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General Skill Investment

Name
General Skill Investment
Skill Attribute & Difficulty
Variable
Defaults
Special
Prerequisites
None
Description
General Skill Investment refers to one of three levels of investment in highly specific skills. Those being: Hobby Skills, Expert Skills, and Professional Skills.  
Specializations

Hobby Skill

Difficulty: Dex or Int - Easy Defaults: 6+Dex, 6+Int (Depends on the controlling attribute)   Many fields of study have little to do with adventuring or making a living, But people study them nonetheless. Each of these is a separate Hobby Skill. Those that require Agility or a delicate touch (E.g., juggling, kite flying, needlepoint, and origami) are Dex/Easy skills that default to 6+Dex, while those that focus on knowledge and trivia (E.g., comic books, rock music, science fiction, and tropical fish) are Int/Easy skills that default to 6+Int.   A few points in a Hobby skill can make Roleplaying more fun, and possibly come in handy once in a while.   You do not need a teacher to learn or improve a Hobby Skill. However, you cannot learn skills already defined elsewhere as Hobby skills.  

Expert Skill

Difficulty: Int - Hard Defaults: None   An Expert Skill represents cross disciplinary knowledge of a single, narrow theme. When answering factual questions on that theme, you may substitute a roll against your Expert Skill for any Int-based roll against any skill that has a default. Expert Skills do not exempt you from Cultural Familiarity or Language requirements, and never provide the ability to do practical tasks.   Experts sometimes complement Expert Skills with related Area Knowledge skills, but you must learn these separately.   You must specialize by theme, and the GM is free to forbid any theme they feel is too broad.   Some examples:  

Computer Security

Expertise at combating computer intrusion ("Hacking"). Can stand in for Computer Operation, Cryptography, or Electronics Operation to spot "Holes" in the security of a computer system. Use Computer Programming to patch or exploit such holes.  

Conspiracy Theory

The study of interlocking networks of conspiracies. Can substitute for Anthropology, Geography, History, Literature, or Occultism to answer questions about conspiracies, and can also work as Intelligence Analysis for this purpose (only). This does not include hidden inner secrets, which are the province of Hidden Lore.  

Epidemiology

The stufy of the spread of disease. Can serve as Biology, Diagnosis, Forensics, Geography, or Mathematics when deducing how a disease was spread.  

Hydrology

The study of a planet’s water. Can be used in place of Biology, Chemistry, Geography, Geology, or Meteorology to answer questions about precipitation, flooding, irrigation, etc.  

Military Science

General expertise on military capabilities. Can substitute for Artillery, Armoury, Strategy, or Tactics to answer questions about – but not use – weapons or strategies.  

Natural Philosophy

A general skill that usually replaces specific science skills (which might not even exist yet!) for scholars at TL1-4. Can be used in place of any science skill (e.g., Biology or Physics) to answer questions about how the universe is believed to work.  

Political Science

The academic study of politics. Can substitute for Geography, History, Law, Politics, or Sociology when performing political analysis.  

Psionics

The study of the psionic mind and brain. Can function as Biology, Diagnosis, Physician, Physiology, or Psychology when dealing with psi phenomena in living beings. Cannot substitute for Electronics Operation, Electronics Repair, and Engineer specialties that deal with psychotronics.  

Thanatology

The esoteric study of death. Can stand in for Anthropology, Archaeology, Occultism, or Theology when dealing with dead and the dead.  

Xenology

General knowledge of the known races in your setting. Can substitute for Anthropology, History, Physiology, or Psychology to identify a member of a race different from your own, or to answer general questions about the race and it's culture.  

Professional Skill

Difficulty: Dex or Int - Average Defaults: Special   Many realistic job skills are more useful for making a living than for adventuring. Most such skills do not appear in this skill list – but you can still learn them if you want! Each is a separate Professional Skill.   If your “adventuring” skills aren’t useful for earning money, a Professional Skill can help you earn a steady income. To qualify for most jobs, you will need the relevant Professional Skill at 12+ (unless you are supposed to be incompetent!).   Most professions encompass a body of knowledge. The associated Professional Skills are Int/Average and default to 5+Int, because the smarter you are, the better you can recall and employ the techniques used at your job. Examples include air traffic controller, barber, brewer, cooper, distiller, dyer, florist, game designer, journalist, tanner, vintner, and zookeeper.   A few professions – glassblower, tailor, weaver, etc. – focus more on precision than on recall. These Professional Skills are Dex/Average and default to 5+Dex.   At the GM’s option, a given Professional Skill might also default to other skills. For instance, “Journalist” would logically default to Writing-3. The skills associated with highly paid or respected professions often have prerequisites. For instance, “Air Traffic Controller” might require Electronics Operation (Sensors) skill.   Like defaults, prerequisites are up to the GM.   You are free to create your own Professional Skills, subject to GM approval. They should be unique and well defined, not just a compilation of existing skills. For example:  

Bartender

Int/Average
Defaults: 5+Int, Carousing-3   This is the skill of maintaining a professional-quality bar and interacting with customers in a professional yet friendly way. A successful skill roll lets you mix drinks, recall local laws regarding alcohol, gauge the intoxication level of a customer, or calm an unruly drunk before the bouncer needs to get involved. At higher levels, this skill takes on an element of showmanship, allowing you to present drinks in unique and attractive ways, and to mix them with showy tricks and flourishes.
Modifiers
None

Created by

Sirplyot.

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