Skills


Basics

Skills are traits that a character can learn giving them the power to do something competently. Specific application of a skill is a Technique.

"Difficulty is E for Easy, A for Average, H for Hard, or VH for Very Hard.
Defaults marked with * either do not always apply or vary in special circumstances; see the entry in the main text.
Skills marked with † require specialization."

Modifiers

"Your unmodified skill level measures your odds of success at an 'average' task under adventuring conditions."

  • Task Difficulty Modifier: Ranges from +10 (certain success) to -10 (near certain failure) For example, you don't need a high Driving skill to start a car but you would need one to drive at high speeds while shooting out the window.
  • Time Spent: Taking less time then "normal" incurs a penalty while taking more gives a bonus. A student can be considered as a job with implicit time-compression of 2, 4, or even 8 possible.
  • Assistance: Working with others generally gives +1. Supervision under a competent boss may give a +1. Equipment quality also effects skill with makeshift or poor quality insuring a penalty (-2 or -1) and professional-grade ("good" or "fine") can give a +1 or +2.
  • Ordinary Working Professionals: "At the end of every month in which a character works, he must roll against one of the prerequisite Skills for his job. This is called a job roll."The standard rules are designed for adventurers, not for ordinary working professionals. Professionals make one job roll a month. On a critical failure, something bad happens, with harmful consequences – but not usually as bad as a critical failure during an adventure.

Rolling, Critical Success, Critical Failure, and XP

To roll a skill, determine modifiers and penalties for the action and apply them. Then roll 3d. Rolling at or below your modified skill level is a success. Rolling above your modified skill level is a failure.

Successes

Rolling a 0 is a "qualified success," which represents a bare success that might still have some drawbacks or mishaps (for instance, an enemy might get one last shot off or a stray ricochet might take out some electronics in a starship corridor).

Rolling a -1 to -5 under your modified skill level is a success, which represents an unqualified success; you accomplish what can reasonably be accomplished by your skill (you hit your target, you know the relevant information, you are adequately persuasive, etc.)

Rolling a -6 to -10 under your modified skill level is an enhanced success, which represents a success to a degree that might be surprising (an extra+1 damage on a subsequent damage die, in-depth or nonstandard information about a topic, temporarily improving someone's opinion of you on a persuasion check).

Rolling a -11 or better under your modified skill level is a critical success, which represents the best possible effect of your skill roll. In combat, this means a Critical Hit. For social Skills, this means a permanent improvement of your relations (assuming you don't screw it up down the line). For technical or knowledge Skills, this can mean flashes of inspiration or remembering niche knowledge.

Assuming that success is possible, rolling three ones on the die is always a success.

Failures

Rolling +1 to +5 over your skill is a failure. You miss, you don't know or can't remember what you need to, your finger slips or you're a hair too slow.

Rolling a +6 to +10 over your skill is a serious failure. You miss terribly, and if friendly fire is possible then roll for it. Something in your words, posture or tone temporarily diminishes someone's opinion of you. You misremember information or instructions for a technical skill.

Rolling a +11 or worse over your skill is a critical failure. Failure on this level likely includes outside interference: your weapon malfunctions, something in your words, posture or tone reminds someone of a previous association unbeknownst to you and permanently reduces their opinion of you. You accidentally trigger a flaw in a computer system or device causing it to brick.

Rolling three sixes on the die is always a failure. Failure is always an option if rolling.

Experience Gain Through Skills

Critical successes, critical failures, rolling three ones or three sixes each grant one XP. Any skill in which you rolled a critical success or failure since the last time you spent XP costs one less XP to improve.

Automatic rolls

If your modified skill level for an action would be 19 or over, you don't need to roll it. This is an automatic roll or a rote action; you are so skilled that you simply don't need to consciously focus on the skill to use it. For instance, driving the speed limit down the lane for an average driver in a well-built vehicle (10 DX +0 Skill +10 difficulty modifier, +2 Equipment bonus = 22 modified skill). A 22 skill is routine, and the driver barely needs to pay attention to the road. Likewise, an extremely skilled individual can even tack on penalties and automatically succeed; for instance, a gunslinger has spent his entire life building his skill with a laser pistol. He flips a washer, timing a quick draw action to shoot through the washer into the eye of an incredulous enemy. Shooting through the washer is -10, and aiming for his enemy's eye is -9. His skill, however, is 38, putting the action at a solid 19, meaning that he can reliably do it without too much thought. He might get bored in a regular old gunfight.

No XP is gained through rote action beyond the typical XP that might be gained for accomplishing a task towards your goals.

Improving Skills

In order to learn or improve a skill, you must spend character points. When you spend points on a skill, you are get- ting training to bring that skill up to a useful level. Skills are easy to learn at first – a little training goes a long way! But added improvement costs more. The point cost of a skill depends on two things: its difficulty and the final skill level you wish to attain. Use the Skill Cost Table (below) to calculate a skill’s point cost. The first column shows the skill level you are trying to attain, relative to the skill’s controlling attribute – DX for DX-based Skills, IQ for IQ-based Skills, and so forth. For instance, if your DX were 12, a level of “Attribute-1” would be DX-1, or 11; “Attribute+0” would be DX, or 12; and “Attribute+1” would be DX+1, or 13. The next four columns show the character point costs to learn Skills of different difficulties – Easy, Average, Hard, and Very Hard – at the desired skill level. Harder Skills cost more points to learn!

There is no limit (except lifespan) to the amount of improvement possible with any skill. However, the useful maximum for most Skills is between 20 and 30. Problems to challenge a greater skill are rare! There are two direct ways to increase your Skills in play: spend the bonus points you earn for successful adventuring on new or better Skills, or dedicate game time to study, which gives you points you can use to add or improve the Skills you studied. In either case, the cost to improve a skill is the difference between the cost of the desired skill level and the cost of your current skill level.

Skill Cost Table

Your Final Skill LevelEasyAverageHardVery Hard
Attribute-30001
Attribute-20012
Attribute-10124
Attribute+01248
Attribute+124812
Attribute+2481216
Attribute+38121620
Attribute+412162024
Attribute+516202428
Extra+1+4+4+4+4

Animal

To study animals be in nature or in the lab, learn Natural Sciences Skills such as Biology/TL, Paleontology/TL, and Physiology/TL.

SkillDiffAttrDefaults
Animal HandlingAIQIQ-5
FalconryAIQIQ-5, Animal Handling (Raptors)-3
Mimicry (Animal Sounds)HIQIQ-6*
Mimicry (Bird Calls)HIQIQ-6*
MountADXDX-5
NaturalistHIQIQ-6, Biology-3
PackingAIQIQ-5, Animal Handling (Equines)-5
RidingADXDX-5, Animal Handling, Riding (same)-3
TeamsterAIQAnimal Handling (same)-4, Riding (same)-2
Veterinary/TLAIQAnimal Handling (any)-6, Physician-5, Surgery-5

Arts/Entertainment

SkillDiffAttrDefaults
ArtistHIQIQ-6
ConnoisseurAIQIQ-5*
Current Affairs/TL (High Culture)EIQIQ-4, Research-4
Current Affairs/TL (Popular Culture)EIQIQ-4, Research-4
DancingADXDX-5
Electronics Operation/TL (Media)AIQIQ-5, Engineer (Electrical)-3 IQ-5, Electronics Repair (same)-5, Engineer (Electronics)-5
Fire EatingADXNone
Group PerformanceAIQIQ-5*
Makeup/TLEIQIQ-4, Disguise-2
MimicryHIQIQ-6*
Musical CompositionHIQMusical Instrument-2, Poetry-2 (for song)
Musical InstrumentHIQSpecial
PerformanceAIQIQ-5, Acting-2, Public Speaking-2
Photography/TLAIQIQ-5, Electronics Operation (Media)-5
PoetryAIQIQ-5, Writing-5
SingingEHTHT-4
Sleight of HandHDXFilch-5
Stage CombatADXCombat Art or Sport-2, an actual combat skill-3, Performance-3
VentriloquismHIQNone
WritingAIQIQ-5

Athletic

SkillDiffAttrDefaults
AcrobaticsHDXDX-6
AerobaticsHDXDX-6
AquabaticsHDXDX-6
BicyclingEDXDX-4, Driving (Motorcycle)-4
Body SenseHDXDX-6, Acrobatics-3
Breath ControlHHTNone
ClimbingADXDX-5
Combat ArtVariesDXSpecial
FlightAHTHT-5
Free FallADXDX-5, HT-5
HikingAHTHT-5
JumpingEDXNone
LiftingAHTNone
MountADXDX-5
Parachuting/TLEDXDX-4
RunningAHTHT-5
Scuba/TLAIQIQ-5, Diving Suit-2
SportsADXSpecial
SwimmingEHTHT-4
ThrowingADXDX-3, Dropping-4

Business

SkillDiffAttrDefaults
AccountingHIQIQ-6, Finance-4, Mathematics (Statistics)-5, Merchant-5
AdministrationAIQIQ-5, Merchant-3
Current Affairs/TL (Business)EIQIQ-4, Research-4
DiplomacyHIQIQ-6, Politics-6
EconomicsHIQIQ-6, Finance-3, Market Analysis-5, Merchant-6
FinanceHIQAccounting-4, Economics-3, Merchant-6
LawHIQIQ-6
Market AnalysisHIQIQ-6, Economics-5, Merchant-4
Mathematics/TL (Statistics)HIQIQ-6*
MerchantAIQIQ-5, Finance-6, Market Analysis-4
PoliticsAIQIQ-5, Diplomacy-5
Public SpeakingAIQIQ-5, Acting-5, Performance-2, Politics-5
Savoir-Faire (High Society)EIQIQ-4 and others

Combat/Weapon

The unusual abilities of cinematic martial-arts masters are Esoteric Skills

Melee Combat

SkillDiffAttrDefaults
Axe/MaceADXFlail-4, Two-Handed Axe/Mace-3
BoxingADXNone
BrawlingEDXNone
BroadswordADXForce Sword-4, Rapier-4, Saber-4, Shortsword-2, Two-Handed Sword-4
CloakADXDX-5, Net-4, Shield (any)-4
Eostre Fighting SystemHDXDX-5, Brawling-4, Axe/Mace-3, Shortsword-2
Fast DrawEDXNone
FlailHDXAxe/Mace-4, Two-Handed Flail-3
Force SwordADXAny Sword-3
Force WhipADXKusari-3, Monowire Whip-3, Whip-3
GarroteEDXDX-4
Jitte/SaiADXForce Sword-4, Main-Gauche-4, Shortsword-3
JudoHDXNone
KarateHDXNone
KnifeEDXForce Sword-3, Main-Gauche-3, Shortsword-3
KusariHDXForce Whip-3, Monowire Whip-3, Two-Handed Flail-4, Whip-3
LanceADXDX-5, Spear-3
Main-GaucheADXJitte/Sai-4, Knife-4, Rapier-3, Saber-3, Smallsword-3
Melee WeaponVariesDXSpecial
Monowire WhipHDXForce Whip-3, Kusari-3, Whip-3
Parry Missile WeaponsHDXNone
PolearmADXSpear-4, Staff-4, Two-Handed Axe/Mace-4
RapierADXBroadsword-4, Main-Gauche-3, Saber-3, Smallsword-3
SaberADXBroadsword-4, Main-Gauche-3, Rapier-3, Shortsword-4, Smallsword-3
ShieldEDXDX-4
ShortswordADXBroadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3
SmallswordADXMain-Gauche-3, Rapier-3, Saber-3, Shortsword-4
SpearADXPolearm-4, Staff-2
StaffADXPolearm-4, Spear-2
Sumo WrestlingADXNone
TonfaADXShortsword-3
Two-Handed Axe/MaceADXAxe/Mace-3, Polearm-4, Two-Handed Flail-4
Two-Handed FlailHDXFlail-3, Kusari-4, Two-Handed Axe/Mace-4
Two-Handed SwordADXBroadsword-4, Force Sword-4
WhipADXForce Whip-3, Kusari-3, Monowire Whip-3
WrestlingADXNone

Ranged Combat

SkillDiffAttrDefaults
Artillery/TL†AIQIQ-5
Beam Weapons/TL†EDXDX-4
BlowpipeHDXDX-6
BolasADXNone
BowADXDX-5
CrossbowEDXDX-4
DroppingADXDX-3, Throwing-4
Fast-DrawEDXNone
Gunner/TL†EDXDX-4
Guns/TL†EDXDX-4
Innate AttackEDXDX-4
LassoADXNone
Liquid Projector/TL†EDXDX-4
NetHDXCloak-5
SlingHDXDX-6
Spear ThrowerADXDX-5, Thrown Weapon (Spear)-4
Throwing ArtHDXNone
Thrown WeaponEDXDX-4*

Craft

"Craft Skills deal specifically with doing the work necessary to turn raw Materials – cloth, leather, metal, stone, wood, etc. – into finished goods."

SkillDiffAttrDefaults
Artist (Pottery)HIQIQ-6
Artist (Sculpting)HIQIQ-6
Artist (Woodworking)HIQIQ-6
Bone CarvingADXDX-2, Armoury (TL0)-2
CarpentryEIQIQ-4
Jeweler/TLHIQIQ-6, Smith (Copper)-4, Smith (Lead and Tin)-4
LeatherworkingEDXDX-4
MasonryEIQIQ-4
Smith/TL†AIQIQ-5*

Criminal/Street

"Members of any profession might sell their Skills for a dishonest buck, but a few Skills are common among criminals and rarely learned by honest folk. These often overlap Police and Spy Skills. In some times and places, being trained in the technological Skills on this list may be a Secret for anyone but a government Agent."

SkillDiffAttrDefaults
CarousingEHTHT-4
ClimbingADXDX-5
Computer Hacking/TLVHIQNone
Counterfeiting/TLHIQIQ-6, Forgery-2
Disguise/TL†AIQIQ-5, Makeup-3
Electronics Operation/TL (Security)AIQIQ-5, Engineer (Electrical)-3 IQ-5, Electronics Repair (same)-5, Engineer (Electronics)-5
EscapeHDXDX-6
Explosives/TL (Demolition)AIQIQ-5*
Fast-TalkAIQIQ-5, Acting-5
FilchADXDX-5, Pickpocket-4, Sleight of Hand-4
Forced EntryEDXNone
Forgery/TLHIQIQ-6, Counterfeiting-2
GamblingAIQIQ-5, Mathematics (Statistics)-5
HoldoutAIQIQ-5, Sleight of Hand-3
IntimidationAWillWill-5, Acting-3
Lockpicking/TLAIQIQ-5
ObservationAPerPer-5, Shadowing-5
PanhandlingEIQIQ-4, Fast Talk-2, Public Speaking-3
PickpocketHDXDX-6, Filch-5, Sleight of Hand-4
Poisons/TLHIQIQ-6, Chemistry-5, Pharmacy (any)-3, Physician-3
Savoir-Faire (Mafia)EIQIQ-4 and others
ScroungingEPerPer-4
ShadowingAIQIQ-5, Observation-5, Stealth-4 (on foot only)
Sleight of HandHDXFilch-5
SmugglingAIQIQ-5
StealthADXDX-5, IQ-5
StreetwiseAIQIQ-5
Traps/TLAIQIQ-5, Lockpicking-3
Urban SurvivalAPerPer-5

Design/Invention

"These Skills deal with conceiving new artifacts and technology2 Use Architecture/TL for buildings, Bioengineering/TL for biotech, Computer Programming/TL for software, /TL for machines, and Pharmacy/TL for drugs. Maintaining technology calls for Repair/Maintenance Skills; using it generally requires Combat/Weapon, Technical, or Vehicle Skills."

SkillDiffAttrDefaults
Architecture/TLAIQIQ-5, Engineer (Civil)-4
BioengineeringTL†HIQBiology-5
Computer Programming/TLHIQNone
Engineer/TL†HIQSpecial
Pharmacy/TL†HIQIQ-6*
Weird ScienceVHIQNone

Esoteric

Esoteric Skills let the user direct bioenergy, chi, psi, or another force that originates within his mind or body. They are to Skills as exotic and supernatural Advantages are to Advantages. The GM decides which Esoteric Skills exist in the campaign and may require prerequisite Advantages, such as Trained By A Master, even for Skills that don’t specifically list such requirements.

SkillDiffAttrDefaults
AutohypnosisHWillMeditation-4
Blind FightingVHPerNone
Body ControlVHHTNone
Breaking BlowHIQNone
CaptivateHWillNone
DreamingHWillWill-6
EnthrallmentHWillNone
Flying LeapHIQNone
Immovable StanceHDXNone
Invisibility ArtVHIQNone
Light WalkHDXNone
MeditationHWillWill-6, Autohypnosis-4
Mental StrengthEWillNone
Mind BlockAWillWill-5, Meditation-5
Musical InfluenceVHIQNone
PersuadeHWillNone
Power BlowHWillNone
Pressure PointsHIQNone
PushHDXNone
SuggestHWillNone
Sway EmotionsHWillNone
Throwing ArtHDXNone
Zen ArcheryVHIQNone

Everyman

"Most of these Skills fall into other categories, too. What they have in common is that in cultures and TLs where they exist at all, almost everyone will know two or three of them – including any hero who didn’t grow up under a rock!"

SkillDiffAttrDefaults
Area KnowledgeEIQIQ-4, Geography, (Regional)-3*
Computer Operation/TLEIQIQ-4
CookingAIQIQ-5, Housekeeping-5
HousekeepingEIQIQ-4
Knot-TyingEDXDX-4, Climbing-4, Seamanship-4
Savoir-Faire (Servant)EIQIQ-4 and others
Sewing/TLEDXDX-4
TypingEDXDX-4, any skill requiring typing-3
Weather SenseAIQIQ-5

Knowledge

These Skills represent knowledge of an activity, place, group of people, or body of research. Expert Skills are by definition arcane, though, and Hidden Lore might even require an Unusual Background.

SkillDiffAttrDefaults
Area KnowledgeEIQIQ-4, Geography, (Regional)-3*
ConnoisseurAIQIQ-5*
Current Affairs/TL†EIQIQ-4, Research-4
GamesEIQIQ-4
HeraldryAIQIQ-5, Savoir-Faire (High Society)-3
Hidden LoreAIQNone
Hobby SkillEDX or IQDX-4 or IQ-4
Professional SkillADX or IQSpecial
Savoir-FaireEIQIQ-4 and others

Medical

"Medical Skills are for treating injury and affliction3 They are the job Skills of medical professionals – doctors, nurses, psychiatrists, etc. – and first responders such as army medics and paramedics. In some settings, barbers, herbalists, midwives, and even torturers will know some of these Skills."

SkillDiffAttrDefaults
Diagnosis/TLHIQIQ-6, First Aid-8, Physician-4, Veterinary-5
Electronics Operation/TL (Medical)AIQIQ-5, Engineer (Electrical)-3 IQ-5, Electronics Repair (same)-5, Engineer (Electronics)-5
Esoteric HPerPer-6
Expert Skill (Epidemiology)HIQNone
First Aid/TLEIQIQ-4, Esoteric Medicine, Physician, Veterinary-4
HypnotismHIQNone
Pharmacy/TL†HIQIQ-6*
Physician/TLHIQIQ-7, First Aid-11, Veterinary-5
Poisons/TLHIQIQ-6, Chemistry-5, Pharmacy (any)-3, Physician-3
PsychologyHIQIQ-6, Sociology-4
Surgery/TLVHIQFirst Aid-12, Physician-5, Physiology-8, Veterinary-5
Veterinary/TLHIQAnimal Handling (any)-6, Physician-5, Surgery-5

Military

"Military forces often have members with every skill imaginable, but a few Skills are rare outside the armed services. The GM may make Military Rank or Security Clearance a prerequisite for certain technological Skills on this list. Most military personnel also know Combat/Weapon Skills and a few Technical and Vehicle Skills."

SkillDiffAttrDefaults
Armoury/TL†AIQIQ-5, Engineer (same)-4
Brain Hacking/TLHIQSpecial
Brainwashing/TLHIQSpecial
CamouflageEIQIQ-4, Survival-2
Cryptography/TLHIQMathematics (Cryptology)-5
Electronics Operation/TL (Electronic Warfare)AIQIQ-5, Engineer (Electrical)-3 IQ-5, Electronics Repair (same)-5, Engineer (Electronics)-5
Electronics Repair/TL (Electronic Warfare)AIQIQ-5, Electronics Operation (same)-3, Engineer (Electronics)-3
Expert Skill (Military Science)HIQNone
Explosives/TL†AIQIQ-5*
Forward Observer/TLAIQIQ-5, Artillery (any)-5*
Intelligence AnalysisHIQIQ-6, Strategy (any)-6
InterrogationAIQIQ-5, Intimidation-3, Psychology-4
LeadershipAIQIQ-5
NBC Suit/TLADXBattlesuit-2, Diving Suit-4, Vacc Suit-2
ObservationAPerPer-5, Shadowing-5
Parachuting/TLEDXDX-4
Propaganda/TLAIQIQ-5, Merchant-5, Psychology-4
Savoir-Faire (Military)EIQIQ-4 and others
Scuba/TLAIQIQ-5, Diving Suit-2
Soldier/TLAIQIQ-5
StrategyHIQIQ-6, Intelligence Analysis-6, Tactics-6
TacticsHIQIQ-6, Strategy (any)-6
Traps/TLAIQIQ-5, Lockpicking-3

Natural Sciences

These Skills attempt to explain the natural world, from subatomic particles to galaxies. Those who study manmade artifacts have Design/Invention Skills, those who study Medicine have Medical , and those who study the cultures of sapient beings have Social Sciences/Humanities Skills.

SkillDiffAttrDefaults
Alchemy/TLVHIQNone
Astronomy/TLHIQIQ-6
Biology/TL†VHIQIQ-6, Naturalist-6
Chemistry/TLHIQIQ-6, Alchemy-3
Expert Skill (Epidemiology)HIQNone
Expert Skill (Hydrology)HIQNone
Expert Skill (Natural Philosophy)HIQNone
Geology/TL†HIQIQ-6, Geography (Physical)-4, Prospecting-5
Mathematics/TL†HIQIQ-6*
Metallurgy/TLHIQChemistry-5, Jeweler-8, Smith (any)-8
Meteorology/TL†AIQIQ-5
NaturalistHIQIQ-6, Biology-3
Paleontology/TL†HIQBiology-4*
Physics/TLVHIQIQ-6
Physiology/TL†HIQIQ-6, Diagnosis-5, Physician-5, Surgery-5

Occult/Magical

"Occult/Magical Skills deal with gods, magic, spirits, and similar otherworldly forces. They are the professional Skills of priests, shamans, and wizards – any of whom might also learn spells or other working magic. Unusual forces that originate within the user are the focus of Esoteric skills"

SkillDiffAttrDefaults
Alchemy/TLVHIQNone B174
ExorcismHWillWill-6, Religious Ritual (any)-3, Ritual Magic (any)-3, Theology (any)-3
Expert Skill (Psionics)HIQNone
Herb Lore/TLVHIQNone
Hidden Lore (Redspace)AIQNone
Hidden Lore (Secret Societies)AIQNone
OccultismAIQIQ-5
Religious RitualHIQRitual Magic (same)-6, Theology (same)-4
Symbol DrawingHIQSpecial
ThaumatologyVHIQIQ-7 (magical settings only)

Outdoor/Exploration

The Skills below are useful for these purposes and common among explorers, pioneers, prospectors, and rangers. Most outdoorsmen also know Animal or Vehicle Skills: Riding for their horse, Boating for their canoe, and so forth

SkillDiffAttrDefaults
CamouflageEIQIQ-4, Survival-2
Cartography/TLAIQIQ-5, Geography (any)-2, Mathematics (Surveying)-2, Navigation (any)-4
ClimbingEDXDX-5
FishingEPerPer-4
HikingAHTHT-5
Mimicry (Animal Sounds)HIQIQ-6*
Mimicry (Bird Calls)HIQIQ-6*
NaturalistHIQIQ-6, Biology-3
Navigation/TL†AIQSpecial
Prospecting/TLAIQIQ-5, Geology (any)-4
Scuba/TLAIQIQ-5, Diving Suit-2
SkatingHHTHT-6
SkiingHHTHT-6
SurvivalAPerPer-5, Naturalist (same planet)-3
SwimmingEHTHT-4
TrackingAPerPer-5, Naturalist-5
Weather SenseAIQIQ-5

Plant

These Skills deal with growing things. Unlike Animal Skills, this category includes both lab study and practical Skills.

SkillDiffAttrDefaults
Biology/TL†VHIQIQ-6, Naturalist-6
Farming/TLAIQIQ-5, Biology-5, Gardening-3
GardeningEIQIQ-4, Farming-3
Herb Lore/TLVHIQNone
NaturalistHIQIQ-6, Biology-3
Paleontology/TL (Paleobotany)HIQBiology-4*
Pharmacy/TL (Herbal)HIQIQ-6*

Police

"Day-to-day police work mostly involves Social Skills (below), but officers also learn Skills that are rare outside the underworld (Street skills), military (Military ), or intelligence agencies (Spy skills). The GM may make Legal Enforcement Powers or Police Rank a prerequisite for the technological Skills below. See also Combat/Weapon and Vehicle Skills.

SkillDiffAttrDefaults
Body LanguageAPerDetect Lies-4, Psychology-4
Criminology/TLAIQIQ-5, Psychology-4
Detect LiesHPerPer-6, Body Language-4, Psychology-4
DiplomacyHIQIQ-6, Politics-6
Electronics Operation/TL (Surveillance)AIQIQ-5, Engineer (Electrical)-3 IQ-5, Electronics Repair (same)-5, Engineer (Electronics)-5
Explosives/TL (Explosive Ordnance Disposal)AIQIQ-5*
Forced EntryEDXNone
Forensics/TLHIQIQ-6, Criminology-4
Intelligence AnalysisHIQIQ-6, Strategy (any)-6
InterrogationAIQIQ-5, Intimidation-3, Psychology-4
IntimidationAWillDefaults: Will-5 or Acting-3
LawHIQIQ-6
Lockpicking/TLAIQIQ-5
ObservationAPerPer-5, Shadowing-5
Savoir-Faire (Police)EIQIQ-4 and others
SearchAPerPer-5, Criminology-5
ShadowingAIQIQ-5, Observation-5, Stealth-4 (on foot only)
StealthADXDX-5, IQ-5
StreetwiseAIQIQ-5
TacticsAIQIQ-6, Strategy (any)-6
Urban SurvivalAPerPer-5

Repair/Maintenance

"These Skills cover installing, repairing, and modifying electrical or mechanical devices. Inventing such things requires Design/Invention Skills; using them calls for Technical Skills. To work with raw Materials instead of manufactured gadgets, learn Craft Skills."

SkillDiffAttrDefaults
Armoury/TL†AIQIQ-5, Engineer (same)-4
Electrician/TLAIQIQ-5, Engineer (Electrical)-3
Electronics Repair/TL†AIQIQ-5, Electronics Operation (same)-3, Engineer (Electronics)-3
Flint KnappingADXDX-2, Armoury(TL0)-1, Anthropology-4
Machinist/TLAIQIQ-5, Mechanic (any)-5
Mechanic/TL†AIQIQ-5, Engineer (same)-4, Machinist-5

Scholarly

"Skills relevant to reading, writing, research, and lecturing are common among sages, professors, and other learned folk. A scholar might know any or all of the Skills below, if they exist in his world. These usually accompany Skills from the Design/Invention, Natural Sciences, Occult/Magical, and Social Sciences/Humanities groups.

SkillDiffAttrDefaults
Computer Operation/TLEIQIQ-4
Expert SkillHIQNone
LiteratureHIQIQ-6
Public SpeakingAIQIQ-5, Acting-5, Performance-2, Politics-5
Research/TLAIQIQ-5, Writing-3
Speed-ReadingAIQNone
TeachingAIQIQ-5
TypingEDXDX-4, any skill requiring typing-3
WritingAIQIQ-5

Social

"Social Skills all involve one individual or group trying to relate to another. Some are basically “hands off” (e.g., using Current Affairs (People) or Heraldry to recognize someone famous). Others actively seek to affect others’ actions or emotions."

SkillDiffAttrDefaults
ActingAIQIQ-5, Performance-2, Public Speaking-5
AdministrationAIQIQ-5, Merchant-3
Body LanguageAPerDetect Lies-4, Psychology-4
CarousingEHTHT-4
ConnoisseurAIQIQ-5*
Current Affairs/TL†EIQIQ-4, Research-4
Detect LiesHPerPer-6, Body Language-4, Psychology-4
DiplomacyHIQIQ-6, Politics-6
Erotic ArtADXDX-5, Acrobatics-5
Fast-TalkAIQIQ-5, Acting-5
Fortune TellingAIQIQ-5, Fast-Talk-3, Occultism-3
GamblingAIQIQ-5, Mathematics (Statistics)-5
IntimidationAWillDefaults: Will-5 or Acting-3
GestureEIQIQ-4
HeraldryAIQIQ-5, Savoir-Faire (High Society)-3
LeadershipAIQIQ-5
MerchantAIQIQ-5, Finance-6, Market Analysis-4
PanhandlingEIQIQ-4, Fast Talk-2, Public Speaking-3
PoliticsAIQIQ-5, Diplomacy-5
Propaganda/TLAIQIQ-5, Merchant-5, Psychology-4
Public SpeakingAIQIQ-5, Acting-5, Performance-2, Politics-5
Savoir-Faire (High Society)EIQIQ-4 and others
Sex AppealAHTHT-3
StreetwiseAIQIQ-5
TeachingAIQIQ-5

Social Sciences/Humanities

"These Skills study the “world of the mind”: the behavior, beliefs, civilizations, and social systems of intelligent beings. They might analyze the past, try to understand the present, or attempt to predict future behavior. The systematic study of the natural world is covered by Natural Sciences Skills."

SkillDiffAttrDefaults
AnthropologyHIQIQ-6, Paleontology (Paleoanthropology)-2, Sociology-3
ArchaeologyHIQIQ-6
Cartography/TLAIQIQ-5, Geography (any)-2, Mathematics (Surveying)-2, Navigation (any)-4
Criminology/TLAIQIQ-5, Psychology-4
EconomicsHIQIQ-6, Finance-3, Market Analysis-5, Merchant-6
Expert Skill (Egyptology)HIQNone
Expert Skill (Political Science)HIQNone
Expert Skill Thanatology)HIQNone
Expert Skill (Xenology)HIQNone
Geography/TL†HIQIQ-6*
HistoryHIQIQ-6
LawHIQIQ-6
LinguisticsHIQNone
LiteratureHIQIQ-6
Memetics AIQIQ-4, Symbol Drawing-3
Paleontology/TL (Paleoanthropology)HIQBiology-4*
PhilosophyHIQIQ-6
PsychologyHIQIQ-6, Sociology-4
SociologyHIQIQ-6, Anthropology-3, Psychology-4
TheologyHIQIQ-6, Religious Ritual (same)-4

Spy

"Spy Skills cover the specialized “tradecraft” of intelligence and security officers. They blur into /Street, Military, and Police Skills – all of which are common among spies with suitable backgrounds. Rank or Security Clearance is often a prerequisite for certain technological Skills on this list. Cinematic spies will also know Combat/Weapon Skills!"

SkillDiffAttrDefaults
ActingAIQIQ-5, Performance-2, Public Speaking-5
Body LanguageAPerDetect Lies-4, Psychology-4
Brain Hacking/TLHIQSpecial
Brainwashing/TLHIQSpecial
Computer Hacking/TLVHIQNone
Cryptography/TLHIQMathematics (Cryptology)-5
Detect LiesHPerPer-6, Body Language-4, Psychology-4
Disguise/TL†AIQIQ-5, Makeup-3
Electronics Operation (Electronic Warfare)/TLAIQIQ-5, Engineer (Electrical)-3 IQ-5, Electronics Repair (same)-5, Engineer (Electronics)-5
Electronics Operation (Security)/TLAIQIQ-5, Engineer (Electrical)-3 IQ-5, Electronics Repair (same)-5, Engineer (Electronics)-5
Electronics Operation (Surveillance)/TLAIQIQ-5, Engineer (Electrical)-3 IQ-5, Electronics Repair (same)-5, Engineer (Electronics)-5
EscapeHDXDX-6
Expert Skill (Computer Security)HIQNone
Fast-TalkAIQIQ-5, Acting-5
FilchADXDX-5, Pickpocket-4, Sleight of Hand-4
Forced EntryEDXNone
Forgery/TLHIQIQ-6, Counterfeiting-2
HoldoutAIQIQ-5, Sleight of Hand-3
Intelligence AnalysisHIQIQ-6, Strategy (any)-6
InterrogationAIQIQ-5, Intimidation-3, Psychology-4
Lip ReadingAPerPer-10
Lockpicking/TLAIQIQ-5
ObservationAPerPer-5, Shadowing-5
Photography/TLAIQIQ-5, Electronics Operation (Media)-5
Poisons/TLHIQIQ-6, Chemistry-5, Pharmacy (any)-3, Physician-3
Propaganda/TLAIQIQ-5, Merchant-5, Psychology-4
Research/TLAIQIQ-5, Writing-3
SearchAPerPer-5, Criminology-5
ShadowingAIQIQ-5, Observation-5, Stealth-4 (on foot only)
SmugglingAIQIQ-5
StealthADXDX-5, IQ-5

Technical

"These Skills cover the operation of specialized technology other than Vehicles (which use Vehicle skills). They are common among those trained in Military, Police, and Spy Skills – which heavily overlap this category – and those with Design/Invention, Medical, and Natural Sciences Skills (and their assistants)."

SkillDiffAttrDefaults
Battlesuit/TLADXDX-5, Diving Suit-4, NBC Suit-2, Vacc Suit-2
Computer Operation/TLEIQIQ-4
Diving Suit/TLADXDX-5, Battlesuit-4, NBC Suit-4, Scuba-2, Vacc Suit-4
Electronics Operation/TL†AIQIQ-5, Engineer (Electrical)-3 IQ-5, Electronics Repair (same)-5, Engineer (Electronics)-5
Explosives/TL†AIQIQ-5*
Freight Handling/TLAIQIQ-5
Hazardous /TL†AIQIQ-5
Lockpicking/TLAIQIQ-5
Mathematics/TL (Surveying)HIQIQ-6*
Navigation/TL†AIQSpecial
Parachuting/TLEDXDX-4
Photography/TLAIQIQ-5, Electronics Operation (Media)-5
Scuba/TLAIQIQ-5, Diving Suit-2
Vacc Suit/TLADXDX-5, Battlesuit-2, Diving Suit-4, NBC Suit-2

Vehicle

"Vehicle Skills cover the training needed to operate anything from a covered wagon to a starship – including steering the thing, basic maintenance, loading cargo, and plotting courses. Specialist crew will possess other Skills: Technical Skills for radiomen and sensor operators, Repair/Maintenance Skills for engineers, Combat/Weapon Skills for gunners and marines, and so forth."

SkillDiffAttrDefaults
Airshipman/TLEIQIQ-4
Battlesuit/TLADXDX-5, Diving Suit-4, NBC Suit-2, Vacc Suit-2
BicyclingEDXDX-4, Driving (Motorcycle)-4
Boating/TL†ADXDX-5, IQ-5
Crewman/TLEIQIQ-4
Driving/TL†ADXDX-5, IQ-5
Freight Handling/TLAIQIQ-5
Piloting/TL†ADXIQ-6
Seamanship/TLEIQIQ-4
Shiphandling/TL†HIQIQ-6*
Spacer/TLEIQIQ-4
Submarine/TL†ADXIQ-6
SubmarinerEIQIQ-4
TeamsterAIQAnimal Handling (same)-4, Riding (same)-2




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