| CONSOLIDATED SKILL LIST | | SUMMARY OF ACTIONS: |
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| | SKILL | CHARACTERISTICS | | | | ----------------------------------------------------------------------- | |
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| SKILL | LEVEL | AND MODIFIERS | | XPT | | ... A complete Round lasts about six seconds of game time. | |
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| ------------------ | ------- | ---------------------- | | ----- | | During every Round you can . . . | |
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| Admin | _ | EDU+0 / SOC+0 | | _ : _ | | ... Perform 1 Significant Action & Perform 1 Minor Action. | |
| Advocate | _ | EDU+0 / SOC+0 / INT+0 | | _ : _ | | -- OR -- | |
| Animals* | _ | variable | | _ : _ | | ... Forgo taking a Significant Action & replace with 2 extra | |
| ..(Handling) | _ | DEX+0 | | _ : _ | | Minor Actions, getting a total of 3 Minor Actions for the Round. | |
| ..(Veterinary) | _ | EDU+0 | | _ : _ | | ... A Significant Action is any action that requires your full | |
| ..(Training) | _ | INT+0 | | _ : _ | | concentration or attention, or any complicated physical or | |
| Art* | _ | variable | | _ : _ | | mental actions, or any combination thereof. | |
| ..(Performer) | _ | EDU+0 / INT+0 | | _ : _ | | ----------------------------------------------------------------------- | |
| ..(Holography) | _ | DEX+0 | | _ : _ | | MAKING TASK CHECKS | |
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| ..(Instrument) | _ | EDU+0 | | _ : _ | | ... Roll 2D & include any appropriate Dice Modifiers (DMs). | |
| ..(Visual Media) | _ | INT+0 | | _ : _ | | If the total is 8 or more, you succeed. HOWEVER, the Difficulty | |
| ..(Write) | _ | INT+0 / EDU+0 | | _ : _ | | Levels DO vary, so always check with the GM. When Successful | |
| Astrogation | _ | EDU+0 | | _ : _ | | at any Task, Attribute, or Combat check, you then need to | |
| Athletics* | _ | variable +0 | | _ : _ | | determine Effect. | |
| ..(Dexterity) | _ | DEX+0 | | _ : _ | | ----------------------------------------------------------------------- | |
| ..(Endurance) | _ | END+0 | | _ : _ | | EFFECT | |
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| ..(Strength) | _ | STR+0 | | _ : _ | | Take the Check result (the number you rolled for success) and | |
| Broker | _ | INT+0 / EDU+0 | | _ : _ | | subtract the Difficulty Level (usually 8) from it. | |
| Carouse | _ | SOC+0 / END+0 | | _ : _ | | YOUR ROLL minus DIFFICULTY = Effect Result | |
| Deception | _ | INT+0 / DEX+0 / SOC+0 | | _ : _ | | Effect Result can be a positive or negative number, or it can | |
| Diplomat | _ | SOC+0 / EDU+0 / INT+0 | | _ : _ | | even be Zero. | |
| Drive* | _ | variable +0 | | _ : _ | | EFFECT RESULTS TABLE | |
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| ..(Hovercraft) | _ | DEX+0 / INT+0 | | _ : _ | | Effect | Success or Failure | |
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| ..(Mole) | _ | INT+0 / DEX+0 | | _ : _ | | ------------- | -------------------------------------------------------- | |
| ..(Tracked) | _ | DEX+0 / INT+0 | | _ : _ | | -6 or | Exceptional Failure: You fail as completely as | |
| ..(Walker) | _ | DEX+0 / INT+0 | | _ : _ | | less | it is possible to fail. Anything that can go wrong | |
| ..(Wheeled) | _ | DEX+0 / END+0 | | _ : _ | | ______ | does go wrong. In social situations you get in | |
| Electronics* | _ | variable +0 | | _ : _ | | ______ | further trouble. When attempting physical | |
| ..(Comms) | _ | EDU+0 / INT+0 | | _ : _ | | ______ | feats you hurt yourself or others. When repairing | |
| ..(Computers) | _ | INT+0 / EDU+0 | | _ : _ | | ______ | a device, it is further damaged, & the device | |
| ..(Remote Ops) | _ | DEX+0 | | _ : _ | | ______ | may even be destroyed. | |
| ..(Sensors) | _ | INT+0 / EDU+0 | | _ : _ | | ------------ | -------------------------------------------------- | |
| Engineering* | _ | EDU+0 / INT+0 | | _ : _ | | -2 to -5 | Average Failure: You have failed at the task. | |
| ..(J-Drive) | _ | EDU+0 / INT+0 | | _ : _ | | ______ | Nothing more, nothing less. | |
| ..(Life Support) | _ | EDU+0 / INT+0 | | _ : _ | | ------------ | -------------------------------------------------- | |
| ..(M-Drive) | _ | EDU+0 / INT+0 | | _ : _ | | -1 | Marginal Failure: You almost succeeded; the | |
| ..(Power Plant) | _ | EDU+0 / INT+0 | | _ : _ | | ______ | GM might permit you to scrape up a success if | |
| Explosives | _ | EDU+0 / DEX+0 | | _ : _ | | ______ | you were to take some significant consequence, | |
| Flyer* | _ | DEX+0 | | _ : _ | | ______ | like - having failed a jump across a chasm, you | |
| ..(Airship) | _ | DEX+0 | | _ : _ | | ______ | hang on the far side by your fingernails & can | |
| ..(Grav) | _ | DEX+0 | | _ : _ | | ______ | only pull yourself up by dropping your pack. | |
| ..(Ornithopter) | _ | DEX+0 | | _ : _ | | ______ | Or maybe, while trying to land a ship, you bring | |
| ..(Rotor) | _ | DEX+0 | | _ : _ | | ______ | it down safely but land so hard the ship may | |
| ..(Wing) | _ | DEX+0 | | _ : _ | | ______ | never fly again. | |
| Gambler | _ | INT+0 | | _ : _ | | ______ | That kind of consequence. | |
| Gunner* | _ | DEX+0 / INT+0 | | _ : _ | | ______ | Come up with your own ideas & ask the GM! | |
| ..(Capital) | _ | DEX+0 / INT+0 | | _ : _ | | ------------ | -------------------------------------------------- | |
| ..(Ortillery) | _ | DEX+0 / INT+0 | | _ : _ | | 0 | Marginal Success: You barely succeed at the | |
| ..(Screen) | _ | DEX+0 / INT+0 | | _ : _ | | ______ | task, & may have to accept a condition on your | |
| ..(Turret) | _ | DEX+0 / INT+0 | | _ : _ | | ______ | success, like - you fix the engine but it'll soon | |
| Gun Combat* | _ | DEX+0 | | _ : _ | | ______ | overheat. Or you find a buyer for your cargo but | |
| ..(Archaic) | _ | DEX+0 | | _ : _ | | ______ | the buyer is an untrustworthy criminal. | |
| ..(Energy) | _ | DEX+0 | | _ : _ | | ______ | That kind of condition. | |
| ..(Slug) | _ | DEX+0 | | _ : _ | | ______ | Come up with your own idea & ask the GM! | |
| Heavy Weapons* | _ | DEX+0 / INT+0 | | _ : _ | | ------------ | -------------------------------------------------- | |
| ..(Artillery) | _ | DEX+0 / INT+0 | | _ : _ | | +1 to +5 | Average Success: You succeed normally, with | |
| ..(Man-Portable) | _ | DEX+0 / INT+0 | | _ : _ | | ______ | no conditions or consequences. | |
| ..(Vehicle) | _ | DEX+0 / INT+0 | | _ : _ | | ------------ | -------------------------------------------------- | |
| Investigate | _ | INT+0 | | _ : _ | | +6 or | Exceptional Success: You succeed in a rather | |
| Jack-of-All-Trades | _ | --- | | _ : _ | | more | impressive & elegant fashion. | |
| Language* | _ | EDU+0 | | _ : _ | | ______ | Special Results may occur! Ask the GM. | |
| ..(_) | N | EDU+0 | | _ : _ | | ------------ | -------------------------------------------------- | |
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| ..(_) | _ | EDU+0 | | _ : _ | | TASK DIFFICULTY | |
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| ..(_) | _ | EDU+0 | | _ : _ | | NUMBER | DIFFICULTY LEVEL | |
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| Leadership | _ | SOC+0 | | _ : _ | | 2+ | Simple: tasks which are trivial for everyone. A | |
| Mechanic | _ | INT+0 / EDU+0 | | _ : _ | | ______ | Simple task might be requesting the current | |
| Medic | _ | EDU+0 | | _ : _ | | ______ | weather data from a standard tourist computer | |
| Melee* | _ | STR+0 / DEX+0 | | _ : _ | | ______ | kiosk, ordering a meal in a language you know | |
| ..(Bladed) | _ | STR+0 / DEX+0 | | _ : _ | | ______ | well, or sneaking up on a guard who is already | |
| ..(Bludgeon) | _ | STR+0 / DEX+0 | | _ : _ | | ______ | groggy. Simple tasks require only 2 or more to | |
| ..(Unarmed) | _ | STR+0 / DEX+0 | | _ : _ | | ______ | be rolled for the check if, indeed, they are | |
| ..(Natural) | _ | STR+0 / DEX+0 | | _ : _ | | ______ | rolled for at all. | |
| Navigation | _ | INT+0 / EDU+0 | | _ : _ | | ------------ | -------------------------------------------------- | |
| Persuade | _ | INT+0 / SOC+0 | | _ : _ | | 4+ | Easy: tasks which are trivial for Trained Profes- | |
| Pilot* | _ | DEX+0 | | _ : _ | | ______ | sionals & are simple for an Amateur. Easy tasks | |
| ..(Small Craft) | _ | DEX+0 | | _ : _ | | ______ | might be to go hiking cross-country on an | |
| ..(Spacecraft) | _ | DEX+0 | | _ : _ | | ______ | established trail, or holding a ship in perfectly | |
| ..(Capital Ship) | _ | DEX+0 | | _ : _ | | ______ | level flight, or activate an unfamiliar device that | |
| Profession* | _ | variable | | _ : _ | | ______ | has a clear & simple interface. | |
| ..(_) | _ | ___ | | _ : _ | | ------------ | -------------------------------------------------- | |
| ..(_) | _ | ___ | | _ : _ | | 6+ | Routine: trivial tasks for Trained Professionals & | |
| Recon | _ | INT+0 | | _ : _ | | ______ | even relatively easy for an amateur. A Routine | |
| Science* | _ | EDU+0 / INT+0 | | _ : _ | | ______ | task might be to hit a prone victim during melee, | |
| ..(_) | _ | EDU+0 / INT+0 | | _ : _ | | ______ | or landing a ship under optimum conditions with | |
| ..(_) | _ | EDU+0 / INT+0 | | _ : _ | | ______ | computer assistance, or translating a newspaper | |
| Seafarer* | _ | DEX+0 / INT+0 | | _ : _ | | ______ | written in a common language & so on. | |
| ..(Ocean Ships) | _ | INT+0 / DEX+0 | | _ : _ | | ------------ | -------------------------------------------------- | |
| ..(Personal) | _ | DEX+0 / INT+0 | | _ : _ | | 8+ | Average: a task which presents a moderate ob- | |
| ..(Sail) | _ | DEX+0 / INT+0 | | _ : _ | | ______ | stacle to a Trained Professional. An Average task | |
| ..(Submarine) | _ | INT+0 / DEX+0 | | _ : _ | | ______ | might be to shoot a gun accurately at range, or | |
| Stealth | _ | INT+0 | | _ : _ | | ______ | plot the jump calculations for a starship, or to | |
| Steward | _ | EDU+0 / SOC+0 | | _ : _ | | ______ | repair damaged circuit boards, or to find a | |
| Streetwise | _ | INT+0 | | _ : _ | | ______ | buyer for a cargo bay full of machine parts on | |
| Survival | _ | EDU+0 / INT+0 | | _ : _ | | ______ | an industrial world. | |
| Tactics* | _ | INT+0 | | _ : _ | | ------------ | -------------------------------------------------- | |
| ..(Military) | _ | INT+0 | | _ : _ | | 10+ | Difficult: tasks that are difficult even for Trained | |
| ..(Naval) | _ | INT+0 | | _ : _ | | ______ | Professionals. A Difficult task would be making | |
| Vacc Suit | _ | EDU+0 | | _ : _ | | ____ | an accurate shot during a ferocious storm, or de- | |
| _ | _ | ___ | | _ : _ | | ____ | fending a client in a courtroom when he's clearly | |
| _ | _ | ___ | | _ : _ | | ____ | guilty, hacking into a secure computer network, | |
| TABLE NOTES: | | __ | or spotting a flash of sunlight that's reflecting off | |
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| * : Levels beyond Zero in these Skills must | | __ | of a sniper’s scope. | |
| be assigned to Specializations. | | ------------ | -------------------------------------------------- | |
| CHARACTERISTICS AND MODIFIERS: these are the most | | 12+ | Very Difficult: tasks that are hard even for a | |
| common Characteristics associated with the Skill & the relevant | | __ | Trained Professional, & nearly impossible for an | |
| Die Modifiers to be added or subtracted, when appropriate. If | | __ | Amateur. | |
| more than one Characteristic is listed (Ex: STAT1/STAT2) they | | ------------ | -------------------------------------------------- | |
| are shown in order of most relevance and/or importance. | | 14+ | Formidable: tasks which are exceptionally hard, | |
| XPT: Experience Points Training; this column is where you | | __ | such as performing surgery on an alien of a | |
| keep a record of how you're using your XPs to improve skills. | | __ | radically different biology, or hacking a military- | |
| 1 XP thus spent represents one week given over to actual study or | | __ | grade computer network, disarming a terrorist | |
| training, in order to advance the Level of a Skill or Characteristic. | | __ | nuke, or convincing a city full of superstitious | |
| .. Information in this column is presented thus: | | ____ | natives that you're a peaceful trader & not a | |
| ..... " _ : _ " is an Untrained Skill (no advancement at all); | | ____ | demon from the outer darkness, all while you | |
| ..... " 0 : 0 " represents a Zero Level ability; | | ____ | do not speak a word of their language. | |
| ..... " # : 0 " represents Levels greater than Zero; the number to | | ------------ | -------------------------------------------------- | |
| the left of the colon being the Current Level, & the number to the | | COMBAT TASKS | |
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| right of the colon being the record of how many XPs have been | | INITIATIVE | |
| spent studying & training. | | ... At start of combat make either DEX or INT check (pays to | |
| While 1 XP represents a "week" of study, training, & direct | | be quick of hand or quick of mind). Effect of check is Initiative | |
| experience it is not necessarily equal to 168 hours, or even 7 | | for duration of combat & reflects when you act in the Combat | |
| consecutive days. A "week" is more representative of your personal | | Round; higher Initiative acts quicker than lower Initiative. | |
| dedication towards the learning process, and so represents various | | MAKE AN ATTACK | |
| periods of long and intense study combined with other periods of | | ... Declare you're going to attack & select Target(s). Target | |
| "squeezing in" a few hours of study here and there during a | | then choose a Reaction. You make appropriate skill checks; if | |
| regular day. For every XP spent studying/training, you add 1 to the | | you score 8+, attack is successful & damage dealt to Target. | |
| number to the right of the colon, in the XPT column for that skill/ | | Melee Attacks: 2D + Melee(specialty) level + STR DM or | |
| attribute. When the number to the right of the colon is equal to the | | + DEX DM (whichever appropriate to weapon) | |
| Current Skill Level +1, increase the number to the left of the colon | | Ranged Attacks: 2D + Gun Combat(specialty) + DEX DM. | |
| higher by +1 and reset the number to the right of the colon to 0. | | Note: Bow Weapons can use either Gun Combat(Archaic) | |
| The Number To The LEFT Of The Colon Is ALWAYS Equal To | | + DEX DM, or Athletics(Dexterity) + DEX DM; while Thrown | |
| the Current Skill Level! | | Weapons use Athletics(Strength) skill (for Power) + your | |
| 5 | | DEX DM (for Accuracy). | | | | | |
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