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Very Different Places RPG
Iron Legion
Tripocalypse
Left Beyond
Waylights
Photon Knights
Discs! Brethren! Pie! (Under construction)
Paint It Green (Under construction)
Legalese: Creative Commons 3.0 Noncommercial Sharealike, Attribution to Robots Everywhere,LLC
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| Skill name | Base stat(s) | Notes | Description |
| Alertness | PR,MR | Improvise at +0 | The 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) |
| Artillery | MA,MR | None | The 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. |
| Artist | EA,MR | Needs spec | Any artistic endeavour. |
| Athletics | PA,PR | None | Any sort of physical effort that requires endurance and discipline; running other than a quick sprint, climbing a wall or cliff, and so on. |
| Business | MA,ER | None | Any financial or organisational work. |
| Close Combat | PA,PR | Improvise at +0 | Being 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. |
| Command | EA,ER | Improvise at +0 | The ability to give effective orders to underlings, as well as the ability to motivate them. |
| Detection | PR,MR | None | Knowledge of where to look for small details, clues and so on. |
| First Aid | MR,ER | None | Emergency treatment, the setting of bones, the stabilization of people who are bleeding out and so on. |
| Gambling | MA,ER | None | The ability to know when to hold'em and when to fold'em. |
| Info Tech | MA,MR | None | The ability to tell configurable machines what to do. This doesn't necessarily mean only solid-state electronics computers! |
| Linguistics | MA,ER | Improvise at -1 | Having one rank in this skill allows speaking one extra base language. For more languages, a specialization is required. |
| Manipulation | EA,ER | Improvise at -1 | The 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. |
| Mechanics | MA,PR | None | Mechanics covers most forms of practical engineering, in addition to being handy with dealing with a recalcitrant engine. |
| Medicine | MA,MR | None | Off-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 Weapon | PA,PR | None | All close range non-projectile weapons |
| Navigation | MA,MR | None | Knowing where you are and where you're going |
| Performance | EA,MR | Needs spec | Dancing, playing an instrument professionally, and so on require great synergy between body and mind; specialization is necessary, otherwise this skill is fairly meaningless. |
| Piloting | MA,MR | None | Knowing 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. |
| Psychology | EA,MR | None | Use to spot lies, calm people, etc. |
| Ranged Combat | MR,PR | None | Expertise in both the use of ranged weapons, and how to defend against them (by the use of cover and so on). |
| Riding | PR,ER | None | Being 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. |
| Scholar | MA,MR | Needs spec | Detailed knowledge of Scholar/2 related fields (round UP) |
| Science | MA,MR | Needs spec | It'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 hand | PR,MR | None | Useful to the entertainer, the debunker, and the pickpocket... or just in a game of keepaway. |
| Stealth | PA,EA | Risk of being seen | The 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. |
| Strategy | MA,MR | None | The 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). |
| Swimming | PA,PR | None | The ability to stay afloat in a liquid, hopefully some sort of water. |
| Tactics | MA,ER | None | The 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. |
| Thief | PA,EA | Risk of being seen | Pick 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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