Subsections

Skills and skill resolution

Skill basics

Skills in this game come in two flavours, skills one rolls for and skills that imply knowledge of a subject matter. The latter skills do not have a ``skill success percentage'' as such, but rather a skill level, graded 1-5, giving an indication of proficiency. These are marked as ``know'' in the skill list and have an associated base attribute.

Skill levels can increase in one of two ways, either through explicit training (time-consuming and/or expensive) or through experience. Knowledge skills can only be increased through training or by using ``bonus xp''4.1.

Every gaming day (that is, day in the gaming world) the first successful skill usage under pressure (which, incidentally, is the only time a skill-check is actually necessary4.2) gives one xp for that skill. Any perfect skill check (see page [*]) gives 1D3+1 xp, even if xp has been handed out for that skill during the same game day.

When gaining xp on a weapon skill, the xp is for that weapon only. Any xp on a specific weapon can be converted to xp for the group weapon skill two-for-one (two weapon-specific xp for one xp on the group it belongs to).


Bonus xp

Bonus xp is a way for the GM to award good role-playing or general helpfulness from the players. As a general guide line, no player should be getting more than 2-3 bonus xp per session and there shouldn't be more than 5-6 handed out in total per session.


Training and practice

If a character is in training to increase a skill, roll a skill check every three gaming days in training (that is effectively twice per gaming week). Every successful roll gives 1 xp (there can be no perfect or special successes while training). If the character is training alone, use the Hard modifier from the Skill Modification table (p. [*]). If the coach is exceptionally good or the character is the sole student for the whole three days, use the Easy modifier from the same table.

If the character is training a skill she doesn't already have or the skill value is lower than the value of the base attribute, use the base attribute instead. For a knowledge skill, use the base attribute times 4.

The highest skill value reachable through training is 5 times the base attribute (knowledge skills have a maximum of 5, no matter what the character's attribute levels are).

Using experience points

Every skill has a base cost that governs how many xp is needed to get a higher skill value. The increment depends on how good one is at the skill at the moment (it's easier to get better fast when one isn't that skilled). Refer to the Skill Increment table.

Knowledge skills are governed by the ``knowledge skills'' table.


Table 4.1: Skill increment tables
Skill level Increment Expected result
0-25 3D4 8
26-45 D10 6
46-60 D8 5
61-70 D6 4
71-80 D4 3
81-90 D3 2
91-95 D2 2
96-99 1 N/A

Knowledge skills
Skill level Base cost times
0-1 1
2-3 2
4 3


Note that increasing skill values takes a week of more-or-less rest, so it will most probably happen in natural pauses between sessions (during long travel, say).

Joanne feels she needs to become better at Electronics (she is now at a modest 24%), so she enrols in an electronics class. She will be in the class for 8 weeks. The first week Emma rolls 69 and 15 for Joanne's checks, gaining 1 xp. Second week Emma rolls 83 and 11, third week 58 and 61 (no xp this week), fourth week 14 and 84 (now a total of 3 xp), fifth week Emma rolls 55 and 41, sixth 77 and 47, seventh 86 and 23 and the eighth week 61 and 12. Joanne now has 5 xp on Electronics and Emma decides a rest is in order.

The first 2 xp used start from 24% (this means using 3D4) and Joanne gains 7%. The second 2 xp used start from 31%, so Emma rolls a D10 for the second increase and rolls a 6, landing Joanne on a total of 37% and one remaining xp (to be used when she's got more experience to use up).


Buying skills for a new character

You can either use your initial xp to buy skills as normal or you can skip rolling the dice and just go for the expected value for the roll, thus ending up on average the same, but possibly slightly worse or better (it is faster, though, since one doesn't have to roll dice).

There are no limits on what skills a new character can buy, but we urge players to build a character that makes sense, at least for the character you'd want to play.

For some rough guide lines, see the character templates on p. [*].

Base chance and base attributes

Some skills have more than one base attribute, this means that instead of using any of the listed attributes, one should use the average between the attributes, whenever there's a question of comparing to ``base attribute''.

Base chance means this is what all characters has from the word ``go'' (usually 0 or base attribute, some knowledge skills have base chances, most do not).

Weapon skills

Weapons are grouped in several major groups (beam pistols, beam rifles, pistols, rifles, edged swords, point swords, knives and clubs). In effect, the skill for a given weapon is found by adding the skill for the base group and the skill for the specific weapon (they are increased as if they were separate). Individual weapons are learned as skills with the same base attribute and base chance as the group, but with a base cost of one lower.

Joanne has Point Swords at 30% and Epée at 30%, making her effective skill with an epée 60%.

Skill list


Armourer

Attr: INT Base: INT Cost: 2
The Armourer skill is used for repairing weapons and armour and can also be used for building improvised weaponry and armour. Use the highest skill value of Armourer and relevant weapon skill when field-stripping or cleaning a weapon.

This skill can also be used to do minor modifications to weapons and armour; specifically a successful skill roll is needed to adjust any power armour to a new wearer (this is normally done in the store when buying a light power armour or by the supply depot for any of the combat armours).


Astrogation

Attr: INT Base: 0 Cost: 3
Astrogation is the skill of navigating by the stars. This skill is primary used for getting navigational fixes in space and requires access to reference works (star charts and the like) and instrumentation, but it can also be used for navigation on a planet surface.


Beam pistols

Attr: PCN Base: PCN Cost: 2
Weapon skill.

This skill covers all beam pistols, both usage and care. Apart from a skill-check when attacking, this skill can also be used to speed-reload (effectively instant changing of the power pack).


Beam rifles

Attr: PCN Base: PCN Cost: 2
Weapon skill.

This skill covers all beam rifles, both usage and care. This skill can also used for speed-reload (effectively instant changing of the power pack).


Climb

Attr: AGL,STR Base: AGL,STR Cost: 1
This skill covers climbing. In general, deduct one fatigue for each minute spent climbing (without rest). It's much harder to rest when free-climbing than when climbing using ropes and crampons and the difficulty level should go up as one goes from a slanted wall with nice big grip-friendly gaps to a mountain-side, to a sheer glass wall.


Clubs

Attr: AGL,STR Base: AGL,STR Cost: 2
Weapon skill.

This skill covers the use of all clubs and club-like weapons (chair legs, pool cues, cudgels, maces and the like).


Combat suit

Attr: PCN Base: 5 Cost: 4
Weapon skill.

This is the skill of using, fighting and moving around safely in a combat suit (infantry, scout or command suit). This skill also covers basic maintenance (proper intervals between cleaning out the innards, replacing air and water, inserting new food cartridges, swapping power) from the inside and the outside of the suit.

It also covers basic repair work (more involved faults should be handled by someone with the Armourer skill). As a guideline, minor adjustments and lubrication are covered.

When firing the built-in weapons in a combat suit, use this skill as the sole weapon skill. When using close combat weapons, use the lowest of the relevant weapon skill and this skill (if the value of ``Combat suit'' is lower than the base weapon skill, only add half of the weapon-specific bonus).


Computer programming

Attr: know INT Base: 0 Cost: 5
This skill covers all programming-related matters (writing, debugging, analysing and designing code). It doesn't, really, cover things like ``set the VCR clock'' or ``set a timed recording''. Spreadsheets are borderline programming, it depends on the exact specifics if it's programming or just computer use.


Computer usage

Attr: know INT Base: 1 Cost: 1
This skill governs things like ``navigate UI'', ``find documentation'', ``use keyboard'', ``use most common applications'' (spreadsheets, word processors, at least to a level of ``type things in, cut&paste, delete, save to file, open file).

The higher the level of this skill, the more ``advanced'' things can be expected to be done.


Deep space tactics

Attr: INT Base: 0 Cost: 3
This skill is used to get an advantage in space. It is primarily designed to be used sufficiently away from steep gravitational wells, but can be used there too (imagine it is named ``deep space and orbital tactics'', though the name is just that bit too long).

It covers maneuvering, estimating actions from the opponent, using local features of space for one's gain and the like.


Demolition

Attr: INT Base: 0 Cost: 2
This skill governs the use of primarily explosives to bring down structures. At times, using a bit of chain-sawing to weaken structural members may be advisable. A failed roll means either ``structure only partially collapsed'' or ``used too much explosives'', at the GM's discretion. A fumbled roll always means ``used much more explosives than needed'' and results in debris being hurled for quite a distance. Again, actual damage caused to bystanders is up to the GM's discretion.


Dodge

Attr: AGL Base: AGL Cost: 1
This is a combat skill, but not a weapons skill as such. This is how to dodge, weave and void4.3 during combat. This is somewhat effective against projectile and beam weapons.

A character can attempt one dodge per combat round, no matter if she is attacking or defending. Dodging while doing an all-out attack gets a Hard modifier. On a success, count the dodge as a parry. If parrying and dodging the same attack (and both the parry and dodge succeeds), ignore all damage caused to the character. A barely successful parry and a barely successful dodge is good even against a perfect attack. Use the attack and parry table (tab. 5.1 on p. [*]) for just a dodge against an attack, ignore all damage done to the attacker and read ``falls over'' for ``defender is disarmed''.


Edged swords

Attr: PCN Base: PCN Cost: 3
Weapon skill.

This skill governs the use of all edged swords. This is swords like sabres, long-swords, broadswords, cutlasses, falchions, Japanese swords and the like.

This skill does not cover sharpening swords (in general), unless the GM specifically wants it to (there is no sword-sharpening skill, so if one is needed, either let it be covered by one of the two sword skills or create one).


Electronics

Attr: INT Base: 0 Cost: 2
This skill covers the design, building and trouble-shooting of electronic equipment. With the right tools and raw materials, the character can build almost all electronic equipment, though it may take a while.


First aid

Attr: INT Base: 0 Cost: 2
This is the skill of patching up damaged humans. It covers things like CPR, splintering broken limbs, staunching bleeding, patching up damaged lungs and in general stabilising damaged people. It does not (per se) help regain lost hp, but will stop hp loss when in negative hp.


Hide

Attr: PCN Base: PCN Cost: 1
This is the skill of concealment (both of self and of other people or things). If in a hurry, the main thing is to be still, very still4.4. A character knows if a roll failed, but if the roll is fumbled the character believes she is well-hidden while being more-or-less obvious.

Given a bit of time, structures and other people can be hidden successfully but this may require additional materials (camouflage nets, additional materials to break up the shape of objects, camo paint and the like).

When someone is actively looking for someone (or something) that is hidden, treat each ``level of success'' as one step harder (that is, a successful ``Hide'' is a normal ``Spot hidden'', a special ``Hide'' is a Hard ``Spot hidden'' and a perfect ``Hide'' is a Very hard ``Spot hidden'').


Knives

Attr: AGL Base: AGL Cost: 3
Weapon skill.

This skill covers the use of and care for knives. It includes sharpening the knife. The limit between what is a sword and a knife is somewhat fluid, but for the purpose of having firm rules, we've placed the dividing line at the machete (with the machete being, barely, in the knife camp).


Language:...

Attr: know INT Base: varies Cost: 4
This is the language skill template. The base chance in a character's native language(s) is 3 whereas the base chance in all other languages is 0.

Language proficiency can be approximately judged by the language table (p. [*]).

Table 4.2: Language skills
Level Description
0 Does not speak nor understand at all
1 Can make herself understood and understand spoken and written communication. Will have misunderstandings.
2 Can speak and understand the language fairly well, will still have the occasional misunderstanding and lack words for several important concepts
3 Uses the language on the same level as a native, though has obvious dialect or accent.
4 Uses the language well, has only faint traces of dialect or accent, can usually mimic accents and dialect, to a degree.
5 Very proficient in the use of language. Never makes unintentional linguistic mistakes.



Library usage

Attr: know INT Base: 1 Cost: 1
In short, how to search for information.

Library usage is the skill to approach an information search going either for specifics and widening out or going from a general query and nailing it down. Sometimes, the GM may feel that a percentage roll is needed (say, trying to get hold of information under pressure). In that case, INT times Library usage skill level may be a suitable initial stab at a base percentage.


Lock Picking

Attr: PCN Base: 0 Cost: 2
This skill governs how hard it is to (un)lock locks with mostly physical components without the relevant key. Without a proper lock pick set, add a Hard modifier to all attempts.


Pistols

Attr: PCN Base: PCN Cost: 2
Weapon skill.

This skill covers the use and care of all pistols and revolvers. It can be used to speed-load pistols, it can only be used for speed-loading revolvers if the character has a speed-loading clip with cartridges. This skill does not cover care of muzzle-loaders, but does cover usage of them.


Point swords

Attr: PCN Base: PCN Cost: 3
Weapon skill.

This skill covers the use of point swords4.5. It covers both attack and care for the weapons (sharpening points and edges and the like).

Typical point swords are epée, foil and rapier.


Ride horse

Attr: PCN Base: PCN Cost: 2
Riding on and caring for a horse.

This covers cleaning the horse, spotting if the horse is in need of more qualified medical attention, staying on the horse during difficult maneuvering and calming the horse when it is agitated.


Rifles

Attr: PCN Base: PCN Cost: 2
Weapon skill.

This skill covers the use and care of all rifles, carbines and submachine-guns. It does not cover the care or speed-loading of muzzle loaders. It does explicitly cover assault rifles and machine guns.

Not all rifles can be speed-loaded.


Ropework

Attr: INT Base: INT Cost: 1
The skill of tying ropes together in a stable configuration. Can be used to construct rope bridges, trussing things up or tying people or objects safely to something. It also covers splicing ropes together and how to undo rope work (it may not be possible to, if the character is actually tied to something).


Spot hidden

Attr: PER Base: PER Cost: 2
To see things that have been obscured (intentionally or not). This is one of the few skills we suggest the GM roll for without showing the player if she succeeded or not. This should be used whenever the character is intentionally looking for something, if just idly walking past something (or someone) obscured, use a PER attribute roll, at a suitable hardness level.


Swim

Attr: know AGL Base: 0 Cost: 2
How to move in and under water. This is a knowledge skill, though there may be situations where a percentage roll is needed. At these times, use either STR or AGL (as appropriate) multiplied with the Swim skill value (feel free to add 1-3 to the swim skill, if it is an easy task).


Thrown weapon

Attr: PCN Base: 0 Cost: 3
Weapon skill.

This skill encompasses javelins, darts, throwing knives and throwing axes. Throwing a weapon that is not designed to be thrown will usually end up with the weapon hitting with the flat or just plain falling short.


Throw object

Attr: AGL,STR Base: AGL Cost: 2
Weapon skill.

This throwing skill is a ``distance-throwing'' skill (throwing grenades, stones and the like), more than a ``precision-throwing'' skill. If the thrower wants to end up closer than ``randomly within a 1 metre radius'' of the thing aimed for, roll again and on a successful roll the thrown object ends up within 5 cm from the intended target spot.


Vehicle:Aircraft (Jet)

Attr: AGL,PER Base: 0 Cost: 4
This skill covers the use and basic maintenance of a jet aircraft. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.


Vehicle:Aircraft (prop)

Attr: PER Base: 0 Cost: 3
This skill covers the use and basic maintenance of a prop aircraft. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.


Vehicle:Car

Attr: PER Base: PER Cost: 2
This skill covers the use and basic maintenance of a car. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.


Vehicle:Hovercraft

Attr: PER Base: 0 Cost: 2
This skill covers the use and basic maintenance of a hovercraft. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.


Vehicle:Lander

Attr: AGL,PER Base: 0 Cost: 4
This skill covers the use and basic maintenance of a orbital lander. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.


Vehicle:Motorcycle

Attr: AGL,PER Base: 0 Cost: 2
This skill covers the use and basic maintenance of a motorcycle. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.


Vehicle:Sail

Attr: INT Base: 0 Cost: 2
This skill covers the use and basic maintenance of a sailboat. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.

NB: With a sail boat, ``excessive speed'' actually means ``in heavy weather''.

If the character also has the ship skill, this is usable for large sail ships.


Vehicle:Ship

Attr: INT Base: 0 Cost: 3
This skill covers the use and basic maintenance of a ship. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.

If the character also has the sail skill, this is usable for sail ships, otherwise it refers to powered ships only.


Vehicle:Spacecraft

Attr: PER Base: 0 Cost: 4
This skill covers the use and basic maintenance of a spacecraft. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.


Vehicle:Speedboat

Attr: AGL,PER Base: 0 Cost: 2
This skill covers the use and basic maintenance of a speedboats. Under normal circumstances, no skill roll is needed, but in any sort of rapid maneuvering (avoiding obstacles, dodging attacks, trying to shake off pursuers, at excessive speed...), a skill roll is needed.


Wilderness survival

Attr: INT,PER Base: 0 Cost: 2
This skill covers foraging for food and building protection from the elements in the wilderness. This skill covers all climates and planets, simply because listing all relevant sub-areas of survival would be long, boring and tedious.


Zero-G maneuvering

Attr: know PCN Base: 0 Cost: 3
How to move around and work in micro-gravity.


Table 4.3: Micro-gravity movement skills
0 Can get around, bumps into things and is likely to hurt herself or others. Can not, under any circumstances, attempt combat.
1 Can get around, bumps into things. All combat is with an extra Very Hard modifier.
2 Can get around, is ungraceful. Will occasionally bump into things, but usually just gently. All combat is at an extra Hard modifier.
3 Can get around well. Not graceful, as such. All combat is normal from this skill level and up.
4 Moves around very well in micro-gravity. The character can ``herd'' people with level 1-2 in this skill.
5 Extremely good at moving around in micro-gravity. All dodging is done with an extra Very Easy modifier. The character can ``herd'' anyone safely in micro-gravity.




Footnotes

... xp''4.1
Awarded by the GM as a bonus for good playing during a session, bringing pizza to the gaming session or by pure whimsy
... necessary4.2
This is not quite true, one still needs to roll for Spot hidden
... void4.3
``Voiding'' is, basically, not having your body intersect your opponent's blade by small body adjustments, dodging is doing the same, but usually with larger movements. It's the same as boxing's ``weave''.
... still4.4
The author once managed to ``hide'' on top of a low wall between a road and a church, by simply sitting still and reading a book, people actively looking for him, knowing he was within 50 metres of roadside managed to pass him by twice
... swords4.5
More correctly, swords whose primary attack is with the point
Ingvar 2007-07-07