The Forsaken One
Explorer
All the skills that are available with the description of the unknown/illogical ones.
Animal Empathy
Appraise
Balance
Bluff
Climb
Computer Use
Concentration
Craft
Cthulhu Mythos
Demolitions
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
Forgery
Gather Information
handle Animal
Heal
Hide
Innuendo
Intimidate
Jump
Knowledge
Listen
Move Silently
Open Lock
Operate Heavy Machinery
Performance
Pilot
Psychic Focus
Psychoanalysis
Read Lips
Repair
Research
Ride
Search
Sense Motive
Sleight of Hand
Speak other language
Spellcraft
Spot
Swim
Tumble
Use Rope
Wilderness Lore
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Cthulhu Mythos:
Can't be taken as class skill or can there be taken ranks in it. Ranks in it can only come from studying Cthulhu Mythos lore/books that ofton also contains spells, take alot of time and have certain effects on your sanity... they all count as at least minor artifacts.
Demolitions:
Just Festy has it and he has the core book himself.
Operate Heavy Machinery:
Operating Heavy Machinery under difficult circumstances, like under fire or in a storm or on a sinking oilplatform. Or moving delicate materals like artifacts and stuff. Else no check is required.
Pilot:
Flying helicopters and aircraft, or pilotting high speed speedboats and such.
Psychic Focus:
Skill with which you make checks to determine the outcome of your Psychic Feat checks for results. Since we in the party don't have any Psychic Feats, that is not of any interest.
Psychoanalysis:
use this skill to help others after a bad experience or terrible shock.
Check depends on long-term or immediate care. I'll give the DC and roll when Ray Spacy wants to attempt one... (You have to let me know when you are attempting to help or mentally stabalise someone from shock or temporary insanity or indeffinate insanity.).
Sleight of Hand (Dex; trained only)
You can lift a purse or wallet and hide it on your person, palm an unattended object, conceal a weapon in your jacket, or perform a feat of legerdemain with an object no larger tha a hat or loaf of bread.
Check: A check against DC 10 lets you palm a coin-size unattended object. Minor sleight of hand feats, such as making a coin disappear, are also DC 10 unless an observer is determined to note where the item went.
DC 10 -- Palm a coin-sized object, make a coin disappear
DC 20 -- Lift a small pbject from a person
DC 30 -- Plant an object on another person
When performing this skill under close observation, yuor skill check is opposed by the observer's Spot check. The observer's check doesn't necessarily prevent you from performing the action, just from doing it unnoticed.
If you try to take something unnoticed from another character, you must make a skill check against DC 20. The observer makes a Spot Check to detect the attempt. The observer detects the attempt is her check result beats your check result, regardless of wether you got the item.
Retry: A second Sleight of Hand attemt against the same target, or when being watched by the same observre, has a DC +10 highter then the first skill check if the first check failed or if the attempt was noticed.
Animal Empathy
Appraise
Balance
Bluff
Climb
Computer Use
Concentration
Craft
Cthulhu Mythos
Demolitions
Diplomacy
Disable Device
Disguise
Drive
Escape Artist
Forgery
Gather Information
handle Animal
Heal
Hide
Innuendo
Intimidate
Jump
Knowledge
Listen
Move Silently
Open Lock
Operate Heavy Machinery
Performance
Pilot
Psychic Focus
Psychoanalysis
Read Lips
Repair
Research
Ride
Search
Sense Motive
Sleight of Hand
Speak other language
Spellcraft
Spot
Swim
Tumble
Use Rope
Wilderness Lore
---------
Cthulhu Mythos:
Can't be taken as class skill or can there be taken ranks in it. Ranks in it can only come from studying Cthulhu Mythos lore/books that ofton also contains spells, take alot of time and have certain effects on your sanity... they all count as at least minor artifacts.
Demolitions:
Just Festy has it and he has the core book himself.
Operate Heavy Machinery:
Operating Heavy Machinery under difficult circumstances, like under fire or in a storm or on a sinking oilplatform. Or moving delicate materals like artifacts and stuff. Else no check is required.
Pilot:
Flying helicopters and aircraft, or pilotting high speed speedboats and such.
Psychic Focus:
Skill with which you make checks to determine the outcome of your Psychic Feat checks for results. Since we in the party don't have any Psychic Feats, that is not of any interest.
Psychoanalysis:
use this skill to help others after a bad experience or terrible shock.
Check depends on long-term or immediate care. I'll give the DC and roll when Ray Spacy wants to attempt one... (You have to let me know when you are attempting to help or mentally stabalise someone from shock or temporary insanity or indeffinate insanity.).
Sleight of Hand (Dex; trained only)
You can lift a purse or wallet and hide it on your person, palm an unattended object, conceal a weapon in your jacket, or perform a feat of legerdemain with an object no larger tha a hat or loaf of bread.
Check: A check against DC 10 lets you palm a coin-size unattended object. Minor sleight of hand feats, such as making a coin disappear, are also DC 10 unless an observer is determined to note where the item went.
DC 10 -- Palm a coin-sized object, make a coin disappear
DC 20 -- Lift a small pbject from a person
DC 30 -- Plant an object on another person
When performing this skill under close observation, yuor skill check is opposed by the observer's Spot check. The observer's check doesn't necessarily prevent you from performing the action, just from doing it unnoticed.
If you try to take something unnoticed from another character, you must make a skill check against DC 20. The observer makes a Spot Check to detect the attempt. The observer detects the attempt is her check result beats your check result, regardless of wether you got the item.
Retry: A second Sleight of Hand attemt against the same target, or when being watched by the same observre, has a DC +10 highter then the first skill check if the first check failed or if the attempt was noticed.