Ability Checks and Tools
Skills
Skill | Ability Mod |
---|---|
Tech Use | Intelligence |
Demolitions | Intelligence |
Engineering | Intelligence |
Science | Intelligence |
Intelligence Checks
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
Tech Use. Your Intelligence (Tech Use) check measures advanced concepts like hardware usage, modification, upgrade, and maintenance. Tech Use is also employed in the researching of online materials. You can attempt the repair or modification of a computer, create programs, or use it to replace Intelligence checks (History) when researching a subject on a device.
Demolitions. Your Intelligence (Demolitions) check allows you to set and disarm explosives. This includes the planting of all manners of mechanical and electronic detonators.
Engineering. This is the broad skill dealing with all applications of technology such as machines or electrical devices, allowing you to craft, modify, and repair them. These include electronics, general machines, vehicles, and futuristic weapons.
The difference between the engineering skill and having a machinery kit is akin to having the knowledge and having the resources. Engineering is a broader skill that also acts in place of researching or finding information for structures, improving designs and schematics, or reverse-engineering technology or devices.
Science. This is the extremely-broad skill dealing with the general study of applications of the unaltered rules that govern the real world. It deals with broad studies like Biology, Astronomy, and Geography into further specific fields of expertise like Biochemistry and Astrophysics. You do not have to specify a field of expertise. This skill refers to a general knowledge of science.
Tools
Tool | Cost | Weight |
---|---|---|
Arcanist's Kit | 250 gp | 10 lb. |
Futuristic Miner's Tools | ??? | ?? lb. |
Artisan's tools | - | - |
- Hacking Tools | 80 gp | 6 lb. |
- Machining Kit | 50 gp | 8 lb. |
Arcanist's Kit. An Arcanist's kit includes a magnifying glass, a set of magically sensitive tuning forks, pliers, and a hammer. Proficiency with arcanist's kits lets you identify magic items, ley lines, areas, and magical effects over the course of 8 hours of work if you meet or exceed the DC for identifying them. If a magic item is damaged, you can repair it with an arcanist's kit.
Futuristic Miner's Tools. The extremely specific tools Dwarves get. Futuristic Miner's Tools are a device/kit that represents plasma-drills, sonar/sonic earth weakeners, and planetary scanning devices.
Hacking Tools. This kit contains the hardware and software necessary to allow access into most computer systems and electronic devices. Proficiency with hacking tools lets you to add your proficiency bonus to any Intelligence checks you make to connect to or make use of a computer system or electronic device. The kit fits snugly in a backpack or toolbox.
Machining Kit. This kit contains the hardware, software, and various tools for repairing machines. Proficiency with this kit lets you repair machines or devices, and you can add your proficiency bonus to any ability checks you make to craft or repair machines. The kit barely fits in a backpack or toolbox.
Hacking Tools
Most characters in a modern setting are well versed in using computers, and are automatically successful when employing technology for mundane tasks (searching for a hard drive or the Internet, using the normal functions of an electronic device, and so on). For especially challenging technological tasks (finding hidden information from a device that's been erased and so on), a character makes a Tech Use (Intelligence) check against a DC set by the DM. However, some technical tasks---including breaking into protected computer systems, accessing hidden functions of electronic devices, or using a device in a way it was not designed for---require the use of specialized hacking tools.
Firearms and Languages
Weapon Proficiencies by Class
Class | Weapon Era Proficiency |
---|---|
Artificer | Renaissance, Industrial, Futuristic |
Bard | Renaissance, Industrial |
Barbarian | Renaissance, Industrial |
Cleric | Renaissance, Industrial (though Futuristic Weapons are granted by the War Domain) |
Druid | None |
Fighter | Renaissance, Industrial, Futuristic |
Monk | Renaissance, Industrial |
Paladin | Renaissance, Industrial, Futuristic |
Ranger | Renaissance, Industrial, Futuristic |
Rogue | Renaissance, Industrial |
Sorcerer | None |
Warlock | None (though Renaissance + Industrial Firearms can be created through the Arcane Gunslinger Invocation) |
Wizard | None (though proficiency with Industrial Firearms are granted through the Arcane Tradition of Technomancy) |
Renaissance Era Firearms. The most old-school and old-fashioned types of gun-/blast-powder weapons. Commonly just a tube that would fit a ball-sized bullet, a small amount of powder, and a flintlock attached to a trigger. These weapons had a commonplace propensity to fail and lacked accuracy against targets from a fair distance.
Industrial Era Weapons. Industrial Era places itself within the 1900s to early/modern 2000s era of weapons & firearms, with a couple fantastical weapons in the mix. These weapons use advanced bullet casing shells, specific fuels or metals, or overall utilize powerful munitions.
Futuristic Era Weapons. Weapons of the Far-Flung Future. These commonly harness elemental or laser-powered lens and batteries to shoot concentrated (and dangerous) energy at the target. At the peak of this Era, are weapons that break the bonds of physics with attacks that split through atoms, molecules, or even through reality itself.
Vehicles
Vehicle | Ability Mod |
---|---|
Light Ground Vehicles | Dexterity |
Heavy Ground Vehicles | Strength |
Super-Heavy Ground Vehicles | Strength or Intelligence |
Small Spacecraft | Dexterity |
Medium Spacecraft | Dexterity |
Large Spacecraft | Intelligence |
Aircraft | Dexterity |
Watercraft | Dexterity or Strength |
Mech Suits | Dexterity or Strength |
Vehicles in Biolance take center stage. Whether you're in vicious conflicts with enemy vessels or you're on foot witnessing two mechs collide against one another.
Light Ground Vehicles. Motorcycles, Cars, Dirt Bikes and anything else in between. A creature Proficient with Light Ground vehicles adds its Proficiency Bonus to any checks it makes to maneuver obstacles or to any saving throws to avoid dangerous effects.
Heavy Ground Vehicles. Like a whole Tank or a Hover-Train, and anything else that requires more of an understanding to steer it than just a wheel. A creature Proficient with Heavy Ground Vehicles adds its Proficiency Bonus to any checks it makes to maneuver obstacles or to operate the vehicle.
Super-Heavy Ground Vehicles. Imagine a Warforged Colossus or Machine Titan, or a moving city with mounted artillery. Vehicles that are the size of whole Buildings hampered by gravity require fine skill and talent to operate by your lonesome or with a crew. A creature Proficient with Super-Heavy Ground Vehicles adds its Proficiency Bonus to any checks it makes to maneuver obstacles or to operate the vehicle, and it can use its Strength instead of Intelligence to pilot the Vehicle.
Spacecraft are Vehicles that maneuver in Space, or just the general term for Flying Vehicles that can maneuver in Three- or Four-Dimensional Space.
Small Spacecraft. Small Spacecraft fall under the categories of any ship that can fit in your garage, ones that fall within the dimensions of a 10-50 foot cube. A creature Proficient with Small Spacecraft adds its Proficiency Bonus to any checks it makes to maneuver obstacles, perform maneuvers, or to any saving throws it makes to avoid dangerous effects.
Medium Spacecraft. Medium-Sized Spacecraft fall under the categories of any ship that can fit within the dimensions of a 100-2,000 foot cube. Spacecraft that are too large to operate like their smaller variants, too large to be fastly or delicately maneuvered. A creature Proficient with Medium Spacecraft adds its Proficiency Bonus to any checks it makes to maneuver obstacles or perform flight.
Large Spacecraft. Large-Sized Spacecraft fall under any spacefaring vehicle that is too massive to even require a single dedicated pilot, ones that can't benefit from quick reaction timing or the hand of an operator to avoid danger. Ships of this size require crew and systems like astrophysicists, advanced AI or directional systems, and logicians to even calculate trajectories or paths to maneuver a ship of its size.
Biolance Languages
Standard Languages
The Standard Languages are spoken by many species in the Biolance Multiverse.
Language | Typical Speakers | Script |
---|---|---|
Common | Humans | Common |
Klek [Insectoid] | Insects | Common |
Maal [Mammalian] | Mammals | Common |
Muta | Mutants | Common |
Undercommon | Underground peoples | Terran |
Humanoid Languages
The Standard Languages spoken by the varying Humanoid Species in the Biolance Multiverse, typically of the Common Script unless noted otherwise, spoken by their origin races and others that learn the language.
Language | Origin Race | Script |
---|---|---|
Aelluna [Elvish] | Elves | Sylvan |
D'Murr [Dwarvish] | Dwarves | Titan |
Gob [Goblinoid] | Goblins | Undercommon |
Spiff [Halfling] | Halfling | Common |
Orruch [Orc] | Orcs | Giant |
Chimeran / Beastfolk Languages
The Chimeric Languages, otherwise called Beastspeech or the Language of Animals are the various beastfolk Languages spoken by their native species.
Language | Origin Race | Script |
---|---|---|
Avian | Aarakocra / Birdfolk | Auran |
Felinni | Catfolk | Common |
Giff | Giff | Common |
Kuar (Kua-toa) | Kua-toa | Aquan |
Loxodon | Loxodon / Elephantfolk | Common |
Minuar | Minotaur / Bovinefolk | Common |
Wug | Bullywug / Frogfolk | Aquan |
Exotic Languages
Language | Typical Speakers | Script |
---|---|---|
Abyssal | Demons, fiends | Vile |
Binary | Constructs | Common |
Botan | Plants | Sylvan |
Celestial | Angels | Celestial |
Deep Speech | Aberrations | Starborn |
Draconic | Dragons | Primordial |
Giant | Giants | Titan |
Infernal | Devils, tieflings | Vile |
Necrospeech | Undead | Celestial |
Primordial | Elementals | Titan |
Starborn | Novakin, Cosmican | Primordial |
Sylvan | Fey | Sylvan |
Titan | Titans | Titan |
Vile | Evil beings | Vile |
Exotic Languages
With the DM's approval, you can learn or add Exotic Languages, but do know that these are languages that aren't common for good reason, whether through them being ancient dialects, not recorded or easily scribed for public research, or that it is not a speech easily accessible for mortal tongues.