1. Abilities

Skill Changes

Ride

The Drive Skill didn’t exist before the late 1700s and didn’t become commonplace until the mid-1900s when cars became more than luxuries for the wealthy. Transportation by animals uses Ride, whether the character rides them directly or drives them via coach or chariot. During the transition period, aristocratic characters might learn both Skills. Characters can also use Ride to perform basic veterinary first aid on common mount animals and build relationships with them.

Common Ride specialties include: Jumping, Particular Breeds, Riding in Combat, Tricks, Tailing, and Unfamiliar Horses.

A mount animal has a Handling score like a vehicle, which starts at the animal’s Wits rating and increases or decreases based on treatment and training. Ride works with Social Attributes except in cases where Wits is more appropriate, such as a roll to tail someone while mounted. Dramatically failing on a mount usually involves injury to the mount or uncooperative behavior, like throw-ing its rider or refusing to move.

 

Enigmas

The Computer Skill didn’t exist until the 1980s, with the invention of the home computer. Before that point, characters use Crafts or Science to interact with cruder computer-like technology. They use the Enigmas Skill to manipulate information, navigate complex systems, solve puzzles, and create or decipher codes. It shouldn’t replace interactive problem solving and roleplaying but should help offer specific answers and new options.

Common Enigmas specialties include: Bureaucracies, Codes, Conspiracies, Research, and Social Networks. On a dramatic failure, the Storyteller gives a dramatically appropriate misinterpretation of the information or solution. With failure, the character knows she failed and can try again with a −1 penalty. On a success, the character successfully decodes or obscures the information. With exceptional success, the character gains more answers than she was looking for or hides information exceptionally well.

Decoding Ciphers is an Intelligence + Enigmas extended action requiring between five and 20 successes, with each roll representing one hour of work. Encoding Information is a Wits + Enigmas + equipment instant action that takes between a few minutes and a few hours depending on the complexity. Mastering Complex Systems is a Wits + Enigmas extended action requiring 10+ successes, with each roll representing three hours of interaction or observation.

 

Sailing and Navigation Skills

The Skills a character needs to operate a sailing vessel will depend on the size of the ship. Smaller ships that can be operated by one or two characters will require less Skills than a full-sized naval vessel. Some suggestions follow for appropriate Skills based on the character’s role on a mid- to large-sized ship but may be adjusted for smaller boats and canoes.

Professional Training: Asset Skill

Boatswain: Crafts, Intimidation
Cannoneer: Crafts, Firearms
Carpenter: Academics, Crafts
Cook: Crafts, Persuasion
Deckhand: Athletics, Streetwise
Navigator/Pilot: Science, Survival
Surgeo: Empathy, Medicine
Striker: Survival, Weaponry

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