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

Acrobatics

DX

Сложный

DX-6

Acting

IQ

Обычный

IQ-5

Animal Handling

IQ

Обычный

IQ-5

Area Knowledge

IQ

Легкий

IQ-4

Armoury

IQ

Обычный

да

IQ-5

Brawling

DX

Легкий

Camouflage

IQ

Легкий

IQ-4

Carousing

HT

Легкий

HT-4

Climbing

DX

Обычный

DX-5

Crewman

IQ

Легкий

да

IQ-4

Diagnosis

IQ

Сложный

да

IQ-6

Disguise

IQ

Обычный

да

IQ-5

Engineer

IQ

Сложный

да

Escape

DX

Сложный

DX-6

First Aid

IQ

Легкий

да

IQ-4

Forgery

IQ

Сложный

да

IQ-6

Gambling

IQ

Обычный

IQ-5

Hiking

HT

Обычный

HT-5

Holdout

IQ

Обычный

IQ-5

Humanities

IQ

Сложный

IQ-6

Diplomacy

IQ

Сложный

IQ-6

Fast-Talk

IQ

Обычный

IQ-5

Intimidation

IQ

Обычный

IQ-5

Savoir-Faire

IQ

Легкий

IQ-4

Sex Appeal

HT

Обычный

HT-3

Streetwise

IQ

Обычный

IQ-5

Interrogation

IQ

Обычный

IQ-5

Jumping

DX

Легкий

Karate

DX

Сложный

Law

IQ

Сложный

IQ-6

Leadership

IQ

Обычный

IQ-5

Lockpicking

IQ

Обычный

да

IQ-5

Mathematics

IQ

Сложный

да

IQ-6

Mechanic

IQ

Обычный

да

IQ-5

Melee Weapon

DX

различается

различается

Merchant

IQ

Обычный

IQ-5

Missile Weapon

DX

различается

различается

Natural Sciences

IQ

Сложный

да

IQ-6

Naturalist

IQ

Сложный

IQ-6

Navigation

IQ

Обычный

да

IQ-5

Observation

IQ

Обычный

IQ-5

Occultism

IQ

Обычный

IQ-5

Physician

IQ

Сложный

да

IQ-7

Pickpocket

DX

Сложный

DX-6

Public Speaking

IQ

Обычный

IQ-5

Research

IQ

Обычный

да

IQ-5

Riding

DX

Обычный

DX-5

Scrounging

IQ

Легкий

IQ-4

Search

IQ

Обычный

IQ-5

Shadowing

IQ

Обычный

IQ-5

Shield

DX

Легкий

DX-4

Social Sciences

IQ

Сложный

IQ-6

Smuggling

IQ

Обычный

IQ-5

Stealth

DX

Обычный

DX-5

Survival

IQ

Обычный

IQ-5

Swimming

HT

Легкий

HT-4

Tactics

IQ

Сложный

IQ-6

Throwing

DX

Обычный

DX-3

Thrown Weapon

DX

Легкий

DX-4

Tracking

IQ

Обычный

IQ-5

Traps

IQ

Обычный

да

IQ-5

Vehicle Skills

DX

различается

различается

Writing

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.

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.

Social Sciences

Each “social science” (e.g., Anthropology, Archaeology, Psychology or Sociology) is a separate skill.

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.