SKILLS: Difference between revisions
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<div style="color:#2b2b2b;margin-left:0in;margin-right:0in;"><nowiki>*If you attempt to leave behind no trace of the tampering, increase the DC by 5.</nowiki>If the Mechanics check fails by 5 or more, something goes wrong. If it’s a trap, you spring it. If it’s some sort of sabotage, you think the device is disabled, but it still works normally. | <div style="color:#2b2b2b;margin-left:0in;margin-right:0in;"><nowiki>*If you attempt to leave behind no trace of the tampering, increase the DC by 5.</nowiki>If the Mechanics check fails by 5 or more, something goes wrong. If it’s a trap, you spring it. If it’s some sort of sabotage, you think the device is disabled, but it still works normally. | ||
*'''Handle Explosives: '''Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Setting a detonator, placing an explosive device, or disarming an explosive device is a full-round action. | *'''Handle Explosives: '''Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Setting a detonator, placing an explosive device, or disarming an explosive device is a full-round action. | ||
**''Set Detonator:'' Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a DC 10 check. Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. You can make an explosive difficult to disarm. To do so, you choose the disarm DC before making your check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC – 5. For example, you might decide to make the disarm DC 20. The DC to set the detonator and disarm the explosives becomes 15 (instead of the normal 10).**''Place Explosive Device:'' Carefully placing an explosive against a fixed structure or vehicle (a stationary, unattended inanimate object) increases the damage dealt by exploiting weaknesses in its construction. The GM makes the check (so that you don’t know exactly how well you’ve done). On a result of 15 or higher, you ignore the damage reduction of any object to which the explosives are attached. On a result of 25 or higher, the explosive deals double damage to the structure or vehicle against which it’s placed. On a result of 35 or higher, it deals triple damage. In all cases, it deals normal damage to all the other targets within its burst radius. | **''Set Detonator:'' Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a DC 10 check. Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. You can make an explosive difficult to disarm. To do so, you choose the disarm DC before making your check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC – 5. For example, you might decide to make the disarm DC 20. The DC to set the detonator and disarm the explosives becomes 15 (instead of the normal 10).**''Place Explosive Device:'' Carefully placing an explosive against a fixed structure or vehicle (a stationary, unattended inanimate object) increases the damage dealt by exploiting weaknesses in its construction. The GM makes the check (so that you don’t know exactly how well you’ve done). On a result of 15 or higher, you ignore the damage reduction of any object to which the explosives are attached. On a result of 25 or higher, the explosive deals double damage to the structure or vehicle against which it’s placed. On a result of 35 or higher, it deals triple damage. In all cases, it deals normal damage to all the other targets within its burst radius. | ||
**''Disarm Explosive Device (requires a security kit):'' Disarming an explosive that has been set to go off requires a check. The DC is usually 15, unless the one who set the detonator choose a higher disarm DC (see Set Detonator above). If you fail the check, you do not disarm the explosive. If you fail it by 5 or more, the explosive detonates while you are adjacent to it. | **''Disarm Explosive Device (requires a security kit):'' Disarming an explosive that has been set to go off requires a check. The DC is usually 15, unless the one who set the detonator choose a higher disarm DC (see Set Detonator above). If you fail the check, you do not disarm the explosive. If you fail it by 5 or more, the explosive detonates while you are adjacent to it. | ||
Revision as of 04:21, 9 December 2019
Acrobatics (DEX)
Armor Check Penalty
You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers.
- Balance: A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface (see below). If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 15 Acrobatics check to catch the ledge or wire.
| Narrow Surface | Acrobatics DC |
| 8-15 cm wide | 10 |
| 5-7 cm wide | 15 |
| Less than 4 cm wide | 20 |
You are considered flat-footed while balancing, and thus lose your Dexterity bonus to your Reflex Defense (if any). If you are trained in Acrobatics, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must immediately make another Acrobatics check against the same DC to keep from falling.
- Cross Difficult Terrain (Trained Only): With a successful DC 15 Acrobatics check, you can move through difficult terrain at your normal speed.
- Escape Bonds: With a successful Acrobatics check, you can slip free of restraints (DC varies; see table below), wriggle through a tight space (DC 20), or escape from a grapple (DC = the grappler’s grapple check). The DC to slip free of a restraint depends on the type of restraint (see table). It takes a standard action to escape a grapple. It takes a full-round action to escape a net or to move 1 square through a tight space. It takes 1 minute to escape from ropes, binder cuffs, or manacles.
| Restraint | Acrobatics DC |
| Ropes | Opponent’s DEX check + 10 |
| Net | 15 |
| Binder cuffs | 25 |
- Fall Prone (Trained Only): If you are trained in Acrobatics and succeed at a DC 15 check, you can drop to a prone position as a free action (instead of a swift action).
- Reduce Falling Damage (Trained Only): With a successful DC 15 Acrobatics check, you can treat a fall as if it was 3 meters (2 squares) shorter when determining damage. For every 10 points by which you beat this DC, you can subtract an additional 3 meters from the fall for determining damage. If you make this check and take no damage from the fall, you land on your feet. If you are struck by a falling object, you can reduce the damage you take by half with a successful DC 15 Acrobatics check (see Falling Objects, page 254 SECR).
- Stand Up From Prone (Trained Only): If you are trained in Acrobatics and succeed at a DC 15 check, you can stand up from a prone position as a swift action (instead of a move action).
- Tumble (Trained Only): If you succeed at a DC 15 Acrobatics check, you can tumble through the threatened area or fighting space of an enemy pas part of your move action without provoking an attack of opportunity. Each threatened square or occupied square that you tumble through counts as 2 squares of movement.
- Long Falls: When falling great distances, you can attempt to use your Acrobatics skill to guide your descent. Make a DC 20 Acrobatics check to land on a target near a square you would normally land in. You can adjust your target by 1 square for every 6 meters fallen. Gamemasters can give favorable or unfavorable circumstance adjustments to the check based on mitigating circumstance – for example, the amount of wind or the favorable use of equipment, such as baggy clothing.
- SPECIAL: You can’t take 10 or 20 on an Acrobatics check. If you are trained in Acrobatics, you gain a +5 dodge bonus to your Reflex Defense when fighting defensively (see Fighting Defensively, SECR 152).
Climb (STR)
Use this skill to scale a cliff, to get to a window on the second story of a building, or to climb along the outside of your ship after being ejected out of a hatch in the atmosphere.
- Climb Surface: With each successful Climb check, you can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. You can climb at one-half of your speed as a full-round action. You can move half that far – one-fourth of your speed – as a move action. A failed Climb check indicates that you make no progress, and a check that fails by 5 or more means that you fail from whatever height you have already attained. The DC of the check depends on the circumstances of the climb:
| DC | Example Wall or Surface |
| 0 | Slope too steep to walk up; knotted rope with a wall to brace against. |
| 5 | Rope with a wall to brace against or a knotted rope, but not both. |
| 10 | Surface with ledges to hold on to and stand on, such as a very rough wall. |
| 15 | Surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree; an unknotted rope. |
| 20 | Uneven surface with some narrow handholds and footholds. |
| 25 | Rough surface, such as a natural rock wall or a brick wall. |
| 25 | Overhang or ceiling with handholds but no footholds. |
| Perfectly smooth, flat, vertical surface cannot be climbed. | |
| -10* | Climbing inside an air duct or other location where one can brace against two opposite walls (reduce normal DC by 10). |
| -5* | Climbing a corner where you can brace against perpendicular walls (reduces normal DC by 5). |
| +5* | Surface is slippery (increases normal DC by 5). |
- Accelerated Climbing: You try to climb more quickly than normal, but you take a -5 penalty on Climb checks. Accelerated climbing allows you to climb at your full speed as a full-round action. You can move half that far – one-half of your speed – as a move action.
- Catching Yourself When Falling: It’s practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = the wall’s DC + 20) to do so. A slope is relatively easier to catch yourself on (DC = the slope’s DC + 10).
- Making Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per meter. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with an ice axe or similar implement can cut handholds or footholds in an ice wall.
- Climbing in Low or High Gravity: When climbing in low-gravity environments, Climb DCs are halved and movement is double. When climbing in high-gravity environments, DCs are doubled and climb speed is halved (minimum 1 square).
- SPECIAL: Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use the encumbrance rues (see page 140) to determine how much weight a character can lift. You can take 10 while climbing, but you can’t take 20.
Deception (CHA)
- Deceive: When you want to make another character believe something that is untrue, you can attempt to deceive them. You can deceive a target in one of two ways: by producing a deceptive appearance or by communicating deceptive information.
- Deceptive Appearance: When you produce a deceptive appearance, such as disguising your appearance or producing forged documents, make a Deception check opposed by the Perception check of any target that sees the deception. If you succeed, the character believes that the appearance is authentic. If you fail, the target detects the deception. Creating a deceptive appearance requires at least 1 minute (10 rounds) for simple deceptions, 10 minutes for moderate deceptions, 1 hour for difficult deceptions, 1 day for incredible deceptions, or 10 days for outrageous deceptions. You can rush and create the deception in less time (treating it as if it were one step easier, to a minimum of simple), but you take a -10 penalty on your Deception check. In all cases, make a single Deception check at the time you create the deceptive appearance and compare your check result to the Perception check of any character who encounters it.
- Deceptive Information: When you communicate deceptive information, such as telling a lie or distorting facts to lead the target to a false conclusion, make a Deception check against the Will Defense of any target that can understand you. If you succeed, the target believes that what you’re telling them is true. While most cases of deceptive information are either verbal or written (requiring the target to be able to understand you), you can deceive with gestures, body language, facial expressions, and so forth. Communicating deceptive information requires at least a standard action for simple deceptions, a full-round action for moderate deceptions, and 1 minute (10 rounds) or even more for difficult, incredible, or outrageous deceptions. You can rush and communicate your deception in less time (treating as if it were one step easier, to a minimum of simple), but you take a -10 penalty on your Deception check. If your deceptive information is written, recorded or otherwise preserved for later viewing, your original Deception check result is compared to the Will Defense of all targets who later read or observe your deception.
In some cases, you convey both a deceptive appearance and deceptive information. For example, if you create a falsified document (such as an official report, a letter from a senator, or orders from a military commander), you have to produce something that looks authentic (deceptive appearance) while also creating believable content (deceptive information). In this case, make a single Deception check and compare it to both the target’s Perception check and Will Defense Favorable and unfavorable circumstances weigh heavily on the outcome of a deception. Two circumstances weigh against you: The deception is hard to believe, or the action that the deception requires the target to take goes against the target’s self-interest, nature, personality, or orders. If its important, the GM can distinguish between a deception that fails because the target doesn’t believe it and one that fails because it asks too much of the target. For instance, if the deception demands something risky of the target, and your Deception check fails by 10 or less, then the target didn’t so much see through the deception as prove reluctant to go along with it even if he believes its true. If your Deception check fails by 11 or more, he has seen through the deception (and would have done so even if had not placed any demand on him).
A successful Deception check indicates that the target reacts as you wish, at least for a short time, or the target believes something that you want him to believe. For example, you could use a deception to put someone off guard by telling him someone was behind him. At best, such a deception would make the target glance over his shoulder. It would not cause the target to ignore you and completely turn around. Alternatively, you could use a deception to make a starship captain believe he has orders to take his vessel to Mercury. If successful, he captain would carry out his new “orders” even though that would take quite some time, but as soon as he encounters contradictory information (such as receiving contradictory orders from his real commander, or arriving at Mercury and discovering that no one has sent for him) he will realize that he has been fooled.| Deception | Check Modifier | Description |
| Simple | +5 | A simple deception works in the target’s favor or matches the target’s expectations, and it requires nothing you don’t have on hand. Simple deceptions include convincing a junk dealer to buy some stolen equipment; disguising yourself as someone nonspecific of similar size, species, and gender; and creating a false ID that will pass casual inspection but not careful scrutiny. |
| Moderate | +0 | A moderate deception is believable and doesn’t affect the target much one way or the other, and you have most of the props you need. Moderate deceptions include convincing a suspicious guard that you’re not a thief; disguising yourself as a member of another gender; and creating a false ID good enough to pass visual scrutiny but not electronic screening. |
| Difficult | -5 | A difficult deception is a little hard to believe, puts the target at some kind of risk, or undergoes scrutiny. Examples include convincing a group of thugs that you’re willing and able to beat them in a cantina fight, forging starship transponder codes, impersonating an officer well enough to give troops orders, and creating false official documents good enough to pass electronic screening. |
| Incredible | -10 | An incredible deception is hard to believe, presents a sizable risk to the target, or requires passing intense scrutiny. Incredible deceptions include disguising yourself as a member of another similar species (human as a proximan for example), convincing a reputable starship dealer to buy a stolen Alliance shuttle, impersonating someone well enough to convince an old friend, and forging false credits. |
| Outrageous | -20 | An unlikely deception is almost too unlikely to consider or requires material you just don’t have. Outrageous deceptions include impersonating a psion without any talent yourself, claiming to be the Proximan High Suzerain in disguise and giving orders to Proximans, and forging important documents with no proper tools or examples to work with. |
- Creating a Diversion to Hide: You can use Deception to help you hide. A successful Deception check that equals or exceeds the target’s Will Defense gives you the momentary diversion you need to attempt a Stealth check while the target is aware of you (see the Stealth skill).
- Feint: Make a Deception check as a standard action to set the DC of your opponent’s Initiative check. If you beat your opponent’s roll, that target is treated as flat-footed against the first attack you make against him in the next round. You take a -5 penalty against non-humanoid creatures or against creatures with an Intelligence lower than 3.
- Propaganda Campaign: By playing on the thoughts, hopes, and fears of the masses, you can change their way of thinking about a certain idea, person, or group through cunning suggestions and propaganda. This normally requires a large-scale media blitz within the area to be affected, including such measures as posters, commercials, net advertisements, and public speeches. Propaganda campaigns require you to travel to the targeted area or to be in contact with subordinates located in the area.Creating and distributing a propaganda campaign can happen relatively quickly — within a week if needed — but it takes at least one month for the campaign to sink into the minds of its targeted audience. The propaganda campaign’s monthly DC and cost is determined as follows.
| Situation | DC | Cost |
| Trying to improve an unfriendly disposition or worsen a friendly disposition | 15 | 10,000 Credits |
| Trying to improve a hostile disposition or worsen a helpful disposition | 20 | 20,000 Credits |
| Trying to improve an adversarial disposition or worsen an ally disposition | 25 | 30,000 Credits |
| Affecting a single city | +0 | x1 |
| Affecting a state/province | +5 | x3 |
| Affecting an entire nation | +10 | ×10 |
| Affecting an entire continent | +15 | ×30 |
| Affecting the entire world | +20 | ×100 |
RETRY: Generally, a failed Deception check makes the target too suspicious for you to try another deception in the same circumstances. For feinting in combat, you may retry freely. A failed propagnada campaign can be retried, but more than one failed propaganda campaign makes the target populace more resistant to propaganda efforts. The DCs for each additional campaign involving the same idea, person, or group is increased by +2 per failed attempt.
SPECIAL: You can take 10 when making a deception (except for feinting in combat), but you can’t take 20.
TIME: A deception takes at least a standard action, but can take much longer if you try something elaborate. Disguises that require major changes to your physical outline, or forged documents with many safeguards, can take hours or even days.Endurance (CON)
You can push yourself beyond your normal physical limits.
- Force March: Each hour of walking after 8 hours requires you attempt a DC 10 Endurance check (+2 per hour after the first). If you fail, you move -1 persistent step along the condition track (see Conditions, SECR 148). You can only remove this persistent condition by resting for 8 hours.
- Hold Breath: You can hold your breath for a number of rounds equal to your Constitution score. After this period of time, you must succeed on a DC 10 Endurance check in order to continue holding your breath. The DC increases by +2 per additional round. If you fail, you must breathe or you -1 step on the condition track (see page 149). If you reach the bottom of the condition track, you fall unconscious. If you are still unable to breathe on your next turn after falling unconscious, you die.
- Ignore Hunger: You can go without food for a number of days equal to your Constitution modifier (minimum 1 day). After this time, you must succeed on an Endurance check each day or move -1 persistent step along the condition track (see SECR 149). You can only remove this persistent condition by eating a nutritious meal. The DC is 10 on the first day and increases by +2 each day thereafter.
- Ignore Thirst: You can go without water, or what passes for water in your biology, for a number of hours equal to three times your Constitution score. After this time, you must succeed on an Endurance check each hour or move -1 persistent step along the condition track (see SECR 149). You may only remove this persistent condition by drinking at least 1 liter of water or what passes for water in your biology; for creatures that are not Medium size, multiply the water requires by 10 for each size category above Medium or divide it by 10 for each size category below Medium. The DC is 10 on the first day and increases by +2 each day thereafter.
- Run: You can run as a full-round action. When you run, you can move up to four times your speed in a straight line (or three times your speed in a straight line if you are wearing heavy armor or carrying a heavy load). You lose any Dexterity bonus to your Reflex Defense while you’re running, since you can’t actively avoid attacks. You can run for a number of rounds equal to your Constitution score without any trouble. If you want to continue running after that, you must succeed on a DC 10 Endurance check. You must check again each round in which you continue to run, and the DC of the Endurance check increases by 1 for each previous check you made. When you fail a check, you move -1 persistent step on the condition track (see Conditions, SECR 148). You can only remove this persistent condition by resting for the same length of time that you were running. During this rest period, you can only move your speed.
- Sleep in Armor: You can sleep while wearing armor by succeeding at an Endurance check (DC 10 for light armor, DC 15 for medium armor, and DC 20 for heavy armor). If you fail, you don’t sleep and move -1 persistent step along the condition track (see SECR 149). You can only remove this persistent condition by sleeping for 8 hours.
- Swim/Tread Water: Each hour that you swim, you must succeed on a DC 15 Endurance check or move -1 persistent step along the condition track (see SECR 149). You can only remove this persistent condition track by resting (not swimming or treading water) for the same length of time that you were swimming. Each consecutive hour of swimming increases the DC by +2. If you are only treading water, reduce the DC by 5.
Gather Information (CHA)
- Learn News and Rumors: Major news stories and popular local rumors can be unearthed with a DC 10 Gather Information check. Learning the detailed, unclassified facts of a news story or determining the veracity of a rumor requires a DC 20 check and 50 credits in bribes.
- Learn Secret Information: “Secret Information” includes anything unavailable to the general public. Examples includes a classified police report, a hidden location, military blueprints, installation security procedures, and computer access codes. Learning a piece of secret information typically requires a DC 25 check and 5,000 credits in bribes; however, information that’s especially difficult to obtain might require a DC 30 or higher skill check and cost 50,000 credits or more, at the GM’s discretion. If the check fails by 5 or more, someone notices that you’re asking questions and comes to investigate, arrest, or silence you.
- Locate Individual: Make a Gather Information check to locate a specific individual – either someone you know by name or someone with the skill, item, or information you need. The DC of the check is 15 if the target is relatively easy to locate; if the target isn’t well known or has taken strides to conceal his or her presence and/or activities, the DC is 25 and the information costs 500 credits in bribes.
- Tactical Assessment: By studying troop movements, the lay of the land, and other details of a potential combat area, a less-well-armed combatant can provide themselves with an advantage over less prepared opponents.Using Gather Information for tactical advantage requires an uninterrupted hour (at a minimum) and a clear view of the area to be fought in. If there are known potential opponents within 20 kilometers (or 2 light minutes in space) of the area, the commander or tactical officer making the skill check must have an additional hour to observe them and learn their behavior patterns. This makes scouts and sentries extremely important and useful to a tactical assessment officer, as their reports will suffice for this requirement.Once these conditions are met, a commander or tactical officer may make a check against a DC of 10 plus 5 for each major hazard or group of opponents (a solitary creature counts as a group, as does a ship without escorts). Major hazards would include traps, obstacles that would provide cover or concealment bonuses, or unusual ways into or out of the area (such as a balcony or underground passage). Opponent groups would be every single type of ship or unit involved in the upcoming battle. Fighter wings each count as a separate group.A successful check provides a +1 circumstance bonus to all attack rolls, weapon damage rolls, and saving throws for the next day. This bonus is gained by the commander or tactical officer making the skill check and one of his allies (or allied unit in a military situation) for each point of Charisma bonus the commander or tactical officer (or their communications officer) possesses. Because a bonus provided by this skill only lasts 24 hours, it must be capitalized upon quickly.This bonus is lost completely as soon as a new hazard presents itself or an unobserved group of opponents enters the fray. If the commander or tactical officer with Gather Information desires and has the uninterrupted time to do so, they may take a full-round action to re-roll the Tactical Assessment check (raising the DC to account for the new conditions) to regain the bonus. They must be able to communicate freely to their allies for them to regain the bonus.Each additional hour spent studying the situation adds a +1 competence bonus to the skill check. If any new opponents or hazards enter the area being studied, this bonus is immediately negated until these new factors are removed somehow. A commander or tactical officer can only effectively study an area for eight hours each day. The competence bonus granted from additional study can not grow higher than twice the user’s Wisdom score in any case.Commanders or tactical officers using vehicles or vessels may add half the vessel’s Intelligence bonus to their Gather Information checks though doing so may, at the Games Master’s discretion, make it more likely for the user to be detected while gathering data. Scout vehicles can be assumed to use mostly passive sensors, reducing or negating this risk, but other craft may be less subtle.
- Active Investigation: Whenever a Player wishes to solve a mystery or investigate a hidden fact of any kind, the Gather Information skill can be used to facilitate this during game play. The GM should remain descriptive during this process, never allowing dice rolls to dominate the session. Delivering the facts uncovered during investigation without context or descriptive flavour should also be avoided, as this leaves the act of investigating bland and without any real interest to the Player or Players involved.Tracking down suspects and discovering clues are definitely activities that allow the Aid Another action. Because a great number of Players might be able to help during investigations but only a certain amount of additional effort can be constructive, the Aid Another bonus for successfully making the DC 10 Gather Information check to help with an Active Investigation is +1 as opposed to +2. A maximum of four additional Players (or Non-Player Characters if the GM allows their help) can contribute at any given time.As an extended action, Active Investigation can take minutes, hours or days depending on how many steps the Games Master has decided the investigation should take.The base DC for the Gather Information check can be anywhere between 15 (for a commonly known lead in a case) to 30 or more (for clues or information that are extremely difficult to obtain).One skill check is made for each major element in the investigation, usually defined around important clues or relevant facts, against a DC set by the GM. A successful check reveals the clue, while an unsuccessful check uses an amount of time determined by the GM and turns up nothing.At the start of any given step, the Player(s) involved should declare how they wish to begin and any suspicions they might already have. These are taken into account in the form of modifiers on the table below. The Games Master then makes a Gather Information check secretly, applying all relevant modifiers and any circumstance penalties or bonuses that may exist.If an Active Investigation check ever beats the Gather Information DC by 15 or more, the Players have achieved a breakthrough in the whole case (not just that one lead or clue investigated) and can immediately solve it unless there is a campaign reason why they cannot. Even if this block on their progress does occur, they at least gain one or more additional clues as a reward for their brilliant work.If the check is failed by 5 or more, the Games Master can choose to provide a false clue but this should be a rare occurrence (no more than twice in an investigation) and only if there is a reason for such misleading evidence to exist.If the check is failed by 10 or more the case has deadended and at least one week must pass before it can be investigated again. If a case ever dead-ends three times in a row, it is effectively impossible for the Players involved to decipher and an extensive length of time must pass before a fresh start can be made (several months to a year). When this occurs (if the Players are still interested in pursuing it again), it is a brand new investigation and must begin completely from the beginning. This involved re-investigating clues they may have already uncovered, as obviously something went utterly wrong in their case work before.
| SKILL CHECK MODIFIERS | GATHER INFORMATION DC MODIFIER |
| Every Player with the Skill Focus (Gather Information) or Skill Focus (Perception) feat involved (up to five) | -1 |
| Suspicions1 | |
| Inaccurate but not completely opposite of the truth | +0 |
| Slightly accurate (a single detail is correct but not a key fact) | -1 |
| Partially accurate (correct culprit but with no evidence at all) | -2 |
| Fairly accurate (limited clues discovered that indicate truth) | -3 |
| Completely accurate (truth is already guessed but needs hard evidence) | -4 |
| Slightly inaccurate (wrong culprit but no mistaken evidence to support this) | +1 |
| Partially inaccurate (right ideas but the Players are following a false lead) | +2 |
| Completely inaccurate (investigation is the true definition of ‘assumption’) | +4 |
| Prior Checks | |
| For every consecutive successful check before the current one2 | -1 |
| For every unsuccessful check made during the investigation to date2 | +1 |
| Every natural 20 rolled for an Active Investigation check | -1 |
| Every natural 1 rolled for an Active Investigation check | +2 |
| Conditions | |
| Active resistance to the success of the investigation3 | +1 to +5 |
| Each year since the objective of the investigation and the present day4 | +1 |
| Investigators have recognised legal authority in the area of the current check | -2 |
SPECIAL: You can take 10 on a Gather Information check, but you can’t take 20. A successful Persuasion check can reduce the monetary cost of a Gather Information check (see the Persuasion skill). Some information is beyond the reach of a Gather Information skill check.
RETRY: You cannot retry a Tactical Assessment until a new factor is present in the situation (some other group or hazard). You may introduce this factor yourself to gain the retry.
TIME: Each Gather Information check represents 1d6 hours of time spent talking to informants, scanning news broadcasts, or perusing information terminals.Hackcraft (INT)
- Check: Hackcraft is used for all Hacking Actions as well as checks to identify a specific Hack. The DCs for Hackcraft checks relating to various tasks are summarized on the table above. One must be aware they are being attacked to make a Hackcraft check.
9Special: A character cannot take neither 10 nor 20 with Hack Craft
9Time: Hack Craft times depend on the action being attempted (see later).
| Hackcraft DC | Task |
| 10 + 1⁄4 attack Hack DC (round up) | To identify a hack attack after the effect has passed and its presence is known. Full round action. |
| 20 | Identify a virus composition (its effects) when it has been located. Full minute action. |
| 20 + Barrier Level | Identify a Barrier difficulty and its defense. Roll for each level. Full minute action. One must penetrate one barrier to find out what is underneath. |
| 20 + 1⁄2 attack Hack DC | Identify a hack type as it is being attempted. One must be aware of the attempt. |
| 25 | Identify a computer virus, Trojan horse, or toy bomb. |
| 30 or higher | Understand a strange or unique AI or program. |
Initiative (DEX (or INT, see Wired-In))
- Start Battle: An Initiative check sets the order of combat when a fight starts. Each character aware of the fight makes an Initiative check and goes in order form highest to lowest. When piloting a vehicle in combat, you must apply the vehicle’s size modifier to your Initiative check (see Table 10-1: Vehicle Sizes, SECR 166).
- Avoid Feint: When an opponent attempts to feint in combat, you oppose his Deception check with an Initiative check. If you meet or beat his check result, his feint attempt fails.
- Wired-In: While hardwired into a computer system and using it through a neural interface, you use your Intelligence modifier instead of your Dexterity modifier to determine your initiative score. Physical augmentations to your Initiative score (for example, the Wired Reflexes nano-augmentation) do not apply to your Wired-In initiative, but magical boosts do, as does the Skill Focus feat. Using a Wirehead Neural Interface or Force Control system grants you a +4 Equipment bonus to your wired-in initiative.
- SPECIAL: You can take 10 on an Initiative check, but you can’t take 20.
Jump (STR)
Use this skill to leap over pits, vault low fences, or jump down from a tree’s lowest branches.
- Long Jump: The DC of a running long jump is equal to the distance cleared (in meters) multiplied by 3. For example, clearing a 3-meter wide (2-square-wide) it requires a successful DC 9 Jump check. If you do not get at least a 4-square running start, the DC is doubled.
- High Jump: The DC of a running high jump is equal to the distance cleared (in meters) multiplied by 12. For example, landing atop a 1.5-meter-high (1-square-high) ledge requires a successful DC 18 Jump check. If you use a pole of sufficient height to help you vault he distance, the DC is halved. If you do not get at least a 4-square running start, the DC is doubled.
- Jump Down: If you intentionally jump down from a height, you can attempt a DC 15 Jump check to take falling damage as if you had dropped 3 meters (2 squares) fewer than you actually did. If you succeed on this check and take no damage, you land on your feet. For every 10 points by which you beat the DC, you can subtract an additional 3 meters from the fall when determining damage.
- SPECIAL: You can take 10 when making a Jump check. If there is no danger associated when failing, you can take 20. Distance covered by a long jump or high jump counts against your maximum movement in a round; distance covered by jumping down does not.
Knowledge (INT)
- Arcana: Arcane lore, schools of magic, spells, spirits
- Art: Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others.
- Behavioral Sciences: Behavioral neuroscience, cognitive science, criminology, ethology, neural networks, psychology, social cognition, social neuroscience, social psychology, sociology
- Business: Business procedures, investment strategies, and corporate structures. Navigating corporate bureaucracies.
- Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes. Navigating government and military bureaucracies. Rule of law and governmental forms are usually universal enough concepts that this is not broken down by species – quirks to a given form of govenrment are covered by the Culture skill for that species.
- Culture [By Species]: Entertainment, cultural expectations and norms, societal quirks, theology, philosophy.
- History [By Species]: Events, personalities, and cultures of the past. Archaeology and antiquities.
- Life Sciences: Biochemistry, biology, botany, forensics, genetics, medicine, xenobiology.
- Physical Sciences: Astronomy, astrogation, chemistry, mathematics, physics, and engineering.
- Planetary Sciences: Atmospheric sciences, ecology, geology, geophysics, geodesy, glaciology, hydrology, planetary geology, soil science
- Tactics: Techniques and strategies for disposing and maneuvering forces in combat.
- Technology: Function and principle of technological devices, as well as knowledge of cutting edge theories and advancements.
| Poison Effects | DC |
| Base Poison Attack vs Fortitude Defense of +2 (Mandatory) | 10 |
| Increase Poison Attack by +3 (up to a maximum of +20) | +4 |
| Decrease Poison Attack by -3 (no minimum) | -4 |
| Delivery Method: Ingestion | +0 |
| Delivery Method: Contact/Injury | +4 |
| Delivery Method: Inhalation | +8 |
| 1d4 Damage to an Ability Score or 2d6 HP Damage (can be chosen multiple times) | +3 |
| 1d6 Damage to an Ability Score or 2d10 HP Damage (can be chosen multiple times) | +4 |
| Poison causes Temporary Blindness as a Persistent Condition | +6 |
| Poison Duration (beyond the initial round) | +1 per Round |
| Move the target -1 step on the condition track (when selected multiple times, this incurs multiple steps down each time the poison successfully attacks) | +3 |
| Spend 100 Credits on materials (this increases the time it takes to make the check at the GMs purview) | -2 per 100 Credits |
Practice Ettiqute (Culture [<Species>] only): You may display knowledge of the nuances of polite society — appropriate fashion, precise etiquette, local customs, and proper observances — to win over a target. Make a Knowledge [Culture (<Species>)] check vs the target’s Will defense as a move action. If the target’s disposition toward you is helpful or better, you gain a +2 circumstance bonus to your check; conversely, if the target’s disposition toward you is hostile or worse, you suffer a-2 circumstance penalty to your roll. With success, your target is thoroughly impressed by your knowledge and warms up to you, granting you a +2 circumstance bonus with all rolls to alter the target’s disposition for the duration of the current scene.
Skill Cross-Use (Trained Only): Some knowledge skills can be used in place of each other. For example, Art can be used instead of History for the purposes of art history. Business can be used in place of Civics for navigating government bureaucracies, and Civics can be used in plcae of Business for navigating corporate bureaucracies. History can be used in place of Tactics for the purpose of military history. The GM has the final say.
Knowledge [Physical Sciences] (Requires YorIna System) – Activate Force Formula: You must make a Knowledge [Physical Sciences] check to use a Force Formula. This use of the skill requires no action aside from the action to use the Formula.
Knowledge [Physical Sciences] (Requires YorIna System) – Move Light Object (Restriction: Cannot be a device user): As a move action, you can telekinetically lift and move a relatively light object within your line of sight. A successful DC10 check allows you to move an object weighing up to 5kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If your Magery check beats the target’s Reflex Defense, the object hits and deals 1d6 points of bludgeoning damage. You can use this application of the skill to catch and move a thrown object, such as a grenade, that lands within your reach, redirecting its attack against another target. The object can weigh no more than 5kg, and you must ready an action to catch the object on your turn, before the object is thrown. Moving the object requires a Magery check, with a DC equal to the attack roll of the thrown object. If you succeed on this check, you can catch the object and can immediately move the object up to 6 squares of away from you, to a point within your line of sight; otherwise, resolve the attack as normal. If the object you catch is an explosive, such as a grenade, it explodes at the end of its movement. You can use the object caught as a projectile weapon, as normal.
RETRY: No, you can’t reroll a failed Knowledge check. The roll represents what you know, and thinking about the topic a second time doesn’t let you know something you never learned in the first place.
SPECIAL: You can take 10 when making a Knowledge check, but you can’t take 20.
Magery (WIS) – Trained Only
Magery represents a given character’s magical talent, be it in raw magical power for those with natural talent such as Elementalists, skill with operating a device for Device Users, or skill with cooperating with your spirit partner for Spirit Binders.
- Activate Spell: You must make a Magery check to use a Spell. This use of the skill requires no action aside from the action to use the Spell.
- Move Light Object (Restriction: Cannot be a device user): As a move action, you can telekinetically lift and move a relatively light object within your line of sight. A successful DC10 check allows you to move an object weighing up to 5kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If your Magery check beats the target’s Reflex Defense, the object hits and deals 1d6 points of bludgeoning damage. You can use this application of the skill to catch and move a thrown object, such as a grenade, that lands within your reach, redirecting its attack against another target. The object can weigh no more than 5kg, and you must ready an action to catch the object on your turn, before the object is thrown. Moving the object requires a Magery check, with a DC equal to the attack roll of the thrown object. If you succeed on this check, you can catch the object and can immediately move the object up to 6 squares of away from you, to a point within your line of sight; otherwise, resolve the attack as normal. If the object you catch is an explosive, such as a grenade, it explodes at the end of its movement. You can use the object caught as a projectile weapon, as normal.
- Minor Spell (Restriction: Cannot be a device user): As a standard action, with a DC10 check, any properly trained mage can produce a wide variety of minor magical effects. These can be used without spirits in the area, as they instead work off of the mage’s own inherent abilities, and as such can be used in the void of space without special preparation. For a complete listing of the effects this can generate, see the Magic section.
- Search Your Feelings: As a full-round action, you can make a DC 15 Magery check to determine whether a particular action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). This works via consulting with spirits.
- Story Magic: Story Magic is basically a catch-all term for “I want to do X, but there isn’t a spell/talent/incantation to do that.” If the GM feels that this is within the realm of your abilities, he sets a DC and you roll for it. Examples include Destruction contractors inhibiting nuclear reactions, Destruction contractors emitting a specific kind of radiation, Fire mages putting out fires, and the like.
- SPECIAL: You can take 10 on a Magery check, but you can’t take 20.
- PENALTIES: If you are unable to use your focus item while casting a spell, incantation, nanospell, or true incantation, you take a -4 penalty to your Magery check. If you are unable to speak (or choose not to), you take a -4 penalty to your Magery check. Minor spells are not subject to these penalties.
- BONUSES: Using your focus item grants you a +2 bonus to your Magery check made to cast a spell, incantation, true incantation, nanospell, or to activate a minor spell.
Mechanics (INT) – Trained Only
- Disable Device (requires security kit): You can use this skill to disarm a security device, defeat a lock or trap, or rig a device to fail when it is used. The effort takes a full-round action, and the DC depends on the intricacy or complexity of the item being disabled or sabotaged, as shown below:
| Device | DC | Examples |
| Simple | 15 | Sabotage a mechanical device, jam a gun, bypass a basic mechanical lock. |
| Tricky | 20 | Sabotage an electronic device, bypass a basic electronic lock. |
| Complex | 25 | Disarm an electronic security system, bypass a complex mechanical or electronic lock. |
- Handle Explosives: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Setting a detonator, placing an explosive device, or disarming an explosive device is a full-round action.
- Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a DC 10 check. Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. You can make an explosive difficult to disarm. To do so, you choose the disarm DC before making your check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC – 5. For example, you might decide to make the disarm DC 20. The DC to set the detonator and disarm the explosives becomes 15 (instead of the normal 10).**Place Explosive Device: Carefully placing an explosive against a fixed structure or vehicle (a stationary, unattended inanimate object) increases the damage dealt by exploiting weaknesses in its construction. The GM makes the check (so that you don’t know exactly how well you’ve done). On a result of 15 or higher, you ignore the damage reduction of any object to which the explosives are attached. On a result of 25 or higher, the explosive deals double damage to the structure or vehicle against which it’s placed. On a result of 35 or higher, it deals triple damage. In all cases, it deals normal damage to all the other targets within its burst radius.
- Disarm Explosive Device (requires a security kit): Disarming an explosive that has been set to go off requires a check. The DC is usually 15, unless the one who set the detonator choose a higher disarm DC (see Set Detonator above). If you fail the check, you do not disarm the explosive. If you fail it by 5 or more, the explosive detonates while you are adjacent to it.
- Hand Load: You may hand-load projectile ammunition to tune the force of the round for the specific weapon. This takes 4 hours. Each check produces 20 shots of ammunition. This check requires a Mechanics kit and or 100 Credits of materials (in addition to the original ammunition to be modified). A failed check wastes the 100 credits of materials. A successful check (DC 25) grants the resulting ammunition one of two possible qualities as chosen by the player:
- Hot-Load: Shooters using hot-load ammunition gain a +1 equipment bonus to all damage rolls.
| MANUFACTURED OBJECTS | HIT POINTS |
| Fine (Comlink) | 1 |
| Diminutive (Datapad) | 1 |
| Tiny (Computer) | 2 |
| Small (Storage Bin) | 3 |
| Medium (Desk) | 5 |
| Large (Bed) | 10 |
| Huge (Conference Table) | 10 |
| Gargantuan (Small Bridge) | 20 |
| Colossal (House) | 30
|
| TOOLS AND WEAPONS | HIT POINTS |
| Computer Console | 5 |
| Weapon, Tiny (Hold-Out Pistol) | 2 |
| Weapon, Small (Pistol) | 5 |
| Weapon, Medium (Heavy Pistol) | 10 |
| Weapon, Large (Assault Rifle) | 10 |
| Weapon, Huge (Sniper Rifle) | 20
|
| ITEM TYPE | DC | DESCRIPTION |
| Simple | 10 | Item easily created from a few raw materials, using common tools and parts. |
| Moderate | 25 | Item requiring basic electronics, special materials, and/or specialized knowledge. |
| Complex | 40 | Item requiring significant design and manufacturing skills, sophisticated parts, and special facilities.
|
| CIRCUMSTANCE | DC |
| Based on a well-known item | -5 |
| Detailed knowledge of specific item | -10 |
| Have detailed schematics for the object available | -10 |
| Poor quality materials | +10
|
| SIZE | MULTIPLIER |
| Medium | x2 |
| Large | x5 |
| Huge | x10 |
| Gargantuan | x20 |
| Colossal | x50 |
| Colossal (Frigate) | x100 |
| Colossal (Cruiser) | x200 |
| Colossal (Station) | x500 |
Nanite Control (INT) – Trained Only
Perception (WIS)
Persuasion (CHA)
| Attitude | The Creature… |
| Obsessive | This NPC considers the character the lowest form of life. Obsessive NPCs go to any length to cause the character and his friends emotional, financial, and physical injury, completely without regard for their physical well-being or that of anyone who might stand in their way. Obsessive characters never trust the character and refuse to negotiate with him entirely, even choosing death over cooperation. If given the slimmest chance, an obsessive NPC initiates combat against the character, unless choosing not to do so causes the character even greater harm. Only individuals with the deepest psychological scars or the most intense abhorrence for the character fall into this category, which may include former slaves or torture victims, brainwashed maniacs, and enemies with a history of intense suffering at the character’s hands. |
| Hateful | More than adversaries, hateful characters despise the character and everything he stands for. A hateful characters’ disgust extends to the character’s allies, beliefs, causes, and family, which they see as just as corrupted as the character himself. A hateful NPC actively tries to do the character harm in all his endeavors, and isn’t above hurting the character or those people and beliefs closest to him to do it. These NPCs negotiate with the character only in the most extreme circumstances (i.e. life and death) and only cooperate as long as necessary to regain the upper hand. Characters who have long-time grudges or lifelong rivalries with the character may qualify as hateful, including radically opposed religious zealots, childhood enemies, betrayed friends, and deeply spurned lovers. |
| Hostile | A hostile NPC considers themself to be the character’s enemy, but most highly regards their own advantage and well being. They may initiate combat if they believe they will win quickly or escape punishment. Otherwise they limit themself to abusive behavior, attempting to ruin the character’s reputation. Hostile NPCs are unwilling to negotiate unless forced or promised exactly what they want at little or no cost. Even then they are likely to bend or discard the terms of the agreement if they’re able. Hostile NPCs join any on-going combat against the character, even at the risk of personal injury. If the fight appears to be life threatening, they may instead try to offer assistance to the agent’s opponents. Hostile NPCs include well-paid or highly motivated minions, professional combatants committed to fighting against the character or the character’s superiors, all henchmen who are not blindly loyal, agents of other organizations who are actively at war with the character’s group, violently adversarial family members, and most long-time ‘professional’ rivals. |
| Unfriendly | Unfriendly NPCs have a mild dislike for the character. This may be impersonal, an aversion to the character’s nationality or ethnicity or to a group or agency the character appears to be affiliated with. If personal, the NPC has some bad history with the character. Either way the NPC goes out of his way to not assist the character in any way. They are unwilling to negotiate unless given highly favorable terms, and even then may try to twist the bargain or renege if they believe they can get away with doing so. If questioned they present a poor impression of the character and may even volunteer (or fabricate) negative commentary. If the character is in combat nearby the NPC most likely withdraws, and may even provide token assistance to the character’s enemies or summon the authorities (if doing do increases his own safety or troubles the character). Still, most abuse this NPC heaps on the agent is petty in nature rather than dangerous. Poorly paid or unmotivated minions may fall into this category, as do agents of rival organizations, along with people with great troubles of their own or those whom the character deliberately antagonizes. |
| Indifferent | NPCs who are indiferent towards the character only take direction from them if it’s clearly in their best interests, or is supported by offers of reward or threats. If willing to negotiate at all, they seek to gain at least a slight advantage in the deal or decline the offer. If questioned they offer a disinterested recounting of the characters, and otherwise tend to ignore them. Neutral parties rarely become involved in the fights of others, and either actively remove themselves from the area (often alerting the authorities) or return after the fighting ends to survey the scene (and perhaps loot the fallen if less scrupulous). |
| Friendly | A Friendly NPC is mildly disposed in the character’s favor, and provides minor aid if it does not otherwise impair their own efforts. They are unwilling to risk injury unless it’s clear that heir own circumstances will worsen if they do not. Friendly NPCs are open to negotiation and accept most bargains of equivalent value to both parties. If asked they cheerfully offer up knowledge they have of the agent (if appropriate to do so) and emphasize the good, while not necessarily concealing the bad. If nearby when combat breaks out, friendly NPCs often remain nearby to help out afterwards, and may become involved in the final rounds if it is clear the character is going to win. Staff of loosely allied groups, estranged family, and casual acquaintances often fall into this category. |
| Helpful | Helpful NPCs accept bargains and deals that slightly favor you, believing it contributes to the greater good. They usually volunteer a good opinion of the character. If involved in the vicinity of a fight involving the character, helpful NPCs try to offer indirect aid (shouted advice, information about the enemy’s location), and may join the fighting if certain of the character’s cause. Co-workers, allies from other organizations, distant family members, and good friends are all likely to fall into this category. |
| Ally | There are fans and there are allies — those individuals who not only admire the character but regard him as a close personal friend, and gladly and unquestioningly risk their life to assist him. An ally regards the character as a personal idol or mentor, someone who affects his or her life on a daily, fundamental level. Allies join a combat to assist the character without question or pause, though unlike worshippers, they don’t necessarily lay down their lives for their idol. Lifelong fans, childhood friends, star-struck admirers and past pupils are fitting examples of allies. |
| Worshipper | This NPC regards the character with favor normally reserved for royalty and cult figures. Worshippers gladly risk anything they have, including their lives, if it benefit the character or help to gain the character’s favor. A worshipper goes to any length to fulfill the character’s slightest whim and asks for little if nothing in return, save a sign of his gratitude. In combat, a worshipper throws himself in the way of attacks that might bring the character even the slightest harm, and immediately attack those perceived as a threat to the character’s safety. Intensely loyal subjects, sworn guardians, and chivalrous men of honor all fit this category. |
| Condition | DC |
| Crowd’s disposition toward you is ally or better | 5 |
| Crowd’s disposition toward you is helpful | 10 |
| Crowd’s disposition toward you is friendly | 15 |
| Crowd’s disposition toward you is neutral | 20 |
| Crowd’s disposition toward you is unfriendly | 25 |
| Crowd’s disposition toward you is hostile | 30 |
| Crowd’s disposition toward you is hateful | 35 |
| Crowd’s disposition toward you is obsessive | 40 |
| The crowd is panicked (angry mobs, refugees) | +5 |
| The message of the speech is objectionable to the crowd (telling the crowd to hate someone they love) | +10 |
| Situation | Modifier |
| Target is helpless or completely at your mercy. | +5 |
| Target is clearly outnumbered or disadvantaged. | +0 |
| Target is evenly matched with you. | -5 |
| You are clearly outnumbered or disadvantaged. | -10 |
| You are helpless or completely at the target’s mercy. | -15 |
| Each party that considers another party an adversary | +10 |
| Each party that’s hostile toward another party | +5 |
| Each party that’s unfriendly to another party | +2 |
| Each party that’s friendly to another party | –2 |
| Each party that’ helpful to another party | –5 |
| Each party that considers another party an ally or better | –10 |
| Each party that’s friendly to you | –2 |
| Each party that’s helpful to you | –4 |
| Each party that considers you an ally or better | –8 |
| Either you or one of the parties must use a translator | +5 |
| Each party is making unreasonable demands (surrender of valuable territory with no recompense, disarmament with no assurance of protection) | +10 |
Pilot (DEX or INT)
- Hovering Vehicles (Terran Rapid Attack Vehicle)
- Air Vehicles (Aircraft, Helicopters)
- Strike Craft (Space Fighters, Swift Assault Craft)
- Colossal Spacecraft
- Colossal (Frigate) Spacecraft
- Colossal (Cruiser) Spacecraft
- Colossal (Station) Spacecraft
Profession (WIS) – Trained Only
- Create Fortification (Extended Check, 2 Hours): With a successful extended skill check (DC 50), you may construct a camouflaged, 2-man fighting position with overhead cover that occupies a 2-square area. While up to any 2 characters are located in this location, they gain the benefits of half cover and concealment. Per the GM’s discretion, when you possess heavy gear (e.g. a bulldozer or a backhoe), the extended skill check interval is reduced to 5 minutes. Conversely, if you’re working without an entrenching tool or shovel (e.g. using a helmet and knife to improvise), you suffer a –10 circumstance penalty with each skill check made as part of this complex check.
- Improvise Fortification (2 Minutes): With a successful check (DC 15), you may scrape out a 1-man improvised fighting position that occupies a single square. While you are prone or crouched in this location, it grants you one-half cover and one-half concealment from enemy fire only — it offers no save bonuses against artillery, grenades, or other explosions, nor does it conceal you from non-visual observation.
- Know The System: You may use Profession (Military) in place of Knowledge (Civics) or Persuasion when making a skill check directly related to military personnel or a military bureaucracy.
- Profession (Veterinarian)
- As per the standard Profession skill check, you may use this skill to earn money as a veterinarian. This skill may also be used as a Knowledge (Life Sciences) skill concerning matters directly related to veterinary medicine and animal physiology. Finally, you may use Profession (Veterinarian) in place of Treat Injury when attempting to stabilize, diagnose, or treat an animal.
Psionics (CHA) – Trained Only
| Telepathy Distance | DC |
| Same Planet | 15 |
| Same System | 20 |
| Different Star System | 25 |
| Different Galaxy | 30 |
| Target In Flux Space | Impossible. Psionic collective unconscious does not cross dimensional boundaries. If both you and your target are in Flux Space, telepathy (and psionics) can still be done, but it requires direct touch to the target. |
Ride (DEX)
| Riding Task | DC |
| Guide with knees | 10 |
| Stay in saddle | 10 |
| Cover | 15 |
| Soft fall | 15 |
| Leap | 15 |
| Control mount in battle | 20 |
| Fast mount or dismount | 20 |
Stealth (DEX)
Survival (WIS)
| Surface | DC |
| Soft ground | 10 |
| Firm ground | 20 |
| Hard ground | 30 |
| Circumstance | DC Modifier |
| Every 3 creatures in the group being tracked | -1 |
| Every day since the trail was made | +1 |
| Every hour of rain since the trail was made | +1 |
| Fresh snow cover since the trail was made | +5 |
| Poor visibility | +5 |
| Tracked target hides trail (and moves at half speed) | +5 |
| Largest creature being tracked | |
| Huge or bigger | -10 |
| Large | -5 |
| Medium | +0 |
| Small | +5 |
| Tiny or smaller | +10 |
Swim (STR)
| Situation | DC |
| Calm water | 10 |
| Rough water | 15 |
| Stormy water | 20 |
Treat Injury (WIS)
- Pharmacology (Knowledge [Physical Sciences] trained, Treat Injury trained):The study of drugs, especially biological derivatives, allows a Pharmacologist to get the most from any medical chemical he creates or administers himself. As long as a Pharmacologist can take ten full minutes to tailor and refine a drug, it will always have its maximum listed effect and/or work in the shortest amount of time possible.
- Toxicology (Knowledge [Life Sciences] trained, Knowledge [Physical Sciences] trained, Treat Injury trained):When a toxicology specialist makes a Treat Injury check to treat any kind of disease or poison, he gains a +2 circumstance bonus to the roll and can heal one point of ability score loss associated with the condition with an hour’s treatment even if the check fails. Poisons and diseases made by a toxicologist always inflict +1 point of attribute damage whenever they deal damage or reach their incubation period.
- Trauma Care (Survival trained, Treat Injury trained):A trauma specialist is adept at working on emergency cases with very little time and minimal equipment when necessary. A specialist in this field does not need a medpac to administer first aid and if a medpac is available, they gain a +1 equipment bonus to their Treat Injury checks.
- Veterinary (Knowledge [Life sciences] trained, Perception trained, Profession [Veterinarian] trained, Treat Injury trained):A veterinarian can treat animals and nonsentient lifeforms as effectively as a medical doctor treats communicative patients. They gain the ability to make Persuasion checks without penalty when attempting to change the attitude of non-sentient creatures with intelligence 2 or less, and non-sentient creatures are automatically 1 disposition step better towards the veterinarian unless their disposition is hostile or worse.
- Xenobiology (Knowledge [Life Sciences] trained, Skill Focus [Knowledge (Life Sciences), Treat Injury trained):A xenbiologist has expanded their medical knowledge beyond their own species to include that over other species as well. A xenbiologist suffers no penalty for working on species other than their own, and if a species would normally be difficult to treat with medical gear designed for the xenobiologist’s species then the difficulty is removed (example: a Xenobiologist can prevent a Proximan from exploding with a DC 25 Treat Injury check using a Terran medkit instead of a DC 35)
Use Computer (INT)
| Information | DC | Time Required |
| General | 15 | 1 minute (10 rounds) |
| Specific | 20 | 10 minutes |
| Private | 25 | 1 hour |
| Secret* | 30 | 1 day (8 hours) |
| Attitude | The Computer… |
| Hostile | Treats you as a hostile intruder and attempts to trace your location and isolate your connection. |
| Unfriendly | Treats you as an unauthorized user and blocks your access to its programs and information. |
| Indifferent | Treats you as a guest or visitor and grants you access to non-secret programs and information (as long as this does not conflict with previous commands). |
| Friendly | Treats you as an authorized user and grants you access to any programs and non-secret information (as long as this does not conflict with previous commands). You may add any equipment bonus provided by the computer to your Use Computer checks. |
| Helpful | Treats you as if you are its owner or administrator, granting access to all of its programs and information (even if doing so overrides previous commands). You may add any equipment bonus provided by the computer to your Use Computer checks. |
| Security Level | Use Computer DC |
| Administrative (civilian) | 20 |
| Encrypted military | 30 |