Skills
The skills listed below are a list of skills available in the Beyond the Veil setting.
Combat Skills
Improvised
Weapon (FREE)
Can
use simple improvised weapons e.g. sticks, chair legs, Ect. These basic weapons only cause 0/1 damage
Dagger
(FREE)
The
smallest basic weapon that anyone can use will cause only ever a single in combat
Single
handed weapon (1)
Allows
the character to use any single handed weapon e.g. swords, axes, Ect.
Double
handed weapon (2)
Allows
the character to use any double handed weapon e.g. two handed swords, battle axes, Ect
Polearms
(2)
Allows
the character to use all types of polearms.
Missile
weapons (2)
A
character with this skill can use bows or crossbows but not both. Must be bought twice, to use both.
Small
firearms (3)
This
skill covers every firearm from a six shooter to an Uzi
Medium
firearms (4)
This
skill covers everything from shotguns to assault rifles
Special combat
skills
Ambidexterity
(4)
Allows
the character to use both hands equally or use two single handed weapons at the same time.
Subdue
(2)
This
skill is used to render another person stunned for 2 mins with out causing damage.
Marksman
(6)
The
character is suck a crack shot that they deliver 2 extra TBL hits on top of the normal damage.
Disarm
(2)
Allows
the character to disarm an opponent of a single handed melee weapon
Defensive skills
Shield
(1)
The
character may use any type of shield
Light
Armour (2)
This
allows the character use type one armour
Medium
Armour (4)
This
allows the character use type two and three armour
Endurance
(8)
This
skill allows the character to gain an extra 2/1 life each time it is bought
Dodge
(2)
This
skill allows a character to dodge a blow or spell that would normally have struck them, may only be used once per encounter
Brawn
(4)
With
this skill a character can still function even if his hits should have rendered them unconscious, they may crawl away and
perform simple tasks e.g. bandaging own wounds, Ect.
Resist
subdue (2)
A
character can use this skill to ignore the effects of the subdue skill.
Resist
disarm (2)
A
character can use this skill to ignore the effects of the disarm skill.
Academic skills
Evaluate
(1)
This
skill gives the character a fairly accurate value of an items worth. This skill must be taken for each type of merchandise
to be valued.
Academic
(1point per subject)
The
character has knowledge of the subject, taught to a basic level
Basic
science (1 point per field)
You
have a basic understanding of a field of science
Scientist
(2 points per field)
The
character has ain-depth understanding of their chosen field in science
Forensic
science (4)
This
gives the know how on dealing with all aspects of a crime scene, e.g. finger prints, evidence collection, Ect.
Read
and write (2 points per language)
While
everyone can read and write their own language, this skill allows you to learn another language.
Ancient
language (3 per language)
With
this skill you are able to speak read and write one of the dead languages e.g. demogorgan, dragonese, Ect.
Navigation
(2)
This
skill allows the character to guide by maps and charts.
Discern
(2 per discern type)
This
skills giver the character the ability to identify the nature of something e.g. wounds, poison, potions, Ect
First
aid (2)
using
bandages a character may stop bleeding and either heals a single point of loc damage or restore a location to zero
Paramedic
(4)
This
gives the character the same training as an ambulance crew, you can stitch wounds administer drugs and perform C.P.R. This
skill will either heal a two points of loc damage or restore a location to plus one
Medical
doctor (8)
You
have all the same training as a 3rd year resident at a hospital, able to perform surgery and any other task leading
up to it.
Outdoor skills
Tracker
(2)
The
skilled tracker can follow tracks even up to a week old, and even give details on numbers, race, Ect
Detect
traps (1)
The
character is skilled at detecting traps
Set/remove
traps (4)
You
are able to set booby traps on items and locations as well as disarm them
Survival
(2 points per environment)
The
character is skilled at surviving in a type of environment. It takes 1 full hour to gather what is needed.
Herbalist
(8)
This
skill allows the character to know how to gather, store, use and brew herbs, roots and berries for medicinal and other purposes.
Technological skills
Smith
(3)
You
can produce anything from a horse shoe to a plough just as long as you have all the tools and materials
Weapon
smith (6)
You
can make and repair any melee weapon as long as it’s not totally destroyed and you have all the tools and materials
Leather
worker (3)
You
can make or repair anything from boots to studded leather armour as long as you have all the tools and materials needed.
Armourer
(6)
You
can make or repair anything from chain mail to full plate, as long as you have all the tools and materials
Bowyer/Fletcher
(4)
You
can repair and make bows, cross bows, arrows and bolts, as long as you have all the tools and materials
Skilled
Repair (3 per field)
With
this skill you have a basic understanding in a certain field e.g. mechanics, electronics, Ect.
Basic Computer ops (2)
Standard
understanding of computers and their uses
Basic
communication systems (2)
Able
to use basic scramblers and cryptographic systems
Demolitions
(4)
This
skill gives the know how to place and set demolition charges
Demolitions
disposal (6)
This
skill gives the training to disarm and disassemble bombs and explosive devices
Rogue skills
Pick
lock basic (2)
The
character is able to pick basic locks
Poison
use (3)
The
character has all the skills needed to use poison and be unaffected while using them.
Hide
in shadows (2)
Allows
the character to become invisible in deep shadow, as long as all reflective items are shielded or removed from sight and the
character remains still.
Move
silently (2)
Allows
the character to move with out making a sound as long as they restrict their movement and speed
Nimble
fingers (3)
This
skill allows the character to search in half the normal time
Security
systems (4)
The
character is able to run a security system or team
Security
bypass (6)
The
character is able to bypass a security system or team
Sleight
of hand (4)
This
allows the character to palm or conceal small items or small weapons
Mystic skills
Willpower
(1 point per level)
This
gives the character a resistance to one of the mystic arts for each ability used against them they loose a level of will power
(willpower is for the whole event and does not recover with rest)
Meditation
(varies)
This
skill allows the user to recover power points faster through meditation
Basic (4points) – 30 mins of med to restore one quarter of
their points
Latent
power (4)
Allows
the psychic to use their basic power
Casting
level 1 (2)
Allows
the mystic to use their basic power
Mystic
knowledge (3)
This
allows the mystic to determine the type and level of power used
Power
points (2)
This
grants the mystic 3 extra power points for using their powers