Feature Section: Knowledge/Skill Areas


1. K/S Areas with Sub-Areas, Alphabetically By TRAIT

(Omitted for this excerpt)

2. New K/S Areas & Changes in Existing K/S

Mental K/S Areas

(Reduced to a simple list for this excerpt:)

Mental TRAIT K/S Areas

Agriculture (addition)
Appraisal (addition)
Criminal Activities, Mental (addition)
Economics/Finance/Investing (addition)
Engineering (addition)
Espionage (addition)
Foreign Language, Conversational
Fortification & Siegecraft (addition)
Games, Mental (addition)
Influence (addition)
Weapons, Military, All Other (addition)

Physical TRAIT K/S Areas

Acrobatics & Gymnastics (addition)
Arms & Armor (addition)
Combat, Hand Weapons (addition)
Combat, Hand Weapons, Missile (addition)
Criminal Activities, Physical (addition)
Cultured Palate (addition)
Games, Physical (Addition)
Jack of All Trades (addition)
Mountaineering (replaces Mountain Climbing)
Plumbing
Police Work (addition)
Seamanship (addition)

Spiritual TRAIT K/S Areas

Animal Handling (addition)
Buffoonery (addition)
Dance
Divination (addition)
Fortune Telling (addition)
Judgement
Multiversal Planes & Spheres (addition)
Dimensional Relationships and Planes & Spheres
Street-Wise (addition)
Yoga (addition)

3.  New rule:  Rudimentary Knowledge
	The JM can allow a persona to have two K/S Areas at 6 STEEP each
instead of one at a STEEP of 2d10 + ATTRIBUTE as is called for. This
is a very shallow way to go for the persona, but it enables immediate
ability in more Areas and gives potential for building the rudimentary
knowledge or skill into something meaningful. A Mountebank, for
instance, is one of the most likely sorts of HP to need such broad but
shallow K/S ability.

4. Updated K/S STEEP Cross-Feeding and Feeding List

This is the most recent version of the K/S CROSS-APPLICATION list
originally published in Journeys* Journal #4. It includes all changes
and additions since the original was written in Autumn 1992.

(Omitted for this excerpt)

* Trademark, all rights reserved (see statement in Table of Contents)