Навыки
Стоимость изучения навыков
Уровень навыка |
Простой навык |
Обычный навык |
Сложный навык |
---|---|---|---|
Атрибут -3 |
|||
Атрибут -2 |
1 |
||
Атрибут -1 |
1 |
2 |
|
Атрибут |
1 |
2 |
4 |
Атрибут +1 |
2 |
4 |
8 |
Атрибут +2 |
4 |
8 |
12 |
Атрибут +3 |
8 |
12 |
16 |
еще +1 |
+4 |
+4 |
+4 |
Навык |
Атрибут |
Сложность |
Зависит от TL |
По-умолчанию |
---|---|---|---|---|
DX |
Сложный |
DX-6 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Легкий |
IQ-4 |
||
IQ |
Обычный |
да |
IQ-5 |
|
DX |
Легкий |
|||
IQ |
Легкий |
IQ-4 |
||
HT |
Легкий |
HT-4 |
||
DX |
Обычный |
DX-5 |
||
IQ |
Легкий |
да |
IQ-4 |
|
IQ |
Сложный |
да |
IQ-6 |
|
IQ |
Обычный |
да |
IQ-5 |
|
IQ |
Сложный |
да |
||
DX |
Сложный |
DX-6 |
||
IQ |
Легкий |
да |
IQ-4 |
|
IQ |
Сложный |
да |
IQ-6 |
|
IQ |
Обычный |
IQ-5 |
||
HT |
Обычный |
HT-5 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Сложный |
IQ-6 |
||
IQ |
Сложный |
IQ-6 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Легкий |
IQ-4 |
||
HT |
Обычный |
HT-3 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Обычный |
IQ-5 |
||
DX |
Легкий |
|||
DX |
Сложный |
|||
IQ |
Сложный |
IQ-6 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Обычный |
да |
IQ-5 |
|
IQ |
Сложный |
да |
IQ-6 |
|
IQ |
Обычный |
да |
IQ-5 |
|
DX |
различается |
различается |
||
IQ |
Обычный |
IQ-5 |
||
DX |
различается |
различается |
||
Natural Sciences |
IQ |
Сложный |
да |
IQ-6 |
IQ |
Сложный |
IQ-6 |
||
IQ |
Обычный |
да |
IQ-5 |
|
IQ |
Обычный |
IQ-5 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Сложный |
да |
IQ-7 |
|
DX |
Сложный |
DX-6 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Обычный |
да |
IQ-5 |
|
DX |
Обычный |
DX-5 |
||
IQ |
Легкий |
IQ-4 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Обычный |
IQ-5 |
||
DX |
Легкий |
DX-4 |
||
IQ |
Сложный |
IQ-6 |
||
IQ |
Обычный |
IQ-5 |
||
DX |
Обычный |
DX-5 |
||
IQ |
Обычный |
IQ-5 |
||
HT |
Легкий |
HT-4 |
||
IQ |
Сложный |
IQ-6 |
||
DX |
Обычный |
DX-3 |
||
DX |
Легкий |
DX-4 |
||
IQ |
Обычный |
IQ-5 |
||
IQ |
Обычный |
да |
IQ-5 |
|
DX |
различается |
различается |
||
IQ |
Обычный |
IQ-5 |
Acrobatics
This is the ability to perform gymnastic stunts, roll, take falls, etc.
Acting
This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time.
Animal Handling
This is the ability to train and work with animals. When working with a trained animal, roll against skill for each task you give the animal.
Area Knowledge
This skill represents familiarity with the people, places, and politics of a given region. You usually have Area Knowledge only for the area you consider your “home base.”
Armoury/TL
This is the ability to build, modify, and repair a specific class of weapons or armor. A successful roll lets you find a problem, if it isn’t obvious; a second roll lets you repair it. Time required is up to the GM.
Brawling
This is the skill of “unscientific” unarmed combat. Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick.
Camouflage
This is the ability to use natural materials, special fabrics and paints, etc. to hide yourself, your position, or your equipment.
Carousing
This is the skill of socializing, partying, etc. A successful Carousing roll, under the right circumstances, gives you a +2 bonus on a request for aid or information, or just on a general reaction. A failed roll means you made a fool of yourself in some way; you get a -2 penalty on any reaction roll made by those you caroused with.
Climbing
This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. See Climbing (…) for details.
Crewman/TL
This is the ability to serve as crew aboard a large vehicle. It includes familiarity with “shipboard life,” knowledge of safety measures, and training in damage control.
Diagnosis/TL
This is the ability to tell what is wrong with a sick or injured person, or what killed a dead person. It might not determine the exact problem, but it always gives hints, rule out impossibilities, etc.
Disguise/TL
This is the art of altering your appearance using clothing, makeup, and prosthetics. A good disguise requires a Disguise roll and 30 minutes to an hour of preparation.
Engineer/TL
This is the ability to design and build technological devices and systems. A successful roll lets you design a new system, diagnose a glitch, identify the purpose of a strange device, or improvise a gadget to solve a problem.
Escape
This is the ability to slip out of ropes, handcuffs, and similar restraints. The first attempt to escape takes one minute; each subsequent attempt takes 10 minutes.
First Aid/TL
This is the ability to patch up an injury in the field (see Recovery, …). Make a skill roll to halt bleeding, suck out poison, give artificial respiration to a drowning victim, etc
Forgery/TL
This is the ability to create falsified documents (identity cards, passports, etc.). When you use a forged document, make your Forgery roll each time it is inspected – unless you roll a critical success on your first attempt. Failure means someone spots the forgery
Gambling
This is skill at playing games of chance. A successful Gambling roll can (among other things) tell you if a game is rigged, identify a fellow gambler in a group of strangers, or “estimate the odds” in any tricky situation.
Hiking
This skill represents training for endurance walking, hiking, and marching. Make a Hiking roll before each day’s march; on a success, increase the distance traveled by 20%
Holdout
This is the skill of concealing items on your person or on other people (usually with their cooperation). An item’s size and shape govern its concealability, from +4 for a BB-sized jewel or a postage stamp, to -6 for a crossbow or a heavy sniper rifle.
Humanities
Each academic “humanity” or “arts” subject (such as History, Literature, Philosophy, or Theology) is a separate skill.
Influence Skills
There are several ways to influence others; each is a separate influence skill. A successful roll will result in a good reaction from an NPC. Failure results in a bad reaction (except for Diplomacy, which is relatively safe). To actually coerce or manipulate an NPC, you must win a Quick Contest (see …) of your skill versus his Will. Methods of influencing others include: Diplomacy: Negotiation and compromise. Fast-Talk: Lying and deceit. Intimidation: Threats and violence. Savoir-Faire: Manners and etiquette. Mainly useful in “high society” situations. Sex Appeal: Vamping and seduction, usually of the opposite sex. Streetwise: Contacts and (usually) subtle intimidation. Only useful in “street” and criminal situations.
Interrogation
This is the ability to question a prisoner. Roll a Quick Contest of Interrogation vs. the prisoner’s Will for each question. This requires 5 minutes per question. If you win, you get a truthful answer. If you tie or lose, the victim remains silent or lies. If you lose by more than five points, he tells you a good, believable lie.
Jumping
This skill represents trained jumping ability. When you attempt a difficult jump, roll against the higher of Jumping or DX. In addition, you may use half your Jumping skill (round down) instead of Basic Move when calculating jumping distance. See Jumping (…).
Karate
This skill represents any advanced training at unarmed striking, not just the Okinawan martial art of karate. Roll against Karate to hit with a punch (at no -4 for the “off” hand), or Karate-2 to hit with a kick. Karate improves damage: if you know Karate at DX level, add +1 per die to basic thrust damage when you calculate damage with Karate attacks: punches, kicks, elbow strikes, etc. Add +2 per die if you know Karate at DX+1 or better
Law
This skill represents knowledge of law codes and jurisprudence. A successful roll lets you remember, deduce, or figure out the answer to a question about the law
Leadership
This is the ability to coordinate a group. Make a Leadership roll to lead NPCs into a dangerous or stressful situation. (PCs can decide for themselves if they want to follow you!)
Lockpicking/TL
This is the ability to open locks without the key or combination. Each attempt requires one minute. If you make the roll and open the lock, each point by which you succeeded shaves five seconds off the required time.
Mathematics/TL
This is the scientific study of quantities and magnitudes, and their relationships and attributes, through the use of numbers and symbols.
Mechanic/TL
This is the ability to diagnose and fix ordinary mechanical problems. A successful skill roll will let you find or repair one problem.
Melee Weapon
This is not one skill, but an entire collection of skills – one per class of closely related melee weapons. Melee Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard.
Fencing Weapons
Fencing weapons are light, one-handed weapons, usually hilted blades, optimized for parrying. Skills: Rapier (Обычный) and Smallsword (Обычный).
Flails
A flail is any flexible, unbalanced weapon with its mass concentrated in the head. Because flails tend to wrap around the target’s shield or weapon, attempts to block them are at -2 and attempts to parry them are at -4. Skills: Flail (Сложный; includes morningstars and nunchaku).
Impact Weapons
An impact weapon is any rigid, unbalanced weapon with most of its mass concentrated in the head, such as axes and maces. Such a weapon cannot parry if you have already attacked with it on your turn. Skills: Axe/Mace (Обычный).
Pole Weapons
Pole weapons are long (usually wooden) shafts, often adorned with striking heads. All require two hands. Skills: Polearm (Обычный), Spear (Обычный), Staff (Обычный; also gives +2 to Parry).
Swords
A sword is a rigid, hilted blade with a thrusting point, cutting edge, or both. All swords are balanced, and can attack and parry without becoming unready. Skills: Broadsword (Обычный), Knife (Легкий; also gives -1 to Parry), Shortsword (Обычный), and Two-Handed Sword (Обычный).
Merchant
This is the skill of buying, selling, and trading retail and wholesale goods. It involves bargaining, salesmanship, and an understanding of trade practices.
Missile Weapon
This is not one skill, but an entire collection of skills – one per class of closely related missile weapons. Missile Weapon skills are based on DX, and default to DX-4 if Easy, DX-5 if Average, or DX-6 if Hard.
Gunner
This is the ability to use a heavy weapon, usually one mounted on a tripod or a vehicle, to make a direct-fire attack – that is, to aim and fire at a target to which you have a line of sight. All Gunner skills are DX/Easy. Beams: Any kind of heavy directed-energy weapon: laser, particle beam, etc. Cannon: Any kind of heavy projectile weapon – e.g., the main gun of a tank or an ultra-tech railgun on a starship – that fires single shots. Machine Gun: Any kind of heavy projectile weapon capable of firing bursts.
Guns
This is the ability to use a hand-held chemical-propellant or mass-driver projectile weapon. All Guns skills are DX/Easy. Light Anti-Armor Weapon (LAW): All forms of rocket launchers and recoilless rifles. Pistol: All kinds of handguns, including derringers, pepperboxes, revolvers, and automatics, but not machine pistols. Rifle: Any kind of rifled long arm – assault rifle, hunting rifle, sniper rifle, etc. – that fires a solid projectile. Shotgun: Any kind of smoothbore long arm that fires multiple projectiles (flechettes, shot, etc.). Submachine Gun (SMG): All short, fully automatic weapons that fire pistol-caliber ammunition, including machine pistols
Flamethrower
This is the ability to use a weapon that projects a stream of liquid or gas. Flamethrower is DX/Easy.
Other Missile Weapons
Blowpipe (DX/Hard): You can use this weapon to shoot small, usually poisoned, darts. You can also use it to blow powders at targets within one yard. Bow (DX/Average): This is the ability to use all bows except crossbows. Crossbow (DX/Easy): This is the ability to use all types of crossbows.
Natural Sciences/TL
There are a number of skill types under this heading, including Astronomy, Biology, Chemistry, Geology, and Physics, plus any others the GM approves.
Naturalist
This skill represents practical knowledge of nature – notably, how to tell dangerous plants and animals from benign ones, how to locate a cave to shelter in; and how to “read” weather patterns to know when to take shelter.
Observation
This is the talent of observing dangerous or “interesting” situations without letting others know that you are watching. Use this skill to monitor a location, a group of people, or your immediate surroundings for concealed or tactically significant details.
Occultism
This is the study of the mysterious and the supernatural. An occultist is an expert on ancient rituals, hauntings, mysticism, primitive magical beliefs, psychic phenomena, etc.
Physician/TL
This is the ability to aid the sick and the injured, prescribe drugs and care, etc. Make a skill roll to hasten natural recovery from injury (see Recovery, …), and whenever the GM requires a roll to test general medical competence or knowledge.
Pickpocket
This is the ability to steal a purse, knife, etc., from someone’s person – or to “plant” something on him.
Public Speaking
This is general talent with the spoken word. A successful skill roll lets you (for instance) give a good political speech, entertain a group around a campfire, incite or calm a riot, or put on a successful “court jester” act.
Research/TL
This is the ability to do library and file research. Roll against skill to find a useful piece of data in an appropriate place of research… if the information is there to be found.
Riding
This is the ability to ride a particular kind of mount. Make a skill roll when you first try to mount a riding animal, and again each time something happens to frighten or challenge the creature (e.g., a jump).
Scrounging
This is the ability to find, salvage, or improvise useful items that others can’t locate. Each attempt takes an hour. You do not necessarily steal your booty; you just locate it – somehow – and then acquire it by any means necessary.
Search
This is the ability to search people, baggage, and vehicles for items that aren’t in plain sight. The GM rolls once – in secret – per item of interest. For deliberately concealed items, this is a Quick Contest of your Search skill vs. the Holdout or Smuggling skill used to hide the item. If you fail, the GM simply says, “You found nothing.”
Shadowing
This is the ability to follow another person through a crowd without being noticed. Roll a Quick Contest every 10 minutes: your Shadowing vs. the subject’s Vision roll. If you lose, you lost the subject; if you lose by more than 5, you were seen.
Shield
This is the ability to use a shield, both to block and to attack. Your Block score with any shield is (skill/2) + 3, rounded down.
Smuggling
This is the ability to conceal items in baggage and vehicles. You can also use it to hide an object in a room or a building. Roll against skill to hide an item from casual inspection. In an active search, the searchers must win a Quick Contest of Search vs. your Smuggling skill to find the item.
Stealth
This is the ability to hide and to move silently. A successful roll lets you conceal yourself practically anywhere, or move so quietly that nobody will hear you, or follow someone without being noticed. If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception
Survival
This is the ability to “live off the land,” find safe food and water, avoid hazards, build shelter, etc. To live safely in a wilderness situation, you must make a successful Survival roll once per day. Failure inflicts 2d-4 injury on you and anyone in your care. There are many different types of Survival skill, which must be learned independently.
Swimming
This is the skill of swimming (on purpose or to keep afloat in emergencies) and lifesaving. Roll against the higher of Swimming or HT to avoid fatigue or injury due to aquatic misfortunes.
Tactics
This is the ability to outguess and outmaneuver the enemy in small-unit or personal combat. When commanding a small unit, roll against Tactics to place your troops correctly for an ambush, know where to post sentries, etc. In personal combat, you may make a Tactics roll before the fight begins if you had any time to prepare. On a success, you start the fight in an advantageous position – e.g., behind cover or on higher ground – as determined by the GM.
Throwing
This is the ability to throw any small, relatively smooth object that fits in the palm of your hand. Examples include baseballs, hand grenades, and rocks.
Thrown Weapon
This is the ability to hurl any one type of thrown weapon. The types include: Axe/Mace: Any axe, hatchet, or mace balanced for throwing (but not an unbalanced battleaxe or maul!). Knife: Any sort of knife. Shuriken: Any sort of hiltless blade, notably shuriken (“ninja stars”). Spear: Any sort of spear, javelin, etc.
Tracking
This is the ability to follow a man or an animal by its tracks. Make a Tracking roll to pick up the trail, then roll every 15 minutes to avoid losing it, at a modifier ranging from 0 for soft terrain to -6 for city streets.
Traps/TL
This is the skill of building and nullifying traps. For the purposes of Traps skill, detection devices are “traps.” Thus, this skill covers everything from covered pits to elaborate electronic security systems!
Vehicle Skills
Each class of vehicle requires a different skill to operate it. Roll once to get under way and again each time a hazard is encountered; failure indicates lost time or even an accident. Vehicle skills default to DX at -4 (easy), -5 (average), or -6 (hard); motor vehicles also default to IQ, at similar penalties. Available types include Bicycling (DX/E), Boating (DX/A) for small boats, Driving (DX/A) for cars and motorbikes, Piloting (DX/A) for aircraft, and Submarine (DX/A) for subs.
Writing
This is the ability to write in a clear or entertaining manner. A successful roll means the work is readable and accurate.
Social Sciences
Each “social science” (e.g., Anthropology, Archaeology, Psychology or Sociology) is a separate skill.