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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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)

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.

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.

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).

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.