Life Points:
Life Points measure how much damage you can take before passing out
or dying. When your character is punched, stabbed, or shot, the
damage comes out of your total Life Points. If your damage is equal
or greater than your Life Points, you’re out of the action.
Calculate your total by adding the die types of your Vitality +
Willpower Attributes. For example, a character with a d8 Vitality
and a d6 Willpower has 14 Life Points.
Step State:
Attribute Penalty:
When you've taken half or more of your total LifePoints in Wounds,
you suffer a -2 step penalty on all Attributes
Attributes
Agility represents quickness and physical coordination. A
high Agility could mean your character can twirl two
pistols and leap on the back of a moving horse without
screwing up either action. A low score might well mean you
have four left feet—two on the ends of your legs and two
at the ends of your arms.
Strength tells you just how strong your character is. A
high Strength means you can kick down doors, win arm
wrestling contests, or break someone's jaw with a good
right hook. Low scores mean you have trouble carrying your
own luggage.
Vitality is a measure of toughness and general health.
High Vitality characters avoid catching the flu, can drink
their buddies under the table, and run from the law
without getting winded. Crew with low Vitality should stay
away from people with colds and never drink the local
water
Alertness represents intuition and observation. A
character with a high score might hear the stealthy
footsteps of an Alliance Operative sneaking up on the
group, notice an important clue caught in the bushes, or
know the instant a fellow is lying. Someone with a low
Alertness doesn’t notice that his fly is unzipped.
Intelligence is smarts—plain and simple. Crew with high
Intelligence are bright and inventive, able to think their
way through complex situations, or solve puzzles that
would confound lesser persons. Those with low scores might
have trouble understanding big words or experience
difficulty remembering complicated plans.
Willpower is about determination and force of personality.
A high score means a character can resist intimidation
(and even torture), can convince a person to do his
bidding, and can push on even when his body is about to
give up. Those with low Willpower might be easily fooled,
back down at a threat, or take the easy way out.
Derived Traits
Initiative: Agility + Alertness. Tells you who goes first
in a given situation. Do you draw first or does your enemy
have the drop on you? You’ll make Initiative rolls during
combat and other hairy situations where time is a major
factor. When the GM asks for an “Initiative Roll,” you
roll your Agility + Alertness dice and tell the GM the
result. Higher is better. Especially when a Reaver is
rushing at you with a machete
Agility + Alertness
Long Haul: Strength + Vitality. Made when trying to
perform an extended feat of strength that has to be
maintained more than a few seconds, such as carrying a
heavy load up a hill.
Strength + Vitality
Burst of Strength: Strength + Strength. Made to see if you
can perform a brief feat of physical strength, such as
shoving a heavy object out of the way
Strength + Strength
Memorize: Intelligence + Alertness. Used to commit
important information to memory.
Intelligence + Alertness
Endurance: Vitality + Willpower. Rolled when you’re taken
more Wounds than Life Points to see if you stay alive.
Vitality + Willpower
Recall: Intelligence + Willpower. A check to remember an
important event or fact.
Intelligence + Willpower
Out of Harm: Agility + Alertness. Made when reacting to
sudden danger, such as diving away from a grenade that
lands at your feet
Agility + Alertness
Resist: Vitality + Vitality. Made to resist environmental
hazards, diseases, alcohol, and toxins
Vitality + Vitality
Plot Points
Plot Points are a way for major characters in the game to add a
little drama to the story. Plot Points can be used to improve the
odds for important actions, prevent someone from getting killed or
badly injured, or even used to alter the story.
Reduce Damage
+1 Step per Point / +1 LP after
Add to Rolls
+1 Step per Point / +1 to roll after
Utilize Assets
See Asset description, 1-6 Points
Affect Plot
GM discretion, can use 1-12 Points
Plot points above 6 are converted to Advancement points at the end
of each session.
Advancement Points
Advancement Points represent the accumulation of experience and
are the building blocks for improvement.
Die
Skill cost
Attribute cost
d2
2
–
d4
4
–
d6
6
24
d8
8
32
d10
10
40
d12
12
48
d12 + d2
14
56
d12 + d4
16
64
Earned
Used Unused
Skills
Skill Levels
Die
Proficiency
Comment
d2
Incompetent
“That ain’t the ‘on’ button, is it?”
d4
Novice
“Don’t pull the trigger, squeeze it.”
d6
Competent
“Believe I know this dance. Shall we?”
d8
Expert
“I can reprogram this trash bin to go wherever we want.”
d10
Professional
“The dermal mender will keep that ear on fine. Just don’t
fiddle with it!”
d12
Master
“A Crazy Ivan? Right now? Okay.”
d12+
Supreme
“You’re holding eights, low queen, jack, and ace. Your
eyes gave it away.”
Roll Difficulties
Action
Ordinary Success
Extraordinary Success
Complex Task
Easy
3
10
15
Average
7
14
35
Hard
11
18
55
Formidable
15
22
75
Heroic
19
26
95
Incredible
23
30
115
Ridiculous
27
34
135
Impossible
31
38
155
Animal Handling: You can make friends with any animal
using this Skill. Caring for, feeding, riding, teaching
the animal tricks, “whispering” to the animal—all things
you learned growing up on a farm or ranch. Well, city kids
can learn it, too, if they’ve got the heart for it.
Specialties: animal training, riding, veterinary, zoology.
Examples
Easy:
Teach small domestic animals (cat, dog) simple
tricks (come, beg, roll over); herd livestock
(cattle, sheep); ride a pony at a trot; identify
basic breed of a common animal (collie, greyhound,
husky, Manx, Siamese).
Average:
Teach domestic animals moderate commands (attack,
guard, hunt, fetch); ride a horse at full gallop;
drive teams of creatures, train tamed beasts or
those born in captivity; diagnose common animal
ailments and administer proper treatments; recall
important creature facts and habits.
Hard:
Teach domestic animals specific, complex commands
(swim to the opposite side, leap and grab the
sardine on the pole); ride through dense forest on
horseback; ride an unconventional creature (camel,
warthog) at top speed, approach a wild beast
(wolf, mountain lion) without being afraid;
determine and treat serious bestial ailments and
injuries.
Formidable:
Teach tamed beasts complex commands; calm a pack
of wolves; train domestic animals to do extreme
tricks (count to ten, acrobatics); charge over
dangerous terrain (quicksand, swamp) on horseback;
perform intricate veterinary surgery with proper
aftercare; identify behavior pattern of rare
species.
Heroic:
Perform experimental (or radical) veterinary
surgery or treatments; tame a rare species of
animal; jump a 50-foot chasm on horseback.
Incredible:
Calm a cattle stampede on command.
Ridiculous:
Successfully perform emergency surgery on a
genetically altered or mutated animal.
Impossible:
Take the lead in the Prime Minister’s Derby riding
a sick, blind mule with three legs.
Medical Expertise: You know what they say: “there are
always places to see, people to break”. And when folk do
break, you’ll be there to put ‘em back together with your
bag of modern medical wonders. You can slap an aid-strip
on a scratch and tell them to take two aspirins in the
morning without this Skill, but anything more serious
requires medical school, internships, residency, and
knowing when to holler “clear!” Specialties: dentistry,
forensics, general practice, genetics, internal medicine,
neurology, pharmaceuticals, physiology, psychiatry,
rehabilitation, surgery, toxicology, veterinary medicine.
Examples
Easy:
Give physical exam; use basic medical instruments
(defibrillator, x-ray); administer treatment for
common ailments and injuries (fever, broken
ankle); perform CPR and handle minor emergencies
(concussion, minor burns).
Average:
Diagnose unusual ailments and injuries; recognize
uncommon medicines and medical practices; use
complex clinical instruments (CT scanner,
respirator); handle most emergency injuries
(bullet wounds, compound fractures, deep
lacerations); graft a man’s ear back on with a
dermal mender; create a time-delayed drug dose.
Hard:
Diagnose complex injuries and diseases; identify
rare medicines; use specialized instruments
(Neural Imager, Blood Gas Imager); treat lethal
emergencies (bleeding out, toxic shock); reattach
a limb.
Formidable:
Treat unexpected, life-threatening complications;
recall obscure medical theories and therapies;
prescribe experimental treatment to alleviate
“incurable” diseases; perform organ transplant and
other intricate surgeries.
Heroic:
Perform a radical procedure to stave off fatal
injury or disease; perform open-heart surgery
without adequate equipment or benefit of a proper
medical facility.
Incredible:
Perform intricate micro-surgery with improvised
equipment.
Ridiculous:
Restore a patient who has been clinically dead for
almost half an hour.
Impossible:
Cure a terminal disease with a radical,
experimental remedy (curing lung cancer with a
peanut-butter based treatment).
Artistry: You make artsy pretties that folks admire.
Since aesthetic tastes vary quite a bit in the ‘Verse,
assume that the work is created to suit a target group or
audience. (Your painting of the blue-faced woman with
three heads and six arms is not likely to sell in the
souvenir shop on Jiangyin, even though the art critics on
Sihnon rave about it). Specialties: appraisal, cooking,
forgery, game designing, painting, photography, poetry,
sculpting, writing.
Examples
Easy:
Basic sketches and course projects for community
college art classes; imitate a familiar yet simple
signature; estimate worth of common art pieces;
write a story for local writer’s group.
Average:
Produce marketable artwork (illustrations, comic
books); elaborate on history and style of major
art movements (surrealism, cubism); detect amateur
forgeries of masterpieces; write a typical grant
proposal, self-publish a novel.
Hard:
Create gallery/exhibition-worthy artwork;
authenticate obscure art; forge popular
masterpieces (Mona Lisa, statue of David); falsify
common documents (drivers licenses, diploma);
estimate worth of a good private collection;
photograph objects and scenes with excellent
artistic detail; write an enticing grant proposal
or business plan; sell work to major publisher.
Formidable:
Create critically acclaimed, universally
recognizable original artwork; forge masterpieces
of any style; photograph objects and scenes with
perfect artistic detail; estimate worth of a
historical collection; write novel that hits the
best-seller lists; counterfeit official documents
and files (state seal; identcard).
Heroic:
Produce an instant classic; estimate exact worth
of a national collection; photograph minute detail
of a secured compound with an ordinary camera.
Incredible:
Create a priceless masterpiece; create four-course
gourmet meal using only basic ingredients and
spices.
Ridiculous:
Construct a long-form poem with perfect rhythm and
meter on the first attempt; create a meal fit for
royalty with only a few ingredients and only one
available cooking method.
Impossible:
Sculpt a perfect replica of an individual from
only rough description; write a novel that tops
the best-seller’s lists for ten years running.
Melee Weapons: Perhaps you swing a blade faster than the
other guy can draw his gun. This Skill allows you to use
weapons other than guns effectively in a fight. Note that
actions taken against other characters are usually opposed
rolls, so some of the examples might vary in actual use.
Specialties: clubs, knives, melee weaponsmithing,
nunchaku, pole arms, swords, whips.
Examples
Easy:
Know how to grip a rapier; use a butterfly knife;
flail a pair of nunchaku slowly and without
cracking your own skull; crack a whip
impressively.
Average:
Spank a novice fencer in the butt cheek with the
flat of the blade; twirl open a butterfly knife;
bat away an under-hand pitch; hit a slow moving
target with a whip; gauge an opponent’s Skill
level with a given weapon.
Hard:
Disarm a proficient fencer; deflect a quick, aimed
strike; perform stunts and tricks (slice off the
suspenders holding up an opponent’s pants); feint;
snuff out candle flame with a whip; identify
exotic weapons; analyze opponent’s fighting style
with a given weapon.
Formidable:
Disarm an excellent fencer; cut fruits tossed into
the air into even pieces; hit a fly with a whip.
Heroic:
Deflect arrows or crossbow bolts using your sword;
strike a target with amazing precision; detect the
weakness in a master fencer’s style; disarm/trip
multiple opponents with a whip.
Incredible:
Block attacks coming from behind or from an unseen
opponent.
Ridiculous:
Deflect a bullet with a hand-held weapon.
Impossible:
Cut off a section of a spaceship hull using a
bowie knife.
Athletics: Whenever you are moving, most likely you’re,
using athletics. This Skill allows you to run, jump,
throw, climb, swim, and play sports. Specialties:
climbing, contortion, dodge, juggling, jumping,
gymnastics, parachuting, parasailing, pole vaulting,
riding, running, swimming, weight lifting. (Note: An
individual sport can be its own Specialty, such as
baseball or soccer.)
Examples
Easy:
Complete a 50-yard dash; jump a kneehigh hurdle;
dive out of the way of a slow moving vehicle.
Average:
Put ball through a 10’-high basket from close
distance; complete a 100-yard dash; hurdle a
chest-high fence; perform common acrobatics
(somersault, handstand); balance on a narrow beam
or ledge; swing across a hall on the chandelier;
juggle 3 to 5 small, uniform objects; dive clear
of a moving vehicle (21-60 mph speed).
Hard:
Lift twice your body weight; juggle up to 5
palm-sized objects or 3 larger ones; perform
complex acrobatics; land safely after a 15’ fall;
walk a tightrope; jump from one galloping horse to
another; avoid a fast moving vehicle (61-120 mph
speed).
Formidable:
Jump off a 10-story building and survive the fall;
dodge busy intersection traffic; bound over a
10’-tall wall; walk a tightrope in windy
conditions; juggle multiple large and dangerous
objects (knives, chain saws); complete a marathon
or triathlon.
Heroic:
Parasail upside down while holding the rope in
your teeth; land safely after a 50’ fall; walk a
tightrope strung between two slow moving vehicles;
juggle multiple large and dangerous objects
blindfolded.
Incredible:
score a hole-in-one; swim upstream against a
raging current; rush head-on through a cattle
stampede without a scratch.
Ridiculous:
Jury-rig a malfunctioning parachute while in
free-fall; pole vault from a rooftop across the
street into a small open window two stories up;
lift ten times your body weight in a military
press.
Impossible:
Free-climb a treacherous mountain while in
handcuffs; bowl a perfect game without looking at
the pins.
Perception: This Skill helps you pick up on subtleties in
your surroundings. You notice little things such as the
tiny crack on the marble floor that less attentive folk
could easily miss. Can’t slip a gnat past you, if you get
really good at it. Naturally, you can’t take certain
Specialties that rely on a particular sense if you are
partially or fully disabled in that sense—awfully hard to
justify takin’ “sight” when you’re blind, for
instance–although a blind person might take this Skill in
hearing. Note that Skill use against other characters is
opposed, so some of the following examples could vary in
actual play. Specialties: deduction, empathy, gambling,
hearing, intuition, investigation, read lips, search,
sight, smell, tactics, taste, tracking.
Examples
Easy:
Solve low-grade vidshow mysteries; spot a roadside
billboard; eavesdrop on a conversation at the next
table; know when a little kid is lying to you;
follow footprints in light snow; detect a gas leak
by smell.
Average:
Collect fingerprints and gather other evidence;
read the numbers on a license plate of a fast car;
see someone hiding behind a bush; follow a muddy
track.
Hard:
Spot inconspicuous clues; surmise a culprit’s
physical and mental stats (height, weight, gender,
hair color, level of education, etc.) from
available evidence; sense a hidden emotion; solve
a well-written mystery novel before final chapter;
determine the best places for an ambush; trace
faint or fading chemical scent.
Formidable:
See through the deceits of a trained Companion;
discern well-concealed emotions; decipher whispers
in the next room through a closed door.
Heroic:
Detect the lies of a master Companion; spot the
tip of a handkerchief sticking out of a man’s
pocket in a large crowd; react instinctively to a
battlefield maneuver.
Incredible:
Determine someone’s background and occupation from
a cursory analysis of visible evidence (stains on
a shirt, callus on a thumb, etc.); smell a burning
circuit from the other side of the ship.
Ridiculous:
Run through a hedge maze without taking a single
wrong turn.
Impossible:
See the tell-tale flash from a sniper’s scope just
before the shot is fired.
Covert: Sneaky maneuvers, usually illegal. You can use
this Skill to move silently, hide, blow a safe, or pick
someone’s pocket. Specialties: camouflage, disable
devices, forgery, infiltration, open locks, sabotage,
sleight of hand, stealth, streetwise, surveillance.
Examples
Easy:
Hot wire civic ground transports; move silently
without waking up a sleeping person; pick a
drunk’s pocket; hide in full cover (behind
boulder, large furniture, huge machinery).
Average:
Pick common locks; deactivate normal home security
systems; hide with partial cover (shadow, shrub,
big crate); pick normal folks’ pockets; disable a
mid-size transport ship.
Hard:
Open professional locks; defeat sophisticated,
museum-level security systems; hide with limited
cover (laundry bin, under table).
Formidable:
Disable state-of-the-art security systems;
decipher multipad combinations; sneak into a
maximum security prison unnoticed; disable an
Alliance cruiser.
Heroic:
Crack the code to open Alliance treasury vault.
Incredible:
Steal a priceless masterpiece from a Core-world
art gallery.
Ridiculous:
Single-handedly take over an Alliance destroyer.
Impossible:
Break into a bank vault using only a butter knife.
Performance: You can hum a few notes, dance a few steps,
or otherwise impress an audience with this Skill. Maybe
you’re even good enough to make a living. As with
Artistry, your performance should fit a target audience.
(Your rendition of the quartet from Rigoletto will not
garner much applause in the local Whitefall saloon. In
fact, it might get you lynched!) Note: con artists,
fugitives, and other folk who want or need to pass
themselves off as someone else will need to take this
Skill. Specialties: acting, dancing, costuming, keyboard
instruments, impersonation, mimicry, oratory, percussion
instruments, singing, stringed instruments, wind
instruments.
Examples
Easy:
Star in primary school stage plays; sing backup at
the Abbey choir; strum basic guitar chords.
Average:
Perform amateur productions and minstrel shows;
sing lead vocal for a local band; win high school
talent contests; write original songs; mask
surface emotions.
Hard:
Understudy in a professional production; write a
film score or long orchestral piece; dance to an
unfamiliar number; emulate popular characters and
recognizable voices on cue; disguise yourself as
someone far older or younger than yourself.
Formidable:
Headline a grand musical in a prestigious
Core-world theater; receive critical acclaim for
your performance in a major stage production;
create a dead-on impression of any character;
depict any emotion regardless of true feelings;
disguise yourself as someone of a different racial
background.
Heroic:
Perfectly imitate the performance of an
award-winning singer or actor; effectively
disguise yourself as a member of the opposite sex;
pretend to be a native of a remote location (such
as the Triumph Settlement), though you’ve never
been there.
Incredible:
Portray perfectly two or more completely opposite
personas in an instant; compose a classic symphony
of true depth and beauty.
Ridiculous:
Disguise yourself well enough to fool a member of
your target’s own family.
Impossible:
Shatter spaceship porthole glass by blowing the
perfect note on your flute.
Craft: Involves creating or altering items, often for
commercial purposes—anything from the cheap china in a
Jiangyn tourist trap to the million-credit remodeling of a
mansion on Bellerophon. You must roll a Skill check to see
how close you come to making a craft to the desired
specifications. Note that most projects require complex
Skill checks (see Chapter Two: Traits and Skills).
Specialties: architecture, blacksmithing, carpentry,
cooking, leatherworking, metalworking, pottery, sewing.
Examples
Easy:
Create a souvenir rain-stick or quilt; renovate a
room in a modest house; tan leather; create a
makeshift hammer.
Average:
Make fresh bao; renovate a standard building;
temper and forge steel; customize the exterior
design of a sourcebox or datapad.
Hard:
Forge a quality tool or weapon; cook a delicious
four-course meal; rebuild a large structure;
streamline a rifle or car; hand stitch a circus
tent; create a hovering chandelier.
Formidable:
Construct full medieval plate mail; rebuild a
complex structure; improve the design of a
starship or military installation; make or fix
advanced tools or armor; build hazardous
environment vehicles.
Heroic:
Create/repair exotic tools, armor, and weapons;
replicate a Ming-dynasty vase using only standard
clay, a potter’s wheel, and a few basic paints.
Incredible:
Create innovative tools, armor, and weapons; bake
a great-tasting chocolate cake using only protein
packs; build a functional flying ambulance using
only spare parts found in a junk yard.
Ridiculous:
Create a meal that impresses a food critic using
only canned vegetables and protein packs; forge a
perfectly balanced katana using only a wobbly
hammer and engine heat.
Impossible:
Repair a faulty terraforming station without a
schematic; draw reliable blueprints for the
‘Verse’s tallest skyscraper in half an hour.
Pilot: If it flies—either in atmo or out in the black—
you’re able to make the craft perform. In addition to
simply flying, the Skill also covers charting a course,
maintenance, and basic troubleshooting—though any serious
problem is covered by Mechanical Engineering. You need a
Skill roll to control the craft under adverse conditions,
evade pursuit, or perform difficult maneuvers. A Botch
roll does not mean you’ve instantly crashed your craft—but
it certainly means you’ve made the ride a helluva lot more
interesting! Specialties: aerial navigation, astrogation,
astronomy, astrophysics, space survival. (Note that
specific types of craft are also Specialties. Examples
include: gunships, hang gliders, helicopters, large
cruisers, mid-bulk transports, patrol vessels, rocket
shuttles, ultra-light aircraft, and short-range shuttles.)
Examples
Easy:
Takeoff/land a good craft under normal conditions
(fair to shiny weather, state-of-the-art port)
with excellent instructions; set a short, simple
course; switch autopilot on or off.
Average:
Fly a functional craft through moderate conditions
(fog, sensor static, turbulence), takeoff/ land
under typical condition (regular airfield,
competent tower staff); plot a long, unusual
course (one that avoids Alliance patrols, as an
example); recognize specialized air and space
vessels (Alliance gunship, medical ship).
Hard:
Fly through harsh environment (deluge, dense
asteroid cluster, high turbulence); takeoff/ land
under crappy conditions (low visibility,
under-serviced strip, incompetent tower staff);
attempt an unusual maneuver (evasion, loop,
maintaining altitude in howling wind); control
craft under adverse conditions (ship damage,
stellar electromagnetic phenomenon).
Formidable:
Fly through very hazardous environment
(electrical/ice storm, blizzard, restricted
airspace) with a damaged craft; takeoff/ land
under extreme conditions (no visibility, short
field, low fuel); attempting risky maneuver
(rabbit through asteroid cluster at high speed,
hard banks through canyon, multiple loops);
perform a highly unconventional maneuver (“Crazy
Ivan”).
Heroic:
Fly through a dangerous environment (ion cloud,
tornado, relentless enemy air pursuit, flak);
takeoff/land with critical malfunction (blown
engine, stuck landing gear, out of fuel);
attempting suicidal maneuver (hard banks while
flying upside down, last-second vertical pull-up);
maintain control of vessel while going to
hard-burn in atmo.
Incredible:
Navigate in atmo using only stellar constellations
and magnetic compass to reach a precise
destination halfway around the world; glide a
powered-down ship from 6,000 miles away to
successfully dock with a skyplex.
Ridiculous:
Fly in atmo to a distant uncharted island without
the aid of any navigational instrument; perform a
“slingshot” maneuver using a planet’s gravity with
no computer calculations.
Impossible:
Intercept a space yacht leaving atmo at escape
velocity with a hang glider; outrun an Alliance
cruiser in a short-range shuttle.
Discipline: Usually obtained through some sort of
training, such as that gained in the military or when
learning martial arts—though the Discipline can be
selftaught or learned through other circumstances. This
Skill set allows you to resist interrogation, focus on the
job at hand in the face of distraction, or scare the hell
out of someone else. Specialties: concentration,
interrogation, intimidation, leadership, mental
resistance, morale.
Examples
Easy:
Study an interesting book in a quiet, welllit
room; scare off an annoying child; question a
cooperative witness.
Average:
Keep fresh recruits in line after they only went
through one day of training; memorize medical
jargon with a full day to practice; resist
spilling the beans under the threat of violence.
Hard:
Interrogate a hardened mercenary; memorize a
stream of numbers while in the middle of a noisy
party; lead a group of green recruits into battle
the first time.
Formidable:
Crack jokes while being tortured; stare down a
ruthless bounty hunter; keep up troops’ spirits in
the face of overwhelming defeat.
Heroic:
Stop a weaker friend from breaking under torture;
lead troops in a charge against overwhelming enemy
fire; memorize enemy positions with only a second
to look.
Incredible:
Intimidate a gang of thugs who have weapons
trained on you; resist torture even when you have
already died and been revived; perform complicated
problem-solving while playing Russian roulette.
Ridiculous:
Maintain morale on a corpse-laden battlefield
after your side has surrendered to the enemy;
memorize a full page of binary code with bombs
exploding all around you; successfully frighten a
hardened mercenary who fears neither death nor
pain.
Impossible:
Convince a group of unarmed farmers to charge
marauding Reavers; refuse to go along with an
enemy’s plan after he has just kicked your friend
through a jet intake; pick a set of handcuff locks
while falling from a 30-story building.
Planetary Vehicles: Your ability to drive, operate, and
maintain vehicles used planetside—on the ground, on or
under water. Most folks are capable of driving a car,
steering a boat, or riding a horse, but when things get a
mite tricky, you’ll need to roll the dice to see how well
you perform. Note that basic maintenance for vehicles is
covered under this Skill. Serious repairs must be
performed by those with Mechanical Engineering.
Specialties: aquatic navigation, cars, canoes, equestrian,
ground vehicle repair, horse-drawn conveyances,
hovercraft, industrial vehicles, land navigation, large
ground transports, military combat vehicles, powerboats,
sailing, scooters, scuba diving, skiffs, submarines,
yachts.
Examples
Easy:
Take the vehicle for a spin around town up to
speed limit; parallel parking; fix a flat tire or
broken rudder; use global positioning systems to
find the shortest route.
Average:
Control the transport at high speed (hard turn at
50% max speed) under difficult conditions (slick
ground, hard rain, fog) or through rough 64
terrain (trees, gravel, choppy water); attempt
tricks (sideswipe another vehicle); repair minor
mechanical problems (replace timing belt,
reconnect brakes, change lube).
Hard:
Perform high-speed stunts (fast 90-degree turn,
reverse); control the vehicle under adverse
conditions (hail, snow); compensate for
significant mechanical problems (failing breaks,
reduced turning capability).
Formidable:
Execute cinematic stunts (bootleg, ramp jump,
drive in reverse through highway traffic; drive on
two wheels); control the vehicle under hazardous
conditions (pitch darkness, ice-coated roads, oil
slick); compensate for major mechanical problems
(flat tires, near-frozen steering).
Heroic:
Perform daredevil stunts (drive off an overpass
into traffic); drive vehicle into open hangar on a
transport ship; compensate for disabling
mechanical problems (missing wheels, acceleration
jammed to full); steer a boat through a typhoon.
Incredible:
Drive a car through a massive earthquake or meteor
storm; coax a vehicle into exceeding its normal
abilities; drive in reverse at top speed over
unusual terrain while using only the rearview
mirror; scuba dive to record depth.
Ridiculous:
Drive a car through traffic blindfolded while
relying only on audio cues from a passenger; roll
a vehicle at high speed to place it in perfect
position so that you can then drive off in it;
jump a cumbersome vehicle (such as a bus) over
ramp or bridge.
Impossible:
Stop on a dime while careening down a steep slope
covered in ice without benefit of the brakes; keep
leaky raft from capsizing during a hurricane.
Guns: Anyone might be able to squeeze a trigger, but
that’s not the same thing as actually knowing how to
shoot. The ‘Verse is a dangerous place, and it’s best not
to strap on iron unless you have the know-how needed to
use it. Specialties: assault rifles, energy weapons,
grenade launchers, gunsmithing, machine guns, pistols,
rifles, shotguns.
Examples
Easy:
Recognize ammo for different kinds of guns; hit an
unaware, stationary target (broad side of a barn,
man with his back to you) at close range; find the
safety on an unfamiliar weapon.
Average:
Identify special ammo (armor piercing, “smart”
bullets, etc.); hit a smallish, stationary target
(garden gnome) at close range; clear a jammed
weapon.
Hard:
Adjust the sight or make small modifications to a
weapon; hit a small, stationary target (such as a
Blue Sun Cola can) at close range; reload an
unfamiliar weapon quickly under stressful
conditions.
Formidable:
Shoot a tiny, stationary target (the button of a
coat) at close range; make significant
modifications to a weapon (collapsible components,
adding laser targeting).
Heroic:
Shoot a miniscule, stationary target (a sideways
poker card) at close range; make major changes to
a weapon (adapting it to fire specialized
ammunition), shoot at the guy who is holding your
friend hostage and hit him dead square in the
center of the forehead.
Incredible:
Hit a person behind a closed door while aiming
through the keyhole.
Ridiculous:
Set the gun to autofire and stitch a fellow’s
outline without one bullet hitting him.
Impossible:
Hit a buzzing bee several blocks away in the left
eye.
Ranged Weapons: Any weapon that can be thrown or shot and
is not a gun falls under this Skill. You make a Skill roll
when trying to hit a target from a distance with a ranged
weapon. There are places in the ‘Verse where they still
fire arrows from a bow or toss javelins at wild animals.
Both are a whole lot quieter than a rifle and just as
deadly between the eyes. Specialties: blowguns, bows,
crossbows, darts, grenade, javelin, ranged weaponsmithing,
slings, throwing axes, throwing knives.
Examples
Easy:
Match ideal ammunition to the right kind of
weapon; hit a large, stationary target (such as
the broad side of a barn) at close range; keep a
bow pulled and aimed for a short length of time.
Average:
Hit a medium, stationary target (such as a person
standing still) at close range; make small
modifications (tauter bow string, sharper arrow
tips); identify origins and models of common
ranged weapons.
Hard:
Arm explosive or poisoned tips properly; hit a
small, stationary target (such as a Blue Sun Cola
can) at close range; recognize exotic ranged
weapons (atatl, boomerang) and historical ones
(Chief Shiny Oak’s throwing knife); create new
ranged weapons (razor-edged playing cards).
Formidable:
Create mastercraft bows and arrows; hit a tiny,
stationary target (the button of a coat) at close
range); make significant improvement to a ranged
weapon (infrared targeting, homing arrows).
Heroic:
Shoot two arrows at different targets in the same
shot; hit a miniscule target (a sideways poker
card) at close range.
Incredible:
Cut the ropes from around a man’s neck on the
gallows with one knife throw.
Ridiculous:
Sling a rock into a moving airship’s jet intake
from 100 yards away.
Impossible:
Split an arrow with another arrow fired from 300
yards away.
Heavy Weapons: This Skill makes it possible for you to
bring the biggest gun to a fight—and use it! Some weapons
require a crew of two or more to operate (see Chapter
Five: Keep Flyin’ for rules on Cooperative Skill use).
Specialties: artillery, catapults, demolitions, forward
observer, mounted guns, repair heavy weapons, rocket
launchers, ship’s cannons, siege weapons.
Examples
Easy:
Hit the broad side of an Alliance cruiser 50 yards
away; set and time simple explosives (a few sticks
of dynamite).
Average:
Hit a slow moving vehicle; gauge and set charges
for routine demolitions (single building/
vehicle); make small modifications to heavy
weapons or a ship’s guns.
Hard:
Hit a vehicle moving at fast speed; rig or disarm
uncommon explosives; make considerable
modifications to mounted weapons.
Formidable:
Hit a vehicle moving at very fast speed; create or
disable intricate explosive devices; make major
alternations to mounted weapons.
Heroic:
Hit a space ship retreating at hard-burn speed;
neutralize a “tamper-proof ” explosive device.
Incredible:
Drill another ship right in the cockpit/ engine
room/specific vital part.
Ridiculous:
Split a tiny gap between space cruisers to hit a
nimble gunship.
Impossible:
Launch shells to hit several distant, fast moving
targets simultaneously.
Scientific Expertise: You either got plenty of schooling
or you were very well taught by your own self. This Skill
measures your knowledge in the scientific fields, with
each Specialty indicating a deeper understanding of that
subject. Anyone who made it through the basic school years
can recognize fundamental facts and theories without this
Skill, but has no chance understanding concepts that are
more complicated. Note the Specialties below represent
major areas of study (earth sciences include chemistry,
geology, as an example). Specialties: earth sciences,
historical sciences, life sciences, mathematical sciences.
Examples
Easy:
Know who runs what renowned research institutions;
relate the Theory of Evolution; reenact famous
experiments and discoveries; repeat common
scientific formulae.
Average:
Remember names of the foremost authorities on
certain subjects and know where to find them;
translate complex scientific jargon into common
words; identify and operate advanced laboratory
equipment.
Hard:
Recall obscure discoveries and the parties
responsible; explain the Theory of Relativity in
detail and get it right; identify and operate
specialized laboratory equipment; create complex
chemical compounds in an inadequate facility;
calculate advanced equations; teach advanced
university classes.
Formidable:
Recollect suppressed discoveries and who made
them; produce complex chemical compounds in a
makeshift facility; find and correct flaws in a
popularly accepted equation.
Heroic:
Go through a religious text and annotate
scientific explanations for every inconsistency or
miracle; synthesize a specific chemical compound
using only household cleaners as base components.
Incredible:
Re-create an unusual natural phenomenon (such as
ball lightning) using only basic materials found
in the galley.
Ridiculous:
Use mathematical probability to predict the
winning numbers for a planetary lottery.
Impossible:
Calculate the precise location of Earth-That-Was
using only a grammar-school history book and a
crude telescope.
Influence: Sometimes words are more powerful than a gun.
This Skill can help you win friends and influence people,
or if the situation demands, sweet-talk them into giving
you what you need. (Note: Most uses of Influence can be
opposed by the target’s Attributes or Skills, so the
examples below may not always apply.) Specialties:
administration, barter, bureaucracy, conversation,
counseling, interrogation, intimidation, leadership,
marketing, persuasion, politics, seduction, streetwise.
Examples
Easy:
Bluff landlubber yokels into thinking you’ll blow
a crater in their backwater moon when your
transport ship has no guns; grease the right palms
of local underworld or government; intimidate a
child; seduce someone who’s already smothering you
in kisses.
Average:
Administrate daily business for a small business
or town; promote products from a major
manufacturer; negotiate shuttle rentals; bribe
crime boss or state official you once crossed;
fool townsfolk into doing something they’re not
opposed to doing; book passengers on your ship;
dig up the latest scuttlebutt on a high-ranking
government official; intimidate a non-violent
person.
Hard:
Run daily business for a large corporation,
province, or large colony; negotiate a large
purchase (property, vehicle); convince someone to
do you a big favor; intimidate a stubborn
individual; seduce an honorable person who is in a
committed relationship.
Formidable:
Handle an administrative crisis for a government
or corporation; keep two bloodthirsty rivals from
killing each other; work deceptive, but iron-clad
fine print into a contract; try to seduce a
trained Companion.
Heroic:
Hornswoggle wealthy passengers into paying
outrageous fares for standard passage on your fei
oo vessel; convince two bloodthirsty rivals to
kiss and make up; intimidate a hardened war
veteran or mercenary; seduce a religious figure
who has taken a vow of celibacy.
Incredible:
Convince a peaceable person to risk his life for
someone else’s cause; win over a hostile crowd
with a short, impromptu speech; find a tiny
loophole that gets you out of an otherwise
rocksolid contract.
Ridiculous:
Convince a terrified, unarmed person to stand and
fight oncoming Reavers; change the popular opinion
of an entire planet with a short statement.
Impossible:
Intimidate a Reaver; convince a village full of
zealous hill-folk not to burn your crazy sister as
a witch.
Survival: You never know when you’re going to find
yourself stranded buck-naked in the desert or drifting all
by your lonesome in space. Whenever you find yourself in
such a situation, you roll a Skill check to see how well
you handle it. Specialties: aerial survival, aquatic
survival, general navigation, land survival, nature, space
survival, specific environment (e.g., zero-G) or condition
survival (e.g., heat, cold, toxic), tracking, trapping.
Examples
Easy:
Build a campfire; recognize prominent star
constellations; forage for food and water supplies
on camp ground.
Average:
Start fire with tindersticks; hunt deer or other
common wild game; identify signs of creatures
living nearby; perform minor first aid; find water
supply in most environments; identify poisonous
plants; set snares for squirrels and similar small
animals.
Hard:
Hunt boar and other ferocious wild game; survive
quicksand or flash flood; find food and water
supplies in bad weather; bandage a serious wound;
apply a tourniquet correctly; treat frostbite and
other harsh environmental hazards; adapt to
temperature changes in a desert; set traps for
panthers or other large beasts.
Formidable:
Hunt polar bears on a glacier; evade killer sharks
in an ocean; treat hypothermia and other lethal
environmental hazards; neutralize deadly venoms;
adapt to an unpredicted, drastic climate/
temperature shift.
Heroic:
Find food, water, and shelter in barren
environment; locate trails on backwater planets
you’ve only heard stories about.
Incredible:
Survive for an extended period on the open ocean
with no food or drinkable water.
Ridiculous:
Track a jackrabbit through thick forest in a
hurricane.
Impossible:
Drift though deep space with low air reserves and
no heat source—and live.
Knowledge: Some folk can tell you how many dimples are on
a golf ball. Others know how to wash protein stains off a
red flannel shirt. This Skill gives you a broad general
knowledge of everything and detailed knowledge for each
Specialty you take. Note that there is a difference
between applied knowledge and “book learning.” You can’t
have both. For instance, you can’t have “Gunsmithing”
because that’s a Specialization of Gun Combat and counts
as applied knowledge. (You might have once read a book on
guns, but that doesn’t mean you know how to manufacture a
gun.) Specialties: appraisal, cultures, history, law,
literature, philosophy, religion, sports.
Examples
Easy:
Recognize names of important Alliance Parliament
senators; know common information about major
worlds like Londinum and locate them on a system
map; remember facts that are in primary school
textbooks.
Average:
Recognize names of local celebrities/ legendary
figures, and recount their deeds; know the origins
and history of major artifacts or antiques; recall
rules and etiquettes of culture in detail; quote
popular scripture passages out of a major
religious text (“The Lord is my shepherd…”);
recall facts found in high-school textbooks.
Hard:
Know the origins and recent past of minor
artifacts/antiques; estimate the worth of a silk
tapestry made in Sihnon; find Bathgate Abbey;
recount the starting lineup for a champion sports
team; remember information found in a college
textbook (such as Mudder’s Milk being similar to
ancient Egypt’s “liquid bread”).
Formidable:
Understand what the badges and sashes indicate for
the nobility of Persephone; recall specific
passages from scholarly papers written by
distinguished professors.
Heroic:
Recognize the betrothal/marriage ritual of a
backwater settlement; remember the names of
individual soldiers in a large army regiment.
Incredible:
Recall facts of an absurd Earth-ThatWas fad (such
as pet rocks or disco music); recite verbatim
entire books of religious scripture.
Ridiculous:
Remember obscure figures from history with no
context to work from; recite a long string of
unrelated numbers in proper sequence.
Impossible:
Recite all the dialogue of a childhood vidshow
seen only once; recall exact survey statistics
from a fifteen-year-long terraforming project.
Technical Engineering: With this Skill you can use
machines that run on complicated electronics and
computerized components, as well as engage in computer
hacking and programming. You can wave-order deliveries and
open programs without this Skill, though anything more
complicated, and you’ll be staring at a screenful of error
logs. Specialties: communications systems, computer
programming, hacking, create/alter technical devices,
demolitions, electronics, technical repair, technical
security systems.
Examples
Easy:
Repair a simple short-range wave comm; identify
and fix standard electric and electronic devices;
hook up a large computer network.
Average:
Build a decent short-range wave comm; identify and
operate advanced electric and electronic devices;
override standard computer encryptions; reprogram
a service drone or machine; repair moderate
automated system damage; break into an unprotected
computer system; pipe out comm static on all
frequencies.
Hard:
Build a functional long-range wave comm or a
listening bug; identify and operate specialized
electric and electronic devices; override security
gate or airlock codes; repair heavy automated
system damage; reconfigure a large computer
network; identify hidden code embedded in a wave
broadcast; implement advanced technical
modifications such as photoelectric cells; hack
into a small company’s computer system.
Formidable:
Build advanced technical devices; identify and
operate innovative electric and electronic
systems; override encryptions and codes of
important government or corporate facilities;
repair severe automated system damage; reconfigure
a world-wide computer network; implement original
technical modification; hack into a well-protected
corporate security system.
Heroic:
Build a sophisticated technical device from
improvised components; override the encryptions of
a Blue Sun secret file; repair a totally fried
system with scavenged parts during battle;
deactivate an assassin droid in combat using a
remote.
Incredible:
Hack into a government or military computer
system; re-program a robot to fulfill a function
it was not designed for.
Ridiculous:
Send an overriding vid broadcast to every receiver
in the system; track an encrypted wave message
back to its origin terminal.
Impossible:
Hack into an Alliance cruiser’s controls and
control it remotely.
Linguist: Talking won’t do any good if no one understands
what you’re saying. Just about everybody in the ‘Verse
speaks English and Chinese (to one degree or another). The
Linguist general Skill covers basic familiarity with
various languages, though its use won’t grant you
fluency—meaning you won’t be able to follow a fast moving
conversation in another language. Specialties represent
familiarity or training with a specific non-native tongue.
Note that you are automatically fluent in any language
that is a part of your background. Specialties: Arabic,
Armenian, French, German, Hindu, Japanese, Latin,
Portuguese, Russian, Tagalog, Swahili, Swedish, etc.
Examples
Easy:
Essential words and phrases for a seasoned
traveler (“Food?” “Where restroom?” “How much?”
“No!”); basic grammar; simple everyday greetings.
Average:
Basic conversation (“How is the weather?” “What is
your wife’s name?”); interpret basic ideas of a
literature or film; identity one language from
another in a similar group (Danish from Norwegian,
Turkish from Hungarian).
Hard:
Fluent conversation (“You must give me that
Neptune Colony recipe for the Crescent Sea Oyster
Graparon!”); translate foreign literature or
verbal communication in detail; identify one
dialect from another in the same language
(Cantonese from Taiwanese; Titan Colony from
Newbury Port).
Formidable:
Native conversation, including expressions and
colloquialisms; translate old, historical version
of a modern language (Medieval English); interpret
basic meaning of text recorded in an ancient
language (Latin, Hieroglyphics).
Heroic:
Comprehend full meaning of philosophical,
religious, or scientific treatises written in an
ancient language.
Incredible:
Translate incomplete text written in a forgotten
ancient dialect.
Ridiculous:
Summarize complete work of Shakespeare in Greek,
Chinese, and Apache simultaneously.
Impossible:
Swear up a storm in Babylonian.
Unarmed Combat: They say never hit a man with a closed
fist, but it is—on occasion—necessary. And sometimes
nothing brings more satisfaction to one’s soul than
delivering a good old-fashioned punch to the jaw. For
those who relish those occasions, this is the skill to
use, whether it’s a knee to the groin, kick to the shin,
hook to the chin, chop to the throat or gouge to the eye.
Note that while Unarmed Combat doesn’t involve the use of
weapons, this and the Brawling specialty can allow you to
use weapons of opportunity (beer bottles, etc.).
Specialties: boxing, brawling, judo, karate, kung fu,
savate, wrestling.
Examples
Easy:
Land a sucker punch; hit a head butt (“no one ever
expects a head butt!”); kick to the groin; twist
an arm; gouge eyes; elbow to the gut.
Average:
Identify major martial art styles and techniques;
hold average ranking (up to but not including
black belt) in martial arts; fight for prize money
in local contests, hold your own in a bar fight.
Hard:
Analyze opponent’s fighting style, judging whether
or not he’s a better fighter; recognize exotic
martial arts; black belt in martial arts; fight
for prize money in Core world casinos, know
specialized kicks and punches that can quickly
disable an opponent.
Formidable:
Break five thick boards with one strike; know
specialized techniques that can quickly and
silently kill an opponent; win a major boxing
championship; hold a third-degree black belt or
higher; disarm, disable, or kill an attacking,
armed opponent.
Heroic:
Break five cinder blocks with one strike; pick up
Jayne and toss him out a window.
Incredible:
Take on twenty Reavers unarmed and by yourself.
Ridiculous:
Knock out a horse with a punch to the jaw.
Impossible:
Kick a hole in the metal door of an Alliance
cruiser using your bare foot.
Mechanical Engineering: You know what they say: “there
are always places to see, things to break.” And with this
Skill, you’ll be there to fix ‘em, so long as the things
have nuts and bolts and don’t run on fancy computers. You
can handle very simple tasks such as changing a light bulb
or tightening a screw without this Skill, but you’ll need
it to deal with more complicated workings. Specialties:
create mechanical devices, machinery maintenance,
mechanical repairs, fix mechanical security systems,
plumbing.
Examples
Easy:
Set up pulleys, conveyors, axles, and other simple
machines effectively; identify problems and make
simple repairs to standard mechanical devices.
Average:
Build an irrigation system; operate more complex
mechanical devices such as a drill-press or
laser-welder; disable standard machines and
gadgets; fix moderate mechanical system damage;
make standard modifications (install a vacuum pump
system in an old engine).
Hard:
Construct a Core ambulance from scrapheap parts;
operate/disable complex mechanical devices such as
a catalytic cracking unit in an oil refinery;
repair severe mechanical system damage; create a
non-standard use of existing machines (such as
setting up a Crazy Ivan maneuver).
Formidable:
Reverse-engineer a mechanical innovation; boost
the performance of a mechanical device (such as
giving a short speed-boost to a Firefly Class
transport ship).
Heroic:
Go beyond double the performance limit of a
mechanical system for a brief period of time;
implement permanent, significant mechanical
upgrades to a ship when you have limited
resources.
Incredible:
Repair catastrophic mechanical damage with
scavenged parts; improvise a sophisticated
mechanical device from spare parts; identify
nonworking components on a ship while you are
recovering from a gun-shot wound that nearly
killed you.
Ridiculous:
Keep a mechanical system running despite a serious
problem or damaged part (such as a burnt-out
catalyzer); improvise a sophisticated mechanical
device using non-standard components (such as
chewing gum, tin foil, and a magnifying glass).
Impossible:
Re-start a fusion engine cold before a plummeting
ship hits the ground.