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Slimmed down skill list.
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Raven Redstar
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Joined: 10 Mar 2009
Posts: 2120
Location: Pullman, WA

PostPosted: Tue Sep 04, 2018 6:13 pm    Post subject: Slimmed down skill list. Reply with quote

The following is the slimmed down skill list I've started using, largely in my solo games, but I've got a potential remote play game that I'm going to start shortly, time permitting. The list of skills is from Andrew Shield's "Pool of the Force" alternate D6 rules, which you can find: Here.

Pool Rules wrote:
FLEXIBLE COMBAT STYLE
These skills can be assigned to an attribute. Some characters may fight using their strength, others focusing more on their dexterity. Once assigned, the skill is put with that attribute.

Hand to Hand. [DEXTERITY or STRENGTH] Includes avoiding close range attacks, hitting, parrying, and dodging. Can include basic or improvised weapons.

Melee Weapons. [DEXTERITY or STRENGTH] Includes using knives, swords, clubs, staves, whips, shields, spears, and so on. Also covers vibro melee weapons and energy melee weapons.

***

Some KNOWLEDGE and PERCEPTION skills grant one specialty per die in the attribute, and others can be bought. The skills can be used in a wide variety of settings, but there is a high level of automatic knowledge or success or networking or whatever is appropriate in their focus areas.

These skills also offer a relevant contact person.

The contact person and specialty can be chosen at generation, or as the game progresses.

***

There will be times when skills overlap. The GM interprets as needed. In general, players should be encouraged to try and explain how their skill gives them an advantage in whatever situation the characters get into.

***

DEXTERITY
Measures eye-hand coordination, balance, reflexes, and grace.

Dodging. (0 difficulty) Includes leaping out of the way of an attack, or otherwise avoiding damage. If another skill has a better chance and applies, use that other skill. This is a catch-all for avoiding damage.

Shooting. (0 difficulty) Includes hand-held blasters, blaster artillery, and energy based weapons. Also includes using more archaic weapons like firearms and bows.

Sleight of Hand. (1 difficulty) Includes pick-pocketing, minor “stage magic” tricks, and palming objects.


KNOWLEDGE
Measures education, common sense, memory, and insight.

Alien Species. (2 difficulty) Includes general studies and familiarity with widely-known species, with possibility of more specialized knowledge. Includes skill in research and deduction. Includes knowledge about their physical aspects as well as their cultures. Spend 1 specialty to get expertise in 1 alien species per die in KNOWLEDGE, or 1 contact with broad experience with or study of alien species per KNOWLEDGE, or a combination of species or contacts up to KNOWLEDGE. More species or contacts can be bought one at a time as specialties.

Appraise. (2 difficulty) Includes the ability to gauge fair market value of goods based on the local economy and market factors. Spend 1 specialty to get expertise in 1 kind of merchandise or 1 market per die in KNOWLEDGE. More can be bought as specialties. (Examples include starships, precious stones, Corrillean market, the Delanaxo Run trade route, etc.) You can substitute one contact who is a connoisseur or fence instead of one kind of merchandise or one market..

Business. (1 difficulty) Includes knowledge of laws governing business, rules of supply and demand, management tactics for people and locations, and how to craft a sales pitch. Spend 1 specialty to get expertise in managing 1 kind of business per die in KNOWLEDGE. More can be bought as specialties. You can substitute one contact who is involved in business per KNOWLEDGE for expertise in one kind of business..

Government. (1 difficulty) Includes knowledge of various wide-spread government or factional processes, as well as general intuitive understanding of how to navigate any complex bureaucracy and manage interactions with the cogs in the machine. This also covers interacting with their laws and their law enforcement.Spend 1 specialty to get expertise in 1 governmental system per die in KNOWLEDGE. More can be bought as specialties. You can substitute one contact who is involved in government per KNOWLEDGE instead of a government system.

Languages. (1-3 difficulty) Includes knowledge of grammar, structure, sensitivity, vocabulary, and ways of communicating. Once play begins, as appropriate, reveal a fluency in 1 language per die in KNOWLEDGE (or choose them before play begins.) More can be bought as specialties.

Military Ops. (1 difficulty) Includes knowledge of basic military tactics, from galactic scale to squad scale. Includes ability to estimate logistical needs, anticipate deployment, interpret deployment, and predict military response based on what is known of their leaders. Spend 1 specialty to get expertise in 1 military organization per die in KNOWLEDGE. More can be bought as specialties. You can substitute one experienced contact who was or is in the military per KNOWLEDGE instead of knowledge of the organization.

Planetary Systems. (2 difficulty) Includes knowledge of geography, weather, life forms, trade products, settlements, technology, government, and other general information about different systems and planets. Spend 1 specialty to get expertise in 1 system per die in KNOWLEDGE. More can be bought as specialties. You can substitute one contact who has experience with or study of relevant planetary systems per KNOWLEDGE instead of k.

Willpower. (0 difficulty) Includes resistance to persuasion, torture, and physical limitation. The total can be rolled to resist, or the character can spend 1d to remove a -1d penalty for an appropriate length of time (usually the duration of a single roll or scene.) Willpower returns at the rate of 1d per 6 hours of sleep or meditation.


MECHANICAL
Measures ability to act through machines.

Pilot. (1 difficulty) Includes anything that flies through the air or space. Archaic ships, repulsorlift craft, snub fighters, freighters, and capital ships. Includes weapons controlled by the pilot like missiles and fixed guns, but not turrets.

Rider. (1 difficulty) Includes riding any living mount, as well as driving walkers or things with legs. Includes basic saddle and wagon rigging, mounting techniques, maintenance, and weapon mounts.

Support Systems. (2 difficulty) Includes using sensors, secondary weapon systems, diagnostics, shields, power distribution, communications, astrogation (with computer aid), and so forth. Includes spacecraft, repulsor craft, and walkers. Includes all scale, from personal craft to capital ship.


PERCEPTION
Measures attention to surroundings, ability to read people, personality.

Deception. (0 difficulty) Includes bargaining, conning, outright lying, forgery, and gambling.

Inspiration. (0 difficulty) Includes persuasion, command, and artistic expression.

Investigation. (0 difficulty) Includes interviewing people, detecting out-of-place elements, familiarity with criminal methods, and evaluating narratives.

Situational Awareness. (0 difficulty) Includes passive attentiveness to surroundings, amount of detail noticed, searching, and reaction time to changes in the situation.

Stealth. (0 difficulty) Includes moving undetected and hiding.

Streetwise. (0 difficulty) Includes ability to connect with black markets to acquire illegal goods, services, and opportunities. Includes ability to locate people or things that are trying to hide among people. Includes familiarity with various alien cultures’ seamier side, and underworld celebrities. Includes familiarity with one underworld community per PERCEPTION die, buy others as specialties. You gain one contact in the underworld per PERCEPTION die.

Survival. (1 difficulty) Includes ability to prepare proper gear and supplies to go into an environment, knowledge of threats from flora and fauna, and familiarity with using appropriate antidotes and cures for local venom, poison, and disease. Includes training to find and evaluate food and water. Spend 1 specialty to gain expertise in one harsh setting automatically per full die in PERCEPTION, buy others as specialties. You can substitute one contact local to harsh environments per PERCEPTION.


STRENGTH
Brawn, muscle coordination, endurance, and health.

Athletics. (0 difficulty) Includes running, jumping, climbing, and swimming. (Take a specialty for armor proficiency to overcome disadvantage using armor.)

Might. (0 difficulty) Includes lifting heavy things, carrying heavier loads, and throwing things.

Stamina. (0 difficulty) Includes staying awake, going without enough food or water, and resisting exhaustion.


TECHNICAL
Measures instinct and training for understanding, taking apart, repairing, and modifying tech.

Demolitions. (1 difficulty) Includes familiarity with a wide variety of commercial, improvised, and alien explosives, as well as instinct and training in structural integrity and weak points.

Droids. (2 difficulty) Includes appraising, building, repairing, modifying, and programming droids of all kinds.

Gear. (1 difficulty) Includes building, maintaining, repairing, and improving personal gear and cybernetics. Includes conventional armor, power armor, integrated weaponry, space suits, jet packs, miniaturized tools or weapons, comlinks, and specialized tradecraft or alien tech. Includes using med packs.

Intrusion. (1 difficulty) Includes familiarity with a wide variety of technological locks, alarms, and sentries, and methods of circumventing them. Also includes familiarity with installing, maximizing, and using security systems.

Medicine. (1 difficulty) Includes using machines and observation to handle diagnostics, first aid, surgery, research, and the creation of antidotes and medicine under appropriate circumstances. (This skill refocuses on flesh instead of metal, but uses the same aptitude.)

Primitive Tech. (1 difficulty) Includes appraising, repairing, building, modifying, and customizing tech that relies on simple physics (like siege engines and fortifications) and chemical tech (like gunpowder, rocket fuel, and so on.)

Repulsor and Walker Tech. (1 difficulty) Includes appraising, repairing, modifying, and customizing repulsor craft and walkers of all kinds, including their systems, focused on basics like engines, weapons, shields, and hull.

Space Ships. (2 difficulty) Includes appraising, repairing, modifying, and customizing space ships from snub fighters to capitol scale, focused on basics like engines, weapons, shields, and hull.

Support System Tech. (2 difficulty) Includes appraising, repairing, modifying, and customizing support systems like sensors, diagnostics, life support, weapons, engines, shields, communications, etc. This works on a scale from personal to capital ship.


The only change I've made is moving Willpower to Perception.
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Starbeard
Cadet
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Joined: 29 Aug 2018
Posts: 21

PostPosted: Tue Sep 04, 2018 6:28 pm    Post subject: Reply with quote

This is a very good list. Some of these variations I've tried and quite a few I've never thought of before.

I like the touch of having beast riding and walker piloting combined into a single "rider" skill, that's cool. Taking all of the side Mechanical skills and grouping them into "support systems" is also nice, sort of like a vehicular equivalent of the catch-all "technology" skill in first edition.

Have you considered taking away Demolitions and grouping that in with the general Gear skill? The other Technical skills here all seem very broad in comparison. Awhile ago I tried grouping Demolitions in with Weapon Tech for a game and it seemed to work fine.
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Raven Redstar
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Joined: 10 Mar 2009
Posts: 2120
Location: Pullman, WA

PostPosted: Tue Sep 04, 2018 6:36 pm    Post subject: Reply with quote

Quote:
This is a very good list. Some of these variations I've tried and quite a few I've never thought of before.

I like the touch of having beast riding and walker piloting combined into a single "rider" skill, that's cool. Taking all of the side Mechanical skills and grouping them into "support systems" is also nice, sort of like a vehicular equivalent of the catch-all "technology" skill in first edition.


I'm glad you like it; feel free to use it. I wish I could take credit, but this is Mr. Shields' work.

Quote:
Have you considered taking away Demolitions and grouping that in with the general Gear skill? The other Technical skills here all seem very broad in comparison. Awhile ago I tried grouping Demolitions in with Weapon Tech for a game and it seemed to work fine.


That's actually a really good suggestion. I'll start doing that from now on.
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