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| Tweet Topic Started: Jan 16 2011, 06:20 PM (469 Views) | |
| Ares | Jan 16 2011, 06:20 PM Post #1 |
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Communications Cryptography: Skill in recognizing, designing, and cracking secret codes and messages. The character must study the code for two hours to attempt to break it successfully. A failed roll means the individual must study the code for an additional two hours before he can try to break it again. The character may attempt to break the code sooner, after only 10 minutes of study, but suffers a penalty of -30%. Base Skill: 25% +5% per level of experience. Requires: Literacy. Laser: This skill provides the character with an indepth knowledge of sophisticated laser communication systems and fiber optic communications. Base Skill: 30% +5% per level of experience. Requires: The radio: basic, electrical engineer, and computer operation skills. Optic Systems: Provides expert training in the use of special optical enhancement equipment such as telescopic lens, laser targeting, thermo-imagers, passive light intensifiers, infrared and ultraviolet systems, polarization, light filters, optical scanners, and related devices. Base Skill: 30% +5% per level of experience. Adds a special one time bonus of +5% to T.V./video skill if both are selected. Radio: Basic: This is the rudimentary knowledge of the operation and maintenance of field radios and walkie-talkies, wire laying, installation, radio procedure, communication security and visual signs/communications, as well as Morse code. It does not include repairs. Base Skill: 45% +5% per level of experience. Radio: Scramblers: This is training in the use of electronic masking, scrambling and unscrambling equipment, and codes for the transmission of radio signals. Base Skill: 35% +5% per level of experience. Surveillance Systems: This is the study and understanding of the operation, methods, and techniques in the use of surveillance systems. Includes motion detectors, simple and complex alarm systems, audio/visual recording and display equipment, recording methods, amplified sound systems, miniature listening devices (bugs, line tapping), and some optical enhancement systems (specifically as they relate to camera lenses). Tailing, or following someone without their knowledge, is another form of surveillance. This also includes stake-out procedures. A failed surveillance roll indicates that the tail was spotted and the subject is aware of being followed/observed. A failed roll in the use of surveillance equipment means that the equipment does not function as desired, impairing or preventing surveillance; i.e. bug does not transmit, recording garbled, film blurred or fails to record, etc. A failed roll when hiding listening devices means the bug does not function and is easily discovered through the course of casual activity. Base Skill: 30% +5% per level of experience. Requires: Electronics: basic or electrical engineering and computer operation and literacy (the latter two are needed only for complex, high-tech systems). T.V/Video: Indepth training in the use of video and audio recording equipment, filming, editing, dubbing, title making, duplication, and transmission. Includes the use of field equipment, i.e. portable video camera, and studio equipment, i.e. editing and transmission, etc. Base Skill: 25% +4% per level of experience |
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| Ares | Jan 16 2011, 06:21 PM Post #2 |
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Domestic Note: Characters can attain professional quality by selecting the same domestic skill twice. Add a one time bonus of +10% and note that the end result is of superior quality Cook: Skill in selecting, planning, and preparing meals. A cooking roll failure means that the cooked food is not properly prepared. It is edible but tastes bad (greasy, too spicy, sour, burnt, leaves a bad after-taste in mouth, etc.). Base Skill: 35% +5% per level of experience. Dance: A practiced skill in the art of dancing. The character is especially smooth and graceful, a joy to dance with. Can learn new dance steps/moves much more quickly than somebody who can not dance. Base Skill: 30% +5% per level of experience. Fishing: The fundamental methods and enjoyment of the relaxing sport of fishing. Areas of knowledge include the use of lures, bait, poles, hooks, lines, and the cleaning and preparation of fish for eating. Also includes a basic knowledge of freshwater fish, their habits and taste. Base Skill: 40% +5% per level of experience. Play Musical Instrument: The individual has learned to play particular musical instrument with a fair amount of skill. The sound is generally pleasant (except when a bad roll is made). Note that each specific instrument requires the selection of this skill. For example: a character who can play the guitar, violin, and harmonica must select the play musical instrument skill three different times. Base Skill: 35% +5% per level of experience. Sewing: The practiced skill with the needle and thread to mend clothing, do minor alterations, and layout, cut and sew simple patterns. This is not a tailoring ability, but can become tailoring if the player selects this skill twice. Base Skill: 40% +5% per level of experience. Sing: The simple ability to read music and carry a pleasant tune. Base Skill: 35% +5% per level of experience. |
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| Ares | Jan 16 2011, 06:21 PM Post #3 |
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Electrical Basic Electronics: This is a rudimentary understanding of the principles of electricity, simple circuits, wiring, and so on. This person can do basic wiring, repair appliances, and read schematics. Base Skill: 30% +5% per level of experience. Computer Repair: Knowledge of the internal electronics of computers and related devices (terminals, printers, modems, etc.). The character can attempt to repair or sabotage computers. Note that figuring out the repair or sabotage procedure counts as one roll, and the actual repair is a second roll. A failed roll means the repair is faulty and does not work (try again). No computer operation or programming skills are included nor required to fix computers. Many computer repair personnel don't even know how to turn the computer on! Base Skill: 25% +5% per level of experience. Electrical Engineer: Knowledge of electricity. Characters can diagnose and locate electrical problems, repair complex electrical devices, wire entire buildings or vehicles, and build electrical equipment. The character can also attempt to bypass security systems, alarms, and surveillance systems, but at a penalty of -20% for simple systems and -50% for complex systems (reduce these penalties by half if the character also has the surveillance systems skill). Base Skill: 30% +5% per level of experience. Requires: Advanced mathematics skill and literacy. Note: There is a -30% penalty when working on alien or extremely unfamiliar electronics. |
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| Ares | Jan 16 2011, 06:22 PM Post #4 |
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Espionage Detect Ambush: Training which develops an eye for spotting location and terrain suitable for ambushes and being ambushed. It also provides a rudimentary knowledge of guerrilla tactics used by the enemy. Base Skill: 30% +5% per level of experience. Detect Concealment: This is a skill which enables the individual to spot and recognize camouflage, concealed structures/ building and vehicles, as well as the ability to construct unobtrusive shelters, use camouflage and blend into the environment. Base Skill: 25% +5% per level of experience. Disguise: The character knows how to apply make-up, wigs, skin putty, dies, and other special effects in order to alter his appearance or that of somebody else. Base Skill: 25% +5% per level of experience. Escape Artist: The methods, principles, and tricks of escape artists. Includes muscle control (tensing and relaxing muscles), flexing and popping joints, knowledge of knots, and the ability to conceal small objects on the person. The character can try slipping out of handcuffs, ropes, straitjacket, etc. Note: Picking locks is a separate and distinct skill. Base Skill: 30% +5% per level of experience. Forgery: The techniques of making false copies of official documents, signatures, passports, I.D.s, and other printed material. The forger must have an original or photocopy to work from in order to make an accurate copy. Skilled forgers can recognize other counterfeits at -10%. Base Skill: 20% +5% per level of experience. Intelligence: This is the specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counterintelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimation of ranges, what to report, handling prisoners of war, and handling captured documents and equipment (tagging and reporting to group leaders or proper authorities). This means the character will be able to accurately estimate ranges, the number of enemies, direction, purpose, and assess the importance of specific information. Further intelligence training includes a working knowledge of indigenous guerrilla warfare, enemy practices, appearance, and current activities. This enables the intelligence officer to recognize suspicious activity as guerrilla actions and identify guerrilla operatives. For Example: A particular booby trap, or weapon or mode of operation may be indicative of. guerrilla activity in the area. It may be up to the character to confirm the existence of the enemy and their strengths, number, and location. Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisors. This means the person learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, and leaders of the enemy. Such identification can pinpoint and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid. Note: A failed roll in any of the areas of intelligence means that evidence is inconclusive, or that the character has incorrectly assessed the information/situation and is uncertain. A failed roll involving individual clues may mean the person has dismissed it entirely as being meaningless (game masters use your discretion). Base Skill: 32% +4% per level of experience. Interrogation Techniques (NEW): This skill is learned by policemen, intelligence officers, etc. The character knows the techniques to get information from (typically unwilling) subjects. This includes such old methods as "good cop/bad cop" (one interrogator is threatening and intimidating, the other is sympathetic and friendly), deceiving and misleading the subject into giving away information, and similar methods. The character can also judge if the subject is lying (the game master might assess bonuses and penalties depending on how good a liar the subject is). This skill also includes some basic knowledge on methods of torture, from basic tactics like depriving the subject of sleep, to the old "medieval" instruments and new, sophisticated techniques like sensory deprivation, partial electrocution, and drugs. Note: Only evil characters will engage in torture routinely. Base Skill: 40% +5% per level of experience. Pick Locks: The character knows the methods and tools for picking/opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again. Base Skill: 30% +5% per level of experience. Pick Pockets: An ability to remove items form a person without their being aware of it. If a pick pocket attempt fails, the item has NOT been removed and there is a 67% likelihood of the intended victim recognizing the intent of the action. Base Skill: 25% +5% per level of experience. Sniper: This skill represents special training in long-range rifle firing and marksmanship. Only rifles that can be made to fire a single round or blast can be used for sniping (no automatic/ multi-firing rifles). Adds a bonus of +2 to strike on an aimed shot. Tracking: Visual tracking is the identification of tracks, and following the path of men or animals by the signs they leave on the ground and vegetation. Tracking is a precise art, requiring much practice. The skill includes the evaluation of tracks, indicating whether the person being tracked is loaded down with equipment, running, moving slowly (by measuring the space between steps), and so on. By this means, the tracker can estimate the person's rate of movement, apparent direction, the number of persons in the party, and whether the person knows he is being followed. Other methods of tracking require recognizing other telltale signs, such as blood and other stains, broken and displaced vegetation, overturned rocks, litter (such as cigarette butts, ration cans, candy wrappers, soiled bandages and camp fire remains), and even odors carried by the wind. Tracking also includes the recognizing of dangerous animals by their tracks, habits and feces. Likewise, tire tracks of vehicles can reveal much, such as size and type of the vehicle, the weight of its load, etc. Counter-Tracking techniques are also known, such as covering one's trail, misdirection, parallel trails, avoiding obvious pitfalls like littering and others. A failed roll means that the signs are inconclusive, vague or misleading. Additional signs must be found to verify or clarify (roll again). Three consecutive failed rolls means the tracker has completely lost the trail. Roll once every 40 yards/meters when following a trail. Persons attempting to follow a skilled tracker are -25% when following his trail, if he is deliberately trying to conceal that trail (however, his rate of travel is reduced by half). Base Skill: 25% +5% per level of experience. Wilderness Survival: Techniques for getting water, food, shelter, and help when stranded in wild forests, deserts, or mountains. Characters without this skill will not be able to stay healthy for more than a few days in the wilderness once their supplies run out. Base Skill: 30% +5% per level of experience. |
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| Ares | Jan 16 2011, 06:22 PM Post #5 |
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Mechanical Aircraft Mechanics: The understanding of aerodynamics and the training to repair, rebuild, modify, and redesign conventional aircraft; including single engines, twin engine airplanes, jets, helicopters and hovercraft. Base Skill: 25% +5% per level of experience. Automotive Mechanics: The ability to repair, rebuild, modify, and redesign conventional vehicles with internal combustion (gas) engines. It also includes body work, turbine engines, methanol, ethanol and diesel truck engines. When working on hover jet systems for ground vehicles is possible, but with a - 20% penalty. Working on reactor engines there is a -40% penalty. Base Skill: 25% +5% per level of experience. Basic Mechanics: A general familiarity and understanding of basic mechanics. This character can fix a toaster, repair a bicycle, replace a belt on a motor, repair or replace a switch, handle or a knob, replace a spark plug, change oil, assist in automobile repairs, maintain machinery, read a schematic and similar fundamental tasks. Base Skill: 30% +5% per level of experience. Locksmith: The study of lock designs and the ability to repair, build, modify and open locks. The methods, techniques, and tools of lock picking include the old-style key and tumbler, combination, and modern electrical locking systems. Time requirements: 1D4 melees to open an antiquated key type lock or simple tumbler/combination type, 1D4 minutes to open an elaborate tumbler type, 2D4 minutes to open a simple electronic lock (usually by patching in a bypass system), and 1D4 hours to break a complex, state-of-the-art electronic lock system such as those used in high security and restricted areas. Super high-tech systems, such as those used by the military and government, will require 3D4 hours and have a skill penalty of -20%. If an unsuccessful skill roll is made, the lock is not opened and the process must be repeated. If an attempt to open an electronic lock fails, roll again. A second failed roll means that the lock is irreparably damaged and can not be opened! Base Skill: 25% +5% per level of experience. Requires: At least basic electronics skill (-5% penalty when working on complex or high-tech locks) or electrical engineer (+5% bonus). Mechanical Engineer: Training, understanding, and knowledge of how machinery is designed, operated, built, and maintained. Characters can attempt to redesign, modify, repair, construct, or sabotage mechanical devices (includes nuclear reactor driven turbines and atomic engines). The player must first roll to see if his character can figure out how to operate/analyze/ design a machine. When a successful diagnostic roll has been made, roll again to determine when the character can fix/change/build the mechanism. Base Skill: 25% +5% per level of experience. Special Bonus: Add a one time bonus of 5% to the locksmith and surveillance systems skills if mechanical engineering is also known. There is a -30% penalty when working on alien or extremely unfamiliar mechanics. Requires: Basic or advanced mathematics, at least basic electronics, and literacy. Weapons Engineer: This skill is usually reserved for military personnel. The character can maintain, repair, modify, mount, and figure out most weapon systems. He can repair an assault rifle and install a missile system into a vehicle. The engineer can also add and repair body armor and is an expert welder. Base Skill: 25% +5% per level of experience. Requires: Mechanical engineering and basic electronics. |
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| Ares | Jan 16 2011, 06:23 PM Post #6 |
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Medical Criminal Sciences & Forensics: Basic knowledge of police skills, including basic criminal law, fingerprinting, ballistics (matching bullets to weapons and angles of impact), and general investigative techniques. Forensic medicine is the method and techniques which enables the character to find evidence regarding the cause of death, time of death, and other details when examining a corpse. Base Skill: 35% +5% per level of experience. Requires: Biology, chemistry, chemistry analytical, advanced mathematics, and literacy. First Aid: Rudimentary medical treatment which includes how to bandage wounds, stop bleeding, administer CPR/artificial respiration, and use antiseptics and common anti-inflammatory drugs and painkillers. Base Skill: 45% +5% per level of experience. Holistic Medicine: Training in the recognition, preparation, and application of natural medicines usually made from plants and their parts (roots, leaves, fruit). The holistic doctor is basically a natural pharmacist and naturalist who creates drugs from vegetation and studies common ailments. He can find and use plants to create salves, balms, ointments, and lotions to soothe burns, boils, rashes, and insect bites, reduce swelling, as well as create local anesthetics, and to heal wounds faster (twice as quick as normal). Potions and tonics are created to settle upset stomachs, induce drowsiness, or hallucinations. The individual can also make alcohol and poison (hemlock and mandrake, for example). The student of herbology also has a good knowledge of plant lore and when and where to find healing plants, edible fruit, berries, roots, and bark, as well as how to use and/or avoid dangerous flora. The character can also preserve foods and knows how to set and mend bones, bandage cuts, and suture cuts. Note: Plants are seasonal and the right root or leaf may not be readily available in certain times of the year/season, or may be found exclusively in remote regions. Game masters should use a certain amount of common sense and drama with this skill. Base Skill: 20% +5% per level of experience. A failed roll means the treatment or concoction did not work. Paramedic: An advanced form of emergency medical treatment which includes all first aid techniques, the setting of broken bones, suturing of wounds, use of oxygen and emergency medical equipment, administering of drugs, knowledge of how to move a critically injured person, and other life saving techniques. A failed roll means the patient has not responded to treatment or that the treatment has been improperly administered. Note: For serious injury or coma, roll three times, consecutively, on percentile dice. A roll of two successful out of three means the wound has been properly treated or that the patient's condition has been stabilized. Failure means the patient's condition is unchanged. Another character can immediately attempt to apply medical aid or the same player can try again, but only after the character has spent six minutes for reexamining and/or concentration on the problem. Base Skill: 40% +5% per level of experience. Medical Doctor: The medical doctor is a trained surgeon an has a doctorate in the medical sciences. Areas of training include: clinical skills, medical discipline, code of ethics, physiology (muscle, respiratory, blood, body fluids), pathology (diseases, their structure and function), rudimentary pharmacology (use, reaction, and interaction of drugs), laboratory skills, and techniques and methods of data collection. The medical doctor (M.D.) is also a trained surgeon. Base Skill: 60/50% +5% per level of experience. The first percentage number is the doctor's ability to accurately diagnose the problem. The second percentage number is the doctor's skill at successfully treating the problem. Requires: Biology, pathology, chemistry, basic or advanced mathematics and literacy. Pathology: This branch of medicine deals with the nature of diseases, their cause, and symptoms, and the functional and structural changes caused by disease. Training includes anatomy, physiology, cell biology, manifestation of disease, tissue injury and repair, abnormal cell structure, metabolism, diagnosis of human disease, tissue culture methods and applications, analysis of drugs in biological samples and laboratory research, investigative methods, and use of instruments, tools and equipment. Base Skill: 40% +5% per level of experience. Requires: Biology, chemistry, and literacy skills. Toxicology (NEW): This is a specialty in medicine that deals with poisons, venoms and toxins, their manufacture, composition and antidotes. This skill is useful for both healers and assassins. A successful skill roll will help determine if poisons have been used on somebody and even the general type of poison/ toxin used (a definite answer may require an autopsy and the forensics skill). Base Skill: 40%+5% per level of experience. Requires: Biology, chemistry, and literacy. |
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| Ares | Jan 16 2011, 06:24 PM Post #7 |
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Military Demolitions: Demolitions provides the person with an advanced knowledge in the use and workings of explosives and detonation devices for the purpose of blowing up bridges, buildings, and sabotage. This includes all types of explosives, such as mines, dynamite, plastics, nitro, blasting caps, etc. It also includes a basic understanding of the strategic placement of mines and booby traps. This will increase the character's awareness of suspicious rope, string, and wire. Base skill: 60% +3% per level of experience. A failed roll means a dud; no explosion. Demolitions Disposal: This skill enables the character to safely defuse unexploded mines, bombs, explosive booby traps, dud artillery rounds, dud explosive charges, or any other explosive device. Base Skill: 60% +3% per level of experience. Military Etiquette (NEW): This skill grants a basic understanding of the way the military works. It includes basic rules of behavior (when to salute, how to address superiors/subalterns, etc.) as well as how to deal with military bureaucracy, who to contact to get things done, and other useful information. A character with this skill will have a good idea of how matters are handled in military bases and facilities, from the setting of watches to where to get live ammo (actually getting the ammo is a different matter altogether, of course). Base Skill: 35% +5% per level of experience. Strategy/Tactics (NEW): This is part of the training given to combat soldiers and officers, and includes a basic understanding of the "military doctrine" of the army in question, including preferred methods of fighting (on both a small scale engagement or a full battle), "do's and don'ts," guerilla warfare, and other basic military methods. A successful strategy/tactics roll will reveal some hints as to the best way to approach a potential combat or military situation, like recognizing potential attack/retreat areas, getting good fields of fire, recognizing a good location for a crossfire or booby trap, etc. Base Skill: 30% +5% per level of experience. |
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| Ares | Jan 16 2011, 06:25 PM Post #8 |
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Physical Special Note: One of the unique aspects of this RPG is that the player can build and increase his or her character's physical attributes (P.S., P.P., P.E., Spd., S.D.C.) by selecting physical skills that will build and develop the body's muscles and endurance. ALL attribute and skill bonuses are accumulative. However, a specific physical skill may only be chosen once, including hand to hand skills There are four major kinds of fighting techniques available to the characters. Boxing and wrestling adds to the techniques and power of a specific hand to hand training. Characters without combat training have one hand to hand attack per melee at levels one and two, but get a second attack at level three and a third attack at level nine. Hand to Hand Basic: Provides elementary fighting techniques and methods of attack and self-defense as taught in military basic training or in self-defense classes. See the combat section for listing of specific abilities. Hand to Hand Expert: An advanced form of self-defense and unarmed combat usually taught to commandos. See the combat section for listing of specific abilities. Hand to Hand Martial Arts: This is some form of oriental fighting skill (karate, kung-fu, etc.) that teaches advanced hand to hand combat. See the combat section for listing of specific abilities. Hand to Hand Assassin: This is an advanced form of combat with an emphasis on immobilizing or killing one's opponent quickly. See the combat section for listing of specific abilities. Acrobatics: Aerial feats of agility and strength, such as walking a tightrope, high wire, trapeze, and stunts performed above ground. Other physical abilities include rolls, somersaults, leaps, and falls. Provides all of the following: Automatic kick attack at first level; 1D8 damage. 60% +5% per level — Sense of balance 60% +3% per level — Walk tightrope or high wire 80% +2% per level — Climb rope 60% +5% per level — Back flip 40% base climb ability or adds a +15% to climb skill. 30% base prowl ability or adds a +5% to prowl skill. +2 bonus to roll with punch or fall +1 to P.S. +1 to P.P. +1 to P.E. +1D6 to S.D.C. Athletics (general): Training in, and enjoyment of, vigorous exertion for competitive sports, exercises, and contests of strength, endurance, and agility. Provides the following bonuses: +1 to parry and dodge +1 to roll with punch or fall +1 to P.S. +1D6 to Spd. +1D8 to S.D.C. Body Building & Weight Lifting: The building of muscle tone and body strength through weight lifting and exercise. Provides the following: +2 to P.S. +10 on S.D.C. Boxing: Classic art of fighting with fists. Training helps build the body and reflexes. Skilled boxers will automatically knockout opponents on a roll of a natural twenty. The victim of a knockout will remain unconscious for 1D6 melees. Unlike normal knockout/stun, the player does not have to announce that he is trying to knock out his opponent before making a roll to strike. The following bonuses are provided: +One additional attack per melee. +2 to parry and dodge +1 one to roll with punch or fall +2 P.S. +3D6 on S.D.C. Climbing: Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 20 feet (6 m) of a vertical climb. If the roll fails, it means he is losing his grip, however, every "skilled" climber gets a chance to regain his grip, roll again. Two consecutive failed rolls means the character falls. Base Skill: 40% + 5% per level of experience. Rapelling is a specialized, rope climbing skill used in descending from helicopters, scaling walls and cliff facings. For game purposes, rapelling will include ascending and descending climbs. Base Skill in rapelling: 30% +5% per level of experience. Gymnastics: Learning to do falls, rolls, tumbles, cartwheels, somersaults and to work the parallel bars and rings. This sport builds great upper body strength, grace, and balance. Provides all of the following: Automatic kick attack at first level; 2D4 damage. 50% +5% per level — Sense of balance 60% +3% per level — Work parallel bars & rings 70% +2% per level — Climb rope 70% +5% per level — Back flip 25% base climb ability or adds a +7% to climb skill. 30% base prowl ability or adds a +5% to prowl skill. +2 bonus to roll with punch or fall +2 P.S. + 1 to P.P. +2 to P.E. +2D6 to S.D.C. Prowl: This skill helps the character to move with stealth; quietly, slowly, and carefully. Techniques include balance and footing, short steps and pacing, rifle positioning, prone positions for low visibility, and crawling. A failed prowl roll means that the character has been seen or heard. If the prowl roll is successful, then the character is not seen or heard and may make a sneak attack. Base Skill: 25% +5% per level of experience. Running: A routine of running and exercise to build speed and endurance. Provides the following: +1 to P.E. 4D4 to Spd 1D6 to S.D.C. Swimming: The rudimentary skill of keeping afloat, dives, swimming and lifesaving techniques. The percentile number indicates the overall quality of form as well as skill of execution. A character can swim a distance equal to 3x his P.S. in yards/meters per melee. This pace can be maintained for a total of minutes equal to his P.E./endurance. Base Skill: 50% +5% per level of experience. S.C.U.B.A.: The letters S.C.U.B.A. stand for Self-Contained Underwater Breathing Apparatus. Individuals learn the methods and equipment needed for skin diving and underwater swimming. A character can swim a distance equal to 2x his P.S. in yards/meters per melee. This pace can be maintained for a total of minutes equal to his P.E./Endurance. Base Skill: 50% +5% per level of experience. Note: The maximum safe depth without getting the bends is about 120 feet (36.5 m). Deeper depths are possible with depressurization, special suits and submarines. Swimming is required to S.C.U.B.A. Wrestling: As taught in old high schools and colleges, wrestling is more of a sport than a combat skill, but it does provide some useful combat moves. Provides the following: Body block/tackle does 1D4 damage and the opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down). Pin/incapacitate on a roll of 18, 19, or 20. Crush/squeeze does 1D4 damage per squeeze attack. +1 to roll with punch or fall +2 to P.S. +1 to P.E. +4D6 to S.D.C. |
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| Ares | Jan 16 2011, 06:25 PM Post #9 |
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Pilot Skills (Ground, Air, Water) Airplane: Includes old propeller, single and twin engine types. Base Skill: 50% +4% per level of experience. Automobile: Manual and automatic transmissions; includes dune buggies, jeeps, and small trucks. Base Skill: 60% +2% per level of experience. Boat: Sail Type: Small sailing and medium sized sailing yachts, and fishing boats. Base Skill: 60% +5% per level of experience. Boat: Motor and Hydrofoils: These include all types of small motor driven boats and yachts. Base Skill: 55% +5% per level of experience. Boat: Ships: This includes all large sailing and motor driven seafaring vessels. Base Skill: Sailing ships 45% +5% per level of experience. Motor driven ships 44% +4% per level of experience. Helicopter: The specialized skill required in flying all types of helicopters, including combat 'copters (but must have the weapons systems skill to operate weapons on a combat helicopter). Base Skill: 35% +5% per level of experience. Horsemanship: In certain places, the horse is a popular means of transportation. The skill includes the basic principles of riding, the care and feeding of the animal, recognizing breed and quality, charging, and jumps. The percentile number is used whenever the character tries to determine breed and quality, and for special jumps or maneuvers. Base Skill: 40% +4% per level of experience. Special Bonuses: The horseman has the advantage of height, leverage, and velocity when attacking on a horse. This provides the following bonuses when charging on horseback: +1 to parry and dodge, +4 damage. Note that a person cannot shoot a projectile weapon of any kind (bow and arrow or gun) with any degree of accuracy. An aimed shot is impossible on a moving animal! Bursts are possible if the horse is moving quickly, but not at a full gallop. At full gallop, the shooter can fire only as wild. Note: At the G.M.'s discretion, this skill can also apply to riding supernatural animals/monsters (not applicable to intelligent creatures) at a Base Skill: 24% +4% per level of experience. Hover Craft (ground): The knowledge needed in piloting hover cycles and other hover vehicles used for ground transport. These vehicles can be tricky, because they utilize several air jets and directional thrusters that pushes the craft along, above the ground, on a cushion of air. The vehicles can usually attain great speeds and are capable of driving over incredibly rugged terrains and make sensational jumps over craters and ravines. Base Skill: 50% +5% per level of experience. Jet Aircraft: Includes large and small commercial transport jets. Base Skill: 40% +4% per level of experience. Jet Fighters: Training includes flying, maneuvering, aerial combat strategies, and typical fighter jet weapon systems. Base Skill: 40% +4% per level of experience. Jet Packs: This is the piloting skill of backpack like units that strap to the back of an individual to carry him airborne. The typical jet pack is a one person unit capable of hovering above the ground and flying at an average altitude of 300 feet (91.5 m). Base Skill: 42% +4% per level of experience. Motorcycle: This skill includes the piloting of all two and three wheeled vehicles such as motorcycles of all types, dirt bikes, and mopeds. Base Skill: 60% +4% per level of experience. Truck: This piloting skill specifically applies to large cargo and transport vehicles like eight to sixteen wheeled commercial trucks and multi-ton transports. Base Skill: 40%+4% per level of experience. Tanks and APCs: Military vehicles often have unconventional controls and handle differently than conventional vehicles, especially the many ton, armored, combat vehicles such as tanks and armored personnel carriers (APC). Thus, special training is required to pilot them. Base Skill: 36% +4% per level of experience. |
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| Ares | Jan 16 2011, 06:26 PM Post #10 |
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Pilot Related Skills Navigation: Training in map reading, star charts, course computation, following landmarks, and use of navigational equipment. Includes land, air, and water navigation, as well as piloting by instruments alone. A failed roll means the pilot is off course. Roll 2D6xlOO for most aircraft, 4D6xlOO for jets, and 2D6xlO for ground vehicles to determine how many miles/kilometers they are off course. Roll for every hour that one is off course. Base Skill: 40% +5% per level of experience. Requires: Basic math read sensory equipment, and at least minimal literacy. Read Sensory Equipment: Individuals with this training can operate, maintain, understand, and "read" or interpret sensory data from all types of conventional sensor devices. These devices include radar, sonar, motion detectors, surveillance equipment, optical enhancements, instrument panels, and so on. Note that characters without this skill cannot understand nor operate aircraft, radar, or detection/surveillance equipment. Base Skill: 30% +5% per level of experience. Weapon Systems: This is the complete understanding of weapon units and systems incorporated in military vehicles. It includes machineguns, missile and grenade launchers, cannons, and other heavy weapons systems. Adds a special bonus of +1 to strike when using these type of weapons; this does not include hand-held weapons (see Weapon Proficiencies). Base Skill: 40% +5% per level of experience. |
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11:05 AM Jul 11
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11:05 AM Jul 11