Skills

Below are guidelines for the skills in FaXions, what they are designed to be used for. However, as a player you may try to use creativity and out of the box thinking to try to use the skills you have rather just sit out on an event. Your GM should be asked if you can use an unconventional skill. *GMs can give players UF penalties to the score for using it in a strange way, but if the idea is sound you might give them something.*

### Athletics

Type: General, Training

With this skill A Character can perform actions such as pushing, pulling, or lifting objects. A Character may also use this skill to play sports. All in all Athletics is a character's basic strength score. Athletics does not seem to have many applications to other skills, and an extremely basic concept.

**Athletics Score**

* A Character can push or Pull an object 4x the Character's Athletics Score
* A Character can lift an object equal to the Character's Athletics Score.
* A Character can run miles equal to the Character's Athletics TF.

**Some Athletics Examples**

* A Character is trying to lift, push, or pull a heavy object.
* A Character is attempting to break a door or other object (can be a secondary skill for this with Melee Combat or Martial Arts)
* A Character is trying to run a long distance.
* A Character joins in on another planet's sport.
* A Character is participating in an Arm Wrestling Contest.
* Jumping (This can also be used with acrobatics)
* A Character wants to use strength to redirect a missile.

**Athletics as a Secondary Skill**

* Doing a sport that requires more finesse, but is still a sport.
* Trying to break an object that in a small space. (Acrobatics main)

### Basic Explosives

Type: Crafting, Combat

This Character knows how explosives work. This skill is used to appropriately use explosives, and even craft the Character's own. A Character can also analyze enemy explosives, this lets A Character know how to disarm a bomb. The skill also allows A Character would know how to gauge explosion and know about the side effects and area of a particular explosion. Since this is a Combat skill and a Crafting Skill generally there are no static bonuses.

*GM Tip: Set Difficulties for analyzing and disarming at the skill levels so it makes it easier to determine. This can act like static numbers for this skill's score.*

**Some Basic Explosives Examples**

* Analyzing the Aftermath of an Explosion
* Crafting Explosives
* Using Explosives (Like Grenades) in battle effectively.
* Disarming a Bomb
* Identifying Hazardous compounds that can be used to make explosives.

**Basic Explosives as a Secondary Skill**

* Use it as a Secondary Skill to defense actions when dodging or resisting explosives.
* As a Secondary skill to a magic attack that would otherwise explode (A Fireball for example)
* As a Secondary skill when crafting a weapon with a feature that explodes.
* A Secondary skill with Perception to identify the location of an explosive (detonated or not)

### Counterattack

Type: Defense, Combat

Send attacks back giving a penalty to the targets next attack, and setting the Character up for a better attack. Counter Attack grants a Target the counter status, which causes them to a UF penalty on actions until your next turn. equal to the Character's Counterattack TF. If the Character's counterattack is more than 100 higher than the targets attack skill, A Character may attack them back during the counter attack. (This can still be defended but receives a penalty for taking a defense action while attacking). Some attacks might not be able to be sent back to the target until you reach a certain skill level of Counterattack.

**Counterattack Score**

* At Intermediate or Higher A Character will be able to block a multistrike melee attack and offer the Penalty. Before this A Character can only parry the attack, with no penalty.
* At Advanced or Higher A character will be able to block damaging Magic attacks, and off the penalty.
* At Expert or Higher A Character can Counter ranged attacks. A Character may not send the attack back at the target.
* At Master or Higher the character can send ranged attacks back a the Attacker.

*Counterattack is used as a Defensive skill, and its uses are versus scores, against attackers and weapon attacks.*

*Counterattack can be used in conjunction with Durability, Reflection, Resistance, and Survival, to help you block the attack.*

### Empowerment

Type: Training, General

Empowerment is a skill with little uses on its own, but can be used to boost any Combat Skill. Empowerment is A character's ability to control adrenaline in their bodies to make them much stronger than normal. Empowerment is a great skill for a combat character, from enhancing the strength of melee attacks, to granting an inner calm to assist magic skills. The best way to think about this skill is when a person suddenly improves in their skills when under duress, except you have control over it most of the time.

Some Empowerment Examples

* You can use this skill to go into a Rage. *While Enraged, you are not effected by pain of wounds, and you get your Empowerment TF to all attack and defense actions. (You may still use Empowerment as a second Skill to boost these skills) This lasts for rounds equal to your Combat Duration in Empowerment. Afterwards you cannot used Boosts and lose the CF bonus gained from this effect for 1 Hour. Using Rage is a Special Action.*
* A Character can ignore a number of pain stacks for one round equal to their TF in Empowerment, until their next turn.

Empowerment as a Secondary Skill

* Use empowerment to push a character extra far when using Athletics.
* Increase your push, pull, and lift capacity.
* Increase your standing jump to superhuman level performance, like jumping a building.
* Add extra power to a melee attack.
* Give you self an inner calm to increase the accuracy of a ranged attack.
* Use in conjunction with defense skills to shrug off stronger attacks.

### Energy Projection

Type: Mystic

Energy Projection allows targets to draw energy from the air over time, and condense it down into beams to fire at their targets. It takes 10 Seconds in combat to draw enough energy from the air to fire a beam at full power. Characters can take longer if you want to fire off more impressive blasts that hit targets. This makes the skill mostly useful for a surprise attack and not much more. However when this skill is used in conjunction with Absorption, characters can absorb energy and also hold energy inside of you. When energy is drawn this way, as a special action, a character can draw energy equal to their combat duration in both Energy Projection and Absorption combined.

*Energy Projection is a Combat skill, in most regards. Therefore it is, a lot of time, used as a Versus score.*

Some Energy Projection uses

* A Character can use the energy you draw (or absorb) to transfer between objects that need powered.
* A Character can weld objects together with your energy. This is a way some one with Metal Working can get a TF bonus as a secondary skill.
* A Character can get energy readings from places and objects, this includes magic, science, and mystic powered devices. A Character can tell how much energy is being used but cannot tell what for,

### Excavation

Type: Science, Craft

A simple skill that allows mining and quarrying at its core. Characters can use this skill to identify minerals and ores. The score itself determines how efficient the character is at mining and quarrying, including how much time it takes to get what they need, and how good of a shape it is in when found. This does come with other benefits as well.

**Some Excavation Uses**

* Characters can find their way safely in a cave.
* Get answers to the types of minerals found on a planet.
* Locate and detect rare minerals, and ores in a mine or from the surface.
* Dig tunnels and mineshafts.
* When used in conjunction with History you can locate and excavate for lost ruins and artifacts.

**Excavation as a Secondary Skill**

* With the Talent Metals Specialization, when you craft with a certain metal you can add your TF to Excavation
* Used with Physical Science to answer Geology questions.
* Trying to break a stone or metal object with melee or ranged attacks.

### Interruption

Type: Defense, Psionic

This skill is used to interrupt ongoing effects, and area effects with durations. Characters can do this by exerting a mysterious aura that can cancel force fields and barriers, as well as cancelling alteration magic effects that have been placed. Interruption works on any field effect, but only if the score beats the score used to cast or create the field effect. At higher skill levels Interruption can offer penalties to attacks and even other magic. Interruption can be made active and kept active for minutes equal to its TF (or Combat Duration TF when in combat.) Interruption does not let characters interrupt peoples attacks, it just attempts to skew their point of contact so that the target misses. The range of a Characters interruption aura is their Interruption TF in feet (or Combat Duration TF +2 in Feet while in combat.)

**Interruption Score**

* At Intermediate characters can give ranged attackers a penalty equal to their interruption TF to skew their attacks away from them. (Not Magic Attackers )
* At Advanced characters can cancel effects on target up to feet away equal to their Combat Duration TF in Interruption, provided the scores are lower than the Character's Interruption score. (Using a boost on this effect allows you for one round increase your score maybe to overcome the effect.)
* At Expert characters can make melee attackers have a Penalty equal to their Interruption TF as they skew their attacks away from them. (Not Magic Attackers )
* At Master characters can give any attack the penalty equal to their Interruption TF as they skew their attacks away from them.

**Some Interruption Uses**

* Interrupting a Force field or magicked barrier to pass through it.
* Canceling a Field effect left by an Alteration spell, or the Mysterious Area Talent.
* As a Defensive enhancer to avoid attacks when at the proper skill level.
* Canceling an Anti Magic Zone, or Anti Mystic Zone.
* Stopping the effects of a room that has a negative effect as an Aura.
* Stopping magical or mystical effects cast on the atmosphere of a planet.
* Interrupting the flow of power through cables. Character must be able to see the cables clearly. (This could have negative side effects on the target itself.)
* Communications Jamming.

### Kinetics

Type: Mystic, Psionic

A character has a calm enough mind to be able to exert its pressure on objects. Kinetics allows for attacks with the mind, as well as, telekinesis. It has a Similar feature to Athletics, where the amount you can move with it is based on your score. The score also effects how fast objects can move whenever they are floating. Kinetics is part of three Psionic powers, including Telepathy and Seer.

**Kinetics Score**

* The amount of pounds a character can lift is equal to their Kinetics Score. (This can be buffed by Empowerment and Athletics as a Secondary Skill.)
* The speed which items can go is 1 foot per second equal to the Character combat TF.
* A character can choose to blast something forward making it move at 5 times the normal speed, and travel a distance equal to your Kinetics TF. (This is an attack, and thus versus a target's defense.)
* The power, range, and duration of Psychic attacks made with the force of your mind.

**Some Kinetics Uses**

* Moving objects over and around difficult terrain without carrying them.
* Launching Force Attacks
* Propelling items (or people) at another target, or place.
* Fighting with heavier weapons, or more weapons. (With the Talent Psychokinetic Combat.)
* Holding a target in place, with mind powers.
* Levitating people or self, and flying.
* Improving a Jump by Propelling off the ground.

**Kinetics as a Secondary Skill**

* When making Attacks with a Psychokinetic Controlled weapon. (With the Talent Psychokinetic Combat.)
* Assisting with Pushing, Pulling, or Lifting Heavy Objects.
* Run Faster.
* Jump Higher.
* Resisting Pressure with Survival.

### Melee Combat

Type: Combat

Melee Combat is one of the most basic skills. A Character can make attacks with melee weapons. This skill is always a versus skill, against defense, and it has some uses with other skills. If a character uses a Melee weapon that would have used Precise Combat or Martial Arts, that character does not get the bonuses that come along with using that specific weapon. (For Example, Precise Weapons can perform a sneak strike when attacking from invisible, using Melee Combat to do this is not possible.)

**Melee Combat as A Secondary Skill**

* Using a Melee Weapon with other skills such as martial arts or precise combat.
* Appraising a Melee Weapon with Business or a Crafting Skill.
* Crafting a Melee Weapon.

### Metalworking

Type: Crafting

All forms of crafting with metal. A Character can craft items made of metal. This skill can also be used to check the quality and component of a proposed weapon, that would be crafted with Metalworking. You may also add Components to weapons with remaining complexity that require the Metalworking skill. The bulk of this skill's functionality is explained in the crafting rules section.

**Metalworking Basics**

* Crafting Metal Items
* Making Ingots
* Examining Weapon Qualities
* Repairing Weapons
* Adding Components to Weapons

Metal Working as a Secondary Skill

* Appraising weapons made with this skill, with Business
* Excavating for minerals and metals, to try to get the best yield

### Absorption

Type: Mystic

Absorption is a character's ability to absorb effects, and place the energy inside of them. When an attack is aimed at a target that character can check his absorption skill against the attackers score. If they are higher they can absorb the energy of the attack. This only works on attacks such as lasers and magics, attacks that are made of energy. Additionally Absorption can be used to absorb energy to be later. If a character leaves energy inside their body for more than 1 day, they will begin taking 1 Pain Stack per hour.

**Getting Rid of Energy Absorbed**

A character can always choose to vent their energy, sending into to the air to fade away. This takes 1 Minute per energy unit you have inside you. Also, the character can use Energy Projection to channel the energy into attacks, or other devices using Energy or Power Units. Power units take 3 Energy Units to restore, and give only 1 to a character who is absorbing them.

**Some Absorption Uses**

* Absorbing Energy Units from an electrical grid to remove the power to an area.
* Absorbing Magical or mystical attacks that are in a plasmid shape.
* Absorbing Attacks that are plasmid in nature. (Lasers and Fireballs as an example)

### Culinary Craft

The art of Brewing and cooking food. Characters can make meals and learn recipes from different worlds, and even imbue the meals with enhancing effects. Similarly the same can be done with Potion Crafting, and Brewing (Alcohol). The main difference between crafting food and crafting drinks and potions is that food must be consumed before battle, but a character can take a potion or a drink as a Special Action during battle.

**Some Culinary Craft Uses**

* Cooking foods
* Brewing Alcohol and Ferment Wines
* Identify that flora and fauna are poisonous or safe for consumption
* Foraging
* Hunting and butchering animals for food prep (and other materials)
* Learning recipes from testing food.
* Crafting Potions

**Culinary Craft as a secondary skill**

* As a secondary skill to identify poisons and venoms in a patient.
* With Business to determine the value of a Chef's cooking and therefore assign their food a correct value.
* With Business pricing and haggling for cooking ingredients.
* With Druidic Magic when healing a target of Poison or Venom.

### Durability

Type: Defense

The strength of a character's ability to block attacks. Sometimes this can be armor, but certain species it can be their exceptionally thick and strong skin. Durability is mainly a defense skill, and used to block attacks that deal damage. This includes Magical and Mystical Attacks, if it does damage durability defend against it. The exception to this rule is damage from Environmental Hazards. (Weather, Pressure, Lack of Oxygen, etc.)

**Durability as a secondary skill**

* With Survival when taking damage from a Rockslide, Explosion, Etc.
* With Basic Explosives when taking damage from an Explosion.
* With Wrestling to Hold on to a grapple, or reverse a grapple.

### Martial Arts

Type: Combat, Training

Martial Arts is using Hand-to-Hand Combat, and using your body as a weapon. Martial Artists can make their attacks deal non-lethal damage. Targets who are hit with a weapon or attack using this skill will take Pain Stacks, but not bleed. Additionally the target will not die if their pain threshold is reached. A Character using Martial arts can also focus their Ki, to Ignore up to their TF in Pain Stacks for one their next action.

**Some Martial Arts Uses**

* Fighting with Hand-to-Hand weapon or a weapon that uses Martial Arts as a Skill.
* Using the Inner Focus Special action to ignore some pain stacks for one action.

**Martial Arts as a Secondary Skill**

* As a secondary skill to perform some acrobatic feats (like running up or jumping off walls.)
* When making weapon attacks with fist weapons, but using Melee or Precision combat.
* When making Martial Arts Weapons with crafting.

### Reflection

Type: Mystic, Defense

A mysterious force protects this character making damage bounce off of them. Characters, when defending, can use Reflection to defend, when they do if the defense is successful the attacker takes pain equal to the character's Combat TF in Reflection. However what you can reflect is limited by your score. Since Reflection is a Defensive skill, like durability it is used conventionally as a defense skill. Meaning Reflection has only small uses outside the Defending. A Character can, like with Durability, use this skill to defend against any attack that deals direct damage. (Damage over time is not direct damage.) Reflection can be used with durability and survival to protect against direct damage, as a secondary skill.

**Reflection Scores**

* Basic: characters can block attacks, but not reflect damage.
* Beginner: characters can Reflect single target Melee Damaging which include Magical ones.
* Intermediate: characters can Reflect Single target Ranged Attacks
* Advanced: characters can Reflect singe target Magical Ranged Attacks
* Expert: characters can Reflect Area of Effect Attacks.
* Master: characters can reflect attacks made on targets within 5 feet of them
* Grandmaster: characters can reflect anything targeting them (even Resistance based attacks.)

### Regeneration

Type: Mystic

The character's body restores itself over time. Each round a character with regeneration heals bleeding wounds equal to their Regeneration Combat TF. At the end of a round, if the character takes no pain stacks this round, and does not heal any bleeding stacks, then that character will restore their combat TF in Pain Stacks this round. Character can also take the Dull pain secondary action with the regeneration skill, but this can only be performed times in combat equal to their Combat TF in regeneration. When out of Combat Regeneration heals a character pain stacks equal to their TF each hour where they had no bleed stacks, and did not receive a new pain stack. However without the talent Severe wound regeneration targets cannot heal damage of Severity 4 or higher without a healer or medic.

**Notes**

* The Talent Total Restoral allows targets whose head remains intact to regenerate over the next week.
* The Talent Time in thee sun increases the number of pain stacks removed out of combat by 15.

### Resistance

Type: Defense

This is a characters resistance to any ongoing effect. Whenever any attack would cause a negative effect a characters resistance effects the score for it. If the attack also does direct damage than this skill is used to resist the ongoing effect, and durability to reduce the damage. Like all defense skills, they have little use outside of combat. Resistance has no effect on ongoing effects from environmental Hazards. If an ongoing effect is produced by an area ability, a character may use Interruption as a Secondary Skill, but this effect must be resisted each round you remain in the area.

### Survival

Type: Defense, Training

This is a Character's ability to withstand environmental conditions. It also handles how much endurance a character has as well. Survival is also useful hunting and tracking enemies, and as a secondary skill butchering creatures for material parts. Survival also effects a characters ability to navigate, and understand the environment they are in. Survival is mostly an out of combat skills, and is more versatile than the in combat ones.

**Some Survival Uses**

* Withstand Heat and Cold (Depending on the temperature the species of the character is and the extremeness of the heat and cold.)
* How long a character can hold their breath
* How long a character can with stand pressure and how much pressure that is.
* Taking Indirect damage from Environmental effects (such has weather)
* Tracking Enemies
* Finding the way out of forests and caves, and knowing basic tactics to make this easier for those who do not have survival.
* Making Camps, Knots, and Campfires, etc.

**Survival As a secondary Skill**

* To find edible flora and fauna, with Culinary Craft.
* With Infiltration to remain out of sight
* With Life Science to understand the ecology of a biome (or other wilderness feature.)
* With Magic Skills to understand the effects of a magic type on a biome or ecology.

### Transmutation

Type: Mystic

Transmutation allows a character to change their shape. A character can become larger or smaller by 1 Category for each Combat TF in this skill. Transmutation can change the make-up of an object to another, but this effect takes time. The more resilient an object is, the higher score required to change it. The larger the area is the longer it takes to make a change to an object. Character's can use transmutation to stop bleeding, but this causes a penalty because it makes them feel strange in their own skin. Transmutations are not permanent and last 1 minute for each TF the character has in the skill. This skill often helps any form of healing as a secondary skill.

**Notes**

* With the Transmute others talent a character can transmute features on allies or enemies, but his always causes a -20 UF for being transmuted.
* If the Transmutation skill is at grandmaster, the character's transmutations can be permanent.
* To transmute objects one must have the transmute objects talent, this can only effect the size or shape of an object.
* If a character wishes to transmute anything into different materials, you need the Transmute Materials Talent.

**Some Transmutation Uses**

* Become smaller or lighter to fit into specific areas.
* Grow new limbs with new uses.
* Shapeshifting
* Changing the Shape or Size of an Object (with the Proper talent.)
* Close Bleeding wounds, but causes gives a -20 UF.

**Transmutation as a Secondary Skill**

* Healing a target from a 4 or higher Severity wound.
* In crafts like Carving and Metalworking where the shape of objects matter (needs Transmute Objects.)

### Wrestling

This allows characters to grapple and throw targets. Wrestling is countered by resistance, as it usually causes a specific ongoing effect. This combat skill allows a target to grab or throw targets. Characters can grapple targets up to three size categories larger than them, which is limited by their Combat TF in the skill. For each size category a target is smaller wrestling gets a +10 UF to grappling smaller targets.

**Notes**

* To Grapple a target is to give them Immobilized and Stunned Conditions. These conditions cannot be removed by any other action except escaping the grapple.
* Throwing a target makes them Airborne and deals Pain stacks on their next turn, equal to Wrestling's Combat TF.
* Wrestling is resisted by Resistance or an Opposed Wrestling check.
* At the start of each round targets who are grappled can escape using Wrestling or Resistance.
* Each round a target fails to escape a grapple the target takes the characters Combat TF in Pain Stacks. Grapples cause no bleed stacks.
* Character must be able to pick up a target to throw them, and the distance they are thrown is equal to Wrestling's Combat TF.
* The amount a character can throw can be decided by Wrestling or Athletics.
* This skill can be used to keep a hold of a target while trying to carry them.

### Acrobatics

Type: General, Training

A characters ability to perform feats of dexterity. This includes actions such as Wall Running, Climbing, and balancing. This skill effects the efficiency, speed, and reliability of these actions. This skill can also be used to enhanced a characters ability to dive or roll away from an attack with reflex training.

**Some Acrobatics Uses**

* Performing a long jump, a distance equal to Acrobatics TF
* Use to tumble to dodge over environmental hazards and traps
* Climbing at your half your movement speed + your Combat TF in Acrobatics.
* Wall running feet equal Acrobatics TF
* Wall jumping multiple times, equal to Acrobatics Combat TF plus one
* Acrobatics can be used to balance.

**Acrobatics as a Secondary Skill**

* With Athletics to improve Precision style sports.
* With Reflex training to do a dodge or dive
* With Survival to swim.
* With Performance to do a particularly difficult dance.

### Carving

Type: Crafting

Characters can craft wood or stone items with this skill. Carving is excellent for making Quarterstaffs, Wands, Bows, and other wooden weapons. Carving also allows a character to make wooden statues, and stone statues. Though these will be much more functional then pretty. When making basic carvings the time it takes decreases as your score goes up. Carving will have a deeper dive in the crafting page.

**Carving Basics**

* Make functional wood and stone items.
* Make simple wood carvings
* Make simple stone carvings
* Can be used to process wood items more efficiently. An Adult tree will yield the TF in Units of Lumber.
* Can be as a secondary skill with Architecture to make wooden or stone products. This includes Masonry.

### Infiltration

Type: General, Stealth

Infiltration is about learning about an area in order to easily find flaws in the security. This also involves Sneak and Moving Silently. Characters can also use Infiltration to disguise themselves. This is helpful to gather information as well, by eaves dropping on targets. However if a character wishes to fully become a spy, they will need Larceny. Infiltration also helps to prep a character to make a sneak attack on a target.

### **Some Infiltration Uses**

* Sneaking
* Moving Silently
* Tailing a target.
* Scouting
* Disguising yourself

**Infiltration as a Secondary Skill**

* Any Larceny Action that is taken after successfully succeeding an infiltration within the last minute
* When relevant information gathered applies to another skill.
* Making a Precision or Ranged Attack while unseen.
* Setting traps

### Larceny

Type: General, Stealth

Larceny is the act of thieving and deceiving. Use this skill to run scams, gather information, or just break into places. Larceny when paired with Infiltration is a perfect combo. Allowing a character to get in and out with valuable items and information, at higher scores especially.

Some Larceny Uses

* Picking Locks
* Pickpocketing and Sleight of Hand
* Deception
* Eavesdropping to Gather information
* Running Scams or Grifts

Larceny as a Secondary Skills

* With Computer Science to Hack into Mainframes or Digital Security Systems
* When Attempting to Disguise oneself and pass yourself off as anyone who works in the area.
* With Interaction when trying to gather information in a social setting where you are talking with the target.

### Performance

Type: Social, Stealth

The half of Arts that requires grace and poise. This includes Method Acting, Dancing, and Magic Tricks. Characters who do not have performance will have a harder time passing themselves off as a specific person, mosty to people who know them well. This is because without performance taking on people's mannerisms and body movements will be much harder. This also allows characters to put on a good performance if they are acting in a movie or a play. Those viewing will not see the actor, but the character instead.

**Some Performance Uses**

* Acting in a Play or Movie, but with acting.
* Putting on some type of show to distract or entertain.
* Method Acting
* Learning and Performing the Mannerisms of another person.

**Performance as a Secondary Skill**

* With Larceny, Putting on a Performance with sleight of hand (card tricks or magic show)
* With Arts while acting or putting on another type of stage performance (like if you wanted to have an active presence in a concert)
* With Infiltration to blend into crowd.

### Piloting

Type: General

This skill allows a target to pilot or ride animals. With piloting characters will be able to take evasive maneuvers, or get into a high speed chase. Character do not need piloting to drive a car or even a simple shuttle, but if they want to perform evasive actions, or fancy moves, they will need some score in piloting. Piloting is used for evading attacks in ship to ship combat.

**Some Piloting Uses**

* Driving a land vehicle while in a chase or racing.
* Piloting a ship
* Navigating
* Reading Star, or Land Maps
* Evasive actions taken during ship combat
* Riding any creature.

**Piloting as a Secondary skill**

* With Interstellar Design to Fix issues with a vehicle's motor or steering.

### Precision Combat

Some weapons are designed to attack specific points rather than aim an attack to deal as much damage as possible, like with melee combat. These weapons are capable of using the *Sneak Attack* action, when used with Precision combat. Precision combat weapons are usually fast weapons, such as a Dagger, Rapier, or a Whip.

**Precision Combat as a Secondary Skill**

* Attacking with a weapon that could be a precision used a precision weapon, using a different skill such as Melee Combat or Martial Arts.

### Ranged Combat

Type: Combat

Firing a ranged weapon as an attack. This can also be used to throw or shoot something at a specific target. Ranged Combat is a versus skill normally, but when aiming at at target or specific area to shoot it can have a static check.

**Ranged Combat Uses**

* Playing a Sport like Golf or Baseball
* Making a general accuracy check.
* Throwing to some one far away.
* Using Thrown weapons, Bows, and Guns in combat.

**Ranged Combat as a Secondary Skill**

* Throwing an Explosive or Firing a Grenade Launcher.
* Using Piloting to Ram a Ship.
* Using Melee Combat to Control Grappler arms.
* Athletics with some sports.

### Reflex Training

Type: Combat, Defense

This skill allows a character to dodge attacks. Even when dodging attacks, characters may still get grazed, so like durability does not block all the damage, this skill does not either. Reflex Training can help with most acrobatics checks. Allows you to roll and dive quickly and without chance to receive Injury.

**Reflex Training as a Secondary Skill**

* When Balancing or Climbing with Acrobatics.
* When performing a dance that requires flexibility, and extra moves (such as jumping, sliding, or even a flip.)
* With Counterattack when only trying to parry attacks (with the Fencer Talent)

### Tailoring

Type: Crafting, General

With tailoring, a character can make clothes, tan leather, and fix any type of clothing. This can be helpful for making equipment for different slots. Also in a pinch a character with Tailoring can stich a laceration to stop the bleeding. Characters can use Tailoring to skin animals as well. Tailoring is a Crafting skill and will have a larger section in the crafting page of this wiki.

**Tailoring as a Secondary Skill**

* Repairing or Making Armor
* Stitching wounds with Medical Training
* With Business when factoring clothes, and armor prices
* With Architecture when making specific furniture that has cloth or leather on them.

### Architecture

Type: Crafting, General

Characters with Architecture are able to tell how sound a buildings construction is, and what it might be made of. This skill also grants great spatial awareness when inside of a building, making it possible to locate secret rooms and as well as navigating buildings and ruins. Characters will also be able to design structures and make furniture with this skill. While working on a project with a series of workers, characters will be able to build nicely designed buildings.

**Architecture as a secondary skill**

* When building a structure as a worker with any other skill.
* With Business when determining the value of a building.
* When using history to determine the time and use of a Ruin.
* Helping find a location in a city with Foreign affairs

### Computer Science

Type: General, Science

Computer science allows a character to build and maintain computers. This also allows them to hack into computers, including some digital security systems. This also allows characters to analyze ancient computer systems, and even repair them. If a character is interacting with an Artificial Intelligence, or an advanced computer interface, then this skill will help them navigate these systems as well. (Basic computer knowledge is allow, you can still work with computers with this skill.)

**Some Computer Science Uses**

* Hacking a computer or security system
* Identifying parts and layouts of Computer systems.
* Confirming the use of ancient computer systems.
* Constructing and programming computer devices and software

**Computer Science as a Secondary Skill**

* With Larceny while cracking a digital security system (incase Larceny is a higher skill)
* With Business to haggle when purchasing computer parts, software, or systems themselves.
* When using interaction to negotiate or talk with an AI.
* With History when finding how integrated a computer system was in a society

### Genetics

Type: Science

While it seems to be part of Life Science, genetics is much more than that. This is a character's ability to alter the genetics of creatures and even create a new life given the time, though without a significant amount of money, making a new lifeform from scratch will take years. Genetics is also used in Bio Android construction to make bio androids, which are a bit easier to make time wise. Genetics can also help when identifying other living things and even to see how these creatures evolved.

**Some Genetics Uses**

* Understanding the structure and evolution of life.
* Splicing Genes into other characters to give them additional abilities.
* Creating a new life either hybrid or not.
* Reviving a once dead species by reverse engineering DNA
* Creating Bio Androids with Bio Android construction.
* Create a temporary Mutagen, in order to buff skills in another character.
* Returning a character back to their original form after being transmuted.

**Genetics as a Secondary Skill**

* When analyzing Life with Life Science.
* Attempting to understand an ecosystem.
* Healing a target with medical training, especially when that healing is of some one who is not your species.

### Interstellar Design

Type: Science, Craft

This skill allows you to design and create starships, space stations, etc., though to build them you will need a crew of people. Interstellar Design allows a character to understand the very fabric of both time and space, and can easily analyze a planet with minimal knowledge. This also includes the effect of strange stars have on the planets in their system. With enough Research you might even find a way to get inaccessible parts of the system.

**Some Interstellar Design Uses**

* Learning about the effects of a star on the planets in the system
* Researching Wormholes, Black Holes, and other space anomalies.
* Building any construction for space, or even time.
* Performing Time Travel (at Grandmaster)
* Learning about other starships.

**Interstellar Design as a Secondary Skill**

* With Machinery when building a space fairing machine, like a mining drone.
* With Piloting when fighting a starship, with something like a fighter.
* With Physical Science when researching or analyzing something dealing with gravity.
* With Survival when attempting to deal with pressure, but only in space.

### Life Science

Type: General, Science

Life Science includes sciences such as Biology and Neurology. This skill allows a character to research subjects in the Fields of Life Science, in this way it can be useful. This skill is used mostly for research.

**Some Life Science Uses**

* Researching Creatures, Plants and Eco Systems
* Analyzing Life on a planet.
* Analyzing Diseases and Viral Infections
* Working with Plants and Trees.

**Life Science as a Secondary Skill**

* When healing a creature (not a sentient species) that is wounded.
* With Interstellar Design when regarding planets that could support Life.
* When Doing research with another science skill and there is life involved. (Ecosystems and creatures, not anthropological stuff)

### Machinery

Type: Crafting, General

This allows a character to build machines and other items run by mechanics, this includes Gunsmithing, building Generators, and building engines. Machinery is pretty common as a skill for adding components to an item. Being a Crafting skill it will be explained in a later section.

**Machinery as a Secondary Skill**

* When making something with a very simple machine as a part of its design, but the craft does not require Machinery
* When selling machines to other with business
* When analyzing a Machine or Complex Computing system with Machine Parts with computer science.

### Medical Training

Type: General, Science

A Characters ability to heal wounds and treat sickness. This requires time to perform. Medical Training also has a Research functionality, used for researching diseases, and viruses. Medical Training includes Anatomy. A character needs to understand how to heal a new species that has never been encountered before. You can use research for this, or trial and error. (Warning that using Trial and Error could lead to additional complications.) For basic wounds that only use pain stacks, and have no other side effects (something like a lost limb) you may use a medical tricoder, but this will still take 10 minutes to heal. (You may use a Tricoder in battle to heal, but this only eliminates pain, or closes wounds.)

**Some Medical Training Uses**

* Performing Healing on a target in battle (See Healing Rules)
* Surgery
* Basic Medical Tasks, such as wellness checks, or standard check-ups.
* Using a Regenerator to restore lost limbs.
* Coroner duties, learning the cause of death.

**Medical Training as a Secondary Skill**

* Making an attack against an undead
* Searching for and analyzing herbs that are capable of making healing potions, or salves.
* With Life Science while analyzing and researching creatures.

### Physical Science

Type: General, Science

This skill includes Sciences like Electrical Engineering, Physics, and Mechanical Engineering. This allows a character to research subjects in the fields of these sciences, in this way it can be useful. This skill is used mostly for research.

**Some Physical Science Uses**

* Understanding the Physics of certain actions.
* Meteorology
* Electrical Work
* Chemistry

**Physical Science as a Secondary Skill**

* With Excavation to determine the properties of a mineral, or metal found
* With Culinary craft to mix potions and ingredients
* With other science skills while Researching

### Technopathy

Type: Mystic, Psionic

This skill allows a character to control computers and technology with their mind. Characters may interface with technology and enter it to assist in hacking into a system, or finding information stored within. This however leaves the character comatose, and unable to defend themselves. However, this skill also allows remote use of technology that they can see. Sometimes even if the objects mechanism that operates it (Buttons, switches, etc.) is broken it can still be used with technopathy.

**Technopathy Scores**

The number of items that can be controlled with technopathy increases with skill level. Characters cannot gain total control over Technology until beginner, which allows them to control 1 piece of technology. Of course, more advanced technology needs higher scores. Characters may take compartmentalized Mind to control additional technology.

**Technopathy as a Secondary Skill**

* While hacking into a computer system, with computer science
* Analyzing technology
* Interacting with Android

### Telepathy

Type: Psionic, Mystic

Characters with Telepathy can send remote messages, read people's minds, and even control them with enough skill. Whenever a character attempts to control a target they will receive a -40 UF penalty to their score, target are very resistant to having their own bodies taken over. Characters can enthrall people with this, an enthralled target is no longer in control of themselves ever. This can only be performed after the character is Advanced or higher in Telepathy. Being Enthralled, without permission, will generally make those very upset, so its unlikely to that when a target is broken free of it that they will be, in any way, friendly. Additionally, whenever a Enthrall fails or is broken, that target can never be Enthralled by that character again.

**Telepathic Connection**

Characters can form a telepathic connection between others even if they do not have Telepathy, or some other Psychic Skills. Characters can only establish connection with their combat TF in Telepathy targets who have beginner or less in any psychic skill.

**Some Telepathy Uses**

* Mind Control
* Sending Remote Messages to Others
* Forming Telepathic connection
* Control targets actions or even changing their ideals
* Removing Memories

**Telepathy as a Secondary Skill**

* With Captivation Magic when using Charm
* Social Interactions with people (know that reading peoples mind is usually an issue and an invasion of Privacy.)

## Spirit Factor

### Alteration Magic

Type: Magic, Support

Alteration Magic contains the ability to alter the character to suit the environment they are in. This includes adjusting resistances to temperature and pressure, water breathing, and even flying at higher levels. Alteration Magic grants characters access to Lightning, Wind, and Cold Magic The length of time and power of Alteration Spells are increase by TF (or in some Cases Combat TF) Keep in mind that in FaXions there are no spells, it is up to characters how they want to cast something. Below are some examples of spells cast.

*Unless otherwise stated spells cast with this skill will last rounds equal to Alteration Combat TF, or Alteration Score in minutes outside of combat. Other duration rules apply.*

*Alteration Magic can be cast as a 5 foot circle when out of combat to more easily protect a group.*

**Alteration Spell Examples**

* Basic: Temperature Control - Makes target get a bonus equal to Survival equal to Alteration Magic TF against either heat or cold.
	+ Weather Shield: Protect from indirect damage dealt by weather effects, as long as the Alteration Score meets the check to overcome the weather effect.
* Beginner: Water Walking - Target can move at their movement speed on water as if it were land. Though Waves and choppy waters could make it rough terrain.
	+ Water Breathing - Target is able to breathe in water.
* Intermediate: Pressure Resistance - Target is protected against all forms of pressure granting Alteration TF to their survival.
* Advanced: Flight - Target gets a Flight Speed equal to their movement speed.
* Expert: True Sight - Non Blind Targets can see hidden enemies, and even enemies concealed by walls at a range of the Alteration Magic TF in Feet.
* Master: Springy - Target takes no damage from Velocity.

*Alteration Magic can be used as a Secondary Skill when dealing with something that it protects against, such as weather effects, and other environmental hazards, or when casting a spell from another skill that could provide these protections. For example using a Support Magic barrier to prevent Velocity Damage.*

### Captivation Magic

Type: Magic, Social

Captivation Magic contains the ability to convince a target to take orders from a Character, or even mess with a targets senses. Similar to Telepathy, when attempting to Charm a target there is a -40 CF penalty to it. However there a litany of different ways to use Captivation Magic, but be wary, most effects cannot be used again on targets until you take a Rest Day.

*Unless otherwise Stated spells cast with this skill last rounds equal to Captivation Magic TF in minutes, or rounds equal to Captivation Magic Combat TF in Combat. Other Duration rules apply.*

**Captivation Magic Spell Examples**

* Basic: Sense Disruption - One of targets senses is dulled giving them a UF penalty equal to Captivation Magic TF when using that sense.
	+ Soothe/Aggravate - Target becomes calmer or more aggressive.
* Beginner: Suggestion - Target is made to lean their views towards a specific decision. This can be done to make a target to vote a specific way, or even make them do some sort of task. If this fails target cannot be affected until you take a Rest Day
* Intermediate: Charm - Target is under another characters control, as a special action that target can be ordered to take an action. Targets will be broken out of charm if they take damage from you, or attempt to harm themselves, or a loved one. Charm can only be cast once on a target, until you take a rest day.
* Expert: Memory Edit - Targets memories are changed. The complexity and length of the change is effected by your score. If this fails it cannot be casted on that target until you take a rest day.
* Master: Total Takeover - Targets mind is left blank, with only basic knowledge and functions. Target obeys your every order. If Total Takeover is resisted or removed from a target they can never be affected by it again.

**Captivation Magic as a Secondary Skill**

* When interacting with some one to convince them of something.
* If you are hiding to avoid detection.
* Illusion Magic to convince targets of it reality.
* With Business to improve the likelihood of getting a good deal while haggling.

### Conjuration Magic

Type: Magic, Support

The ability to conjure inorganic objects, but these objects are not permanent. With the correct skills any object can be created, and these objects will not be considered Replicated, but Quality 0. The Rarity and Complexity of objects created is effected by score. The time that objects last is minutes equal to the Score. (If a character has object permanence objects created will be permanent.) It takes 5 Minutes to conjure objects. A character can use Conjuration in combat to fight, but the object can only appear feat from their personal space equal to their combat TF in Conjuration Magic. Additionally, no item with any amount of complexity can be made. Character can make Wood, Stone, Dirt, and Water in combat. *(GMs can rule other types of materials as common, or alternatively say that higher scores will allow characters to spawn much rarer materials, and items that have some structure, in combat)*

**Conjuration Spell Examples**

* Basic: Conjure Basic Metals - Characters can conjure metals with the Nothing Special Tag (Iron, Copper, Tin, Steel, Bronze, etc.)
* Beginner: Conjure Crystalline Substances - Conjures quartz and other valuable gems.
* Intermediate: Conjure Planetary Alloys - Conjures Metals that are made on planets (Keganite Steel, Vulpis Steel, Inixi Dark Iron, etc.)
* Advanced: Conjure Duranium - Conjure Duranium, or materials with similar rarity.
* Expert: Conjure Fusium - Conjure Fusium and similarly rare items.
* Master: Conjure Crystals - Conjure Level 1 Tier 1-3 Crystals. These can place in Crystal Growing Chambers (Crystal Plots) When this skill is Grandmaster the Crystals are Tier 5.

### Dimension Magic

Type: Magic, Combat

The ability to alter time and space. Dimension Magic is a great skill for moving around the world quickly, but can also be used very well in combat. Character with this skill can also Command Dark, Space, and Gravity Magic. It also allows these characters to teleport. The distance a target can teleport is their TF in miles, and with the teleport others talent you can teleport your party with you. However in combat you can only teleport your self and only feet equal to your Combat TF.

**Dimension Magic Spell Examples**

* Basic: Gravity Control - Target has less gravity than they otherwise would, the number Gs lost is equal to the casters combat TF.
* Beginner: Stop - Target cannot act or be interacted with. Casting Stop on another target removes stop on this target.
* Intermediate: Space Blast - A Blast of Dark matter shards appear from the casters hand and strikes a foe.
* Advanced: Extreme Burden - Target is Slowed and begins taking Pressure damage from a Pressure III Effect.
* Expert: Total Darkness - The area around the caster becomes as dark as empty space, targets cannot see, detect, or soul see through the darkness.
* Master: Black Hole - The caster summons a controllable black hole.
* Grandmaster: Worm Hole - The caster makes a Worm Hole, this Spells duration is Infinite. The worm hole can be dispelled. The next time this caster casts this particular spell, they create a link with the previous worm hole. Do not be inside when one of them is dispelled.

### Druidic Magic

Type: Magic, Support

With nature in your favor a character with druidic magic can heal their allies. Druidic magic also allows one to create non sentient organic items, such as food, wood, and animal parts. Druidic Magic allows characters to grow plants quickly, and even in places they would not grow. If these plants (or Trees) could not survive in the area they will quickly die without more intervention from a Druidic Magic user. Finally Druidic grants the power to command Nature, Spirit, and Earth Magic.

**Druidic Magic Spell Examples**

* Basic: Healing Touch - Target is healed over 10 Minutes
* Beginner: Conjure Food - You can conjure ingredients or meals, though the meals fill you up, but are not delicious.
	+ Remedy: Remove a Negative Status Effect.
* Intermediate: Wrapping Vines - Wrapping vines spring from the caster immobilizing the target.
* Advanced: Spring to Life: A Field of plants appears. Its size is square feet equal to the casters score
	+ Purify: Remove a Curse, or purify an object.
* Expert: Hyper Growth: Plants an trees Grow in an Area.
* Master: Return Spirit, characters can raise a target who has just been killed no more than 2 Minutes ago, the casting takes 1 hour and must be started before the two minutes are up.

### Elementalist

Type: Magic, Combat

Power over the standard elements, Fire, Water, and Light, characters with Elementalist can produce and attack with these elements. Elementalist can still cast Earth and Lightning spells as well, and when casting those spells Elementalist is always a Secondary skill. Elementalist can also use Unaspected Attacks which are magical attacks devoid of any element, performing Slashes and Force attacks.

**Elementalist Spell Examples**

* Basic: Water Shot - Shoot Bullets of Water at a target.
* Beginner: Unaspected Strike - Target is bludgeon with unaspected damage.
* Intermediate: Fire Ball - A Fireball Flies from the casters hand dealing damage.
* Advanced: Rock Shot - A ball of compressed earth appears and slam into a target stunning them.
* Expert: Thunder Strike - A target is struck by a lightning strike.
* Master: Executing Light - Target is killed by a judgement beam of Light. This ability cannot be used again until you complete a days rest.

Elementalist as a Secondary

* When casting Lightning, Earth, or Wind Magic with other magics.
* When using enchanting to Detect what kind of Magic is on a target.

### Enchanting

Type: Magic, Crafting

Enchanting is a crafting skill that allows characters to add components on am item with a crystal. This makes the item cheaper to make and maintain, and grants extra complexity. This skill with go more in-depth in the crafting section.

**Some Enchanting Uses**

* Use to Detect Magic, with the Detect Magic Talent.
* Identifying enchantments and buff place on another item.
* Disenchanting items into crystals, with the Disenchant talent. (or just removing the enchantment all together.)
* Making Vessels for storing Enchantments, with the Vessel Crafter Talent.

### Illusion

Type: Magic, Stealth

Characters can make Illusory Images or trick targets into seeing something that is not there. However once an Illusion is broken characters who were effected with have +20 UF against future Illusions cast for one day. Illusions can be made strong enough to deal damage, but is mostly used to fear individuals or hide something. Illusion can be used as an alternative to disguise whenever a person does not have infiltration. Illusions last days equal to their casters combat TF when out of combat.

**Illusion Spell Examples**

* Basic: Simple Illusion - A Simple Illusion appears of a small creature or a person performing a basic action
* Beginner: Mask Item - An Item appears to be something it is not.
* Intermediate: Invisibility - You or a target becomes invisible.
* Advanced: Horrifying Presence - A horrifying monster appears, target who see it must save or be feared until it the spell ends (or the targets disbelieve.)
* Expert: Completely Blind - Target thinks they are Blind.
* Master: Numbness - Target feels numb and cannot move.
* Grandmaster: Maddening Paranoia - To the target everything everyone does around them is to take them down. This is a Curse and lasts until otherwise removed.

**Illusion As a Secondary Skill**

* When hiding and a target attempts to see you.
* When crafting a Disguise with infiltration
* Arming a Trap, to keep it hidden.
* When moving through a crowd to help lose a tail.

### Summoning

Type: Magic, Mystic

Summoning allows a character to call beasts and other basal creatures to their side, though this does take 10 minutes to summon a target. Characters can only have summons out equal to their Combat TF in Summoning. This does include the Pact Summons, you may only have 1 Pact Summon Active, and you need the talent Pact Summoning. A Pact is a special kind of summon with an intelligent usually mythical creature. This summon can be called at any time, but acts on their own will. Pact Summons have a Personality, and can refuse to come when called, especially if constantly put into danger. You can even make pacts with other players, so you can summon them into battle quickly. After using a Pact Summoning, it cannot be used again until you complete a Rest Day.

When summoning a creature the level and rarity of the creature is determined by your Score. *(GMs: This is really up to your discretion, if you feel a monster is too strong, change the skill level needed to summon it.)*

### Support Magic

Type: Magic, Support

This spell school allows characters to buff targets skills, or place Barriers on targets. Whenever a character casts a Buff talent it lasts time equal to their Score in Support magic out of combat, and equal to their combat TF in combat. In Combat characters can only receive a buff to one skill at a time, but out of combat characters can have as many as they would like. These buffs to skills cannot stack, and offer the characters TF in Support Magic as a bonus to the targets score (to one skill). Support Magic can buff a target's speed but only equal to their combat TF.

### Arts

Type: General, Craft

Arts is a skill that allows characters to Write, paint, draw, and play music. Arts can also be used to craft instruments, as well as adding special designs on to items to increase the amount of components that can be placed on them. These effects will be further explained in the Crafting section of the wiki.

**Some Arts Uses**

* Putting on a Concert
* Writing a Story
* Telling a Story
* Singing
* Playing an Instrument
* Actor/Actress

**Arts as a Secondary Skill**

* With Performance while Acting or Dancing
* With History to examine Art
* With Business when Selling Art
* With Perception when finding a clue in a painting or other drawing.

### Business

Type: General, Social

The art of haggling and running a business is important. This skill helps characters run a business or learn about market trends. A character could use business to figure out the value of items, or even convince some one to sell an item. It is also possible to run a business, ship, or planet, especially those which are focused on industry and economy.

**Some Business Uses**

* Making a Trade Deal
* Running a Business
* Negotiating a Price
* Appraisal
* Other Financial and Accounting

**Business As a Secondary Skill**

* Whenever trying to craft an item for its value only
* When interacting with an business person
* When negotiating about pay

### Foreign Affairs

Type: Science, Social

Characters with Foreign affairs know about culture and can watch members of a different culture to be able to more smoothly blend in. This is also where diplomacy falls, characters who are looking into getting into politics should take this skill. Aside from that foreign affairs can be used to research the culture and government of planets and cities.

**Some Foreign Affairs Uses**

* Understanding the Culture of a Species or group
* Researching a Culture
* Politics and Laws
* Lawyering, Rendering Fair judgements
* Foreign Diplomacy (Planet to Planet)

**Foreign Affairs as a Secondary skill**

* With interaction when interacting with a dignitary or diplomat
* With business to make foreign trade deals
* with Culinary craft to more accurately cook a dish for someone with a different culture

### History

Type: Science, Social

Characters with History can easily figure out the history of planets, when encountering artifacts or hearing stories. This skill can be used to research the History and Development of planets, groups, and cities. When used with Excavation, characters can begin a archeological expedition. History of planets can lead to finding an artifact hidden in the depths of a planet.

**Some History Uses**

* Researching the History of a Planet
* Learning about ancient texts or Ruins
* Archeology

### Interaction

Type: General, Social

The characters ability to carry out an interesting conversation with others. This can be used as diplomacy in a less formal sense. Interaction can also color how people feel toward you and the group of people whom you are working with. You may also use Interaction as Deception, and De-escalation.

**Some Interaction Uses**

* Talking with any NPC
* Making casual deals with people
* Deception
* De-escalating a Situation
* Soothing an Aggravated Target

**Interaction as a Secondary Skill**

* When using another skill to intimidate some one.
* With Foreign affairs to make trade deals or talk with a dignitary

### Language

Type: Science, Social

If a character finds an ancient language or a species that has a language they do not understand they will be able to use this skill to help them learn the language. It can also be used to communicate with species who have a different language from you, by using context clues and body language. characters can research language and dialects of a plane, species, or ancient civilization.

### Leadership

Type: Social, Command

Leadership is about how well a character can control a group of people, in a crisis situation. Leadership gets a bonus from all ship departments (depending on which the character is attempting to command). In a fight a character can use leadership as a boost to allies, but only one character can use a leadership fight in battle otherwise it causes a -20 UF to all scores. When a subordinate is negotiating with a character who is their leader or superior, that character can add their leadership as a CF bonus to their skills. Finally, Leadership allows a character to much more easily hire new people to the crew, or mission.

*A Characters difficulty check is their level x10, plus any bonuses and penalties below*

* *Character is higher level than the leader +200*
* *The leader has recently lost an officer in battle +20*
* *The Leader has a Bad Reputation +90*
* *The Crew has had leadership changes a lot +120*
* *The Character is 2 or more levels lower than the leader -100*
* *The Leader has a good Reputation -20*
* *The difficult also changes based on the Happiness of the Crew that the character has been asked to serve on*

### Perception

Type: General, Stealth

This skill includes the ability to See, Hear, Smell, and Search. Characters can search for hidden rooms, or find a target hiding. Characters with higher scores will notice strange sounds and smells much easier. Perception also effects the amount of Range that the Talent Detection has. Perception is usually a great place to put some loose points.

**Some Perception Uses**

* Seeing a Hidden induvial
* Hearing an invisible target moving
* Smelling a particular smell and identifying it.
* Searching for Secret Rooms.

**Perception as a Secondary Skill**

*Perception can be used as a secondary skill anytime the task requires keen sense or to Examine something.*

### Seer

Type: Mystic, Psionic

This Psionic power allows you to see the future, but using it is convoluted. Though a character with Seer always has a certain kind of Danger Sense, even when they are not meditating. To use the full future sight ability with Seer the character must meditate for 10 Minutes, and they will need to ask a specific question about what you wish to see. Seer will then give a vision, which is usually something very abstract. It is up to the Seer and the party to Decipher the Prophecy. This can be done once before taking a Rest Day, but future Prophecy can be made at the cost of 1 Inspiring Boost.

### Social Science

Type: Science, Social

The science of Anthropology and Psychology. This can be used to research a person habits, likes, and dislikes. Social Science can be use to help characters get over trauma, and heal their mental state, though this takes in session time. Social Science can remove 1 Mental Scar each Session, per skill level. Social Science can be used in most LF skills as a secondary skill when talking to species who have been well documented.

**Some Social Science Uses**

* Removal of Mental Conditions
* Psychology
* Anthropology
* Removal of Mental Scars

**Social Science as a Secondary Skill**

* With History whenever the target species is still alive
* With Life Science when learning about Ecology and Evolution of a sentient Species
* With Interaction to calm a target.