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 &ĘSpheres 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)