Odemark Skillset
Skills
Strength
• Athletics
• Heavy Weapons
Dexterity
• Acrobatics
• Art
• Sleight of Hand
• Stealth
• Zero-G
Constitution
• Battle Dress
• Revelry
Intelligence
• Admin
• Arcana
• Astrogation
• Comms
• Computers
• Engineering
• History
• Investigation
• Mechanincs
• Navigation
• Nature
• Religion
• Science
Wisdom
• Animal Handling
• Explosives
• Gambling
• Gunnery
• Insight
• Medicine
• Perception
• Streetwise
• Survival
• Tactics
• Vacc Suit
• Vehicles
Charisma
• Carouse
• Deception
• Diplomacy
• Intimidation
• Performance
• Persuasion
Tools
• Alchemist
• Astrogation
• Blacksmith
• Comms
• Computers
• Electrician
• Electronic
• Engineer
• Explosives
• Gambler
• Gunsmith
• Machinist
• Mechanic
• Navigation
• Remote Ops
• Tinker
• Sensors
Armor
• Battle Dress
• Vacc Suit
Vehicles
• Drive
• Flyer
• Pilot
• Seafarer
Weapons
• Firearms
• Gunner
• Heavy Weapons
Definitions of non-D&D skills:
Admin: this skill covers bureaucracies and administration of all sorts, including the navigation of bureaucratic obstacles or disasters and gives a knowledge of common legal codes and practises.
Art: the character is trained in a type of creative physical art such as painting, sculpture, graphic design or holography.
Astrogation: this skill is for plotting the courses of starships and calculating accurate jumps.
Battle Dress: this skill permits the character to operate advanced battle armour. It provides a special saving throw used to endure the abuse powered armor can inflict on its wearer.
Carouse: carousing is the art of socialising; of having fun, but also ensuring that other people have fun, of infectious good humour.
Comms: the Comms skill covers the use of modern telecommunications – opening communications channels, querying computer networks, jamming signals and so on, as well as the proper protocols for communicating with starports and other spacecraft.
Computers: the Computers skill is for using and controlling computer systems.
Diplomacy: negotiating deals, establishing peaceful contact and smoothing over social faux pas.
Engineer: used to operate and maintain spacecraft and advanced vehicles.
Explosives: covers the use of demolition charges and other explosive devices, including assembling or disarming bombs.
Gambling: the character is familiar with a wide variety of gambling games, such as poker, roulette, blackjack, horse-racing, sports betting and so on, and has an excellent grasp of statistics and probability.
Gunner: the various specialities of this skill deal with the operation of ship, vehicle or base mounted weapons and protective shields in combat.
Heavy Weapons: covers man-portable and larger weapons that cause extreme property damage, such as rocket launchers, artillery and plasma weapons.
Mechanics: allows the character to understand, maintain, and repair most equipment.
Navigation: the planet-side counterpart of astrogation, covering plotting courses and finding directions on the ground, water, or air.
Revelry: the skill in opposition to carousing, the roudy partier more concerned with engaging in a prolonged drunken debauchery.
Streetwise: a character with the Streetwise skill understands the urban environment and the power structures in society.
Tactics: covers tactical planning and decision making, from board games to squad level combat to fleet engagements.
Vacc Suit: the Vacc Suit skill allows a character to wear and operate spacesuits and environmental suits. If the character does not have the requisite Vacc Suit skill for the suit he is wearing, he is at Disadvantage while wearing a suit.
Zero-G: having the Zero-G skill means the character is adept at moving around in micro-gravity environments and freefall. A character without Zero-G is at Disadvantage while in free-fall.
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