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Very Different Places RPG

Iron Legion

Tripocalypse

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Paint It Green (Under construction)

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BasicSkills

Skill nameBase stat(s)NotesDescription
AlertnessPR,MRImprovise at +0The ability to make oneself pay attention to details even when tired or in a noisy environment. At least one rank is highly recommended for player characters. (Instinct)
ArtilleryMA,MRNoneThe ability to effectively use large weapons, such as mortars, ship cannons and bombs. Compared to ranged combat, this is a skill that depends less on reflexes and more on precision.
ArtistEA,MRNeeds specAny artistic endeavour.
AthleticsPA,PRNoneAny sort of physical effort that requires endurance and discipline; running other than a quick sprint, climbing a wall or cliff, and so on.
BusinessMA,ERNoneAny financial or organisational work.
Close CombatPA,PRImprovise at +0Being formally trained in a martial art can be advantageous, but there's something to be said for the school of hard knocks. Most everyone has at least some brawling experience, as well as biological instinct. Brawling also covers Improvised weapons. This skill can be specialized into a wide variety of martial arts.
CommandEA,ERImprovise at +0The ability to give effective orders to underlings, as well as the ability to motivate them.
DetectionPR,MRNoneKnowledge of where to look for small details, clues and so on.
First AidMR,ERNoneEmergency treatment, the setting of bones, the stabilization of people who are bleeding out and so on.
GamblingMA,ERNoneThe ability to know when to hold'em and when to fold'em.
Info TechMA,MRNoneThe ability to tell configurable machines what to do. This doesn't necessarily mean only solid-state electronics computers!
LinguisticsMA,ERImprovise at -1Having one rank in this skill allows speaking one extra base language. For more languages, a specialization is required.
ManipulationEA,ERImprovise at -1The social equivalent of sleight of hand, used in the same way. A show of strength can intimidate, a show of strength in just the right way will be that much more effective. Manipulation covers bluffing and using logical fallacies, rather than legitimate persuasion, and should always be roleplayed to some degree.
MechanicsMA,PRNoneMechanics covers most forms of practical engineering, in addition to being handy with dealing with a recalcitrant engine.
MedicineMA,MRNoneOff-the-field healing, diagnosing of parasite infestations and diseases, and the knowledge of how to counteract poison. Most general practitioners have surgical cross-training.
Melee WeaponPA,PRNoneAll close range non-projectile weapons
NavigationMA,MRNoneKnowing where you are and where you're going
PerformanceEA,MRNeeds specDancing, playing an instrument professionally, and so on require great synergy between body and mind; specialization is necessary, otherwise this skill is fairly meaningless.
PilotingMA,MRNoneKnowing how to operate a vehicle. Higher ranks allow sailing in adverse weather, piloting an airplane in settings where it's not common, and so on.
PsychologyEA,MRNoneUse to spot lies, calm people, etc.
Ranged CombatMR,PRNoneExpertise in both the use of ranged weapons, and how to defend against them (by the use of cover and so on).
RidingPR,ERNoneBeing able to hold on to a living creature in a way that gives some say about where the creature is going. Surprisingly, there isn't much difference between ground and air mounts.
ScholarMA,MRNeeds specDetailed knowledge of Scholar/2 related fields (round UP)
ScienceMA,MRNeeds specIt's unlikely that player characters will master any one field of science (mastering more than one is an incredible feat in real life in much safer environments!). However, a basic knowledge of physics or chemistry or even agricultural science can prove useful in many cases.
Sleight of handPR,MRNoneUseful to the entertainer, the debunker, and the pickpocket... or just in a game of keepaway.
StealthPA,EARisk of being seenThe ability to move, or just to occupy a space, without being seen or heard. If a caution roll is failed, the most likely consequence is having gotten caught.
StrategyMA,MRNoneThe ability to see the big picture in a prolonged engagement, be it a war or a caper. (Grand strategy is going to need to be roleplayed, obviously).
SwimmingPA,PRNoneThe ability to stay afloat in a liquid, hopefully some sort of water.
TacticsMA,ERNoneThe ability to quickly understand the flow of a fight and its relation to the environment. Close-combat and aerial tactics are different, but there are some common principles. Tactics is also used in team sports and coordinated hunting.
ThiefPA,EARisk of being seenPick pockets, locksmith, forgery, etc.while looking nonchalant. If a caution roll is failed, the most likely consequence is having gotten caught.
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Page last modified on May 28, 2023, at 08:50 AM