Chapter 5: Skills (First Draft)
Chapter 5: SkillsSkills are the primary way
characters interact with the world around them. Each level, characters
receive a number of skill points with which to improve old skills or
learn new ones. Skills have ranks. Each rank costs one skill point and
you may not have more ranks in a skill than your character level. You may put ranks in any skill at the standard
price.
Trained/Untrained: If you have one or more ranks
in a skill, you are considered trained. If you have no ranks, you are
untrained. Being untrained has consequences as listed for each skill.
Most skills can be used untrained, you're simply not much good at it. See each skills description for whether it can be used untrained and what penalties you suffer, if any.
Class skills:
Each class has a list of skills that define its core area of
competence. These are its class skills. If you are trained in a class
skill from any of your classes, you gain a +3 bonus with all uses of
that skill.
Effect Dice: Effect dice are used to determine the magnitude of success in situations where simply succeeding isn't enough. Your base effect die is set according to table 5-1. Class abilities and feats may affect your Effect dice as can spending Determination on a critical success.
Skill Level
| Effect Die Size
|
Untrained | 1d6 |
Trained | 2d6 |
Trained Class Skill
| 3d6 |
Skill areas: There are five regular skill
areas: Basic, Military, Technical, Exploration, and Social. These areas are
used by classes and do not restrict what skills a character may have. Some optional subsystems (Psionics for example) may
have their own skill areas with restrictions on how those skills may be
purchased.
Focus: A focus is a sub-skill, an area of
specialty within a broader skill. Having a focus gives you a +2 on
skill checks that use that focus. Exotic focuses are marked with an
asterisk. If you do not have an exotic focus, you are considered
untrained when using that focus.
Skill tricks: A skill trick is a action that a
character can learn based on his skills. Examples include trick shots,
evasion, and kit-bashing These are bought using
focuses.
Standard Rules
Some situations occur frequently and across several skills. Thus there are standard rules to accomodate these situations
Standard Healing Rule
First Aid Check
Long Term Check
Surgery Check
Standard Repair RuleBuild Check
Repair Check
Hasty repairs made in stressful situations like combat have a chance to fail unless a critical success is scored.
Scavenge Check
Skill Descriptions
Basic Skills: Basic skills have fewer skill checks
than normal skills and in most d20 systems are provided by class or
derived from abilities. There is no penalty for being untrained in a
basic skill.
Defense(Fit): Defense represents your ability to avoid taking damage from attacks.
Initiative(Mox): Adds to initiative rolls.
Perception(Mox): Used for Surprise and Search checks.
Reflex(Acu): Used for Reflex Saves
Fortitude(Fit): Used for Fortitude Saves
Will(Res): Used for Will Saves
Exploration skills: These skills deal with natural or low tech creatures and environments.
Acrobatics(Mox):
This skill deals with graceful movement, precise and smooth actions in
combat, as well as controling vehicles that rely on body movement. This
skill can be used to climb, jump, swim, hold your balance, or fit
through areas you could not normally.
Animal Handling(Mox): This skill allows training, riding, and commanding animals in combat.
Biology(Prc): This skill deals with plants and animals. It can be used to heal animals as well as analyzing entire ecosystems.
Linguistics(Acu): Learning languages and figuring out what aliens speaking in unknown tongues are saying.
Melee Weapons(Fit): Using hand-to-hand and thrown weapons, either primitive or modern.
Stealth(Fit): Skill at moving undetected. Covers both seeing and hearing and uses equipment that can extend that range.
Survival(Res):
This skill deals with surviving outside of civilization. Skilled
survivalists can find or make food, clothing, shelter, and primitive
weapons.
Military Skills: Military skills deal with the core competencies of soldiers and modern armies.
Athletics(Fit):
Climbing, jumping, swimming, feats of strength or endurance. Powerful
movement and forceful actions in combat. This skill is used by those on
foot in chases.
Intimidate(Res): Getting your way through force and threat or simply scaring others into leaving you alone.
Ordnance(Acu): Skill with the big guns: explosives, heavy, vehicle, and starship weapons.
Rifles(Prc): Skill with rifles, generally larger but high damage and long range. Also includes bows and crossbows.
Sidearms(Prc): Light personal ranged weapons are covered here.
Tactics(Res): Battle planning and inspiration as well as issuing commands in combat.
Unarmed(Fit): Fighting with one's body or natural weapons.
Social Skills: These skills deal with people directly.
Acting(Mox):
Lying by word, voice, deed, or appearance. Covers bluffing, disguise,
going unnoticed in crowds. If you get your way by lying or telling
people what they want to hear, this skill is for you.
Diplomacy(Res): Negotiation by compromise. If you get your way by getting people some of what they want or promises, this is your skill.
Haggle(Acu): Negotiation and appraisal by value. Bribing and reaching a fair trade are what this skill is about.
Impress(Mox):
Getting your way by being liked. Also covers entertainment like
dancing, juggling and simply getting people to think better of you. PR.
Medicine(Prc): Healing and treating injuries, diseases, and poisons in intelligent creatures.
Psychology(Acu): Treating (or causing) stress, mental illness, as well as hypnosis and other mind control techniques.
Detective(Res): This skill combines the "BS detector" of Sense Motive with some investigative and questioning skills.
Technical Skills: Technical skills deal with the products of civilization.
Archeology(Acu): Understanding and translating ancient languages, technologies, and cultures.
Astrogation(Prc): Navigation inside of and between star systems as well as astronomy and planetary geology.
Drone Control(Acu): This is the non-repair part of Robotics. Commanding drones and robots as well as writing robot-specific programs.
Electronics(Prc):
Repair and programming of any electronic device, including robots and
computers. If you want to be the person who fixes everything, you need
this skill and Mechanics.
Ground Vehicles(Mox): Driving vehicles that move primarily across planetary surfaces.
Mechanics(Res):
Repairing and using non-electronic machines. Most repairs of vehicles
need only this skill. Most large machinery is repaired and controlled
using this skill. Note that a vehicle could have an electronic repair
problem just as a robot could have a mechanical problem.
Piloting(Prc): Control areospace vehicles. Spaceships should be exotic focuses.