Skills Breakdown

Part 1: Military Skills

These remain unchanged, although with a few additional skills added.

Skill LevelPSA XPnon-PSA XP
      1    3       6
      2    6      12
      3    9      18
      4   12      24
      5   15      30
      6   18      36


New Military Skills

Concealment, Stealth, & Survival
Success Rate: 40%/20%/20% + 10% per level respectively

These skills are the exact equivilents as the Environmental skills. XP must be spent on each individual skill, just as the character would if he/she were a BioSocial PSA. 


Heavy Weapons 
Success Rate: automatic 

This military skill requires three experience point to acquire (assuming PSA: military, 6 if otherwise). It is a one time automatic skill (re: no further advancement is possible) whose purpose negates the -10 penalty for firing a fixed, mounted, or otherwise heavy weapon such as a machine gun, heavy laser, rocket launcher, etc. 


Vehicle Operation
Success Rate: automatic/40% + 10% per level for special maneuvers, 30% +10% per level for alien vehicles

This skill allows the use of various vehicles depending upon skill level. The usual -20% modifier is also applicable. See the tiered licensing table below to determine what vehicles can be utilized depending on skill level, an operator can not use any vehicle at a level higher than his/her skill level but may still use anything below.
 1Ground cycles/cars/transports 
 2Hover cycles/cars/transports, light aquatic craft, and Glijets 
 3 Track-mobiles & Heavy Duty ground vehicles, Heavy aquatic craft, Copters
 4 Air cars & other various small aircraft
 5  Large air transports & sub-orbital aircraft
 6 Shuttles, launches, & workpods


Vehicle Combat
Success Rate: +5% to hit (only applicable when in a moving vehicle)

This skill helps to negate movement modifiers in vehicle combat. Attacker must possess the corresponding skill for the weapon used. The modifiers only apply to combat scenarios that entail moving vehicles...for example a person standing on the ground may use it to fire upon a moving hovercycle, but not at occupants in a parked ground car --- or a person in an air car may use it to fire at ground targets (stationary or otherwise).


Zero Grav Combat
Success Rate: see below

This military skill allows for improved combat prowess in a zero gravity environment. 0G combat decreases a character's dexterity by half, as well as mandating a RS check after each firing action to maintain (or regain) control. The 0G skill allows a +5/level bonus to the DEX (not to exceed original dexterity where aplicable) and a +2/level bonus to the RS check.
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Part 2: Technical Skills

The Technical Skills also remain the same, but the sub-skills are individually increased as the player gains experience. This allows for a more fleshed-out skill, one technician may be more adept at repairs, another at operating machinery, a third at opening locks, etc. The technical skills are still divided into three fields: Technician, Robotics, and Computers.

A starting character gets the skill at the LVL:1 Buy-In, meaning he/she recieves all the subskills at level one. The LVL:0 Buy-In refers to characters that wish to add a second or third technical skill field to their character (such as a technician adding robotics or computers). Buying in gives the character all the subskills at zero-level, meaning he/she may use the skills with no bonuses. 

Adding a second or third technical skill field at the LVL:1 Buy-In allows the character to start with the new skill with all subskills at level one. This requires expending one XP (2 for non-Technical PSA) per subskill, so to acquire the Technician set it would take 5XP as there are five separate subskills in that field.

Increasing the individual subskills is explained in the following table:

   PSA XPnon-PSA XP
    LVL:0 Buy-In*      2       4
    LVL:1 Buy-In1/subskill 2/subskill
individual LVL:2 skill    0.5       1
individual LVL:3 skill      1       2
individual LVL:4 skill      2       4
individual LVL:5 skill      3       6
individual LVL:6 skill      4       8

* Increasing LVL:0 subskills to LVL:1 can be done at 3 subskills per XP (3 subskills for every 2XP for non-PSA), leftover skills per XP are lost.

New Technical Skills

Armorer
Success Rate: 40% + 10% per level

An armorer may repair damaged weapons as well as defensive suits & screens. An armorer that possesses any weapons skill may attempt to construct any weapon in that field at one half the normal item cost using the same success rate. Characters with this skill may also opt to combine weapons (such as a dual barrel automatic pistol, or a laser/gyrojet rifle, etc) at the same rate.


Vehicle Combat
Success Rate: +5% to hit

As with the Military version, this skill helps a technician to use a fixed/forward firing weapon on the vehicle he/she is operating. If the vehicle operator also has a corresponding weapon skill, those bonuses may be added in as well...although unlike the military version no base skill is required. The skill reflects the technician's ability to make fine directional adjustments to compensate for movement modifiers, and is only applicable when the vehicle is in operation.


Vehicle Operation
Success Rate: automatic/40% + 10% per level for special maneuvers, 30% +10% per level for alien vehicles

This skill is the same as the Military PSA version above albeit with slightly higher chances of success to reflect the additional XP required and technical background.


Vehicle Repair
Success Rate: 50% + 10% per level 

This skill allows the repair of various vehicles, not to be confused with the repair of various pieces of machinery. With vehicles being less complex than machinery, the success rates are slightly higher.
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Part 3: Bio-Social Skills

As with the Technical Skills, the Bio-Social Skills also remain the same but the sub-skills are individually increased as the player gains experience. This allows for a more fleshed-out skill, one medic may be more adept at surgery, while another excels at diagnosis and a third can be a disease expert, etc The bio-social skills are still divided into three fields: Environmental, Medical, and Psycho-Social.

A starting character gets the skill at the LVL:1 Buy-In, meaning he/she recieves all the subskills at level one. The LVL:0 Buy-In refers to characters that wish to add a second or third bio-social skill field to their character (such as a medic adding the environmental or psycho-social field). Buying in gives the character all the subskills at zero-level, meaning he/she may use the skills with no bonuses. 

Adding a second or third technical skill field at the LVL:1 Buy-In allows the character to start with the new skill with all subskills at level one. This requires expending one XP (2 for non-BioSocial PSA) per subskill, so to acquire the Medic set it would take 9XP as there are nine separate subskills in that field.

Increasing the individual subskills is explained in the following table:

   PSA XPnon-PSA XP
    LVL:0 Buy-In*      3       6
    LVL:1 Buy-In1/subskill 2/subskill
individual LVL:2 skill    0.5       1
individual LVL:3 skill     1       2
individual LVL:4 skill     2       4
individual LVL:5 skill     3       6
individual LVL:6 skill     4       8

* Increasing LVL:0 subskills to LVL:1 can be done at 3 subskills per XP (3 subskills for every 2XP for non-PSA), leftover skills per XP are lost.

New Bio-Social Skills

Bluffing
Success Rate: ¼ (LOG + PER) + 10%/level

This skill allows a character to pass lies or tall tales with reassurance, but within the constraints of normal logic.


Forgery
Success Rate: ¼ (LOG + DEX) + 5%/level

The (illegal) art of copying/producing signatures, writings, and documents.


Haggling
Success Rate: ½PER + 10%/level

Allows for a chance to negotiate the price down on purchased items or up for itms being sold. Make a check for every 5% margin (two checks for a 10% increase/decrease, three for 15, up to a 25% maximum margin).

Misc. Skills

Vacc Suit
Success Rate: automatic 

Any spacer, upon acquiring one of the various ship skills, is eligible to learn the skill of donning and using a spacesuit. One experience point must be expended and there is no skill level, the success rate is automatic. Time is halved when donning a spacesuit compared to the unskilled, and add a +10% bonus to repair work performed (patches etc). Anyone without a spaceship skill must expend 3XP to acquire the skill.
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Note: all new skills at the end of each section can be purchased via the XP expenditure is as defined on the Military table (3/6/9/12/15/18XP for PSA, 6/12/18/24/30/36 for non-PSA).

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