Skills

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Improving skills:

Each class improves their skills in a different manner.  For the Soldier, their Hand to Hand skills improves faster than their computer skills, for the Analyst, their computer skills improves quickly.  All the different skills are based on 7 categories.  Each category as a set of skills tied to has an ability score (or scores) tied to it.   Depending on your class you will get so many points for each category of skills based on your attribute score.  To find your rating for each of the seven skill categories look at the list below.  (Example, your hand to hand rating will be your Strength score, plus your constitution score divided by 2.)

Every level you multiply this rating by your class rating in each category.

For example: The soldier has a 1.00 rating in Hand to Hand.  If your character has a strength of 7 and a constitution of 9 (7 + 9 / 2 = 8) then your HTH rating is 8.  You then multiply 8 * 1.00 = 8.00.  So each level up you gain 8 points to apply to hand to hand skills.  (you can apply decimals to a skill also, but decimals are rounded down for die rolling purposes)  

 

1)      Hand To hand (Strength + Constitution / 2)

2)      Range (Dexterity)

3)      Vehicle (Dexterity)

4)      Computer (Intelligence)

5)      Engineering (Dexterity + Ingelligence / 2)

6)      Perception (Psion + Intelligence / 2)

7)      Medical (Intelligence)

 

Hand To Hand skills are skills that deal with close range weapons. 

    Small Sword: Short bladed weapons, great for close combat.

    Medium Sword: Longer bladed weapons, are more defensive.

    Large Sword: Large blades, deal most damage but harder to use.

    Staff: a pole, good defensive weapon.

    Double Bladed staff:  A staff with blades on both ends.

    Shen (Desert Runner blade):  A tiny dagger like weapon (can be thrown)

    Energy Whip (Human weapon): Whips that are charged with energy.

    Phase Maul  (Aldorian Weapon):  A giant mace like weapon.

    Light Sword (Laser Sword): Very light, powerful swords. (I.e. Lightsaber)

    Martial Arts (Styles optional): Styles using hand and foot to fight.

 

Range: skills are skills that deal with long range weapons

    Pistol: Small hand held guns

    Rifle:  Longer ranges, usually 2 handed weapons

    Grenede: Explosive devices that are thrown

    Machine Gun: Gun that fires rapidly.

 

Vehicles: skills are skills that deal with piloting vehicles

    Ground: Anything that travels on the surface of the ground

    Air: Vehicles that travel in atmosphere

    Space (Small): Small space faring vessels (2-10 passenger)

    Space (Large): Large space vessels (11+ passengers)

    Jet Pack: Flying device, for solo flight.

    Navigation: The ability to skillfully navigate in space, or on land.

 

Computers: skills are skills that deal with programming a computer

    Programming: Writing programs that will function how you want.

    Hacking: accessing computers that don’t want you to access them.

    Troubleshooting: Being able to locate problems fast and identify what needs to be done

    Decoding: The ability to decode encrypted messages.

    Navigation: The ability to skillfully navigate in space, or on land.

 

Engineering: skills are skills that deal with building and repairing devices.

    Smithing:  The skills to create weapons such as swords, daggers and other blades.

    Gun Construction: The skills needed to assemble and fix guns of all kinds.

    Explosives: The ability to create and disarm explosives.

    Computers: The ability to fix damaged computers or construct a computer with parts.

    Repairs (Vehicle): The ability to repair damaged vehicles.

    Electrical: The ability to rewire damaged components in electrical systems.

    Hyper-Drive:  The ability to fix damaged hyper-drive engines.

 

Perception: skills are skills that deal with perception and psionics.

   Survey: The ability to see how difficult a task will be

   Psionics: Psionic powers (see list of powers)

   Charisma: The skills needed to convince others of your will, or trick others.

   Gather Information: The ability to gather information on a topic.

 

Medical: skills are skills that deal with fixing hurt comrads.

   Herbal healing: The old methods of curing topical wounds.

   Internal healing: Skills needed to operate devices that fix broken bones or organs.

   Immune system: Skills needed to purge toxins and viruses from infected victims.

   Implant: Skills needed to implant artificial devices on a person or creature.

  Surgery: The skills needed to operate on wounded people when surgery is needed.

   Vision restoration: Skills for restoring sight to blinded people.