Skills List

Basic Skills

Skill Name Acrobatics
Characteristic Agility
Action Full Action unless otherwise noted
Description
Acrobatics is the skill of moving with agility, grace and balance. Balancing on a tight rope, understanding the best stance for a jump, or somersaulting away from an enemy- all of these are uses of Acrobatics. Use of Acrobatics include keeping your balance in unstable or uneven ground, jumping from a height and landing without harming yourself, or moving around enemies without slowing down.
Special Uses
Maneuvering You may make a Disengage action (normally a Full Action) as a Half Action, so long as you pass an Acrobatics +0 test first.
Contortionist As a Full Action, you may test Acrobatics to free yourself from bonds or restraints. This may only be tested once to escape restraints; if you fail the first time, then you are simply too tightly bound to wriggle free. This test may be modified depending on the quality of the bonds. You may also use Acrobatics to escape from a grapple in place of testing Strength or Agility.
Jumping When jumping or leaping, you may test Acrobatics in place of Agility and Strength tests.

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Specialist Skills

Skill Name Common Lore
Characteristic Intelligence
Action Free Action
Specialist Examples Science, Technology, History, War, Government, Second Impact
Description
Common Lore represents your understanding of common knowledge on a topic. This information is deeper than simple knowledge of something's existence, reflecting a degree of familiarity and interested study. Common Lore tends to be broad topics, often equivalent to high school study. This is opposed to Scholastic Lore, which represents detailed intensive scholarly study and research, often into a specific field. Common Lore is a Specialist Skill. Example uses of Common Lore is you testing to know a specific detail about a common subject, or when the GM feels you might know something about a situation, person or place.

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Crafting

Certain skills count as 'crafting skills'. These skills allow you to create items and equipment. Below are the four rules that establish how Crafting works.

Crafting Skills

There are five different crafting skills, each one covering the creation of a different item.

Skill Description
Chem Use This skill allows you to create all manner of chemicals, drugs and poisons. With the GM's permission, you may even create new types of poisons or medicines drawn from the venom or biology of slain creatures or new environments.
Disguise This skill allows you to create disguises. This can range from a few handfuls of well-placed dirt and mud to elaborate alternations of uniforms and more.
Survival This skill allows you to create any kind of basic device or item, such as clothing or foodstuffs. It also allows you to create weapons and armour with the Primitive or Low Tech qualities. You can, with the GM's permission, create just about any type of basic item, so long as the materials are drawn from simple unprocessed materials with few if any moving parts.
Tech Use This skill allows you to create all sorts of technical, complex devices. With the GM's permission, any weapon, armour, explosive, piece of gear or P-Scale vehicle (not including large ships, Evas, Superheavies etc). Unlike the other skills, however, Tech Use items typically need advanced, modern materials, sophisticated equipment and most importantly the schematics of the item you are trying to create. Depending on the item, you may need a matching Trade skill as well- for example, creating a suit of Power Armour or a Bolter might require you to possess the Trade (Armorer) skill.
Trade This skill allows you to manufacture things, although what is manufactured depends on the specialties you possess in the Trade skill. Like Tech Use items, Trade equipment often requires the use of advanced materials and tools, but unlike Tech Use, the object often does not require you to possess a pre-existing schematic or design, with the end product being a unique hand-made product. Trade items can vary wildly in time and material cost, and their full details are not listed in the Items Guide. However, small projects like cooking a meal can often take no more than an hour whilst mammoth projects like building a house or a warship can take months or years.

Materials

When creating an item, you must have access to the necessary materials. Whether or not you have access is up to the GM. Once it has been determined that you have access to the materials, you must then acquire them. Depending on your situation, this may be easy, hard or impossible- a UEF engineer might only need to persuade his commanders to give him access, whilst being stranded in a forest will not give you the materials needed to make a bolter no matter how hard you look. Generally, Tech Use requires access to processed materials, alloys etc that will need to be obtained from others. Survival crafting, however, can be made with resources 'on hand', so long as they make sense: for example, making a sharpened spear out of the wood found in a forest.

Time

All items take time. Crafting items is always an extended test. Extended Tests work by giving you a specific amount of Degrees of Success you need to achieve to successfully craft the item. When you make a Crafting test, you tally up your Degrees of Success, note them down, then roll again. On your next roll, you add your Degrees of Success (or subtract your Degrees of Failure) from your from your total Degrees of Success. You repeat this until the target is achieved. (For the purpose of this test, a simple success or fail counts as 1 Degree of Success). However, every test takes a certain amount of time. If a test to craft a shirt is measured in 1d3 days, then every test you make adds another 1d3 days to the amount of time expended. In this way, the better you are, the less time it will take. If the number of Degrees of Success reach -1 or lower (ie. you took more Degrees of Failure than you had total Degrees of Success), the entire project is a failure and you lose some or all of the materials.

The amount of time per test and the amount of total Degrees of Success needed depends on the scale of the project, as well as its complexity. A general rule of thumb is this: objects with higher RP costs in the P-Scale Equipment List will take longer, whilst objects with lower RP costs will take lower.

Modifiers

The last step when it comes to crafting is voluntary modifiers. Modifiers represent you changing something in the process of the making process- for example, you taking more time in order to be careful, or rushing through production, possibly skipping some steps and increasing the chance of a mishap. You could also decide to modify the design- a basic example would be deciding to add a Weapon Upgrade to the weapon you are crafting. These variables modify your test, your time and/or your Degree of Success target.

Crafting Table

Below is the crafting table, which sets out broad guidelines for how long and how hard some things might be to build. Note that it is not set in stone and some things may take much longer or less depending on the details.

Type of Item Example Time Extended Test Successes
Chem Use Items
Natural Drugs and Poisons Toxin extracted from a plant 1d5 Hours 4
Synthetic Drugs and Poisons An artificial toxic cocktail 2d10 Hours 8
Disguise Items
Basic Disguise Applying makeup, quickly making an ensemble out of random clothes 1d10 Minutes 3
Elaborate Disguise Creating an ensemble out of altered or purpose-made clothes along with forged papers 1d10 Hours 6
Sophisticated Disguise Creating an ensemble involving prosthetics, skin colour altering treatments, hair dye, surgery etc 2d10 Hours 10
Survival Items
Weapons A wooden spear with an iron tip 1d5 Hours 5
Armour A suit of cured animal hides 1d10 Hours 6
Gear Leather backpack, a waterskin 1d5 Hours 3
Tech Use Items
Weapons Bolter, Surovite Sword 1d5+RP Hours 8+RP
Armour Carapace Armour, Power Armour 5d5+RP Hours 12+(RP*2)
Explosives Frag Grenade, Demo Pack 1d5+RP Hours 8+RP
Gear Binoculars, Toolkit 1d5+RP Hours 8+RP
Vehicle Car, Battle Tank 1d3 Days 20+(1*Size Category)
Trade Items
Small Project Meal to feed 5, Engraving on a Ring, Painting 10 miniatures 1 Hour 3
Large Project Meal to feed 100, Creating a 1m tall sculpture, painting a portrait 1d5 Hours 5
Great Project Creating a 10m tall statue, painting a wall-long mural, building a boat 2d10 Hours 8
Huge Project Building a House 1d10 Weeks 10
Titanic Project Designing and building a cathedral, building a warship 1d10 Months 16
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