Skill | Cost | Format | Formula | Description |
---|---|---|---|---|
Advanced Farming | 2 | 1 | WT + DFT + Natural | This is a reconstructionist Skill dealing with proper farm planning and scientific methods of maximizing production. A successful roll will increase the crop yield multiplier by (0.1) times the Effect Number. A failure will decrease the multiplier by the Effect Number. Critical failure results in the loss of the crop. The roll is made at harvest. Prerequisite Dirt Farming |
Advanced Medical | 3 | 1 | WT + DFT + Scientific | Medical Doctor related skill. This skill covers the use of injectors and medical kits. Prerequisites First Aid,Lab Technique |
Aerial Recon Interpretation | 2 | 1 | WT + Scientific + Esthetic | A successful use of this Skill allows correct interpretation of aerial reconnaissance photographs and other similar intelligence materials. Prerequisite Basic Research |
Archery | 2 | 3 | DFT + WT + Combative | This Skill governs the use of a bow of any sort. The Basic Chance of Success is modified by the strength of the bow, the range of the target, the type of arrow being fired, and the situation. Bows have no Weapon Damage Multiplier. This is dependent on the type of arrow fired. The Strength Group used to determine the Effect Die rolled is also range dependent. The percentage chance of an arrow hit achieving a Missile Special Effect is equal to the Damage Potential. |
Architecture | 3 | 1 | WT + Scientific + Mechanical | Besides allowing a character to perform the Task of designing structures, this Skill allows a character to gauge the structural soundness of a man-made construction Prerequisites Technology Use,Basic Research,Mathematic |
Armorer, Metal | 3 | 1 | DFT + WT + Mechanical | This Skill allows the character with the proper tools to produce armor in the same way that a character with Leather working Skill produces garments, Prerequisite Blacksmithing |
Armorer, Plastics | 3 | 1 | DFT + WT + Mechanical | This Skill allows production of plastic armor. Prerequisite Plasitic Forming |
Automobile Driving | 2 | 1 | DFT + WT + Mechanical | This Skill governs the operation of cars and light trucks. Common Interpretation: Semi Trucks are Heavy Equipment Driving. |
Automobile Mechanic | 1 | 1 | DFT + WT + Mechanical | This Skill allows a character to make repairs on cars, trucks, motorcycles and other land vehicles. Repairs are treated as a Task. Prerequisite Technology Use |
Autoweapon | 4 | 1 | DFT + WT + Combative | It is primarily designed to deal with fixed-mount automatic weapons or for averaging with rifle/pistol skills. It would be rare for a player to roll a BCS in autoweapon. It is used to average with the appropriate modern Firearm Skill if the character is using a weapon which has fully automatic or burst fire capability and is operating it in such a mode. Example: (Rifle BCS + Autoweapon)/2 = Averaged BCS. Note: Averaging never increases a BCS. |
Aviation Mechanic | 3 | 1 | DFT + WT + Mechanical | Working on aircraft. This has overlap with Auto mechanic. A character with this skill can do minor auto mechanic work. Prerequisite High Technology Use |
Basic Research | 1 | 1 | WT + WT + Scientific | This Skill represents the character's ability to get information from research materials. |
Beast Riding | 1 | 1 | DFT + STR + Natural | This Skill governs the riding and controlling of horses. |
Bicycle Riding | 1 | 1 | DFT + STR + Mechanical | Allows operation and minor repair of bicycles, tricycles, and mopeds. A character making his Bicycle Riding BCS when under fire may add his Skill score divided by 20 and rounded down to the Combat Dodge Ability acquired for the speed of the vehicle. |
Blacksmithing | 2 | 1 | DFT + WT + Mechanical | This Skill allows the character to make useful items out Of metal. Each item is treated as a Task, and the Games master must decide on the required amount of raw material and the number of Task Points involved. Prerequisite Technology Use |
Blowgun | 2 | 3 | HLH + WT + Combative | A blowgun is a delivery system for darts carrying some kind of drug. Dart damage is calculated for penetration purposes only. Darts will never damage shields. The Effect Die for determining the penetration is based on the users Health Group. The die result is multiplied by the WDM of the dart. If the result is greater than or equal to the Armor Value on the Location hit, the substance of the dart will be introduced to the targets system. |
Boating | 1 | 1 | STR + WT + Natural | This Skill governs the running of small sail or oar powered vessels. It also serves to allow a character to function as a crew member on a large vessel of the type covered. |
Bola | 2 | 3 | DFT + WT + Combative | This weapon system requires 1 Action to prepare and a minimum of 1 Action to windup to toss. For each additional Action spent in windup the range groupings will be modified by a multiplier of .5 per Action to a maximum of 3. Thus, after 4 additional Actions of windup the upper limits of all range groupings will be multiplied by 2. |
Botany | 2 | 1 | WT + Scientific + Natural | This Skill allows the character to recognize plant life. |
Bowyer | 2 | 1 | DFT + WT + Mechanical | This Skill allows a character to produce arrows and bows. With the proper materials and equipment, the character may, in a day, produce arrows or work on a bow. Metal arrow heads are produced by machining. |
Brawling | 1 | 3 | STR + DFT + Combative | This is unskilled, knock-down and drag-out style fighting The fighter may strike with a hand and receive a secondary strike or he may strike with a foot and make only the one attack. Hand attacks receive -5 to the Hit Location roll and are considered Short length weapons. Foot attacks receive +5 to the Location roll, are regarded as Average length weapons, and add the Mass of the fighter to his Strength for determining the Effect Die to be rolled for a successful attack. |
Breech Loading Artillery | 4 | 1 | DFT + WT + Combative | This Skill covers serving as a member of a gun crew for a modern style breech-loading artillery piece. As with many of the Support weapon Skills, it has little place in the standard rules which are designed for man-to-man conflict but is included in the Skills listing as a guideline. |
Carpentry | 1 | 1 | DFT + WT + Mechanical | Using various tools with this Skill, the character may build various things of wood. A job should be rated by the Gamesmaster as to how many units of material it will take, its Task Value and Period. |
Chemistry | 2 | 1 | WT + Scientific + Natural | This Skill is a basic science required for the basic performance, with Skills requiring chemical knowledge. The skill covers both organic and non-organic chemistry and geology. |
Climbing | 1 | 1 | STR + DFT + Natural | This Skill governs the climbing of sheer surfaces or manmade edifices. The rate of climb is the result of a Deftness Group Effect Die roll multiplied by a factor representing the difficulty of the surface. This factor is at the discretion of the Gamesmaster. A Critical Failure on the Basic Chance of Success roll indicates a fall. A normal miss requires another BCS roll with another miss indicating a fall. A successful roll indicates no progress. |
Commerce | 2 | 1 | WL + WT + Charismatic | This Skill is used in the barter process in attempts to get a better "price," for either the good offered or those sought. It is averaged with the character's best Skill, governing the use of the item sought or offered. In this case of averaging, the modified BCS may not exceed the BCS in Commerce, although it may exceed that in the other Skill. |
Complex Explosives | 2 | 1 | DFT + WT + Mechanical | This Skill is an advanced form of Simple Explosives Skill and operates in the same way but deals with more advanced explosives such as plastic explosives and other such wonders of modern technology. Prerequisites Lab Technique,Simple Explosives,Chemistry,High Technology Use |
Computer Design | 4 | 1 | WT + Scientific + Mechanical | This Skill allows the character to design computer hardware as a Task. This is development of circuit boards with processors and controllers. Prerequisite High Technology Use |
Computer Science | 2 | 1 | WT + Scientific + Mechanical | This skill allows the character to use computers, find information online and other elements of computer use such as installing software or computer programming. Prerequisite Technology Use |
Crossbow | 2 | 3 | DFT + WT + Combative | This skill governs the use of all crossbow type weapons. The Basic Chance of Success is modified by the range to the target, the type of bolt being fired, and the situation. The Weapon Damage Multiplier is, like bows, dependent on the type of bolt being fired. Unlike bows, the range and damage done is based on the weapon rather than the character using it. Crossbows have a recoil effect which may affect the user's chance of hitting his target. The percentage chance of a bolt hit achieving a Missile Special Effect is equal to the Damage Potential. |
Culture, Post-Ruin | 2 | 1 | WT + Communicative + Esthetic | This Skill represents the character's familiarity with the culture and practices that appeared after the ruin. |
Culture, Pre-Ruin | 2 | 1 | WT + Communicative + Esthetic | This Skill represents the character's familiarity with the popular culture. |
Decontamination | 3 | 1 | WT + DFT + Scientific | This Skill represents the character's ability to cope with decontamination of persons and things with regard to nuclear, biological, or chemical contaminants. Proper technique may require equipment. A successful BCS roll will mean that the character knows the proper technique. A second roll, and the proper supplies or equipment, are necessary to complete the process Prerequisite Lab Technique |
Defusing Explosives | 2 | 1 | WT + DFT + Mechanical | This skill allows characters to defuse explosives or blow themselves up trying. Prerequisite Technology Use |
Demolitions | 2 | 1 | DFT + WT + Mechanical | This Skill governs the placement and use of explosive substances to destroy objects, buildings, roads or towers. Prerequisite Technology Use |
Direct Fire Cannon | 4 | 1 | DFT + WT + Combative | This Skill is intended to cover such weapons as recoilless rifles, anti-tank artillery and tank main guns. |
Dirt Farming | 1 | 1 | HLH + DFT + Natural | This Skill allows a character to raise a crop. Hoes, plows, gathering equipment and seeds are needed. The basic yield is the character's Wit Group Effect Die roll divided by 2 and rounded to the nearest tenth. This is multiplied by the units of seed in cultivation to get the units of crop. |
Distillation | 2 | 1 | WT + Mechanical + Scientific | This Skill allows the character to distill alcohol, either for consumption by humans or for vehicle fuel. Prerequisite Technology Use |
ECM Operation | 2 | 1 | DFT + WT + Mechanical | This Skill allows a character who has access to Electronic Counter Measure equipment Prerequisite High Technology Use |
Electrician | 2 | 1 | DFT + WT + Mechanical | A character with this Skill may perform electrical repairs and rework circuits. Such attempts are Tasks and will be treated as such. Some operations will require tools, but the simple tracing of a circuit will not. This skill does not include the design of new electrical circuits, although it will allow a character to build a new one from a circuit diagram and the proper materials. Prerequisite Technology Use |
Encryption | 2 | 1 | WT + Scientific + Scientific | Decoding and encoding messages both electronically and physically. Prerequisite Basic Research |
Fencing | 1 | 3 | SPD + DFT + Combative | This Skill is a refined form of Single Weapon Skill. Its difference from that Skill lies in the positioning used and the attributes involved. Fencing Skill operates as an ordinary HTH Combat Skill. |
Fermentation | 2 | 1 | WT + Natural + Natural | This Skill allows a character to produce such things as beers, wines, and meads, or preserving food using pickling. |
Firearms Repair, Modern | 1 | 1 | DFT + WT + Mechanical | This Skill allows a character to restore Durability to firearms given time, equipment, and parts. It also allows a character to lay down specifications for parts of firearms to be produced using other Skills, such as machining. Prerequisite Machining |
Firearms Repair, Primative | 1 | 1 | DFT + WT + Mechanical | This Skill functions as the Modern form, except that it is used for primitive firearms. Prerequisite Machining |
First Aid | 2 | 1 | DFT + WT + Scientific | This Skill covers basic medical treatment on an immediate level. |
Fishing, Hook | 1 | 2 | DFT + WT + Natural | This Skill allows the character to acquire food from the water. The character must be using some form of equipment and will use his BCS for the type in use. |
Fishing, Trap | 1 | 2 | DFT + WT + Natural | Fishing using traps and the construction of simple fishing traps for trapping fish, crabs, and other water creatures. |
Flexible Weapon | 1 | 3 | DFT + STR + Combative | This skill governs the use of flexible and jointed weapons. Some of these weapons are capable of a unique form of attack called Entanglement. These weapons do extra subdual damage when attacking. |
Foreign Language, (ASL) | 1 | 2 | WT + WL + Communicative | The skill allows the character to speak and understand ASL using hand signals. A BCS roll is required to convey complex thoughts or technical descriptions, or when under stress. A roll is also required to translating for another person. The speaker must have two free hands. |
Foreign Language, (Chinese) | 1 | 2 | WT + WL + Communicative | The skill allows the character to speak and understand Chinese verbally. A BCS roll is required to convey complex thoughts or technical descriptions, or when under stress. A roll is also required to translating for another person. |
Foreign Language, (English) | 1 | 2 | WT + WL + Communicative | The skill allows the character to speak and understand English as a second language verbally. A BCS roll is required to convey complex thoughts or technical descriptions, or when under stress. A roll is also required to translating for another person. |
Foreign Language, (French) | 1 | 2 | WT + WL + Communicative | The skill allows the character to speak and understand French verbally. A BCS roll is required to convey complex thoughts or technical descriptions or when under stress. A roll is also required to translating for another person. |
Foreign Language, (German) | 1 | 2 | WT + WL + Communicative | The skill allows the character to speak and understand German verbally. A BCS roll is required to convey complex thoughts or technical descriptions, or when under stress. A roll is also required to translating for another person. |
Foreign Language, (Polish) | 1 | 2 | WT + WL + Communicative | The skill allows the character to speak and understand Polish verbally. A BCS roll is required to convey complex thoughts or technical descriptions, or when under stress. A roll is also required to translating for another person. |
Foreign Language, (Russian) | 1 | 2 | WT + WL + Communicative | The skill allows the character to speak and understand Russian verbally. A BCS roll is required to convey complex thoughts or technical descriptions, or when under stress. A roll is also required to translating for another person. |
Foreign Language, (Spanish) | 1 | 2 | WT + WL + Communicative | The skill allows the character to speak and understand Spanish verbally. A BCS roll is required to convey complex thoughts or technical descriptions, or when under stress. A roll is also required to translating for another person. |
Foreign Language, (Specify) | 1 | 2 | WT + WL + Communicative | The skill allows the character to speak and understand (Specify) verbally. A BCS roll is required to convey complex thoughts or technical descriptions, or when under stress. A roll is also required to translating for another person. |
Gambling | 1 | 1 | DFT + WT + Charismatic | This Skill can provide a source of income to the character if he is successful. The Effect Number of the character's roll indicates the multiplier to the base bet if he should win. If he fails his BCS roll, the difference between the die roll and his BCS is the multiplier to the base bet used to determine his losses. The character's opponent will also make a Gambling BCS roll. if he makes it, the Effect Number will be subtracted from the character's BCS before he rolls. If the opponent fails his roll, the difference between the roll and the BCS will be added to the Player Character's BCS before he rolls. Initial equipment for this Skill will be dice or playing cards at the player's option. |
Grenade Launcher | 4 | 1 | DFT + WT + Combative | This Skill covers the use of such weapons as the M-79 grenade launcher and also has an averaging function with such things as rifle grenades. |
Handicraft | 1 | 1 | DFT + WT + Natural | This is a grouping of Skills rather than a single Skill. A character will have a specified handicraft such as rope making, basket weaving, pottery making, etc. A character may have more than one Handicraft Skill. The Game master will adjudicate which Talent is the Governing Talent for a particular Handicraft. |
Handicraft - Create Cards | 1 | 1 | DFT + WT + Natural | This is a grouping of Skills rather than a single Skill. A character will have a specified handicraft such as rope making, basket weaving, pottery making, etc. A character may have more than one Handicraft Skill. The Game master will adjudicate which Talent is the Governing Talent for a particular Handicraft. |
Handicraft - Glassblowing | 1 | 1 | DFT + WT + Natural | This is a grouping of Skills rather than a single Skill. A character will have a specified handicraft such as rope making, basket weaving, pottery making, etc. A character may have more than one Handicraft Skill. The Game master will adjudicate which Talent is the Governing Talent for a particular Handicraft. |
Handloading | 2 | 1 | DFT + WT + Natural | This Skill allows a character to reload spent centerfire cartridges when he has the tools, supplies, and time necessary. Prerequisite Technology Use |
Heavy Equipment Driving | 2 | 1 | DFT + WT + Mechanical | This Skill governs the operation of such things as bulldozers, cranes, and other earth movers. It also governs the driving of military vehicles such as tanks and armored personnel carriers. Prerequisite Technology Use |
High Technology Use | 1 | 1 | DFT + WT + Mechanical | This Skill allows the character to deal with highly technological devices that are not covered by a specific Skill. Prerequisite Technology Use |
Hunting, Shoot | 1 | 2 | DFT + WT + Natural | In form, this Skill operates exactly like the Fishing Skill, except that it operates in a non-watery environment. |
Hunting, Trap | 1 | 2 | DFT + WT + Natural | This skill allows the trapping of game animals. It facilitates the making of game traps but does not cover trapping large animals or humans. |
Internal Combustion Engine | 3 | 1 | WT + Scientific + Mechanical | This skill deals with internal combustion engines, repair and design. Prerequisite Mathematic |
Interrogation | 3 | 1 | WT + WL + Charismatic | This Skill allows a character to interrogate another to get information from him. The Gamesmaster will present the interrogator with conclusions drawn from the information gotten from the subject. A Critical Miss will result in incorrect conclusions being drawn. |
Knife | 1 | 3 | DFT + SPD + Combative | This skill is a specialized form of Single Weapon skill. It governs the skilled use of short, edged weapons held in one hand, such as knives, daggers, broken bottles, razors, and short bayonets with a skill of KN. Knife skill allows two attacks per turn, but not a knife in each hand without two weapon skill. There is no WDA loss for two attacks with a knife. Knife does not require averaging with off-hand dexterity. When using Two Weapons, a knife in each hand is allowed, but minus 1 to each BCS for using two weapon skill (two attacks). |
Lab Technique | 1 | 1 | DFT + WT + Mechanical | This Skill represents the character's ability to perform functions in a laboratory environment Prerequisite Technology Use |
Laser Techology | 4 | 1 | WT + Scientific + Mechanical | This Skill represents the character's understanding of laser technology for the purposes of working with it, repairing it or designing it. Prerequisite High Technology Use |
Leatherworking | 2 | 1 | DFT + WT + Esthetic | anned hides with a successful BCS roll. A failed roll results in poorly-tanned hides. The character may make hides into garments. This requires 1 unit of hide per Location to be covered and has a Task Value equal to the Armor Value on one Location times the number of Locations to be covered. |
Literacy, English | 1 | 1 | WT + WL + Communicative | This Skill governs the reading and writing of a language. When using a book the character must make a Literacy BCS roll to receive any benefits. The language(s) in which the character is literate must be specified. |
Literacy, French | 1 | 1 | WT + WL + Communicative | This Skill governs the reading and writing of a language. When using a book, the character must make a Literacy BCS roll to receive any benefits. Language is French. |
Literacy, German | 1 | 1 | WT + WL + Communicative | This Skill governs the reading and writing of a language. When using a book the character must make a Literacy BCS roll to receive any benefits. Language is German. |
Lockpicking | 2 | 1 | DFT + WT + Mechanical | The name of this Skill explains its nature, picking of mechanical locks. |
Longsword | 1 | 3 | STR + DFT + Combative | This Skill governs the use of two-handed edged weapons, such as long swords and great swords. Non-edged weapons such as pipes and staves may also be used but suffer a modification to the BCS of (user's point of aim minus 6). Such weapons will have a secondary strike only if they normally do, and they are not Extra Long in length. |
Machining | 2 | 1 | DFT + WT + Mechanical | This Skill is a metal-working Skill allowing a character to produce metal artifacts when using at least a Tool Kit 2. The Gamesmaster will rate each artifact as a Task. This Skill can also govern woodworking with power tools. Machinists can make Bolts for Crossbows. Prerequisite Technology Use |
Magnalock Penetration | 2 | 1 | DFT + WT + Mechanical | Technology Use) Magnalocks are locks using card-keys. They require power (battery) to be operate the device Prerequisite Technology Use |
Marine Mechanic | 2 | 1 | DTF + WT + Mechanical | This Skill functions as does Automobile Mechanic, except that it deals with vehicles which move on the water. Prerequisite Technology Use |
Masonry | 1 | 1 | DFT + DFT + Mechanical | This Skill allows the character to perform such tasks as bricklaying. |
Mathematics | 2 | 1 | WT + Scientific + Mechanical | This is a basic scientific Skill and is also required if a character is to perform mathematical computations. |
Mechanically Generated Power | 2 | 1 | WT + Mechanical + Scientific | This Skill represents the character's understanding and familiarity with such things as windmills, waterwheels, and other devices used to gain mechanical advantage. It also covers his ability to design such devices. Prerequisite Technology Use |
Missile Launcher | 4 | 1 | DFT + WT + Combative | This Skill covers the launching and subsequent control of non-portable missile systems, whether for surface-to-surface or surface-to-air systems. |
Mortar | 4 | 1 | DFT + WT + Combative | This Skill covers serving as a member of a mortar crew. |
Motorcycle Driving | 2 | 1 | DFT + WT + Mechanical | This Skill governs the control of motorcycles. It can also be used for controlling mopeds. |
Muzzle Loading Artillery | 4 | 1 | DFT + WT + Combative | This Skill covers serving as a crew member for a primitive cannon. |
Nunchaku | 1 | 3 | DFT + STR + Combative | Nunchaku (Frontal) This Skill governs the use of the Nunchaku, a short flail. High STR character might be able to use two at the same time. |
Nutritionist | 2 | 1 | WT + Scientific + Natural | This Skill allows a character to determine the edibility of foodstuffs. This allows contaminated food to be avoided. |
Operational Command | 2 | 1 | WT + Combative + Scientific | This Skill is used by the commander of a side in Tactical Level Combat, as explained in Book 3. It represents the ability to command large groups of men in military endeavors. Prerequisite Tactics |
Pathology | 3 | 1 | WT + WT + Scientific | This is the medical Skill which deals with diseases. Prerequisites Chemistry,Advanced Medical |
Pharmacy | 3 | 1 | WT + DFT + Scientific | This Skill represents the character's knowledge of the techniques necessary to produce particular drugs. Prerequisites Lab Technique,Chemistry |
Physics | 2 | 1 | WT + Mechanical + Scientific | A basic scientific Skill required for advanced techniques.
Prerequisite Mathematic |
Pilot Fixed Wing | 3 | 1 | DFT + WT + Mechanical | This Skill governs the operation and control of fixed-wing aircraft. Prerequisite High Technology Use |
Pilot, Rotary Wing | 3 | 1 | DFT + WT + Mechanical | This Skill governs the operation and control of rotary wing aircraft. Prerequisite High Technology Use |
Pilot, Sub | 3 | 1 | DFT + WT + Mechanical | This Skill governs the operation and control of subs. Prerequisite High Technology Use |
Pilot, Variable Wing | 3 | 1 | DFT + WT + Mechanical | This Skill governs the operation and control of variable-wing aircraft. Prerequisite High Technology Use |
Pistol, Modern | 3 | 3 | DFT + WT + Combative | This Skill represents the ability to use a pistol. Note: With realistic BDGs, pistol have less utility against armored targets. |
Pistol, Primitive | 3 | 3 | DFT + WT + Combative | This Skill represents the ability to use a primitive (Flintlock)pistol. |
Plastic Synthesization | 3 | 1 | WT + Scientific + Mechanical | This Skill allows a character, with the proper equipment and the raw materials, to produce plastic stock. Prerequisite High Technology Use |
Plastics Forming | 2 | 1 | DFT + WT + Mechanical | This Skill allows a character with the tools and units of plastic stock to produce artifacts of plastic. Prerequisite Technology Use |
Polearm | 1 | 3 | STR + DFT + Combative | Polearm This Skill governs the use of hafted weapons requiring two hands such as halberds, spears, rifle and bayonet combinations, etc. Such weapons are usually allowed a secondary strike known as a butt stroke. Secondary strikes of this type are not allowed to be made into Long Front or Long Side hexes. The butt stroke has a WDM of 1 and does C type damage. NOTE: Many Polearms are THRUST only, resulting in lower damage. |
Power Generation, Electrical | 3 | 1 | WT + Scientific + Mechanical | This Skill is concerned with the design and operation of power plants to generate electrical energy from fossil fuel or hydroelectric sources. Prerequisite High Technology Use |
Power Generation, Nuclear | 3 | 1 | WT + Scientific + Mechanical | This Skill is similar to the one above but deals with nuclear energy sources. Prerequisite High Technology Use |
Power Generation, Solar | 1 | 1 | WT + Scientific + Mechanical | This Skill is similar to those above but deals with solar
energy sources. Prerequisite High Technology Use |
Powerboat Driving | 2 | 1 | DFT + WT + Mechanical | This Skill governs the control of motor-powered small craft. Prerequisite Technology Use |
Primitive Siege Engine | 4 | 1 | WT + DFT + Combative | This Skill governs the design and employment of such seige engines as catapults, rams, onagers, etc. |
Production of Fuel, Hydride | 4 | 1 | WT + Scientific + Mechanical | This Skill allows a character, with the proper equipment and the raw materials, to produce metallic hydrides which release hydrogen to be burned as fuel in certain engines. Prerequisites Lab Technique,Chemistry,High Technology Use |
Production of Fuel, Petroleum | 4 | 1 | WT + Scientific + Mechanical | The production, with the proper equipment and the raw materials, to produce fuel petroleum. This skill covers the production of biodiesel fuel from plant materials.
Prerequisites Lab Technique,Chemistry,High Technology Use |
Radio Communications | 2 | 1 | WT + DFT + Mechanical | This Skill represents the character's understanding of the principals and mechanics of radio communication and the devices used in it. Electrician Skill is required to make repairs or build such tools, but a character with Electrician Skill must follow the directions of a character with this Skill to do so.
This skilled use of hand held radios does not require any skill. This skill is setting up radios and stations. Prerequisite Technology Use |
Repair Muscle Powered Vehicles | 2 | 1 | DFT + WT + Mechanical | Carpentry Skill represents the characters' knowledge of such things as carts, sledges, wagons, and other such conveyances, but bicycles. Prerequisite Carpentry |
Rifle, Modern | 3 | 3 | DFT + WT + Combative | This Skill represents the ability to use a rifle. |
Rifle, Primitive | 3 | 3 | DFT + WT + Combative | This Skill represents the ability to use a primitive rifle. |
Rocket Launcher | 4 | 1 | DFT + WT + Combative | This Skill covers the use of man portable rocket and missile systems such as bazookas, LAWS and other portable anti tank or anti-aircraft guided missiles. |
Safecracking | 2 | 1 | DFT + WT + Mechanical | This Skill governs the opening of combination locks without having the combination. Prerequisite High Technology Use |
Sai | 1 | 3 | DFT + STR + Combative | This Skill governs the use of the Sai, a dagger-shaped, non-edged steel rod. This weapon is pointed at the tip and has two long tines curving down from the hilt along the blades. The Sai may be used to strike, doing C type damage with a WDM of 1.7. It may also be used to thrust with a WDM of 1.2 doing Lethal damage. |
Salvage Food | 2 | 1 | WT + DFT + Scientific | This Skill allows a character to salvage a portion of contaminated foodstuffs. Prerequisite Nutritionist |
SCUBA Diving | 2 | 1 | DFT + WT + Mechanical | This Skill governs the use of underwater breathing apparatus, filling of air tanks and other skills. Prerequisite High Technology Use |
Seamanship | 1 | 1 | HLH + DFT + Natural | This Skill represents the character's sea-legs and his general knowledge of the sea and its ways. For details of the effects of this Skill in Detailed Action Time |
Search, Rural | 1 | 2 | WT + WT + Natural | Find something significant. It is used for locating a useful item in a pile of junk, ascertaining the structural soundness of something like a staircase or a log over a chasm, and discovering things which have been hidden. |
Search, Urban | 1 | 2 | WT + WT + Natural | It is used for locating a useful item in a pile of junk, ascertaining the structural soundness of something like a staircase or a log over a chasm, and discovering things which have been hidden. |
Simple Explosives | 2 | 1 | DFT + WT + Mechanical | This Skill functions with respect to producing simple explosives such as TNT, nitroglycerine, blasting caps, etc. GM Note: Molotov cocktail can be may by any character, more complex with things like dish soap require simple explosives. Prerequisites Lab Technique,Chemistry |
Single Weapon | 1 | 3 | STR + DFT + Combative | This Skill governs the use of one-handed weapons in combat. Any weapon designated as one-handed may be used. The user usually has his off-hand empty. |
Sling | 2 | 3 | DFT + WT + Combative | The sling is a simple sling of David. The rules governing its range and the increase of range by longer windup are the same as for Bola Skill. The WDM that the sling imparts to its bullet will depend on the number of turns spent in windup. A character has an effective upper limit on the number of turns spent in windup of his Strength Group. This is for purposes of determining the WDM only. It does not apply to range. |
Slingshot | 2 | 3 | DFT + WT + Combative | The use of a slingshot or wrist rocket. |
Stealth, Rural | 1 | 2 | DFT + WT + Natural | Outside Detailed Action Time, a character may move a distance in meters equal to his Base Action Phase before having to check his Stealth BCS again. In Detailed Action Time, the checks are made on each Combat Turn. |
Stealth, Urban | 1 | 2 | DFT + WT + Natural | Outside of Detailed Action Time, a character may move a distance in meters equal to his Base Action Phase before having to check his Stealth BCS again. In Detailed Action Time, the checks are made on each Combat Turn. |
Strategic Command | 2 | 1 | WT + Scientific + Combative | This Skill is a higher powered version of Operational Command Skill. Allows a character to command large operations effectively. Prerequisite Operational Command |
Survival, Arctic | 1 | 1 | HLH + WL + Natural | This Skill represents a character's basic capability to fend for themselves in a specified environment |
Survival, Desert | 1 | 1 | HLH + WL + Natural | This Skill represents a character's basic capability to fend for themselves in a specified environment |
Survival, Oceanic | 1 | 1 | HLH + WL + Natural | This Skill represents a character's basic capability to fend for themselves in a specified environment |
Survival, Rural | 1 | 1 | HLH + WL + Natural | This Skill represents a character's basic capability to fend for themselves in a specified environment |
Survival, Urban | 1 | 1 | HLH + WL + Natural | This Skill represents a character's basic capability to fend for themselves in a specified environment |
Swimming | 1 | 1 | HLH + STR + Natural | Any character may play in the water, but this Skill is used to forestall drowning and to swim in dangerous waters. Details of the effects of Swimming Skill on movement in the water are given on page 32 of Book 1. NOTE: a character my easily navigate water if it is not dangerous, or they are in a survival situation. |
Tactics | 2 | 1 | WT + Combative + Communicative | This Skill allows a character to make observations of the tactical situation, causing the Gamesmaster to give the player information regarding the situation that the player has not figured out for himself. Such things as where the leader is, the possible presence of snipers or flanking forces, the implications of an observed move on the part of an enemy, etc., can be learned. The exact knowledge given out is at the discretion of the Gamesmaster and should be considered carefully. The character also understands basic military hand signal systems for directing small groups. |
Tailor | 1 | 1 | DFT + DFT + Esthetic | This Skill allows a character to produce garments in Flexible, Quiltable materials. |
TCP/IP Communication | 1 | 1 | WT + DFT + Mechanical | This Skill allows a character to build or repair computer networks. Prerequisite Technology Use |
Technology Use | 1 | 1 | DFT + WT + Mechanical | This is a basic Skill required for most technical Skills. |
Telegraphy | 2 | 1 | DFT + WT + Mechanical | Use of the telegraphy and telegraph related skills. Prerequisite Technology Use |
Telephone Communication | 3 | 1 | WT + DFT + Mechanical | This Skill functions as does Radio Communications Skill, except that its area of expertise deals with telephone communications. Prerequisite Technology Use |
Television Communication | 3 | 1 | WT + DFT + Mechanical | This Skill functions as does Radio Communications Skill, except that its area of expertise deals with television communications. Prerequisite Technology Use |
Therapy | 3 | 1 | WT + DFT + Scientific | This advanced medical Skill deals with restoration of lost Attribute points and maintenance of current scores. Prerequisite Advanced Medical |
Throwing | 2 | 3 | DFT + WT + Combative | Throwing represents a trained ability to throw weapons. It is required to successfully throw such things as knives, small axes, and spears. |
Tonfa | 1 | 3 | DFT + STR + Combative | This Skill governs the use of the Tonfa, a weapon resembling a billy club with a short handle, at a right angle to the shaft, at one end. The user of this Skill is trained in using one or two of the weapons. When using two Tonfa, the standard rules for Two Weapon Skill apply. As this is a specialized Skill, the character may not use the weapons in the manner of Two Weapon Skill unless he has that Skill. |
Tracking, Rural | 1 | 2 | WT + Natural + Natural | This Skill allows a character to follow a trail. A BCS roll must be made at each decision point (anywhere the trail may lead in more than one direction). The older the trail is, the harder it will be to follow. The exact difficulty is left to the Gamesmaster. A basic difficulty might be -1 to the base BCS for every 3 hours that have passed since the trail was made. Trails can also be obscured using this Skill. A successful BCS allows the character to roll the Effect Die for his Wit Group. This result is the negative modifier to the BCS of anyone trying to use Tracking Skill to follow the trail. |
Tracking, Urban | 1 | 2 | WT + Natural + Natural | This Skill allows a character to follow a trail. A BCS roll must be made at each decision point (anywhere the trail may lead in more than one direction). The older the trail is, the harder it will be to follow. The exact difficulty is left to the Gamesmaster. A basic difficulty might be -1 to the base BCS for every 3 hours that have passed since the trail was made. Trails can also be obscured using this Skill. A successful BCS allows the character to roll the Effect Die for his Wit Group. This result is the negative modifier to the BCS of anyone trying to use Tracking Skill to follow the trail. |
Two Weapon | 1 | 3 | STR + DFT + Combative | The user of Two Weapon Skill holds a one-handed weapon in each of his hands. The weapons allowable due to weight and wieldiness are dependent on the character's Strength. Neither may exceed his strength group. |
Unarmed Combat | 1 | 3 | DFT + SPD + Combative | This Skill represents mixed martial arts. There are three different techniques available to the character using this Skill: Striking, Throwing and Grappling. Both of the character's hands must be free to use the latter two techniques. When fighting an opponent who is using Unarmed Combat Skill or Brawling Skill, a character does not receive the Situational Modifier penalties for attacking to a Side or Rear hex or those for prone or kneeling position. |
Weapon and Shield | 1 | 3 | STR + DFT + Combative | The user of this Skill holds a one-handed weapon in his favored hand and has a shield on his off-hand arm. The character is treated as if he were using two weapons in terms of weapons and shields allowable due to weight and wieldiness. Use twice the Shield's ENC value as a weapon's Strength Rating for this purpose. |
Weaponsmithing, Metal | 3 | 1 | DFT + WT + Mechanical | This Skill governs the making of metal edged or blunt Hand-to-hand weapons. Prerequisites Blacksmithing,Machining |
Weaponsmithing, Wood | 3 | 1 | DFT + WT + Mechanical | This Skill governs the making of wooden HTH weapons. Prerequisite Carpentry |
Weaver - Spinner | 1 | 1 | DFT + WT + Esthetic | With this Skill a character can produce fabric from raw materials. The raw materials are rated by the Gamesmaster in units which will provide a unit of fabric that may then be used with Tailor Skill. |
Zero - G Training | 3 | 1 | SPD + DFT + Natural | This Skill is used in a zero-G environment in much the same way that Swimming Skill is used when the character is in water over his head. Prerequisite High Technology Use |
Zoology, Post-Ruin | 2 | 2 | WT + Scientific + Natural | It deals with the character's knowledge of animals. |
Zoology, Pre-Ruin | 2 | 2 | WT + Scientific + Natural | It deals with the character's knowledge of animals. |
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