Str: 4 | Unarmed Combat: 4 | Close Weapons: 4 |
Dex: 4 | Dodge: 4 | Thrown Weapons: 4 |
IQ: 7 | Library Use: 9 | |
Will: 5 | ||
San: 5 | ||
TOSS: -1 | Fingerprint: |
LIBRARY USELevel: 2Category: Information Effect: You have a bonus in attempts to glean information from any media source (book, computer, archives, etc). You may also add any skills applicable to the subject you're researching (it will say in the skill description if it affects Library Use). Chance of Success
Other Constraints: This defaults to your IQ. |
PSYCHOANALYSISLevel: 4Category: Influence Effect: You may cause someone to automatically succeed in one of the following checks, even if they've already tried and failed: Aversion, Compulsion, Sanity, Fright, or Dread Fear. You can also use this to allow someone to ignore his or her Delusion for five minutes. This replaces the Psychoanalysis Ability from the core RTLB book. Time To Use: 10 Minutes Uses: Unlimited Other Constraints: Chance of Success (Aversion/Compulsion/ Delusion) IQ + Ability Level VS Opponent's WILL + Handicap OR (Dread Fear) IQ + Ability Level VS Opponent's SAN + Handicap OR (Fright) IQ + Ability Level VS Opponent's WILL OR (Sanity) IQ + Ability Level VS Opponent's SAN You may only attempt this once per character per game period, regardless of effect. You cannot use this on yourself. This must be actively defended. If the opponent is defending with Sanity, have her defend with current Sanity after they failed the check the first time. This replaces Psychoanalysis from the RTLB core rules. |
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HYPNOTIZELevel: 1Category: Influence Effect: You may do one of: (1) Allow a character to recover a lost memory, (2) Allow a character to ignore a compulsion or aversion for ten minutes, or (3) Give a character a command which he or she must obey (this command may not be patently ridiculous or contrary to her beliefs). You may attempt more than one of these per hypnosis session, but each one is a separate die roll. Time To Use: 10 Minutes Uses: Unlimited Other Constraints: Other Constraints: If your target is unwilling to be Hypnotized, you are at -3 to Skill. Chance of Success (1) or (2) IQ + Ability Level VS Opponent's WILL OR (3) WILL + Ability Level VS Opponent's WILL + 3 |
ANCIENT LANGUAGE: Latin and GreekLevel: 1Category: Information Effect: You can speak and read an ancient language. This is especially useful for poring through old books, spell manuals, etc. This language must not be in common usage in the game (in a modern game, Latin and Aztec would qualify). Chance of Success
Other Constraints: If you fail a reading check, each attempt on the same item (book, etc.) adds 1 to the effective Language Difficulty of that item for all future attempts by you. If you fail a speaking or verbal comprehension check, you cannot try again for one hour. The difficulty does not get harder. A special note: For every level you have in Ancient Language, you get two languages. These languages must be related. |
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FIRST AIDLevel: 3Category: Medical Effect: You can either remove a Red damage star from a wounded character or "stabilize" a dying victim by removing enough red stars to make her effective STR equal to 0. A "wound" is defined as all the damage resulting from one combat or damage-causing event, such as a bomb exploding. "Stabilized" characters are unconscious. Chance of Success
Other Constraints: You cannot use this skill on someone whose STR has been reduced to -STR (I.e., a STR of 7 has been reduced to a negative 7). That person is irretrievably dead. A person can only successfully receive first aid once for a given wound. If you fail, you or someone else may try again after a full 5 minutes have passed (this means a max of 2 first aid attempts on a dying victim). |