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Buisness: This basic skill gives you knowledge on production,distribution, supply and demand,advertising, and inventory control work in a buisness. This skill is a REQUIRED to run a shop of your own.

Computer Science: This basic skill gives you basic knowledge on how to use a computer, such as running searches and using a keyboard. It also gives you basic knowledge on how a computer works.

**Hacking** This Specialty skill allows you to delve deep into the computer world by giving you knowledge on how to run advanced searches, break passwords and codes, bypass lower level security etc.

**Hacking, Advanced** This Specialty skill requires the specialty skill Hacking to use. This Specialty skill allows you to take your illegal skills further by hacking into high level security sites iand breaking some of the hardest passcodes out there.

**Hardware/Software Repair** This speicialty skill allows you to trouble shoot a computers internal problems or errors and fix them as quickly as possible.

**Computer Programming** This Specialty skill allows you to create your own computer programs, such programs may be viruses, shield, shadows, animation, worms, etc. Looking into Hackers will help you understand these terms better.

Demolition: This basic skill allows you to scratch the surface of bombs, allowing you to know how the more common bombs work.

**Disarm** This Specialty skill allows you to disarm bombs and other explosive devices with some time and the right tools, unles of course some idiot puts an off switch on the bomb.

**Scratch-Build Explosives** This Specialty skill allows you to create your own explosives in your very own home. Note this does take some time to do, as it's a careful procedure. **Note a GM must be present when building your own bombs**

First Aid: This basic skill allows you to patch up minor wounds. With the proper supplies you could heal d6 dmg per round.

Law: This basic skil provides your haracter with the kowledge of how the legal system and different laws apply to eachother. This skill is good to have if your a Lawyer,Arbitraitor, or a Law Enforcer.

Life Science: This basic skill provides your character with knowledge in biology,botany, and zoology. It also proides you knowledge with how to classify known and unknown species of plants, how the body works, and how to classify and identify known animals.

Genetics: This basic skill provides your character with knowledge of genes. Such as how they function, their purpose, how they transfer information, what happens during the mixing and splicing of genes etc.

Xenology: This basic skill provides your character with the knowledge of otherworldly creatures. Be they Alien or Paranormal. It provides you with knowledge of how to classify and identify them by studing their habits and looks.

Medical Science: This basic skill provides your with basic knowledge in an advanced field. It allows you to diagnose common diseases and impairments, and it also provides you with the knowledge of how to treat them...but it does not allow you to treat them.

**Surgery** This Specialty skill allows you to preform surgery on a patient with the right equipment. **Note if preforming surgery a GM must be present**

**Treatment** This Specialty skill alows you to treat common disease's and ailments effectivly. *Note if treating a disease or ailment a GM must be present** Also note some diseases and ailments take more than one successful Treatment roll to get rid off. GM's discretion is used in this matter

Psychology: This basic skill gives you knowledge of mental process and behavior, aswell as how the brain works and functions. It also allows you to treat mental most mental aberrations and diseases, sometimes effective sometimes not. *Note GM must be present during time of treatment**

Basic Alchemy: This basic skill provides you with the knowledge of how to identify chemical substances that can be mixed together to create things such as glue, explosives, medicines, acids etc. However it does not allow you to make such substances

**Advanced Alchemy** This Specialty Skill provides you with indepth knowledge of Alchemy. Allowing you to now create things such as glue, acid, medicine and explosives. The player will roll a d100, if the roll is anywhere between 51 - 100 the creation fails. If the roll is between 40 - 50 the created substance does d4 dmg/heal/hold rounds etc. (whatever applies). If the roll is between 29 - 39 the created substabce does d8. If the roll is between 18 - 28 the created substance does d8+2. If the roll is between 5 - 17 the created substance does d10+3. If the roll is between 1 - 4 the created substance does d12+5.**Note GM must be present during time of creation**

Navigation: This basic skill applies to Navigating your way through, forests, space, cities, deserts, etc. It allows you to Navigate by using technological instruments, compasses, or even by using the stars.

Physical Science: This basic skill provides you with skin deep knowledge in Physics, Chemistry, Astronomy, and Planetology.

**Physics** This Specialty skill provides you with indepth knowledge in Physics..the study of matter, energy, and the interactions between the two. This skill can help you solve problems in force, motion, and mathematics.

**Planetology**This Specialty Skill provides you with indepth knowledge of how to identify and classify known an unknown planets. Aswell as how to scan these planets for useful information, and then log the information.

**Chemistry** This Specialty skill providees you with indepth knowledge in Chemistry, the study of composition, structure, properties, and reactions of matter.

Security: This basic skill provides you with the knowledge of how security systems work and how security procedures are carried out.

**Protection Protocols** This Specialty skill allows a character to use Security procedures and systems that he's learned. It allows you to, with the cooperation of others, secure an area or building, aswell as analyze weak points in security systems and defenses.

System Operation: This basic skill provides a character with basic knowledge of how spaceship systems and various other vehicles work. It also provides you with informaton on how Radar systems and Gun placements, and various other machine systems work.

**Communication** This Specialty Skill provides you with indepth knowledge on how Communicaton systems of Vehicles and buildings work. Allow you to rewire, fix, and sabotauge these systems.

**Defense Systems** This Specialty Skill provides you with indepth knowledge on how Defense Systems such as Turrets, SAM sites, Shields and other Defense systems work. Allowing you to make repairs to them and trouble shoot problems and inefficiencies they may have.

**Sensors** This specialty skill provides you with indepth knowledge on how Sensors systems like tripwires, laser trip wires, pressure plates, and sound activated sensors work. Allowing you to pick out where such sensors would be hidden, aswell as disarm and repair them.

Battle Tactics: This basic skill provides a character with knowledge of how to act in combat situations. It gives our character knowledge in infantry formations,tactics, and movements aswell as Vehicle oriented movements and formations. This skill is mainly used to identify the above, allowing you to make better decisions during combat. (-1 to Initiative)

Engineering: This basic skill provides you with basic knowledge of how machines work and operate. It also allows you to use common machines.

**Repair** This Specialty skill allows you to repair broken machines, malfuntioning droids etc. When repairing a Combat Droid use this chart. Roll of 1 - 5 repairs d12+5 dmg. Roll of 6 - 20 repairs d10+2 dmg roll of 21 -30 repairs d10 dmg. Roll of 31 -40 allows you to repair d8 dmg. Roll of 41 - 50 allows you to repair d6 dmg. **Note this sspecifically used on machine, not living beings**

**Invention** This sspecialty skill allows you to create your own unique weapon, piece of armor, and even electronic and mechanical accesories. **GM must be present during Invention roll** Also note you must inform staff at the beginning of the invention process. Someone from staff will then contact you ASAP and tell you how long it will take to create this item. Or they may tell you to roll infront of a GM to tell you how long it will take.