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Acrobatics
(Acrobat — AGL): This is the ability to exercise precise control over
body motions and actions. For example, an attempt to jump from a moving
helicopter and land on the back of a running horse would be a Formidable
test of Acrobatics. Acrobatics is also extremely helpful in melee
combat. Characters with Acrobatics skill may use their Acrobatics
asset in place of the Agility attribute in any of the melee combat tasks
usually rolled against Agility alone.
Act/Bluff:
This is the ability to convincingly pretend you are something you are not, or
believe or intend to d something. For actors, it means portraying a
fictitious character, of course, but it also covers such things as effectively
pretending you are holding a winning hand at poker or convincing voters that you
will fulfill your campaign promises, or that you even know what they mean.
While Act/Bluff can be used in shady dealings
like smuggling, confidence games, and the like, this skill can also be used as a
vocational skill to artistically manipulate an audience's emotions by a
professional actor or actress.
Admin/Legal
(Economics
— EDU) [Law = Low+]: The individual has experience with the rules and
assumptions of how administrative and legal agencies work, and
understands the requirements of dealing with and managing them.
There are tens of thousands of
different worlds, and each of these will have different specific laws
and bureaucratic assumptions. The character with Admin/Legal skill can
navigate through this morass of red tape to solve problems. Several
examples include: Easy: Admin/Legal to find the right person at a
starport to answer a specific question. Average: Admin/Legal to fill out
and file a bill of lading, customs form, or flight plan upon arriving at
or departing from a world. Difficult Admin/Legal to understand a
standard legal contract Formidable: Admin/Legal to understand an unusual
legal contract
Characters with Admin/Legal can
function as lawyers on their homeworld, but also on other worlds if
other members of their party have been arrested. The difficulty level
increases on a world with different laws. For this reason, rolls against
Research, Interrogation, and Liaison, or use of these as enabling skills
is often required for the character to understand the local laws well
enough to successfully argue them.
Aircraft Mechanic (Technician
— AGL) [Tech = Industrial+]: The ability to repair and maintain
aircraft. Tasks using this skill are
similar to normal Mechanic skill tasks, but are applied only to
aircraft.
Animal Empathy (Empathy
— EMP): Animal Empathy s a sixth sense that allows a character to
perceive the mental and emotional state of animals (humans are much more
difficult to sense, because of their more complex cognition and their
habit of hiding their thoughts and emotions; for this reason, there is a
separate Human Empathy skill, and it is
more difficult to acquire expertise in it). The exact amount of
information perceived depends upon the type of creature being scanned
and the power level of the scanning character's success.
Simple success reveals the presence
and basic emotional state of one creature within a sphere centered on
the sensing character and with a radius, in meters, equal to the power
level of the success.
Each additional stage of success
allows the character to improve that information in one of three ways:
(1) double the sphere's radius, (2) reveal all creatures of one species,
or (3) reveal the exact emotions and thoughts of a single target
creature.
For example, a character who gained a
Stage Three success might choose to perceive on creature within four
times the normal radius (doubled twice), or know the exact emotions and
thoughts of two creatures within the original radius, or perceive the
exact emotions and thoughts of one particular creature while keeping
tabs on all creatures of a particular species within the original
radius.
Bargain (Interaction
— CHR): When trying to buy information or equipment, or get a higher
price for his or her services, bargaining comes in handy for a
character. Although bargaining should be role-played out between the
referee and player, the referee should give in more easily to PCs with a
higher Bargain skill, or let the player know critical information about
the bargain. For example, he might tell the player that the NPC seems
nervous, as if there's more to this job than meets the eye. Or the NPC
seems anxious that you not see the left side of the car you're
bargaining for.
Bargaining may be used to estimate
resale value of items.
Business (Economics
— EDU): The Business skill indicates a
familiarity with business practices. It includes a knowledge of
bookkeeping procedures, an awareness of resources necessary to conduct
different businesses, and familiarity with methods of locating or
attracting customers.
Carousing:
The individual is a gregarious and sociable individual who is well adapted to
meeting and mingling with strangers in unfamiliar surroundings. When used
in conjunction with Interrogation skill. as an
averaged or
enabling skill,
Carousing can be used to gain information from people in a social setting, often
without their realizing that you are even looking for information from them.
Computer
(Technician
— EDU) [Tech = Pre-Stellar+]: Computer indicates a familiarity with the
use of computers. While most any character from a technological
background of Early Stellar+ can use a computer to retrieve data that is
freely available, Computer skill is required to circumvent the
computer's programming. Computer skill is required to program a
computer.
Computer
Empathy (Empathy
— EMP or
Psionics —
PSI): With the Computer Empathy skill, a character can sense the flow of
data within a computer or computer network. This allows the character to
react more quickly and smoothly to changes in the data flow, making
Computer tasks easier. The character must be physically touching a
computer (whether keyboard, screen, or processor) in order to initiate
the task. When the character makes a test of this skill, psionic power
level determines how much the Computer skill is enhanced.
Basic Success means the character can
sense the interior workings of the single computer that is being
touched, revealing any interior damage or any problem areas in its
electronic flow. Stage Two success allows the character to psionically
“read” any data the computer is accessing, which lowers by one level the
difficulty rating of all Computer tests the character is doing (one can
even “read” the computer without looking at the screen). Stage Three
allows the character to sense the interior workings of any one computer
to which his or her own is connected (by data link), or to “read” all
data stored within the computer being touched, even data that is not
presently being accessed. A Stage Four success means the character
can “read” any data being accessed by a computer that is in
communication with the one being touched. Stage Five allows the
character to psionically “read” data stored within that distant
computer. Stage Six means the character can perform Computer tasks at
two levels of difficulty lower than normal (Difficult becomes Easy, for
instance).
When dealing with self-aware computers
(especially those infected by Virus), this talent is used the same as
Telempathy is with an organic sentient being, but the referee will need
to assign an effective INT attribute and Willpower skill level to the AI
system. When dealing with Virus, Basic Success is enough to determine
whether the computer is infected (although the referee may rule that
certain infections are so good at hiding themselves that higher stages
of success are required to detect them). Stage Six success or better is
required to psionically “read” data from a computer inhabited by a
non-cooperative strain of Virus.
Gunsmith
(Technician — AGL)
[Tech = Pre-Industrial+]: The ability
to construct and repair weapons. Fit telescopic sight to rifle
(includes sighting-in): Difficult. Fit starlight scope to rifle:
Average. Fabricate zip gun: Difficult. Make crossbow if bow provided
(Difficult). Reload cartridges, given brass, bullets, primers and
powder: Difficult.
Human Empathy (Empathy
— EMP): Human Empathy is similar to
Animal Empathy, except that it allows a character to perceive the
mental and emotional state of other humans, rather than animals.
The exact amount depends upon the quality of the empathic character's
die roll.
Basic Success reveals the presence and
basic emotional state of one person within a sphere centered on the
sensing character with a radius, in meters, equal to the final power
level.
Each additional stage of success
allows the empathic character to improve that information in one of
several ways: (1) the radius of the sphere can be doubled; (2) an
additional person can be sensed; (3) the level of mental activity can be
increased, proceeding from emotional state, to surface thoughts, to
deeper thoughts.
For instance, an empathic character
who made a Stage Three success might choose to monitor three people's
emotional states within the basic radius, or one person's surface
thoughts within double the basic radius, or any of several other
combinations.
Note that the referee may impose
additional levels of difficulty based upon specific situations.
Instruction
(Interaction
or
Social Science
— CHR): A character with skill in
Instruction is able to effectively teach skills to other people (see
Skill Improvement).
Interrogation (Interaction
— CHR): This is the ability to obtain information from people.
Primarily, Interrogation involves asking the right questions and
correctly interpreting the responses. It does not only include
interrogation of unwilling persons, but also of confused witnesses, and
even of sources who don't realize how much they really know.
Interrogation may include psychological intimidation and manipulation,
but does not include torture.
Language
(Interaction
— CHR): This is a special cascade skill which does not function
according to the normal cascade rules. Receipt of the Language skill
allows the character to select either a particular language (French,
German, Vilani), or the cascade Linguistics.
All characters are assumed to already
automatically have a skill level of 10 in their native language.
However, this level 10 skill is considered separate from the Language
skill, and does not give the player knowledge at half this level of any
other language cascades.
Communicating in a language which is
shared by both characters, but which is not the native language of both
characters, is a Difficult task vs. the average of the two characters'
Language skill levels. If one of the characters does not speak the
language, but is trying to communicate by drawings or sign language, the
task becomes Formidable vs. the average of the two Charisma attributes.
Both of these tasks become one level easier if only simple concepts are
being communicated ("I'm hungry").
Identifying a Language is Easy if the
identifying character speaks it, Formidable: CHR if the identifying
character has at least heard it spoken.
Linguistics as a cascade of Language
also does not follow the normal rule for cascade skills. Like other
skill cascades, Linguistics may be selected as a specialty separate of
other languages already chosen. However, characters who have not
selected Linguistics do not use it at one-half the level of the highest
specialty of the Language cascade. Rather, players who have skill in two
or more languages other than their native language take the average of
those languages (round to the nearest whole number; thus 10÷4 = 3) and
cut the result in half (again rounding to the nearest whole number).
This is the default level of Linguistics skill for the character. Any
selections of the Linguistics specialty are added to this number. For
example, a character has received Language eight times, breaking it down
as: Vilani 4, Aslan 2, Vargr 1, and Linguistics 1. Her level of
Language (Linguistics) is therefore 4+2+1=7, 7+3=2, 2+2=1, plus the
Linguistics level 1 equals an effective Linguistics skill of 2. If she
had no foreign languages, the Linguistics level would be simply 1.
An individual with the Linguistics
cascade has the ability to quickly learn and understand an unknown
language based on understanding the common structures of languages.
Leadership
(Determination
— CHR): Leadership is the use of force of personality to convince others
to obey you. Different people have different manners of leading. Some do
so by barking out orders, while others simply inspire loyalty in their
followers. Players who choose this skill for their characters should
consider their character's personality when role-playing its use, and
also consider the effect of other related skills. For example, a
character with Leadership and Willpower skills, but no Persuasion or
Carousing skills, would most likely be a harsh leader, while one with
Persuasion and Carousing would use a more inspirational style.
It is typically an Average difficulty
task to use the Leadership skill to convince NPCs to follow your orders.
The referee may adjust this, of course, depending upon other factors.
Leadership is also used when
organizing the actions of a group of characters (usually NPCs) into
cooperative actions. For example, supervising a group of laborers to
construct a building would be a task rolled against Leadership and
Construction. If the character had a number of assistants, foremen each
with Leadership and Construction skills who could be relied upon to
handle much of the detailed supervision, the character could use his
Leadership skill alone.
Luck (Charm
— CHR): Some people just seem to have fortune
looking out for them whatever they do. The Luck skill is intended
to reflect this innate ability to beat the odds. Whenever in an
adventure session a character fails a check against some other skill,
the player may ask the referee for a Luck check. If the Luck roll
is successful, the player may re-roll the original skill check. It
is possible to check Luck repeatedly, hoping to gain a second roll on
the original skill. However, as characters press their Luck, it
deteriorates. The first time that Luck is checked in a session,
the difficulty level is Easy. Each time thereafter the difficulty
increases by one level.
For example, Consuela, a Mexican
pilot, is trying to pull her damaged plane out of a nosedive. The
referee decides it is a Difficult check vs. her Pilot (Fixed Wing)
skill, and she fails. She asks to test her Luck for the first time
in this adventure session, hoping for a second chance at the Pilot roll,
and the referee agrees. But Consuela fails the easy roll versus
her Luck. Desperate, she asks for a second Luck check, now at
Average level, and again, the referee agrees. She makes her roll
this time, and as a result gets a second try at the pilot skill, at
which she also happens to succeed. If Consuela uses her Luck skill
again in this adventure session, the check will be at Difficult level.
The first time she uses it in a later adventure session, however, it
will be at Easy level once again, and so on.
Medical (Medical
— EDU): The Medical skill allows for the treatment of wounds and
diseases. It is broken into three cascades Diagnosis, Trauma Aid, and
Surgery.
Diagnosis reflects a familiarity with
injuries, diseases, allergies, and other maladies, and their treatments.
Diagnosis also covers pharmaceutical knowledge that allows the
prescription of drugs and knowledge of their interactions.
Trauma Aid reflects expertise in first
aid, shock treatment and the stabilizing of patients for transfer to a
location where more comprehensive care is available. This is the cascade
of choice for combat medics and corpsmen.
Surgery is the aspect of the Medical
skill that allows repairs to be made to injured bodies, as well as more
advanced procedures such as transplants, implants, biological
modifications, and twisted applications like vivisection. This skill is
used in combination with Electronics skill to allow cybernetic implants.
To attempt a Medical task on an
unfamiliar form of life is a Formidable or Impossible task, depending
upon what is being attempted. If the organism is broadly similar to
terrestrial animals (i.e., a carbon-based, oxygen-breathing,
water-drinking creature), a Biology roll of at least Difficult level can
enable the task. If the creature is radically different from terrestrial
animals (for example, a creature that metabolizes ammonia or combusts in
an oxygen atmosphere), the Xeno-Biology skill must be used instead.
Failure of either of these rolls can indicate that there were no
materials (drugs, breathable atmosphere, plasma, saline solution, etc.)
that were compatible with the creature that could be used during the
procedure, or that figuring out how the creature worked took too long,
and it just died.
For purposes of Medical skill, humans
and Terran organisms are considered to be the default for the expertise
of human characters. The Aslan, Vargr, Droyne, K'kree, and Hivers are
all broadly terrestrial in that they have nerves, blood, internal
organs, etc., that work in similar fashions. While a Medical task on a
Vargr would not require a Biology enabling roll for a human doctor, a
task on any of the four other races would. Likewise, a doctor must make
a Biology roll to enable an operation on a human.
For the treatment of wounds, see the
Wounds and Damage section for details. Diseases are left to the
referee's discretion.
Observation
(Perception
— INT): Observation reflects a quality of alertness and/or a training in
noticing important things in one's surroundings. It is most importantly
used for visually sighting objects using the naked eye or visual
enhancement devices. It is also useful for such diverse things as
detecting ambushes, discovering hidden compartments in luggage, and
finding one important file within an entire drawer full of them.
Persuasion
(Charm
or
Social Science — CHR): Persuasion, a skill at convincing other
people to act as you wish them to, includes such things as haggling for
a bargain, rousing a crowd to action, and convincing an enemy to let you
go. The referee will set the difficulty level based upon the specific
situation and exactly what sort of a speech the player makes.
This is only used to convince NPCs;
all attempts to persuade other player characters are argued by the
players themselves.
Prescience (Empathy
— EMP or
Psionics —
PSI): Characters with the Prescience
skill are prone to receiving impressions of events before these events
actually take place. Sometimes this precognition happens days before the
events occur. Other times, it is merely a second's worth of warning.
Sometimes, the prescience manifests itself as a dream. At others, it
comes as a waking hunch. Sometimes the warning is terribly vague. At
others, it is crystal clear. The exact results are left to the referee's
discretion, based upon story situation and quality of the Prescience
power level rolled.
Psychic Healing (Empathy
— EMP or
Psionics —
PSI): Unlike Regeneration above, Psychic Healing allows characters to
improve the healing rate for wounds which they or other characters may
have taken. Basic Success lowers a wound’s healing time by one day, and
each additional stage of success further lowers that time by another day
(to a minimum time of one hour).
To heal oneself, an Psychic healer
need merely make a task roll against the Psychic Healing skill. In order
to heal another character, the empath/psion must first establish a
psionic link by use of a
Human Empathy/Telempathy
task. The stage of success of this Telempathy task then becomes the
maximum success stage that can be used in the following Psychic Healing
test.
For example, suppose that Crayson, who
has PSI 6 Telepathy (Telempathy) 6, and Psionic Healing 5, is trying to
treat three wounds on Winfield Jackson, who has an INT of 6 and
Willpower of 4. The surroundings are normal stress (combat is over, but
the situation is still distracting), so all Psychic tasks are Difficult.
Crayson succeeds at his Telempathy task (target number 12, rolls an 8),
and rolls a 9 on 1 D10 for a final power level of (6+6+9-6-4=11), a
Stage Two success. On his first Psychic Healing test, he succeeds and
rolls a 9 on 1D10, just barely scoring a Stage Two success
(6+5+9-6-4=10). Rolling for the second wound, he fails the skill test,
but not Catastrophically (target number 11, rolls 13). For the final
wound, he scores an Outstanding Success (target number 1 1, rolls 1 ),
followed by a roll of 9 on 1 D10, for a Stage Three success
(6+5+9-6-4=10, 10x2=20). The first wound's time improves by two days
(one day for Basic Success, plus one day for the additional success
level). The second does not improve at all, because he failed his
Psychic Healing roll. The third also improves by two days, despite
the Outstanding Success at healing, because the success is limited by
the Stage Two success scored for the telempathic link.
Note that only one Psychic Healing
test can be performed for each wound, whether or not it was ultimately
successful.
Screens (Space
Tech —
EDU) Tech = Early Stellar+]: The individual is skilled in
the operation of a variety of protective equipment developed for
starships. This is a cascade skill consisting of Nuclear Dampers, Meson
Screens, Sandcaster, and Black Globe.
Scuba
(Explore
—
CON) [Tech = Pre-Stellar+]:
The ability to use an aqua-lung or
rebreather. Skill level may not exceed character's Swimming skill. Avoid
a mishap while using an aqua-lung or rebreather is Average. Navigate
underwater is Average. Avoiding detection from watchers on the surface
is Difficult with an aqua-lung or Average with a rebreather.
Service (Charm
— CHR): The individual is experienced and capable in the care and feeding of passengers
aboard ships, guests at hotels, diners at restaurants, etc. Service skill
represents a general knowledge of cooking, personal care and attention, and
other areas of experience which will make guests, passengers, and crew happy and
content with the conditions of their stay or passage.
Survival (Explore
— INT):
There are a lot of different worlds, each of them as distinct as any terrestrial
environment, and most of them as varied as the range of terrestrial
environments. Possession of the survival skill indicates familiarity with
a broad variety of environmental conditions This allows the individual to
live off the land and stay alive in situations where most individuals would have
trouble finding food, water, or shelter.
The likelihood of Survival skill (n matter how
good) allowing a character to find breathable air in a vacuum is rather slight,
but Survival would allow an individual to use any tools at hand to build an
adequate shelter or to locate caves or natural features which could assist in
survival Survival also allows the fashioning and use of such
environmentally-appropriate equipment as skis, snowshoes, protective hats, etc.
Certain equipment makes Survival tasks less difficult: water test kits and
purifiers, atmospheric sniffers and chemical analyzers.
Warhead (Technician
— AGL) [Tech = Pre-Stellar+]: The ability to arm, disarm, and
repair both conventional and nuclear I warheads. Arm/disarm
weapons from the character’s own military: Average. Arm/disarm foreign
weapons is one level more difficult. Repair a faulty nuclear
weapon from the character’s own army: Formidable. Catastrophic Failure
results in accidental detonation. |