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Skills

Despite ancient Cockney rhyming slang making references to the financial benefit of having training, knowing how to dismantle an engine, what the legal proceedings in a particular region are, or the trick to jumping off a roof safely could be the difference between life and death. A character's skills in The Red Star Chronicles can be used in a number of ways.

Provided below are a list of the Base Skills available in the Classless system, along with brief descriptions of what these titles represent. Subsections will provide a more in-depth usage and aspect of each specific Skill.


Using Skills

Making use of a skill involves a Skill Check by making a 1d20 roll and applying all relevant modifiers; Attribute Modifier, Level Modifier ( 1/2 total character level, rounded down ), Training Modifier, and any other miscellaneous modifiers such as Equipment Bonuses or Circumstantial Penalties.

While some skills can be used without being fully trained, others cannot, and some uses have limited rates of success when used without proper training. There are three general types of checks:

Opposed Checks: One roll made against another random outcome, typically in the form of another character's own Skill Check result. A common example is comparing one character's Stealth result to another's Perception result. If the Stealth Check is the higher of the two results, the character attempting to evade detection succeeds. If it is lower, they are spotted.
Difficulty Class: Attempting to make a roll against a predetermined number that represents the Difficulty Class ( or DC ) of the task at hand. The DC is set by the Runner using a determination based on the reasonable rate of challenge for an average individual, such as clearing a jammed weapon with a Mechanics Check at a DC15. To successfully repair the weapon, the roll and all Mods must total 15 or higher.
Untrained Checks: Although some more technical aspects of skills require proper training to be used, others can be done without formal training. No aspects of Mechanics can be used without it as a Trained Skill, while only Knowledge (Tactics) applications of the Knowledge skill can be used without training.
Unrolled Checks: Sometimes a Skill Check does not require a roll, but this is largely a special circumstance meaning that your character is not in a hurry, or in a situation where they may be interrupted in the attempt. In these cases, a character may Take 10, applying a flat result with all applicable Modifications in place of a 1d20 roll. This is generally only an option with a specified DC, and cases where failure to succeed do not have punitive results ( Such as an explosion ). In cases where there is no chance of failure, a character may Take 20 instead, though this generally requires additional time spent on the attempt.

Repeated Attempts

Falling short of a necessary DC, or being beaten in an Opposed Check can often prevent forward movement, but that does not mean you cannot take another shot at it. Making another attempt can be done in many cases once the obvious consequences are taken into consideration ( Such as failing to shut off an automated sentry resulting in being shot at ). Other skill applications cannot be tried more than once ( Failing to recall something or discern a piece of information with a Knowledge Check for example ) once an attempt has failed, but this is up to the discretion of your Runner.

Unlike many other aspects, a natural 1 result on the d20 of a Skill Check does not mean an automatic failure. Similarly, a natural 20 result does not mean an automatic success.


Skills List

As mentioned above, the list provided here gives a basic description of actionable skills in the Classless system, and the brief list of more specific uses that are detailed in each skill's subsection.

Acrobatics?

A measure of personal equilibrium and grace combined, Acrobatics keeps you upright, helps you avoid injury when you drop, weave around obstacles, escape bindings or someone's grip. It is the choice of the mobile and evasive. Advanced uses include the following:

  • Balance
  • Catch Item ?
  • Cross Difficult Terrain
  • Escape Artist ?
  • Escape Bonds
  • Fall Prone
  • Long Falls ?
  • Low and High Gravity Environments ?
  • Nimble Charge ?
  • Reduce Falling Damage
  • Stand Up from Prone
  • Tumble
  • Zero Gravity Environments ?

Climb?

Quite literally as it is titled, Climb is used to do just that. Moving up a vertical surface to an otherwise out of reach position-- either bare handed or with the aid of tools or ropes --requires the climb skill. Specific aspects of Climb are below:

  • Accelerated Climbing
  • Catching Yourself When Falling
  • Climb Surface
  • Extreme Condition Climbing ? ?
  • Making Handholds and Footholds

Deception?

Lie and cheat, extend the truth, obscure your motives, run a con, falsify documents, or use a disguise. Deception has a broad range of applications that fall under a small list of titles, but a charismatic character will easily be able to use the skill to make others work in their favor. The seemingly narrow list of applications follow:

  • Alternate Story ?
  • Creating a Diversion to Hide
  • Cheat ?
  • Deceive
  • Feign Haywire ?
  • Feint
  • Group Feint ?
  • Innuendo ?
  • Stash an Item ?

Endurance?

The measure of an individual's durability, Endurance is used to survive the elements and straining atcitivity longer than average, or is even considered healthy. Focused uses include these:

  • Force March
  • Hold Breath
  • Ignore Hunger
  • Ignore Thirst
  • Run
  • Sleep in Armor
  • Swim / Tread Water

Gather Information?

Keeping tied to local news of serious events, discovering secrets, finding new allies or avenues of investigation all require time and tact. Making an attempt to Gather Information is often the first step in any investigation. These are some of the ways it can be used:

  • Analysis ?
  • Find a Good Score ?
  • Identify ?
  • Learn News and Rumors
  • Learn Secret Information
  • Locate Individual

Initiative?

A measure of a character's ability to react to a sudden threat, Initiative assists an individual by setting turn order, or reacting to a surprise. The advanced aspects follow:

  • Start Battle
  • Avoid Feint
 

Jump?

Much like Climb, Jump is fairly straight forward. Specific uses include these:

  • Long Jump
  • High Jump
  • Jump Down

Knowledge?

Recall and awareness, Knowledge is not a physically applicable skill. It can be gained many ways, practical familiarity, academic study, or simple experience in the subject. Knowledge is unique in that it only has the recall function, however each area of focus is taken as an individual skill when trained. The specific subjects are are listed here, with additional functions below:

  • Bureaucracy
  • Galactic Lore
  • Life Sciences
  • Physical Sciences
  • Social Sciences
  • Tactics
    • Anticipate Enemy Strategy ?
    • Battlefield Tactics ?
  • Technology

Mechanics?

Familiarity with the manipulations of all things mechanical; locks, explosives, vehicles, weapons, or even Tinkers. The specific functions of Mechanics are included below:

  • ? Booby Trap ?
  • Build Object ?
  • Disable Device
  • Environmental Adaptation ?
  • Handle Explosives
  • Hot Shot ?
  • Improvised Connection ?
  • Jury-Rig
  • Modify Tinker
  • Recharge Shields
  • Refit Antiquated Vehicle or Weapon ?
  • Regulate Power
  • Repair

Perception?

Measuring your general awareness of all things around you; traps, important documents, or someone attempting to sneak away. Perception improves with training, but training is not required to use any of the specific functions listed here:

  • Avoid Surprise
  • Eavesdrop
  • Hear Distant or Ambient Noises
  • Long-Range Spotter ?
  • Notice Targets
  • Quick Search ?
  • Search
  • Sense Deception
  • Sense Influence

Persuasion?

Persuasion is to the diplomat what Deception is to the liar; a way forward when doors may be blocked. Persuasion can be used in the following ways:

  • Bribery ?
  • Change Attitude
  • Haggle
  • Intimidate
  • Improvised Communication ?

Pilot?

Behind the stick or wheel, Pilot is used to manipulate a powered vehicle from a starship to a motorbike. Specific aspects of the Pilot skill are below:

  • Avoid Collision
  • Dogfight
  • Engage the Enemy
  • Fly Casual ?
  • Increase Vehicle Speed
  • Ram

Ride?

Wildlife has been tamed on the frontier all throughout human history. With new planets there are many creatures that can be fitted for a saddle. Ride works similarly to the Pilot skill, but autopilot takes on a very different meaning. These are the maneuvers that can be performed using Ride:

  • Control Mount in Battle
  • Fast Mount or Dismount
  • Guide with Knees
  • Leap
  • Soft Fall
  • Stay in Saddle
  • Use Mount as Cover

Stealth?

Move through the shadows, cross quietly, snatch something in plain sight, or remain hidden from someone before striking. Stealth has several aspects listed below:

  • Conceal Item
  • Conceal Large Items ?
  • Create Diversion to Hide
  • Drop ?
  • Pick Pocket
  • Sleight of Hand
  • Sneak
  • Snipe

Survival?

In the expanding galaxy of human settlements has introduced all new flora and fauna, and knowing which can kill you or keep you alive is the very essence of Survival. Individual functions include these:

  • Basic Survival
  • Create Defensive Position ?
  • Endure Extreme Temperatures
  • Extended Survival
  • Know Direction
  • Track

Swim?

In order to be able to safely tread water, move under its surface, navigate flooded channels or depths, the ability to Swim can mean the difference between life and death. Unlike other skills, Swim has only the primary function.

Treat Injury?

Many skills help prevent injury, but Treat Injury is there when those have fallen short. Stitching a wound, setting a bone, seeing to an illness or toxin, all of them fall under this list of specific aspects:

  • ? First Aid
  • Heal Damage
  • Install Cybernetics
  • Long-Term Care
  • Perform Surgery
  • Revivify ?
  • Treat Disease
  • Treat Poison
  • Treat Radiation

Use Computer?

Manipulating data or security systems, control panels, or finding specific files stored on a server all requires Use Computer. More direct functions include the following:

  • Access and Reprogram Electronic Device
  • Access Information
  • Astrogate ? ?
  • Backtrail ?
  • Copy or Reprogram Code Cylinder or Access Card
  • Cover Tracks ?
  • Disable or Erase Program
  • Improve Access
  • Issue Routine Command
  • Reprogram Tinker
  • Use Communications ?
  • Use Sensors ?

Use Psionics?

The mind is a powerful thing, and some minds even more so. There are those in the galaxy who have [REDACTED], and this allows them to manipulate the physical world with the strength of their. mind. This can be done in the ways below:

  • Activate Power
  • Breath Control ?
  • Induce Trance ? ?
  • Move Light Object ?
  • Predictive Sight
  • Sense Aura
  • Sense Surroundings
  • Telepathy

Use The Devil's Luck?

A 20th century athlete is credited with the saying that he would "rather be lucky than good." Luck comes in lots of forms, a missed bullet here, a perfect shot there, or just being right just when you need it. To Use The Devil's Luck, there are a handful of ways it can be pushed, but unlike other skills, it cannot be suggested by the player; only the Runner may call for the appropriate check. The ways in which Use The Devil's Luck can apply follow:

  • Make the Connection
  • One In a Million Chance
  • Press a Hunch
  • "Well I'll Be Damned"

[TCS]

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Page last modified on May 19, 2016, at 07:40 PM