Skills

Skills represent training and practice at various fields of endeavor and expertise.

Skills are ranked by Skill Levels, from 0–10.

Skills are used together with a Characteristic; most skills are especially tied with a specific characteristic, but characteristics also apply to specific kinds of situations.

Skills are sorted into Skill Classes—Academical, Awareness, Body, Combat, Performance, Social, Technology, Vehicle, and Vocational. These are different from Skill Types.

Skill Types

Skills listed in CAPITALS are Cap Skills. Skills listed in italics are Everyman Skills. Skill Groups are multiple skills under one name. Many skills include Specialties, sub-skills that improve specific applications of the skill.

Cap Skills

Cap Skills act as a cap—an upper limit—for another skill. Sometimes a task requires two skills, the other acting as a Cap Skill, an upper limit for the other skill's Level (or the combined level of Skill and applicable Specialty). For instance, if you are trying to climb over a fence stealthily, you would use Athletics/Climbing with Stealth as a Cap Skill, limiting the total of Athletics and Climbing to the Level of Stealth.

The most common Cap Skills are Language (for any test involving verbal ability), Awareness (for using skills to observe or assess), Stealth (for doing things without being noticed), and Artistry (for creating or performing art).

Everyman Skills

Everyman Skills are skills everyone usually learns, or has a chance to learn, usually early in life; or skills that represent general capabilities everyone has without particular training.

Everyman Skills: General Knowledge, Language, Local Expert, Awareness, Athletics, Stealth, Evade, Hand-to-Hand, Initiative, Etiquette, Grooming & Style, Inquiry, Intimidation, Persuasion, Seduction, Teaching.

Skill Groups

Skill groups are related areas of expertise that are different enough not to share skill levels, each one learned separately, as its own skill.

Record the skill as "Group: Skill", e.g. "Language: English", or as "Group (Skill)", e.g. "Language (English)".

Specialties

Specialties are skills that are a subset of another skill; e.g. Rifle is a specialty of Marksmanship. They have a narrow focus, but they are added to the base skill; for instance, if you are using a rifle, you add your Rifle specialty to your Marksmanship skill.

Record specialties as "/Specialty", e.g. "/Pistol".

Some specialties are shared between multiple skills.

Skill Level Comparison

Training Points

Skills are bought with Trainings Points (TPs), one level at a time. To reach the next skill level, TP equal to the new level must be spent on the skill; once the new level is reached, TP are reduced to 0.

A skill's training points can be recorded after its level, e.g. "Melee 5/3" indicates Melee Skill Level 5, with 3 TP (out of 6 to reach the next level).

Specialties: Specialties are bought at half the TP cost (rounded up); see the table below.

Protip: It's often a good idea to buy points in Specialties to save TPs. If you care about X Specialties, you should increase the base skill X times before increasing all the Specialties twice; this optimizes cost and total Skill Levels.

E.g. if you only care about /Pistol, /Rifle, and /SMG as Marksmanship Specialties, you should buy Marksmanship to 3, then /Pistol, /Rifle, and /SMG to 2, then Marksmanship to 6, then /Pistol, /Rifle, and SMG to 4, etc.

Training Point Costs
Training PointsTotal Cost
Skill LevelSkillSpecialtySkillSpecialty
11111
22132
33264
442106
553159
6632112
7742816
8843620
9954525
101055530

Skill Listings

CAP SKILLS, Everyman Skills, Skill (Groups)

Academical Skills

Skills all about knowledge, usually learned in school. Usually INT-based.

Astrogation

The rare, complicated expertise of navigating in space.

Cryptography

Expertise in and understanding of cryptographical methods and cryptological technology, including creating and breaking ciphers. It may be used as a Cap Skill for Programming to write cryptological programs.

Engineering (Group)

The application of science to design and its execution. Example skills include Aviation Engineering, Biotech Engineering, Civil Engineering, Computer Engineering, Cybertech Engineering, and Military Engineering. Specialties can be invented for areas within these fields (e.g. Civil Engineering/Coastal), but are too numerous to list.

General Knowledge

The general skill of knowing about the world around you—all that stuff people learn in school as kids. Unless you grew up in a Skinner Box, you have it. Almost any Academical Skill can be applied as a Specialty to relevant General Knowledge tests—but General Knowledge can never be used for tests that don't actually concern things that are common knowledge.

LANGUAGE (Group)

Each language is learned as a separate skill, which covers both the spoken and written forms. (Everyone is assumed to be more or less literate.) Acts as a Cap Skill for any use of a skill that uses that Language—this covers virtually all uses of Social Skills, and many uses of Performance Skills.

Optional: At the GM's option, an illiterate character could buy Spoken Language as if it were a Specialty.

Law

This skill represents specialized and professional knowledge of the law, such as law enforcement officers, lawyers, judges, and scholars would have. It can be applied as a specialty to General Knowledge on questions most people could answer.

Specialties: By area (Business Law, Criminal Law, etc.) or jurisdiction (French Law, Russian Law, etc.).

Local Expert (Group)

Knowledge of a location or area. Individual skills may be acquired for countries, cities, and geographical regions of almost any size. The smaller the area covered by the skill, the more intimate the knowledge. Generally, two skills that cover the same area (England and London, for instance) can be added up, treating the one for the smaller region as a Specialty.

Medicine

The knowledge and application of medicine. Hands-on works is TECH-based, long-term work is INT-based, and diagnosing what is wrong is PER-based (with no Awareness Cap).

Specialties: Cybernetics, First Aid, Surgery, by field (Oncology, Pediatrics, etc.).

Navigation

Finding your way—determining north, calculating and estimating distances, and using maps and tools to plot courses.

Research

The use of libraries, databases, and other written sources to find information. INT- or PER-based. No Awareness cap.

Science (Group)

Skills in this group cover all sorts of areas of study not covered elsewhere. Can be considered specialties of General Knowledge for tests involving commonly known subject matter. Example skills include: Accounting, Anthropology, Architecture, Astronomy, Biogenetics, Biology, Biotech, Botany, Chemistry, Criminology, Cybertech, Forensics, Geology, History, Mathematics, Pharmaceuticals, Physics, Psychology, Wetware, and Zoology. Specialties can be invented for these fields.

Strategy

The conduct of wars in the long term—strategic movements and objectives, the evaluation of entire countries' military capacity and plans, and so on.

Specialties: Aerial Warfare, Guerilla Warfare, Land Warfare, Logistics, Naval Warfare, Space Warfare, Urban Warfare.

System Knowledge

Understanding, designing, and navigating information systems, like the Net, databases, and networks.

Tactics

The conduct of battles in the short term, from individual or fireteam tactics up to company or battalion tactics.

Specialties: Aerial Warfare, Guerilla Warfare, Land Warfare, Naval Warfare, Space Warfare, Urban Warfare.

Awareness Skills

Noticing things around you. Usually used with the PER Characteristic.

AWARENESS

Your basic awareness of your surroundings. Used for most tests to notice something. Usually used with the PER Characteristic, but can also be used with EMP to read people, or INT to assess what you perceive or to remember something you've seen or heard. Often used as a Cap Skill to assess or evaluate things, such as on Martial Arts to recognize a fighter's style and level of expertise.

Specialties: Listening, Searching, Seeing, Smelling, Tasting.

Shadowing

Following someone without being noticed. Does not take a Stealth Cap.

Surveillance

Observing someone without being noticed. Does not cover the use of electronic surveillance gear. Does not take a Stealth Cap.

Tracking

Following someone by tracks and marks left by their passing. Difficulty depends on the environment, and it is outright impossible to track someone in certain circumstances (like indoors on clean floors with clean shoes).

Body Skills

Physical activities, including strength, endurance, and agility. Used with all Physical Characteristics.

Acrobatics

Covers acrobatics from breakfalls to flips and all the way to trapezes. Usually used with the REF Characteristic.

Specialties: Aerial, Balancing, Parkour, Tumbling.

Athletics

The general all-purpose physical skill, regularly used with any of REF, STAM, or STR.

Specialties: Climbing, Jumping, Rowing, Running, Sports (Group), Throwing.

Contortionist

Twisting, bending, and turning your body to get loose from constraints, or to fit into or through small spaces. Usually used with TECH.

Parachuting

The skill of packing a parachute and using it correctly, making a landing safely. It covers rigging pallets, crates, and vehicles for parachute drops, HALO and HAHO techniques, and even ultralight gliders.

RIDING (Group)

The skill of riding an animal—or a bicycle. A separate skill is required for each type of mount, such as horse, camel, or elephant. Acts as a Cap Skill for any action taken while riding.

STEALTH

The skill of hiding and sneaking, or otherwise acting surreptitiously. Acts as a Cap Skill when trying to do something without being noticed.

Swimming

Swimming in water. This does not cover the use of any gear much more advanced than a snorkel and flippers.

UNDERWATER MANEUVER

Controlling your body underwater, used for any difficult or dangerous action while diving, especially with SCUBA gear of any sort. Acts as a Cap Skill for other actions underwater.

ZERO-G MANEUVER

Controlling your body in a zero-gravity environment, whether in a spacesuit or not, including any difficult or dangerous maneuvers. Acts as a Cap Skill for other actions in zero-g.

Combat Skills

From the koryu bujutsu to popping a cap in a motherfucker's ass, these skills cover hurting your fellow man.

Archery

Using archaic bows and crossbows. Mostly only practiced as a sport, but small-caliber conventional firearms are not actually all that far ahead an arrow in killing power.

Specialties: Bow, Crossbow.

Artillery

The use of artillery, usually fired in a parabolic arc at a target quite far away.

Specialties: Howitzer, Mortar, Rocket, Spotter.

Evade

Getting out of harm's way. This includes dodging in a close-up slugfest and getting to cover when bullets or shells are flying.

Gunnery

Using large mounted weapons, usually on vehicles. Shares specialties with Heavy Weapons and Marksmanship; Gunnery is used when the weapon is mounted rather than man-portable.

Specialties: Flamethrower, Grenade Launcher, Guided Missile, Machinegun, Rocket Launcher.

Hand-to-Hand

The art of sticking it to somebody with your own hands, feet, and even nails and teeth.

Specialties: Bite, Claws, Cyberweapon, Grapple, Kick, Punch.

Heavy Weapons

The use of man-portable heavy weapons, often called support weapons. Shares specialties with Gunnery; Heavy Weapons is used when the weapon is man-portable rather than mounted on something (but does include the use of weapons on tripods).

Specialties: Flamethrower, Grenade Launcher, Guided Missile, Machinegun, Rocket Launcher.

INITIATIVE

Training and experience at real combat—staying cool and acting quickly and smartly in a brawl or a firefight.

Marksmanship

Shooting with firearms.

Specialties: Handgun, Machinegun, Rifle, Shotgun, SMG.

Melee

Hitting someone with a hand-held weapon.

Specialties: Axe, Club, Cyberweapon, Knife, Spear, Sword, others.

Underwater Combat

The difficult skill of fighting in close combat underwater, both unarmed and armed (usually with knives). Not capped by Underwater Maneuver.

Underwater Weapons

The use of underwater ranged weapons. Not capped by Underwater Maneuver.

Specialties: Mini-Torpedo, Speargun.

Zero-G Combat

The esoteric and weird art of close combat in a zero-gravity environment. Not capped by Zero-G Maneuver.

Performance Skills

The skill of putting on a show. Used with a variety of Characteristics, but for prepared performances—especially long ones—one would usually make an INT-based Complementary Test, reflecting how well one remembers it.

Acting

Acting in-character, pretending to be somebody else—faking it. Also used for lying convincingly, especially in the long term.

Composition

Putting words together to create something effective, evocative, or informative. Mostly INT-based, but EMP would be used for an attempt to appeal to peoples' soft side.

Specialties: Article, Essay, Legal Document, Poetry, Report, Screenplay, Speech.

Dancing

Moving to music.

Specialities: By culture or style (Ballet, Folk Dance, Interpretative Dance, Modern Dance, etc.).

Disguise

Changing your appearance and mannerisms to fool others, by a combination of grooming, make-up, clothing, and even prosthetics. Usually TECH-based. May be Capped by Grooming & Style when attempting to pass as a member of a specific culture.

Oratory

Speaking effectively and evocatively, particularly to an audience. Unless speaking extratemporaneously, one would usually prepare a something to recite with a Composition test.

Specialties: Demagogy, Poetry, Rhetoric, Speech.

Play Instrument (Group)

This group covers the various individual skills for all musical instruments, from drums to guitars to pianos to digital synthesizers.

Singing

What it says.

Specialties: By style (e.g. Death Metal, County & Folk, Opera, Rap, etc.).

Sleight of Hand

Manipulating things by hand and finger, from picking pockets to magic tricks and shell games. Used almost exclusively with TECH. Not capped by Stealth.

Social Skills

Getting along with—or getting what you want from—people.

Bureaucracy

The patient art of dealing with bureaucratic systems—who to talk to and how, what to file, and where to look for things. Can act as a Cap Skill for skills like Inquiry or Research when working inside a complex bureaucracy.

ETIQUETTE (Group)

Understanding the conventions and often unwritten rules of a culture or group—in short, not making an ass of yourself. This group is divided broadly by culture (such as Western, Chinese, and Arabic). Often used as a Cap Skill when attempting to come across as belonging in a setting or environment.

Specialties: By subculture or country.

Fast Talk

The art of talking circles around someone to briefly confuse them and hopefully get your way. Often used to talk your way out of (or into) a situation. This will usually not deter a determined or actively suspicious person, and the effects tend to be short-lived.

Grooming & Style (Group)

The art of looking good. This group is divided by culture and subculture (such as Western, Ganguro, etc.).

Inquiry

Getting information out of people, either against their will or good sense, or without giving away that you are pumping them. Usually paired with PER, EMP, or INT, but can be paired with STR if physical torture is used.

Specialties: Interrogation, Interview.

Intimidation

Threatening people, either subtly or openly. Combine with COOL, or with STR if you actually lay hands on the target.

Leadership

Leading others. Usually combined with INT or COOL, but can be combined with EMP (for a friendly and personable style of leadershp) or STR (for literally pushing people around).

Specialties: Command, Demagogy, Management.

Persuasion

The general skill of getting people to see your side of things or do what you want. Usually combined with INT or COOL, but also with EMP (when appealing to someone's empathy; special rules cover this) or PER (when trying to discern what the other person wants or wishes to hear).

Specialties: Bribery, Haggling.

Seduction

From innocent flirtation to aggressive sexuality. Usually combined with EMP or COOL. The target has to be generally receptive to you in a sexual or romantic sense.

Streetwise

The skill of getting along on the Street—knowing who to talk to and how, where to find people or things, and so on. Used with COOL in most interactions (EMP doesn't get you far on the Street), but with PER if trying to locate something.

TEACHING

The skill of instruction, passing on knowledge. Used as a Cap Skill for whatever skill you are teaching. See elsewhere for the rules on teaching, learning, and experience.

Technology Skills

Skills involving the use and maintenance of technical devices and systems.

Braindance

The skill of creating, recording, and editing Braindance material, including the operation of the equipment and programs involved.

Computers

Using computers for work—finding information and programs.

Cyberlink Operation
Demolition

The skill of creating, combining, placing, and disarming explosives. Mostly used with TECH, but determining the best points to employ your explosives is an INT-based test.

Specialties: EOD, IEDs.

Electronic Warfare

This skill covers the aggressive and defensive use of communications equipment, including some highly complicated subjects.

Specialties: ECM/ECCM, Electronic Security, ELINT, Encryption, SIGINT, Radar, Sonar, Traffic Analysis.

Electronics

A combination of theoretical understanding and practical knowledge of electronics, including construction and repair.

Specialties: By field or application (e.g. Digital Electronics, Electronic Security).

Imaging

This covers the various fields of producing and editing images, still or moving.

Specialties: Photography, Trideography, Videography.

Lock Picking

This is the increasingly rare skill of jimmying an old-fashioned mechanical lock.

Mechanics

The repair, maintenance, and construction of mechanical equipment, particularly vehicles.

Specialties: Aviation Mechanics, Auto Mechanics, Industrial Mechanics, Machinist, Nautical Mechanics.

Programming

The general skill of designing programs and writing code, for whatever purpose.

Specialties: Firmware, Software, Wetware.

Systems Operation (Group)

The skill of operating various specialized systems and equipment, such as shipboard systems, power plant systems, etc.

Specialties: By subsystem.

Weaponsmith

Creating, maintaining, or modifying weapons and armor.

Spec: Gunsmith, by type (ACPA, Aircraft Weapons, etc.).

Vehicle Skills

The steering and basic everyday maintenance of various vehicles.

Driving

The basic everyday skill of driving most typical vehicles.

Specialties: Car, Motorcycle, Remote Op, Truck.

Operate Heavy Machinery

The operation of heavier, usually tracked, vehicles, from tractors and bulldozers to tanks.

Specialties: AFV, Construction, IFV, Remote Op.

Pilot (Group)

This group includes the varied and often strikingly different operation of all sorts of vehicles and conveyances—everything not covered by the other skills, but particularly aerial vehicles. The following is a partial listing: Dirigible, Fixed Wing, Hovercraft, Rotorwing, Vectored Thrust; Deep Dive Suit, EVA Hardshell, EVPA; Large Boat, Small Boat; Large Sub, Small Sub; EVA, OTV, Space Shuttle, Spaceplane.

Specialty: Remote Op.

POWER ARMOR

The operation of a suit of Power Armor (or Assisted Combat Personal Armor, ACPA) and its equipment, weapons, and sensors, including moving in it. Used as a Cap Skill for practically everything done while operating a suit, including Awareness tests (which are made using the ACPA sensor suite) and especially combat.

Scuba

The use and basic maintenance of SCUBA equipment. This does not overlap with Swimming or Underwater Maneuver. This is NOT a Cap Skill.

Vocational Skills

Various vocational, professional, and trade skills, often technical.

Animal Handling

Getting along with and training animals. Mostly used with COOL and EMP.

Specialties: By animal.

ARTISTRY

A broad measure of artistic ability and sensibility. This is mostly used as a Cap Skill for any attempt to create something aesthetically pleasing. Most uses of Performance Skills have an Artistry Cap, as do many Trade Skills, but it can also be used with Combat Skills to put on a show.

Commerce

Understanding business and finance, from haggling over black-market weapons to running a Fortune 500 company.

Specialties: Haggling, Management, Stock Market.

Construction

The skill of working on, managing, and planning construction projects. The bigger the project and the greater the responsibility, the higher the skill required.

Drawing

The skill of drawing clearly and precisely. With an Artistry Cap, you can create works of art. Without it, you can create technical drawings or accurate copies.

Specialties: Blueprint, Forgery, Painting.

Fieldcraft

Outdoorsmanship—getting along in the wild.

Specialties: Camping, Foraging, Fishing, Orienteering, by Environment: Arctic Survival, Desert-craft, Mountaineering, Woodcraft.

Gamble

The art of making money off gambling games, either by cheating, playing the odds, or playing the opponent. It includes the art of the bluff and some degree of reading people.

Specialties: By game (Craps, Underground Indian Poker, etc.).

Profession/Craft (Group)

This group covers any and all crafts or professions not covered by other skills, from aardvark-counting to zookeeping.

Seamanship

The skill of working as a crew member or officer on a ship, including sailing sailboats.

Specialties: By type (Remote Op, Sailboat, Submarine, etc.).

Urban Survival

Getting along in the city without spending anybody's cash. The urban homeless either learn this or die off.

Specialties: Scavenging.

Skill Tables

Academical
Astrogation
Cryptography
Engineering (Group)
General Knowledge
LANGUAGE (Group)
Law
Local Expert (Group)
Medicine
Navigation
Research
Science (Group)
Strategy
System Knowledge
Tactics
Awareness
AWARENESS
Shadowing
Surveillance
Tracking
Body
Acrobatics
Athletics
Contortionist
Parachuting
RIDING (Group)
STEALTH
Swimming
UNDERWATER MANEUVER
ZERO-G MANEUVER
Combat
Archery
Artillery
Evade
Gunnery
Hand-to-Hand
Heavy Weapons
INITIATIVE
Marksmanship
Melee
Underwater Combat
Underwater Weapons
Zero-G Combat
Performance
Acting
Composition
Dancing
Disguise
Oratory
Play Instrument (Group)
Singing
Sleight of Hand
Social
Bureaucracy
ETIQUETTE (Group)
Fast Talk
Grooming & Style (Group)
Inquiry
Intimidation
Leadership
Persuasion
Seduction
Streetwise
TEACHING
Technology
Braindance
Computers
Cyberlink Operation
Demolition
Electronic Warfare
Electronics
Imaging
Lock Picking
Mechanics
Programming
Systems Operation (Group)
Weaponsmith
Vehicle
Driving
Operate Heavy Machinery
Pilot (Group)
POWER ARMOR
Scuba
Vocational
Animal Handling
ARTISTRY
Commerce
Construction
Drawing
Fieldcraft
Gamble
Profession/Craft (Group)
Seamanship
Urban Survival