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((For another version of Steampunk Secrets, Abilities, and Keys, see The City of Petrana))

[1]

Infantry (Vigor)—This is the knowledge and training of basic infantry drill, practice, and procedure. It also includes basic handling and care of military weapons in the character’s field of service, from an infantryman’s rifle to field artillery.

Leadership (Instinct)—This ability allows the character to command troops in a military situation. It can also be used as a general “take command” skill for use with civilians during crisis situations.

Demoliton (Reason)—The general creation, placement and use of explosive charges.

Repair (Reason)—The knowledge to diagnose the problem with and fix things that are broken, as well as identifying and gathering the right tools and equipment to do it.

Craft—Machine (Reason)—The construction of air, water, or land vehicles as well as automata. These devices are generally powered by steam, clockwork, or electricity.

Disable Device (Reason)—The ability to stop a mechanism’s primary function without any immediately adverse side effects to yourself. This is especially useful in the defusing of bombs, but can also be used to sabotage more complicated equipment.

Science (Reason)—This is a thorough working knowledge of the sciences, though it can also include the more esoteric realms of, say, Psionics or the Aetheric Realm. Note that this skill emphasizes theory more than practicality. A scholar has knowledge, an inventor creates. This skill can be as broad or as specific as a player desires it to be.

Teaching (Instinct)—The ability to impart information to others, as well as make to a general livelihood from such a skill.

Debate (Instinct)—This is the skill of arguing and cross-examining, as well as knowledge of formal rules for debate. The topic of debate can be anything, but usually tends to be one of high philosophical or scientific theory. Notice that this skill is different from Sway or Orate. With Debate you will rarely change your opponent over to your perspective (Sway), nor are you necessarily inspiring a large crowd of people (Orate). Instead, Debate is usually used to convince a group of people (including your opponent) that you have won the argument in question. A Sway or Orate check may be needed (with a possible bonus from your Debate check) to convince others that what you are arguing is actually correct.

Diagnose (Reason)—By studying a patient’s physical symptoms, you are able to accurately tell what is ailing them, be it a broken arm or the bubonic plague.

Surgery (Reason)—This skill is used to perform minor or major surgeries on a patient that go beyond simple First Aid. If First Aid is used first on a patient suffering from physical harm, then bonus dice can be transferred over to the use of surgery.

Pharmaceuticals (Reason)—The knowledge of the creation, substance, and prescription of medicinal drugs. Note that actually making drugs may require prolonged access to a lab and equipment.

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Page last modified on February 03, 2007, at 12:33 PM by DoyceTesterman

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