New And Modified Skills

The Shadow Theory campaign introduces and modifies the standard d20 Modern skills, as described below.

Conglomerate Skills

Some of the skills have been combined into a single skill. This new conglomerate skill is considered a class skill if any of its components are class skills, and it can be used in any way its component skills could. Conglomerate skills grant the same synergies as their components. They are treated as a single skill for purposes of skill points, however.

  • Acrobatics: This skill includes Balance, Escape Artist, and Tumble. Dexterity is its key ability score.
  • Athletics: This skill includes Climb, Jump, and Swim. Strength is its key ability score.
  • Diplomacy: This skill includes Diplomacy and Gather Information. Charisma is its key ability score.
  • Perception: This skill includes Listen and Spot. Wisdom is its key ability score.
  • Stealth: This skill includes Hide and Move Silently. Dexterity is its key ability score.

New Skill Uses

Some previous skills gain new uses in Shadow Theory.

Treat Injury (Wis)

In addition to its standard uses, a Treat Injury check may be used to provide immediate care to an individual suffering from temporary insanity, just like the Psychoanalysis skill. If the individual has neither skill, this is simply an untrained Treat Injury check. A roll of 1 on a Treat Injury check to provide immediate care indicates that the attempt has failed disastrously. The patient's Sanity loss doubles, possibly pushing him into indefinite insanity.

New Skills

Some skills in Shadow Theory are completely new. They are described below.

Forbidden Lore (None)

You know things that Should Not Be Known. You have had horrible supernatural experiences and read forbidden tomes, learning truly dark secrets that have challenged everything you thought you knew. Since these revelations defy logic or commonly accepted fact, it does not matter how intelligent or wise you are when using this skill – only how much exposure to this dark knowledge itself you have experienced.

Check: You can recall or access knowledge pertaining to the Far Realm, particularly details about monsters, deities, spells, or rites pertaining directly to them or the effects they have had on history. You may have insights or speculations about phenomena you are experiencing for the first time.

Special: You cannot gain ranks in this skill through spending skill points. You may only gain ranks through reading forbidden tomes or through experience with the Far Realm itself. Each rank you add to this skill permanently reduces your maximum Sanity by 1 point. The more you know about the horrible truths underlying reality, the less capable you are of leading a normal life.
You cannot take Forbidden Lore during character creation, nor can you declare it as a class skill. However, there is no maximum rank; your level does not limit the number of ranks in Forbidden Lore you can acquire.

Psychic Focus (Wis)(Trained Only)

Use this skill to focus your willpower to perform amazing psychic feats. This skill is only useful to characters with specific psychic feats (See Psychic Feats, below). If a power is sensory (or extrasensory), the GM may roll for you secretly so that you don't know whether you succeeded.

Retry: Yes, but each try has a cost involved that depends on the feat.

Psychoanalysis (Wis)(Trained Only)

Use this skill to help another person after a bad fright or a terrible shock.

Check: The DC and effect depend on the task you attempt.

Immediate Care: When someone suffers an episode of temporary insanity, you can bring him out of it – calming his terror, snapping him out of his stupor, or whatever else is needed to restore the person to the state he was in before the temporary insanity. This is a full-round action with a DC of 15.

Long-Term Care: Providing long-term care means treating a mentally disturbed person for a day or more. This requires you to spend 1d4 hours per day doing nothing but talking to the patient. If successful, the patient recovers Sanity points at a rate of 1 point per week. You can tend up to six patients at a time; each extra patient beyond the first adds 1 hour to the total time devoted to therapy. You need a place to talk quietly, away from stress and distractions. The check must be made each day for each patient. A roll of 1 on a Psychoanalysis check indicates that the patient loses a point of Sanity that day, as she regresses mentally due to horrors suddenly remembered. The DC for the check is 20.

You cannot give long-term care to yourself.

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