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. Skills are broken into types; base, training, and knowledge.

Base skills can be used as an untrained skill without gaining the bonuses of the skill as a straight d20 roll. Only those trained in a base skill gain the bonus effects of that skill and increases the success chance by their CPB.

Training skills cannot be used by the untrained. These skills have specific bonuses to them, from new combat features to crafting items. Training skills do not operate in a set way and sometimes alter how a roll would normally be handled.

Knowledge skills can be used without training but they take a -5 penalty to their d20 skill roll. Those trained in knowledge can choose to add either their wisdom or intelligence + CPB to their roll.

Athletics, Base

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

Aviator, Training

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.

Bartering, Base

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. It is also used for diplomatic endeavors as well as manipulation and intimidation. Bartering has the bonus effect of allowing the character to add strength, intelligence, wisdom, or charisma to their success chance.

Culture, Knowledge

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.

Drive, Training

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

Espionage, Base

This skill allows the character to disguise themselves, infiltrate organizations, and blend into crowds. Espionage bonus effect allows them to add an additional base or knowledge skill they are trained in to their success chance.

History, Knowledge

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.

Hunter's Lore, Knowledge

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 sanctify weapons and ammo. Sanctified weapons and ammo stagger undead and demons on critical hits.

Investigation, Knowledge

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

Language, Training

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.

Technology, Training

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, Engineer, Gunsmith, Leatherwork, and Tailor.

Maintenance, Training

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

Medical Training, Training

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. Medical training is also a prerequisite for crafting skills like Pharmaceuticals and Toxicology.

Mystical Lore, Knowledge

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.

Seafarer, Training

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.

Sense, Base

This skill increases the ability to sense danger, read motives, and see through illusions. Sense also determines the combat order. When you are trained in sense and successfully sense danger you gain a bonus effect, allowing you to re-roll your combat order if it is below 10.

Skill Arts, Training

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. Each time taken allows for additional Skill Arts.

Stealth, Base

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

Survival, Knowledge

This skill is the ability to find food, water, shelter, tracking, and usable wood away from civilization. Survival can also be a prerequisite for crafting like Pharmaceuticals or Toxicology.

Thievery, Base

This skill allows the character to pick locks and pockets, hot wire, and disarm traps. Thievery also allows for added loot during doing searches. Thievery gains the bonus effect to allow you to add your dexterity, intelligence, wisdom, or charisma to your success chance.