_//Knowhow
Knowhow provides a general sense of how much your character knows. All specialized knowledge, anything from driving cars, to hacking computers, or even understanding ancient languages - it all falls under Knowhow. For every 5 points of Knowhow, you can learn two subjects and get 2 Points to spend, but can't add both to same subject. If you choose a subject you already know (which may be done up to 5 times), you will receive an additional +1. You will also gain greater renown in that field. The roll modifier can affect anything in the field. As an example. A Doctor may apply to healing wounds, identifying illnesses, pointing out weak points, or any other roll that relates to the medical sciences, anatomy, pharmacology, etc. However, attempting something in a field for which you have no knowledge will be attempted with a -5 penalty. Some Knowhow offer abilities or bonuses.
It is your job to remind the GM about them and any bonus you may receive.
_//Affects: The ability to learn and understand things.
_//Knowhow_Healer
During a long battle, quest or campaign, it is a highly intelligent decision to bring along a healer with you. Whether a medic by trade or just someone who happens to know their way around a First Aid Kit. The Healer Field obviously best suits those who choose the Medic Class, but there are advantages to being a Healer even if you aren't a Medic by trade. This skill set benefits the Medic for obvious reasons. As they don't need magic or items to heal people. Just using what's around them, the more they know will effect how well they do their job.
Purpose: Bonuses to rolls involving healing people whether by magic or technological means.
Rank Title | Mod | Roll Mod | Bonuses |
+1 - School Nurse | +50 HP Per Heal | +1 to Healing Rolls | |
+2 - Medical Intern | +100 HP Per Heal | +2 to Healing Rolls | |
+3 - Resident | +150 HP Per Heal | +3 to Healing Rolls | +25 EXP when 2+ Allies Healed Per Quest |
+4 - Physician | +200 HP Per Heal | +4 to Healing Rolls | +50 EXP when 2+ Allies Healed Per Quest |
+5 - Surgeon | +300 HP Per Heal | +5 to Healing Rolls | +100 EXP when 4+ Allies Healed Per Quest |
_//Healer: Special Skills
_//Revive From Dead - If a Player has died during battle, the Medic acquires the ability to bring them back from the dead. They will have HP based on the Mod of the Healer's bonus. 50 HP for Rank 1, 100 HP for Rank 2, 150 HP for Rank 3, 200 HP for Rank 4 etc..
//_Once Per Quest.
_//Knowhow_Subterfuge
In a game where the people who aren't supposed to know you're there.. know you are there, the ability to prove how stealthy you are comes in handy. Whether you are sneaking up on an enemy, hiding in plain site with a disguise on or not being recognized as an enemy during a firefight. This skill set benefits the Stalker the most. The lightly armored DPS machines. Being able to avoid the chance at taking damage is what they're about, but anyone if given the chance, would avoid being shot as well. The Stalker will earn Bonuses to rolls and attacks before a fight actually begins. While the Non-Stalker can pretend he's Batman for a few minutes.
Purpose: Bonuses to being elusive, hiding, disguises and not being noticed.
Rank Title
| Mod
| Roll Mod
| Bonuses
|
+1 - Glue On Mustache
| +50 DMG 1st Attack from Stealth
| +1 to Stealth Rolls
| None |
+2 - Incognito
| +100 DMG 1st Attack from Stealth
| +2 to Stealth Rolls
| None |
+3 - NAVY Seals!
| +100 DMG 1st two Attacks from Stealth
| +3 to Stealth Rolls
| +25 EXP when enemy killed in Stealth
|
+4 - Wolverines!
| +100 DMG All First Round Attacks
| +4 to Stealth Rolls
| +50 EXP when 2+ enemies killed in Stealth.
|
+5 - I am The Night
| +100 DMG First Round +Roll to stay in Stealth for Enemy Attack
| +5 to Stealth Rolls
| +100 EXP when 4+ Allies killed in Stealth |
_//Subterfuge: Special Skills
_//Undetected - Unless he makes himself known or the enemy has thermal cameras, a player who has mastered Subterfuge can pass right in front of an enemy without being spotted. Whereas, all the other bonuses aid in being stealthy. Generally, if you are in the field of vision of an enemy. He will see you. Not anymore. You don't have to roll to avoid being seen. Requires +5 Rank.
//_Once Per Quest.
_//Knowhow_Driver
Whether you're rolling down the street on a moped or pulling back the throttle of a fighter jet. The ability to manipulate vehicles all comes down to one basic understanding. The Need.. for.. Speed. Whether or not you've ever played a video game similar to what you're about to attempt. The ability to operate vehicles in this world is a luxury many either do not have the money or the time to learn. If you're one of the few who possess the prowess to operate a vehicle in any capacity, then you have probably found some way to make use of your skill. Whether you're running operations flying a helicopter for the military or delivering a bag of greasy Chinese food down the street - both understand one thing - that this Knowhow Ability is probably going to be tweaked in the near future once people find a way to abuse it. The basic understanding of driving is. For every Knowhow Point, you can operate a vehicle at 50 mph. Any faster than that, you lose control.
Also, No Air-Vehicles until you reach +3.
Purpose: Bonuses to being driving or operating any vehicle.
Driving Job: Websters defines a driving job in this game as either a Event Heist or a Quest where transport is required and a driver's services aren't required, but adds to the roleplay if an actual player can take on the roll.
Rank Title | Mod | Roll Mod | Bonuses |
+1 - Lightning McQueen | +50 to 80 MPH | +1 to Drive Rolls | |
+2 - Steve McQueen | +80 to 100 MPH | +2 to Drive Rolls | +$50Per Driving Job |
+3 - Jason Statham | +100 to 120 MPH | +3 to Drive Rolls | +$50/50 EXP Per Driving Job |
+4 - Vin Diesel | +100 to 150 MPH | +4 to Drive Rolls | +$100/100 EXP Per Driving Job |
+5 - Mad Max | +150 to 200 MPH | +5 to Drive Rolls | +$100/100 EXP Per Driving Job |
_//Driver: Special Skills
_//Wreckless - There are Sunday Drivers and then there's you. The difference being that when a car has amassed a great deal of damage it either stops working or becomes impossible to control. The Driver who has mastered their Driving Knowhow has the ability to drive a vehicle well past the point of no return. Even if the vehicle has 0HP left, he can still control it. Either until it reaches -200 HP or a GM says no mas. Requires +5 Rank.
_//Once Per Quest.
_//Drive-By - Driving and shooting out of a vehicle at the same time is only possible for two classes. The Road Warrior and The Gunslinger. Now even a four-eyed nerdy Cyberpunk has the ability to shoot out of a moving vehicle whilst operating it. They of course still have to roll for it. For everyone else, it's hands at 10 and 2.
_//Passive. Always works.
_//Knowhow_Gearhead
In a world where 70% of the old world hasn't been touched for the last two hundred years. You're bound to come across a piece of old-world tech that is no longer functioning the way it should. Whether it is a old security door in a long since abandoned military complex in the middle of the desert or an engine. Some of the time this Knowhow Skill will cross streams with Wired and it is up the GM to decide whether or not he cares. Usually, the Gearhead Skills apply to old-world tech (things that exist in today's world): trains, engines, old computers. Where as Wired Skills apply to things that don't exist yet, new world tech (things that don't exist yet): security laser grids, retinal scanning security doors and of course - computers.
Purpose: Bonuses to manipulating or building mechanical objects. Such as cars, engines, trains and vacuum cleaners.
- What does 'Manipulate' mean you may ask. It means to get something to work in it's intended purpose or even unintended purposes. Want to activate an old crane to pick up an object and clear a path? Roll for it. Want to use that same crane to pick up and object and drop it on an enemy? Roll for it. Have you run out of weapons but found a shop vac, an air compressor and a bunch of nails? Want to turn that into a weapon that vacuums junk off the floor and turns whatever it sucks up into a ballistic shot gun? Roll for it.
A Simple Object: Locks, Pullies, Door Jams, Levers.
A Simple Machine: A tractor engine, an old car, a lawn mower, farm equipment, heavy machinery.
A Complex Machine: A rocket, a jet engine.
All of this is at GM discretion. What you were able to do in one quest you may not be able to do in another.. The GM sets the rules and could simply say 'well this one is more destroyed than the last one you worked with'. Don't argue with the GM.
Rank Title | Mod | Roll Mod | Bonuses |
+1 - Shop Student | Manipulate Simple Objects | +1 to Gearhead Rolls | |
+2 - Grease Monkey | Manipulate Simple Machinery | +2 to Gearhead Rolls | +50 EXP per Item Manipulated in Quest |
+3 - Engineering Major | Create Simple Objects | +3 to Gearhead Rolls | +50 EXP per Item Created in Quest |
+4 - NASA Intern | Manipulate Complex Machines | +4 to Gearhead Rolls | +100 EXP per Item Manipulated |
+5 - Rocket Scientist | Create Complex Machines | +5 to Gearhead Rolls | +100 EXP per Item that Benefits Party |
_//Knowhow_Attraction
Some of us have just got it going on. Whether it's a charm, your looks or the general way you carry yourself. You possess swagger that others will pick up, notice or even be taken off guard by. This can be used for various means but mostly to persuade many NPC's at GM's Discretion and mostly of the opposite sex. It's not all about looks.. it's charisma, leadership and general inspiration.
Purpose: Bonuses to slick, suave, informing and gathering info or access from opposite sex or interested parties
Rank Title | Mod | Roll Mod | Bonuses |
+1 - Charming AF | Roll to gain extra info may lead to Double Common Bonus. | +1 to Attraction Rolls | +25 EXP when NPC is Charmed |
+2 - Rico Suave | Roll to gain extra info may lead to Special Loot Bonus. | +2 to Attraction Rolls | +50 EXP when NPC is Charmed |
+3 - Ryan Gosling | Roll to gain extra info may lead to Rare Loot Bonus | +3 to Attraction Rolls | +75 EXP when NPC Group is Charmed |
+4 - Hugh Jackman | Roll to gain extra info may lead to Epic Loot Bonus | +4 to Attraction Rolls | +100 EXP when NPC Group is Charmed |
+5 - Cool Hand Luke | Roll to gain extra info may lead to Legendary Loot Bonus | +5 to Attraction Rolls | +100 EXP if info shared with group leads to acquiring Rare, Epic or Legend Loot. |
_//Attraction Skills
_//Puppy Dog Eyes - For reasons unknown. Whether the enemy looks at you.. determines you're not as much of a threat or simply doesn't want to hurt you.. or maybe he wants to save you for last. The bad guy will lock eyes with you and decide not to attack you this round. - Requires +5 Rank.
_//Once Per Quest._//Knowhow_Politician
Some of us have got a way with words. Even if you're speaking to a crowd you have zero connection with or influence over. The Politician is able to gain influence over some masses without having to resort to fear or pandering. They may also be able to settle disputes or gain favor in certain situations by offering other alternatives.
Purpose: Gain info, sway the masses, settle deals, bargain for trades or new deals.
Rank Title | Mod | Roll Mod | Bonuses |
+1 - Bush | Roll to sway public opinion etc.. 5 or fewer people. | +1 to Politician Rolls | +25 EXP when NPC is Charmed |
+2 - Clinton | Roll to sway public opinion etc.. 10 or fewer people. | +2 to Politician Rolls | +50 EXP when NPC is Charmed |
+3 - Teddy | Roll to sway public opinion etc.. 50 or fewer people. | +3 to Politician Rolls | +75 EXP when NPC Group is Charmed |
+4 - Kennedy | Roll to sway public opinion etc.. 100's of people. | +4 to Politician Rolls | +100 EXP when NPC Group is Charmed |
+5 - Reagan | Roll to sway public opinion etc.. 1000's of people. | +5 to Politician Rolls | +100 EXP if info shared with group leads to acquiring Rare, Epic or Legend Loot. |
_//Subterfuge: Attraction
_//Puppy Dog Eyes - For reasons unknown. Whether the enemy looks at you.. determines you're not as much of a threat or simply doesn't want to hurt you.. or maybe he wants to save you for last. The bad guy will lock eyes with you and decide not to attack you this round. - Requires +5 Rank.
_//Once Per Quest.Perception - Bonuses to noticing things that other people might miss.
+1 - Pink Panther
+2 - Haratio
+3 - FBI
+4 - CSI
+5 - Sherlock
Scavenger - Look for loot, treasure or sniff out something special.
+1
+2
+3
+4
+5
Terrorist - Bonuses to basically creating bombs and such.
+1
+2
+3
+4
+5
Wired - Bonuses to manipulating electric devices and hacking.
+1 - "The internet is a series of tubes.."
+2 - Cable Guy
+3 - Geek Squad
+4 - Enter The Matrix
+5 - Matthew Broderick in War Games
Thief - Bonuses to picking locks, disarming traps and setting traps.
+1 - "just kick it down"
+2 - "I think i got it, nope lost it"
+3 - "just give me one more second"
+4 - "give me a hairpin and a stick of gum"
+5 - "that one wasn't even locked"
Tracker - Bonuses to knowing where you are, where you're going and where others are and were.
+1 - "It's just a whiff of clouds."
+2 - "Great, where are we going?"
+3 - "At dawn, look to the East."
+4 - "A red sun rises, blood has been spilled this night."
+5 - "Legolas, what do your elf eyes see?"
Scholar - Bonuses to knowing other languages, histories and other things you shouldn't.
+1 - High School Dropout
+2 - College Dropout
+3 - Mr. Know-It-All
+4 - Renaissance Man
+5 - Human Encyclopedia
Trapper - Bonuses to creating traps out of random junk.
+1
+2
+3
+4
+5
Street Chemist - Create drugs with one use effects for quests.
+1
+2
+3
+4
+5
Potion Maker - Create potions with one use effects for quests.
+1
+2
+3
+4
+5