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) -
Skillpoints per level for class should be between 2-5 per level (5 per level is quite extreme)
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 |
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