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SKILL DESCRIPTIONS
What Follows are the descriptions of each of the skills listed in the skill
chart. You will notice that there are some pretty useless if not silly skills
included. We included them for two reasons. First, it emphasizes the wide
range of skills that can be taken. Second, they sometimes provide an insight
into how a skill percentage or skill roll difference can be translated into an
actual physical result.
In choosing skills to include in the game, we purposely avoided "player
skills". These are skills that should be a function of the player rather than
the character. "Combat tactics" would be one of these. It is up to the
player to devise plans and tactics. It's not something that should be rolled.
If you decide to make up some of your own skills, use these as a guideline.
Take care not to make them too powerful.
Where Tech levels are given in the skill description, this gives the tech
level at which the skill appears.
If you are reading these rules for the first time we suggest that you read a
few of the skill descriptions and then read the rest of the rules, coming back
to the rest of the skills when you have time to browse.
Somersault +70% IV
Cartwheel +30% IV
Flip +0% V
Tightrope Walking -10% N/A
Handsprings -20% V
Backward Handsprings -40% V
Perhaps a more practical use of acrobatics however, is using it to speed up
actions in combat. When performing any of the actions listed below (or any
other action which the GM deems acrobatic), the time taken to perform that
action is reduced one segment for every 10% of the skill roll difference. The
resultant time can never be less than one segment. A failure indicates that
the normal time must be spent performing the action and a fumble generally
implies a fall.
Acrobatic maneuvers include (see the initiative section for the normal speed
classes) --
Getting into a tree.
Getting down from a tree.
Getting up from the ground.
Jumping onto a table.
Jumping over a barrier.
Turning.
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Stopping.
Picking up a weapon from the ground.
Feel free to describe the maneuver in any reasonable way you wish. The above
actions are accomplished faster not because the character is faster but rather
because the character is doing something unusual in order to accomplish the
action. For instance, picking up a weapon from the ground becomes diving to
the ground and coming up with the weapon hefted. Acrobatics is meant to be a
flashy skill.
Actor: This skill, aside from its use on the stage and screen, is the
character's ability to deceive another concerning his or her intentions. The
skill roll difference generally represents a percentage increase of the chance
of the character being believed.
Animal Trainer: This is the skill of training an untrained animal. The
character may train one word commands to animals. For each word the command
is over one word the trainer suffers 20% penalty from his or her chance. The
trainer may train one command to the animal for every 10% the trainer has in
his or her skill percentage. This is also the trainer's chance of taming a
wild animal. Note that this skill applies to normally trainable animals.
Assign penalties to the training of dumb or ferocious animals. Since the
trainer must be in the same room/cage as the animal, training man eating
tigers could get ugly. It should take about one month to train an animal.
Bard: The character is a teller of stories, reciter of epic poems, etc. Use
success chart to determine quality of performance.
Bionics: The character is skilled at making artificial replicas of organic
organs or limbs. The replica is able to operate off the mental impulses
of the user. The skill percentage is the chance of the replica operating
properly when attached. The basic capabilities of the bionic device should be
dependent on the current state of the art with exceptional skill roll
differences indicating certain improvements. Tech level 10.
Bowyer: The character's chance of producing a usable bow or crossbow, Skill
roll differences of greater than 100% indicate a bow with a weapon
accuracy that is increased by 5%. Each additional 20% beyond 100% in the
skill roll difference increases the accuracy by 5%. For each percent the
skill roll is missed by, reduce the bows accuracy by 1%. Fumbles indicate a
bow that is useless. It takes 4 days to produce a bow. Tech level 1.
Baker: The character's skill as a maker of baked goods. Use the success
chart to determine the quality of an item. Tech level 1.
Brewer: This is the character's skill as a maker of beers and ales. Use
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the success chart to determine the quality of the batch. Optionally, this
skill also increases the character's charisma in the eyes of others. Tech
level 0.
Camouflage: The character subtracts his skill percentage from the chance of
an item being spotted. The character may only subtract his full percentage
when time is given to do the job. In hurried jobs (less than an hour), the
character must roll, and if the roll is made the skill roll difference is
subtracted from the item's chance of being spotted. When determining the
objects original chance of being spotted the referee should take into
consideration such things as the objects size, distance, surroundings, whether
or not the object is moving, and the light.
Card Cheat: This is the character's chance of dealing himself or another
player a desired hand. Critical means the character is also aware of what the
contents of all the other players hands are. Lack of success means the
character did not get the hand, and fumbles indicate the character was caught
in the attempt. This skill also gives the character a chance to recognize
another character's actions as cheating. Other skills could include cheating
with dice, roulette wheels etc.
Cartographer: This is the character's chance of making an accurate map of an
area without the benefit of an original to copy. For each section mapped the
character should roll his percentage, the result indicating the completeness
of that section and hence, its worth. This skill could be combined with
artistry and/or calligraphy to enhance the value of the final product. Note
that the improved surveying methods and tools of higher tech levels will
increase the accuracy of the map though the value of the map will be based on
the average accuracy of the period. Tech level 1.
Cobbler: The character's skill as a maker of shoes. Use the success chart to
determine the quality of the product. Tech level 1.
Engineer: The characters chance to design items within a certain field, i.e.
aeronautical engineer, electronics engineer, etc. The character must specify
the field of engineering he or she is taking. This is also the character's
chance to diagnose and repair items within his or her field of endeavor. Tech
level depends upon the particular field of engineering being used.
The sophisticated sound of the name of this skill brings to mind visions of
royal courts or the jet set. This is not necessarily the case. A character
may choose to apply this skill (instead) to the knowledge of the underworld or
simply "the streets".
Extra Language: This is the percent of the language known by the character;
ergo the character's percent chance of getting the point of a sentence or
paragraph. This includes written forms and spoken forms of the same language.
The percent above 100% is the chance of the character speaking the language
without a detectable accent. The character must designate a particular
language. If there is a reason to get very detailed about what exactly what
words the character understands in a sentance then roll for each word.
Farmer: The character's skill as a farmer determines the amount of the
original planting that will be brought in at harvest time. Tech level 0.
Fletcher: The character's chance of producing arrows. For every percent the
skill roll is missed by reduce the accuracy of the arrows by 1%. For every
20% of the skill roll difference beyond 100% increase the accuracy of the
arrows by 5%. It takes about three hours to make an arrow. Tech level 1.
Forgery: The making of false documents. The character must have an original
to work from. The skill roll difference indicates the chance that the
document will appear valid to any observer. Tech level 1.
Game Designer: This is the character's percent chance of getting thrown
out of a bar.
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Gold/Silversmith: The character's skill as a worker of soft and precious
metals thus increasing their usefulness or value. Use the success chart to
determine the quality of the item. Tech level 1.
Hanggliding: This is the character's skill at operating a hangglider. Refers
to the character's chance to find updrafts. Every ten minutes roll against
character's skill. A successful roll indicates that the character may
maintain the same altitude. No success means 100 feet of altitude lost.
Criticals allow 100 foot gain. Fumbles indicate a stall and 200 foot altitude
loss. Modfiers apply to the character's chance of controlling the hangglider
in difficult circumstances i.e., difficult weather (-5% - -50%), while firing
a weapon (-20), etc.
Hiding: The character's chance of concealing him- or herself in some form of
cover. The character may remain concealed in shadows, bushes, etc. Subtract
the awareness of the searcher from the chance of success and, as always, apply
appropriate modifiers for the situation.
High Jumping: This skill represents effort spent maximizing ones ability to
jump high. For every 5% of the skill roll difference the character may clear
an additional inch.
Medic: The character's chance to tend wounds. This is the character's chance
to bind wounds, stop bleeding, and increase healing. Double the healing rate
for every 20% of the skill roll difference. (See Damage--Healing). The
percentage also indicates the ability of the medic to diagnose diseases and
prescribe the proper drug. A critical means the medic has healed an 1 D6
points immediately. A miss indicates lack of success, and a fumble causes the
medic to do an additional 1 D6 to the patient (Oops). Only one medic may work
on a wound. Square the number of hit points taken by the patient to find the
time (in minutes) that proper medical attention will take.
This description applies to 20th century medics. There was a lot of fumbling
going on in the 12th century ("Put manure on his wounds. It'll keep the evil
spirits out.").
Merchant: This skill represents time spent studying the market values of
various products sold in different areas. By successfully rolling his skill
percentage, the character will be able to ascertain the fair market price of
an item either at his present location,or at whatever location he chooses (that
he has knowledge of). Roll for each location.
Mimicry: The character's skill at disguising his or her own voice and
gestures. Includes physical and vocal mimicry. Note that this is not the same
as disguise skill. This skill enables the character to act and sound like
another. Subtract 50% if the character is attempting to sound or act like
someone close to the listener.
Miner: The chance of the character to extract minerals from the Earth, or any
other planet (assuming they exist). Note that technological tools can increase
the efficiency of the mining operation. In this case mining also applies to
knowledge of those tools. Tech level 1.
Misdirection: This skill is the character's chance of distracting attention
from something he or she does not want a viewer to see. If used in
combination with pickpocketing or sleight of hand add the skill roll
difference to the character's skill percentage in these other skills.
Misdirection conceals an unobtrusive action (i.e. drawing a dagger). More
flagrant actions may be attempted with appropriate minus's.
Musician: The character's skill with a particular instrument (character's
choice). Use the success chart to determine the quality of the performance.
Navigator: The Character's chance of making his way to a destination in a
reasonable amount of time . Critical indicates that the navigator has managed
to get to the target place in 10% less than the expected time. If the
percentage is missed, the length of time spent traveling is increased by 1%
for each number the roll is greater than the percent. A fumble indicates that
the navigator is hopelessly lost.
Optionally, where it may be important to know where the characters are at any
given time, the following system may be used.
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For every 100 units traveled, the GM should make a skill roll for the
character. This will determine the error in the heading of the character.
SRD Units Astray
-100 - 30
-50 to -99 20
-25 to -49 10
-1 to -24 5
0 to 25 3
26 to 50 2
51 to 75 1
76 to 100 0.5
101 to 125 0.25
126 to 150 0.1
150 to 200 0.05
200+ 0.01
The character will go astray the indicated number of units in a random
direction.
Bonus's should be given for familiar terrain.
The character should not be told the results of the roll. A critical
indicates that the character has recognized some landmark and can figure out
exactly where he is.
Note that when using astronomical units you get astronomical errors. But then
thats what navigational computers are for. Add bonus's according to the
quality of the computer. Tech level 1.
26% -10%
50% -20%
75% -30%
100% -40%
This skill may also be used perform other actions (such as picking locks or
getting into a tree) very quietly.
Swimming: The ability of a character to swim and a measure of the relative
speed at which he does so. Normal swimming speed is one-tenth of a
character's agility per segment. This speed is increased a percentage equal
to the character's skill percentage. This skill is neccessary in order to
swim at all although one skill point is usually sufficient to allow the
character to do so. Also, swimming is pretty tiring. For fatigue purposes
just staying afloat uses 2 fatigue points every 50 segments.
One-handed Weapon: The degree of skill the character has with melee weapons
held in one hand.
Two-handed Weapon: The degree of skill the character has with melee weapons
held in two hands.
Karate: Oriental unarmed hand-to-hand. The karate user may also kick. The
differences between a normal punch, a karate punch, and a karate kick can all
be found on the weapons chart.
One-handed Guns: Skill with use of one-handed projectile and beam weapons.
Two-handed Guns: Skill with use of two-handed projectile and beam weapons.
Heavy Guns: Skill with use of heavy tripod or turret mounted direct-fire guns
and beam weapons
Rocketer: Skill with use of rocket launcher weapons.
Artillerist: Skill with use of large indirect fire weapons.
Gunner: The character's skill with large mechanically handled guns (tank
guns, anti-aircraft guns, etc.)
EXOTIC WEAPONS SKILLS DESCRIPTIONS
Bolo: South American thrown weapon. Critical indicates opponent is
immobilized.
Boomerang: Australian Aborigine thrown weapon. If it misses it returns to
the thrower, who must make another roll against his or her skill to catch it.
Chakram: Weirdo Arabian throwing weapon. Shaped like a sharp edged donut.
Spin it around your finger and throw it. (Somebody thought it was a good
idea)
Lasso: Rope with a loop in it. Cowboys and all. You've seen them.
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Successfull roll means the target is looped. Roll a D6 for where. 1=neck, 2-
3=abdomen, 4-5 = Legs 6= Arms & Abdomen. Critical means the thrower can choose
what part of the target is looped. No Damage.
Mancatcher: Large two-pronged pole-arm. Critical indicates opponent has been
caught between prongs on barbs. Additional 1 D4 damage. To escape, opponent
must make agility roll. Whether roll is successful or not, another 1 D4 is
taken.
Mounted Lance: The well known lance of the knights of old. It's not easy to
use, but does deadly damage if the user can handle it.
Nunchaku: Use of oriental weapon nunchuks. Critical indicates opponent
has been caught around a leg, an arm, or the neck with nunchuks.
Sling: Simple sling. Spin it around and throw the rock. With a bit of
divine intervention, it can kill a giant.
Whip: Long weapon normally used to beat horses. Critical indicates opponent
has been entangled. Handle in the same way as nunchuks.
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