Skills

Skills are available to all players in the game. These skills come from training with others or pulling knowledge from books or the hypernet. Some of these skills may be essential to your character while others you can get by with one of your party members having. Using an untrained skill holds a -5 penalty.

Bartering, Charisma + CPB vs Wisdom + Bartering or Difficulty

This skill increases the ability to talk trade prices up or down for character’s benefit. Failure can result in higher prices or less tarryns from a sale. Bartering is also used for diplomatic endeavors as well as manipulation and intimidation.

Athletics, Dexterity + CPB vs Dexterity + Athletics or Difficulty

This skill increases the ability to perform endurance activities such as climbing, swimming, running, and racing. Athletics also increases movement by twice species range.

Sense, Wisdom + CPB vs Stealth, Bartering, Espionage, or Illusion Difficulty

This skill increases the ability to sense danger, read motives, and see through illusions. Sense also determines the combat order.

Investigation, Intelligence + CPB vs Difficulty

This skill is the ability to solve puzzles, find clues, gather surveillance, and research information.

Drive, Dexterity + CPB vs Various

This skill increases the ability to drive ground and hover vehicles.

Culture, Intelligence + CPB vs Difficulty

This skill increases the ability to act correctly in different social settings and to know proper etiquette or customs. Culture stacks on a character’s Bartering skills.

History, Intelligence + CPB vs Difficulty

This skill increases the ability to recall historic events, items, people, and locations. Checks that involve the character’s class, profession, or a skill they are proficient with they gain an additional +5 to succeed.

Technology, Rank Requirement

This skill is the ability to use and craft more types of technology. Technology requires tool and parts. Each time taken another type of crafting is opened for use. Available technology crafting are Blacksmith, Demolition, Disease, Engineer, Gunsmith, Leatherwork, Pharmaceutical, and Tailor.

Maintenance, Intelligence + CPB vs Difficulty

This skill is the ability to repair objects that are broken or failing. Maintanence may require knowledge of the technology for some uses.

Language, Passive Ability

This skill is the ability to understand non-basic languages. Basic languages are English, Chinese, Sharateese, and Nazren. Examples of non-basic languages are Wonganese and Vamoni. Each time taken allows for additional languages.

Combat Arts, Passive Ability

This skill gives proficient ranks with a weapon, armor, or combat style not available to the character's class or an expertise rank to any proficient action. All actions taken while doing things the character is not proficient in come with a -5 penalty. Each time taken allows for additional Combat Arts.

Survival, Wisdom + CPB vs Difficulty

This skill is the ability to find food, water, shelter, tracking, and usable wood away from civilization.

Mystical Lore, Intelligence + CPB vs Difficulty

This skill is the ability to recall knowledge of magic and magical items as well as the history of magic. Mystical Lore rolls involving a school of magic the character knows gain a bonus to their roll of +5.

Thievery, Dexterity + CPB vs Wisdom + Sense or Difficulty

This skill allows the character to pick locks and pockets, hot wire, and disarm traps. Thievery also allows for added loot during doing searches.

Espionage, Charisma + CPB vs Wisdom + Sense

This skill allows the character to disguise themselves, infiltrate organizations, and blend into crowds.

Hunter's Lore, Intelligence + CPB vs Difficulty

This skill allows the character knowledge of undead and demons as well as how to control nexus portals. Hunter's Lore also allows the character to santify weapons and ammo. Santified weapons and ammo stagger undead and demons on critical hits.

Medical Training, Intelligence + CPB vs Difficulty

This skill allows the character diagnose diseases or injuries, treat medical conditions, and perform autopsies. Medical Training also allows for natural healing criticals on 19.

Seafarer, Dexterity + CPB vs Various

This skill allows the character to sail the ocean, navigate routes, and ship to ship combat. Seafarer also reduces the underwater combat penalty by 2 and allows for them to hold their breath for 5 minutes.

Aviator, Dexterity + CPB vs Various

This skill allows the character to pilot aircraft, navigate the skies, and battle ship to ship. Aviator also allows for the use of space vessels.

Stealth, Dexterity + CPB vs Sense

This skill is the ability to remain undetected by those around you. While in Stealth your attacker bonus is increased by 1d4. Whenever you interact with or attack a target you must re-roll your Stealth to maintain it.