Skill descriptions

Appraisal

This skill gives you the ability to be able to appraise items such as precious metal and jewels and determine an approximate value.  

Charm

This gives you the ability to hoodwink/distract others whilst something else happens, this skill can only be used by saying the key phrase “You’re never going to believe this but...”  For example, you might say to someone “You’re never going to believe this, but I think we might be related, describe your mother”.  This skill works better the more you role play it.

Code Reader

This gives you the ability to read and decode encrypted messages and also to encrypt messages that you send.  In practice if you are confronted by an encrypted message then you will be given part of a key to help with decoding.  Exact methodology to deal with this will be provided prior to the game to those who have the skill.  Usage of this skill may also have an element that requires a smart phone or similar device and advice will be given as to which apps require loading onto it.

Computer Hacking

You can hack your way around a computer network, either looking for information you shouldn’t have, or disabling security systems, etc.  Using this skill will require a functioning smartphone, tablet or similar device. 

Conceal item

You may hide a single small device from discovery if you are searched, this could either be a small pistol (emphasis on the word small) or a pocket communicator or some other such device.  It should be not in plain sight, stick it in a pocket etc. If you are searched thoroughly whilst you are unconscious, then the skill does not apply.

Contacts

This gives you a contact either in the Government, Military or perhaps from a more shadowy source.  This skill can be taken multiple times to give you more than one contact.  You should define your contact by what their role is currently and how you came to know each other in your character background.  A typical contact entry might read like the following: -

“Horace Cort, I saved his daughter’s life once and he figures he owes me for that, he’s currently a high-up in the ISPF, you never know when you might need a good copper!”

This is a variable cost skill.  Contacts within your own profession background will cost less than those from other backgrounds.  Also, the effectiveness and influence wielded by a contact can be increased by pumping further points in to it.

Civilian Marines Corp/Gov

Civilian 1 2 2

Marines 2 1 2

Corp/Gov 2 2 1

In the above table, if a civilian wanted another civilian contact then it would cost 1 point, if they wanted a marine or a corp/gov contact then it would cost 2 points.  Certain contacts need to be justified in your character background and may cost additional points (if you are on speaking terms with the Secretary General of the LIN for example).

Demolitions

This gives you the ability to prepare, set and detonate explosive charges of various sizes.  Note: You will need to provide your own phys-reps for these.

Only a character with the DEMOLITIONS SKILL can emplace and remove explosives.  All explosives must be phys-repped non-explosive dummies. Real pyros may only be used with the explicit consent of the GM.

Demo rules are optional and may be considered in or out of use as a GM dictates.

DEMOLITONS KIT CONTENTS

1: The Charge

The 'Charge Demolition, Plastic, C4, M112', or C4 block is a generic unit of explosive. More exotic designs can be produced by players as long as they are roughly the same size/bulk.  A single C4 charge measures 2 x 1.5 x 11 inches and can be made from wood sprayed green with a label. Drill a hole in one end to hold the detonator.

2: The Detonator or blasting cap

Phys-repped by a bolt or tube of metal. This is what initiates the explosion. Ideally should be carried in a separate box. Detonators should only be attached to the charge when the charge is emplaced, not carried around connected. (A referee can rule that an unsafe device has exploded on the character).

3: Det Cord

For direct detonation. Use String, cord, wire, clothesline whatever. Bright colours are good to avoid a tripping hazard. Up to 30 yards is a good length.

4: Detonation Device.

This can be a simple push button or plunger, a timer (egg timer), or a radio control device.

5: Tools.

A useful techy tool kit for a demo expert would be tape (Gaffer/electrical), a multi tool, screwdrivers and so on.

JUDGING EXPLOSIVES USE

1 Block: Destroys Wood. (Interior door, stockade fence etc).

2 Blocks: Destroys Concrete (wall. bridge support etc).

3 Blocks: Destroys Steel (Armour plate, Spacecraft hull etc.).

4 Blocks: Destroys something Alien or exotic (at Referees discretion).

ROLE-PLAYING DEMOLITIONS

1: Direct Detonation

Emplace charges. Insert Detonator. Uncoil and attach det cord to the detonator and connect the other end to your plunger/switch. Shout "FIRE IN THE HOLE!" 3 TIMES and then shout "BANG!". The obstacle is destroyed.

2: Time Delay Detonation (TIMER)

Emplace charges. Insert Detonator and attach timer to the charge. Set timer and retire at a saunter. When the timer buzzer sounds, the obstacle is destroyed.

3: Radio Detonation (Ref Needed)

Emplace charges. Insert Detonator. Attach Radio receiver unit to charge. This must be a small box with an LED in it to alert players that the charge is radio controlled. Switch on LED unit and retire. With a radio transmitter prop you can detonate the charge from anywhere on site (referee needed for this).

THE BOOM.

This is either a ref or player shouting "BANG!", and declaring the item destroyed or an area out of play. Any PC or NPC within 10 yards of the explosion loses all their hits and goes down.

DEFUSING AND REMOVING.

Only a character with DEMOLITIONS skill can defuse an explosive once planted. Anyone without the skill will detonate the explosive if they try.

Endurance

This skill represents enhanced physical conditioning and/or agility and lets you start with three extra hits on your sensor.

Engineering

This gives you the ability to operate and conduct repairs on various pieces of equipment from a Star Ship’s engine to a Colony’s water pumps.  Note: it might be a good idea to have your own In-Character toolkit.  This skill also lets you use advanced technical pieces of equipment.  This skill also gives you the chance to do research to invent new machines and methodologies.  

NOTE: This skill is also based on your background, if you are a civilian then you may not be able to fix a dropship as quickly a Marine Engineer.

Forgery

This skill gives you the ability to forge and to reproduce various pieces of documentation within the game, you should consult the GM team with details of how and where you would like to utilise this skill.  You should have some kind of Phys-Rep for your forgery equipment.

Forensics

This is used in the analysis of a potential crime scene, this would involve dusting for fingerprints, collection of DNA and other samples.  If this skill is used in concert with other similar skills (such as Biology or Chemistry) then you will get an enhanced result.

History

This gives you historical knowledge of various incidents and events that could prove useful.  This lets you ask the refs about such events.  If the history is directly related to your other skills, then you might get a more complete answer.

Investigate

You are a skilled investigator.  When conducting an investigation into a crime or incident of any kind and you feel you need to rely on your instincts to reveal some hidden clue or piece of evidence then you can ask the GMs for such a hint.

Interrogation

When questioning another character, you can use the phrase “Now you’re going to tell me the truth”, this can only be used after at least 10 minutes of a roleplay interrogation scene.

Med-Tech

This skill lets you tend light and moderate wounds.

See the GM running the game for more information on which medical system is being used.

This Skill is a pre-requisite for Surgeon.

Science (Geological)

This skill covers the study of physical evidence out in the Universe and covers subjects such as Geology, Volcanology, Metallurgy and Meteorology.

Science (Life)

This skill covers the study of life in the universe and covers a broad range of potential subjects such as Zoology, Biology, Botany and potentially any alien organisms that may be encountered in the wide universe.  This skill also allows knowledge about items such as Hyper-sleep and other related advanced technology.

Science (Physical)

This skill means you have a broad knowledge of practical lab and industrial chemical processes. How much time you spend on the analysis could impact how much information is given in return.  You should have appropriate phys-reps for your analytical needs (although in some cases they may be provided, check with your GM).   Potential subjects include both Organic and Inorganic Chemistry and Bio-Chemistry as well as the ability to research potential new compounds.

Science (Theoretical)

This skill means you know about a broad variety of higher level theoretical scientific principle. Other players should respect your opinion on them. You may ask the GM Physics related questions regarding physical phenomenon both known and unknown.  This skill can also cover subjects such as Physics, Astronomy, Mathematics, etc.    

Your character background should include how you gained your science knowledge and what branches you have studied.

Pick Lock

This skill enables you to open doors and bypass security systems.  The exact system as to how this skill will work in game will be given out at the game.  This could vary from being given a bunch of random keys and you have to find the right one to being given a card with a list of possible combinations on for a combination lock.  No matter which system is used you must have some kind of Phys-Rep to represent your lock picking tools.

Pistol

This skill means you have been trained in the use of a Pistol-sized firearm and are able to comfortably use one.  The pistol used must be semi-automatic (only fires once when the trigger is pulled) and can only do 1 point of damage.  

If you have a multi-function pistol of some kind then this needs to be cleared with the GM’s of the event you want to use it on.

Rifle

This skill indicates a level of training with more advanced weaponry.  As this is an advance able skill, the various levels are as follows: -

1. Basic: A Rifle/SMG sized weapon capable of automatic fire only doing 1 point of damage.  A shotgun style weapon capable of doing three points of damage but the weapon must have a cycle time of at least 3 seconds between shots.

2. Skilled: A Rifle/SMG sized weapon capable of automatic fire and doing two points of damage.

3. Advanced: A Rifle sized weapon capable of two plus points of damage (a sniper rifle would be an example of this) these weapons should be cleared with the GM of the games you intend to use them on.

NOTE: Damage levels of all weapons are subject to change at the GM’s discretion.

The skill cost per tree: -

Basic Skilled Advanced

Civilian 2 3 N/A

Marines 2 2 2

Corp/Gov 3 3 N/A

Search

This skill means you can search a character and unless they have the conceal item skill then all IC items of interest should be produced.   When you search them you should use the key phrase “I am searching you thoroughly” to make it clear to the player they should comply.

Subdue

If you are able to get behind someone then you can effectively use the butt of your weapon to knock them out, this done by calling “Subdue” and tapping the target on the shoulder, the subdued target is then rendered unconscious for approximately 5 minutes and this should be role-played accordingly.

Surgeon

This means you have proper medical training and can tend to more serious wounds and diagnose other medical ailments.  Please check with your GM for more details as to how the medical system works.  You must have already taken the Med-Tech skill before you can take this.