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Campaign Info\Skills\Alpha Cat Skills

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Dance175A dancer is skilled in the various forms and styles of dance. Bonus for dancing is 5% per rank plus DEX bonus. When dancing in a non-performance setting (i.e., a party or royal ball, they gain an additional bonus equal to their DEX). A dancer must be very agile. The table below indicates the minimum DEX for a Dancer to advance beyond the indicated rank. Rank Minimum DEX
1 12
5 15
8 18
10 20
12 22
15 25 Thus, a Dancer with an DEX of 16 could advance to rank 7, but could not advance beyond rank 7
Danger Sense400Source: Champions 5th ed. A character with this talent has a sixth sense about danger. At its most basic level, Danger Sense prevents the character from being surprised in combat; at more powerful levels, Danger Sense alerts the character to any threat to his person or even the region he is in (e.g., a tsunami will be hitting in four hours). As a general rule, the character makes a Danger Sense roll by rolling percentile dice and adding his Danger Sense modifier ((PER - 15) x 3) + (rank x 5) an
Defense750A Character with this skill is practiced in the art of defending themselves from the attacks of others. For every rank with this skill, the Characters defense is improved as indicated below: Ranks 1 to 5 - 3% per rank
Ranks 6 to 10 - 3.5% per rank
Ranks 11 to 15 - 4% per rank
Ranks 16 to 20 - 4.5% per rank
Ranks 21 to 25 - 5% per rank
Ranks 26+ - 5.5% per rank Rank
Defense Bonus 1
3 2
6 3
9 4
12 5
15 6
21 7
25 8
28 9
32 10
35 11
44 12
48 13
52 14
56 15
60 This skill cannot be c
Demon/Devil Lore100Bonus for recognizing and identifying the major powers and abilities of extra dimensional beings, and things pertaining to Demons/Devils.
Dimension Door300Without this skill, the blink dog can teleport up to 300 feet, 3 times a day. Each rank adds 25 feet to distance. At ranks 5, 10, etc., they gain an additional use per day. This otherwise works the same as the spell of the same name.
Dimensioning125The character is very good and determining the dimensions of an object or space. With a successful roll, they can determine if a room that looks to be 20 ft by 20 ft, is really that size or is really a foot or two shorter, which might indicate the presence of a hidden passage. They are also good and determining volume. For example, if the character sees a pile of coins, then they can make a skill roll to know how many coins are in the pile.
Diplomacy250Bonus for operating successfully in a complex, bureaucratic foreign environment, such as a foreign royal court or any other foreign government structure. Tact, negotiation, and deceit are all facets of diplomacy. Useful in conducting relations between nations. Bonus for using the proper protocol in an unfamiliar situation and impressing a person in authority. This applies to situations ranging from an audience with the High King to an involuntary meeting with the Prince of Thieves. For operatin
Direction Sense200This arcane ability allows the character to determine relative position. If the character makes his skill roll, then he knows where he is relative to where he was previously as he moves. The GM may apply negative modifiers for particularly twisting routes. When the character is able to see the sky, he has a chance to determine which direction is north. This chance is equal to 15 + ((INT - 15) x 3) + (Rank x 5). This roll will usually be made by the GM. If unable to see the sky, the bonus is cut
Disease Resistance125The character gains a bonus of 3% per rank to his Normal Save for the purpose of making saving throws vs disease. Some exotic diseases may use a characteristic other than CON for the saving throw, in which case this talent still applies.
Disguise225The character can disguise himself to look like someone else. Trying to look like a specific person requires a disguise kit that includes wigs, pads, putty, makeup, false noses, ears, etc. A disguise kit costs 500 silver to purchase, and 50 silver per year to maintain, assuming moderate use. The kit weighs 10 lbs. The character’s skill bonus with disguise is (rank x 5) + ((INT – 15) x 3) Modifiers
Only trying to hide own appearance
+25
Trying to appear as someone who has roughly the same buil
Distant Death200The Martial Artist is able to mentally focus their blow so greatly that they are able to strike a target from a short distance away. Armor does NOT protect from this damage but those with a high Willpower are resistant to this form of attack. Additionally, Lack of Weakness acts as normal protection from this attack. Those with a WP of 22 or higher gain a protection (PROT) equal to (WP - 21) to resist this damage. For example, a martial artist attacks a target with a WP of 23 and rolls 8 damage.
Diving400This skill includes the Swimming skill. The character is adept at both cliff diving into water, and in deep sea diving. Encumbrance – A diver’s effective rank is reduced by 1 if clothing is worn and by 1 (plus 2 times DEX penalty) if armour is worn. This applies to TMR and combat, but not to holding your breath. Non-Swimmers - Characters with no levels in swimming or diving do not know how to swim and will lose 1 hit point cumulative every round (1 point the first round, 2 points the second r
Dragon Lore200Bonus for recognizing and identifying the type, major powers and abilities of Dragons and things pertaining to Dragons.
Drow Spells300At rank 1 in this "skill" the character can cast the following spells at a rank equal to their rank with this skill. Dancing Lights (GK) - See below
Faerie Fire (GK) - As the Illusionist spell of the same name. Darkness (GK) - As the Dark Mage spell of the same name. Detect Lie (SK) - See below
Clairvoyance (SK) - As the Phase Magic spell of the same name. Suggestion (SK) - See Below
Dispel Magic (SK) - See Below At rank 6 in this skill, they gain the following additional spells which can also
Druid800This special ability is only available to priests of Ki, who are referred to as Druids. Druids may only wear natural armors such as padded, hide or leather armor and wooden shields including those with magical enchantments. His weapons are limited to club, sickle, dart, spear, dagger, scimitar, sling, and staff. Save Bonus
Druids gain a +1 per rank to their saves vs. fire and electrical attacks. At rank 11, this bonus improves to 2% per rank above 10th. Thus, at rank 9, bonus is 9%. At rank 10,
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