Skills by Controlling Attribute

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House Rules

Index of Controlling Attributes

Strength (STR)
Agility (AGL)
Constitution (CON)
Intelligence (INT)
Education (EDU)
Charisma (CHR)
Empathy (EMP)
Social Standing (SOC)

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Originally Published:  2009-08-02
Last Updated
:  2011-12-28
Original Concept:  GDW, Inc.
Final Design:  GDW, Inc.

 

Strength (STR) (2D6-1):  The numerical quantification of a character's muscular power.
Archaic Artillery
Archery
Armed Martial Arts (Cascade)
Autogun
Early Firearms
Energy Weapon
Grenade Launcher
Heavy Artillery

Heavy Guns
Main Gauche
Mason
Mechanic
Shield
Slug Weapon (Cascade)
Thrown Weapon

Unarmed Martial Arts

Agility (AGL) (2D6-1):  A measure of a character's coordination and nimbleness.
Acrobatics
Aircraft Mechanic
Energy Artillery
Energy Weapon
Forgery
Ground Vehicle (Cascade)
Gunsmith
Hovercraft
Intrusion
Jeweler
Machinist
Muscle Transport (Cascade)
Pickpocket

Pilot (Cascade)
Stealth
Tac Missile
Warhead

Constitution (CON) (2D6-1):  Health and physical stamina. This determines the character's hit capacity and resistance to disease.
Carpenter
Climbing

Combat Engineer
Guard/Hunting Beasts
Parachute
Riding
Scuba
Swimming

Intelligence (INT) (2D6-1):  The ability of a character to perform abstract reasoning. Intelligence primarily affects the ability of the character to learn; it is not the same thing as common sense. (How much common sense characters have is determined by the actions of the players themselves.)
Farming
Fleet Tactics (Space)
Forward Observer
Gambling
Ground Tactics
Interview
Navigation
Observation
Psychology
Research
Sensors
Stalking
Streetwise
Survival
Tracking
Willpower

Education (EDU) (2D6-1):  The ability of a character to gain knowledge and experience from a formal academic setting. The Education attribute determines how far a player character can advance at a university and serves as a prerequisite for certain forms of higher education.
Admin/Legal Economics Law Level = Low +.
Astrogation    
Biology Physical Science None.
Business    
Chemistry Physical Science None.
Communications    
Computer    
Construction    
Electronics    
Excavation    
Genetics    
Geology Physical Science None.
Gravitics    
Gunnery    
History    
Map    
Marketing    
Medical (Cascade)    
Metallurgy Artisan None.
Meteorology    
Physics Physical Science None.
RCV Operations    
Robotics    
Screens    
Ship's Engineering    
Starship Architecture    
Xeno-Biology    

Charisma (CHR) (2D6-1):  A quantification of personality and personableness.  Charisma reflects skills that affect how non-player characters react to a character. It is not so much a measure of physical appearance as of natural charm.
Act/Bluff
Bargain
Bribery
Carousing
Disguise
Instruction
Interrogation
Language
Leadership
Liaison
Luck
Persuasion
Recruiting
Service

Empathy (EMP) (1D6-1): 
Animal Empathy
Astral Travel
Change Environment (Atmosphere, Gravity, Temperature)
Computer Empathy
Darkling Empathy
Dimension Walk
Dissolution
Empathic Healing
Human Empathy
Magic
Mental Attack
Prescience
Project Emotion
Project Thought
Psychic Beacon
Psychic Invisibility
Pyrokinesis
Sorcerous Flight
Telekinesis
Telempathy
Willpower Drain

Social Standing (SOC) (2D6-1):