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IrradiatedFur:Skills
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You start with (Skills die size x 5) + (Intelligence die size) in skill points. (So if you had put d4 into Skills but had a d12 Intelligence, you'd have 4*5+12 = 32 skill points.) A skill is ranked from d4 (mediocre) to d12 (amazing), and costs Die Size/2 skill points to purchase. (So a d4 costs 2 points, a d6 3 points, a d12 6 points, and so on.) *Acrobatics (AG): Dodging, ducking, weaving, leaping, and tumbling. *Body Hardening (ST): Being very freaking tough. Add half your Body Hardening die (2 for d4, and so on) to your Soak. *Climbing (AG): Going arboreal. Your climbing speed is (Climbing/2) meters per round with this skill, 1m per round without. *Computers (IN): How to work with computers and other such electronics. *Diplomacy (CH): Convincing others to not kill you. *Domestic (CH): Running a home, bar, brothel, hotel, or what have you. *Drive (AG): The ability to operate a vehicle. Unlike in the movies, there are few 'running gun battles' done with people behind the wheel; most cars can't work well at all, much less well enough to work like they do in the movies. *Endurance (HT): Being able to resist tiring. *Feral (Special): Being able to rely on your animal instincts. Unlike most skills, Feral is based on your Race die. *Firefight (AG): Shooting at short range. *Fixit (IN): How to repair something. *Hunting (IN): Getting prey, whether by trapping or by stalking. *Intimidation (CH): Scaring the crap out of someone. *Language (IN): The ability to speak another language besides your native language. The number of languages you know is your Die Size/2; the more langauges you know, the better you are at languages. *Leadership (CH): Bullshitting with a straight face and organizing people under your command. *Lockpicking (AG): Opening mechanical locks. *Martial Arts (AG): The practiced art of fighting. Not significantly different from Melee in practice, except that it's hard to defend against and doesn't teach you much about defending from actual attacks: the two are at -2 to defend against each other. *Medicine (IN): Healing someone using what you have at hand. Since there are so many techniques to learn, from diagnosis to pharmaceuticals to surgery to post-surgical care, Medicine costs double (4 for a d4 and so on). *Melee (AG): Brawling and using non-ranged weapons. *Occult (IN): Knowing what rituals do what, and most importantly, what not to touch. *Perception (IN): Noticing something. *Performance (CH): Showing off for dramatic purposes, or playing music. *Rope Use (IN): From binding people to creating shelters and buildings. *Science (IN): All that liberal arts stuff that isn't going to do you much good in the post-nuclear wastelands. *Seduction (CH): Getting what you want. Also the skill on your character sheet most likely to get you teased. *Sniping (AG): Shooting at long range. *Stealth (AG): Being very very quiet. *Style (CH): It's not about being good -- it's about looking good. *Survival (IN): The ability to live off the land. Since you have to be careful not to eat fallout-tainted or dangerously mutated food, where you did not in the 20th century, Survival costs double (4 for a d4 and so on). *Swimming (ST): Being able to move in the water. Your swimming score is 1m/round if you don't have Swimming, Swimming/2 if you do. *Tactics (IN): Your ability to fight with others. Also add your bare Tactics die to your Initiative (that is, you roll your Tactics Die with your Agility Dice). *Weight Lifting (ST): The amount of weight you can bench is (Strength Die + Weight Lifting / 2), squared, in kilograms. You can carry one-third of this on your back. *Willpower (Special): Stubbornness, bullheadedness, and the like. Willpower, like Feral, is based on your Race die. <b>Specializations</b> are also available for any skill. You can buy a specialization in any skill at 1/2rd the normal price for the skill. If you wanted to add Willpower/Resist Torture d8 to your normal Willpower of d6, you would pay 2 points: the normal cost of Willpower d8 is 4, and divided by 2 is 2. [[Category:Irradiated Fur]]
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