SKILLS
 

The cost of skills is one point per Rank cumulative. This means that to buy Rank 3 in a skill, the player must buy Rank 1 + Rank 2 + Rank 3. Rank I costs I point + Rank 2 which costs 2 points + Rank 3 which costs 3 points = 6 points altogether. This is best shown on the table below.
 
 
Skill Rank 1 2 3 4 5 6 7 8 9 10
Base Cost 1 2 3 4 5 6 7 8 9 10
Cum. Cost 1 3 6 10 15 21 28 36 45 55
 

 
[PRIMARY SKILLS ]

- S T R E N G T H -

Unarmed Combat: Unarmed Combat is the basic skill of fisticuffs with no flair and pile-driving blows. The stronger the character, the better their potential. This skill also covers brawling, using bottles, etc. (For more information on hand-to-hand combat, see the 'Combat' section in this chapter.)

Blade, 1-H: With a wide choice of blades from pocket knives through daggers to the MAC knife, characters trained in one handed blade have the widest choice of close combat weapons available. This skill does not cover throwing knives.

Blade, 2-H: This skill is for the serious blade fan and covers weapons like the formidable Power Claymore favored by Frothers.

Club, 1-H: Clubs have been around since pre civilized times. As people become more civilized, so do their clubs- riot batons and suchlike.

Club, 2-H: Baseball bats and other improvised large clubs have been used by gangs on the streets and enthusiastic operatives all throughout the World of Progress. Even the hockey stick has seen a revival since the Carriens infestation of Downtown.

ChainAxe: The ChainAxe is the epitome of the direct approach Contract Killer. This weapons has a very defined technique to stop users from hurting themselves.

Flexible weapons: Nunchakus, bike chains, whips and their like are unpredictable by the untrained. ALL of these weapons are covered by this skill.

Pole Arm: Old fashioned spears and ultra-modern Flick Scythes are covered by this skill. In the weeks that 'Spearman', the Contract Killer, was famous; until his death, the spear gained in popularity and many gang members are well versed in it's use.
 

- D E X T E R I T Y -

Martial Arts: A trained Martial Arts can defend themselves and fight as wel1 as an armed person. On top of that, it looks gooa1 and can strike fear into the hearts of your average punk. This skill covers all types of Martial Arts such as judo, ninjitsu and karate.

Gymnastics: Originally taught as a sport, gymnastic has been learned by Combat Operatives who have to rely on their agility to dodge hand to hand attacks. If the character decides to dodge attacks, they may subtract their skill rank at gymnastic from the attacker's roll during any phase they may act.

Forgery, Manual: A skilled forger can produce documents that look authentic to the nackta1 eye and even under close manual scrutiny. This skill does not allow a character to fool a machine, however, as this is the reason electronic devices were implemented as security.

Sleight: This skill covers the art of prestidigitation, or sleight of hand. A person skilled at sleight can palm small objects, cheat at cards and pick pockets.

Sneaking: moving silently has saved the lives of many an operative. This skill also covers moving without leaving a trace.

Hide: Using this skill enables a character to use shadows and natural cover to avoid detection. This is a passive skill if the character's hide is higher than the opponent's Detect skill. It is an active skill when being pursued or hunted. Combined with sneaking, this skill is part of the arsenal of a scout, moving without detection through normal (Non-Ebon) means.

Pistol: This skill covers all one handed ballistic projectile weapons. This includes both pistols and SMGs. See the 'Combat' section for effects.

Rifle: This skill covers all two-handed ballistic projectile weapons. See the 'Combat' section for effects.

Drive, Motorcycle: This skill represents the ability to be able to drive both light, heavy and military motorcycles (Other driving skills are under the CONCENTRATION heading.)
 

- P H Y S I Q U E -

Wrestling: Similar to gymnastics, this skill represents the ability to wrestle to professional standards but in combat situations, for example, incapacitating an opponent by pinning them to the ground.

Acrobatics: This skill represents the knowledge and ability to perform acrobatics, both in a sporting and combat situation as more and more operatives are learning to use acrobatics as a way of increasing physical fitness for use in close combat situations.

Running: A character trained in this skill will be able to run and sprint faster than usual for controlled periods of time, adding a 0.3m/Rank to the character's normal sprint rate. See 'Movement' later on in this chapter.

Climb: Especially useful for scouts who scale large buildings on Mort to gain a high vantage point for sniping, this skill gives the character professional knowledge of the tools and techniques of climbing and scaling steep surfaces.

Swim: This skill enables a character to swim to professional standards including scuba diving and snorkeling.

Auto/Support: whether multi-rate or full automatic, guns need this skill to control them as a weapon with a rate of fire is totally different from a single shot weapon. See the 'Combat' section for more details.

Throw: This skill covers throwing grenades and knives as well as everyday objects like bricks and bottles. With the ever increasing gang war problem on Mort, this skill is becoming more popular every day.
 

- C H A R I S M A -

Leadership: This skill enables a character to take on the responsibility of a leader, for example, of their squad -to persuade other characters or to calm them in the face of combat or other such situations.

Seduction: A character using this skill is able to seduce or attract another by the use of their body and voice. This may be for personal or ulterior motives.

Disguise: Particularly for the use of undercover operatives, disguise enables a character to conceal themselves with the use of make-up and prosthetics so that other characters with not recognize them.

Interview: To have a successful conversation, using manipulation if required, with a person of higher or lower status without stuttering or being nervous, a character is best using interview

Diplomacy: A character skilled in diplomacy is able to manage relations with the press, the public and important personnel tactfully, politely and carefully. It is necessary on Mort, where the media are very important, for all operatives who wish to gain public recognition to have this skill to some degree.

Communique: A character with this skill is able to make successful official announcements and reports when speaking to higher ranking operatives or employees.

Haggle: With this skill, a character is able to bargain and negotiate favorably with other characters.

Persuasion: Using this skill, a character can entice other characters into situations whitch they would normally refuse to enter or to do something which might mean that an operative could persuade a civillian who has just went mad with an SMG to hand the gun over and mellow out.
 

- D I A G N O S E -

Computer Use: This skill enables a character to use computers, software and various other similar devices to professional standards.

Electronics, Industrial: This skill gives a character knowledge of electronic construction and design at an industrial level. Systems and circuitry.

Mechanics, Industrial: With this skill, the character has the ability and knowledge of machinery, involving how it is designed, built and manufactured at an industrial level.

Demolition’s: The use of this skill allows a character to rig and prime detonators, set explosive charges, construct timers, mechanical or electronic [with electronics] and handle explosives.

Medical, Paramedic: A character trained in this skill is able to perform on the spot first aid to the injured, set broken bones, stop bleeding etc. but is unable to perform surgery or diagnose disease. [Helped greatly by using a Medi-Kit +2R]

Tactics: This represents the character’s knowledge of battle field and combat encounters and how best to use troops or squad members and weapons during tactical movements.

Tracking: This skill enables a character to track prey through different types of terrain, be able to tell how old the tracks are, what type of tracks they are, etc.

Bribery:  To successfully persuade another character to act improperly or in your favor for a gift of money or a possession, a character must be skilled in bribery.

Torture: This skill enables a character to perform successful infliction of bodily pain as a means of persuasion or punishment.

Lock Picking: This skill enables a character to use manual lock picking tools to open conventional safes and doors.

Electronic Locks: This skill has developed as al1 extension and progression from the lock picking skill, where the character is skilled at hacking into electronic security systems, keypad operated doors, electronic safes etc. [This skill can not be used with out the aid of Electronic Lock Picking tools]

Business Administration: A character skilled in this ability can manage the administrative affairs of a squad.

Forensics: This skill enables a character to find certain characteristics of a criminal by subtle traces that they leave behind at the scene of a crime this includes genetics dental records time of crime entry and exit points. Giving potential scenarios as to what really happened at the scene of the crime as well as scientific examination of corpses to determine method of death.

Pathology: A character trained in pathology can successfully analyze organs from live or dead bodies for disease.

Read Lips: This skill represents the knowledge and ability to be able to read lips at a distance and understand what is being said.

Intimidation: Represents the ability to find out what will scare another.

 
- C O N C E N T R A T I O N -

Weapons Maintenance: This skill allows the maintaining of weapons to a high standard. This includes sharpening close combat blades, maintaining powered close combat weapons, maintaining weapon equipment-telescopic sights, laser painting and silencers etc.

Drive, Civilian: This ability enables a character to drive civilian vehicles, taxis and light trucks as well as jeeps.

Drive, Military: This skill represents the ability to drive military trucks, APCs, tracked vehicles and tanks.

Detect: This skill represents the ability to spot suspicious circumstances, traps, information, find clues or spot an opponent in hiding.

Medical, Surgery: A character with this skill can perform professional surgical operations on people. A character must have at least one Rank in Medical, Practice before they may take this skill. The appropriate equipment must be used to be able to perform this skill successfully.

Marksman: A character with this skill will take a more accurate shot given time and favorable conditions. This is particularly useful to scouts and snipers who wish to improve their aim. See the 'Combat' section for more information on this skill.

Business Finance:  A character with this skill has the ability to manage finance, be it their own or their squad's finances and to budget it accurately for their needs.

Photography: This skill represents the ability and knowledge to be able to produce quality photographs and films using the necessary equipment i.e. a camera, Vid-cam. The user may also develop their own film and photographs with this skill.
 

- K N O W L E D G E -

Computer, Subterfuge: A character with this skill is able to hack through computer systems to obtain information through networks.

Electronics, Repair: A character with this skill is able to repair any small to medium electronic devices but does not have the knowledge to build them. They are able to diagnose a problem and solve it.

Mechanics, Repair: This skill allows a character to diagnose a mechanical problem and repair it using the appropriate tools.

Demolition’s Disposal: This skill enables a character to defuse and deactivate set charges -explosives, booby traps, timer set devices and hand grenades.

Survival: Using this skill a character is able to survive in the wilderness by finding water, constructing or finding shelter and finding food from natural resources in forests, deserts, mountainous regions, etc.

Medical, Practice: This ability enables a character to perform an analysis, and diagnose the illness of another character. At Rank 5, this skill is the equivalent of a doctorate, where a character would be able to set up in practice alone. To take this skill, the character must have at least one Rank in Paramedic.

Streetwise: A character who has been brought up in the streets of Mort will know much more about 'the law of the street' than someone who has lived in seclusion or a closed environment. This skill represents the level of knowledge a character has about the streets . A character with a high streetwise is likely to have been brought up in and around Downtown, Suburbia or both.

Evaluate Opponent: This skill enables a character to judge what sort of combat abilities their opponent is skilled in. The higher the roll made, the more information should be given to the character.

Literacy: A character with a literacy skill is able to read and write to a good standard. A character without this skill does not necessarily mean that the character cannot read and write, it will just mean that their writing will probably be unintelligible and they will have no interest whatsoever in reading.

SLA Information: This skill represents a character's knowledge of the company they work for. This includes the way the company works, rules and departmental regulations, recognizing heads and important persons within the company, etc.

Psychology: This skill represents the knowledge, practice and study of the mind as well as knowledge of the clinical treatment of mental diseases and psychoses.

Astronomy: This skill represents the scientific knowledge and study of celestial bodies in the World of Progress. This may be a chosen star system or several systems.

Pilot, Military: This skill allows a character to pilot a shuttle, hover vehicle and the formidable Kilcopter used on Mort.

Navigation: This skill represents the character's knowledge of navigation and navigational equipment including the Nava-map, ordinary maps, compasses, navigational systems on military vehicles as well as using the stars and landmarks.

Space Navigation: This specialized skill is only taught and learned by few and those few are mostly Ebons, used in conjunction with their Space folding abilities. It allows the character the knowledge of star systems and the passages through them.
 

- [SECONDARY  SKILLS] -

The following is a list of skills that a character may choose to further the background of their character. These may have been learned through proper training or just picked up as a social interest at an early age. The governing STAT for each secondary skill is included in brackets.

Gambling (CONC): A character skilled in gambling means that they are capable of playing games of chance with possessions or money and usually come off better than opponents without the skill. The higher the rank, the better chance the character has of winning.

Ecology (KNOW): The character is interested in the study of the relation of organisms and ecosystems to one another and their surroundings.

Cooking (KNOW): The character is interested or trained in the art of cooking or has been trained as a chef.

Agriculture (KNOW): The character has been brought up in a natural environment, has studied or is interested in agriculture.

History (KNOW): The character is interested in the history of the World of Progress.

History (Religious) (KNOW):

This skill gives a broad band knowledge of Religion throughout the World of
Progress, from small obscure cults to large practices (including alien
cultures). It only gives vague details on basic rolls but natural 20s or 20+
can give insights into specifics.

Religion (KNOW):

This skill relates to one Specific religion in the World of Progress (you
pick the religion, can be any of the conventional ones or one of the SLA
realted ones). It confers knowledge of the Practises and rites of this
specific religion in enough detail to practice them.

Dance (PHYS): The character is either trained or interested in dance of various types.

Artistic Ability (CONC): The character has an interest in art and/or is able to produce work to a good standard.

Music -general (KNOW): The character has an interest in music and/or is able to read and write music.

Sewing (DEX): The character has been trained or is just interested in sewing and needlework.

Archaeology (KNOW): The character has been trained or is interested in the study of ancient cultures by the excavation and analysis of physical remains.

Physiography (KNOW): The character is interested in the study of the surface of the various planets in the World of Progress.

Cinematography (KNOW): The character is interested or is trained in the art of making films.

Theater (KNOW): The character is trained or is interested in theater and the modern arts.
 

Killan (KNOW): This is the common language of the human race. In player' s terms, it could be classed as 'SLA English'.

Wraith (KNOW): This is the standard language of the Wraith Raider race. It is quite easily spoken by humans and many learn it to be able to converse easily with their colleagues.

Shaktarian (KNOW): This is the home language of the alien race, the Shaktars. Unfortunately, it is extremely difficult for humans or humanoid races to learn as there are no vowels in the Shaktarian language but it can be translated easily into written form and given vowels to help other races speak it. "Klgw'r nwk gjjf l'ndr txfdw bzlr mfkt nkm'ftg ndkdf'grj kcvd'd" is pronounced "Klugwar nowak gijif laendre tixifodew bizalr mofket nekamfteg nakeedif'gruj kicavid'd "

Sign Language (KNOW): This is the standard language of mute humans and is also used by the colleagues of deaf characters.

New Parisian (KNOW): This is the common language of people from New Paris. In player's terms, it is French.

Sports: Various (PHYS): The character has been taught or is interested in one or several sports.

Architecture (KNOW): The character has been trained or is interested in the design and construction of buildings and manipulation of interior space.

Physiology (KNOW): The character is interested or has been trained in the science of the functions of living organisms and their parts.

Paleography (KNOW): The character is interested in or has been trained in the study of ancient writings and manuscripts.

Botany (KNOW): The character is interested or is trained in the study of plants.

Zoology (KNOW): The character is interested or trained in the study of animals.

Mathematics (KNOW): The character is interested or is learned in the abstract science of numbers, quantity and space.

Video Games (KNOW): The character is skilled in the art of playing or designing video games.

Sing (CHA): The character enjoys singing and is interested in singing.

Play Instrument (KNOW): The character can has been trained or has picked up the skill of being able to play an instrument.