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Last Updated: over 1 year ago
Play Status: In Planning
Extinction is approaching. Fight it.
|What it is: Skilled animal handlers are able to train and control a wide variety of natural and transgenic animals, including partial uplifts. Though many animal species went extinct during the Fall, a few ark and zoo habitats keep some species alive, and many others can be resurrected from genetic samples. Exotic animals are considered a sign of prestige among the hypercorp elites, and guard animals are occasionally used to protect high-security installations. Likewise, many habitats and settlements employ small armies of partially uplifted, genetically modified, and behavior controlled creatures for sanitation or other purposes. Many new and strange breeds of animal are created daily to serve a variety of roles.
When you use it: Animal Handling is used whenever you are trying to manipulate an animal, whether your intent is to calm it down, keep it from attacking, intimidate it, acquire its trust, or goad it into attacking. Your Margin of Success determines how effective you are at convincing the creature. At the gamemaster’s discretion, modifiers may be applied to the test.
Likewise, winning an animal over may sometimes take time and so could be handled as a Task Action
with a timeframe of five minutes or more.
Specializations: Per animal species (dogs, horses, smart rats, etc.)
Training animals is a time-consuming task requiring repeated efforts and rewards to reinforce the trained behavior. Treat this as a Task Action with a timeframe of one day to one month, depending on the complexity of the action. Apply modifiers to this test based on the relative intelligence of the animal being trained, how domestic it is, and the complexity of the task.
Once an animal has been trained, commanding it is treated as a Simple Success Test except
for unusual or stressful situations, in which case the trainer receives a +30 modifier on their Animal Handling Tests when convincing the animal to complete the trained action.
|What it is: Deception is your ability to act, bluff, con, fast talk, lie, misrepresent, and pretend. Accomplished users of deception are able to convince anyone of nearly anything. This skill does not include using a physical disguise or passing yourself off as another person (the Disguise and Impersonate skills cover those areas).
When you use it: Use this skill whenever you want to deceive someone with words or gestures. A successful skill test means that you have passed off your deception convincingly. At the gamemaster’s discretion, someone who is actively alert for signs of deception may make an Opposed Test using the Kinesics skill.
Specializations: Acting, Bluffing, Fast Talk
|What it is: Impersonation is the skill of trying to pass yourself off as someone else in social situations, including virtual ones. This includes copying mannerisms and speech patterns and using accumulated information to convince others that you are that person. In a universe where appearance is highly variable, the question of identity is largely one of both trust and picking up on behavioral quirks and verbal cues to recognize a given individual.
When you use it: Sometimes it’s fun to pretend you’re someone else, and sometimes it’s profitable or lifesaving. Use this skill whenever you attempt to convince someone that you are actually someone else through some sort of social or online interaction. Forks use this skill when passing themselves off as their alpha ego. Impersonate is handled as an Opposed Test against the Kinesics skill.
Specializations: Avatar, Face-to-Face, Verbal
|What it is: Intimidation is convincing someone to do what you want based on direct threats (implied or actual) or sheer force of personality.
When you use it: Use Intimidation to scare someone into submission, browbeat them into getting your way, command them to follow your orders, or berate them into giving up information. Influence is handled as an Opposed Test, pitted against the target’s WIL + WIL + SAV.
Specializations: Interrogation, Physical, Verbal
|What it is: Kinesics is the art of empathy and nonvocal communication.
When you use it: Use Kinesics to read body language, tells, social cues, and other subconscious indicators. It can also be used to emote more effectively. Kinesics is used defensively whenever someone is trying to deceive you; make an Opposed Test against that person’s Deception or Impersonation skill.
Though synthetic morphs are also designed to emote, reading them is not as easy. Apply a –30 modifier when judging a synthetic morph inhabited by a character or AGI. Likewise, standard AIs are also difficult to read; apply a –60 modifier when judging a synthetic morph or pod operated by an AI.
Specializations: Judge Intent, Nonvocal Communication
Judging Emotions and Intentions
Transhumans are empathic beings and so you can attempt to gauge the demeanor and/or intent of
someone you are dealing with by rolling a Kinesics Test. This attempt to read someone is far from exact, however, and it is easy to misjudge. The gamemaster should make this test in secret and only allow a hint if successful—it is not possible to read someone with absolute certainty. If the person being judged is intentionally trying to deceive the character, this should be an Opposed Test against their Deception skill.
Experts in Kinesics can effectively communicate with each other simply by posture, stances, gestures,demeanors, and looks. Such communication is necessarily limited in the amount of information it can convey, but feelings, attitudes, affirmation/negation, and simple concepts may be passed. To effectively communicate complex concepts, the gamemaster may require successful Kinesics Tests from both parties, applying modifiers as appropriate.
|What it is: Networking is your skill at working your contacts, trading favors, and keeping your finger on the pulse of a particular faction or cultural grouping.
When you use it: Use Networking to gather information or call on services using your Reputation.
Sample Fields: Autonomists (@-rep), Criminals (g-rep), Ecologists (e-rep), Firewall (i-rep), Hypercorps (c-rep), Media (f-rep), Scientists (r-rep). At the gamemaster’s discretion, this list can be expanded to other (sub)cultural
Specializations: As appropriate to each field
|What it is: Persuasion is the art of convincing someone to do what you want through the use of words and gestures. This does not include persuasion through threats or force (that is covered by Intimidation) or by lying (covered by Deception).
When you use it: Use Persuasion any time you are trying to bargain with, convince, or manipulate someone. This can include motivating your subordinates or peers to take action, seducing a companion, winning a political debate, or negotiating a contract, among other things. Persuasion is handled as an Opposed Test against the target’s WIL + WIL + SAV when one person is simply trying to win over another. If both parties are trying to convince each other, make it an Opposed Test between Persuasion skills.
Specializations: Diplomacy, Morale Boosting, Negotiating, Seduction
|What it is: Protocol is the art of making a good impression in social settings. This includes keeping up with the latest memes, trends, gossip, interests and habits of various (sub)cultural groups.
When you use it: Use Protocol whenever you need to choose your words carefully, determine who is the appropriate person to speak to, impress someone with your grasp of customs, or otherwise fit into a specific social/cultural grouping. Part etiquette, part streetwise, Protocol allows you to navigate treacherous social waters and put people at ease. If the character is dealing with a suspicious or hostile audience, make this an Opposed Test against the target’s WIL + WIL + SAV.
Specializations: Anarchist, Brinker, Criminal, Factor,
Hypercorp, Infomorph, Mercurial, Reclaimer, Preservationist,
Negating Social Gaffes
Sometimes a player will make a mistake that their character never would, whether that’s failing to stand in the presence of hypercorp royalty, confusing a gang leader for a peon, or accidentally insulting someone’s heritage. In cases like this, the player may make a
Protocol Test for the appropriate field in order to negate the gaffe. If successful, the character never actually screwed up or at least managed to cover their tracks without ruffling any feathers.
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