electronic) grants a synergy bonus to Computers.

**Special**: Without an electrical tool kit, you take a -4 penalty on Craft (electronic) checks.

 Moderate (radio direction finder, electronic lock)
 Complex (cell phone)
 Advanced (computer)

#### **Craft (mechanical)**

(Int, Trained Only)

This skill allows you to build mechanical devices from scratch, including engines and engine parts, weapons, armour, and other gadgets. When you build a mechanical device from scratch, you describe the kind of device you want to construct. Then, the GM decides if the device is simple, moderate, complex, or advanced compared to current technology.

**Special**: Without a mechanical tool kit, you take a -4 penalty on Craft (mechanical) checks.

 Moderate (engine component, light armor)
 Complex (automobile engine, 9mm autoloader handgun)
 Advanced (jet engine)

#### **Craft (pharmaceutical)**

(Int, Trained Only)

This skill allows you to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves to resist the effects of a disease.

The Craft (pharmaceutical) check is based on the severity of the disease you're trying to counter as measured by the DC of the Fortitude save needed to resist it.

**Synergy**: Craft (pharma) grants a synergy bonus to Heal.

**Special**: Without a pharmacist kit, you take a -4 penalty on Craft (pharmaceutical) checks.

 15-18
 19-22
 23 or higher

#### **Craft (structural)**

(Int, Use Untrained)

This skill allows you to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handy skills as plumbing, house painting, drywall, laying cement, and building cabinets. It also includes demolishing those structures, most commonly using explosives.

When you build a structure from scratch, you describe the kind of structure you want to construct; the GM decides if the structure is simple, moderate, complex, or advanced to determine the DC.

**Synergy**: Craft (structural) grants a synergy bonus to Perception to search for secret doors and compartments.

**Special**: A character without a mechanical tool kit takes a -4 penalty on Craft (structural) checks.

 Moderate (catapult, shed, house deck)
 Complex (bunker, domed ceiling)
 Advanced (house)

**Demolitions**: Setting a simple explosive to blow up at a certain spot doesn't require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.

**Set Detonator** (DC 10): Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a check. Failure means that the explosive doesn't go off as planned. Failure by 10 or more means the explosive goes off as you're installing the detonator.

You can also make an explosive more difficult difficult to disarm. To do so, you choose the disarm DC before you make the check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC. If you fail, the detonator requires only a DC 10 to disarm.

**Place Explosive Device**: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structure's construction.

The GM makes the check (so that you don't know exactly how well you have done). On a result of 15 or higher, the explosive deals double damage to the structure against which it is placed. On a result of 25 or higher, it deals triple damage to the structure. In all cases, it deals normal damage to all other targets within its burst radius.

**Disarm Explosive Device**: Disarming an explosive that has been set to go off requires a check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.

**Special**: You can Take 10 with demolitions, but you can't Take 20.

Without a demolitions kit, you take a -4 penalty for demolitions.

*Making* an explosive requires the Craft (chemical) skill. See above for details.

**Action**: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

#### **Craft (visual art)**

(Wis, Use Untrained)

This skill allows you to create paintings or drawings, take photographs, use a video camera, or in some other way create a work of visual art. When you attempt to create a work of visual art, make a Craft (visual art) check. The result determines the quality of the work. Unless the effort is particularly elaborate or you must acquire an expensive piece of equipment, the basic components have a purchase DC of 5.

**Action**: It depends entirely on the project. If you have a still camera loaded and ready, taking a picture is a full-round action, but producing a feature-length film can take years.

 10-19
 20-24
 25-30
 31 or higher

**Craft (writing)**

(Wis, Use Untrained)

This skill allows you to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing. When you create a work of writing, make a Craft (writing) check. The result determines the quality of the work.

**Action**: It depends entirely on the project. A tweet or text message can a full-round action, but anything complex, such as a poem or a newspaper article, takes at least hours, and some projects require months or years of research.

**Synergy**: Craft (writing) grants a synergy bonus to Linguistics to recognize or create forged documents.

 10-19
 20-24
 25-30
 31 or higher

**NB**: The Craft (visual art) and Craft (writing) skills have been changed to wisdom instead of intelligence to maintain the motif in *Phoenix* that intelligence covers hard logic and memory while wisdom covers intuition and creativity.

### Disable Device

(Int, Trained Only)

**Check**: The GM makes the Disable Device check so that the character doesn't necessarily know whether he or she has succeeded.

**Open Lock**: You can pick conventional locks, finesse combination locks, and bypass electronic locks. You must have a lock pick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). The DC depends on the quality of the lock.

 Average (Home deadbolt)
 High quality (business deadbolt)
 High security (branch bank vault)
 Ultra-high security (bank headquarters vault)

**Traps and Sabotage**: Disabling (e.g., rigging or jamming) a simple mechanical device is DC 10. More intricate and complex devices have higher DCs. The GM rolls the check. If the check succeeds, you disable the device. If the check fails by 4 or less, you failed but can try again. If you fail by 5 or more, something goes wrong. If it's a trap, you spring it. If it's some sort of sabotage, you think the device is disabled, but it still works normally. If it's something else, GMs are encouraged to be creative. You can also rig simple devices to work normally for a while and then fail some time later (usually after 1d4 rounds or minutes of use).

**Action**: Disabling a simple mechanical device is a full-round action. Intricate or complex devices require 2d4 rounds. **Try again?**: Yes, though you must be aware that you've failed in order to try again.

**Synergy**: Disable Device grants a synergy bonus to Repairing locks or traps. Craft (mechanical) and Craft (electronic) grant synergy bonuses to Disable mechanical and electronic devices, respectively. Knowledge (technology) grants a synergy bonus to Disable Device.

**Special**: You can take 10 when you make a Disable Device check. You can take 20 to open a lock or to disable a security device, unless you are trying to tamper with the device covertly, while someone is (or could be) watching you.

Possessing the proper tools gives you the best chance of succeeding on a Disable Device check. Opening a lock requires a lock pick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Opening a locked car calls for a car opening kit. Disabling a security device requires either a mechanical tool kit or an electronic toll kit, depending on the nature of the device. If the character does not have the appropriate tools, he or she takes a -4 penalty on your check. A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device check.

### Drive

(Dex, Use Untrained)

**Check**: Routine tasks, such as ordinary driving, don't require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation (the character is being chased or attacked, for example, or is trying to reach a destination in a limited amount of time). When driving, the character can attempt simple maneuvers or stunts. See Driving a Vehicle for more details.

**Try again**: Most driving checks have consequences for failure that make trying again impossible. **Special**: A character can take 10 when driving, but can't take 20.

There is no penalty for operating a general-purpose motor vehicle. Other types of motor vehicles (heavy wheeled, powerboat, sailboat, ship, and tracked) require the corresponding Surface Vehicle Operation feat, or the character takes a -4 penalty on Drive checks.

**Time**: A Drive check is a move action.

**Note:** Drive and Pilot replace Ride

### Knowledge

(Int, Trained Only)

This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below.

The number of Knowledge categories is kept purposely finite. When trying to determine what Knowledge skill a particular question or field of expertise falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.

**Check**: A character makes a Knowledge check to see if the character knows something.

The DC for answering a question within the character's field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions.

Appraising the value of an object is one sort of task that can be performed using Knowledge. The DC depends on how common or obscure the object is. On a success, the character accurately identifies the object's purchase DC. If the character fails, he or she thinks it has a purchase DC 1d2 higher or lower (determine randomly) than its actual value. If the character fails by 5 or more, he or she thinks it has a purchase DC 1d4+2 higher or lower than its actual value. The GM may make the Knowledge roll for the character, so he or she doesn't know whether the appraisal is accurate or not.

The fourteen Knowledge categories, and the topics each one encompasses, are as follows.

**Arcane Lore**: The occult, magic and the supernatural, astrology, numerology, and similar topics.

**Business**: Business procedures, investment strategies, and corporate structures. Bureaucratic procedures and how to navigate them.

**Earth and Life Sciences**: Biology, botany, genetics, geology, and paleontology. Medicine and forensics.

**Physical Sciences**: Astronomy, chemistry, mathematics, physics, and engineering.

**Popular Culture**: Popular music and personalities, genre films and books, urban legends, comics, science fiction, and gaming, among others. Recent happenings in the news, sports, politics, entertainment, and foreign affairs.

**Social Sciences:** Psychology, sociology, criminology, Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes. Events, personalities, and cultures of the past. Archaeology and antiquities.

**Streetwise**: Street and urban culture, local underworld personalities and events.

**Tactics**: Techniques and strategies for disposing and manoeuvring forces in combat.

**Technology**: Current developments in cutting-edge devices, as well as the background necessary to identify various technological devices.

**Theology and Philosophy**: Liberal arts, ethics, philosophical concepts, and the study of religious faith, practice, and experience.

**Try Again?**: No. The check represents what a character knows, and thinking about a topic a second time doesn't let the character know something he or she never knew in the first place.

**Special**: An untrained Knowledge check is simply an Intelligence check. Without actual training, a character only knows common knowledge about a given subject.

A character can take 10 when making a Knowledge check, but can't take 20.

The GM may decide that having 5 or more ranks in a specific Knowledge skill provides a character with a synergy bonus when making a related skill check.

**Time**: A Knowledge check can be a reaction, but otherwise requires a full-round action.

#### **Knowledge (pop culture)**

(Int, Use Untrained)

With this skill, you can identify famous figures such as performers (actors, musicians, models), athletes, or politicians. Answering a question that could be answered through **general knowledge is DC 10** (i.e., watching the news, surfing the web, hearing stories from people you know, etc.); a more specialised but still fairly **basic question is DC 15** (i.e., looking something up on purpose, paying specific attention to the news); and for extremely difficult or **obscure questions are DC 20 to 30** (i.e., you'd need access to specific information sources in the news, academic research, or the scientific community).

**Identifying Supers**
 Non-Local
 Foreign
 Intercontinental
 Extra-Terrestrial

You can also identify superheroes and supervillains and gain insight into their powers and personalities. The DCs are listed in the table (right). A **Local** subject lives in the same city. A **Non-Local** subject lives outside of your city but in your country/state/province. A **Foreign** subject is not from your country or from a remote/distant part of your country. An **Intercontinental** subject is from a different continent. Finally, an **Extra-Terrestrial** subject is not from Earth (i.e., either they're from space, or another dimension, or etc.). However, a hero who is nationally, continentally, or globally renowned is "local" to that whole area (e.g., everyone knows about a hero who fights for the whole planet). You also **add the target's Reputation** bonus to your roll.

**Meeting the DC** means that you know the character's name based on appearance or would be able to describe their appearance based on their name. You can also name the general theme to their powers (i.e., ice-based, dog-based, power armoured, etc.). **For every 5 points by which you exceed the DC**, you know another power/weakness. If you ask for a weakness and there isn't one, then you know of one of their powers instead and vice-versa.

 Medium
 High
 Very High
 Run!

Knowledge of a power includes **which power** it is (the GM will name it), and an abstract sense of the **strength of that power**, measured in Character Points. The GM, alternatively, can provide flavour-text explanations for an NPC's power levels. Instead of "medium," she could say "can punch through concrete" or "fly as nimbly as a hummingbird and as fast as a jet." If you plan to use this skill a lot, you should talk with your GM about what kind of description the two of you would prefer.

### Pilot

(Dex, Trained Only)

**Check**: Typical piloting tasks don't require checks. Checks are required during combat, for special maneuvers, or in other extreme circumstances, or when the pilot wants to attempt something outside the normal parameters of the vehicle. When flying, the character can attempt simple maneuvers and stunts (actions in which the pilot attempts to do something complex very quickly or in a limited space).

Each vehicle's description includes a manoeuvre modifier that applies to Pilot checks made by the operator of the vehicle **Special**: A character can take 10 when making a Pilot check, but can't take 20.

A character with the Vehicle Expert feat gets a +2 bonus on all Pilot checks.

There is no penalty for operating a general-purpose fixed-wing aircraft. Other types of aircraft (heavy aircraft, helicopters, jet fighters, and spacecraft) require the corresponding Aircraft Operation feat, or else the character takes a -4 penalty on Pilot checks.

**Time**: A Pilot check is a move action.

Note: Drive and Pilot replace Ride

### Powercraft

(Int, Trained Only)

Use this skill to identify powers that you observe being activated and to determine your knowledge of how they work. Identifying a power requires a standard action and a skill check (**DC = 10 + the Base Cost of the power**). You can identify powers either at the time they are activated or while they're being sustained. If you have the power Supertech Invention, you can also identify powers that are loaded into Super Gear (Doohickies, Superchemicals, Ray Guns, and Gizmos).

You can also just rummage around inside your head for the answers to questions about powers and how they work. Answering a question that could be answered through **general knowledge is DC 10** (i.e., watching the news, surfing the web, hearing stories form people you know, etc.), a more specialized but still fairly **basic question is DC 15** (i.e., looking something up on purpose, paying specific attention to the news), and for extremely difficult or **obscure questions are DC 20 to 30** (i.e., you'd need access to specific information sources in the news, academic research, or the scientific community).

Finally, you must roll a **Powercraft check in order to build Supertech devices**. The DC varies based on what kind of Device you attempt to build (see the Invent feats).

**Note:** Replaces Spellcraft

### Research

(Int, Use Untrained)

**Check**: Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the character is conducting his or her research.

Information ranges from general to protected. Given enough time (usually 1d4 hours) and a successful skill check, the character gets a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that the character has a way to acquire restricted or protected information.

The higher the check result, the better and more complete the information. If the character wants to discover a specific fact, date, map, or similar bit of information, add +5 to +15 to the DC.

**Try Again?**: Yes.

**Special**: A character can take 10 or take 20 on a Research check.

**Synergy**: Computer Use can provide a +2 synergy bonus on a Research check when searching computer records for data (see Skill Synergy).

**Time**: A Research check takes 1d4 hours.

### Use Device

(Cha, Trained Only)

This skill allows you to activate devices of all kinds, including scrolls, gizmos, psi-stones, ray guns, wands, and dorjes, even though you don't actually have the feats, powers, or other pertinent abilities that would normally allow you to do so.

**Check:** You make a Use Device check each time you activate an item with an Origin. To use a continuous effect, you must make a skill check once per hour or when the GM decides it's dramatically appropriate.

You must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate (e.g., spell casting, a high Charisma score, the Powercraft skill, etc.) when you roll a Use Device check. The DCs for various tasks involving Use Device checks are summarised on the table to the right.

**Emulate a Class Feature**: Sometimes you need to use a class feature to activate an item. Your effective level in the emulated class equals your **check result minus 20**. This skill does not let you use the class feature of another class. It just lets you activate items as if you had the class feature.

**Mystical**

**Activate Blindly**: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even if you don't know it. You do have to perform some equivalent activity in order to make the check. This might simply involve waving the item around while screaming "WORK DAMN YOU!!!" You get a +2 bonus on your Use Device check if you've activated the item in question at least once before. If you fail your check, the item doesn't activate. If you fail by 10 or more, you suffer a mishap. A mishap means that the item or device does release some energy, but it doesn't do what it was supposed to. The item can, for example, strike the wrong target, inflict 1d4 points of damage per level of spell or psi-power upon the user, or cause the user 1 point of damage per CP cost of a power (including enhancements, not including limitations or discounts, etc.). GMs can feel free to get creative with mishaps, but they can also just stick with basic damage.

**Decipher a Written Spell**: This works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.

**Emulate Wisdom**: To cast a spell from a scroll, you need a high Wisdom score in the appropriate ability. Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check.

**Use a Scroll**: If you are casting a spell from a scroll, you have to decipher it first. Normally, to cast a spell from a scroll, you must have the scroll’s spell on your class spell list; Use Device allows you to avoid this prerequisite. Casting a spell from a scroll requires a minimum Wisdom score (10 + spell level). If you don't have a sufficient score, you must emulate it with a separate Use Device check (see above). This skill also applies to other spell-completion magic items.

**Use a Spell-Trigger Item**: Normally, to use a wand, staff, or other spell-trigger device, you must be have that spell on your caster list, but this skill allows you to activate such a device as if you had that spell, even if you can't cast spells at all.

**Psionic**

**Address a Power Stone**: Successfully addressing a power stone allows you to find out what power or powers it contains. Doing this requires 1 minute of concentration.

**Use a Power Stone**: Normally, to manifest a psi-power from a power stone, you must have the power stone's psi-power on your class power list. This skill allows you to use a power stone without this prerequisite.

Before you use a power stone, you must first address it to determine what powers it contains (see above). In addition,

manifesting a psi-power from a power stone requires a minimum Charisma score (10 + the psi-power's level). If you don't have a high enough score, you must emulate the ability score with a separate check (see above). This use of the skill applies to other power completion psionic items.

**Use a Psi-Power Trigger Item**: Normally, to use a dorje, psicrown, or other psi-power-triggered device, you must be have that psi-power on your manifester list, but this skill allows you to activate such a device as if you had that psi-power, even if you can't manifest psi-powers at all.

**Supertech**

**Fiddle With The Knobs**: To determine the power of a Supertech Invention (Superchemical, Doohicky, Ray Gun, or Gizmo), you need to study it for a full minute. The DC to determine the power is 10 plus the cost of the most expensive *base* power in the device (i.e., 5 points higher than normal).

**Make it Go (Boom!)**: Once you have successfully Fiddled With The Knobs, you can activate the item by rolling a Use Device check, the DC equalling the base cost of the most expensive power in the item.

**Action**: Use-Activated. You roll a Use Device check as part of the action (if any) required to activate the item.

**Try Again:** Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can't try to activate that item again for 24 hours.

**Special:** You cannot take 10 with this skill.

**Note:** this replaces Use Magical Device