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.

Specializations 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.