SKILLS:



DICE ROLLS:

The percentile dice (two die ten) are rolled to determine if an action is successful or not, the lower the roll the better. Rolls are divided into four categories:

Exceptional roll 01-05
Successful roll under % needed but higher than exceptional
Failed roll over % needed but lower than disastrous
Disastrous roll 96-00

Every full -20% below 0% chance of a successful roll will lower the chance of an exceptional roll by one. E.G.: An Atyoi has an overall -25% to hit due to cover and darkness penalties. The Atyoi will hit on a roll of 04 or less, due to the -20% penalty which lowers the chance for an exceptional roll from 05% to 04%. Similarly, this increases the Atyoi's chance for a disastrous roll from 96% and above to 95% and above. If this Atyoi has a 120% chance to hit, the inverse would occur (01 to 06 for an exceptional roll, and 97% to 00% for a disastrous roll).

There will be times when rolling a fraction of a percent is needed. In circumstances where a being misses a skill or attribute roll by 1%, then the numbers behind the decimal act as a percentile to be rolled against. E.G.: A beings' DOD is 25.53. If he rolls 26%, he then needs to roll a 53 or less to succeed his DOD.

SKILLS:

All characters start with a number of skills equal to 10% of their LRN - these are the skills they picked up while growing into adulthood. If a being has a LRN of 56.5, then they start with five skill levels plus a 65% chance at a sixth skill level. First level skills may be acquired without a LRN roll. As an example, the being mentioned above rolls under 65% and so has six levels to divide into skills. Three skills are taken at first level, two skills at 0.5 level and one skill is taken at second level for a total of six. The second level skill must be rolled for with a -20 penalty (-30 for third, etc) to LRN (a 36.5% or less roll or the second level skill is lost).

If a being has less than 0.1 in level for any skill, that skill is at a -20 penalty to perform due to inexperience. Skills may be obtained through use, even if no skill is possessed.

Additional skills may be acquired through home study, universities, police training, armed forces, etc. An INT roll successfully made will accept the being into the armed forces with a second INT roll and APL roll indicating possible officer training. A minimum of one term or 10 cycles (exclusive of training) must be served after enlistment. A LRN roll must be made for every level (at -10 per level) with every skill passed. Usually only two-three retests are allowed. If not passed, the entire course must be taken again. Instructors range from one to five for teaching level and in the skill level of the particular course being taught. Prices for courses vary, but generally average 100 Galcs / instructor's level / term.

Skills not learned in the armed forces require 1 cycle (100 days) to complete for every level. A being may take 10% of their LRN in number of courses per cycle. Every course taken above the maximum gives a -10% penalty to the LRN rolls of all courses being learned. A course may be learned in less than a cycle, with an additional - 1% to LRN for every day under a cycle the course is given.


THE INVERSE RULE:

This rule is used in various areas throughout Future Worlds, reflecting that as a being becomes more impressive in an attribute or skill, the less time it takes for a result to occur. Inverse is 100 - attribute or skill %, with a result over 100 becoming the next frame of time (from days to hours, hours to minutes, minutes to seconds). E.G.: a being with a 99 END would be unconscious for 1 hour (100 - 99), but with a 101 END, that being would be out for only 99 minutes.

SKILLS LIST:

Accounting
Acting
Agriculture
Animal Riding
Animal Trainer
Anthropology
Archery
Architect
Artist
Astronomy
Biology
Business Administration
Bypass Security
Chemistry
Civil Engineer
Climbing
Communication
Concealment
Criminology
Cryptography
Deductive Reasoning
Defence Co-ordinator
Demolition
Diplomacy
Disguise
Domestics
Electronics
First Aid
Following
Forgery
Forward Observer
Gambling
Genetics
Geography
Ground Vehicle
Gunnery
Gymnastics
Handgun
Hand To Hand
Hand Weapon
Heavy Weapon
Historian
Information Gathering
Interrogation
Jumping
Language
Law
Legerdemain
Leadership
Literacy
Logistics
Mathematics
Medicine
Metallurgy
Millwright
Parachute
Philosophy
Physics
Pilot
Planetology
Politics
Programmer
Propaganda
Psychiatry
Psychology
Rifle
Running
Scuba
Ship Engineer
Sociology
Space Suit
Stealth
Strategy
Surveillance
Survival
Swimming
Tactics
Teaching
Tech, Military
Thrown
Tracking
Tradesman
Trained Observer
Translation
Veterinary
Weightlifting
Zero Gravity

SKILL DESCRIPTIONS:



ACCOUNTING ----- (30% PER) + (25% MEM) + (100% INT) + 10% / lvl

An accountant records, classifies, and summarizes business transactions. As well, records are examined and corrected by accountants. Main employers of accountants are merchantile and banking houses. An accountant must possess the MATHEMATICS skill.

ACTING ----- (25% PER) + (25% APL) + (25% MEM) + (25% INT) + 10% / lvl

Acting is the ability to impersonate a real or fictitious being. This skill is frequently coupled with a costume or disguise for maximum effect.

AGRICULTURE ----- (50% PER) + (25% MEM) + (50% INT) + 10% / lvl

Agriculture is the cultivation of plants for food. This skill also includes growing medicinal compounds, ornamental plants, etc. Identification of plant types comes under this skill as well.

ANIMAL RIDING ----- (100% AGL) + (25% PER) + 10% / lvl

A being with this skill is able to ride a specific animal type. If the animal is trained to be ridden, it may also be controlled by the rider. As the mount becomes farther away in type from the form the rider was trained on, control becomes increasingly difficult to maintain (as well as staying mounted).

ANIMAL TRAINER ----- (50% PER) + (25% APL) + (25% INT) + 10% / lvl

Like animal riders, trainers usually specialize in a few types of animals, such as riding horses or guard dogs. As the animal becomes increasingly alien, training is rendered more difficult. Basic animal husbandry and veterinary ability are subsumed in this skill. Note that animals familiar to one race may be completely alien to another. E.G.: A Fratz is a common Wendj pet, such as a dog or cat is a common Homo Sapiens pet. Yet a homo would have a difficult time training one unless specially trained to do so, just as a Wendj would have a difficult time training a dog or cat.

ANTHROPOLOGY ----- (25% PER) + (25% MEM) + (50% INT) + 10% / lvl

Though using the Homo Sapiens title, Anthropology is the science concerning the physical, material, social, and cultural development of a race. This includes its origin and evolution, customs, morals, and beliefs. An Anthropologist is able to identify major races on sight and know proper behavior in the being's presence.

ARCHERY ----- (HEC) + 10% / lvl

Accuracy with a bow is increased by 10% and BCS is increased by 5 per level, when using this weapon. Note that crossbows use either HANDGUN or RIFLE skill, depending on the size of the crossbow.

ARCHITECT ----- (HEC) + (25% MEM) + (50% INT) + 10% / lvl

Architecture is the science, art, or profession of designing and constructing buildings or other structures. An Architect designs and draws plans, as well as supervising their construction.

ARTIST ----- (HEC) + (25% MEM) + (25% INT) + 10% / lvl

A specialized skill ranging from literature, music, painting, sculpture, etc, an Artist facilitates skilled accomplishment by utilizing any form of expression.

ASTRONOMY ----- (25% PER) + (25% MEM) + (25% INT) + 10% / lvl

This science deals itself with the motion of celestial bodies as well as their relative distances, brightness, and physical makeup. ASTROPHYSICS, a branch of this skill, deals with the physical constitution and properties of the heavenly bodies. Note that a warp pilot must have Astronomy skill.

BIOLOGY ----- (25% PER) + (50% INT) + 10% / lvl

Biology is the study of all lifeforms: their origin, reproduction, growth, structure, and development. This science has 3 chief subsciences - BOTANY, ZOOLOGY, and XENOBIOLOGY. Due to a xenobiologist's knowledge of most races' physiologies, hand or hand weapon attacks made by a biologist on another being do 1 extra point of damage per level of the biologist.

BUSINESS ADMINISTRATION -- (20% PER) + (15% MEM) + (30% INT) + 10% / lvl

A desired ability when running a business, this skill enables the administrator to run a business more efficiently and economically. Profits and/or productivity may be raised up to 2% / lvl of the administrator.

BYPASS SECURITY, Computer ----- (25% PER) + (100% INT) + 10% / lvl
BYPASS SECURITY, Physical ----- (HEC) + (25% MEM) + (50% INT) + 10%/lvl


Bypass security is divided into two seperate skills - bypassing computer security (such as security programs, breaking encryption codes via computer, etc) and bypassing physical security (including electronic locks, vehicle or home alarms, etc). In each case, BYPASSING is usually easier, but the alarm is still active (requiring another bypass roll for every passage made through that alarmed area), whereas DISARMING will shut down the alarm (making multiple passages possible), but is at -10% / ALARM LVL to do so. NOTE that detecting a security system is a seperate roll, and that BYPASS COMPUTER and BYPASS PHYSICAL are seperate skills, requiring their own experience.

CHEMISTRY ----- (25% PER) + (50% INT) + 10% / lvl

This is the science of the composition, properties, and phenomena of elementary substances. A being with this skill is able to produce explosives, create or neutralize acids, drugs, or medicine, etc.

CIVIL ENGINEER ----- (50% PER) + (10% MEM) + (50% INT) + 10% / lvl

Concerned with constructing buildings, bridges, highways, dams, and other artificially created structures, a civil engineer is skilled in surveying, building, materials and techniques, reinforcement and weakening of structures, etc. Combat Engineers are civil engineers.

CLIMBING ----- (100% AGL) + (50% PER) + (25% INT) + 10% / lvl - terrain

FREE CLIMBING (employing no equipment) and ROPE CLIMBING (utilizing rope and various safety devices) are the two divisions of this skill. All aspects of rope work (including knot making, repelling, apsailling, etc.) are included in this skill. NOTE that while rope climbing is safer, it requires preparation, whereas free climbing may be done at a moments notice.

COMMUNICATION ----- (100% INT) + 10% / lvl

The skill of communications is the exchange of information and opinions between beings. A -50% penalty applies when trying to understand a being who speaks an entirely different language, -100% if the being is only heard, not seen. This skill utilizes universal forms of communication, and does not include the use of dialects. The ability to use mechanical means is conferred under this skill. Semaphore, morse code, and smoke signals are low level examples, while ship to ship and interstellar space communication are higher levels.

CONCEALMENT ----- (50% PER) + (50% INT) + 10% / lvl

Concealment deals with hiding beings (including ones' self), vehicles, buildings, etc., by the use of the natural environment and through devices such as camo netting. An urban version of this skill primarily deals with smaller objects no larger than a vehicle, and includes knowledge of concealing objects within the body.

CRIMINOLOGY ----- (25% PER) + (25% MEM) + (50% INT) + 10% / lvl

Criminology is the scientific study of crime and criminals, their modes of operation, methods of selling stolen goods, obtaining underworld contacts, etc.

CRYPTOGRAPHY ----- (50% PER) + (25% MEM) + (50% INT) + 10% / lvl

This skill enables a being to create and decipher codes, and to use encoding equipment. Their is a -10% / lvl of code difficulty, both to create and to decipher.

DEDUCTIVE REASONING ----- (100% INT) + 10% / lvl

With this skill, information may be processed by a being to infer logical conclusions. For example, a nearby door opens when a being touches a section of wall. The being may therefore deduce that the wall conceals a palm print scanner.

DEFENCE CO-ORDINATOR ----- (100% PER) + (50% INT) + 10% / lvl

A ship, building, or vehicle's internal / external security falls under the jurisdiction of a defense coordinator, and includes the use of security monitors, defense systems, etc. Also included is a basic knowledge of personal protection methods (such as those used by bodyguards, presidential security, etc.).

DEMOLITION ----- (HEC) + (50% MEM) + (50% INT) + 10% / lvl

Demolitions experts are used in the construction aand mining industries. After a demo course and legal certification acquired, a being may buy explosives, though their sales and purposes must be carefully accounted for. The knowledge of this skill includes locating and identifying explosives, detonating and defusing them, and shaping explosives to explode in a desired direction. Up to 50% of a charge's force may be directed in this manner (see EXPLOSIVES).

DIPLOMACY ----- (25% PER) + (25% WIL) + (50% INT) + 10% / lvl

Diplomacy is the practice of conducting negotiations between two or more parties, ranging from individuals to empires. A successful roll may determine if correct protocol is observed, if information for a quick agreement is discerned, etc. More than one diplomat may be sent for negotiations, although only one will be the lead negotiator. The lead negotiator may take up to his level in aides, with 10% of each aide's percentage total being added to the lead negotiator's percentage total.

DISGUISE ----- (50% PER) + (25% MEM) + (15% INT) + 10% / lvl

Disguise uses cosmetics and wardrobe to hide a being's real identity and make it look like someone else. Using advanced makeup techniques (including robotic and bionic prosthetics), it is even possible to change the racial appearance of a being. For example, an Uilom could have an additional 2 prosthetic arms, and use disguise to make it look like a Wendj. This skill is frequently coupled with ACTING for maximum effect.

DOMESTICS ----- (HEC) + (30% WIL) + (20% MEM) + 10% / lvl

Domestics includes all general skills needed for maintaining a home, including cooking, cleaning, laundry, shopping, etc. Beings with high levels in domestics include personal chefs, waitresses, butlers, busboys, etc. Specializations may include any aspect of Domestics, which has led to the development of many contractual businesses.

ELECTRONICS ----- (HEC) + (50% INT) + 10% / lvl

Electronics gives a being the ability to understand, build, alter, or sabotage electronic equipment. When trying to defeat electronic security systems (such as by using BYPASS PHYSICAL), this skill adds +5% / lvl, (assuming proper tools are used).

FIRST AID ----- (HEC) + (25% MEM) + (50% INT) + 10% / lvl

First Aid includes the knowledge of diagnosing ailments and wounds, controlling blood loss, identifying infections, administering drugs, controlling Shock, CPR, etc. A successful first aid roll reduces blood loss by 1 point (an exceptional roll by 2), while a disastrous roll increases blood loss by 1 point. First Aid is primarily a stopgap measure used to stabilize a victim, with only 1 roll / wound permitted.

FOLLOWING ----- (100% PER) + (10% INT) + 10% / lvl

A being with this skill is able to follow someone inconspicously by blending with crowds, hiding behind objects (trees, bushes, cars, etc), following at a distance, etc. A penalty of half the follower's skill equation roll is applied to a subject's PER to detect a "tail". NOTE that this skill is not the same as STEALTH, (which includes hiding oneself from detection using available terrain - see STEALTH).

FORGERY ----- (HEC) + (50% MEM) + (25% INT) + 10% / lvl

Low level forgery gives the ability to duplicate signatures, etc. Higher levels enable one to create false passports, complete identity papers, and even military records. As well, currency may be counterfeited if used in the society (given high enough skill level and appropriate equipment).

FORWARD OBSERVER ----- (100% PER) + (25% INT) + 10% / lvl

Used in reconnaissance, a forward observer is trained to identify types of troops, their leaders, equipment and morale, etc. They also give exact map grid locations to shell enemy locations by means of artillery, napalm, etc.

GAMBLING ----- (LRN) + (25% APL) + 10% / lvl

A gambler has a general knowledge of gambling forms and how they are played. As the gambler becomes highly skilled, odds and subtlties of games are better understood. Cheating in a game may be accomplished by marking cards, loading dice, etc., and may be detected by a successful PER + 10% / lvl of GAMBLING, minus half the cheater's skill equation roll.

GENETICS ----- (25% PER) + (50% MEM) + (60% INT) + 10% / lvl

Genetics is the science dealing with the interaction of genes in producing similarities and differences in organisms.

GEOGRAPHY ----- (100% PER) + (25% MEM) + (25% INT) + 10% / lvl

Geography is the science which describes the physical, biological, and demographic characteristics of celestial bodies. To a lesser degree, it also includes general economic and political characteristics through determining valuable mineral and fossil deposits.

GROUND VEHICLE ----- (HEC) + 10% / lvl

A being conversant in this skill is able to drive most ground vehicles. Motorcycles, hover vehicles, air cars, and armored fighting vehicles require their own skills for better proficiency in driving (-20% penalty otherwise). Minor knowledge of vehicle maintenance is included as well.

GUNNERY ----- (HEC) + 10% / lvl

Any weapon which is aimed and fired indirectly by the use of controls comes under the skill of Gunnery. Proficiency in this skill will increase the weapon's accuracy. Computer controlled weapons allowing user interface will add +5% / lvl of the appropriate program.

GYMNASTICS ----- (HEC) + 10% / lvl

Gymnastics is a physical form of exercise including the use of parallel bars, rings, pommel horse, mat routines, etc., which increases STR and AGL by 1 / lvl. Professional competitions (such as international, interplanetary, etc) often include gymnasts which specialize in 1 or 2 arenas.

HANDGUN ----- (HEC) + 10% / lvl

Handguns include any ranged attack weapon which extends less than 40 cm from a firers' grasp. Knowledge includes unjamming rounds (a successful skill roll), cleaning, and other minor maintenance. BCS increases by +5 / lvl when using a weapon that falls under this category.

HAND TO HAND ----- (HEC) + 10% / lvl

This skill is considered to be fisticuffs, unless a specialized attack form is taken (such as Dortaketh, FayHa, Kai-Do, etc.). Damage is usually 1D5 (upper limb) or 1d10 (lower limb) + 20% of the attacking limb's STR, + 1 / HTH level. BCS is also increased by +5 / HTH level (when in HTH combat). Extreme Blows, Surprise, etc. will affect the attacker's percentage chance to hit and / or damage. See COMBAT for more details.

HAND WEAPON ----- (HEC) + 10% / lvl

Requiring specialization in a particular weapon form (such as Bastard Sword, Net, Flail, etc.), BCS increases by +5 / lvl of the appropriate weapon, with damage being the amount listed, +1pt / lvl and + 20% of the attacking limb's STR. Attacking with a weapon outside of a being's specialization incurs a -20% penalty to hit (-10% with a similar weapon). Knowledge includes minor maintenance, as well as Blocking, Parrying, etc. (see COMBAT for more details).

HEAVY WEAPON ----- (HEC) + 10% / lvl

Heavy weapons include any projectile weapon where the primary ammunition is of an explosive nature (such as LAW rockets, mortars, etc), as well as large rifles which must utilize a brace of some type to be effective (such as a bipod or tripod). As well as increasing the user's BCS by +5% / lvl, a being with this skill may also perform minor maintenance on such weapons.

HISTORIAN ----- (100% MEM) + 10% / lvl

A being who compiles, interprets, writes and/or is an authority on the general historical events of races is a historian. This usually refers to major and/or noteworthy events, unless a being chooses to specialize upon a specific race, in which case scientific, theological, and philosophical knowledge is included as well. MEM is increased by +2% / lvl.

INFORMATION GATHERING -- (40% PER) + (20% MEM) + (40% INT) + 10% / lvl

Information gathering is the knowledge of where information is stored and how to acquire it. Ability to collate and draw inferences from information is aided by this skill as well. CONTACTING (gaining knowledge primarily through personal interaction with other beings), or RESEARCH (gaining information primarily utilizing printed or storage mediums such as computers) are 2 specializations of this skill.

INTERROGATION, Forceful ----- (100% INT) + 10% / lvl
INTERROGATION, Subtle ------- (50% PER) + (30% APL) + (30% INT) + 10% / lvl


Interrogation is the art of obtaining desired information from subjects. FORCEFUL interrogation utilizes painful methods, equipment, and/or drugs to extract information (and is typically more successful), whereas SUBTLE interrogation disguises questions through normal conversation (as such, it may be used anywhere). A victim may resist Forceful Interrogation through a successful WIL roll - 5% per interrogator's lvl, with additional penalties for truth drugs, etc. A subject may detect Subtle Interrogation on a successful roll of their INT - half of the interrogator's skill equation roll.

JUMPING ----- (HEC) + 10% / lvl

This skill increases the height or length a being may jump by 10 cm and 40cm per level, respectively. STR is also increased by 1 / lvl.

LANGUAGE ----- (100% MEM) + (50% INT) + 10% / lvl

All beings are able to speak 1 language, typically their races' language (although this is dependant upon the being's upbringing). Any other language must be learned seperately, including Commerce (the universal language). MEM is increased by +2% / lvl.

LAW ----- (25% PER) + (30% MEM) + (60% INT) + 10% / lvl

Usually reserved for lawyers and judges, Law verses beings in the legal complexities of a race or government's laws. This skill has many specializations, including CIVIL, CRIMINAL, INTERNATIONAL, PLANETARY, etc.

LEGERDEMAIN ----- (HEC) + 10% / lvl

Legerdemain includes 3 card monty, the shell game, picking pockets, and other slight of hand situations. A victim may notice if a PER - half of the trickster's skill equation roll is made (+10% / lvl if the victim has Legerdemain). This skill increases AGL by +1% / lvl.

LEADERSHIP ----- (50% LRN) + (100% APL) + 10% / lvl

Beings possessing this skill have learned decisiveness, possess conviction, and can motivate others by drumming up goals and/or desires within them. Military leaders may rally troops which have broken under enemy fire (troops must make a WIL roll at half, + 10% / lvl of the being using Leadership). Through their experience they typically possess powerful, commanding voices, with many successful politicans having possessed this skill. Specializations of this skill include areas such as SPEAKING, DEBATE, MOTIVATION, etc.

LITERACY ----- (LRN) + 10% / lvl

This skill allows a being to read and write a specific language, usually (though not always) the beings' native language. Higher levels in this skill allow one to recognise subtle differences, such as dialect, slang, etc., both written and verbal. Specializations within this skill may include READ or WRITE, with the former aiding a being with HISTORIAN skill, or in the professional fields such as Editing, Writing (authors), etc.

LOGISTICS ----- (25% PER) + (25% MEM) + (50% INT) + 10% / lvl

Logistics is primarily effective planning and efficient resource distribution. This skill has 3 main sub skills: Military, Civilian, and Economic. Military logistics deals with troop supplying, equipping, and movement. Civilian is primarily the same, only utilizing non-military resources such as police, fire departments, disaster control, etc. Economic logistics deals with business resource management, marketing, etc.

MATHEMATICS ----- (50% MEM) + (50% INT) + 10% / lvl

Mathematics is the study of quantity, form, arrangement, and magnitude of numbers. It employs the methods and processes for disclosing the properties and relationships of quantities and magnitudes. Specializations may include such areas as Calculus, Algebra, etc. MEM and INT are both increased by 1 per level.

MEDICINE ----- (50% PER) + (60% MEM) + (30% INT) + 10% / lvl

The science of curing disease and improving health, Medicine includes detailed knowledge of diagnosing ailments and injuries, pharmaceuticals and / or methods used for such treatments, and minor surgical techniques. Up until level 4, a being is considered a student, who must be under the tutelage of, and report to, an accredited physician. General Practitioners start at level 4, and usually have a base of specialists for referral purposes. As well, they are registered and authorized to prescribe medications, however for legal reasons they must not have restricted medications at a private practice. Specializations which fall under the field of Medicine are many, and include many body part specialists, racial, Bionetics (biology / cybernetics), Chiropractic, Forensics, Natural, Pathology, Pharmacology, Physiotherapy, Surgery, etc. Due to the intricate knowledge involved, any branch of Medicine takes 3 times longer to learn than other skills.

METALLURGY ----- (40% MEM) + (40% INT) + (30% PER) + 10% / lvl

A metallurgist is able to identify and extract metals from ores, as well as purify and/or alloy them, assuming that the proper tools and chemicals are available.

MILLWRIGHT ----- (20% AGL) + (40% PER) + (20% MEM) + (40% INT) + 10% / lvl

Although using the original name, this skill includes knowledge of design, construction, set-up, and maintenance (which may be imparted to a customer) of a product. When taking this skill, a specific field must be taken, such as Shipwright-Water, Shipwright-Stellar, Techwright (computer hardware and peripheral), etc. Certain fields which may fall under this skill are so vast in scope they require their own skill description, such as MILITECH.

PARACHUTE ----- (HEC) + (20% MEM) + (30% INT) + 10% / lvl

This skill includes knowledge on how to pack / unpack a parachute properly, use skydiving equipment, maneuver in freefall and with an open chute, and land without injury. A being without this skill must make a WIL roll to jump from the plane, otherwise fear instills a -20% to MEM to remember where the rip cord is. A partner with this skill, or the LEADERSHIP skill, may allow a +5% / lvl bonus to the fearful person's WIL roll. An untrained person must make a HEC roll upon landing to avoid injury.

PHILOSOPHY ----- (25% PER) + (30% MEM) + 60% INT) + 10% / lvl

Inquiry into the comprehensive principles of reality is the aim in Philosophy. Branches include racial, spiritual, cosmic, etc. INT is increased by 2 / lvl.

PHYSICS ----- (20% PER) + (50% MEM) + (50% INT) + 10% / lvl

Physics is the science which attempts to explain everything in the universe as the interacting of fundamental forces and particles through such areas as mechanics, heat, light, sound, electricity, magnetism, radiation, and atomic structure. Specializations include the above as well as Theoretical, Chaos, etc. MEM and INT are both increased by 1 / lvl of Physics.

PILOT ----- (HEC) + 10% / lvl

A Pilot is a being who operates the controls of a moving vehicle not currently on computer autopilot. This skill has 4 categories, each being a seperate skill:

ATMOSPHERE ----- Any vehicle which primarily relies upon an atmosphere and motion to change direction, consisting of most fixed wing aircraft. Specializations include Rotary, Jetpack, Gliders, transport routes, etc.

SPACE ----- Any pressurized vehicle which relies upon thrusters to change direction in a vacuum. Specializations include Shuttle, Cargo, many military ships, Cruise, transport routes, etc.

WATER ----- Any vehicle which primarily relies upon a heavy medium to move, such as water. Specializations include personal watercraft, various submersible vehicles, sailing, transport routes, etc.

WARP ----- Any vehicle meeting the above criteria for SPACE, but is capable of Transphotic Drive, or some other means of travel between planetary bodies, such as planets. Refers to a vehicle currently travelling between bodies. Specializations include any SPACE vehicle capable of FTL drive, transport routes, etc. When determining %, also include (30% MEM) + (70% INT).

PLANETOLOGY ----- (40% PER) + (30% MEM) + (50% INT) + 10% / lvl

Planetology is the study of worlds, habitable and otherwise, their ecology, interaction with other heavenly bodies, geology, natural satellites, etc. Specializations include countless planets and other celestial bodies, Geology, Ecology, and so on, however Anthropology is not included under this skill.

POLITICS ----- (25% PER) + (20% APL) + (25% MEM) + (50% INT) + 10% / lvl

Politics is competition between individuals or groups for power or leadership, and gives a being the knowledge of political processes and policies. Specializations include Political Law, Research, Business Politics, etc.

PROGRAMMER ----- (25% PER) + (25% MEM) + (50% INT) + 10% / lvl

This skill allows a being to understand, alter, and create computer programs. Specializations include Offensive (designed to obtain information), Security, Typed, Verbal, etc.

PROPAGANDA ----- (40% PER) + (60% INT) + 10% / lvl

Used in advertising and in warfare, Propaganda attempts to cause a being or beings to adopt a particular attitude, opinion, or course of action, usually through some means of media communication. Specializations include Protagonists of an issue, Antagonists of an issue, the various mediums of media communication, etc.

PSYCHIATRY ----- (50% PER) + (25% MEM) + (50% INT) + 10% / lvl

Psychiatry is the branch of medicine that deals with the diagnosis and treatment of mental disorders. Similar to Medicine, a registered Psychiatrist may also prescribe medications to assist in disorder treatment. Specializations include various racial psychiatrists, methods of psychiatric treatment, individual, group, and location psychiatrists, etc.

PSYCHOLOGY ----- (40% PER) + (30% MEM) + (60% INT) + 10% / lvl

Psychology is the science of the mind in all its aspects, operations, powers, or functions through the systematic investigation of mental phenomena, including the consciousness, unconsciousness, behavior, and problems of environment adjusting. Specializations include various methods of Psychology, racial, environmental, Criminal, Social, Marital, etc.

RIFLE ----- (HEC) + 10% / lvl

This skill is like Handgun, except it applies only to weapons extending 40 cm or more past the trigger hand of the wielder, or which require at least 2 hands to effectively use.

RUNNING ----- (HEC) + 10% / lvl

Running increases the competence with which a being is able to move. Speed and endurance are increased, with both STR and END increasing by 1 / lvl. Specializations include Sprinting, Marathon, Jogging, etc.

SCUBA ----- (HEC) + 10% / lvl

Self Contained Underwater Breathing Apparatus use and basic maintenance is covered by this skill. SWIMMING is required to effectively utilize this skill. Specializations include numerous diving locations, Group, Cave, Ocean, Lake, etc.

SHIP ENGINEER ----- (50% PER) + (25% MEM) + (50% INT) + 10% / lvl

Ship engineers design and oversee the building of starships, inspect such ships for stress and wear, repair structural damage, maintain power efficiency, and basically keep things aboard a spaceship in running order. Specializations include Hull Integrity, Power Core, Electrical and Living systems, etc. Note that specialists in this field are always employed, wherever possible, in the design and construction of starships, as the consequences of poor workmanship could be potentially disastrous.

SOCIOLOGY ----- (25% PER) + (40% MEM) + (50% INT) + 10% / lvl

Sociology is the study of the development and structure of a society and social relationships. Vague behavioral predictions of large groups may be made using this skill. Specializations include Historical Sociology (the analysis of ancient societies), Theoretical Sociology (long term predictions of how future societies may behave), various racial sociologies, specific populations, etc.

SPACE SUIT ----- (HEC) + (50% MEM) + 10% / lvl

This skill includes knowledge in the correct use and maintenance of vacuum proof suits, from lightweight civilian suits upwards to fully computerized and powerframe assisted combat armors (requiring level 4, minimum, to fully utilize). While higher level combat suits require higher skill levels to use effectively, any being with this skill may seal and pressurize any kind of space suit. Specializations include racial variations, Outdated (easier to use), Civilian, Military, etc.

STEALTH ----- (HEC) + 10% / lvl

Stealth is the skill of moving quietly and using the environment as cover to avoid / evade detection. Half of this skill equation roll is a direct negative to a subject's PER to spot the user of Stealth. This negative excludes any additional negatives which may be incurred due to innate powers, equipment, environment, etc. Specializations include Arctic, Jungle, Temperate, Rural, Urban, etc.

STRATEGY ----- (25% PER) + (25% MEM) + (60% INT) + 10% / lvl

Strategy is the skillful planning and management of a campaign to achieve a desired goal, usually with considerable resources at the strategist's disposal. Specializations include Marketing, Military, Economic, Business, Political, etc.

SURVEILLANCE ----- (100% PER) + (25% INT) + 10% / lvl

Possession of this skill gives the user knowledge of surveillance methods and equipment, and how to best implement them. Businesses commonly will contract individuals or companies with high Surveillance skills and / or specialists to ensure the security of any and / or all aspects of the business. Specializations include Equipment, Personal, Counter, Security, etc.

SURVIVAL ----- (HEC) + (50% MEM) + (25% INT) + 10% / lvl

Survival skill is the ability to stay alive in a hostile environment. The knowledge to find and / or create water, food, shelter, basic tools, weapons, etc falls under this skill. Specializations include Arctic, Jungle, Temperate, Rural, Urban, etc.

SWIMMING ----- (HEC) + 10% / lvl

A being with Swimming skill may dive, move through, and float in water. BMS increases by 5 / lvl when swimming, while floating allows a being to slowly regain the strength to continue swimming (see MOVEMENT for more). Specializations include Diving, Marathon, Synchronised, Competitive, etc.

TACTICS ----- (50% PER) + (20% MEM) + (40% INT) + 10% / lvl

Where Strategy deals with the planning and management of a campaign, Tactics deals with the plan implementations for each operation within a campaign. Thus, where a Military Strategist may plan a campaign with several missions involved, a Military Tactician will plan each mission in detail. Tactics also allows a being to predict options available to the opposition, and which ones are most likely to be taken. Specializations may include those listed for STRATEGY, among others.

TEACHING ----- (LRN) + 10% / lvl

An instructor may teach a being any skill the instructor possesses, up to one skill level past the instructor's own level. For every teaching level an instructor has, +5% is added to the pupils' LRN roll. An additional +1% to the pupils' LRN roll is added per skill level of the instructor in the course being taught. The teacher must make a successful Teaching skill roll for the above bonuses to apply. An instructor also receives an additional +1% / his own Teaching level when learning a new skill. Specializations usually are tied in to one particular skill, where applicable.

TECH, MILITARY ----- (HEC) + (30% MEM) + (30% INT) + 10% / lvl

A highly specialized skill, Militechs design, build, maintain, modify, and repair offensive and defensive hardware and their power systems. This includes anything from simple hand and projection weapons and protective vests, to high quality micronized energy weapons and elite customized combat armors. Specializations include any weapon or armor, Design, Build, Maintain, Customize, Repair, Power Systems, etc.

THROWN ----- (HEC) + 10% / lvl

A skilled thrower may inflict additional damage to a target (+1 / lvl) and target specific areas, if desired. BCS is increased by +5 / lvl when throwing an appropriate missile. Specializations inflict +2 / lvl in damage, with options including any thrown Hand Weapon, Sphere, etc, among others.

TRACKING ----- (100% PER) + (25% INT) + 10% / lvl

Through traces of its passing, a tracker is able to determine a creatures' mass, direction of travel, how long ago the tracks were made, potential injuries, etc. Terrain, weather, and time effect the chance of tracking successfully, such as rocky ground / sidewalks -50% penalty, heavy rain -40%, etc. (see TERRAIN for details). Optionally, bonuses to track may be given for multiple animals, very heavy tracks, callous passing, etc. Note that the hunted creature must be absent to use this skill, unlike FOLLOWING (where the subject is in continuous view). A specific type of Tracking must be taken when choosing this skill, such as any race, Animals, Urban, Wilderness, etc, with specializations possible.

TRADESMAN ----- (HEC) + (25% MEM) + (25% INT) + 10% / lvl

A being with this skill is capable of performing maintainance around any artificial structure, including general carpentry, household electrical work, minor plumbing, landscaping, etc. Beings with higher levels in Tradesman can commonly be contracted as a " Jack of all Trades", although it is usually the specialists in this field (Carpenters, Electricians, Plumbers, Welders, etc.) who profit. Optionally, a being may choose to specialize at a locale, rather than in a Tradesman field.

TRAINED OBSERVER ----- (50% PER) + (60% MEM) + (10% INT) + 10% / lvl

Part of any law enforcement training, a trained observer is able to remember precise, accurate details of an event, including such things as the time of occurrence, weather and temperature that day, surrounding conditions, other individuals (and their actions), vehicles involved and what types, etc. Media reporters often possess this skill, however any being with Trained Observer will make an excellent witness. Specializations include Person (includes details and mannerisms of people), any sense other than vision (such as a wine taster (taste), or a visually impaired being (touch or hearing), etc.), Vehicle Identification Air, Ground, Space, or Water, etc.

TRANSLATION ----- (100% LRN) + (10% END) + 10% / lvl

Essentially a highly specialized field combining elements of many skills, including Cryptography, Diplomacy, Language, and more, a Translator is a medium of communication between 2 or more parties. A being versed in Translation is capable of communicating the ideas, motivations, and concerns of one party to another with the intended emotional impact, while avoiding the inception of the Translator's own emotions, etc. at the same time. A field filled with occupational hazards, Translators can either become very famous (such as with successful negotiations between warring parties), or very dead (such as with unsuccessful negotiations between warring parties). Specializations include various races, dialects within these races, Transliteration (translating one written language into another), etc. Note that Translation takes 2 times as long to learn as any Language skill, due to the intricities involved.

VETERINARY, Diagnosis ----- (100% PER) + (25% MEM) + (25% INT) + 10% / lvl
VETERINARY, First Aid ----- (HEC) + (25% MEM) + (50% INT) + 10% / lvl


Veterinarians diagnose and heal ailments and injuries to animals, much as doctors treat sentient beings (see MEDICINE for more). Similar restrictions may be imposed upon Veterinarians regarding pharmaceuticals as for doctors, though this usually varies with locations. Specializations include animals, animal groupings (such as dogs, cats, birds, etc.), Planetary species, Domestic, Wild, etc.

WEIGHTLIFTING ----- (25% AGL) + (100% STR) + 10% / lvl

Weightlifting includes the proper use of back and limb muscles, and involves resistance (free weights, pulleys, electromagnetic weights, etc.) in the development of these muscle groups. A being must keep a minimum regimen equal to this skill level in hours per dec, for optimum performance. STR and END are both increased by 1 per level.

ZERO GRAVITY ----- (HEC) + (25% INT) + 10% / lvl

Zero Gravity skill gives a being the ability to move effectively under little or no gravity. All spacers have this skill, while most beings without this skill usually suffer disorientation and nausea. Specializations include various athletic pursuits, Combat, Engineer, etc.

EXPERIENCE:

Experience is earned in a skill or attribute according to any applicable rolls the character makes. Skills will get 10 marks for an exceptional roll, 5 marks for a successful roll, 3 if failed within 10%, 1 if failed by more than 10%, and none for a disastrous roll. Attributes gain 1 mark for every successful roll, none for a failed roll. Additional marks are given / subtracted at 1 per final modifier of 10, e.g.: after all modifiers, a being's chance to hit is at -10%. If he succeeds, he will receive his usual marks (as shown above), +1 for the negative modifier. If the reverse were true, he would receive -1 to his overall marks (reflecting an easier shot). Marks are recorded on the character sheet beside the appropriate skill or attribute.

To determine increase in skill level, one compares the number of marks beside the skill in question to the level to be attained. Achieving a certain level requires 100 marks multiplied by the level being approached. To simplify this, levels are achieved in 0.1 increments, requiring only 10 marks multiplied by the level being approached. Attributes increase at the rate of 0.1 for every ten marks earned.



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