Hidden Skills
Each skill title is followed by two separated numbers (ex: 10|10).
The first number shows how much Bank Learnin’ it will take to gain access
to the skill. Once the character has
spent the appropriate amount of Bank Learnin’ on the skill they can then spend
the appropriate amount of their character’s Learnin’ that is shown by the second
number. Once the player has spent the bank learnin’, they do not have to spend
the bank learnin’ again to get additional ranks of the same skill (where
applicable).
A player may
also unlock the skill in game, and would then only need to spend the character
learnin’ on it. This will be
determined by Staff.
Additionally
any skills proceeded by a “*” are only purchasable In-Game and are not available
to be purchased by Bank Learnin’. These skills can only be purchased after the
character “learns” them in game from an NPC, as determined by Staff.
Any of these special hidden skills that have not been revealed in game,
either by a PC or NPC, are not on this list. A PC may not teach a Hidden Skill
to another PC. While a PC may reveal
a previously unknown skill to the game and therefore make it available to be
pursued and learned, other characters can’t actually buy the skill after seeing
it used by another PC.
Fightin’
Bow and Arrow
– 10|10 – The character may fire a bow and arrow for damage.
The base damage of a bow is 10 normal.
Bonus damage from the Finesse and Strength skills apply to the use of
bows. Both bows and arrows are
considered to be untagged items.
Snake
Handlin’
– 15|10 – The character is able to capture and train snakes.
If the character discovers a snake, he or she may optionally spend sixty
seconds safely collecting it. In
order to safely collect a snake the character must be able to place the snake
into a sack or sack-like container.
Note that the character must have avoided being attacked by the snake in order
to properly collect it. Once the
character possesses a snake, he may then train the snake for later use.
In order to train a snake the snake must be in the possession of the
character for no less than one hour.
Additionally at least 10 minutes of appropriate role-playing activity must be
performed. Once trained, a snake may
be “set” with sixty seconds of role-playing.
Please see snake rules in the Player’s handbook for more information.
Serpent
Mastery
(prerequisite: Snake Handlin’) – 0|5 – The character becomes better able to
train and use snakes. The character
no longer requires a sack or sack-like container to collect and transport live
snakes and is immune to the effects of “set” snakes.
Additionally, the character may use trained snakes as a melee weapon.
While holding a snake phys rep, the character may attack with a claw phys
rep for an amount of Poison damage equal to the level of the snake.
If either the snake rep or the claw rep is struck by a melee weapon or
otherwise takes damage, the snake is killed.
Finally, the character is able to “set” snakes with 10 seconds of
role-playing.
Blow Gun
– 10|10 – The character is able to use a blowgun.
The base damage of a blowgun dart is 0.
No skills increase the damage of blowgun darts although blowgun darts may
be coated with a single dose of poison. Each dart takes five seconds to load,
and the wielder must be behind cover.
*Doby
Proficiency
– 30 – The character is able to fire Serape firearms for damage.
Pugilism
– 10|10 – Pugilism allows the user to attack with claws.
The user may apply his Finesse or Strength skills to the damage (base 1).
In addition, the user may use any Block, Disarm, or Bash skills that he
possesses while using claws to fight.
Additionally, the user may purchase ranks of Fisticuffs.
Fisticuffs
(prerequisite: Pugilism) – 0|5 – Fisticuffs increases the base damage of the
character’s unarmed attacks by one.
For every two ranks of Fisticuffs, the character receives a free rank of the
Block skill that may only be used while the character is unarmed.
For every four ranks of Fisticuffs, the character receives a free rank of
the Disarm skill that may only be used while the character is unarmed.
For every six ranks of Fisticuffs, the character receives a free Bash
skill that may only be used while the character is unarmed.
Bear
Wrestling
– 10|5 – The character is a semi-professional bear wrestler.
When engaged in combat with a bear or
bear-like creature the character may fight with two claws and use his normal
strength or finesse. Furthermore,
the character always takes half damage from bears and bear-like creatures and
treats any damage from a these creatures as if it was Normal.
Big Game
Hunter
– 15|10 - When engaged in combat with large, predatory animals (bears, mountain
lions, desert anacondas, etc.) the character may act as though he had the Rifles
skill. The character is able to
track predators as if he had Tracking rank 4 and once per day the character may
use The Dead Eye on a large, predatory animal.
Bolo – 10|10 – The
character is able to use a bolo. A
bolo must be physically represented by a string with two padded objects on
either end. The character must
safely twirl the phys-rep above their head and then throw a packet at the
desired target for either “Pin foot and knockdown” or “2 stun”.
This attack is only usable once per fight.
Strong as an Ox
– 10|5 – Once per day the character can double their ranks in the Strength skill
for one action or attack.
Quick as a Cat – 10|5 –
Once per day the character can double their ranks in the Finesse skill for one
action or attack.
Republican Army Training
– 15|10 – You’ve been trained by the republican army, and are well disciplined
on reloading black powder weapons.
The character can reload any black powder gun in 10 seconds, and can only do so
behind cover similarly to cap and ball weapons.
Courage Under Fire
(prerequisite: Republican Army Training) – 0|3
- The character can reload black powder weapons under fire similar to
reloading cartridge weapons.
Shield
– 10|10 – The
character can use shields. Shields
are considered tagged in-game items.
Shields typically have the ability to block gunshots or attacks a limited amount
of times per day.
Mauler
(prerequisite: 5 ranks of Strength) – 15|10 – The character can swing stun
damage with a blunt weapon three times per day.
Hamstring
(prerequisite: 3 ranks of Finesse) – 10|5 – The character can call “Hamstring”
for a melee attack preventing the victim from running.
The victim will be afflicted until the surgeon skill is performed on them
once.
Dirty Fightin’ – 10|5 –
The character can trip their opponent by swinging for knockdown once per day as
long as they are using a two handed weapon.
The character can purchase a trip attack for every four ranks of finesse
or three ranks of strength they possess.
Impale
– 10|5 – The
character can Pin once per day as a melee attack.
The character must have an edged or pointed weapon, and when this skill
is used the character must drop the weapon.
This skill can be purchased for every four ranks of strength the
character possesses.
Gut
(prerequisite: 5 ranks of Finesse) – 15|10 – The character can swing stun damage
with an edged weapon three times per day.
Pacifying Shot
(prerequisite: Sniper Skill) – 10|10 – The character can choose to shoot their
victim in specified places. Once per
day the character can call “Bash <target limb/body part>” in place of the normal
gun’s damage call.
*Headshot
(prerequisite: The Dead Eye x3) – 20 – The character can call “Headshot” in
place of the normal gun damage call.
The victim of a headshot is reduced to bleedin’ out despite any other skills
like brutal warrior. While bleedin’
out the victim is unable to be brought to consciousness with the revival or
surgeon skills. Also while the
victim is bleedin’ out they are to role-play their injuries similar to being
knocked out, i.e. lying still and gurgling.
This attack may not be dodged.
This skill can only be purchased once.
*Native Fighter
– 10 – A character with this skill negates the effects of the woodcraft skill.
Natives are unable to hide from the character, the character can read
native trail signs, and the characters tracking skill functions normally while
tracking Natives.
Tap on the Head
(prerequisite: Throwing x 5, Knockout) – 10|5 – A character with this skill can
use it to stun a target with their thrown weapon instead of wounding them. The
thrown weapon must strike them in the back, and the attack must call “knockout”
instead of normal damage. The ability is useable once per day per purchase and
may be purchased multiple times.
Whip –
10|10 - For
every 2 ranks of Finesse the character has, he or she gains 1 Disarm and 1
Knockdown (0 damage). These effects are packet delivered, and may only be used
against a target within 10 feet of the wielder.
The wielder must have a whip phys rep in one hand to use this skill. This
is considered a physical attack.
Knowins’
Herbalism
–
10|10 – This skill gives the character the ability to identify plants and create
mixtures related to flora. A
character possessing this skill effectively raises their ranks in surgeon by one
when applying bandages for healing. A character who does not have the surgeon
skill may not use this ability. Also, a character possessing this skill can
create poisons using one less chemical (minimum of one).
Veterinarian
–
10|5 – A character with this skill has had education that provides him or her
with knowledge about mundane animals. This biological knowledge allows the
character to do 1 point additional damage with a melee weapon when attacking a
mundane animal.
Anatomist –
10|5 – This skill allows that the character is very knowledgeable about the
human body. The character with this skill may do one point additional damage
with a melee weapon when attacking a normal human.
“Professional” Gambler
– 10|10 – The character is able to rig games of chance by using a variety of
cheating devices, e.g. marked cards, loaded dice, etc.
Any time that the character engages in a game of chance, he or she may
choose to play with ½ again the randomizers, rounded down.
For example, when playing 5 card draw, the character would play with 7
cards and when playing 5 card draw, he or she would play with a hand size of 3.
In order to use this skill, the player must possess a representation of
an appropriate cheating device. The
device does not need to work, but it must be in the player’s possession.
Speak Other
Language
– 5|5 – The character is able to speak another language.
Please note that this is a role-playing ability only and in no way
confers any mechanical advantage. In
any dispute over whether any overheard information was spoken in a language
other than English, it will always be considered to have been spoken in English.
This skill may be a prerequisite for the use of additional skill or for
gaining entry into particular cults and gangs.
Mountain Folklore
–
10|5 – The character is familiar with the various snatches of legends and lore
surrounding the Great Northern Mountains.
While this skill does not confer any mechanical advantage, the character
will be better able to identify supernatural objects, creatures, locations, and
situations concerning the Great Northern Mountains.
Unlike other skills that allow characters to identify the supernatural, a
character with Mountain Folklore may assume that any information that he
receives will consistently contain a mixture of both truth and falsehood.
Wasteland
Folklore
– 10|5 - The character is familiar with the various
snatches of legends and lore surrounding the Wasteland.
While this skill does not confer any mechanical advantage, the character
will be better able to identify supernatural objects, creatures, locations, and
situations concerning the Wasteland.
Unlike other skills that allow characters to identify the supernatural, a
character with Wasteland Folklore may assume that any information that he
receives will consistently contain a mixture of both truth and falsehood.
Native
Folklore
– 10|5 - The character is familiar with the various
snatches of legends and lore surrounding the Natives.
While this skill does not confer any mechanical advantage, the character
will be better able to identify supernatural objects, creatures, locations, and
situations concerning the Natives.
Unlike other skills that allow characters to identify the supernatural, a
character with Native Folklore may assume that any information that he receives
will consistently contain a mixture of both truth and falsehood.
Wasteland
Survival
- 20|20 – The
character is better able to survive in the harsh conditions of the Wasteland.
The character’s Wasteland survival percentage increases by 20%.
Additionally, the character is consistently able to determine the
appropriate amount of food and water for a trip into the Wasteland of a given
duration. Finally, if the player
lacks common sense, the game staff will inform the player if a situation in the
Wasteland will likely result in death.
Please note that most situations in the Wasteland likely result in death.
Explosive
Familiarity
-10|10 – The character is familiar with the workings of explosives.
While the character does not gain any mechanical benefits of the
Explosives skill, the character is able to carry explosives safely.
Any explosives in the character’s possession do not explode if they take
damage.
Natural Traps
– 15|15 (requires: Traps x2) – The character is able to construct traps out of
natural materials. The character may
set up a number of trap ranks per day without a trap item equal to twice his or
her ranks in the Traps skill. The
trap rank of any single trap cannot exceed the character’s highest rank in the
Traps skill. In addition to not
requiring an item, these traps only require a trigger mechanism to set, i.e. you
don’t have to put down a trap rep, just a sound-making device and an indication
of the trap’s rank.
*Mechanical
Aptitude 1-5 – 10,10,10,20,20 –
This skill is organized into ranks that reflect the 5 tech levels above zero.
Every rank in the Mechanical Aptitude skill allows a character to operate
mechanical devices above zero with some restrictions.
Almost every mechanical device requires one or more fields of study to
create. So too does a character with
the Mechanical Aptitude skill require the Field of Study Proficiency skill to
operate a device that requires fields of study to construct.
*Field
of Study Proficiency (Clockwork, Electrical, Steam) 1-5 – 5,5,10,10,20 –
This skill allows a character possessing the appropriate ranks in Mechanical
Aptitude to operate a mechanical device that requires a field of study to
construct. When this skill is
learned, the character must select a field of study.
The skill only applies to the selected field of study.
This skill may be learned for different fields of study.
Ex: Clockwork 2 & Steam 3
*Profane
Knowledge
– 20 – The character has a chance to correctly identify a supernatural object,
creature, or bit of knowledge.
Under the
Microscope
– 10|5 – The character with this skill may identify substances and materials, or
find out qualities and attributes of an unknown substance.
To successfully use this skill the character must possess and use a piece
of “lab equipment” worth at least 10 dollars In-Game value that is dedicated to
this skill.
Teamster
–
5|5 – A character possessing this skill can drive wagons, coaches, or anything
related to horses. Additionally the
character has a good working knowledge of horses and will gain benefits during
modules with horses based on that.
Drover
– 5|5 – This
skill gives the character knowledge on herding, and herd related activities.
During a stampede a character with this skill will not be knocked down
unless they suffer enough damage to be knocked unconscious.
Disguise – 20|20 – A
character with this skill can change the appearance of themselves or others with
proper the proper amount of time.
With five minutes of role-play the character can change the appearance and
demeanor of the recipient drastically.
Role-play would include coaching the character to act differently, and
adding pieces of a disguise. The
outcome is judged by plot, and will usually have a greater effect with better
disguise props being used.
*Hypnosis
- 20 -
A character
with this skill can plant suggestions into a subject's mind through hypnotic
stimulus. The character is also
assumed to be familiar with the theory behind hypnotism and related mental
studies. Hypnosis can only be performed on a willing subject. When a
"suggestion" is given, the target will be so convinced of that suggestion’s
reality that it will affect normal game rules. The character with this skill
must role-play the hypnotic process for 10 minutes with the intended recipient.
Any character may only be hypnotized once per day. While role-playing, the
hypnotist may select one of five game effects to give to the subject:
1. Therapeutic Suggestion: The catch-all of hypnotism. This can convince
someone to stop drinking, resurface old memories, or possibly cure a mental
illness that's more serious. This is mostly for role-play purposes, and any plot
affecting subjects will have to be reviewed/approved by game staff.
Usually, the effect of Therapeutic Suggestion is permanent.
2. Mind Over Body: While hypnotizing the target, the hypnotist can choose
Bleedin' Out, Stun,
Unconsciousness, Paralysis, or Poison (1st 5 minutes). The hypnotist can make
these durations be reduced or increased by one minute.
This effect lasts until the end of the game day.
3. Mental Fortitude: The subject gains a single resist Fear or Terror
until the end of the game day. If the subject has one or more "pips" they can
resist up to a Madness.
4. Physical Fortitude: The subject gains a single resist Stun until the
end of the game day. This includes the Stun effect associated with being shot by
a firearm. While this resists a stun effect it would not resist any associated
damage.
5. Muscle Memory: The target of this hypnotism can renew a daily use
skill that they have purchased that costs 10 Learnin' or less.
*Auto-Hypnosis
– 5 – A character with this skill can use the hypnosis skill on themselves.
Triage – 10|10 –
(Pre-Req. 1 rank of surgeon, revive) Any doctor will tell you at one time or
another you have to start prioritizing who gets your attention first.
A character with this skill will be able to divide their time to preserve
the life of several wounded parties.
Normally a character with the revival skill can only tend to one patient at a
time. With triage the character can
stop the bleedin’ out count of multiple people at one time.
The patients must be within or close to arms reach, and while using
triage their bleedin’ out count will stop.
A character using triage can affect a maximum of two people plus one for
every four ranks (rounded up) of the surgeon skill they possess.
While this skill stops the bleedin’ out count of wounded characters, it
will not actually revive them.
*Unyielding Faith
–
20 – A character with this skill has an unbending faith in God.
This faith is so strong that they can actually manifest biblical power.
The character will gain one faith point for every 10 learnin’ they
possess rounded down. These points
renew each day and the character can spend on them on one of three abilities:
Angelic Blade (1FP) – Next melee attack does flame damage.
Quell the Unclean (1FP) – Throw packet for 1 stun damage.
Bullet in the Bible (5FP) – Firearm shot taken is reduced to 10 knockdown
damage.
Sick Ward Nurse
– 10/10 – This skill represents a person with heightened resistance to
sicknesses due to extensive exposure to diseases. A character who possesses this
skill has a 25% chance to resist any natural disease, in addition to any other
resistances. The skill also allows a 10% chance to resist any unnatural
diseases.
*Man Hunter –
15 - You have a single-minded determination when it comes to tracking someone
down. You are an expert at it, in
fact, and gain +2 Tracking and +2 melee damage vs normal humans.
Also, once per game day you can declare a single, specific person as your
“mark.” The Man Hunter must have seen
this person previously, have had them described in detail, or have come across
their tracks. They cannot hunt
someone based only on a name, personal item (unless it is their shoes), or other
non-trackable piece of information.
The mark must be decided prior to an encounter, and the target will be “marked”
until the end of the game day. Once
declared, the Man Hunter will always know if the tracks they find using their
levels of tracking belong to their mark.
In addition, the Man Hunter gains the use of the Sniper skill against
their mark in up to two encounters per game day.
Hard Drinker
– 5|3 – This skill grants the character one tolerance per purchase.
*Jellybones
Survivor
– 10 – The character receives a Dodge skill 1/day.
*Mineralization Survivor
– 10 – The character’s maximum mustard increases by 10.
*Crookbone
Survivor
– 5 – The character’s maximum mustard increases by 6.
Infamy
– 20|10 – The character becomes infamous for some reason.
Perhaps he is a stern lawman, feared outlaw, member of an identifiable
gang, known killer, or a callous banker.
1/day the character is able to use a packet-delivered Fear attack.
The use of this Fear attack must be associated with some specific action
chose when this skill is learned, such as drawing a gun, flashing a badge, or
quoting a passage from the Bible.
Ear to the
Ground
– 15|10 – The character has an uncanny knowledge of current events
and important people. In any
situation, where applicable, the character will have a chance of knowing more
information about the people involved or the happenings surrounding it.
All of this information will be dictated by plot.
Black Marketeer
– 20|20 – The character possessing this skill will know places and contacts
where they can buy, sell, or trade items that are otherwise illegal.
In any given situation the character will have a certain chance, plus 1%
for each rank of income, to know a lead.
At plot discretion additional chances can be added based on the character
using it or the situation.
Stubborn as a Mule
– 10|5 – The character’s hardened mind simply refuses to be afraid. This skill
allows the character to resist Fear once per day. Can only be purchased once.
Veins of Ice
– 10|5 (requires: Stubborn as a Mule) – The character’s cool countenance and
strong will are difficult to overcome. A character with this skill can resist
Terror once per day. Can only be
purchased once.
*Gentleman Adventurer
20 – (Pre-Req. 10 ranks of income) While most businessmen, heirs, or anyone else
who have found themselves wealthy are typically content spending their time
securing their empire there are some that aren’t.
Instead they dedicate their lives and their fortune delving into dark
corners of the world to bag game, gain fame through exploration, and unearth
ancient wonders. A character with
this skill gains the Rifles skill, becomes an Experienced Traveler, and gains
one Resist Fear for every 10 ranks of Income they possess (rounded down).
Experienced Traveler allows the character to act as if under normal conditions
when on a normally moving vehicle (train, carriage, boat, etc). If the vehicle
is not moving normally, the Experienced Traveler may act as if it were one
degree less serious. For example, when boarding a normally moving train, the
Traveler could move as on land. If it then becomes a speeding train, the
character would take only the effects of a normally moving train, while others
would be under more restrictions.