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	<title>IrradiatedFur:Skills - Revision history</title>
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	<updated>2026-07-27T20:08:00Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=IrradiatedFur:Skills&amp;diff=10184&amp;oldid=prev</id>
		<title>Almafeta at 23:25, 22 May 2005</title>
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		<updated>2005-05-22T23:25:28Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;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&amp;#039;d have 4*5+12 = 32 skill points.)&lt;br /&gt;
&lt;br /&gt;
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.)&lt;br /&gt;
&lt;br /&gt;
*Acrobatics (AG): Dodging, ducking, weaving, leaping, and tumbling.&lt;br /&gt;
*Body Hardening (ST): Being very freaking tough. Add half your Body Hardening die (2 for d4, and so on) to your Soak.&lt;br /&gt;
*Climbing (AG): Going arboreal. Your climbing speed is (Climbing/2) meters per round with this skill, 1m per round without.&lt;br /&gt;
*Computers (IN): How to work with computers and other such electronics.&lt;br /&gt;
*Diplomacy (CH): Convincing others to not kill you.&lt;br /&gt;
*Domestic (CH): Running a home, bar, brothel, hotel, or what have you.&lt;br /&gt;
*Drive (AG): The ability to operate a vehicle. Unlike in the movies, there are few &amp;#039;running gun battles&amp;#039; done with people behind the wheel; most cars can&amp;#039;t work well at all, much less well enough to work like they do in the movies.&lt;br /&gt;
*Endurance (HT): Being able to resist tiring.&lt;br /&gt;
*Feral (Special): Being able to rely on your animal instincts. Unlike most skills, Feral is based on your Race die.&lt;br /&gt;
*Firefight (AG): Shooting at short range.&lt;br /&gt;
*Fixit (IN): How to repair something.&lt;br /&gt;
*Hunting (IN): Getting prey, whether by trapping or by stalking.&lt;br /&gt;
*Intimidation (CH): Scaring the crap out of someone.&lt;br /&gt;
*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.&lt;br /&gt;
*Leadership (CH): Bullshitting with a straight face and organizing people under your command.&lt;br /&gt;
*Lockpicking (AG): Opening mechanical locks.&lt;br /&gt;
*Martial Arts (AG): The practiced art of fighting. Not significantly different from Melee in practice, except that it&amp;#039;s hard to defend against and doesn&amp;#039;t teach you much about defending from actual attacks: the two are at -2 to defend against each other.&lt;br /&gt;
*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).&lt;br /&gt;
*Melee (AG): Brawling and using non-ranged weapons.&lt;br /&gt;
*Occult (IN): Knowing what rituals do what, and most importantly, what not to touch.&lt;br /&gt;
*Perception (IN): Noticing something.&lt;br /&gt;
*Performance (CH): Showing off for dramatic purposes, or playing music.&lt;br /&gt;
*Rope Use (IN): From binding people to creating shelters and buildings.&lt;br /&gt;
*Science (IN): All that liberal arts stuff that isn&amp;#039;t going to do you much good in the post-nuclear wastelands.&lt;br /&gt;
*Seduction (CH): Getting what you want. Also the skill on your character sheet most likely to get you teased.&lt;br /&gt;
*Sniping (AG): Shooting at long range.&lt;br /&gt;
*Stealth (AG): Being very very quiet.&lt;br /&gt;
*Style (CH): It&amp;#039;s not about being good -- it&amp;#039;s about looking good.&lt;br /&gt;
*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).&lt;br /&gt;
*Swimming (ST): Being able to move in the water. Your swimming score is 1m/round if you don&amp;#039;t have Swimming, Swimming/2 if you do.&lt;br /&gt;
*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).&lt;br /&gt;
*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.&lt;br /&gt;
*Willpower (Special): Stubbornness, bullheadedness, and the like. Willpower, like Feral, is based on your Race die.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Specializations&amp;lt;/b&amp;gt; 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.&lt;br /&gt;
&lt;br /&gt;
[[Category:Irradiated Fur]]&lt;/div&gt;</summary>
		<author><name>Almafeta</name></author>
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