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Precision Software Appli…tions Silver Collection 4
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Precision Software Applications Silver Collection Volume 4 (1993).iso
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!SKILLS.#01
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:Overall Skills
Skills at start primarily cost 1 education point per 10% training.
Unless otherwise noted learning a skill AFTER character generation
will cost 1000 eps. All weapon skills fall within this category.
Spells take 100 eps per power point base needed to cast them, so
a 1 point spell costs 100 points and a 20 point spell costs 2000
points to learn.
The list gives 352+ skills to choose from.
NL = Non-Leveled skill. By buying this with 1 education point you are
assumed to have all it has to offer. This skill is not normally
rolled against.
$ = Requires a Wealth point for legal certification to perform as
a source of income (Degrees, license etc) legally. Each additional
$ means an additional wealth point must be spent.
(!) = This skill is difficult or time consuming to learn and costs
2500 Eps to learn as a NEW skill on an existing Character.
(Difficult)
(!!) = This skill is considered a time consuming one to learn as a new
skill and costs 5000 eps to learn as a NEW skill on an existing
Character. (Complex)
Accounting (NL) (!!)($$)
Acrobatics (P) (!)
Agriculture (H)
Aircraft_maintenance* (NL) (!)
Aircraft Mechanic (I) (!!) ($$)
Alertness* (I)
Animal Handling (P)
Animal Lore (I)
Animal Noise (A)
Animal training (I) (!)
Anthropology (I) (!!) ($$)
Appliance Repair (NL) (!) ($$)
Appraising (I) (!)
Archaeology (I) (!!) ($$)
Architecture (I) (!!) ($$)
Armorer (H) (!)
Automobile_Maintenance* (NL)
Automobile Repair (P) (!) ($)
Barbering (P) ($)
Baseball (P)
Basketball (P)
Billiards/Pool (P) (!)
Biology (I) (!!) ($$)
Blacksmithing (H) (!)
Blind_fighting* (I)
Body_Development* (H)
BookBinding (P)
Bowling (P)
Bowyer/Fletcher (P) (!)
Brewing (H)
Bugging* (I) (!) ($)
Butchering (P) ($)
Candlemaking (P)
Carpentry /Coopery (P) ($)
Charioteering (P)
Chemistry (I) (!!) ($$)
Chess (I) (!)
Climbing (P)
Cobbling (P) (!)
Concealment (I)
Commercial Ship operation (NL) (!!) ($$)
Computer Engineer (I) (!!) ($$)
Computer_Operation* (NL) ($)
Computer_Science* (I) (!!) ($$)
Computer Repair (P) (!) ($)
Contortionist* (P) (!)
Cooking* (I) ($)
Criminology* (I) (!) ($)
Cryptography (I) (!) ($)
Dancing (P)
Demolitions (I) (!!) ($)
Dental_Higenist* (NL) (!) ($)
Dental Surgeon (I) (!!) ($$$)
Direction Sense (NL)
Disguise (A) (!)
Drafting, costume (NL) (!) ($)
Drafting, Mechanical (NL) (!!) ($$)
Drawing & Painting (P)
Driving, automobile (NL)
, Backhoe (NL) (!!) ($)
, Bicycle (NL)
, Bulldozer (NL) (!) ($)
, Cablecar (NL) (!)
, Combine (NL)
, Diesel Train (NL) (!) ($)
, forklift (NL) (!)
, motorcycle (NL)
, Single Body Truck (NL) (!) ($)
, Full_Truck* (NL) (!!) ($$)
, Military Tank (I) (!!) ($$$)
, Subway Train (NL) (!)
, Tractor (NL)
Economics (I) (!!) ($$)
Electrician* (I) (!) ($)
Emergency Medical Tech. (H) (!) ($)
Engineer, combat (I) (!!) ($$$)
Engineer, electrical (I) (!!) ($$)
Engineer, mech. (I) (!) ($)
Escape Artistry (P) (!)
Evasive_Combat (P)
EVA (Spacesuit) (NL) (!) ($$$)
Falconry / Hawking (NL) (!)
Familiarity : Area (By City) (NL) (One for free)
Familiarity : Comic Book Collecting (NL)
Familiarity : Drill Press (NL)
Familiarity : Electron-Microscope (NL) (!)
Familiarity : Geiger Counter (NL)
Familiarity : Grenades (NL)
Familiarity : Jack Hammer (NL)
Familiarity : Lathe (NL) (!) ($)
Familiarity : Metal Detector (NL)
Familiarity : Milling Machine (NL) (!) ($)
Familiarity : Numistics (Currency) (NL) ($)
Familiarity : Philanthropy (Stamps) (NL) ($)
Familiarity : Photography (NL)
Familiarity : Place (NL)
Familiarity : Polygraph (NL)
Familiarity : Sensor Broom (NL)
Familiarity : Spectrum Analyzer (NL)
Familiarity : Radar (NL) (!) ($)
Familiarity : Religion (any one) (NL) (See Religions)
Familiarity : Telephone Analyzer (NL)
Familiarity : Voice Stress Analyzer (NL)
Find/Remove/Set Traps (P)
Fire-building (NL)
Firearms, Black Powder (P) (!)
Firearms, Shotguns (P)
Firearms, Pistols (P)
Firearms, Rifles (P) (!)
Firearms, Automatic Pistols (P)
Firearms, Automatic Rifles (P) (!)
Firearms, Military Support (P) (!!)
First_Aid* (NL)
Fishing (H)
Football (H)
Foraging (I)
Forensics (I) (!!) ($)
Forgery (P) (!)
Gambling (I)
Gem Craft (P) (!!) ($)
Geology (I) (!) ($)
Glassblowing (P) (!)
Golf (P) (!)
Gymnastics (P) (!)
Gunsmith (I) (!!) ($)
Hand_to_Hand_Combat* (P)
Hanggliding (P)
Heraldry (Ancient) (P) (!)
Herbalism (I) (!)
Hiding in Shadows (P)
History, Ancient (I) (!) ($)
History, National (NL) (!) ($)
History*, World (I) (!!) ($$)
Hockey* (P)
Hunting (I)
Journalism (NL) (!!) ($$)
Juggling/balancing (P)
Jumping (P)
Knitting (P)
Languages, Ancient (NL) (!) ($)
Atlantian
Egyptian
Gaelic
Greek
Latin
Mayan
Middle English
Phoenician
Languages, American Native (NL) (!) ($)
Algonkin
Apache
Arapaho
Blackfoot
Caddo
Cayuga
Cherokee
Cheyenne
Chicksaw
Chipewyan
Choctaw
Cree
Creek
Erie
Huron
Iroquois
MicMac
Mohawk
Mohican
Navaho
Ojibwa
Onandago
Oneida
Pawnee
Seneca
Seminole
Shawnee
Shoshoni
Sioux
Tuscarora
Wichita
Wiyot
Yucatan
Yurok
Languages, Modern (NL) (!) ($) [One Free at Start!]
Afrikaans
Albanian
Arabic
Armenian
Basque
Bengali
Berber
Bulgarian
Burmese
Byelorussian
Cambodian
Cantonese
Catalan
Cherokee
Chinese
Creole French
Czechoslovakian
Danish
Dutch
English
Esperanto
Estonian
Finnish
French
Fukienese
Georgian
German
Greek
Hakka
Hausa
Hebrew
Hindustani
Hungarian
Indonesian
Italian
Japanese
Javanese
Korean
Latvian
Lithuanian
Macedonian
Malay
Malayalam
Mandarin
Mongol
Nepalese
Norwegian
Persian
Polish
Portuguese
Punjabi
Romany
Rumanion
Russian
Sardinian
Serbo-Croation
Sinhalese
Slovenian
Spanish
Sundanese
Swahili
Swedish
Tagalog
Tamil
Telugu
Thai
Turkish
Ukranian
Vietnamese
Welsh
Wu
Yiddish
Languages, Racial (NL) (!) ($)
Dwarvish
Elven
Shadoe
Lasso* (P) (!)
Law* (I) (!!) ($$$)
Leatherworking (P) (!)
Lip Reading (NL) (!)
Local History (by Place) (NL) (!)
Locksmithing/Picking (P) (!) ($)
Magical_History* (I) (!)
Martial Arts (P) (!!) ($) <!Martial.#01>*
Masonry* (P) ($)
Masseur* (P) ($)
Mathematics (I) (!!) ($$)
Meditation* (NL) (!)
Meteorology (includes weather sense)(I) (!) ($$)
Mining (H)
Motorboat operation (NL) (!) ($)
Mountaineering (H) (!)
Musical_Instrument* (P) (!)
Naval Gunnery (I) (!)
Navigation (I) (!)
Neuroscience (I) (!!) ($$$)
Observation (I)
Optometrist (P) (!!) ($$)
Organic Chemistry (I) (!!) ($$)
Parachuting (NL)
Parachuting, Assault (P)
Philosophy (NL) (!!) ($$)
Physician* (I) (!!) ($$$)
Physics (I) (!!) ($$$)
Pilot, Small Prop Plane (NL)
Large Prop Plane (NL) (!) ($)
Helicopter (NL) (!) ($$)
Small Private Jet (NL) (!!) ($$)
Commercial Jet (NL) (!!) ($$$)
Pilot, Military Planes (includes all of civilian of same type)
Helicopter (P) (!) ($$$)
Fighter Jet (P) (!!) ($$$)
Bomber Jet (P) (!!) ($$$)
Vintage Prop Ftr (P) (!) ($$)
Plumbing (NL) (!!) ($$)
Pocket Picking (P)
Pole Vault (P)
Politics (Theory) (NL) (!!) ($$)
Pottery* (NL) (!)
Psychology ( Psychiatrist* ) (I) (!!) ($$$)
Reading/Writing (NL) (!)
Religions (3 Familiarities incl.) (I) (!) ($$)
American Indian Traditional
Australian Aboriginal
Aztec
Baptist (Christian)
Buddhist
Calvinists (Christian/Protestant)
Catholicism (Christian)
Christian (General)
Christian Scientists
Congregational (Christian)
Dianic (Wiccan/Pagan)
Discordian (Pagan)
Druidic (Pagan)
Dwarvaen (Non-human/Pagan)
Eastern Orthodox (Christian)
Elven (non-human/Pagan)
Evangelical (Christian)
Fundimentalist (Christian)
Fundimentalist (Moslem)
Gardnerism (Wiccan/Pagan)
Gypsy-Romany (Pagan)
Hellenic (Pagan)
Jesuit (Catholic/Christian)
Judiasm
Lutherans (Christian/Protestant)
Mormon (Christian)
Presbytarian (Christian)
Protestant (Christian)
Quaker (Christian)
Santriana
Satanic (Christian Reversed)
Scientologists
Shaker (Christian)
Sheities (Moslem)
Shinto (Japanese Trad.)
Taoism
Unitarian (Judeo-Christian)
Voodon
Wiccan (general)
Riding*, Airborne (P) (!!)
Riding*, Land-based (P)
Roleplaying_Games (I) (!)
Rope Use (NL)
Rowing (NL)
Running (NL)
Sailing (P) (!) ($)
Scuba_Diving* (P) (!) ($)
Sculpting (P)
Seamstress/ Tailor* (NL) (!)
Security Systems (I) (!) ($)
Set Snares (P)
Shadowing (trailing) (I)
Shuttlecraft Pilot (NL) (!!) ($$$)
Sign Language (NL)
Silk Making (NL) (!)
Singing (A)
Skating, ice (NL)
Skating, roller (NL)
Skiing (P)
Soapmaking (NL)
Sociology (NL) (!!) ($$)
Soccor (NL)
Speed Reading (NL) (!)
Spellcasting* (I) (!!) ($)
Spell_Analysis* (I) (!)
Stealth (P)
Steam_Engineering* (I) (!!) ($)
Streetwise* (I)
Surfing (P)
Survival, Arctic (NL)
Survival, Forest (NL)
Survival, Desert (NL)
Survival, Jungle (NL)
Survival, Swamplands (NL)
Survival, Urban (NL)
Swimming (NL) ($)
Tantrics* (P) (!)
Tatooing* (P) (!)
Teacher* (NL) (!!) ($$)
Theatre_Arts* (I) (!!) ($$)
Tightrope Walking (P) (!)
Tracking (wilderness) (I) (!)
Trapeeze* (P) (!)
Tumbling* (P)
Typing (NL) (!) ($)
Ventriloquism (A) (!)
Voice Mimicry (A) (!)
Weaponsmithing (P) (!) ($)
Weapon Categories:
Bludgeons (P)
Bows (P) (!)
Chopping Weapons (P)
Crossbows (P)
Daggers & Knives (P)
Exotic Weapons (P) (!!)
Swords, heavyweight (P)
Swords, lightweight (P) (!!) ($)
Staffs & Polearms (P) (!)
Throwing Weapons (P) (!)
Whips & Flails (P) (!!)
Weapon_Mastery* (NL) (!)
Weather Sense (NL)
Weaving (NL) (!)
Weightless Combat (P) (!!) ($$$)
WheelWright (NL) (!)
WoodCarving* (P)
Yoga (NL) (!) ($)
NL = A non-leveled Skill, that is one which does not require success
rolls and thus requires only one level to be functional.
:Aircraft_Maintenance
is included automatically in ANY Pilot Skill and in
Aircraft Mechanic skill.
:Alertness
is used instead of a standard perception roll against
INT for discovering approaching foes, hearing noises, etc.
:Automobile_Maintenance
is included in Automobile REPAIR. This is the non-leveled
skills and includes basics like changing oil, spark plugs,
flushing the radiator, etc.
:Blind_Fighting
This skill can ONLY be used by someone who has another
weapon skill. It allows them to use that skill when
blinded, in complete darkness, etc as if sighted upto
their skill level in Blind fighting. If their blind fighting
skill is HIGHER then the weapon skill normally is then they
will be rolling ONLY against the weapon skill instead.
(Lower skill is used basically of the two).
:Body_Development
This skill gives the possessor a HIGHER save on all Hardiness
saving throws against pain, shock and disease (but not on
rolls where hardiness is used as the basis for strength).
For every Education Rank in Body Development they get a +5%
to their Hardiness for saves ONLY. Additionally the character
gets +1 HTK at start for each initial Education point spent in
this skill (these are NOT gained after the character is in
play and takes the skill). Body Development cannot be taken
beyond 10 Education.
:Bugging
The ability to implant listening devices, visual or other
sensors ("bugs") properly for quality sound pickup.
Includes also detecting bugs and Familiarity with a
Sensor Broom.
:Computer_Operation
Is included already if you take Computer Science, Computer
Engineering or Computer Repair.
:Computer_Science
Includes Computer Operation and assumes familiarity with
programming skills and languages for simplicity's sake.
It does NOT include hardware design or maintenance, for
hardware design take the skill COMPUTER ENGINEER. For
computer maintenance take COMPUTER REPAIR.
:Concealment
This is the skill to hide an object or person in a locale
so that it is difficult to find, as well as the skill to
search and find concealed objects and persons.
:Contortionist
This skill, besides its obvious abilities, can be used to
escape from ropes and other bindings, and also allows one
an improved chance when using Tantrics skills (adds +10%
to your chance of success by just having it, +20% if you
have contortionist at Teacher level).
:Cooking
Being certified in Cooking allows one to work in a
resteraunt as a cook. Being Teacher level in cooking
and certified makes one a chef capable of working in
very large resteraunts.
Surviva level cooking is but a single rank....
:Criminology
This covers basic detective style skills, like dusting
for fingerprints, ballistic tests, soil tests, hair
comparisons, blood type tests etc.
:Dental_Higenist
Is included in Dental Surgeon automatically.
:Electrician
This skill is included inside of the skill Electrical
Engineer automatically.
:Evasive_Combat
This special skill is only usable in Non-ranged combat. It
allows the character additional ability to dodge an attack
by an opponent. Each level of this makes the character
+5% to their defense against the attack (normally Prowness
alone is the defense). Evasive combat cannot be used if
the character is bound, trapped in a corner or has no
space to maneuver in. You cannot perform evasive combat and
wield a two-handed weapon or cast a non-hung spell, as it
requires too much concentration.
:First_Aid
This is the mundane means to handle open wounds and broken
bones. With this skill one can set a bone and place it in a
splint in 10 rounds. Bandaging using this skill on a wound
will get back 1 HTK immediately and prevent blood loss
effects. (Normal Healing is 1 HTK per day otherwise).
It is included automatically inside the skills of
Emergency Medical Technician, Physician.
:Full_Truck (Driving)
This includes automatically single body truck and also
cars in its skill ability.
:Hand_To_Hand_Combat
This is standard fisticuffs. This has been just revised so
that for each level beyond the first the attacker can add
+1 to the damage achieved on an attack, to balance it
against Martial Arts.
Fists otherwise do 1d10 + (HARD/10)
Kicks otherwise do 1d10 + 2 + (HARD/10)
:History
Local History covers for one area of 100 sq miles or
less (example a state or metro city area). It also
includes basic locales within the area such as landmarks
and travel tips.
National History covers history and viewpoints of one
country, including political info etc. (This is High
school level history/social studies).
World History covers a wide range of historical events
and importance and is considered a college level skill.
World history automatically includes any three national
histories.
:Hockey
Includes Ice skating!
:Lasso
Includes Rope Usage NL skill.
:Law
A person having law but that has not spent the wealth
point cost is a Legal Aide and can work as such instead
of a lawyer.
:Magical_History
This is a knowledge of the affects and events of historic
importance that magic was involved in, the famous names
and faces, books and places.
:Martial_Arts
This variant of HTH combat has been added. See <!Martial.#01>*
:Masonry
This includes the laying and making of bricks, but also
includes stone cutting skills and stone working skills. If
a character has Artistic Ability for Sculpting AND has
masonry then they can create statues and other works of art
and get a +10% to their BASE success when performing any
masonry.
:Masseur
This skill, if possessed, counts as 1/2 the cost towards First
Aide since it includes a heavy understanding of anatomy and
bone/muscle structure (so a Masseur learning first Aide only
must pay 1/2 the cost to gain it in game play eps). Masseur
skills also add +10% to tantrics success if used before or
during activity.
:Meditation
A non-leveled skill. This allows a spellcaster to
recover their Magical Aptitude in spell energy in
1/2 the normal time spent in sleep. 4 hours max
can be performed in a day.
:Musical_Instrument
The ability to play and perform with a musical instrument
must be taken in a SPECIFIC instrument. Common ones:
Banjo
Bagpipes
Calliope
Constantina
Drums
Dulcimer
Flute
Guitar
Harp/Lyre
Harpsicord
Keyboard
Mandolin
Pipes, reed
Saxaphone
Slide Trombone
Slide Whistle
Trumpet
Violin
Xylophone
:Physician
This skill automatically includes first aide, and 3 ranks
Emergency Medical Technician. Someone with Physician
skill but who does not spend the wealth factor can
work as a nurse.
:Pottery
This involves all basic potter wheel operations and use
of the oven, etc. If a person has Artistic Ability for
Sculpting then they can make artwork with pottery and get
a +10% to their BASE for all pottery rolls.
:Psychiatrist
Automatically includes First Aide and one rank in
Physician skill (They cannot work as a physician legally).
A psychiatrist who only pays 2 wealth points is a
psychologist (3/4 of the income).
:Riding
Gives the character a +10% to succeed when involved in
combat while mounted as well as used to roll against special
horseback maneuvers.
:Scuba_Diving
This skill includes Swimming automatically within it.
:Spellcasting
This is the skill that is taught in a magical tradition
as outlined in the main rules. Note that the only form
that is accredited is Hermetics (taught at Berklee
College or Brandeis) and that accreditation is only
useful in society if one wishes to become a professor
in this relatively "new" field of college training.
An accredited Hermetic may be subject to discrimination
since they are publicly known.
:Spell_Analysis
This skill allows the trained to analyze and identify
which spell is being cast based on the gestures and
verbal components. It can also break down a spell stack
into its seperate components while observed in the same
way.
If the personage being observed is not using gestures
then the success rate is -20% from the skill, if they are
not using verbal components then they are also -20% from
successful analysis, and if they are speed casting then
they are -10% per round cut from the casting time to
Analyze the casting.
They cannot Analyze hung spells, token spells, or
spells that are done without both gestures and verbal
components.
They get a +20% to recognize a spell that they already
know or a spell stack including a spell they already know.
They get a +10% also if the spell being cast is by
someone casting within their own Tradition.
A rogue mage with this skill gets a +20% to learn a
spell they are observing, IF they make a successful
skill roll with this skill.
:Steam_Engineering
This is the ability to build devices that harness the
Uses of Water, including steam powered engines, Water
Wheels and the like. It is primarily ONLY available to
Dwarves who are the current pioneers in this area.
:Streetwise
This specialized skill is primarily of use to those in
business or involved in criminal activity. It includes
knowledge on setting up contacts, knowing if a crime is
occuring near you etc. Its also useful in law enforcement.
It also gives the person 1 free Street_Contacts for
each three ranks possessed.
(see <!RULES.#01 Character_Advantages>* for details)
:Tailor
This skill is enhanced if one has Artistic Ability in
Drawing & Painting, allowing an additional +10% to the
base Tailoring roll and which allows the character to
do embroidery and other fine needlework.
:Tantrics
It is used for attempts to seduce for romantic involvement.
It will modify a reaction role if the character is trying
to seduce or impress or seek assistance or employment etc
A low appearance can be made up for by tantrics skill in
many situations.
Usage of Tantrics on a sexual level requires a HARDiness
roll after each hour of activity to remain concious on the
part of all parties. Once one personage involved becomes
unconscious then the activity ends.
Klutzed tantrics rolls ALWAYS result in damage to the
persons involved and often result in sprained muscles.
:Tatooing
This skill REQUIRES that Artistic Ability is already
possessed by the character. It includes the preparation
of inks, dyes and needles for the tatooing of the body.
Tatooing is one means for a Tool Mage to get around some
of the worst problems of learning magic in that nature,
since a tatoo is difficult to lose or have destroyed, but
makes the learning of the magic at start far more expensive
since it requires this and the Artistic Ability to work.
Tatooing is also used in some religions to identify their
membership etc.
:Teacher A person that has teaching skill can teach any skill they
know (at rank 2 or greater) to someone as IF they had
teacher-level rank in it, to teach them their First rank
of the skill, and can grant basic certification in the
skill if the skill takes 1 wealth point at start ordinarily
and the teacher is certified in the skill. The time needed
to teach a skill is based on the skill type and the
Intuition of the student:
TYPE INT Range Time (hrs)
---- --------- ----------
Easy, NL 1-5 16
6-10 12
11-15 10
16-24 8
25+ 6
Easy 1-5 64
6-10 48
11-20 32
21+ 16
Difficult, NL 1-5 240
6-10 120
11-25 90
26+ 60
Difficult 1-5 n/a
6-10 480
11-25 360
26+ 240
Complex, NL 1-5 n/a
6-10 1560
11-25 1200
26+ 1000
Complex 1-5 n/a
6-10 n/a
11-15 4000
16-25 2000
26+ 1560
:Theatre_Arts
Includes set design, stage management, stage makeup,
costuming design (but not tailoring), stage combat,
general theatrical movement, choreography (applyable
to Dance only if you have dancing skill). stage
lighting and accoustics. Includes non-leveled skill
Drafting, costume.
:Trapeeze
This skill, besides allowing one to perform for entertainment
or movement needs upon a trapeeze also adds a +10% to Tantrics
Base IF a Trapeeze is being used within the actual activity.
:Tumbling
Possession of this skill allows its usage when a character
has been thrown, hurled or fallen any distance less than
twenty feet. If successful then the character will land
unharmed and 'on their feet'. It also allows them to
perform cartwheels, handstands and flips and gives them a
+10% to their base chance if they possess skills of Martial
Arts or Hand To and Combat.
:Weapon_Mastery
This is an advancement on a normal weapon skill, not a
seperate skill. The character must have 10 ranks in the
skill to buy Weapon Mastery. They must then either buy
it at generation or can buy it at the noted difficulty
level. It will add +1 to the damage the weapon normally
does on an attack. If the weapon must reloaded, then it
will reduce the reload time by a round (but never faster
than one round).
It can be bought multiple times in a weapon category,
upto 10 such purchases within the category.
:Woodcarving
This skill can be enhanced if the character also has the
skill artistic Ability and thus gets a +10% to its Base
success for this.