Die Fähigkeit beinhaltet viele Physischen Tätigkeiten wie rennen, springen, schwimmen, klettern, Sport und vieles mehr. Fast jeder ist zumindestens ein wenig mit diesen Aktivitäten in Berührung gekommen, aber die meisten Leute sind nie darin trainiert worden.
Die Fähigkeit wird benutzt um einem Angriff aus dem Weg zu gehen, oder um einem fallenen Objekt oder herrannahenen Gefährt auszuweichen. Der Charakter kann sich ducken, verbiegen, über ein Hinderniss oder in Deckung springen. Charaktere können nur Dingen ausweichen, deren sie bewußt sind. Z.B.: eine Kugel eines Scharfschützen, oder eine überaschende Messerattacke in einer dunklen Gasse kann man nciht ausweichen.
Diese Fähigkeit repräsentiert die Fähigkeits des Charakters sich in einem Kampf zu behaupten, entweder unbewaffnet oder mit einer umprovisierten Waffe. Was als improvisierte Waffe gilt ist schwer zu definieren, es kann ein Gegenstand sein oder etwas was nicht als Waffe konstruiert wurde (Stuhlbein oder eine Flasche), oder es kann eine Waffe sein, in der man nicht ausgebildet wurde (Ein Leibeigener, welcher das SChwert eines Ritters führt, oder der die Mistgabel als Waffe nutzt).
Es gibt verschiedene Kampfstile im Phönix Imperium, mancha kaum mehr als wildes Raufen, andere mit viel Finesse und kämpferischen Ausdrucks.
- Wissen (Phönix Imperium)
Das Wissen um das Phönix Imperium.
- Wissen (deine Fraktion)
Das Wissen um deine Fraktion, wer regiert, welche Sprache, etc.
- Wissen (Heimat)
Das Wissen um deine Heimatwelt.
Dies ist die Fähigkeit Menschen zu beinflussen, verzaubern und zu manipulieren.
Es kann dazu genutz werden um dich mit jemanden vertraut zu machen, sich auch gefährlichen Situationen herauszureden, zu feilschen oder um jemanden zu verführen.
Dies ist die Fähigkeit des Charakters sich der Welt um ihn herum bewußt zu sein und Dinge, die nicht der Norm entsprechen, zu bemerken. Es ist auch die Fähigkeit um aktiv etwas verborgenes zu suchen.
Dies ist die Fähigkeit sich leise zu bewegen, zu verstecken, oder sich zu tarnen.
Des Gegners Aufmerksamkeit wird dem entgegen gesetzt.
Diese Fähigkeit deckt die Benutzung aller Wurf- oder Schleuderwaffen ab, normalweise Wurfmesser, Steine oder Granaten, es kann aber auch ein Lasso oder eine Peitsche sein.
Diese Fähigkeiten kann man nur lernen,wenn man der Fraktion angehört oder einen Lehrvertrag über eine Fähigkeit abschließt.
The Doctrine skill is central to religious thought, philosophy and ritual practice within the Universal Church of the Celestial Sun. Understanding the significance and practice of Church
rites allows the priest to correctly perform basic rituals; blessings, baptisms, penances, marriages and funeral rites. It is also used to judge matters of faith or whether a differing view of the Omega Gospels is heretic or merely heterodox.
- Ritual (?)
The ritual skill represents the ability to perform theurgic and other mystical rites. The usual specialization for this skill is Theurgy, but others exist, including Antinomy, Gjarti, and Manja (though these faiths are not described in this book).
The Etiquette skill covers all the written (and unwritten) rules of behavior upon which noble society depends. Those unfamiliar with such social graces would do well to remain silent and unseen, where possible. Not only does it cover courtly behavior, heraldry, language and terms of address, it can also be invaluable when seeking a boon or just the gossip of the noble circles. Lack of this skill may cause a character to unknowingly commit a dreadful faux pas, resulting in his ejection from the court or any number of worse fates.
The Helm skill covers a wide field of starship operations, from basic flight control to astronavigation, orbital plots and reading flight telemetry.
- Tech Redemption
The Tech Redemption skill covers all manner of technical repair skills from mechanical to volt systems to high-tech items and beyond. While it is most common among the Engineers guild, there are many among the Charioteers and Scravers guilds, as well as some independents, who possess an understanding of Tech Redemption.
- Think Machine
The Think Machine skill is a rare ability found most often in members of such guilds as the Engineers, Reeves and Charioteers, and it allows a character to access and use computers. Accessing information and simple programming are possible. Some members of house al-Malik are rumored to study the mysteries of think machines, though they keep whatever knowledge they have secret. One of the great achievements of the Second Republic was the invention of vastly powerful computers and artificial intelligence devices. After The Fall, many of these miraculous fonts of information were destroyed, either by Church inquisitors or peasants fearful and misunderstanding of a machine that thinks. Others were lost through simple neglect.
Eventually, guildsmen and wealthy nobles began to build computers again, now called think machines. In addition, those ancient computers that survived were sometimes brought back into use. However, current operating systems (and there are many) differ from Second Republic ones, making it difficult to get computers to communicate with one another, and the retrieval of ancient data almost impossible.
- Art ( ?)
The character is skilled in one of the fine arts. This skill encompasses both the creation of art and its performance. The character must choose a particular art form with which he is skilled. Within the Known Worlds, common art forms include Calligraphy, Dance, Embroidery, Illumination, Music Composition, Musical Instruments, Painting, Poetry, Sketching, Sculpting, Stained Glass, Singing, and Storytelling. In noble society, art forms are usually recreational skills, but freemen who practice the same skills often depend on them for their livelihood. Being skilled in a particular art is a sure sign of cultural sophistication and a way to gain favor in many noble courts.
A character skilled in Beastcraft is familiar with animals in general; she is able to domesticate and ride various beasts. The character may also be able to gain an insight into any beast that she encounters. This skill incorporates the healing of beasts, riding them, if suitable, or using them as draft animals for pulling carts, buggies, or plows.
A character skilled in Bureaucracy can be a valuable asset. A working knowledge of “the system” ensures that red tape can be cut through or one’s tracks covered in a maze of paperwork. There are three great bureaucracies at work within the Known Worlds: the Empire, the League, and the Church. Each has its own way of doing things and its own way of interacting with the other two. This skill is all about getting things done, be it organizing travel permits for restricted areas or front row seats at the opera house, or knowing to whom to talk and whose palm to grease.
The character is skilled in the art of leadership and military tactics. A cool head under fire is required to lead troops in battle, as well as to issue orders and formulate tactics in the face of the enemy.
- Craft ( ?)
The character is skilled in a particular craft or trade. This skill allows a character to determine the quality of items related to his area of expertise, as well as to create such items. A character must choose a particular specialty, which is his craft of choice, though more than one specialty can be chosen if the skill is purchased separately. The player may invent a craft of his own or choose from the following list: Blacksmith, Carpenter, Cartographer, Cook, Farmer, Jeweler, Leatherworker, Locksmith, Mason, Potter, Tailor, or Weaver. All crafts covered here are relatively simple and do not require knowledge of high-technology. There is no Craft (Plasma Gun Manufacturer), for instance.
- Culture ( ?)
Every character has some innate understanding of his culture and language. This is a basic reflection of the character’s ability to fit into a culture, understand the local customs, and speak the language. Each Culture skill requires a specific specialization, covering either a general overview of an interstellar society, a faction level society, or that of a specific world. At the gamemaster’s discretion, smaller areas may be covered by specific skills and provide a more detailed level of knowledge. Gamemasters can be inventive when coming up with Culture skills. While a planetary Culture skill usually is enough to cover a broad range of cultural knowledge, there may be remote tribes that have not had contact with the rest of humanity since the fall of the Second Republic, and thus have their own unique culture.
The Deception skill covers a broad range of talents, from simply telling convincing lies to the creation and use of disguises and document forgery. This skill depends upon a certain amount of natural charm and knowledge of how to mask the physical clues that normally indicate that a lie is being told or that all is not what it seems to be.
Discipline is not a skill that can be easily taught. It is gained through battlefield experience, and there is no substitute for the horror of war. This skill covers the ability to resist the effects of pain, fatigue, hunger, sleep deprivation, and torture. Discipline is not just a skill relative to the body, it is also important for setting and maintaining a specific state of mind. Those who have experienced hardship and lived through it have tempered their minds, making it easier to resist the effects of drugs and even occult influences.
The Drive skill covers the use of all ground-based motordriven vehicles (beast-drawn vehicles are covered by the Beastcraft skill). The character has a basic knowledge of traffic rules, signals and a rudimentary understanding of how to keep the vehicle running (where to put fuel and oil, how to change a tire, etc.). Anything beyond basic maintenance requires the Tech Redemption skill.
The Gaming skill covers the knowledge of how to play the most popular games of skill—be they courtly games like Chess or Go or more common gambling games like Tiles or Black Jack—and also to some degree, how to go about cheating at these same games, though the act of cheating often requires the Legerdemain skill. This skill does not cover games that are entirely dependent on chance. Winning or losing in such games as roulette usually comes down to luck alone, although cheating in such games follows the same rules as below.
This ability represents the character’s expertise with artillery and shipboard weapon systems. The character will likely have had some form of military experience to learn this skill.
The Inquiry skill covers investigation, interviewing and interrogation techniques. The essence of Inquiry is the ability to obtain and correctly interpret information. This skill covers a wide range of detective work but often requires a broad range of complementary lore skills to fully understand the clues that are uncovered.
The Intrusion skill covers the arts of breaking and entry, usually by picking a lock or by overcoming a more technological security system. While many locks can be circumvented with the simple expedience of shooting them off, this attracts undue attention. Note that without the proper tools, intrusion is far more difficult.
Legerdemain is the skillful trickery of the hands; this can be put to many applications, from the picking of a pocket to the performance of stage wizardry, from quizzical amusements of dexterity such as making a firebird glide across the back of one’s hand to tricks of misdirection.
- Lore ( ?)
The Lore skill is a specific specialized category and requires a narrow subject focus. Characters skilled at a particular Lore are familiar with the facts, theories and stories associated with it, as well as the particular sub-culture interested in such things. Most lore skills cover a single aspect of science, history, current affairs, xeno race, a planet or region. Ultimately, it is the gamemaster’s judgment as to what is acceptable as a Lore skill. Lore skills are culturally specific, meaning that they cover information about and approach to the subject matter from the point of view of one’s own culture(s). A Reeves advocate’s Lore (Law) would cover legal matters in the League courts, while an Ukari courtier’s Lore (Ukari History & Myth) skill would approach the subject very differently compared to an Orthodox Inquisitor with the same skill.
This represents the character’s ability to handle a close-combat
weapon like a sword or an axe. There are great many fighting
styles in the Phoenix Empire, some little more than wild melee
hack and slash while others display a dueling finesse
The Physick skill covers anatomy, surgery, diseases, first aid
and preventative medicine. This may also include the implantation
of cybernetic devices, if the character also has that lore.
Sanctuary Aeon and the Engineers guild are well-known for
particular specialties. Physicks may also treat species other than
their own, but suffer a ‑2 goal penalty (this can be offset by
the Synergy bonus from Lore (Specific Xeno Physiology) skill).
The Pilot skill covers the use of all types of flitters, suborbitals,
jets, helicopters, and trans-atmospheric vehicles.
This skill covers the use of boats, ships, submarines and other
vehicles for travel on or under water. In more primitive areas,
this may be a canoe or even a raft, while more tech-oriented
worlds may have speedboats and submarines.
This skill covers the use of firearms and archery; this includes
anything from an ancient black powder musket, to a high-tech
blaster carbine and everything in between.
The Survival skill covers the character’s basic survival needs
when forced to rough it. This includes how to make fire, build
makeshift shelters, forage for and identify edible plants, and
trap game animals and fish.
The Streetwise skill covers street-level dealings, usually those
made with shady underworld contacts. It may be used to contact
the criminal underground or acquire illegal goods or services,
including black market items. The skill also covers the generally
knowing one’s way around town, recognizing gang territories,
alien slums, and estimating the presence of law enforcement
in any given area. While any character familiar with life on
the streets may have Streetwise, it is nearly always common
knowledge for members of the Scravers and Chainers guilds.
The Torture skill covers the infliction of physical and/or mental
discomfort to extract information from a subject. Often used by
the Inquisition to extract confessions, the wise would do well
to remember that, with sufficient pain, anyone can be made to
confess to almost anything. The real torturer’s art lies in knowing
how far to push a victim before they capitulate, without losing
them to madness or death… at least, not too early on.
Considered distasteful by many, normal business practice by
others, and an art form by a few, this means of information extraction
is most commonly used on serfs and freemen without
alliances to protect them. The Jacovian Agency, Temple Avesti,
the Muster, Reeves, and some Royal House secret intelligence
groups are among those groups most skilled at Torture.