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.

 
Definin’ Qualities


*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.