Skills

Skills are more specific applications of an attribute. For example, the skill dodge is a more specific use of your character’s Agility. Characters learn them through instruction or experience. Skills are areas of expertise that are not necessarily common to every living creature.

Agility Skills

  • Acrobatics: Acrobatics covers performing feats of gymnastics, extraordinary balance, and dance (and related performance arts), as well as breaking falls and escaping from bonds.
  • Blaster: Blaster is the skill used to shoot energy weapons that can be held and carried by a character.
  • Blaster Artillery: Blaster artillery is the skill that covers all fixed, multi-crew heavy weapons.
  • Dodge: Dodge is used to avoid any ranged attack. Characters using this are doing whatever they can to dodge the attack — slipping around a corner for cover, diving behind cargo containers, dropping to the ground, or any other maneuvers to avoid getting hit.
  • Firearms: Firearms is the skill used to for all guns which fire bullets, including pistols, rifles, machine guns, assault rifles and any other firearms (commonly called “slugthrowers”).
  • Grenade: Grenade is the skill to throw grenades. Success means the grenade hits the location it was thrown to. Failure means it lands somewhere else.
  • Melee Combat: Melee combat is the “melee combat” skill used for all hand-to-hand weapons. This includes specific weapons designed for melee and even impromptu weapons like chairs and blaster butts.
  • Missile Weapons: Missile weapons is the skill used to fire all types of missile weapons, including grappling hook launchers, grenade launchers, and personal rocket propelled grenade launchers.
  • Running: Running is the character’s ability to run and keep his balance, especially in dangerous terrain.
  • Sleight of Hand: Sleight of hand represents nimbleness with the fingers, including picking pockets, palming items, and opening mechanical locks.
  • Thrown Weapons: Thrown weapons is the skill used whenever a character employs a primitive thrown weapon, including throwing knives, slings, throwing spears and javelins.

Strength Skills

  • Brawling: Brawling is the skill used for fighting hand-to-hand without any weapons.
  • Climbing/Jumping: Use this skill when a character attempts to climb a tree, wall or cliff, leap a wide gap, or jump up and grab an outcropping.
  • Lifting: Lifting is a character’s ability to lift heavy objects; it’s also the character’s ability to carry something for a long time. The difficulty depends on the weight of the object and how long it will be carried.
  • Stamina: Stamina checks reflect that a character is being pushed to his or her physical limits. They should be called for once in a while to show the strain on a character; only require them when a character does something out of the ordinary.
  • Swimming: This skill represents the character’s ability to stay afloat in aquatic environments — lakes, oceans, flooding rivers and luxury starliner swimming pools. Swimming difficulties are determined by the water conditions.

Mechanical Skills

  • Astrogation: Starship pilots use astrogation to plot a course from one star system to another.
  • Capital Ship Gunnery: Capital ship gunnery is the skill that covers the operation of all capital-scale starship weapons, including turbolasers, ion cannons and tractor beams.
  • Capital Ship Piloting: Capital ship piloting covers the operation of large combat starships. Capital ships normally require huge crews for efficient operation, and thus the skill emphasizes both quick reflexes and disciplined teamwork.
  • Capital Ship Shields: Characters use this skill when operating shields on capital-scale starships, both military and civilian. These shields normally require large, coordinated crews for efficient operation.
  • Communications: Communications represents a character’s ability to use subspace radios, comlinks and other communications systems.
  • Ground Vehicle Operation: Ground vehicle operation covers primitive wheeled and tracked land vehicles.
  • Hover Vehicle Operation: Hover vehicles generate a cushion of air for travel — hover vehicle operation enables characters to pilot these vehicles. Hovercraft are generally unwieldy, but they are used on many primitive worlds and are sometimes used for specific military applications. They are also used on planets with unusual gravitational fluctuations or other quirks which interfere with repulsorlift operation.
  • Jet Pack Operation: This skill represents a character’s skill at using jet packs. Since these back-mounted packs rely on pulling in surrounding atmosphere and mixing it with regulated amounts of fuel, they can only be operated within atmospheres.
  • Powersuit Operation: Powersuits are devices which enhance a person’s natural abilities through servo-mechanisms and powered movement. These suits are often used for construction or cargo movement work wherever industrial droids are neither practical nor desirable.
  • Repulsorlift Operation: The character knows how to operate common repulsorlift (or “antigrav”) craft.
  • Rocket Pack Operation: This skill reflects the character’s ability to use personal, self-contained rocket packs. Since these backpack units contain all the chemical thrust components for propulsion and maneuvering, they can be used in zero, low or high atmosphere conditions.
  • Sensors: Characters with the this skill can operate various kinds of sensors, including those that detect lifeforms, identify vehicles, pick up energy readings, and make long-distance visual readings. Sensors covers everything from portable hand scanners to the huge sensor arrays used on capital ships and in military bases.
  • Space Transports Piloting: Space transports is used to pilot all space transports: any non-combat starship, ranging from small light freighters and scout ships to passenger liners, huge container ships and super transports.
  • Starfighter Piloting: Starfighter piloting is used for all combat starfighters.
  • Starship Gunnery: Starship gunnery is the skill that covers all starfighter-scale weapons.
  • Starship Shields: Starship shields is the skill used to operate shields on all starfighter-scale ships.
  • Vehicle Blasters: Vehicle blasters is the skill used to fire (in atmosphere) vehicle-mounted energy weapons.

Knowledge Skills

  • Alien Species: Alien species involves knowledge of any species outside of the character’s. Alien species represents knowledge of customs, societies, physical appearance, attitudes, philosophy, history, art, politics, special abilities, and other areas of reasonable knowledge.
  • Bureaucracy: This skill reflects a character’s familiarity with bureaucracies and their procedures. Bureaucracy can be used in two ways: First, the character can use this skill to determine whether or not he knows what to expect from a bureaucracy. Second, bureaucracy can also be used to find out what information a bureaucracy has on file.
  • Business: The character has a working knowledge of businesses and business procedures. Characters with a high business skill know how much it costs companies to produce goods and will be able to negotiate for good prices direct from a company or distributor. The character probably has several contacts in the business world and can get special favors done for him if he is somewhere where the company has a lot of power.
  • Cultures: This skill reflects knowledge of particular cultures and common cultural forms (primitive tribal civilizations tend to be somewhat similar, for example). Cultures allows a character to determine how he is expected to behave in a particular situation among a certain group of individuals. The more obscure the information or culture, the higher the difficulty. Cultural knowledge includes information about a certain group’s art, history, politics, customs, rites of passage, and views on outsiders.
  • Intimidation: Intimidation is a character’s ability to scare or frighten others to force them to obey commands, reveal information they wish to keep hidden, or otherwise do the bidding of the intimidating character. Intimidation is normally dependent upon a character’s physical presence, body language or force of will to be successful. Some characters use the threat of torture, pain or other unpleasantries to intimidate others.
  • Languages: The common language of the Known Galaxy is Basic. Most people speak it — if not as their main language, they are at least fluent in it — and virtually everyone can understand it. However, some areas of the galaxy are so isolated that Basic is rarely spoken. The languages skill is used to determine whether or not a character understands something in another language.
  • Law Enforcement: The character is familiar with law enforcement techniques and procedures. He knows how to deal with the authorities and is also knowledgeable about laws.
  • Planetary Systems: This skill reflects a character’s general knowledge of geography, weather, life-forms, trade products, settlements, technology, government and other general information about different systems and planets. Much of this information is gained from personal experience, computer records and hearsay from others who’ve visited various systems.
  • Scholar: This skill reflects formal academic training or dedicated research in a particular field. Scholar also reflects a character’s ability to find information through research. Scholar represents “book-learning,” not information learned from practical experience. A character can know the various starship techniques inside and out, but this doesn’t qualify him to fly starships. He might know the physical principles which make a blaster fire, but that doesn’t make him a better shot.
  • Streetwise: Streetwise reflects a character’s familiarity with underworld organizations and their operation. He can use streetwise to make a contact in the criminal underworld, purchase illegal goods or services, or find someone to do something illegal.
  • Survival: This skill represents how much a character knows about surviving in hostile environments, including deserts, jungles, ocean, forests, asteroid belts, volcanoes, poisonous atmosphere worlds, mountains and other dangerous terrain.
  • Value: This skill reflects a character’s ability to gauge the fair market value of goods based on the local economy, the availability of merchandise, quality and other market factors. The character can also gauge specific capabilities of and modifications made to goods with regard to performance.
  • Willpower: Willpoweris a character’s strength of will and determination. It is used to resist intimidation and persuasion.

Perception Skills

  • Artist: The artist skill allows characters to make works of art, like paintings, photographs, and music or literary compositions.
  • Bargain: Characters use this skill to haggle over prices for goods they want to purchase or sell. The difficulty is often an opposed roll against the other character’s bargain skill.
  • Beast Riding: Beast riding represents a character’s ability to ride any live mount. Unlike vehicles, animals sometimes resist orders from their riders.
  • Command: Command is a measure of a character’s ability to convince gamemaster characters and subordinates to do what they’re told. Command shouldn’t be used against other player characters to force them to do something against their will — these situations should be handled through roleplaying interaction.
  • Con: Con is used to trick and deceive characters, or otherwise convince them to do something that isn’t in their best interest.
  • Forgery: The character has the ability to falsify electronic documents to say what the character wishes.
  • Gambling: Gambling reflects a character’s skill at various games of chance – it is used to increase his odds of winning. This skill doesn’t affect games that are purely random, but does influence games with an element of strategy. When playing a skill game honestly, all characters make opposed gambling rolls, and the highest roll wins.
  • Hide: Hide represents a character’s ability to conceal objects from view. The skill is used when trying to hide weapons on one’s person, conceal goods within luggage, plant objects to be left in a room and other similar tasks.
  • Investigation: Investigation is a character’s ability to find and gather information regarding someone else’s activities, and then draw a conclusion about what the target has done or where she has gone.
  • Persuasion: Persuasion is similar to con and bargain — and is a little bit of both. A character using persuasion is trying to convince someone to go along with them — but they aren’t tricking the person (that would be con), and they aren’t paying them (as in a bargain).
  • Search: This skill is used when the character is trying to spot hidden objects or individuals. If the subject of the search has been purposefully hidden, the searching character makes an opposed roll against the hiding character’s hide skill. If the object hasn’t been hidden, the character simply makes a roll against a difficulty. This skill is also used to spot hiding characters, such as a group of aliens preparing an ambush.
  • Sneak: Sneak represents the character’s ability to move silently, hide from view, move in shadows and otherwise creep around without being noticed. This is an opposed roll — the character sneaking around makes a roll, and anyone who might spot the character makes a search or Perception roll.

Technical Skills

  • Armour Repair: Armor repair reflects the character’s ability to fix armor that has been damaged. The cost and difficulty to repair armor depends upon how badly damaged it is.
  • Blaster Repair: A character’s ability to fix and modify blaster weapons is represented by his blaster repair skill.
  • Capital Ship Repair: This skill represents a character’s familiarity with the workings of capital ships, and his ability to repair them. Each roll may repair one damaged component aboard a particular vessel. The cost and difficulty to repair a system depends on how badly it is damaged, and what systems have been damaged.
  • Capital Weapon Repair: Capital ship weapon repair is used to repair capital-scale ship weapons. The cost and difficulty to repair a weapon depends upon how badly it is damaged.
  • Computer Programming & Repair: Characters use this skill to repair and program computers — it also covers a character’s familiarity with computer security procedures and his ability to evade them. When a character attempts to defeat computer security and get access to restricted data or programs, determine a difficulty.
  • Demolitions: Demolitions reflects a character’s ability to set explosives for both destructive purposes and to accomplish specific special effects.
  • Droid Programming/Repair: Characters use this skill to program a droid to learn a new skill or task. While droids can “learn” through trial and error, or by drawing conclusions, it is often easier and faster to program the activity into the droid’s memory. A character also uses this skill to repair, maintain and modify droids. The repair difficulty depends on how badly damaged the droid is — the cost reflects the price of replacement parts based on the droid’s original value.
  • Firearms Repair: A character’s ability to fix and modify firearms (slugthrowers) is represented by his firearms repair skill.
  • Ground Vehicle Repair: This skill represents a character’s familiarity with the workings of ground vehicles, and his ability to repair them. Each roll may repair one damaged system aboard a particular craft. The cost and difficulty to repair a vehicle depends on how badly it is damaged, and what systems have been damaged.
  • Hover Vehicle Repair: Characters use this skill when repairing hover vehicle systems. Each roll may repair one damaged component aboard a particular craft. The cost and difficulty to repair a hover vehicle depends on how badly it is hit, and what systems have been damaged.
  • Medicine: First aid reflects a character’s ability to perform emergency life saving procedures in the field and off.
  • Repulsorlift Repair: Repulsorlift repair represents a character’s affinity for repairing and modifying vehicles with repulsorlift generators. Each roll may repair one damaged system aboard a particular vehicle. The cost and difficulty to repair a vehicle depends on how badly it is damaged, and what systems have been hit.
  • Security: This skill represents a character’s knowledge of physical security systems: locks, alarm systems and other detection devices. It does not govern computer security procedures.
  • Space Transports Repair: Characters wilh this skill can repair and modify Space Transports. Each roll may repair one damaged component aboard a particular Transport. The cost and difficulty to repair a vessel depends on how badly it is damaged, and what systems have been hit.
  • Starfighter Repair: This repair skill represents a character’s ability to fix and modify starfighters. Each roll may repair one damaged system aboard a particular fighter. The cost and difficulty to repair a ship depends on how badly it is damaged, and what systems have been hit.
  • Starship Weapon Repair: Starship weapon repair covers a character’s abilily to fix and modify starfighter-scale weapons. The cost and difficulty to repair weapons depends upon how badly it is damaged.

Skills

Freedom Amongst The Countless Stars Psikonetic782