RTLB

From ThreadsWiki

Jump to: navigation, search

Contents

Disclaimer

Unlike in some previous games, we know that we will use many alternate systems. Fast Combat Resolution, Boffer, Airsoft, and side games like DiF (the Air Combat Game), or OGRE/GEV for military actions. For that reason, we are giving fair warning that while we will try to reflect that characters who bought high RTLB scores are “better” at a given thing than someone who did not, we are not guaranteeing or suggesting numeric parity.

This means that this is one expression of your character. However the stats are an adjunct to your character. However, let’s say you decide to play a “Very Good” gunman, and then take the ethereal number 7 as your skill. Well, that’s your choice. But understand that isn’t “your character.” Your character is a “Very Good” gunman, and we will be loyal to that concept. If there is any way to give an advantage to a gunman, you will get a good one.

But, you are not a “7” – we cannot statistically make the chances of you winning in airsoft combat the same as in RTLB. Nor are we trying. This is our stat system for handling some resolution. Your character is your concept, not these stats.

The stats are guidelines. Your character is what you make it.

Base Stats

There are four base stats – Intelligence (INT), Willpower (WIL), Strength (STR) and Dexterity (DEX). Stats are sold at the VERY HARD cost (See RTLB below)

  1. Abnormally low/child
  2. Normal Human (office worker, most people you know)
  3. Healthy Normal Human – younger day laborer, hunter, healthy
  4. High – idealized human – probably the best person you know
  5. Very High – leaders in these areas. Olympic Athletes, Brilliant scientists
  6. Extraordinary – once in a generation physique, intellect, etc. Einstein (INT), Schwarzenegger (STR), Ghandi (WIL), Houdini (DEX)
  7. Heroic – superhuman – Hercules (STR), Doc Savage (INT)

Abilities

Abilities for Threads of Damocles are Divided into six areas – Levels of Abilities are considered to be:

  1. Unskilled
  2. Amateur, Knowledgable
  3. Could make money at it, skilled)
  4. Typical peak career skill, professional
  5. Very skilled professional, top of field
  6. Master – extremely gifted or talented, leader in the field
  7. Exceptional one of a kind talent – Mozart or Lennon (Music), Frank Lloyd Wright (Architecture), Miyamoto Musashi (Combat)

Proficiencies

All proficiencies are purchased at “Hard” – these are large bodies of knowledge that you have which embrace many things. Typically we might think of them as “college majors,” but they can be things that you don’t learn in school like “espionage” or “crime.” Your career, which defines you, is usually based on a proficiency, or combination of proficiencies. For each level in a proficiency you have one “question” per game period, which you may use to ask the GM either a Yes or No question (relevant to the proficiency) or go on a “fishing expedition” to get some useful tidbit of information. We expect players to use these abilities. They are not cheating – they are integral to the system and some game problems cannot be solved without their use. They simulate having a good knowledge of the area in question.

Reductions for Tech Level or Supernatural Level:

Supernatural Hypertech
High Normal Normal
Medium level -1 level -1
Low level -2 level -2
None Doesn't Work Doesn't Work

This means that in “Low” Supernatural, an ability bought at 5 is effective at a 3

Descriptions of more detailed effects of Supernatural and Hypertech Levels is also availible.

Skills

These are specific things that anybody can learn. While they may seem to be related to a proficiency (don’t most criminals know how to pick locks?), they aren’t absolutely. Plenty of criminals don’t know lockpicking. Plenty of military guys don’t know how to defuse a bomb. These skills are important enough to the game that they are “sold separately.” A few skills require a proficiency as a prerequisite.

Physical Abilities

This includes all Combat Abilities - these are things that are different about your body. Note that we do not have a specific rule for “non humans.” If you take some of the more extreme versions of these skills you may be “non human” – if you want your character to be a Golem, that’s up to you. Marv from Sin City or Doc Savage are clearly human, yet clearly have bizarre physical stats and abilities. From a game point of view “points is points”

Resources

These are heavily focused on the BGA game. Some resources, like “Econ” (which is money) may be useful in all situations, but many of these will only benefit you if you expect to be active between games.

Hypertech Abilities

These are abilities to interact with the fundamental nature of the universe using machinery (including nanomachinery) rather than willpower. In the way that “any sufficiently advanced technology is indistinguishable from magic” many of these abilities are effectively “spells.” As we explained in the inception information, some of these abilities are restricted to characters starting out in the GM controlled Technosphere Thread. These characters have limitations in terms of individual freedom and character direction which we feel compensates for access to some different abilities.

Energy Abilities

These are supernatural abilities. It doesn’t really matter why you have supernatural abilities in rules terms. These are the mechanics. The details of your supernatural abilities should come from your roleplay. Almost all Energy Abilities require the “Supernatural” Proficiency as a Prerequisite, at the same level that you take the Energy Ability.

Limitations

Point Pooling

One overwhelming underlying concept of the current revision is that there are no situations where you can spend some amount of points to specialize and make that into a larger number of points. We’ve found that pooling situations tend to encourage min-maxing and munchkinism and eliminated them.

Handicaps

Likewise, we have found that nearly all handicaps are one of two categories. 1) actually an advantage, in that they bring extra roleplaying opportunities, or 2) never come up in game and so are not really a handicap. Therefore we have eliminated handicaps. You are welcomed to take a handicap, but it will not get you extra points to build your base character. If it is an interesting roleplay challenge we encourage you to go ahead, but points should not be a motivation.

Eliminations

We’ve eliminated some skills entirely. This is for one of two reasons. One is that we found they were never used in LARP, or too granular for play. The other is that we found they were unsupportable in terms of GM complexity, or that many players took them and got little benefit from them.

Granular Combat Skills

We may run implementations of RTLB using more sophisticated combat skills (maneuvers, etc.). If we do, the number of extra complex skills you get to take for that scenario will be based on your base combat skill. But since these will be used infrequently we don’t want to trick you into spending points on them.

Damage Types

We have eliminated most irregular damage (blue, green, etc.) If damage has some special condition – it may only be treated in a certain way – it will simply be a special condition of the scene.

“Yellow” damage is not specifically “blunt.” It is loosely defined as “stun” damage that may render you unconscious without killing you. “Red” damage is generally damage that does more extreme physical harm. A fist or a sap would do yellow damage, but a Louisville slugger or a mace do red damage.

Because some of the damage resistant abilities do not apply to yellow damage, it is possible to use light force to render someone unconscious without killing them. It is also the case that it is usually easier to knock someone out in a fist fight (if they don’t draw a sword) than to kill them in a sword fight.

Theory - High Skill versus High Stat

In this system, it is important to understand that even though the cumulative roll might be the same, a high stat with a low skill is not the same as a low skill with a high stat. The reason is obvious. Let's remember for a moment that skills have definitions in terms of “amateur, master, etc.”

Let's consider then for a moment. Albert Einstein is a really smart guy. But he's a hobbyist yachtsman. Skill of 1. So if he needs to do something with his yacht that involves smarts, his base is 7. Captain Bob on the other hand, has only a 3 Intelligence - he's dead average. But his skill is Professional. Now technically both he and Einstein have the same base roll. But that doesn't make Einstein a Master boatman. Even if in a specific situation they might have the same chance of a solution.

This is an illustrative example of the difference between Stat and Skill.

A DC-4 is poised for takeoff. The pilot is a veteran captain (skill 6) with average intelligence (4). He has a trainee co-pilot who is a journeyman (skill 3) with slightly above average intelligence (5).

The Pilot and Co-Pilot run flawlessly through the pre-flight checks. Both can do this task on a DC-4 without rolling. The Captain rolls the aircraft out, which he can do without making a roll. This is a training flight and he turns the aircraft over to the Co-Pilot for takeoff. The Captain doesn't have to roll for the takeoff, but the Co-Pilot does. However it is an easy roll and he makes it easily, so the plane is in the air.

There is a major stormfront over the midwest. The pilots are taxed with landing on time at Washington National, and figuring out the correct procedures in terms of altitude, course in order to maintain schedule with maximum fuel efficiency is a very difficult problem. The Captain tells the Co-Pilot to work it out, but he blows his roll, though not badly. He would still have arrived, but burned extra fuel. This problem has a lot of variables and even the Captain has to roll for it, but he makes his roll easily and works out the best possible course. Shortly before landing at Washington National a passenger seizes a stewardess and rushes the cockpit. When he can't get in he announces he has a bomb.

The Captain has to make a roll, but he is successful, because his skill is quite high. That's a good thing because the Co-pilot blew his roll and is temporarily blanking on the correct emergency procedures. They drop altitude so the plane will not decompress if a bomb goes off, and initiate a complex series of emergency communications.

This is good because the terrorist becomes excited and detonates the bomb. The cockpit door explodes inward incapacitating the Pilot and Co-Pilot. The stewardess asks if any of the passengers is a pilot. One of the Passengers is an amateur pilot (skill 2) however he's very intelligent (7).

The Captain could have landed without making a skill check, since landing is a professional task, and he was a Master professional. However the Passenger needs to make a check. In fact he may be asked to make several checks, since even some tasks that the Co-Pilot could do without making a check, like correctly using the large aircraft's radio require a skill check for the amateur.

Now technically speaking as the plane hits the runway at Washington National, the roll is exactly the same as if it was being flown by the Captain. This highly intelligent amateur is able to handle the actual landing about as well as the trained pilot.

However we don't imagine that the amateur, heroic as he is, could go out and start flying a DC-4 commercially tomorrow without any problems. He'd still be making skill checks every time he took off or landed, or did a number of other procedures. He's smart, and has a good chance of figuring out the right answer, but he doesn't have all the training in procedures and hours of experience that represent a high SKILL and allow the Captain to do his job without constantly making skill checks.


RTLB Costs Charts

Level Easy Hard Very Hard
1 1 2 3
2 2 4 6
3 3 6 9
4 4 8 12
5 5 10 15
6 6 12 18
7 7 14 21

Total Point cost to buy a skill to a given level

Level Easy Hard Very Hard
1 1 2 3
2 3 6 9
3 6 12 18
4 10 20 30
5 15 30 45
6 21 42 63
7 28 56 84

Basic Resolution

RTLB 666 System:

Characters have STATs and SKILLs. A typical roll is made by adding together one STAT, one SKILL and some number of BONUSes. A ten-sided die is then rolled and added to the total. The total may be compared either an opponent's total, which is calculated in the same manner, or against a fixed number, chosen by the GM. The higher total wins. In the case of a tie against an opponent, the person with the lower total before rolling the die wins. In the case of a tie against a fixed number, the player wins. STATs for humans range from 1 to 7:

  • 1) Human minimum
  • 2) Below average
  • 3) Average
  • 4) Above average
  • 5) Exceptional
  • 6) Normal Human maximum
  • 7) +Heroic, Non-Human, etc.

SKILLs for humans range from 0 to 6:

  • 0)Unskilled
  • 1)Hobbyist
  • 2)Amateur
  • 3)Journeyman
  • 4)Professional
  • 5)Master
  • 6)Leader in the field

Most skills may not be used unless purchased at at least level 1. BONUSes come from a variety of sources. No single bonus may be more than +6.

Sample bonuses (using combat as an example):

  • +1 Attacking from higher ground
  • +2 Attacking from behind; Spent a round aiming
  • +3 Using a tripod on your rifle
  • +4 Point blank with a firearm
  • +5 Artifact-level magic weapon

PENALTIES are also applied to the roll, and can come from a variety of sources. There is no limit on how big a penalty may be.

Sample penalties (using combat as an example):

  • -1 Dim lighting
  • -2 Heavy fog
  • -3 Using off hand, if not ambidextrous
  • -4 Long range with a firearm
  • -5 Bound and gagged, firing a revolver with your foot

Note that BONUSes and PENALITIES affect the person making the roll. If your weapon is magic, that's a bonus for you. If your opponent has a magic amulet that protects them, that's a bonus to their defense roll, not a penalty to your attack. If an opponent has cover, or is moving, that also acts as a bonus to their roll, not a penalty to yours.

One common source of BONUSes are various RTLB abilities, normally Aptitudes, which serve only to act as bonuses. For example, your level of "Stoic" acts as a bonus to defend against Category: Influence abilities. Similarly, your level of "Charisma" acts as a bonus to affect others with your own Category: Influence abilities. Once you have totaled your BONUSes and PENALTIES, the total can be no higher than +6. If you are attacking with an artifact enchanted rifle on a tripod at point blank range from behind, the total BONUS is +6 (instead of +13).

However, if there was a heavy fog you would still be at +6 (instead of +11). Note that even if you have ten different abilities that would give you bonuses on a roll, your total bonus will not exceed +6. This is extremely important.

When all is said and done, you will be adding together a STAT (1-6), a SKILL (0-6) and a BONUS (-a zillion to +6, but normally 0-6). The total possible range will normally be 1-18. To this total you add the roll of one ten-sided die. The total range, including the die roll, will normally be from 2 to 28.

Cost of STATs and Abilities:

In this system, there are three costs. Easy, Hard, and Very Hard Cost for each level of RTLB Skill

Level Easy Hard Very Hard
1 1 2 3
2 2 4 6
3 3 6 9
4 4 8 12
5 5 10 15
6 6 12 18
7 7 14 21


Total Point cost to buy a skill to a given level

Level Easy Hard Very Hard
1 1 2 3
2 3 6 9
3 6 12 18
4 10 20 30
5 15 30 45
6 21 42 63
7 28 56 84

Damage

Since WILL and STR are now on a 1-6 scale, we cannot use the normal RTLB system of taking the minimum of these two stats as equal to the number of stars of damage sustainable before unconsciousness. In the new system, we find this number by taking the total of WILL and STR.

If you take a number of stars of damage equal to your WILL + STRENGTH, - referred to as HIT POINTS (HP) you are unconscious.

If you take a number of stars below zero equal to double your HP, you are dead.

If ten minutes after combat you still have more stars of damage than your HP, you are dead. All weapons should come with damage totals. Most items have a percentage matrix for damage.

Number Crunching

You’ve just learned all you’ll ever need to know about RTLB. But if you like numbers, here are the basic probabilities the system is based on.


Fixed Difficulty
This chart shows the odds of succeeding at a given task, using this RTLB 666 system. The first chart is for a roll against a fixed number. The row headings indicate the acting character's total of STAT, SKILL and BONUSes. The column headings indicate fixed target numbers. The squares of the chart show the percentage chance of success.

  4 6 8 10 12 14 16 18 20 22 24 26 28
1 .8 .6 .4 .2 n n n n n n n n n
2 .9 .7 .5 .3 .1 n n n n n n n n
3 1 .8 .6 .4 .2 n n n n n n n n
4 1 .9 .7 .5 .3 .1 n n n n n n n
5 1 1 .8 .6 .4 .2 n n n n n n n
6 1 1 .9 .7 .5 .3 .1 n n n n n n
7 1 1 1 .8 .6 .4 .2 n n n n n n
8 1 1 1 .9 .7 .5 .3 .1 n n n n n
9 1 1 1 1 .8 .6 .4 .2 n n n n n
10 1 1 1 1 .9 .7 .5 .3 .1 n n n n
11 1 1 1 1 1 .8 .6 .4 .2 n n n n
12 1 1 1 1 1 .9 .7 .5 .3 .1 n n n
13 1 1 1 1 1 1 .8 .6 .4 .2 n n n
14 1 1 1 1 1 1 .9 .7 .5 .3 .1 n n
15 1 1 1 1 1 1 1 .8 .6 .4 .2 n n
16 1 1 1 1 1 1 1 .9 .7 .5 .3 .1 n
17 1 1 1 1 1 1 1 1 .8 .6 .4 .2 n
18 1 1 1 1 1 1 1 1 .9 .7 .5 .3 .1


Fixed Task Difficulty Target Number
Trivial 6
Easy 8
Average 12
Difficult 16
Very Difficult 20
Nearly Impossible 24

Opposed Difficulty

This section shows the odds of success when the character is rolling against another character. In this case both characters are comparing the total of their STAT + SKILL + BONUSes + 1d10 to each other. The total range for humans is therefore 1-18. In this chart the attacker's total of STAT + SKILL + BONUS is in down the left, and the defender's is across the top. In this chart the attacker's total of STAT + SKILL + BONUS is in down the left, and the defender's is across the top. For simplicity, this chart uses the rule "reroll all ties" instead of using the smaller total.

  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
1 .5 .41 .32 .24 .17 .11 .06 .03 .01 0 0 0 0 0 0 0 0 0
2 .59 .5 .41 .32 .24 .17 .11 .06 .03 .01 0 0 0 0 0 0 0 0
3 .68 .59 .5 .41 .32 .24 .17 .11 .06 .03 .01 0 0 0 0 0 0 0
4 .76 .68 .59 .5 .41 .32 .24 .17 .11 .06 .03 .01 0 0 0 0 0 0
5 .83 .76 .68 .59 .5 .41 .32 .24 .17 .11 .06 .03 .01 0 0 0 0 0
6 .88 .83 .76 .68 .59 .5 .41 .32 .24 .17 .11 .06 .03 .01 0 0 0 0
7 .94 .88 .83 .76 .68 .59 .5 .41 .32 .24 .17 .11 .06 .03 .01 0 0 0
8 .97 .94 .88 .83 .76 .68 .59 .5 .41 .32 .24 .17 .11 .06 .03 .01 0 0
9 .99 .97 .94 .88 .83 .76 .68 .59 .5 .41 .32 .24 .17 .11 .06 .03 .01 0
10 1 .99 .97 .94 .88 .83 .76 .68 .59 .5 .41 .32 .24 .17 .11 .06 .03 .01
11 1 1 .99 .97 .94 .88 .83 .76 .68 .59 .5 .41 .32 .24 .17 .11 .06 .03
12 1 1 1 .99 .97 .94 .88 .83 .76 .68 .59 .5 .41 .32 .24 .17 .11 .06
13 1 1 1 1 .99 .97 .94 .88 .83 .76 .68 .59 .5 .41 .32 .24 .17 .11
14 1 1 1 1 1 .99 .97 .94 .88 .83 .76 .68 .59 .5 .41 .32 .24 .17
15 1 1 1 1 1 1 .99 .97 .94 .88 .83 .76 .68 .59 .5 .41 .32 .24
16 1 1 1 1 1 1 1 .99 .97 .94 .88 .83 .76 .68 .59 .5 .41 .32
17 1 1 1 1 1 1 1 1 .99 .97 .94 .88 .83 .76 .68 .59 .5 .41
18 1 1 1 1 1 1 1 1 1 .99 .97 .94 .88 .83 .76 .68 .59 .5

Notes: In this case the probability distribution is a bell curve because of the 2d10 involved, as opposed a the roll against a fixed number, which is a uniform distribution.

We thus expect results to tend more strongly toward the average. As a result of the bell curve, bonuses and penalties have the greatest effect when the combatants are nearly equal. A +2 is much more helpful if you're otherwise evenly matched (+18%) than if you already outclass your opponent by 4 ranks (+11%).

If your STAT + SKILL is at least 10, you have at least a tiny chance of beating even the human maximum character (rank 18).

Proficiencies

Military

This Proficiency doesn’t involve fighting, but rather all the other elements of military operation – planning, strategy, logistics, security, tactics, threat assessment, operations, command and control., etc.

Espionage and Intelligence

Observation and monitoring through bugging, wiretapping, observation, of targets, Cryptography, Interception, Communications Analysis, Electronic Countermeasures, Ciphering, etc. Intelligence Analysis, Administration, Analysis, Photographic Interpretation, etc.

Law Enforcement/Security

This proficiency entails a knowledge of how to manage Law Enforcement resources, run an investigation, organize cases and information. Knowledge of methods of prevention and active interdiction of crime, and related procedures, determining who has perpetrated a crime - tracking down information, evaluation of witnesses, etc. In addition to the obvious P.I. or Police Detective, a Bounty Hunter or even a Security Guard might have this proficiency.

Outdoors/Wilderness

This skill focuses on survival in the outdoors. How to find food, shelter, travel, survive, locate water, recognize dangerous plants and animals, and generally get around on one’s own in the wild. It implies the ability to gather food, set snares and fish (which are generally the best ways to get food in the wild), but specifically does not imply the ability to shoot well, or track, since those are specific skills. It implies a basic knowledge of animals, their habits and habitat, and how they behave, as well as TL appropriate camping skills.

Underworld

This proficiency entails a knowledge of how underworld activity, smuggling and crime take place. While it doesn’t entail specific contacts, it implies an understanding of underworld networks, modes of operation, and an ability to recognize people and places that might be involved in underworld operations.

Physical and Theoretical Science

Astronomy - Astrophysics, Celestial mechanics; Mineralogy; Earth Sciences - Seismology, Geophysics, Glaciology, Geology, Petrology, Crystallography, Practical Physics - Acoustics, Electricity and magnetism, Fluid mechanics, Measurement and instrumentation, Mechanics, Statistics and Dynamics, Optics and light. Theoretical Mathematics, Atomic and molecular physics, High energy physics, Mathematical physics, Nuclear physics, Theoretical physics, Quantum Physics, Temporal Physics, Heat and thermodynamics

Biology (Life Science) and Chemistry

Botany, Biochemistry, Zoology, Cell Biology, Genetics, Ecology, Agricultural Science, Paleontology, Cell biology, Genetics, Chemistry - Analytical chemistry, Material Chemistry, Computational Chemistry, Inorganic Chemistry,

Medical Science

The areas of Biology with a specific Medical application - Epidemoplogy, Bacteriology, Immunology, Pathology, Pharmacology, Toxicology and Medicine, (Psychiatry, Endocrinology, Neurology, etc.). This is not the active Skill "Surgery" or "First Aid." It is perfectly possible to be a Medical Doctor with a specialty in Toxicology and know, or remember, no practical medicine. However this is the base Proficiency for creating most "Doctor" characters.

Liberal Arts

Academic disciplines, such as languages, literature, history, philosophy, mathematics, and science, that provide information of general cultural concern Geography, Anthropology, Archaeology, Sociology, Economics, Political Science, Philosophy, Psychology, Social Work, Comparative Religion. This is the primary Proficiency for those who want to be “scholars” in the classic genre sense of being book-learned and knowing ancient or useful things.

Mechanical, Electrical, Civil and Computer Engineering

Deals with and devices that are primarily mechanical. Engines, hydraulics, Aeronautics, production machinery, Fluid mechanics/hydraulics, Large scale chemical processes and chemical experimentation, Construction, bridges, structures, architecture, Wiring and circuit diagrams, motors, relays, switches, actuators, etc. Vacuum tubes, Cathode Ray, Radio, Computer hardware and Software, etc. You can repair mechanical items. Your skill is native to the TL of the place you learned the ability. For every tech level different from that, whether it is lower or higher, you are at -1 to your rolls. The GM will make general design calls on what TL an object is based as much on design as function.

Hypertech Engineering

Deals with the nuts and bolts of machinery that interacts on a quantum level, as well as some nanontechology and advanced biotechnology. Referred to as “technomagic” this is the core skill for all “Hypertech” abilities. GM permission (John K and Adrienne) is needed to take this proficiency.

Proficiencies Table has specific results of Hypertech Levels on skills and stats.

Law

This area involves the procedures and mechanisms of law, as distinct from Law Enforcement (though a D. A. might also have a "Law Enforcement Administration" Proficiency at a lower level. There is no strict criteria for being a "lawyer" - an underqualified individual can pass the bar in many states, and a well qualified individual might never have stood for examination. In general however a competent lawyer should have at least a 4 in this area.

Politics

This area involves not only the obvious political roles of national legislators, but also local governors, mayors, sheriffs, and Union leaders. Politicians have few direct skills (often if their career is not Law, they also have a practical trade), but are expert at utilizing contacts and resources. Since Politics is often a second career, this is often found as a low-level proficiency attached to a character with some other primary Proficiency.

Business and manufacturing

This area involves the operation of businesses. Moving goods, directing personnel, arranging shipments, acquisition, financial management, supply chains, financing, and developing long term plans for moving a concept from design to marketing - all of these are critical to Business Management. Manufacturing includes overseeing new production, pushing designs towards completion and distribution, knowledge of procedures for the overall manufacturing process, and issues such as retooling. The Business Manufacturing expert deals "hands on" with products, but is not so specialized that he or she is tied to one product. Knowledge is not so much of specific machinery as the processes by which factories or other facilities are operated.

Social

This is a catch all area for those people who have a political bent which is personal rather than public. Hostesses, hosts, people of quality and distinction. Dale Carnegie and James Bond both have high social scores. It is not uncommon to find this as a Second Core Proficiency at a low level for those in other walks of life who have achieved some social prominence.

Arts and Entertainment

Entertainment is "moving the product" and "selling the goods." Agents, promoters, and others may have this skill with some Business Management as well. Entertainment is more "down to earth" than Arts and focuses more on producing a salable product - though many Entertainers do have high artistic standards. Film, Popular Music, Pulp writing, and some Journalism tend to fall into this category. The Arts element is less focused on the end goal and more focused on art for its own sake, Arts is a large sphere, entailing fine arts, criticism, and many popular arts. Arts and Entertainment is always taken with a declared or implied specialty - in cases where a roll is required, there is a penalty for a related but not identical specialty.

Supernatural

In the Threads Universe, most forms of supernatural skill are ways of manipulating quantum reality through empiric means. This is the core proficiency for knowing about and manipulating the “supernatural.” Just possessing this ability does not confer any intrinsic abilities, though if the GM requires a general roll or a level of proficiency to work on a supernatural puzzle it will probably be this one. Supernaturalists may be widely learned in various disciplines (Psychics, Ritual Magic, Shamanic magic) or they may be narrowly focused. The GMs may apply negative modifiers in situations that have supernatural aspects but are far from the Supernaturalist’s core teachings, for example, a Tibetan Shaman dealing with Rosicrucianism. In most cases this skill is a prerequisite for buying specific Supernatural abilities. For players who are creating a character that is “inherently” supernatural (Werewolf, Vampire, Fey) and magic using this is their “being supernatural” skill, that determines “how really supernatural” they are. Note that this does not convey any “powers,” merely the basic ability to wield powers.

Proficiencies Table has a table detailing effect of Supernatural Level on Supernatural Abilities.

Physical Abilities

Acute Taste

Alertness

Change Physical Shape

Combat - Hand To Hand

Combat - Hand to Hand Defense

Combat - Firearms

Combat - Ranged Defense

Combat - Other Ranged Weapons

Combat - Ranged Ballistic Weapons

Damage Reduction

Enhanced Speed

Enhanced Senses

Hands As Weapons

Impervious To Pain

Limited Enhanced Dex

Limited Enhanced Strength

Resist Physical Duress

Resist Supernatural Influence

Speed

Skills

Computer Science

Demolitions

Disguise

Escape From Restraints

Gambling

Gate Travel

Hold Out

Language ____________

Linguistics ________________

Locks and Safes

Medical - First Aid

Medical – Field Medicine

Operate Vehicle ____________

Operate Aircraft

Radio and Electronics

Pick Pocket

Tactics

Tracking

Resources

Armor

Authority

BGA Resources

Econ Source

Famous

Favor

Information

Organizational Resources

Personal Resources

Savings

Survival Point

Wetware Jack

Energy/Supernatural Abilities

Supernatural Creatures

Control

Identify Supernatural Creature

Mediumship

Summon, Bind or Expel Supernatural Creature

Attack, Luck, Cursing

Apport

Harm

Minor Advantage

Major Advantage

Minor Disadvantage

Major Disadvantage

Pyrokinesis

Telekinesis

Travel and Projection

Dream Communication

Gate Travel

Mental Telepathy

Planar Travel

Life and Energy

Aura Reading

Healing

Slow Poison

Slow Disease

Spirit Anchor

Protection and Defense

Supernatural Concealment

Supernatural Shielding Against _______________

Visual Invisibility

Information

Clairvoyance

Detect _____________

Dowsing

Know Supernatural Abilities

Prognostication

Hypertech Skills

Alchemy

Amplify Spell

Animate Object

Blind

Blink

Create Item

Detect _____________

Drain Life

Electrify

Force Field

Gate Travel

Hacker

Hang Spells

Harm in Combat

Harvest Grays

Historian

Holographic Projection

Mend Machinery

N-Dimensional Space

Preserve Tech

Program Object

Raise Dead

Speak with Dead

Stasis Field

Stun

Tattoo

Time Travel

Use Hypertech

Walking Between

Wetware Jack