====== Skills ====== **Skill list:**\\ 1. Acrobatics - (Mob) //Balancing, tumbling, other dexterious movements.//\\ 2. Animal Empathy - (Cha) //Animal training, befriending animals, riding animals, piloting animals.//\\ 3. Athletics - (Str) //Climbing, Climbing ropes, swimming, jumping.//\\ 4. Bluff/Disguise - (Cha)\\ 5. Computer Use - (Foc) //The ability to use a computer beyond "normal understanding"//\\ 6. Decipher Script - (Foc) //Used for deciphering alien languages, can also be used to decipher code languages.//\\ 7. Demolitions - (Int)\\ 8. Diplomacy/Gather Information - (Cha) //barter, friendly questioning.//\\ 9. Disable Device - (Int) //knowing how to break stuff the right way.//\\ 10. Entertain/Perform - (Mob) //to perform on a stage, includes playing instruments and otherhow showoff.//\\ 11. Forgery - (Foc) //ability to copy others work, as to make it look like they made it.//\\ 12. Gamble - (Int) //keeping a "pokerface", rolling the dice correctly.//\\ 13. Intimidate - (Cha)\\ 14. Knowledge - (Foc) //choice of knowledge - Any crafting knowledge, you can craft subject - any natural knowledge (caves), you can gather food in that natural surrounding.//\\ 15. Pilot - (Int)\\ 16. Perception - (Int) //ability to perceive details.//\\ 17. Repair - (Foc) //ability to make "quick repairs to any object, to repair any object correctly, a knowledge (+craft) check needs to be made.//\\ 18. Sense Motive - (Int)\\ 19. Sleight of Hand - (Mob) //card tricks, theft - the true knowledge is the distraction.//\\ 20. Stealth - (Mob) //moving silently, hiding.//\\ 21. Treat Injury - (Int) //first aid, the ability to give a bandage etc.//\\ \\ **Weapon Skills:**\\ 1. Precision - (Foc) //(Pistols, Rifles, Smgs, Lmg's)//\\ 2. Ballistic - (Int) //(Grenade, Bazookas, Bows, Bolas)//\\ 3. Bashing - (Str) //(Hammer, Sword, Improvised-bashing-with-rifle)//\\ 4. Fencing - (Mob) //(Rapier, Sword, Bajonet)//\\ \\ **Psionics:**\\ 1. Control - (Foc) //-//\\ 2. Alteration - (Cha) //-//\\ 3. Senses - (Int) //-//\\ \\ === Quick Note === Skillpoints per level for class should be between 2-5 per level (5 per level is quite extreme) ===== Rulings ===== Any character gains a class modifier skill points (and otherwise noted skills) and can choose to put those skillpoints in any skill.\\ When using a skill a d20 is rolled. Ranks, //Attribute modifier// and //Any other modifiers// is added to the dice roll for final result.\\ Example: Jeff the level 6 craftsman is facing a weapon trades-man, refusing to sell him anything, Jeff rolls a barter roll (one 20 sided dice) rolls a 7, adds a +2 from ranks, +3 from his Charisma and having taken the "Trader" feat he adds a +2 feat bonus to the roll, gaining a result of 14. (versus the DC set by the dm)\\ Attribute Modifiers: Having a high Attribute score adds a certain bonus to the skills associated to the certain Attribute (noted in this section (coming later)).\\ Other Modifiers: Things like feats, drugs, and equipment might modify the skills, if this is the case, it will be mentioned in the description of the object.\\ \\ Max Ranks: = 1/3 level rounded up (see table below)\\ |lvl|max ranks| |1|1| |2|1| |3|1| |4|2| |5|2| |6|2| |7|3| |8|3| |9|3| |10|4| |11|4| |12|4| |13|5| |14|5| |15|5| \\ ===== Skills per Attribute ===== STR:\\ Athletics\\ \\ End:\\ -\\ \\ Mob:\\ Acrobatics\\ Entertain/Perform\\ Sleight of Hand\\ Stealth\\ \\ Foc:\\ Computer Use\\ Forgery\\ Knowledge\\ Repair\\ \\ Int:\\ Demolitions\\ Disable Device\\ Gamble\\ Pilot\\ Perception\\ Sense Motive\\ Treat Injury\\ \\ Cha:\\ Animal Empathy\\ Bluff/Disguise\\ Diplomacy/ Gather Information\\ Intimidate\\