Skills

Your character may have specialist knowledge which they can utilise for a number of in character (IC) actions. The skill descriptions are summarised in the right hand column. Characters will receive free basic gear from their allegiance for the skills they purchased at character creation (for example light armour with the light armour skill) as well as reinforced clothing.

The skills on this list represent common skills amongst player characters that while some might be rare in the civilisation the characters come from, easily explained as latent knowledges becoming crystallised and useful if a character later purchases them. Consequently you may purchase anything on this list providing you meet the prerequisites after character creation as well as any other skills made available to you after an event. Skills with a prerequisite of an allegiance may be available through teaching or other means and there are other skills that require training or other circumstances to learn.

These descriptions may only contain a portion of the divulged IC abilities you will gain from learning certain skills. Synergy between skills may either open up immediate additional knowledge or new implementations and opportunities available for further research. This also applies to items, projects or other IC items.
Thus you should always check your personalised skill description.

Characters start with eighteen points to divide between these skills and individual advantages. This number has been raised so that starting characters are roughly equal to existing characters. You do not have to spend all your points at character creation if you don’t wish to.

Martial Skills

Technical Skills

Medical Skills

Martial Skills

Martial skills are skills directly involved in the causing or resisting damage during close quarter conflict and requiring relatively little technical training. For most species (such as humans) your characters starting ability to recover hitpoints naturally over time will be directly related to the amount of martial skills your character starts with. Your species sheet will have more information.

Skill name

Cost

Description

Close Double 3 You may call double with any appropriate physrep listed in the skill brief.
Close Single Through 3 You may call single through with any appropriate physrep listed in the skill brief.
Close Single Stun 4 You may call single stun with any appropriate physrep listed in the skill brief.
Close Single Cleave 3 You may call single cleave with any appropriate physrep listed in the skill brief.
Close Single disarm* 3 You may call single disarm any appropriate physrep listed in the skill brief.
Medium Double 2 You may call double with any appropriate physrep listed in the skill brief.
Medium Triple (Prereq Medium Double)* 5 You may call triple with any appropriate lamminated item that this skill is listed upon.
Medium Single Through 3 You may call single through with any appropriate physrep listed in the skill brief.
Medium Single Stun 4 You may call single stun with any appropriate physrep listed in the skill brief.
Medium Single Disarm 3 You may call single disarm with any appropriate physrep listed in the skill brief.
Medium Single Cleave 3 You may call single cleave with any appropriate physrep listed in the skill brief.
Medium Single Strikedown* 4 You may call single strikedown with any appropriate physrep listed in the skill brief.
Great Double 2 You may call any appropriate physrep listed in the skill brief.
Great Triple (Prereq Great Double) 4 You may call triple with appropriate lammied item
Great Single Through 3 You may call single through any appropriate physrep listed in the skill brief.
Great Single Stun 3 You may call single stun with any appropriate physrep listed in the skill brief.
Great Single Disarm 3 You may call single disarm with any appropriate physrep listed in the skill brief.
Great Single Cleave 3 You may call single cleave with any appropriate physrep listed in the skill brief.
Great Single Strikedown 3 You may call single strikedown with any appropriate physrep listed in the skill brief.
Great Double Cleave (Prereq Great Single Cleave,Great double) 4 You may call double cleave with appropriate lammied item
Great Double Strikedown (Prereq Great Single Strikedown, great double) 4 You may call double strikedown with appropriate lammied item
Polearm Double 2 You may call double with any appropriate physrep listed in the skill brief.
Polearm Triple (Prereq Polearm Double) 4 You may call triple with appropriate lammied item
Polearm Single Through 3 You may call single through with any appropriate physrep listed in the skill brief.
Polearm Single Stun 3 You may call single stun with any appropriate physrep listed in the skill brief.
Polearm Single Disarm 3 You may call single disarm with any appropriate physrep listed in the skill brief.
Polearm Single Cleave 3 You may call single cleave with any appropriate physrep listed in the skill brief.
Polearm Single Strikedown 3 You may call single strikedown with any appropriate physrep listed in the skill brief.
Polearm Double Cleave (Prereq Polearm Single Cleave, polearm double) 4 You may call double cleave with appropriate lammied item
Polearm Double Strikedown (Prereq Polearm Single Strikedown, polearm double) 2 You may call double strikedown with appropriate lammied item
Basic Handguns 2 You are competent with abstract weaponry that may be held in one hand
Intermediate Handguns (Prereq Basic Handguns) 5 You are deadly with basic abstract weaponry that may be held in one hand and competent with more complex types
Basic Longarms 3 You are competent with abstract weaponry that must be held in two hands
Intermediate Longarms (Prereq Basic Longarms) 4 You are deadly with basic abstract weaponry that must be held in two hands and competent with more complex types
Bow Double 2 You may call double with any appropriate physrep listed in the skill brief
Bow Single Through 2 You may call single through with any appropriate physrep listed in the skill brief
Light Armour 2 You may still use skills when wearing light armour
Heavy Armour (Prereq Light Armour) 3 You may still use skills when wearing heavy armour
Armour Expertise (Prereq toughness, armour skill) 2 You gain one additional armour point when wearing any light armour lammie or two additional armour points when wearing heavy
Armour Mastery (Prereq armour expertise, smithing) 2 You gain one additional armour point when wearing any light or heavy armour lammie
Dodge (basic) 2 You may ignore one abstract (call resist) damage. You may make this call once every day. You may only call resist to an abstract call providing one of its components is a mortal wound. To fulfil the criteria for this skill you must phys rep either ducking behind something *hard* that partially conceals the body or taking the effect of zero strikedown.
Improved Dodge (Prereq Dodge) 3 Ignore one abstract (call resist) damage. You may make this call an additional two times every day for a total of three including dodge. You may only call resist to an abstract call providing one of its components is a mortal wound.  Must phys rep either by ducking behind something *hard* that partially conceals the body or taking the effect of zero strikedown.
Toughness 2 Increases your hit points by one.
Improved Toughness (Prereq Toughness) 3 Increases your hit points by an additional point
Hard-to-Kill 2 Your character is harder-to-kill, surviving longer after receiving a mortal wound or coup-de-grace. You take ten seconds longer to die when receiving a coup-de-grace and one minute longer to bleed out when receiving a mortal wound
Very Hard-to-kill (Prereq Hard-to-kill) 3 Rules: You take an additional ten seconds longer to die when receiving a coup-de-grace and one minute longer to bleed out when receiving a mortal wound.
Incredibly Hard-to-Kill (Prereq Very Hard to Kill) 4 You take an additional ten seconds longer to die when receiving a coup-de-grace and one minute longer to bleed out when receiving a mortal wound.
Constitution 2 You are less susceptible to disease, poison and fouling of the flesh due to injury
Vigorous Constitution (Prereq Constitution) 4 You are much less susceptible to disease, poison and fouling of the flesh due to injury.
Grenadier 3 You may prime and throw any item that requires the grenadier skill as well as make the associated call
Shield use 2 You may use a shield to resist impact the impact mortal calls described on the item
Skilled Grenadier 2 You can double the time given within a grenade lammy before it is considered wasted and may attempt reclaim any duds in a lab setting. Additional skills such as chemistry, smithing and exothermic chemical compounds will improve your chances in performing this task.
Crack Shot (Prereq Basic Handguns or Longarms) 2 You may ignore the 50% cover restriction to your call for abstract weapons if one is listed on your skillsheet for that skill. You may now make the call upon any individual in cover providing you can see at least some part of their body.
Roll with the punches (Prereq hard to kill, dodge) 3 If you are struck with a impact weapon you may opt to take the effect of a single strikedown which you may not resist, by expending one dodge.
Environmental awareness (Prereq Survival, Dodge) 1 Providing you have spent a hour at a location and then spent 5 minutes roleplaying investigating and preparing the area you gain an additional dodge per day at that location as long as you are within line of sight and shout distance of the location you have roleplayed investigating. You may roleplay investigating an area multiple times a day but you only gain an additional dodge once per day.

(NOTE * skills may require items that are NOT publicly available for purchase and you should carefully check whether you have access to such items)

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Technical Skills

Skill

Cost

Description

Knavery 2 You are knowledgeable of the technical aspects of the shadier professions.You also gain one of the following protocols for free: Butchery, Bone Setting, Lockpicking
Survival 3 You may collect enough food and prepare basic shelter for yourself and three others. Additionally, you are more likely to collect other items of use and when surviving in an area you can gain a basic knowledge of its general geography. You also gain one of the following protocols for free: Butchery, Bone Setting
Basic Herb Gathering or Carpentry.
Sustained Survival (prereq survival) 3 You may supervise up two others, significantly increasing your collection of goods. You may craft basic tools for building more advanced structures and other tools. You may also select one of these skills and get one CP towards it: Agriculture, Construction.
Mechanics 3 Your character has technical training in mechanical principles and physical properties. Mechanics is also the most common requirement for item repair and useful in the construction of almost any item. You also gain one of the following protocols for free, Advanced Field Repair, Hydraulics, Welding, Redundancy
Shamicology 3 You can manipulate Shamic in its three states, crafting basic tools, components and weapons from it.
Aythrtronics 3 Your character understands how to gather, manipulate, and use Aethyr in a variety of ways, from valve circuitry to powering systems. Your character also gains one of the following protocols for free, Valve Circuitry, Basic laboratory survival, Operate Deathray or Craft deathray. Your Character must be an Aytherite to choose a deathray Protocol
Archaeology ( be Roacher or RES) 3 Your character is an expert in the recovery and analysis of the material cultures of the past. When you purchase this skill you must chose one of the following protocols which you gain for free, Careful excavation, Allegiance Archaeological Lore, Artifact Chronospatial decomposition
Chemistry 3 You have become an expert at using various techniques to alter the states of materials and substances. Your character also gains one of the following protocols for free, Basic laboratory survival, exothermic chemical compounds or Electrochemical potentiation
Philosophical Abstraction (Prereq any of the skills on this list) 4 You have knowledge of the very cutting edges of technology and have an intuitive understanding of the mechanics of the universe
Mathematics 2 You are capable of performing extreme acts of mathematical genius after spending considerable time evaluating the problem from an intensive knowledge of the subject.
Engineering (Prereq Mechanics) 4 Your mechanical knowledge has significantly increased allowing you to create devices of much greater complexity.
Botanist 3 You have a technical understanding of plants , you may cultivate plants and create new strands. You also gain either Basic Herb Gathering, Mendelian arts or Basic Herbal Concoctions for free.
Biology (Prereq Botanist OR Apothecary OR Anatomical Surgery) 5 You have begun to gain a understanding into the very mechanisms of life.

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Medical Skills

Skill

Cost

Description

Field Aid 3 You can stop someone from dying from a mortal wound and can use some more complex medical items including some that will significantly improve your chances at preventing death from blood loss.
Anatomical Surgery (Prereq Field Aid) 3 You can perform complex surgeries with the aim of relieving complications from injury, including treating dying patients.
Apothecary 3 You are capable of refining various items into medicines as well as an expert in selecting the most suitable agents for curing of disease and alleviating injury
Psychiatry 3 You can alleviate or even eventually completely cure neurological disorders
Resuscitation 3 Your character is knowledgeable about the process of how a closed cardiovascular creature such as a human, gretchen and the majority of playable species dies, and providing you have the correct equipment you may attempt to resuscitate the recently dead.

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Technical Protocols

Protocols are very specific actions your character is capable of. As well as purchase with character point and learning in downtime after an event, character points for protocols can be earnt through various mediums at an event though this is capped at one cp per event. Additionally if a character has time and is in an appropriately equipped setting (which must have an area lammie) many protocols can be attempted without having the skill, though the success is far less likely without the protocol. An example would be a purchased and stocked surgical suite for resetting a limb. Performing a protocol without having the protocol is a good way to earn it during an event. Depending on the protocol it’s also a good way to get your character injured.

Skill

Cost

Description

Butchery 1 You may harvest bodies for parts (such as organs)
Careful excavation 1 You may excavate items with great care to reduce the chances of damage (such as archaeological items)
Lock picking 1 This skill allows you to pick locks
Operate deathray (prereq be a aytherite) 1 You can providing you also have the requisite abstract weapon skill (such as Handguns and Longarms) use a deathray
Agriculture 2 You may grow basic food stuffs as well as many other crops providing you have the appropriate resources, with botany your yield of grown herbs is increased
Metallurgy (prereq Chemistry or Mechanics) 2 You may extract non-exotic metals from ores and make alloys, using either pyro-metallurgy with mechanics knowledge or hydro-metallurgy with chemistry. This skill is also useful for locating deposits at events and running fast extraction devices
Smithing 2 You can smelt and craft basic tools and weapons from refined metals.
Excavation 2 You can quarry mine as well as lay the foundations of large scale construction
Construction 2 You can build basic buildings and lead other large scale construction projects. This skill also provides knowledge of using various structural materials such as wood
Mining (Prereq Excavation) 1 You can build tunnels, and create mines for all solid-state metallic ores
Armourer(Prereq Shamicology or Smithing or Tanning and Textile Sciences) 2 You can craft armour, either out of standard metals, fibrous materials or Shamic depending upon your knowledges
Tanning and Textile Sciences 1 You can craft clothing, and other items out of fibrous materials, combined with Armourer you can fashion armour
Artisan (Prereq Construction) 2 You can constructive much larger and more impressive buildings and projects
Advanced Field Repair 1 Your ability to repair broken items in the field and in the lab with the right equipment is improved. The majority of items are likely to require additional technical training to be successful however. This skill also provides a small bonus towards the repair if combined with a relevant technical training
Gun Smith (Prereq Smithing, Shamicology or craft death ray) 2 You can craft firearms, what type of firearm your character can craft is dependent on your skills
Cartography 2 You can fashion maps of locales or routes which can be utilised for travel or for survival
Geomancy (Prereq Mathematics, Cartography) 2 Your maps are vectorised and precise down to an infinitesimal level; however the abstraction will require mathematics to utilise. Vectorised maps have very limited uses in the Empire.
Basic Herb Gathering 1 You can identify plants with interesting properties and collect them without damaging them
Basic Herbal concoctions 1 You can make basic herbal concoctions from collected fresh herbs
Steamware Maintenance 2 You can repair Steamware items depending on their level of disrepair as well as maintain most Steamware items that require it.
Synergistic Hardening 2 You can improve the hardening of any Synergistic device providing you have the appropriate components. This skill may also be required to maintain or repair Hardened Synergistic systems, without which the system may lose it’s hardened electro threshold rating
Staunch Wounds 2 You can slow the rate of bleeding as well as revive someone who is incapacitated. You can use some basic medical items. The principles of staunching extend to both field aid and anatomical surgery for clamping arteries and dealing with blood loss. Without this skill a field aider does not get their field aid bonus to a healing matrix calculation and a patient is likely to suffer significant blood loss during surgery
Craft Steamware (Prereqs Staunch Wounds, Steamware Maintenance) 3 You can craft basic steamware arms and legs from basic components. Your repair skills have improved and you can repair all basic steamware items providing the fault is not a biological issue.
Steamware Implantation (Prereqs steamware maintenance, anatomical surgery). 3 You can implant steamware into a living host as well as treat certain complications that may arise.
Field Aid Research (Prereqs field aid). 1 By spending a significantly longer time during a field aid operation on a mortally wounded creature you can gain additional insight into field aid operational techniques, though this will be to the detriment of the mortally wounded creature.
Vivisection (prereq butchery) 1 You are knowledgeable about vivisection techniques which allow you to investigate living organisms and complement anatomical surgery if your character possesses the skill. Additionally providing you have anatomical surgery then by practising on a creature that is bodycard type A, you can gain additional insight into surgical techniques gaining you CP that may only be used for these protocols. Practising on a living creature will gain you better insight then one that is dead, however in both cases the body is effectively destroyed in the process leaving no useful components.
Annelid Farming 1 You are skilled in breeding and farming Annelids, including leeches, and may attempt to create new strains for more exotic purposes .
Hirudotherapy (prereq Apothecary) 1 You are skilled in the medical application of leeches.
Basic Ceramics and Glass forming 1 You can create a variety of objects from a number of common non-organic non-metallic solids by application of heat and cooling. More exotic materials require knowledge of chemistry, mechanics or other protocols.
Valve circuitry (prereq Aythertronics) 1 You can create circuits and implement a number of differing types of valve circuitry, including vaccuum tubes, pseudo-vaccuum ayther tubes and light sources through thermionics. Creation of the devices for such circuitry requires protocols such as glass blowing, ceramics or smithing.
Hydraulics 1 You are expert in the manipulation of liquids, including using fluids to generate or control power.
Pneumatics 1 You are expert in the manipulation of gases, including using gas to generate or control power.
Exotic Gas Pressurisation (Pneumatics) 1 You can pressurise and manipulate with relative safety a number of corrosive or volatile gases (with aythertronics including ayther)
Magnetostatics (Prereq Mechanics) 1 You are skilled in the application of magnetics, with Shamicology you may manipulate the properties of shamic powered systems to create magnetic fields.
First Order Ayther Enrichment (prereqs Aythertronics, Chemistry, Exotic Gas Pressurisation) 1 You can refine Ayther to create three differing types of Ayther, two of which have stable properties and one of which is even more unstable then raw Ayther.
Advanced Aytheric Combustion (prereq Aythertronics,exotic gas pressurisation) 1 You can increase the energy output of Ayther.
Electrolysis(prereq Shamicology,Chemistry) 1 You can use energy derived from shamic to create chemical reactions from substances.
Combat Field Aid (Prereq Field Aid) 2 Your character is an expert at treating wounds in the field, and as such is more successful when attempting to assist the wounded. Once they have spent the required minimum amount of time treating the wounds of a patient you may add 30 to the number of seconds of treatment given when reading from the healing matrix – if you so choose.
Fast stitching 1 The time it takes your character to perform the closing procedure during anatomical surgery is reduced. Anatomical surgery is advised for closing procedures after complex surgery and will reduce the possibility of infection.
Improved Aseptic techniques and cross contamination avoidance 1 Your character is skilled in aseptic techniques and avoiding cross contamination during technical and medical procedures in controlled environments.
Improved Hygiene (Prereq Constitution) 1 Your character is less likely to transmit or receive an infection from another organism that you are mutually susceptible to during medical or technical procedures.
electrophoretic deposition and electroplating (Shamicology and Chemistry) 1 You can apply coatings to conductive materials using a shamic power source.
Bone Setting 1 You can set bones and fix dislocations (such as those caused by cleave damage), though doing so will cause a single point of damage on the individual, your ability to deal with serious fractures while performing anotomical surgery is improved.
Exothermic Chemical Compounds 1 You can create a small amount of low grade gunpowder, with the correct ingredients via the Cooke-Screwe process, suitable for bullets and firearms. With chemistry you can create higher grade gunpowder suitable for grenades, as well as more sophisticated explosive chemical compounds.
Basic Laboratory Survival 1 You are more capable of avoiding physically dangerous occurrences in a laboratory setting, including situations that might not ordinarily be dodged.
Optics (Prereq Mechanics) 1 You are knowledgeable about the properties and behaviour of light, and the usage of items that can manipulate and detect it. Combined with skills that allow you to work with suitable materials (just as Glassforming and Ceramics) you can create such items.
Programmable Circuitry (Prereq Shamicology) 2 You are skilled in manipulating the properties of Shamic to create complex devices who’s behaviour can be adjusted by environmental factors or who’s behaviour is more complex then a simple on/off state.
Sacrificial Components and Connections (Prereq Shamicology) 1 You can manipulate Shamic to put potential breaks in your wiring while minimising it’s effect upon your constructions energy output.
Shamic Axonal Interfaces (Prereq Shamicology, Stuanch Wounds, be a Gretchen Union of Engineers member) 1 You can process the raw materials used by the Gretchen Union to create the interface device between living subject and steamware.
Electrochemical potentiation (Chemistry) 1 You can use various chemicals to create batteries capable of powering items though the output is such that it has limited use for most purposes, with Shamicology you may create Shamic Batteries which give out a significant amount of power.
Shamic Capacitors (Shamicology, Smithing, Mechanics) 2 You can create Shamic devices capable of storing a significant amount of power, due to the nature of the substance the stored energy can be greater then the input and Shamic capacitors are frequently also used to increase the output of devices.
Precision Lens Crafting (Optics, Glass forming and Ceramics) 2 You can create extremely precise lens, useful for the creation of both adjustable optic pieces and granting better performance in modulating energies such as those released by Ayther.
Frugal Designs (Prereq Mathematics) 1 When contributing on a project during the design stage, the outcomes necessary resource expenditure is likely to be less without sacrificing the probability of a positive outcome of the project or the quality of an item when crafting. Additionally if your contribution to the project is high enough you may come up with an additional and alternative design which does trade quality and outcome for resource expenditure and you excel in projects in which this is the project goal.
Redundancy (Prereq Mechanics) 1 You may add another item of the same type as the lowest componant listed for repairs and gain the points for it when calculating whether you have met the threshold value. You may also opt to use this skill during a projects design phase to increase the quality and reliability of an item at an increased cost in components.
Frugal Jury Rigging(Prereq Mechanics) 2 You increase the total item points when using a field repair kit by one point, up to the max that you can gain for items.
Rapid Field Repair(Prereq Mechanics) 2 You are skilled at field repairs and crafting under tight time contraints, it now only takes you 10 seconds per component piece during field repairs. Additionally such training under tight time constraints has use when performing many scientific procedures particularly those with unpredictable substances.
Improved Soldering and Brazing(Prereq Mechanics) 1 Your character is highly skilled at the art of soldering and any project involving a large amount of this is improved. Your character may also use brazing to join to pieces together, though knowledge of welding will significantly improve the quality and safety of using the technique for metals with a high melting point.
Welding(Prereq Mechanics) 1 Your character is skilled at using welding equipment to repair or to fabricate metallic objects. You may use this skill in the field for repairs if the criteria for a repair states this skill may be used providing you have the appropriate tools. Additionally within a laboratory setting the quality of your welding and the likelihood of an accident is significantly improved in your favour.
Carpentry 1 Your character is a skilled woodworker and carpenter, although this has limited uses in the age of brass and shamic, many large scale constructions still use wood and the quality of such items are improved.
Bowyer 1 Your character is skilled in crafting bows. A skill that is rapidly becoming obsolete within the accacianic empire and duchies.
Operate AytherCardio Device 1 Your character can operate an Ayther-Cardio device competently.
Pilot Exoframe 1 Your character can pilot an exoframe such as a gretchen warframe or a legion clockwork exoframe.
Imaging Science 1 Your character can operate a range of recording devices, and knows several basic imaging processing techniques.
Weaponsmaster 1 Your character can train individual characters at events in martial skills they know by teaching them a few vital techniques that are of significant value in learning that skill. Not all martial skill can be taught in this manner, for example toughness, hard-to-kill and constitution are not possible to be conveyed in such short amount of time. Most weapon skill such as medium weapon double, can be, however the character you are teaching must have the prereqs for that skill and resources such as gunpowder may need to be expended for skills that require them. This counts towards the one CP limit that can be earnt at events and skills are not purchased until before the next event they attend.
Lecturer (prereq Theoretics or Weaponsmaster) 1 Your character can train characters as a group, there is no limit to the size of a group providing you are visible and within earshot of one another.
Theoretics 1 Your character can train characters in technical protocols at events, this counts towards the one CP limit that can be earnt at events and skills are not purchased until before the next event they attend. During DT you can also craft protocol labnotes, which grant individuals a bonus in performing that protocol if they have no knowledge of it before hand and more complex documents about a technical or medical skill which you have trained in which if a player hands in at the end of the event will grant them a CP towards that skill. If your character also has weaponsmaster you may also pen written treatise of relevant weapon skills your character can teach. CP earnt from using both types of documents count towards the limit.
Exoframe Construction (Prereqs Engineering, and either Smithing or Glass Forming and Ceramics) 1 You can construct durable exoframes that protect the advanced equipment installed within it. A number of other techniques are required to make the exoframe of any significant use in the field, such as armourer, and pneumatics, clockwork or hydraulics for locomotive ability.
Skilled hunter (Prereqs Toughness, Survival) 3 Your foraging actions automatically count as a half contribution to exercise, in *addition* to it’s possibility of contributing as a physical task.
Steamware Overclocking (Prereqs Steamware Maintenance, Mechanics) 2 You can overclock steamware to grant significant advantage to the user at the cost of steamware longevity and in certain cases the users health. Staunch wounds and other medical skills will reduce the chances of mishap when overclocking installed items and some steamware may not be overclocked without surgery. Steamware crafting and skills such hydraulics are also useful. Overclocking steamware is not a simple action and it is difficult to reverse.
Smuggle Personal Items (Prereqs knavery) 1 You can smuggle a few personal items. The briefing sheet has more information.
Sabotage (Prereqs knavery) 2 Your character is a master of sabotage actions against your enemies. Your chances of performing this kind of task during downtime is significantly increased even if your opponent is attempting to prevent this and has an even higher chance of suceeding if you have the survival skill. Additionally when combined with certain technical skills such as mechanics you are capable of monkeywrenching a complex item within a few seconds. Your character skill brief will have more information on this if you have the appropriate skill sets.
Medelian Arts (Prereqs Botanist) 1 Your plant cultivation techniques for creating new strands are significantly faster and it is easier for you to isolate plant properties to remove or encourage.
Reanimated Tissue (Prereqs: Must be selected by a biological Automaton for purchase at character creation or must study one) 1 You may maintain Biological Automatons. A Useful skill that complements this protocol is staunch wounds.
Allegiance Archaeological Lore(Prereqs: Archaeology and be a Roacher or RES) 1 The Roacher or RES allegiance briefing sheet will have more information
Artifact Chronospatial decomposition(Prereqs: Archaeology) 1 You may using simple reagents, extract information from an artifact regarding it’s age and history.

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