General Skills
Skills in the General Skill Tree are not class-specific and can be selected and used by any character.
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ATHLETIC SKILLS
Athletic skills encompass running, swimming, and other traversal abilities as well as non-combat strength feats.
Sprinter ()
You know what they say: the most important technique you can learn for self defense is running very, very fast. Effect: Use bonus action to double movement Range: N/A Action Cost: Bonus action Requirements: 31 DEX
Merfolk ()
You can't speak to fish, but you were made for the water. Effect: Your swim speed is equal to your walking speed. You can hold your breath for up to an hour. You do not take penalties under water. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Hardcore Parkour ()
You practice the ancient art of stylish urban foot travel, also known as parkour. Among other benefits, video compilations of you get millions of views on the cortex Effect: Ignore difficult terrain. Climbing speed is equal to your walking speed. Vaulting up to 4’ does not impede your movement. Standing up from a prone position only uses half your movement Range: N/A Action Cost: None (Passive bonus) Requirements: Requires 21 DEX.
Fancy Footwork ()
Maybe it was the dancing classes you took, or maybe you just have experience staying upright when drunk, but your footwork is flawless. Effect: Enemies are unable to take attacks of opportunity against you. Your movement is not reduced while on uneven or slippery terrain. Range: N/A Action Cost: None (Passive bonus) Requirements: Requires 31 DEX
Athlete ()
Whether football star, champion wrestler, weightlifting prodigy, or GOAT strongman, you have become stronk like bear. Effect: +2 to non-combat STR rolls Range: N/A Action Cost: None (Passive bonus) Requirements: Requires 31 STR
VEHICLE SKILLS
Vehicle skills encompass driving land based vehicles, sailing watercraft, and piloting flying vehicles. Note that any character can drive a land-based vehicle or sail watercraft without a skill, but all characters MUST have the Pilot skill at minimum before they can fly aircraft.
Wheelman ()
The wheel and the gear-shift is just an extension of the body. Effect: +2 to all driving rolls Range: N/A Action Cost: None (Passive bonus) Requirements: N/A
Stunt Driver ()
You can get vehicles to do some pretty gnarly stunts. Effect: +5 to land Vehicle driving rolls. Range: N/A Action Cost: None (Passive bonus) Requirements: Requires Wheelman.
Pilot ()
The character has the knowhow to fly. Required to operate any aircraft. Effect: The character can pilot aircraft Range: N/A Action Cost: None Requirements: None
Top Gun ()
You feel the need... The need for speed! Effect: +2 to all piloting rolls Range: N/A Action Cost: None (Passive bonus) Requirements: Pilot
Sailor ()
The character is at home on the water and can expertly operate any seafaring vehicle. Effect: +2 to roll when operating any watercraft. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Pro-Skater ()
Are you street or vert? Doesn’t matter dude. You know how to thrash and/or shred. Effect: +5 to all rolls made to riding board-type vehicles. (Skateboard, surfboard, hoverboard, snowboard etc) Range: N/A Action Cost: None (Passive bonus) Requirements: None
KNOWLEDGE SKILLS
Knowledge skills encompass your character's first hand experience and learned knowledge related to a variety of specific subjects. These skills represent your character being a subject matter expert and can provide advantages and unique information in quests.
Knowledge: Street ()
Gangs, drugs, black markets, crooked cops - you have intimate knowledge of the streets and those who inhabit them, more so than the average Midcity resident. Effect: Grants access to additional relevant information in quests (GM Discretion). Advantage to INT checks for Street Knowledge Range: N/A Action Cost: None (Passive bonus) Requirements: None
Knowledge: Academic ()
History, literature, art and philosophy - if it's in a book, you took a look. When dealing with egghead types, you speak their language. Effect: Grants access to additional relevant information in quests (GM Discretion). Advantage to INT checks for academia. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Knowledge: Arcane ()
The Nexus and the Void, portals, creatures, Mage guilds, lifebinders, corite and corium, if it has to do with magic and the supernatural you're the resident expert. Effect: Grants access to additional relevant information in quests (GM Discretion). Advantage to INT checks for arcana. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Knowledge: Corporate ()
From the corp towers of Midcity to Shenzhou, Halcyon, and beyond. You know the names of the prominent bigwigs and can understand the language of high-stakes boardroom deals. Effect: Grants access to additional relevant information in quests (GM Discretion). Advantage to INT checks for knowledge on corporations. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Knowledge: High Society ()
Was Janna Silverleaf wearing last season's cloak to the Seelie Court's annual gala? Unbelievable. This matters, somehow, to some people, and you know exactly why. Effect: Grants access to additional relevant information in quests (GM Discretion). Advantage to INT checks for high society. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Knowledge: High Tech ()
When it comes to the latest bluestone chipsets or old school floppy disks there is nothing that runs on electricity you don’t know about. Effect: Grants access to additional relevant information in quests (GM Discretion). Advantage to INT checks for technological knowledge. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Knowledge: History ()
Knowledge: History - From dusty old tomes recovered from old ruins, to the fallen civilizations of “NullEarth”, to the myriad complex causes of the Mage Wars, the history of the world fascinates you. Effect: Grants access to additional relevant information in quests (GM Discretion). Advantage on all INT checks for history knowledge. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Knowledge: Science ()
Biology, physics, chemistry; these are the real keys to manipulating the universe. The answer isn’t magic, it’s science, bitch. Effect: Grants access to additional relevant information in quests (GM Discretion). Advantage to all INT checks for scientific knowledge. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Knowledge: Monsters ()
Yeti, Quetzalcoatl, Nessie, in “NullEarth” you would have been laughed out of the room. Now your obsession with cryptids pays off. Effect: Grants access to additional relevant information in quests. Advantage on all INT checks for monster knowledge. When making INT rolls for creatures labelled “Monster” there is a chance you may know the resistances and vulnerabilities of the creature. (GM Discretion) Range: N/A Action Cost: None (Passive bonus) Requirements: None
COMBAT SKILLS
Combat skills encompass various weapon or fighting style specializations and unique fighting techniques not limited to any specific class.
Street Fighter ()
If you grow up on the mean streets of Midnight City, you have to know how to throw a solid punch. Effect: +2 to roll for Unarmed attacks. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Super Street Fighter ()
I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times. Effect: +15 DMG with Unarmed attacks. Range: N/A Action Cost: None (Passive bonus) Requirements: Requires Street Fighter. Requires 31 STR.
Swordsman ()
The hours and hours spent watching old samurai vids on the Cortex has begun to pay off. Effect: +2 to attack rolls made with swords Range: N/A Action Cost: None (Passive bonus) Requirements: Requires 21 STR.
One Handed Goliath ()
Two-handed weapon is a misnomer; whether it’s a battle axe, sledgehammer, or odachi, you’re more than comfortable swinging it around with one hand. Effect: Wield a two handed melee weapon in a single hand. Does not work with off hand (i.e. you cannot dual wield two great swords); off hand may still use a single handed weapon. Range: N/A Action Cost: None (Passive bonus) Requirements: 31 STR or Giant species
SOCIAL SKILLS
Social skills involve your character's abilities to influence or manipulate other characters, as well as how characters may respond to your character's presence or reputation.
Informant ()
You’ve made friends in Midcity, the kind that might even help out if you’re in a jam. Effect: Before the beginning of a quest, the player must roughly outline to the GM the relationship between the PC and the contact. Once per quest, you may call on your connections for information (GM Discretion). Range: N/A Action Cost: N/A Requirements: None
Lie Detector ()
Is that sweat beading on their brow? A muscle twitch? Diverting the eyes? You have a talent for figuring out if someone is lying. Effect: +2 to insight checks. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Intimidator ()
Word gets around that this guy is not to be fucked with. By reputation, attitude, and/or appearance this character is able to exert influence. Effect: +2 to intimidation rolls. Range: N/A Action Cost: None (Passive bonus) Requirements: Requires level 5.
Fear of God ()
In the presence of a legend, all others bow down. This character's name and deeds are known far and wide. Effect: All NPCs 5 or more levels lower than the character are automatically compliant (GM discretion). Range: N/A Action Cost: None (Passive bonus) Requirements: Requires Level 15. Requires Intimidator.
SENSORY SKILLS
Sensory skills represent your character's senses enhanced beyond normal levels, granting them unique benefits in how they perceive the world around them.
Blind-Sight ()
Your perception of space through your acoustic senses is uncanny. You perceive space via echolocation. Effect: You do not need eyesight to make attack rolls. Abilities or illusions that rely on attacking your vision are rendered useless. This ability can be disrupted/fooled by noise and noise cancellation. Range: N/A Action Cost: None (Passive bonus) Requirements: Requires 31 PER
Acute Awareness ()
From the subtle rustling sound of cloth, to the smell of weapon oil on the air, you are so in tune with your senses and the environment around you that you are unable to be surprised. Effect: Whenever the enemy gets the drop on you for a surprise round, you roll for initiative and take your turn as normal. +3 to non-combat PER rolls. Range: N/A Action Cost: None (Passive bonus) Requirements: Requires 31 PER
Heightened Senses: Smell ()
The nose knows. An abundance of receptors in the olfactory system, whether through deliberate experimentation or a quirk of birth, allows you to smell things with the acuity of a bloodhound. Effect: Discern ingredients including poison, discern the scent of individuals and have advantage on smell based PER checks. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Heightened Senses: Hearing ()
Your ears are able to pick up a much wider range of frequencies than normal, and can hear sounds at a much lower volume than others. Just watch out for dog whistles. Effect: Discern faint noises, extended hearing range (Infra / Ultra sonic), advantage on hearing based PER checks Range: N/A Action Cost: None (Passive bonus) Requirements: None
Heightened Senses: Sight ()
The increased density of photoreceptors in your eyeballs and/or a diet rich in carrots means ‘Hawkeye’ isn’t just a nickname. Effect: You can see up to MED range in non-magical darkness, your vision becomes 20/15, advantage on vision based PER checks Range: N/A Action Cost: None (Passive bonus) Requirements: None
Heightened Senses: Balance ()
Heightened proprioception and an understanding of your own body mechanics means your balance is nearly perfect. Even cats are jealous. Effect: Advantage against being knocked prone, ignore difficult terrain, movement across narrow footing (eg. tightrope walk) is made without a DEX check. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Arcane Sight ()
After years of training, or stealing a wizard’s eyeball for your own, waves of magic become visible to you. Effect: Any spells, ley lines, magical creatures or objects within your line of sight are surrounded by an aura denoting their wave type. Does not reveal invisibility. Range: N/A Action Cost: None (Passive bonus) Requirements: 21 WIL
Polyglot ()
Some people try to shit-talk others in a language they think the person can’t understand. And some people understand all those languages and shit-talk them right back. Effect: For every 10 points of INT, your character can learn one additional language. Range: N/A Action Cost: None (Passive bonus) Requirements: Requires 21 INT.
Survivorman ()
You are one with the elements. You have extensive knowledge and practiced skills in wilderness survival, including foraging for food, constructing shelter and starting fires. Effect: +2 to any survival-related roll. Range: N/A Action Cost: None (Passive bonus) Requirements: None
Rule of Cool ()
Trenchcoat? Check. Mirrorshades? Check. Physics? Who cares. Effect: When performing a non-combat action, upon a roll of nat 20, the residual coolness of the success grants all party members a +2 to their next non-combat roll. Range: N/A Action Cost: None (Passive bonus) Requirements: Requires the action to be described with appropriate style and coolness. GM Discretion.
Mind Vault ()
Your meditation has made your mind undetectable. An impenetrable wall of zen. Effect: Immunity to telepathy, thought detection and advantage against charm, berserk, confuse and fear. Range: N/A Action Cost: None (Passive bonus) Requirements: 31 INT or Fae species
