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− | == Analytical == | + | = Combat Skills = |
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− | Skills in the Analytical group are primarily those that require a careful eye for detail and fastidious study. Characters with an investigative background or in positions where they need to manage resources will often have skills from this group.
| + | The Combat skill group covers skills that characters will use in combat. While most characters can use any weapon untrained, training in a weapon gives them access to greater mastery of ighting. |
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− | === Bureaucracy ===
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− | '''Roll''': Wits + Bureaucracy
| + | == Archery == |
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− | Although it is usually possessed by those who work within “the system”, whether the setting is the Church, the merchant guilds, or the nobility, knowledge of how to manipulate the network of forms and records can be useful to any character. he ability to cut through red tape—or, conversely, to cover your tracks through an endless maze of paperwork—can be invaluable to anyone seeking to circumvent the establishment.
| + | '''Roll''': Perception + Archery |
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− | '''Forge Document''': Characters with this skill are familiar with the language and layout of typical forms and documents. To create a forgery, roll Wits + Bureaucracy. While forging a tax waiver on Shaprut from the Senior Collector may require additional Planet Lore (and considerable chutzpah), faking a Planet Lore (and considerable chutzpah), faking a receipt, a will or other common document will be relatively straightforward. | |
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− | '''Bribery''': he grease what moves the wheel of Bureaucracy. his concerns itself with how to discretely make sure the right people are paid to get the paperwork iled quickly and properly. Bribing an oicial not only requires the knowledge of where to place the bribe but knowing the proper people to approach. When working within a bureaucratic system the character can roll Presence + Bureaucracy to get an idea of whom, when, and how to apply a bribe to get the results they want.
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− | '''Paper Trail''': When something needs to be hidden from view or misdirected to another person, a specialist at paper trails can confuse even the most ardent Questing Knight looking for answers. Most uses of bureaucracy are designed to help a character follow the proper procedures to get things accomplished; leaving a paper trail is used to obfuscate a character’s tracks. A character rolls Wits + Bureaucracy to make it more diicult to see a character’s inluence on a bureaucratic system or to make information more diicult to ind. AL SKILLS
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− | '''Spot Forgery''': A character trying to determine the authenticity of a document can use Perception + Bureaucracy to spot if a document is a forgery. his roll is opposed by the quality of the forged document created.
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− | ==== Complementary Skills ===
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− | '''* Lore''': he appropriate area Lore can aid in understanding local customs and rules, especially when it comes to legal documents.
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− | '''* Art''': Characters trying to forge another’s handwriting or signature can use artistic ability to achieve the desired efect.
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− | === Investigation ===
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− | '''Roll''': Wits + Investigation
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− | This encompasses the skills used to carry out a detailed or careful examination. his can be an examination of a crime, inding dirt on a lover, or discovering what an item does.
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− | '''Research''': his allows the character to locate information on a particular topic. his includes knowledge of church libraries, guild records and Second Republic lost libraries (although it is harder to use these). Research is especially useful for those looking for information on lost tech. Research of this sort can often take a great deal of time—there is no Dewey decimal system to make all this easy. his skill is much easier for those who can read Latin (especially when using a Church library), Urthish or even Urthtech.
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− | '''Inquiry''': Inquiry covers the footwork side of investigation. he essence of Inquiry is the ability to obtain and correctly interpret information. Inquiry also includes knowing what questions to ask a suspect, as well as how to interpret what he does—and doesn’t—tell you. Inquisitors of Temple Avesti some- times possess Inquiry, though they often tend to bully their way through the interrogation process rather than using subtlety. When conducting an inquiry the character uses Presence + Investigation.
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− | '''Scene''': his involves gathering clues from loca- tions. A Perception + Investigation roll at the scene of a crime will pick up details an Observation roll would not. Number of suspects, blood spatter indicating type of weapon, methods used to gain entry and minute clues can easily be found with this specialty.
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− | '''Surveillance''': Sometimes while investigating a matter you need to observe the suspects without them knowing.
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− | Normal surveillance is done using Perception Investigation; Electronic Bugs, High Orbit scans and intercepting communiqués would use Tech + Investigation.
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− | ==== Complementary Skills ===
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− | '''* Analytical''': Observant investigators will notice more clues and details than those less observant. When searching through a paper-trail, bureaucracy could come in handy.
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− | '''* Malefaction''': To know one is to be one. While most investigators are not criminals themselves, in order to know their enemy they must also know his tricks.
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− | '''* Science''': Knowledge of certain sciences may come in handy for more advanced detective work. With the proper tools and knowledge, an entire subject proile may be derived by unraveling the DNA found in a single hair.
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− | '''* Lore''': Characters knowledgeable about a particular topic or region will ind that their background comes in handy when investigating related subjects (“Ah, this tobacco is the inest quality platinum grade, grown only on the moon of Aragon. Whoever our suspect is, he has considerable resources and contacts within the aristocracy to be spending such an amount on tobacco!”).
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− | === Observe ===
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− | '''Roll''': Perception + Observe
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− | Some people stay constantly aware of the world Some people stay constantly aware of the world around them, and others have to work at it—and still remain oblivious to everything else.
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− | '''Detection''': his is a catch-all category for noticing things that aren’t as they should be. For instance, if Cardanzo needs to notice that a cane actually doubles as a laser, he would need to roll Tech + Observe. If Erian Li Halan is around a strange-acting Vorox, she would need to roll Wits + Observe to notice that his low rumblings and stillness mean that something is wrong.
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− | '''Notice''': hings are constantly happening, but that doesn’t mean the character is necessarily aware of them. To hear that assassin sneaking up or to see the scorpion in the weapons locker requires a Perception + Observe roll. he observer needs to roll more successes than the sneaker made on her Dexterity + Sneak roll.
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− | '''Search''': Using Wits + Observe the character can do a logical search of a given area or person.
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− | === Physick ===
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− | '''Roll''': Wits + Physick
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− | Physick covers anatomy, surgery, diseases and preventative medicine. his may also include the implantation of cybernetic devices, if the character also has that knowledge. Sanctuary Aeon and the Engineers guild are well known for particular specialties. Characters wishing to use Physick on members of a race other than their own must have the relevant Xeno Lore or irst make a successful Wits + Life Sciences roll, or they will not be suiciently familiar with how that particular race’s physiology works. Any character likely to encounter aliens in her medical practice would be well advised to bone up on the similarities and diferences in biological systems. After all, certain assumptions may lead to the death of the patient.
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− | '''Surgery''': Surgery is a very delicate procedure which involves attempting repair to organs. Only a rare few physicians are skilled surgeons. Roll Dexterity + Physick.
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− | '''First Aid''': Sometimes the irst few minutes of an accident are the most crucial. First Aid deals with accident are the most crucial. First Aid deals with immediate responses to injuries and accidents. Many soldiers take this specialty to stabilize their comrades during ire ights. First aid is rolled using Wits + Physick.
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− | '''Cosmetic''': Characters who wish to focus on cosmetic or reconstructive surgery will ind that their skills are as much in demand from the Scravers, Chainers and fugitives from justice as they are from the nobility and the freemen that can come up with as much money as the nobles can when their identity is at stake. Cosmetic changes rely as much on perception as skill and use Perception + Physick.
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− | '''Technical Medicine''': he use of certain high-tech tools to aid a physician in her work requires knowledge of how such things work; while a barbarian may know how to dress a wound to prevent infection, it is unlikely that he will know how to use a laser scalpel. While anyone with Remedy may follow the basic directions for the items commonly found in a MedPak (such as tissue regenerative salves, stimulants and the like), anything more complex requires a Physick roll. Characters attempting to use medical technology in their work should roll Tech + Physick rather than Wits + Physick, due to the complex nature of the tools being used.
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− | ==== Complementary Skills ===
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− | '''* Sciences''': A deeper understanding of Biology, Chemistry, or even Physics or Cybernetics may be useful for anyone using Physick, depending on the circumstances.
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− | === Warfare ===
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− | '''Roll''': Wits + Warfare
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− | This skill is a general category which covers several aspects of warfare, from knowledge of tactics to the logistical necessities. he analytical side of warfare covers strategy, tactics, and organization.
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− | '''Military Tactics''': his gives the character general knowledge of military strategy and tactics. Military Tactics is used to know the best method of attack as well as knowledge of how troops will react in combat situations. Proper use of tactics can provide bonuses to troop and leet battles. A tactician who outmaneuvers his opponent well enough on the battleield could end a battle without a shot ired. Roll Wits + Warfare. end a battle without a shot ired. Roll Wits + Warfare.
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− | '''Logistics''': Logistics is the management of the low of resources between the point of origin and the point of destination in order to meet the requirements of an armed force. Starving and under equipped forces can lose morale or even their lives. Roll Wits + Warfare.
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− | '''Intelligence''': Using natural perception and pattern-analysis, intelligence combines data from scouts, spies and other sources to allow commanders to make appropriate decisions on the battleield. Military intelligence serves to identify the threat, and provide information on understanding best methods and weapons to use in deterring or defeating it. Roll Perception + Warfare to gather Intelligence.
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− | ==== Complementary Skills ===
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− | '''* Xeno Lore''': Know thine enemy. Knowing the habits of an alien culture can often reveal a weakness that can be exploited.
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− | '''* Faction Lore''': Knowing how your enemy ights can be an advantage.
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− | '''* Planetary Lore''': Knowing the layout of a particular region can give a signiicant advantage in warfare.
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| + | Archery is the study of marksmanship using a bow and crossbow. A successful archer must consider factors such as wind and trajectory when lining up a perfect shot, which is why archery relies on perception. While bows are primarily still used for hunting, they are the ranged weapon of choice on some backwater worlds. Characters skilled at Archery may refer to Chapter 11: Armory (p.302) for descriptions of different types of bows and crossbows which they may specialize in. |
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