A character is good at doing certain things and that is reflected in the character’s skill scores. Every skill has a base ability and gains the ability modifier. A character can only put 4 points into a skill to start with.
Skill Descriptions
Alchemy
Alchemy is used to mix chemicals to produce a desired compound. The DC is determined by what the character is attempting to make.
Creation / DC / Cost of Materials
Acid / 15 / 50
Poison / * / *
Incendiary / 20 / 100
Explosive / 25 / 150
Acid: for every five points over the DC the acid does 1D6 damage to whatever it touches.
Poison: the character chooses the type of poison that they will attempt to make. The type determines the cost, DC, and uses.
Incendiary: for every five points over the DC the incendiary has a range of +5’. Anything or anybody in that range takes 6D6 fire damage and has a 50% chance of catching on fire. If the check fails the character must make a tumble check with DC of 15 or take 6D6 fire damage.
Explosive: the character chooses the type of explosive that they will attempt to make. They type determines the cost, DC, and uses. If the check fails the solution blows up and the character must make a Tumble check with DC of 20 or take 10D6 damage from the explosion. If the character succeeds the Tumble check they only take 5D6 damage.
Appraise
Appraise is used to judge the worth of an object. Different types of objects have different DCs and the result determines what the appraise check determines. The result determines how much the seller gets for the object. Characters may make an opposed roll and the difference determines the cost. Use the buyers result as the DC for the seller.
Object / DC
Common / 15
Uncommon / 20
Rare / 25
Unique / 35
Check / Result
-10 / 50% of price
-5 / 75% of price
0 / 100% of price
+5 / 125% of price
+10 / 150% of price
+15 / 175% of price
Balance
Balance is used for the character to stay on their feet on uneven or slippery surface.
Surface / DC
Icy / 20
Slanted 25 degrees / 15
Slanted 45 degrees / 20
Slanted 60 degrees / 25
Slanted 80 degrees / 30
Greased / 20
Bluff
Bluff is used to lie. The more believable the lie the easier it is to tell. A character can also use this to flirt. The character may go against a base DC of 20 or make an opposed roll against the targets Sense Motive or Perception
Relationship / Modifier
Related / -10
Friends / -5
Acquaintance / 0
Not known / +5
Enemy / +10
Plausible Lie / -5
Unlikely / 0
Unbelievable / +5
Impossible / +15
Brawl
Brawl is used in combat to fight unarmed. See combat section for details.
Brawl Parry
Brawl Parry is used to dodge unarmed attacks. See combat section for details.
Climb
Climb is used when your character is attempting to climb over something. The climb DC is determined by the surface that the character is trying to climb. The character can climb a distance equal to half their speed.
Surface / DC
Slanted / 25
Wall / 20
Straight / 30
Hand Holds / -5
Wet / +5
Computer Use
Computer Use is for when your character is attempting to break into a computer or program something. When attempting to hack something the DC is determined by a Computer Use check of the character who made the code. The DC to program a computer or droid is determined by what the character is attempting to program.
Program / DC
Equation / 10
Game / 20
Sequence / 25
AI / 45
Simple / -10
Complex / +5
Craft
Craft is a collection of abilities that the character uses to make objects. There are many different types of craft skills and each one allows the character to make an object. A character must choose what they can craft when they choose this skill (EX: weapon smithing, basket weaving, book binding). The character chooses what he wants to make and the GM sets an appropriate DC. The character must spend 75% of the items cost for raw materials.
Demolitions
Demolitions is used by character when they are setting up explosives. The DC is determined by the effect the character wants to create and the material being used. A failed check will cause the explosive to detonate prematurely and cause the character damage.
Material / DC
C-4 / 15
Plastique / 20
TNT / 10
Cross Wired / 30
Effect / DC modifier
Sequential / +5
Implosion / +10
Collapse / +5
Sequential: A sequential explosion will detonate every explosive in a row. This has no special effect besides looking cool.
Implosion: An implosion will blow out and then suck everything back in. This very difficult but has bonuses. After the explosion the sucking in causes a 50 mph wind and does 2D6 damage to everybody who was in the blast range.
Collapse: A collapse causes a building to fall down on itself. This defends against collateral damage and is better at weakening a buildings structural integrity. The explosion does an extra 4D6 damage to the building.
Diplomacy
Diplomacy is similar to bluff although you are not making up a lie. Diplomacy is used when you want to convince somebody of something. Diplomacy uses the same table as bluff for DC modifiers.
Disable Device
Disable Device is used when your character tries to sabotage a vehicle or stop a security alarm. The harder the target is to sabotage the more time it takes.
Device / Rounds / DC
Simple / 1 / 10
Tricky / 1D4 / 15
Difficult / 2D4 / 20
Wicked / 2D4 / 25-40
Disguise
Disguise is used to change your features so that people won’t recognize you. A Disguise check is an opposed check against the targets spot check.
Disguise / Modifier
Minor Details / +5
Change Sex / -2
Change Species / -2
Change Age / -2
Change Class / -2
If you are imitating a certain person the target gets a bonus depending on how well they know that person.
Familiarity / Modifier
Recognizes on Sight / +4
Friend / +6
Close Friend / +8
Intimate / +10
Entertain
Entertain is used to earn money by playing an instrument, singing, acting, or anything similar. A character could have many different Entertain skills for different things.
Check / Profit
0-10 / 0
11-15 / 1D6 x 10 Dollars
16-20 / 2D6 x 10 Dollars
21-25 / 3D6 x 10 Dollars
26-30 / 4D6 x 10 Dollars
31+ / 5D6 x 10 Dollars
Escape Artist
Escape artist is used to escape from tight spots or when your character is tied up. Escape Artist is also used to escape from an opponents grapple.
Restraint / DC
Ropes / 15
Net / 20
Handcuffs / 30
Tight Space / 30
Grapple / Opponents Brawl check
Forgery
Forgery is used to fake an official document. A skilled forger can create ID’s, Visas, and Passports.
Document / DC / Cost
ID set / 30 / 1000
Visa / 20 / 200
Passport / 25 / 250
ID set: An ID set allows a character to create a new “personality” for himself. This is useful in case the character is wanted. The character may use the new ID to elude his pursuit. The ID set contains the following; Driver’s license, Birth Certificate, Social Security Card and whatever additional things the GM approves.
Visa: A visa allows a character to enter foreign countries and stay in them for a certain period of time. When the character is traveling abroad he may forge a visa so they can stay longer.
Passport: A passport is required to travel across most borders. A character can create a passport to gain access to countries.
Gather Information
Gather Information is used when a character wants to gain information about the area they’re in. A character can talk to certain people who can gain this information the character can learn specific facts or get a general idea of what is going on. The DC for gaining general info is 15. The DC for specific information is higher depending on how hard it is to find.
Handle Animal
Handle Animal is used by the character to deal with animals. A character may attempt to lead an animal, teach an animal, or calm an animal.
Task / DC
Handle Domestic Animal / 10
Push Domestic Animal / 15
Teach Animal Task / 15
Teach Animal Unusual Task / 20
Rear a Wild Animal / 15 + level
Rear a Deadly Animal / 20 + level
Train a Wild Animal / 20 + level
Train a Deadly Animal / 25 + level
Handle Domestic Animal: A character may attempt to lead a trained animal and command it.
Push Domestic Animal: A character may attempt to have a trained animal do more work than usual.
Teach Animal Task: A character may attempt to teach an animal several tricks. You can train up to three animals of the same type at a time. An animal may only be trained for a number of general purposes equal to it’s Intelligence modifier. An animal may be taught the following things and similar tasks; guard, attack, carry riders, heavy labor, hunt, track, or fighting.
Teach Animal Unusual Task: A character may train animals unusual tasks. The character may work with only one animal at a time. The character may learn any task that is not a common task.
Rear Wild or Deadly Animal: A character may attempt to rear an animal from birth. The character may work with up to three animals of the same type at a time. The animals may learn a few tricks while being domesticated or later.
Train Wild or Deadly Animal: A character may attempt to train a wild or deadly animal like a domesticated animal.
Hide
Hide is used when a character is attempting to avoid being spotted and is staying in one place. A hide check is always an opposed check against the opponents search check.
Intimidate
Intimidate is used to influence what people are going to do. An intimidation check is always opposed by the targets intimidate check.
Jump
Jump is used is attempting to jump over something. A character jumps a minimum distance and a maximum distance that is determined by the character’s height.
Jump Type / Min Dist / Dist above Min / Max Dist
Running / 6’ / +1/3’ every 1 point above 10 / Height x6
Standing / 3’ / +1/3’ every 2 points above 10 / Height x2
Running High / 3’ / +1/3’ every 4 points above 10 / Height x1.5
Standing High / 3’ / +1/4’ every 4 points above 10 / Height
Back Jump / 1’ / +1/4’ every 4 points above 10 / Height x 1.5
If you have more than 10 ranks in tumble every maximum distance is doubled.
Knowledge
Knowledge shows how much the character has studied a certain topic and is useful in recalling information. A character can have a knowledge check for any topic. Using a knowledge check for easy information has a DC of 10, for basic information the DC is 15, and for rare information the DC is 20+.
Listen
Listen is used to hear other people’s conversations and if somebody is trying to sneak around. The DC for a listen check is determined by what the character is trying to hear and is modified by any interference. Listen is also an opposed roll against move silently checks.
Modifier / DC
10’ away / +1
through a door / by material
through a wall / +10
Move Silently
Move silently is used when your character is sneaking around somewhere. Move silently is always opposed by a listen check. The character suffers a -5 penalty to move silently for every move rank above cautious movement.
Navigate
Navigate is used by pilots to plot a course to fly. It is also used by travelers to plan the way they want to go. A character requires a map or computer to use this skill. The DC starts at ten and increases by 1 every ten miles.
Pilot
Pilot is used to drive or fly any vehicle. The pilot DC is determined by speed and if the character is attempting any maneuvers. See the vehicle section for more information on the Pilot skill. The pilot skill encompasses many different areas. A character must choose the type of vehicle his pilot skill applies to, the character may have more than one pilot rank. The areas include: hovercraft, wheeled, fighter, transport, helicopter, ship, and boat.
Read/Write Language
Read/Write language gives the character the ability to read and write in other languages. There are no skill checks for this skill. Every time the character gains a rank in this skill they can choose a new language that they can read and write. The character must be able to speak a language before he can read and write that language.
Repair
Repair is used to fix something or to modify it. The GM sets the DC and time required judging by the amount of damage to fix. The character may attempt to make jury-rigged repairs which lower the DC by 5 but every time the object is used there is a 10% cumulative chance of failure.
Ride
Ride is used to ride animals. The DC is set by the animals resistance to riders found in the description of the animal.
Search
Search is used to find small objects or irregularities. The GM sets the search DC according to how difficult it is to find the object or irregularity.
Shoot
Shoot is used by the character when they are shooting a gun or a bow. It is always opposed by the target’s tumble check.
Sleight of Hand
Sleight of Hand is used to perform small tricks or to steal objects. To perform a small trick the character must succeed against a base DC of 10, add 5 to the DC for every observer. A character may attempt to steal something against an opposed spot check by the target.
Speak Language
The character may take this skill and learn to speak a new language.
Spot
Spot is used to find hidden characters or somebody attempting to steal from you. A spot check is always an opposed check. The character suffers a -1 penalty to their spot check for every 15’ away they are from the thing they are looking for.
Survival
Survival is used to find food and shelter and the like when stuck in the wild. A character may make a survival check to gain certain benefits. The character also makes a survival check when attempting to track something.
DC / Bonus
10 / Move 1/2 overland speed a day and provide food for 1 person for every two points over 10
15 / Gain +2 bonus against severe weather while moving 1/2 overland speed a day, or +4 bonus if the character remains stationary. The character can give this bonus to another character for every point over 15
15 / Avoid getting lost and natural hazards
Swim
Swim check is made to stay afloat when in water. The DC depends on the condition of the water. If a character succeeds their roll they may move 1/2 speed as a full round action or 1/4 speed as a move action. If a character fails the check by more than 5 they start drowning (see ‘drowning’ in later section).
Water / DC
Calm / 10
Rough / 15
Stormy / 20
Throw
Throw is used when your character is using a thrown weapon or is attempting to throw a melee weapon. A throw check is always opposed by the target’s tumble check.
Treat Injury
Treat Injury is used by the character to help a sick friend. The DC is determined by what the character is attempting to do.
Task / DC
First Aid / 15
Long Term Care / 15
Treat Poison / Poison’s DC
Treat Disease / Disease’s DC
First Aid: First aid is used to stabilize a character who is dying and has no HP left.
Long Term Care: Providing long term care means treating a character for a day or more. The character regains HP twice the normal rate.
Treat Poison: If you are treating a character they may take your check in place of their own Endurance check.
Treat Disease: If you are treating a character they may take your check in place of their own check against the disease.
Tumble
Tumble is used by the characters to avoid being attacked by ranged weapons. Tumble is also used to move through or around other characters. A character may make a tumble check with DC of 15 to move around an attacker without provoking an attack of opportunity, the character moves up to 15 feet. The character may attempt to move through a space where an attacker is with a DC of 25, the character may move up to 15 feet.