Espionage Skills
Detect Ambush: Training that develops an eye for spotting locations and terrains suitable for ambushes and being ambushed. It also provides rudimentary knowledge of guerilla tactics used by the enemy. The detect ambush skill gives its user the ability to spot potential ambush sites based on terrain and possible modes of attack. It is not specific enough to detect individuals prowling. Base Skill: 30%+5% per level of experience.
Disguise: The character knows how to apply make-up, wigs, skin putty, dyes and other special effects in order to alter his appearance or that of somebody else. Base skill: 25%+5% per level experience. Bonuses: +5% to the Undercover Ops and Impersonation skills.
Escape Artist: The methods, principles, and tricks of escape artists. The character can try slipping out of handcuffs, ropes, straight jackets, etc., using techniques that include hand positioning, tensing and relaxing muscles, keeping hand and wrist joints flexible, popping joints in and out, the study of knots, and one or more hidden lock picking tools concealed on his body. Note: Pick Locks is a separate and distinct skill. Base Skill: 30%+5% per level of experience Bonus: +5% to the Pick Locks skill.
Forgery: The techniques of making false copies of official documents, signatures, passports, I.D. cards, and other printed material. The forger must have an original or photocopy to work from in order to make an accurate copy. Skilled forgers can recognize other counterfeits, but with a skill penalty of-10% Base skill: 20% +5% per level of experience; +10% if the Art skill is also know to the forger.
Impersonation: This skill enables a character to impersonate another person or general type of person (soldier, worker, etc.). This means he must have a rudimentary (if not comprehensive) knowledge of the person or general type of personnel that he plans to impersonate. This includes a knowledge of that person or type of person or job, work procedure or protocol, local laws and customs, individual habits, dress/uniform/ lifestyle, hierarchy of command/ leadership, rank, and speaking the proper language(s). Base skill: 30% to impersonate a general type of personnel and 16% to impersonate a specific individual (which may require weeks of study and special disguise), +4% per level of experience Bonus: +10% to Undercover Ops skill.
The successful impersonation requires the player to roll under his characters Impersonation skill for each of his first THREE encounters. Afterward, the character must roll under his skill for each encounter with an officer, high ranking official or any close friend or close family member who knows the person he is impersonating. If interrogated/questioned, he must successfully roll after every three questions or be revealed as an imposter. A failed roll means his impersonation has failed and he may be in immediate danger.
Intelligence: Specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counter-intelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimation of distance from strategic positions, what to report, handling prisoners of war, and handling captured documents and equipment (tagging and reporting to group leaders or proper authorities). This means the character will be able to accurately estimate ranges, the number of enemies, direction and purpose, and asses the importance of specific information.
Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisors. This means the character learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, and leaders of the enemy. Such identification can pin-point and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid. Law enforcement uses the same fundamentals when dealing with gangs, terrorists, and known criminals and criminal organizations.
Further intelligence training includes a working knowledge of indigenous guerilla warfare, enemy practices, appearance, and current activities. This enables the intelligence officer to recognize suspicious activity as guerilla actions and identify guerilla operatives. For example: In a combat situation, a particular booby trap, or weapon or mode of operation may be indicative of guerilla activity in the area. It may be up to the character to confirm the existence of the enemy and their strengths, number, and location. Likewise, when dealing with alien creatures, and their particular habits (the way it kills its prey, what it eats, where it lives, etc.) might indicate what the creature is, and once that is known, the character will know how it operates, if it is a lone predator or gathers in packs, etc., and the level of danger it represents to him, his team and others.
Note: A failed roll in any of the areas of intelligence means that the evidence is inconclusive, or that the character has incorrectly assessed the information or situation, and is uncertain what it all means, a failed roll involving individual clues may mean the character has dismissed clues and information as being meaningless (G.M.s, use your discretion) Base Skill: 32%+4% per level of experience.
Pick Locks: the methods and tools for picking/opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again. Base skill: 30%+5% per level experience.
Pick Pockets: An ability to remove items from a person without their being aware of it. If a pick pocket attempt fails, the item has NOT been removed and there is a 01-67% likelihood that the victim recognized the intent of the action. Base Skill: 25%+5% per level of experience.
Sniper: This skill represents special training in long-range shooting and marksmanship. Only weapons that can be made to fire a single bullet/round or blast can be used for sniping; no automatic burst firing. Acceptable weapons include bow and arrows, crossbows, bolt-action rifles, and energy rifles capable of switching from bursts or pulse attacks to a single shot. Bonus: +2 strike on a Called Shot or carefully aimed shot only.
A failed Tracking roll means that the signs are inconclusive, vague or misleading. Additional signs must be found to verify or clarify (roll again). Three consecutive failed rolls means the tracker has completely lost the trail. Roll every 40 yards/meters when following a trail, unless it is very obvious, like that made by a caravan of wagons, a giant robot or company of soldiers (30 or more troops). Characters attempting to follow a skilled tracker who is deliberately trying to conceal his trail suffer a penalty of-25% to stay on him. However, the character engaged in counter-tracking techniques travels at slow speeds, about half that of a casual rate of speed or 25% his maximum speed.
Base Skill (Tracking): 25%+5% per level of experience for both the tracking and counter- tracking abilities. A character trained in tracking humans may attempt to track animals, but does so at half his normal skill ability.
Wilderness survival: Techniques for getting water, food, shelter, and help when stranded in wilderness regions: forests, deserts, mountains, etc. characters without this skill will not be able to stay healthy for more than a few days in the wilderness after their supplies run out. Base Skills: 30%+5% per level of experience.
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Last edited by Lt Gargoyle, October 30 2016 18:30:45. Secured game article. You most log in to contribute.