| Skills |
| Skill |
Char |
Cost |
Description |
| Acrobatics |
Dexterity |
3/2 |
Generally allows the character to do flips, tumbles, swing from flagpoles, jump over obstacles, and other tricky moves. In combat a character can gain an OCV bonus by using an acrobatic maneuver to surprise an opponent. GM's call, depending on situation and how much the roll was made by.
|
| Acting |
Presence |
3/2 |
Just like is sounds. Other skills like disguise and knowledges can help.
|
| Analyze |
Intelligence |
3/2 |
This skill allows a character to analyze another character's or object's abilities or skills and determine competence, power level, and system. A catagory must be picked each time Analyze is bought. Combat technique, Magic, Agility skills, Computers, Structural integrity, etc. Depending on what you roll you would then get a +1 or +2 bonus on a related roll. The bonus could be for your DCV, roll to find the proper reference in your library about a viewed ritual, hacking into a computer, demolitions of a building, etc.
|
| Animal Handler |
Presence |
2/2 |
Allows the character to train and generally handle animals. Every 2 points spent buys a category of animal(listed in the Hero book). The 2 points spent to raise the skill roll by one covers all categories. Categories are things like birds, felines(cats), canines(dogs, wolves, foxes), etc.
|
| Autofire Skills |
N/A |
varies |
See Combat Skills
|
| Breakfall |
Dexterity |
3/2 |
First, a character may use breakfall to stand from a prone or lying down position as a 0 phase action, instead of a half action. Second, a character may use breakfall to take half damage from a fall. Though a -1 penalty to the breakfall roll is given for every 2" fallen. Third, breakfall can be use to cut damage from throws in half. Though a -1 penalty is given for every 2d6 of damage that the throw would have given normally.
|
| Bribery |
Presence |
3/2 |
Knowing how and who to bribe. Other skills, like persuasion, seduction, and knowleges, can be complementary.
|
| Bugging |
Intelligence |
3/2 |
A character with this skill knows the best places to plant audio and visual bugging devices, as well as wire taps and other remote sensory devices. Bugging also covers operating those devices and how to sweep or search for them.
|
| Bureaucratics |
Presence |
3/2 |
A character with this skill knows how to deal with bureaucratic organizations(most companies and all government). How to cut through red tape, who to bribe, and so on.
|
| Climbing |
Dexterity |
3/2 |
The name says it all.
|
| Combat Driving |
Dexterity |
3/2 |
Combat Driving applies to all vehicles that operate two dimensionally. This skill allows the character to drive normally under extreme situations.
|
| Combat Piloting |
Dexterity |
3/2 |
The same as Combat Driving, but for vehicles that operate three dimensionally.
|
| Combat Skill Levels |
N/A |
varies |
See Combat Skills.
|
| Computer Programming |
Intelligence |
3/2 |
Covers programming computers and hacking into them. Certain skills like cryptography or security systems(computers) can be complimentary.
|
| Concealment |
Intelligence |
3/2 |
Hiding yourself, someone else, or something else in an unmoving position.
|
| Contortionist |
Dexterity |
3/2 |
The contortionist skills makes it easier to break free of ropes or whatever bonds, as well as grapples.
|
| Conversation |
Presence |
3/2 |
A character with conversation can extract information from people through a seemingly normal conversation or just be an entertaining conversationalist. Other skills, such as persuasion, seduction, and high society, can be complimentary.
|
| Cramming |
N/A |
5 |
Cramming allows a character to gain a 1 point familiarity (8- roll) with a non-combat skill. Several hours is needed, as well as the resources to study. Only one skill can be learned in this way, per adventure, for every 5 points spent in the Cramming skill. After the current adventure is over the knowledge of the skill fades.
|
| Criminology |
Intelligence |
3/2 |
A character with this skill knows the various techniques, as well as how to use the various technologies that deal with crime scene investigation. Other skills such as streetwise and science skills can be complimentary.
|
| Cryptography |
Intelligence |
3/2 |
Cryptography allows the character to solve cypers and codes, encrypt or encode messages, and hide messages in ordinary text.
|
| Deduction |
Intelligence |
3/2 |
Deduction represents the ability to take several facts and leap to an inobvious conclusion. This is a classic detectives skill.
|
| Defense Maneuver |
N/A |
varies |
See Combat Skills.
|
| Demolitions |
Intelligence |
3/2 |
Blowing up stuff. Making the stuff fall where you want or explode in the direction you want. Other skills such as mechanics or chemistry can be complimentary.
|
| Disguise |
Intelligence |
3/2 |
Like it sounds. Other skills like acting, mimicry, and knowledge skills can be complimentary.
|
| Electronics |
Intelligence |
3/2 |
This skill allows the character to identify, understand, build, repair, and rewire electronic devices.
|
| Fast Draw |
Dexterity |
3/2 |
This skill allows a character to draw a weapon as a 0 phase action, instead of a ½ phase action. Also, if a weapon has clips, that clip maybe changed as a ½ phase action, instead of a full phase.
|
| Forenseic Medicine |
Intelligence |
3/2 |
This skill allows the character to determine cause of death, how long the individual has been dead, if someone has moved the corpse, and so forth.
|
| Forgery |
Intelligence |
2/2 |
This skill allows the character to duplicate items. Every two points spent buys a catagory that can be forged. Catagories are things like art objects, documents, money, and so on. The two points spent to give the skill a +1 covers all catagories.
|
| Gambling |
Intelligence |
2/2 |
Like it sounds. Every two points spent buys one category. Categories are things like dice games, card games, and so on. The 2 points to give the skill a +1 covers all categories.
|
| High Society |
Presence |
3/2 |
This skill allows a character to properly interact with upper-class culture. They often also know who is who among VIP's.
|
| Interrogation |
Presence |
3/2 |
A character with this skill knows the methods, both pyschologically and by force, to extract information from someone.
|
| Inventor |
Intelligence |
3/2 |
This skill represents the spark of creativity needed to create new gadgets and modify old ones in creative ways. The skill itself contains no knowledge. Other skills are needed to supply the hard knowledge.
|
| Knowledge Skill |
Gen |
2/1 |
This is a very flexible background skill. You can have knowledges of groups, people, places, and things. See Knowledge Skills for more details and suggestions.
|
| Language |
N/A |
1 to 6 |
1 point is Basic Conversation. 2 points is Fluent Conversation. 3 points is Fluent with proper accent. 4 points you sound like a native. 5 points you sound like a native and can switch between regional dialects. An additional point is required for Literacy. You automatically receive Native Accent with Literacy for your native language.
|
| Lipreading |
Intelligence |
3/2 |
Like it sounds.
|
| Lockpicking |
Dexterity |
3/2 |
This skill allows the character to open key, combination, electronic, and magnetic locks using special tools instead of keys. It does not allow the character to bypass alarms, traps and other security devices. See Security Systems for that.
|
| Martial Arts |
N/A |
varies |
See Combat Skills.
|
| Mechanics |
Intelligence |
3/2 |
This skill allows a character to repair, replace, and build mechanical devices. A Knowledge skill concerning what the character is building or repairing would be complimentary.
|
| Mimicry |
Intelligence |
3/2 |
This skill allows a character to mimic another persons voice or certain other sounds, perfectly. Not good enough to fool a voice analyzing device though.
|
| Navigation |
Intelligence |
3/2 |
This skill allows a character to travel without getting lost. The character will know what direction he came from and what direction he are going to and using maps can plot courses. There are actually 4 seperate Navigation skills. Land Navigation, Marine Navigation, Air Navigation, and Space Navigation.
|
| Oratory |
Presence |
3/2 |
Represents the character's ability to effectively speak to and persuade a large audience. Oratory can also give bonuses to a character attempting a Presence attack on a large group.
|
| Paramedics |
Intelligence |
3/2 |
Treating injuries and generally just keeping someone alive. Spending one phase and making a successful roll stops bleeding and will save the life of someone who is below 0 Body, but not yet dead, as well as healing them 1 Body. Spending 1 to 5 minutes and making a successful roll heals 2 Body. If the character also has the Professional Skill of Doctor, spends 1 to 5 minutes, and make a successful Paramedics roll, I will allow a healing of 1 more Body, for a total of 3 Body healed. The Doctor skill would be considered complimentary to Paramedics.
I will also double the healing rate of anyone who does bed rest in a clean place or who is under the care of someone with the Professional skill of Doctor. I will triple it if the injured person is able to be in bed rest in a clean place, while under the care of someone with the Professional skill of Doctor.
|
| Persuasion |
Presence |
3/2 |
To convince an individual of your position or to tell convincing lies.
|
| Professional Skill |
Gen |
2/1 |
This skill give the character the ability to preform a certain profession or craft. This would cover things like Accoutant, Artist, Carpenter, Dentist, Doctor, Hockey Player, Scientist, Waiter, Zookeeper, and so on.
|
| Riding |
Dexterity |
3/2 |
The character knows how to ride an animal, typically a horse.
|
| Science Skill |
Intelligence |
2/1 |
This skill give the character a solid grasp of and working knowledge of a particular field of science. Like Anthropology, Chemistry, Microbiology, Nuclear Physics, Subatomic Physics, Vetinary Medicine, and so on.
|
| Security Systems |
Intelligence |
3/2 |
This skill allows a character to locate, recognize, evade, and build various types of alarms and traps. Depending on the type of alarm or trap you are dealing with skills like electronics, mechanics, or computer programming could be complimentary. You can also take a 2/1 version of Security Systems(for computers only) to act like a complimentary skill to Computer Programming, for hacking into computer systems.
|
| Seduction |
Presence |
3/2 |
What it sounds like.
|
| Shadowing |
Intelligence |
3/2 |
This skill allows the character to follow or watch someone subtly. This can be done on foot or in a vehicle.
|
| Shooting Tricks |
Dexterity |
3/2 |
This skill allows the character to attempt difficult or advanced shots. Many firearm related Feats require a Shooting Tricks roll.
|
| Sleight of Hand |
Dexterity |
3/2 |
This skill represents the ability to palm items and fools the eye with quick movements of the hand.
|
| Stealth |
Dexterity |
3/2 |
A character with this skill can hide in shadows, move silently, and/or avoid detection in combat situations.
|
| Streetwise |
Presence |
3/2 |
This skill gives the character knowledge of the seamy side of civilization and how to interact with it.
|
| Suvival |
Intelligence |
3/2 |
This skill allows the character to live off of the land. Survival must be bought with a particular climate. Like desert, artic, jungle, temperate, urban, and so on.
|
| Systems Operation |
Intelligence |
3/2 |
This skill allows the character to understand how to operate sensing and communication devices. Like radios, radar systems, somar, electronic countermeasures, and so on.
|
| Tactics |
Intelligence |
3/2 |
A character with Tactics is an expert at individual and small unit tactics. In game play the GM may give you a hint if you make your roll in certain circumstances.
|
| Teamwork |
Dexterity |
3/2 |
Represents the character's ability to fight well with others in combat. Teamwork is required for a full Coordinated Maneuvers.
|
| Tracking |
Intelligence |
3/2 |
Like it sounds.
|
| Trading |
Presence |
3/2 |
This skill represents the character's ability to strike a good bargin with a merchant or customer.
|
| Two-Weapon Fighting |
N/A |
10 |
See Combat Skills.
|
| Ventiloquism |
Intelligence |
3/2 |
With this skill a character can make his voice sound as if it is coming from somewhere else.
|
| Weaponsmith |
Intelligence |
2/2 |
A character with this skill can make, maintain, or repair various types of weapons. Every 2 points spent buys a category of weapon. The 2 points spent to raise the skill roll by one covers all categories. The categories are muscle powered HTH, muscle powered ranged, firearms, missiles and rockets, chemical weapons, biological weapons, incendiary weapons, and energy weapons.
|
| Skill Enhancers |
| Jack of all Trades |
Costs 3 points. The character picks up trades and crafts extremely easily. The initial cost of profesional skills is reduced by 1. |
| Linguist |
Costs 3 points. Allows the character to learn languages more easily. Reduces the cost of a language by 1 point. The minimum cost for a language is still 1 point, though for 1 point the character could now speak fluently. |
| Scholar |
Costs 3 points. Allows the character to learn Knowledge Skills easily. Reduces the initial cost of Knowledge Skills by 1 point. Does not include Area or Cultural Knowledges (See Traveler below) |
| Scientist |
Costs 3 points. Allows the character to by Science Skills easily. Reduces the initial cost by 1 point. |
| Traveler |
Costs 3 points. The character is adept at picking up knowledges dealing with areas and other cultures. Reduces the intial cost of Area Knowledges, City Knowledges, and Cultural Knowledges by 1 point. |
| Well-Connected |
Costs 3 points. The character is extremely skilled at making friends and earning favors. Reduces the cost of a contact by 1 point. 2 favors can be bought for 1 point. |