Style Analysis, Swimming, Surveillance, Trade, Toxicology

Style Analysis
(Brad McMillan)
Prerequisites: Weapons: Melee Weapons or Weapons: Martial Arts
Description: This skill allows an individual skilled in Weapons: Melee Weapons or Weapons: Martial Arts to gain a tactical advantage in melee combat by studying his opponent in battle for one round. The character cannot do anything other than observe his target during that round. At the end of the round, the character rolls a check against his SL. If successful, the character gains the “attacker advantaged” bonus against the target in Melee combat for the duration of the combat.

Swimming
(Brad McMillan)
Prerequisites: None
Description: A character with this skill is a proficient swimmer. As such, characters can double their race’s normal movement in the water. In addition, a skill check is required only in difficult circumstances (swimming in stormy seas, holding breath longer than usual, etc.). This skill does not allow a character to conduct any extended activities underwater, however (for that, a character needs the underwater operations skill). Be aware that characters without the swimming skill can still stay afloat and swim as indicated in the Alpha Dawn rules. They may not, however, be able to swim or stay afloat in anything other than favorable conditions.

Surveillance
(Brad McMillan)
Prerequisites: N/A
Description: Characters with this skill are capable of observing others at a distance, using a variety of electronic tools. The character can design, install, and monitor such equipment, as necessary. Characters skilled in surveillance have a ½ skill check success rate of being able to detect if they are under surveillance themselves if actively searching.

Trade
(Troy Terrell)
Prerequisites: None (Varies)
Description: This skill encompasses all of the various supporting professions that one can expect to find in civilized society. ‘Blue-collar’ professions (agriculture, masonry, cosmetology, etc.) usually require DEX as a main attribute, while ‘white collar’ professions (Teaching, Brewing, Interior Decorating, Fashion, etc.) usually require LOG/INT as main attributes. Exact details of each profession are left to the individual referee and player, but players are assumed to have specialized knowledge of their area of expertise as well as a basic knowledge of related disciplines. Some examples of trades include: Agriculture, Construction, Fashion, and Teaching (a possible use of this skill might allow a teacher – on a successful skill check – to impart between 1-4 skill points to a student for application to skills the teacher is proficient in).

Toxicology
(Roy Crisman)
Prerequisites: Biology 1, Chemistry 1
Description: The user of this skill is well-versed in the various poisons of the Frontier, what’s toxic to Frontier races, and is able to create various poisons from chemicals available to persons in technologically advanced cultures.