Tag: U.S

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  • Home Page

    *A Path to Steam* Set in 1887, our adventurers embark on a voyage to a Steampunk future.

  • Main Page

    "GURPS Books":https://a-path-to-steam.obsidianportal.com/wikis/gurps-books "GURPS Rules":https://a-path-to-steam.obsidianportal.com/wikis/gurps-rules "Documents":https://a-path-to-steam.obsidianportal.com/wikis/documents "Maps":https://a-path-to-steam. …

  • GURPS Books

    "GURPS Characters":https://www.dropbox.com/s/fl0w29sfxlytuzu/GURPS%20-%204th%20Edition%20-%20Characters.pdf?dl=0 "GURPS Skill Categories":https://www.dropbox.com/s/1exjrdu7r8v0zye/GURPS%20-%204th%20Edition%20-%20Skill%20Categories.pdf?dl=0 "GURPS 3rd …

  • Documents

    "Interview Letters":https://a-path-to-steam.obsidianportal.com/wikis/interview-letters "Stations of the Cross":https://a-path-to-steam.obsidianportal.com/wikis/stations-of-the-cross

  • Maps

    "Outline and Index Map of Manhattan Island":http://www.davidrumsey.com/luna/servlet/detail/RUMSEY~8~1~26419~1110272:Index-map,-legend-?sort=Pub_List_No_InitialSort&qvq=q:manhattan;sort:Pub_List_No_InitialSort;lc:RUMSEY~8~1&mi=202&trs=293 "Street Index 1 …

  • Newspapers

    "NY Tribune March 27, 1887":https://www.dropbox.com/s/ku6mg2y7gkc2ss7/NY%20Tribune%20March%2C%2027%201887.pdf?dl=0 "NY Tribune March 28, 1887":https://www.dropbox.com/s/p1x78y4hi9u1hre/NY%20Tribune%20March%2C%2028%201887.pdf?dl=0 "NY Tribune March 29, …

  • Interview Letters

    "Interview Letter":https://www.dropbox.com/s/jpqb9027t6tq0up/uNiTe0.docx?dl=0 "Interview Letter":https://www.dropbox.com/s/44271phbgudkmdm/uNiTe1.docx?dl=0 "Interview Letter":https://www.dropbox.com/s/lg6cijjxqxe750n/uNiTe2.docx?dl=0 "Interview Letter …

  • Stations of the Cross

    [[File:404530 | class=media-item-align-none | Cross_Stations.jpg]] To see a picture which can be sized, please go "here.":https://www.dropbox.com/s/zz8ys3hgnie4c1b/Cross%20Stations.jpg?dl=0 The stations start from the top left and flow to the right …

  • Astor House

    [[File:404547 | class=media-item-align-none | St_Paul_s_Chapel__Astor_House__Post_Office.jpg]] The middle building is the Astor House. The Astor House was originally built by John Jacob Astor, who assembled the building lots around his former house …

  • Equitable Building

    [[File:404549 | class=media-item-align-none | Broadway_East_Side_Wall_to_Liberty_St.jpg]] The middle building in the picture. The Equitable Building is a 38-story office building in New York City, located at 120 Broadway between Pine and Cedar …

  • Steam Power

    At the same time that Edison was developing his system of central station power, another centrally produced energy source — steam — also was under development. Building on the work of Sir Hugh Plat and James Watt, Birdsill Holly of Lockport, New York, …

  • Iron and Coal Exchange

    Thousands of workmen of various grades were employed to move the coal from the ships to a customer's coal cellar, with "coal-whippers" carrying sacks of coal by hand from a ship to a coal merchant's lighter, and then taken onshore by "coal-backers". The …

  • Bank of NY

    The Bank of New York was a global financial services company established in 1784 by the American Founding Father Alexander Hamilton. The Bank of New York was founded on June 9, 1784, making it the oldest bank in the United States. Alexander Hamilton …

  • uNiTe

    *uNiTe Creating the Future* Positions and Wages: Accountants - $2/Day Delivery/Pickup - $2/Day Engineers - $3/Day Janitors - $2/Day Maintenance - $4/Day Scientists - $3/Day Pay is weekly on each Monday for the previous week's work.

  • City Hall

    [[File:404669 | class=media-item-align-none | City_Hall.jpg]] At the start of the 19th century, city affairs were still being conducted on Wall Street at Federal Hall. For many years they shared the corridors with George Washington and the first …

  • Difficulty Level

    Some fields demand more study and practice than others. GURPS uses four “difficulty levels” to rate the effort required to learn and improve a skill. The more difficult the skill, the more points you must spend to buy it at a given skill level. Easy …

  • GURPS Rules

    "Attributes":https://a-path-to-steam.obsidianportal.com/wikis/attributes * "Strength":https://a-path-to-steam.obsidianportal.com/wikis/strength-st (ST) * "Dexterity":https://a-path-to-steam.obsidianportal.com/wikis/dexterity-dx (DX) * "Intelligence": …

  • Attributes

    Four numbers called “attributes” define your basic abilities: "Strength":https://a-path-to-steam.obsidianportal.com/wikis/strength-st (ST), "Dexterity":https://a-path-to-steam.obsidianportal.com/wikis/dexterity-dx (DX), "Intelligence":https://a-path-to- …

  • Strength (ST)

    ±10 points/level Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and …

  • Dexterity (DX)

    ±20 points/level Dexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX …

  • Intelligence (IQ)

    ±20 points/level Intelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, …

  • Health (HT)

    ±10 points/level Health measures energy and vitality. It represents stamina, resistance (to poison, disease, radiation, etc.), and basic “grit.” A high HT is good for anyone – but it is vital for low-tech warriors. HT determines Fatigue Points (p. 16), …

  • Secondary Characteristics

    “Secondary characteristics” are quantities that depend directly on your attributes. You can raise or lower these scores by adjusting your attributes. You can modify some of them directly: start with the value calculated from your attributes and spend the …

  • Damage (Dmg)

    see Striking ST (p. 88) Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST: _Thrusting_ damage (abbreviated “thrust” or “thr”) is your basic damage with a punch, kick, or bite, or …

  • Basic Lift (BL)

    see Lifting ST (p. 65) Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs. If BL is 10 lbs. or more, round to the nearest whole number; e.g., 16.2 lbs. becomes 16 lbs. The average …

  • Hit Points (HP)

    ±2 points per ±1 HP Hit Points represent your body’s ability to sustain injury. By default, you have HP equal to your ST. For instance, ST 10 gives 10 HP. You can increase HP at the cost of 2 points per HP, or reduce HP for -2 points per HP. In a …

  • Will

    ±5 points per ±1 Will Will measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). By default, Will is equal …

  • Perception (Per)

    ±5 points per ±1 Per Perception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something (see Sense Rolls, p. 358). By default, Per equals IQ, but you can increase it for 5 points per +1 …

  • Fatigue Points (FP)

    ±3 points per ±1 FP Fatigue Points represent your body’s “energy supply.” By default, you have FP equal to your HT. For instance, HT 10 gives 10 FP. You can increase FP at the cost of 3 points per FP, or reduce FP for -3 points per FP. In a …

  • Basic Speed

    ±5 points per ±0.25 Speed Your Basic Speed is a measure of your reflexes and general physical quickness. It helps determine your running speed (see Basic Move, below), your chance of dodging an attack, and the order in which you act in combat (a high …

  • Basic Move

    ±5 points per ±1 yard/second Your Basic Move is your ground speed in yards per second. This is how fast you can run – or roll, slither, etc. – without encumbrance (although you can go a little faster if you “sprint” in a straight line; see p. 354). …

  • Advantages

    An “advantage” is a useful trait that gives you a mental, physical, or social “edge” over someone else who otherwise has the same abilities as you. Each advantage has a cost in character points. This is fixed for some advantages; others can be bought in …

  • Disadvantages

    A “disadvantage” is a problem or imperfection that renders you less capable than your attributes, advantages, and skills would indicate. In addition to the traits in this chapter, this includes anything with a negative point cost in Chapter 1: low Status, …

  • Buying Skills

    In order to learn or improve a skill, you must spend character points. When you spend points on a skill, you are getting training to bring that skill up to a useful level. Skills are easy to learn at first – a little training goes a long way! But added …

  • Skill Defaults

    Most skills have a “default level”: the level at which you use the skill if you have no training. A skill has a default level if it is something that everybody can do . . . a little bit. As a general rule, a skill defaults to its controlling attribute at …

  • Absolute Timing

    You have an accurate mental clock. This ability comes in two levels, both of which are somewhat cinematic: _Absolute Timing_: You always know what time it is, with a precision equal to the best personal timepieces widely available in your culture (but …

  • Ambidexterity

    5 points You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the “off” hand (see p. 14). Note that this does not allow you to take extra actions in combat – that’s Extra Attack (p. 53). Should some …

  • Common Sense

    10 points Any time you start to do something the GM feels is STUPID, he will roll against your IQ. A successful roll means he must warn you: “Hadn’t you better think about that?” This advantage lets an impulsive player take the part of a thoughtful …

  • Daredevil

    15 points Fortune seems to smile on you when you take risks! Any time you take an unnecessary risk (in the GM’s opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior. …

  • Empathy

    5 or 15 points You have a “feeling” for people. When you first meet someone – or are reunited after an absence – you may ask the GM to roll against your IQ. He will tell you what you “feel” about that person. On a failed IQ roll, he will lie! This …

  • Extra Attack

    25 points/attack You can attack more than once per turn. The “default” assumption in GURPS is that you can make one attack per turn, no matter how many limbs you have. Each Extra Attack allows one additional attack per turn. You may not have more …

  • Favor

    Variable You saved someone’s life, kept silent at the right time, or otherwise did someone a good turn. Now he owes you one. A Favor is a one-shot Ally, Contact, Contact Group, or Patron. Work out the point cost of the parent advantage, and then …

  • Fearlessness

    2 points/level You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you make a Fright Check or must resist the Intimidation skill (p. 202) or a supernatural power that induces fear. You also subtract …

  • Fit

    5 or 15 points You have better cardiovascular health than your HT alone would indicate. This comes in two levels: _Fit_: You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT …

  • Flexibility

    5 or 15 points Your body is unusually flexible. This advantage comes in two levels: _Flexibility:_ You get +3 on Climbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to …

  • Gadgeteer

    25 or 50 points You are a natural inventor. You can modify existing equipment and – given sufficient time and money – invent entirely new gadgets as described under Gadgeteering (p. 475). This lets you design gadgets quickly, and makes it easy to …

  • Gizmos

    5 points/gizmo You always seem to have just the piece of gear you need. Once per game session per level of this advantage, you may pull out one small item of equipment that you could have been carrying. This “Gizmo” remains undefined until you reveal …

  • Hard to Subdue

    2 points/level You are hard to knock out. Each level of Hard to Subdue gives +1 to any HT roll to avoid unconsciousness – whether as a result of injury, drugs, or ultra-tech weapons – and to resist supernatural abilities that cause unconsciousness. In …

  • High Manual Dexterity

    5 points/level You have remarkably fine motor skills. Each level (to a maximum of four) gives +1 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, …

  • High Pain Threshold

    10 points You are as susceptible to injury as anyone else, but you don’t feel it as much. You never suffer a shock penalty when you are injured. In addition, you get +3 on all HT rolls to avoid knockdown and stunning – and if you are tortured …

  • Language Talent

    10 points You have a knack for languages. When you learn a language at a comprehension level above None, you automatically function at the next-highest level; thus, you can purchase a language at Accented level for 2 points or at Native level for 4 …

  • Less Sleep

    2 points/level You need less sleep than most people. A normal human requires 8 hours of sleep per night. Each level of this advantage – to a maximum of four levels – lets you get by with one hour less than this, giving you a few extra hours each day in …

  • Lightning Calculator

    2 or 5 points You have the ability to do math in your head, instantly. This talent comes in two levels: _Lightning Calculator_: You, the player, may use a calculator at any time, to figure anything you want – even if your character is fleeing for …

  • Mimicry

    10 points You can duplicate any simple sound (alarm, gunshot, etc.) by listening to it for one second and making a successful IQ roll. You can also imitate voices by spending at least 10 seconds listening to them – live, recorded, or remotely – and …

  • NIght Vision

    1 point/level Your eyes adapt rapidly to darkness. Each level of this ability (maximum nine levels) allows you to ignore -1 in combat or vision penalties due to darkness, provided there is at least some light. _Example: Night Vision 4 would …

  • Perfect Balance

    15 points You can always keep your footing, no matter how narrow the walking surface, under normal conditions. This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, …

  • Rapid Healing

    5 or 15 points Your wounds heal quickly. This trait comes in two levels: _Rapid Healing_: Whenever you roll to recover lost HP or to see if you can get over a crippling injury, you get +5 to your effective HT. Prerequisite: HT 10+. *5 points.* …

  • Rapier Wit

    5 points You can use witty repartee to stun your foes in combat. This does not require a combat maneuver – talking is a free action (p. 363). Roll a Quick Contest of Public Speaking skill vs. your opponent’s Will. _Modifiers: -2 if your target has …

  • Recovery

    10 points You recover from unconsciousness very quickly. When determining the length of time you remain unconscious for any reason, divide by all times by 60: hours become minutes, minutes become seconds . . . even a month-long coma becomes a mere 12- …

  • Security Clearance

    Variable A government agency or corporation trusts you with access to sensitive information that would otherwise be “off limits” to someone of your Rank or Status. For instance, a general “cleared” for military secrets commen- surate with his Military …

  • Serendipity

    15 points/level You have the knack of being in the right place at the right time. Each level of this trait entitles you to one fortuitous but plausible coincidence per game session. The details are up to the GM. For instance, the GM might declare that …

  • Single-Minded

    5 points You can really concentrate! You get +3 to success rolls for any lengthy mental task you concentrate on to the exclusion of other activities, if the GM feels such focus would be beneficial. You tend to ignore everything else while obsessed ( …

  • Social Chameleon

    5 points You have the knack of knowing exactly what to say – and when to say it – around your social “betters.” You are exempt from reaction penalties due to differences in Rank or Status. In situations where there would be no such penalty, you get +1 …

  • Unfazeable

    15 points Nothing surprises you – at least, nothing that’s not obviously a threat. The world is full of strange things, and as long as they don’t bother you, you don’t bother them. You are exempt from Fright Checks, and reaction modifiers rarely …

  • Voice

    10 points You have a naturally clear, resonant, and attractive voice. This gives you +2 with the following skills: Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. You also get +2 on any reaction roll …

  • Zeroed

    10 points You do not officially exist. Even the highest authorities in the land know nothing about you. In a fantasy setting, you are a “mysterious wanderer”; magical divination cannot discover conclusive details about your past or true identity. In a …

  • Equipment

    You are usually able to buy what you want, within the limits of your starting wealth and your society’s laws. But sometimes, the GM or the adventure may specify some or all of your equipment. For instance, if you’re a soldier on a military mission, you’ll …

  • Items and Equipment

    *Camping and Survival Gear* * Backpack, Frame (TL1). Holds 100 lbs. of gear. $100, 10 lbs. * Backpack, Small (TL1). Holds 40 lbs. of gear. $60, 3 lbs. * Blanket (TL1). A warm sleeping blanket. $20, 4 lbs. * Bottle, Ceramic (TL1). Holds 1 quart of …

  • Apes

    Apes are intelligent – too intelligent to be really predictable. Animal Handling rolls are at -1 with such creatures. Apes attack in close combat by grappling and biting, rather than by punching or kicking. *Chimpanzee* A peaceful plant-eater. A …

  • Bears

    When making reaction rolls for bears, remember that grizzly, polar, and cave bears are mostly carnivorous and ill-tempered. Any mother bear with cubs will be aggressive: -3 to reactions! A bear walking or running on four legs is a two-hex creature. …

  • Cats

    Cats are only domesticated in the sense that they tend to hang around human settlements. It is a very rare trainer who can teach a cat a trick it doesn’t feel like learning . . . *House Cat* A domestic feline, kept as a pet, familiar, or mouser. …

  • Deer

    Deer are swift herbivores, frequently hunted for food. *Red Deer* A large deer, common in medieval Europe and still widespread today. ST 12; DX 13; IQ 3; HT 12. Will 10; Per 10; Speed 6.25; Dodge 9; Move 9. SM +1 (2 hexes); 200 lbs. Traits: …

  • Dogs

    Domesticated dogs are used for hunting or as pets (or, if large enough, as draft animals). There are many breeds; statistics can vary greatly. Cost ranges from negligible to $10,000+. A healthy, trained dog – even a mongrel – is always worth at least $200 …

  • Falcons

    These birds of prey are commonly used for sport hunting. A trained falcon – or one disturbed by a stranger – might attack a human. A diving falcon can reach Move 70! *Large Falcon* ST 3; DX 14; IQ 3; HT 10. Will 10; Per 12; Speed 6; Dodge 9; Move 2 …

  • Sharks

    Some sharks are almost docile, feeding primarily on whatever fish happen to swim by at the wrong moment. Those sharks aren’t any fun at all. *Tiger Shark* A large, aggressive shark. ST 19; DX 13; IQ 2; HT 12. Will 10; Per 12; Speed 6.25; Dodge …

  • Snakes

    Snakes are among the most common reptiles on Earth; they are found in temperate or warmer climates on six of the seven continents. *Anaconda* A massive constrictor, this snake is five yards long and nearly two feet wide, with a vicious bite and a …

  • Wild Boar

    Wild hogs are hunted for food – but they’re dangerous game. Boars are smart, evil-tempered, and likely to attack even when encountered by accident. They try to knock a man down with a slam and gore him while he’s down. Sows are less aggressive and smaller …

  • Wolves

    These wild carnivores hunt in packs. They can be domesticated, more or less, but never like a dog. *Timber Wolf* ST 10; DX 12; IQ 4; HT 12. Will 11; Per 14; Speed 6; Dodge 9; Move 9. SM 0; 120 lbs. Traits: Discriminatory Smell; DR 1; Night …

  • Camels

    A dry-plains native, the camel can go for four days without drinking. Its stubborn temper gives -4 to Animal Handling rolls. ST 22; DX 9; IQ 3; HT 12. Will 11; Per 12; Speed 5.25; Dodge 8; Move 7. SM +1 (3 hexes); 1,400 lbs. Traits: Bad Temper (12 …

  • Elephants

    Often domesticated. Intelligent, loyal, and hardworking. ST 45; DX 12; IQ 5; HT 12. Will 10; Per 10; Speed 4; Dodge 7; Move 4. SM +3 (10 hexes); 12,000+ lbs. Traits: Crushing Striker (Tusks); Domestic (or Wild) Animal; DR 4; Enhanced Move 1 ( …

  • Oxen

    Oxen are steers trained to work in the fields. They are hardier and easier to keep than horses. ST 27; DX 8; IQ 3; HT 12. Will 12; Per 10; Speed 5; Dodge 8; Move 4. SM +2 (3 hexes); 2,500 lbs. Traits: Domestic Animal; DR 2 (Skull only); Enhanced …

  • Birds

    *Giant Eagle* An impressive specimen with a 12-foot wingspan, it can theoretically lift a small person into the air (BL 34), but eagles are not meant for carrying loads. Paced flying (p. B354) costs it FP equal to its encumbrance level (minimum 1) …

  • Animals

    "Apes":https://a-path-to-steam.obsidianportal.com/wikis/apes "Bats":https://a-path-to-steam.obsidianportal.com/wikis/bat "Bears":https://a-path-to-steam.obsidianportal.com/wikis/bears "Birds":https://a-path-to-steam.obsidianportal.com/wikis/birds " …

  • Kangaroo

    This marsupial has built-in storage and very powerful legs. While this Ally may attract attention (and perhaps some mocking, at first), it’s also fast, versatile, and dangerous in a fight. The kangaroo can make a 25-yard broad jump or a six-yard high jump …

  • Wolverine

    A small but remarkably fierce fighter, this animal is known for its utter fearlessness and ferocious temper. While the wolverine prefers to find carrion frozen in the snow, it’s quite capable of killing its own meals. Built on 62 points. Generally …

  • Bat

    Capable of flight during day or night, a bat definitely prefers sleeping when the sun is out. This bat is worthless in a fight, but it has hands that can perform fine manipulation. ST: 2 (-80) HP: 7 (10) Speed: 6.00 (0) DX: 12 (40) Will: 10 (0) Move ( …

  • Rabbits

    ST: 3 (-70) HP: 8 (10) Speed: 7.00 (15) DX: 13 (36)* Will: 10 (0) Move: 10/15 (15) IQ: 10 (0) Per: 13 (15) HT: 12 (20) FP: 12 (0) SM: -4 Dodge: 10 Parry: n/a DR: 0 Bite or Claw (13): 1d-6 cutting. Advantages: Acute Taste and Smell 4 (8); Danger …

  • Rats

    A small animal with unnaturally dexterous paws and sharp teeth, rats can subsist on almost anything, with few ill effects. ST: 1 (-90) HP: 6 (10) Speed: 6.00 (-10) DX: 12 (40) Will: 12 (10) Move: 6 (0) IQ: 10 (0) Per: 12 (10) HT: 14 (40) FP: 12 (-6) …

  • Dolphins

    Attribute Modifiers: ST+9 (Size, -10%; No Fine Manipulators, -40%) (45); DX +2 (No Fine Manipulators, -40%) (24); HT +2 (20). Secondary Characteristic Modifiers: SM +1 (2 hexes). Advantages: Absolute Direction (5); Acute Vision 2 (4); Breath …

  • Fifth Avenue Hotel

    [[File:404951 | class=media-item-align-none | Fifth_Avenue_Hotel.jpg]] The Fifth Avenue Hotel was built in 1856–59 by Amos Richards Eno at the cost of $2 million, was designed by Griffith Thomas with William Washburn. At the time of its construction …

  • Lock

    [[File:405057 | class=media-item-align-none | Lock.jpg]]

  • Accounting

    IQ/Hard Defaults: IQ-6, Finance-4, Mathematics (Statistics)-5, or Merchant-5. This is the ability to keep books of account, to examine the condition of a business, etc. A successful Accounting roll (requires at least two hours of study, and …

  • Acting

    IQ/Average Defaults: IQ-5, Performance-2, or Public Speaking-5. This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time. A successful Acting roll lets you pretend to feel something that you do …

  • Administration

    IQ/Average Defaults: IQ-5 or Merchant-3. This is the skill of running a large organization. It is often a prerequisite for high Rank (p. 29). A successful Administration roll gives you a +2 reaction bonus when dealing with a bureaucrat, and allows …

  • Animal Handling

    IQ/Average Default: IQ-5. This is the ability to train and work with animals. You must specialize in a category of animals – the more intelligent the animals, the narrower the category. Examples of interest to adventurers: Big Cats (jaguars, lions, …

  • Archaeology

    IQ/Hard Default: IQ-6. This is the study of ancient civilizations. An archaeologist is at home with excavations, old potsherds, inscriptions, etc. An Archaeology roll lets you answer questions about ancient history, or identify artifacts and dead …

  • Area Knowledge

    IQ/Easy Defaults: IQ-4 or Geography (Regional)-3* *You have an IQ default only for Area Knowledge of a place where you live or once lived. Geography only gives a default for Area Knowledge of the specialty region. "Geographical and Temporal …

  • Armoury

    IQ/Average Defaults: IQ-5 or Engineer (same)-4. This is the ability to build, modify, and repair a specific class of weapons or armor. (It does not include skill at design; for that, see Engineer, p. 190.) A successful roll lets you find a problem, …

  • Biology

    IQ/Very Hard Defaults: IQ-6 or Naturalist-6. This is the scientific study of the structure, behavior, and habitats of living organisms. You must specialize in the life of a particular planet type (see box). If you do not specify a planet type, your …

  • Bow

    DX/Average Default: DX-5. This is the ability to use the long-bow, short bow, and all similar bows. It also covers the compound bow, although a person who had never seen a compound bow would suffer a -2 unfamiliarity penalty.

  • Breath Control

    HT/Hard Defaults: None. This is the ability to breathe at maximum efficiency. On a successful skill roll, you can increase the time you can hold your breath for any reason (e.g., underwater) by 50%, or regain one FP in only two minutes (you cannot …

  • Flail

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Knife

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Main-Gauche

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Rapier

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Saber

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Shortsword

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Whip

    DX/Varies Defaults: Special. This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard. See specific …

  • Camouflage

    IQ/Easy Defaults: IQ-4 or Survival-2. This is the ability to use natural materials, special fabrics and paints, etc. to hide yourself, your position, or your equipment. To see through your camouflage, an observer must win a Quick Contest of Vision …

  • Cartography

    IQ/Average Defaults: IQ-5, Geography (any) -2, Mathematics (Surveying)-2, or Navigation (any)-4. This is the ability to create and interpret maps and charts. Roll against this skill to map any location as you move through it. At TL7+, this skill …

  • Chemistry

    IQ/Hard Default: IQ-6 or Alchemy-3. This is the study of matter. A chemist can identify elements and simple compounds (but not necessarily drugs, magical substances, etc.). Given proper equipment, he could conduct complex analyses and syntheses.

  • Climbing

    DX/Average Default: DX-5. This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. See Climbing (p. 349) for details. _Modifiers_: +2 for Brachiator (p. 41); +3 for Flexibility or +5 for Double-Jointed (p. 56); +1 …

  • Cloak

    DX/Average Defaults: DX-5, Net-4, or Shield (any)-4. This is the skill of using a cloak or a cape as a weapon. It covers the use of two types of cloak: the waist-length “light cloak” (any cloak, cape, or coat weighing less than 5 lbs.) and the full- …

  • Cooking

    IQ/Average Defaults: IQ-5 or Housekeeping-5. This is the skill of being a chef – you do not need it to heat water and open boxes, or to cook rat-on-a-stick over your campfire. A successful skill roll allows you to prepare a pleasing meal. Many chefs …

  • Counterfeiting

    IQ/Hard Defaults: IQ-6 or Forgery-2. This is the art of duplicating banknotes and coins. It is only taught by the underworld and government agencies (although this is rare outside of rogue states, except in wartime). Time required varies from days …

  • Crossbow

    DX/Easy Default: DX-4. This is the ability to use all types of crossbows, including the pistol crossbow, prodd (which fires pellets or stones), repeating crossbow, and high-tech compound crossbow.

  • Detect Lies

    Per/Hard Defaults: Perception-6, Body Language-4, or Psychology-4. This is the ability to tell when someone is lying to you. It is not the same as Interrogation (p. 202); Detect Lies works in a casual or social situation. When you ask to use this …

  • Economics

    IQ/Hard Defaults: IQ-6, Finance-3, Market Analysis-5, or Merchant-6. This is the study of the theory of money, markets, and financial systems. It is mainly an academic skill, but a successful skill roll allows you to predict the economic impact of …

  • Equipment Modifiers

    The quality of your equipment modifies your skill rolls for tasks that normally require equipment: No equipment: -10 for technological skills, -5 for other skills. Note that many skills cannot be used at all without equipment! Improvised equipment: …

  • Electrician

    IQ/Average Defaults: IQ-5 or Engineer (Electrical)-3. This is the skill of building, maintaining, and repairing electrical systems. Make a skill roll to diagnose an electrical fault, wire a building or vehicle, etc. Adventuring uses include damage …

  • Carpentry

    IQ/Easy Default: IQ-4. This is the ability to build things out of wood. A successful roll lets you do one hour’s worth of competent carpentry. A failed roll means the work was bad. The GM may require DX-based Carpentry rolls for certain kinds of …

  • Skills for Design, Repair, and Use

    When choosing technological skills for your character, it can be helpful to bear in mind that such skills govern three distinct classes of activity: _Design_. An inventor, gadgeteer, or mad scientist requires skills that let him design and build new …

  • First Aid

    IQ/Easy Defaults: IQ-4, Esoteric Medicine, Physician, or Veterinary-4. This is the ability to patch up an injury in the field (see Recovery, p. 423). Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning …

  • Fishing

    Per/Easy Default: Perception-4. This is the ability to catch fish – with a net, hook and line, or whatever method is used in your culture. If you have proper equipment and there are fish to be caught, a successful roll catches them. If you lack …

  • Holdout

    IQ/Average Defaults: IQ-5 or Sleight of Hand-3. This is the skill of concealing items on your person or on other people (usually with their cooperation). An item’s size and shape govern its concealability. Some examples: '+4: A BB-sized jewel, a …

  • Search

    Per/Average Defaults: Perception-5 or Criminology-5. This is the ability to search people, baggage, and vehicles for items that aren’t in plain sight. The GM rolls once – in secret – per item of interest. For deliberately concealed items, this is a …

  • Jeweler

    IQ/Hard Defaults: IQ-6, Smith (Copper)-4, or Smith (Lead and Tin)-4. This is the ability to work with precious metals, make jewelry, decorate weapons, etc. A successful skill roll allows you to identify a precious metal or gem, or determine the …

  • Machinist

    IQ/Average Defaults: "IQ":https://a-path-to-steam.obsidianportal.com/wikis/intelligence-iq -5 or "Mechanic":https://a-path-to-steam.obsidianportal.com/wiki_pages/mechanic (any)-5. This is the skill of making and modifying mechanical parts and tools. …

  • Mechanic

    IQ/Average Defaults: "IQ":https://a-path-to-steam.obsidianportal.com/wiki_pages/intelligence-iq -5, "Engineer":https://a-path-to-steam.obsidianportal.com/wiki_pages/engineer (same)-4, or "Machinist":https://a-path-to-steam.obsidianportal.com/wiki_pages …

  • Mathematics

    IQ/Hard Defaults: "IQ":https://a-path-to-steam.obsidianportal.com/wikis/intelligence-iq -6 and others. This is the scientific study of quantities and magnitudes, and their relationships and attributes, through the use of numbers and symbols. You …

  • Familiarity

    Any skill used to operate equipment – e.g., Beam Weapons/TL11 (Pistol) or Driving/TL7 (Automobile) – takes a penalty when you are faced with an unfamiliar type of item. For instance, if you were trained on a laser pistol, a blaster pistol would be “ …

  • Escape

    DX/Hard Default: DX-6. This is the ability to slip out of ropes, handcuffs, and similar restraints. The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes. The GM may apply a penalty for particularly secure …

  • Farming

    IQ/Average Defaults: IQ-5, Biology-5, or "Gardening":https://a-path-to-steam.obsidianportal.com/wikis/gardening -3. This is the skill of growing things. It is usually used to earn a living, but you can also use it to answer theoretical questions …

  • Filch

    DX/Average Defaults: DX-5, Pickpocket-4, or Sleight of Hand-4. This skill lets you steal objects that are sitting in plain sight . . . without being spotted. Roll against skill to shoplift, snatch documents off a desk, etc. If someone is actively …

  • Finance

    IQ/Hard Defaults: Accounting-4, Economics-3, or Merchant-6. This is the skill of managing money. It is a practical application of Economics (p. 189), much as Engineer skill is a practical application of Physics. A successful skill roll lets you …

  • Hiking

    HT/Average Default: HT-5. This skill represents training for endurance walking, hiking, and marching. It includes knowledge of how to pace yourself in different conditions, and how best to carry a pack. Make a Hiking roll before each day’s march; …

  • Fatigue

    Running long distances, using extra effort, being suffocated, casting magic spells, and many other things can cause “fatigue”: a temporary loss of Fatigue Points. Your Fatigue Points (FP) score starts out equal to your HT, but you can modify this; see …

  • Pharmacy

    IQ/Hard Defaults: IQ-6 and others. This is the skill of preparing medicines to treat illness. (To work with noxious drugs, use Poisons skill, p. 214.) You must specialize: _Herbal_: The ability to make and administer remedies prepared from plants …

  • Physician

    IQ/Hard Defaults: IQ-7, "First Aid":https://a-path-to-steam.obsidianportal.com/wikis/first-aid -11, or Veterinary-5. This is the ability to aid the sick and the injured, prescribe drugs and care, etc. Make a skill roll to hasten natural recovery …

  • Poisons

    IQ/Hard Defaults: IQ-6, "Chemistry":https://a-path-to-steam.obsidianportal.com/wikis/chemistry -5, "Pharmacy":https://a-path-to-steam.obsidianportal.com/wikis/pharmacy (any)-3, or "Physician":https://a-path-to-steam.obsidianportal.com/wikis/physician …

  • Pickpocket

    DX/Hard Defaults: DX-6, "Filch":https://a-path-to-steam.obsidianportal.com/wikis/filch -5, or Sleight of Hand-4. This is the ability to steal a purse, knife, etc., from someone’s person – or to “plant” something on him. If your victim is aware …

  • Swimming

    HT/Easy Default: HT-4. This is the skill of swimming (whether on purpose or to keep afloat in emergencies) and lifesaving. Roll against the higher of Swimming or HT to avoid fatigue while swimming or injury due to aquatic misfortunes. When racing …

  • Insomniac

    -10 or -15 points You go through periods where falling asleep is very difficult. During such an episode, you must make a HT-1 roll once per night. On a success, you fall asleep easily, ending that episode of insomnia. On a failure, you lose two hours …

  • Secret

    -5 to -30 points A Secret is an aspect of your life or your past that you must keep hidden. Revelation would result in lasting negative consequences. The point value depends on the severity of those consequences: _Serious Embarrassment_: If this …

  • Pyromania

    -5 points* You like fires! You like to set fires, too. For good roleplaying, you must never miss a chance to set a fire, or to appreciate one you encounter. Make a self-control roll whenever you have an opportunity to set a fire.

  • Extra Sleep

    -2 points/level You need more sleep than most people. A normal human requires 8 hours of sleep per night. Each level (maximum of four levels) means you need one additional hour of sleep. Thus, you must go to bed early or sleep in for a few hours each …

  • Amnesia

    -10 or -25 points You’ve lost your memory. You can’t remember any of your past life, including your name. This disadvantage comes in two levels: _Partial Amnesia_: You, the player, can see your character sheet, but the GM may reserve up to -30 …

  • Expert Skill

    IQ/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 IQ-based roll against any skill …

  • Fast-Draw

    DX/Easy Defaults: None. This skill lets you quickly draw a weapon from its holster, sheath, or hiding place. A successful roll means you ready the weapon instantly. This does not count as a combat maneuver; you can use the weapon to attack on the …

  • Gardening

    IQ/Easy Defaults: IQ-4 or "Farming":https://a-path-to-steam.obsidianportal.com/wikis/farming -3. This is the ability to care for plants on a small scale. (For large-scale crops, use Farming skill, p. 194.) A skill roll lets you grow food, medicinal …

  • Knot-Tying

    DX/Easy Defaults: DX-4, "Climbing":https://a-path-to-steam.obsidianportal.com/wikis/climbing -4, or Seamanship-4. This is the ability to tie a wide variety of knots quickly and efficiently. A successful skill roll lets you make a noose, tie someone …

  • Makeup

    IQ/Easy Defaults: IQ-4 or "Disguise":https://a-path-to-steam.obsidianportal.com/wikis/disguise -2. This is the skill of using theatrical makeup to enhance a performer’s appearance. It is not just the ability to make someone look “pretty” – you can …

  • Colorblindness

    -10 points You cannot see any colors at all (this is total colorblindness). In any situation requiring color identification (e.g., gem buying, livery identification, or pushing the red button to start the motor), the GM should give you appropriate …

  • Fearfulness

    -2 points/level You are nervous and timid. Subtract your Fearfulness from your Will whenever you make a Fright Check, and whenever you must resist the Intimidation skill (p. 202) or a supernatural power that causes fear. As well, add your Fearfulness …

  • Stock Market

    April 4, 1887 - Stock openings Central New Jersey - 75 Columbus, Hocking Valley & Toledo - 32.125 El Cristo Gold & Silver Mining Co - 6.25 Ensley Land Co - 14.5 Ft Worth & Denver City Railway - 42.875 Gold Placer - 0.02 Philadelphia & Reading RR …

  • Thomas Edison

    Thomas Alva Edison (February 11, 1847 – October 18, 1931) was an American inventor and businessman. He developed many devices that greatly influenced life around the world, including the phonograph, the motion picture camera, and a long-lasting, practical …

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