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Skills
People (and some types of machines and creatures) are rated in terms of their Skills.
A Skill is a learned talent or ability which can be mproved with practical experience.
Skills are useful in determining the outcome of Skill tests, the most common form of
Action tests.
In a Skill test, the number of six-sided dice rolled is equal to the Skill level
of the character involved.
While Skill levels of up to ten (10) are theoretically possible, most characters will
peak at around 5 and diversify their Skill selection instead. Skill levels transfer directly
from the Silhouette roleplaying system to the Silhouette wargaming system and vice-versa.
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Skill Complexity
Skills also have a Complexity rating (Cpx).
Complexity is noted as a second number after a slash, such as “2/4” for a Skill level of 2 with a Complexity of 4.
While the Skill level shows how good the character is, the Cpx rating represents how much general knowledge the
character has in that particular field. For example, an aircraft pilot with 5/1 would be a whiz with a propeller
plane, but nothing much more sophisticated. A 2/3 pilot would fly a suborbital jet and anything before, with a
reasonable amount of skill. All Skills get Cpx 1 for free when acquired.
Some items or tasks can have Cpx ratings as well; this is the suggested ability to use or solve them effectively.
If no Complexity rating is given for a task or piece of equipment, a default Cpx of 1 is assumed.
The difference between the character's Skill's Cpx and the item's (or task's) is applied to the dice roll.
For example, a certain physics problem can only be solved by people with the right skill set.
A difficult problem won't be solved easily by a precocious genius, no matter how good he is;
he simply lacks the knowledge required to do so. On the other hand, an expert (Cpx 3 and more)
will easily solve most simple problems. For example, a character with Cpx 3 in
a Skill working on a Cpx 1 task would have a +2 bonus to his roll (Cpx 3, the
expert's knowledge, minus Cpx 1, the task's Cpx, 3 - 1 = 2, for a +2 bonus).
Complexity ratings are not used in Opposed Skill tests, unless both Attacker and Defender
use the same Skill. The difference between their Cpx is then applied to the Attacker's roll.
Skill Level Comparisons
| Skill Level |
Ability |
Description |
| 0 |
Untrained |
Little or no skill |
| 1 |
Rookie |
Basic training. |
| 2 |
Qualified |
Minimum level to earn a living |
| 3 |
Veteran |
Professionals; usually represents some experience |
| 4 |
Elite |
Seasoned professionals |
| 5+ |
Legendary |
The very best: living legends and heroes |
Skill Complexity Comparisons
| Skill CPX* |
Training |
Description |
| 1 |
Basic |
Self-taught or basic training |
| 2 |
Trained |
Full training |
| 3 |
Advanced |
Advanced Courses |
| 4 |
Expert |
Wide field of knowledge |
| 5 |
Legendary |
Renowned Expert |
*All tasks have a default Cpx of 1.
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Animal Handling
Attributes: INF (training), KNO (basic care)
Specializations: Animal, Herding, Performing Tricks
Possessed By: Farmers, Ranchers, Circus Performers
The Animal Handling Skill measures the ability of a character to care
for and train various animal species. The Skill includes knowledge of
the animal's preferred foods and daily habits, reproductive cycle and
the basic signs of disease. Natural Sciences (Life) is needed to actually
treat diseased animals, however.
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Archery
Attributes: AGI (firing), PER (firing at Extreme range)
Specializations: Longbow, Compound Bow, Crossbow, Sling
Possessed By: Athletes, Hunters, Primitives
The Archery Skill allows the character to use primitive
missile weapons such as longbows, slings or crossbows.
This is the primary ranged weapon Skill in historical and
fantasy genres. In settings featuring firearms, this Skill
might still be used for sport and historical events, but rarely
for actual combat. Specialized arrowheads/projectiles can
be used to make the weapons more versatile.
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Athletics
Attributes: AGI (grabbing items), FIT (physical activities), KNO (evaluating moves)
Specializations: Running, Football, Volleyball, Break Fall, Climbing, Swimming
Possessed By: Athletes, Sports Enthusiasts, Soldiers
Athletics represents the character's ability to engage in
sporting and physical activities of all kinds. It includes the
necessary Skills and knowledge of the rules and
regulations along with the physical training required by
athletic activities. Athletics is also used for running, and
climbing up and down a steep (more than 60 degrees)
incline. See Movement, section 3.2, for more.
A high Cpx in this Skill represents the ability to perform
tumbling, balancing, or gymnastics. In some game genres,
Acrobatics can be used in combat instead of Defense (see
Chapter 7) — the ability to vault over a group of guards in
an escape or tumble under a hail of bullets from an
opponent's gun are all highly desirable.
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Business
Attributes: INF (dealing with people), KNO (techniques)
Specializations: Finance, Management, Foreign Trade, Accounting, Economics
Possessed By: Businesspeople, Bankers, Accountants
Business is the ability to manage the affairs of a business,
corporation or nation. This could include anything from
compiling product feasibility reports to the creation of
marketing campaigns to promoting a product, whatever
that product may be. A small number of Player Characters
are likely to take this Skill based upon their background.
They may find it useful in a political campaign, but in a
more action-oriented one, its utility may be limited.
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Combat Sense
Attributes: PER (applications), KNO (techniques)
Specializations: Urban, Jungle, Marsh, Night-time, Ambushes
Possessed By: Soldiers, Police, Criminals, Warzone Residents
A character with Combat Sense is trained to be aware in
dangerous situations, such as firefights. Combat Sense is
used primarily to detect ambushes and for initiative
purposes. This Skill is useful to the majority of characters
who will take part in a high-adventure campaign, but
characters in a political campaign will probably not need it.
A high Complexity in this Skill represents the character's
expertise in small-unit tactics (a prime example is the
positioning of troops while they are engaged with enemy
forces). The Skill is useful to commanders of units of all
sizes, and is one of the most important to soldiers who
wish to rise in the ranks. See section 6.3 for advanced
use of this Skill.
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Craft (Specific)
Attributes: varies, but usually CRE or KNO
Specializations: Commercial, Specific sub-category
Possessed By: Artisans, Metalsmiths, Cooks
The Craft Skill covers the ability to produce useful and
artistic creations with one's hands. A specific craft must
be chosen: it can include such things as cooking,
grooming, jewelry, metalwork, woodcraft, weaving, etc.
The market for fine items makes it lucrative to know one of
these crafts (though only at high levels), and the ability to
recognize the value of such crafts is in demand from many
interested parties.
Grooming, a character's ability to improve the physical
appearance of a person through the judicious use of
clothing and grooming, is a special craft. The Margin of
Success of a Grooming Skill test vs. 5 (fumbles are
ignored) is added to the character's Appearance Attribute.
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Defense
Attributes: AGI (diving for cover or dodging), PER (spotting defensive positions)
Specializations: Unarmed, Melee Attacks, Ranged Attacks
Possessed By: Soldiers, Police, Criminals, Convenience Store Clerks
The Defense Skill is a measure of how good the character
is at avoiding incoming attacks, whether by making the
best use of available cover (be it a lamp-post, a concrete
wall, or another character) or actually dodging hand-tohand
or melee blows. Most player characters have this Skill to some degree.
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Demolition/Traps
Attributes: CRE (charge placements), KNO (techniques, chemistry)
Specializations: Mining, Military, Construction
Possessed By: Military and Industrial Specialists, Terrorists
Demolition is the Skill concerned with setting and
detonating explosive charges in such a way as to maximize
damage done to the target, and either maximize or
minimize the collateral damage caused by the explosion.
The Skill encompasses the ability to deactivate these same
charges. It also includes the knowledge required to
produce various types of explosives from raw materials.
The pre-modern version of this Skill allows one to set traps
and disarm them.
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Disguise
Attributes: CRE (putting on), PER (spotting), KNO (techniques)
Specializations: Specific Disguise, Theatrical Special Effects, Vehicles, Buildings
Possessed By: Actors, Undercover Agents, FX Specialists, Rebels
The Disguise Skill covers the physical aspects of changing
the appearance of a person or item, including proper use
of makeup, masks, and clothing. Actual impersonation or
mimicry of a specific person or type of person also require
the Performance Arts (Theatrics) Skill, however.
The Skill also allows the user to disguise constructs, such
as vehicles (Cpx 2), bunkers (Cpx 3) or even bases (Cpx
4), from visual recognition: apply the MoS of the Disguise
effort to the Threshold of any test to recognize the item or
person for what it really is.
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Etiquette (Specific)
Attributes: INF (interaction), PER (spotting faux-pas)
Specializations: Military, Business, Aristocratic, Bureaucracy
Possessed By: Sophisticates, Military Officers, Businessmen
Etiquette reflects the character's familiarity with proper
methods of social interaction within formalized settings,
such as military ceremonies, upper class gatherings or
business meetings. Many politically-inclined characters
will possess this Skill, regardless of their social standing.
If a character attempts to use his Skill to interact in a related
but unfamiliar milieu, a -2 penalty is imposed on the test.
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Forgery (Specific)
Attributes: CRE (creating), PER (spotting), KNO (techniques)
Specializations: Electronic, Written, Art, Counterfeiting
Possessed By: Criminals, Spies, Police Experts
The Forgery Skill is the character's ability to accurately
duplicate a variety of objects, such as official documents,
works of art, money, and handwriting. It also encompasses
the ability to recognize a forgery as such, and give an
opinion as to the origin of the forgery based on the style
and materials used in creating it. If a character attempts
to use his Skill to work in a related but unfamiliar field, a -
2 penalty is imposed on the test.
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Gambling
Attributes: PER (applications), KNO (techniques), CRE (cheating), PSY (raw luck)
Specializations: Specific Game, Cheating, Bookkeeping
Possessed By: Gamblers, Bookies, Suburban Husbands
Gambling represents the character's knowledge of the
rules of games of chance. It further allows the character
to estimate odds, cheat at most games (if required) and
place bets on events. This Skill is one of the old standbys
for many types of characters.
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Gunnery (Specific)
Attributes: PER (applications), KNO (techniques)
Specializations: Vehicle Model, Projectile Weapons, Missiles, Energy Weapons
Possessed By: Combat Pilots, Combat Gunners
Gunnery Skill is required to fire any non-portable weapons,
such as those mounted on vehicles or installations. The
specific areas of knowledge are: Mecha, Ground, Naval,
Air and Space. If a character attempts to use his Skill to
fire weapons on a vehicle type other than one with which
he is familiar, a -2 penalty is imposed on the test.
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Hand-To-Hand
Attributes: AGI (disarming), FIT (combat and blocking blows), KNO (evaluating moves)
Specializations: Striking, Grappling, Tripping, Throwing
Possessed By: Boxers, Martial Artists, Police, Soldiers
The Hand-to-hand Skill measures the proficiency of a
character in close-range combat using unarmed fighting
techniques. A high Complexity rating in Hand-to-hand
implies that the character is using some form of martial
art, such as karate or boxing. Almost all military personnel
receive basic training in this Skill, and many other
individuals and professions find it necessary to learn some
of the techniques involved.
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Heavy Weapons
Attributes: PER (using weapons), KNO (maintenance)
Specializations: Machineguns, Mortars, Grenade Launchers, Missiles
Possessed By: Soldiers, Police, Criminals
The Heavy Weapons Skill is a measure of the character's
proficiency with man-portable support weapons such as
mortars, grenade launchers and missiles. The Skill
includes basic knowledge of the maintenance procedures.
This Skill is taught almost exclusively in military and
paramilitary circles and is seldom shown to those not
sanctioned to use it by the authorities. The pre-modern
version of the Skill lets characters build and operate
catapults, trebuchets and similar weapons.
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Information Warfare
Attributes: INF (communicating), CRE (use, codebreaking), KNO (techniques, maintenance)
Specializations: Sensors, ECM, Underwater Sensors, Comm Jamming
Possessed By: Combat Pilots, Sensor Op Specialists, Explorers
Information Warfare is a catch-all Skill that covers the
myriad aspects of sensor operations, electronic countermeasures (ECM),
and electronic counter-counter-measures (ECCM).
This Skill is used for detection tests, electronic jamming,
and other similar activities. It is required to
operate and effectively counter communications devices.
It is also used in the design and breaking of codes used
for communications between two parties.
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Interrogation
Attributes: APP (flirt), BUI (physical intimidation), INF (wits), WIL (domination)
Specializations: Casual Questioning, Torture, Specific Type of Informant
Possessed By: Police Officers, Intelligence Experts
Interrogation measures a character's ability to extract
information from an unwilling informant. Although such
exchanges can be roleplayed, Gamemasters can use
Opposed Action Tests with informants rolling either WIL
or Interrogation, whichever is higher. A MoS of 4 or more
indicates that the informant may not even realize he has
revealed something of note.
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Investigation
Attributes: PER (applications), KNO (techniques)
Specializations: Searching, Surveillance, Forensics
Possessed By: Police, Private Detectives, Spies
The Investigation Skill allows the character to collect
information on people, places and events. This information
can be gathered by any means not covered by the
Streetwise or Computer Skills. Player Characters may want
to have this Skill to one degree or another since it allows
them to uncover facts about their antagonists which might
otherwise remain hidden.
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Language (Specific)
Attributes: CRE (applications), KNO (grammar and vocabulary)
Specializations: Specific Dialect, Specific Jargon
Possessed By: Travelers, Diplomats, Scholars
This is the ability to communicate and be literate. The
number of languages spoken doubles at each Cpx (Cpx
1 is one language, Cpx 2 is two, Cpx 3 is four, and so on).
All characters their native tongue has level two (standard)
or three (if they are highly educated — KNO +1 or higher)
at no cost. Some languages will not be available to all
characters; players should check with their GMs about
which languages their character can learn.
When using social Skills in a foreign language, characters
are limited to their Language level. For example, if the
character has Language at level 1 (and knows Russian)
plus Negotiation at 5, and tries to bribe a Kremlin guard to
let him pass, he can only use Negotiation at level 1.
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Leadership
Attributes: INF (leading people), PER (evaluating morale and skills)
Specializations: Military, Political, Business, Cult
Possessed By: Military Officers and NCOs, Politicians, Businesspeople
Leadership is the capacity to lead others, either by
example or through inspiration. Any group which will see
combat on a tactical scale will dearly need someone to
guide its actions; entering battle without a well-defined
leader only increases the chaos the group will experience.
See section 6.3 for advanced use of this Skill.
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Medicine
Attributes: CRE (applications), KNO (techniques), INF (dealing with patients)
Specializations: Combat, Aquatic, Sports, Neurology, Forensics, Surgery, Toxicology
Possessed By: Soldiers, Lifeguards, Trainers, Paramedics, Physicians
Medicine is the ability to diagnose and treat various
pathological conditions, such as dangerous traumas,
diseases and infections. The lowest levels (2/2 and below)
are effectively First Aid: the ability to stabilize wounded
peoples' conditions so that they can be transported to
more effective treatment.
A higher Medicine Skill is required for any long term
medical treatment such as aiding in recovery from disease,
and for any type of serious internal surgery. A
specialization must be chosen before a character can go
above Level or Complexity 3.
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Melee
Attributes: AGI (striking targets), FIT (blocking melee weapons), KNO (evaluating moves)
Specializations: Knives, Clubs, Fencing
Possessed By: Soldiers, Police, Criminals, Martial Artists
The Melee Skill reflects how good a character is at
attacking and/or defending with close-combat weapons,
such as knives, cudgels or swords. This type of weapon
use is probably the most widespread of all since it involves
relatively little training and mostly inexpensive weapons,
yet increases the amount of damage dramatically.
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Natural Sciences (Specific)
Attributes: CRE (applications), KNO (techniques)
Specializations: Various Fields of Study
Possessed By: Professors, Students, Researchers, Designers
Natural Sciences is a catch-all Skill that includes any of
the “hard” sciences dealing with the universe: earth
(geology, meteorology, etc.), life (biology, virology, etc.)
and physical (mathematics, physics, chemistry, etc.)
sciences.
A specialization must be chosen before a character can
go above Level or Complexity 3 in this Skill. If a character
attempts to use his Skill in a field other than one with which
he is familiar, a -2 penalty is imposed on the test.
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Navigation (Specific)
Attributes: CRE (applications), KNO (techniques)
Specializations: Night-time, Map and Compass, Star Position, Terrain Type
Possessed By: Campers, Explorers, Pilots, Soldiers, Survivalists
Navigation represents the character's proficiency in the
various techniques used to track one's positions and
movements. The specific areas of knowledge are: Sea,
Land, Urban, Air, Space. If a character attempts to use
his Skill to navigate in a terrain other than one with which
he is familiar, a -2 penalty is imposed on the test.
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Notice
Attributes: PER (applications), KNO (observation techniques), PSY (human perception)
Specializations: Specific Sense, Night-time, Forward Observing, Tracking
Possessed By: Researchers, Soldiers, Police, Investigators
Notice is the ability to perceive details that may be
otherwise overlooked. This includes finding a clue hidden
in a crime-scene, spotting a face among the crowd,
reading the fine print on a legal document, etc.
At higher levels, a careful observer may use the Skill to
empathize with the person he is observing and can
sometimes make prudent assumptions about the inner
workings of the target. The pre-modern specialization of
this Skill is Tracking, which can also be used for hunting.
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Personal Flight Device
Attributes: AGI (release timing), FIT (freefall maneuvers), KNO (packing, evaluating equipment)
Specializations: High-Altitude, High-Wind, Night-Time
Possessed By: Skydivers, Paratroopers, Pilots
The Personal Flight Device Skill allows the character to
use and control a parachute or similar personal flight
device, such as a hang-glider, jet pack or grav belt. It
also includes the ability to prepare and pack parachutes,
make minor repairs to equipment, and estimate wind
speed and evaluate weather patterns that might affect the
drop or flight.
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Performance Art (Specific)
Attributes: CRE (creative process), FIT (art involving body), INF (acting), KNO (techniques)
Specializations: improvised, performance, genre, tragedy, comedy
Possessed By: Sophisticates, Professionals, Youth
This is a catch-all Skill for performance art: the number of
arts practiced doubles at each Cpx (Cpx 1 is one, Cpx 2
is two, Cpx 3 is four, and so on). Each art is a separate
field (theatrics/acting, danse, music, mime, singing, etc.).
The Skill covers all aspects of live or recorded
performance. This includes the ability to produce, direct,
act or otherwise work in these media. If a character
attempts to use his Skill to do a performance in a related
but unfamiliar field, a -2 penalty is imposed on the test.
The Treshold of Art tests is chosen by the player — this is
the quality aimed for by the object or representation. A
low Threshold indicates that the artist plans to do
something correct, nothing more, while a high Treshold
means the artist aims to create a masterpiece.
Performance Arts (Theatrics) also allows an actor to
impersonate someone else through the use of disguise,
voice and mannerism mimicry, provided that the
impersonator knows enough about the subject to make
the act convincing.
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Pilot (Specific)
Attributes: AGI (control), PER (grabbing items, for mecha), KNO (using onboard systems)
Specializations: Vehicle Model
Possessed By: Combat Crew, Joe Average, etc.
The Pilot Skill is the ability to control the movements of a
vehicle. Although most modern characters are assumed to
have a license and drive competently (unless from a fantasy
background, which use Riding instead), to take a Skill in this
is unusual except for characters who use such vehicles often.
There are five areas of knowledge: Mecha (for humanoid
or limbed vehicles), Ground (for wheeled, tracked and
hover vehicles), Naval (for boats and subs), Air (ballons,
aircraft) and Space. If a character attempts to use his Skill
to control a vehicle type other than one with which he is
familiar, a -2 penalty is imposed on the test.
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Riding
Attributes: AGI (controlling animals), FIT (riding stunts), KNO (animal care)
Specializations: Specific Animal, Racing, Dressage
Possessed By: Equestrian Athletes, Ranchers
The Riding Skill measures the character's ability to control a
riding animal (which have their own Riding modifiers, depending
on their training — see section 6.2). It is used if any difficult type
of maneuver is wanted from the mount. The Skill also includes
a basic ability to care for the animal. Characters from fantasy
background are assumed to be able to ride competently
(modern and future characters use Pilot: Ground instead)
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Seduction
Attributes: APP (first impression), INF (seduction), KNO (techniques)
Specializations: Specific Sex, Eye Contact, Specific Seduction Style
Possessed By: Con Artists, Fashion Models, Gigolos, Prostitutes
Seduction measures a character's ability to sway others by the
judicious use of looks and sex-appeal. The Skill includes an
understanding of what people find attractive and the ability to
adapt to different preferences. It is possible to get any desired
information from a seductee before any serious things occur,
but beware: sometimes, the roles of the people involved are
reversed, and the seducer may become the seductee.
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Sleight-Of-Hand
Attributes: AGI (grabbing items), PER (spotting/evaluating moves)
Specializations: Pickpocket, “Magic” Tricks, Shoplifting
Possessed By: Petty Criminals, Stage Magicians, Spies
The Sleight-of-hand Skill is a measure of how good the
character is at the subtle hand movements required by
activities like pickpocketing or stage magic. Abilities such
as palming and concealing small objects upon one's
person are covered by this Skill.
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Small Arms
Attributes: AGI (combat), KNO (maintenance), PER (sniping)
Specializations: Pistols, Rifles, SMGs
Possessed By: Soldiers, Police, Criminals, Hunters
The Small Arms Skill is a measure of the character's
proficiency with man-portable firearms such as pistols,
rifles, and submachine guns. The Skill includes basic
knowledge of the maintenance procedures. This is another
popular weapon-related Skill, and many small arms are
available in most modern and future settings (though at
various levels of legality).
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Social Sciences (Specific)
Attributes: CRE (applications), KNO (techniques), INF (dealing with people)
Specializations: Various Fields of Study
Possessed By: Professors, Students, Researchers
Social Sciences is a catch-all Skill that includes any of the
"humanities" sciences dealing with people and societies:
anthropology, history, law, linguistics, literature, sociology,
political science, philosophy, or psychology (the latter
being high-Level/Cpx in Social Sciences).
A specialization must be chosen before a character can
go above Level or Complexity 3 in this Skill. If a character
attempts to use his Skill in a field other than one with which
he is familiar, a -2 penalty is imposed on the test.
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Stealth
Attributes: GI (move silently), CRE (hide), PER (spotting), KNO (evaluating moves)
Specializations: Urban, Indoors, Jungle, Woodlands, Nighttime, Desert, Winter
Possessed By: Thieves, Spies, Soldiers, Police, Commandos, Hunters, Snipers
The Stealth Skill is the ability to go undetected, be it by
human observers or by electronic surveillance devices. It
also represents a character's proficiency at using makeup,
special clothing, and netting to conceal himself or other
objects by matching the texture and color scheme of the
surrounding terrain. The Skill allows the user to set
ambushes or to dissimulate himself from his ennemies.
He can also hide constructs, such as vehicles (Cpx 2),
bunkers (Cpx 3) or even bases (Cpx 4), from visual
detection: apply the MoS of the camouflage effort to the
Threshold of any test to spot the concealed item or person.
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Streetwise
Attributes: INF (interaction with people), PER (spotting opportunities), KNO (contacts)
Specializations: Gangs, Organized Crime, Homeless, Prostitutes, Getting Item (Specify)
Possessed By: Urban Residents, Gang Members, Criminals
Streetwise is a catch-all Skill for interacting with the
"shadier" elements of society and includes basic
knowledge of the underground of a city the character is
familiar with. Obtaining illicit drugs, purchasing illegal
firearms or just finding out what is going on through nonstandard channels,
are all activities which Streetwise encompasses.
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Survival (Specific)
Attributes: CRE (creating), PER (spotting), KNO (techniques)
Specializations: Jungle, Desert, Winter, Urban, Foraging, Shelter
Possessed By: Soldiers, Campers, Survivalists
The Survival Skill allows the character to survive in hostile
environments, such as jungles or deserts. Survival includes
hunting, foraging, and obtaining shelter and water (space
survival, being very different, is covered in the Zero-G Skill).
The number of environments known doubles at each Cpx
(Cpx 1 is one, Cpx 2 is two, Cpx 3 is four, and so on). If a
character attempts to use his Skill to survive in an unfamiliar
terrain, a -2 penalty is imposed on the test.
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Teaching
Attributes: CRE (teaching), KNO (techniques)
Specializations: Any other skill
Possessed By: Professors, Combat Instructors
Teaching is the Skill of transmitting knowledge and
expertise to others in a clear and coherent fashion.
It is a Skill which few Player Characters who are not
from an instructional background possess, since most
PCs spend their lives learning Skills necessary for their
chosen profession and are generally ready to retire by the time
they are interested in passing their knowledge along. See
Experience, section 2.5, for advanced use of this Skill.
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Technical Sciences (Specific)
Attributes: CRE (applications), KNO (techniques)
Specializations: Various Fields of Study
Possessed By: Professors, Students, Researchers, Designers
Technical Sciences is a catch-all Skill that includes any of
the sciences dealing with the technical abilities required
to operate, repair, maintain and create any equipment of
the specified type not covered elsewhere in the Skill
descriptions. This includes computer (system use,
maintenance, programming, system admin, neural nets),
electronics (electronic devices, security systems, lasers)
and mechanics (all mechanical and structural devices -
automotive, industrial, locks, hydraulics).
A specialization must be chosen before a character can
go above Level or Complexity 3 in this Skill. If a character
attempts to use his Skill in a field other than one with which
he is familiar, a -2 penalty is imposed on the test.
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Tinker
Attributes: CRE (creating), PER (spotting opportunities), KNO (techniques)
Specializations: Vehicles, Weapons, Appliances, Computers
Possessed By: Inventors, Technicians, Hobbyists
The Tinker Skill allows a character to build or modify
machinery under time constraints (jury-rig a temporary
repair), poor conditions (lack of proper tools) or to modify
equipment in novel and desperate ways (install a car
engine to power a boat). Items built or modified using this
Skill, rather than the proper Technical Skill(s), will only last
as long as needed, and then fall apart; if used by anyone
else, they also fall apart. A new Tinker test against the
creation Threshold must be made whenever the item is
pushed or takes damage; if failed, the item suffers a
malfunction that requires one full-round action to fix. If
Fumbled, the item falls apart.
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Throwing
Attributes: AGI (striking targets), KNO (evaluating distances)
Specializations: Knives, Javelins, Balls, Grenades, Darts
Possessed By: Soldiers, Game Players, Athletes
The Throwing Skill is the ability to accurately throw an
object at a target. It is the Skill used when throwing
grenades and other offensive weapons. The sports and
activities which use this Skill are too numerous and varied
to mention.
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Trivia/Lore (specific)
Attributes: varies, but usually KNO
Specializations: Specific sub-category of the Trivia/Lore category
Possessed By: Gamers, Fans, Socialites
The Trivia (Lore, for pre-modern settings) Skill covers the
ability to recall knowledge on a very specific topic. A field
of knowledge must be chosen: it can include such things
as games, medieval history, cars, etc. A successful Skill
test produces a bit of obscure yet useful information
relevant to the situation at hand.
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Visual Art (Specific)
Attributes: CRE (creative process), KNO (techniques)
Specializations: improvised, medium
Possessed By: Sophisticates, Professionals, Youth
This is a catch-all Skill for visual art: the number of arts
practiced doubles at each Cpx (Cpx 1 is one, Cpx 2 is
two, Cpx 3 is four, and so on). Each art is a separate field
under the same Skill (calligraphy, painting, drawing,
sculpting, pottery, etc.). If a character attempts to use his
Skill to do a performance in a related but unfamiliar field,
a -2 penalty is imposed on the test.
The Treshold of Art tests is chosen by the player — this is
the quality aimed for by the object or representation. A
low Threshold indicates that the artist plans to do
something correct, nothing more, while a high Treshold
means the artist aims to create a masterpiece.
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Zero-G
Attributes: FIT (moving about), KNO (evaluating moves, suit procedures)
Specializations: Rapid Movements, Delicate Movements, Melee, Ranged Combat
Possessed By: Anyone living in space
Zero-G reflects the ability of the character to move about
and perform actions in weightless or micro-gravity (under
0.1 g) environments. The Skill includes basic knowledge
of vacuum suit procedures; in an emergency, a person
with this Skill can instruct another individual in the
rudimentary use of the suit. It also includes space survival
techniques, such as how to work an airlock, patch a hole
or use an emergency evacuation pod.
For combat in weightless or micro-gravity (under 0.1 g)
environments, the lowest Skill level of either Zero-G or the
usual combat Skill (Hand-to-Hand, Melee, Throwing,
Archery or Small Arms) is used. The changes in balance,
momentum and a host of other details will turn a deadly
warrior into a slowly drifting corpse without proper training.
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