This skill is a collection of various academic skills, the character can choose for
himself what he is specialized in. F.ex. history, religion, geography etc. This is a
Career Skill.
Cost (1, 1, 1)
Match against INT
Req: INT 8+
This skill represents the characters training in acrobatic manuvers, balance, jumping
and landing, can also be used for getting fast over obstacles and such.
(2, 2, 2)
Match against Agility.
Req: STR 8+, AGL 11+, Climbing 1+
This skill represents training in handling and training animals, for example using and
training drug dogs or dogs for searching explosives, can also be applied for other animals
that can easily be trained such as horses (Equestrian). It also gives characters a
knowledge to handle wild animals. This is a Career Skill.
Cost (3, 2, 2)
The character has experience or training in one of several possible environment
types, including desert, jungle, arctic, mountain, wilderness, urban, or other terrain.
Skill levels allow favorable DMs when solving problems of survival, tracking or tactics in
an area of that type. Characters purchasing this skill must choose a particular terrain
type in which their skill can be applied - for example, Area Sur-vival Skill (Jungle) 2.
RELATED SKILLS: level 1 skill or higher in any area except Urban may be applied as
level 1 in any environment for purposes such as finding water, navigation, building fires,
and other basic survival skills. Higher skill levels are restricted to a particular type
of terrain, and represent familiarity with the jungle, desert etc.
(1*/2/2/2)
(*)represents knowledge of terrain where character was raised only.
The character has experience disarming bombs especially homemade bombs exploded
by timer or used as booby-traps. The skill allows DMs for success while disarming bombs,
as well as skill in spotting disguised or hidden bombs and traps set to detonate a bomb
when it is disarmed.
Cost (-, 2, 2)
Req: Exp, Dex 11+, Combat Engineer 1+
The character has experience working with camouflage, and can receive DM's for
success in all attempts to conceal equipment and personnel.
Cost (3, 2, 2)
Match against Agility or Strength, depending on GM and situation.
The character has special skill climbing difficult surfaces, and can work with rope slings
and special equipment to make ascents up sheer surfaces or rugged terrain, to rappel down
building walls, and to abseil from helicopters or vertical cliffs. This skill allows DMs
for success in making difficult ascents, and for saving throws when there is danger of
falling.
PREREQ: AGI 7+, END 8+
RELATED SKILLS: Skill levels of two or more in Climbing allow a level 1 in Mountain
Climbing or Abseiling if the character not already have that Skill. This represents basic
familiarity in the use of slings, rappelling and other basic climbing skills.
Cost (3, 2, 2)
The character has experience working with explosives and demolitions equipment. The
skill includes the ability to judge the amount of explosives necessary for a particular
task, and knowledge of how to properly place explosives for the maximum desired effect.
Demolitions Skill allows DM's for success in handling unstable explosives and for success
in breaching walls or carrying out other, similar tasks.
Cost (3*, 2, 2)
(*) For civilian this is learned when working with construction jobs
The character has experience working with various types of radio communication
equipment. He also knows Morse and the various codes and call signs necessary for fluent
radio communications. This is a Career Skill
Vs. INT
Cost (2, 1, 1)
Character can operate most common computer operating systems and is familiar with the
most common program, he can also get information from the internet and at higher skill
levels hack sites to obtain protected and secret information. This skill can be used with
cryptography. This is a Career Skill.
NATIVE, GENERAL or BASIC MILITARY: Cost 2
This skill is to understand and repair electronic systems such as radios,
computers etc.
Match against INT, (2, 2, 2)
Req: Int 8+
Match against Experience.(2/2/1)
This skill represents the character ability to lead people in battle, it can be
used as a DM for morale rolls and such.
Vs. EXP
Req: INT 8+, EXP 10+
This skill is used for repairing various mechanic objects, for example cars,
engines etc.
Match against Int .
Cost (1/1/1).
The character has worked with a variety of chemical warfare agents, including
poison gas, tear gas and irritants, and various types of smoke canisters. Also the ways to
protect oneself from bacterial and nuclear dangers. This includes knowledge of protective
masks and equipment for all three dangers.
Cost (-, 3, 2)
Vs. EXP
These skills represent a characters given profession when there are no other to
represent that.
Cost (1, 1, 1)
Vs. Varies
This skill is used for active reconnicance, it helps when trying to locate
camouflaged enemy positions etc.
Cost (3, 2, 2)
Vs. PER
Req: PER 8+
This skill allows the character to read and use advanced sensors or Heads Up Displays accurately
This skill allows the character to stalk and hide
Vs. AGL
(2, 2, 2)
This skill lets the character melt in among the criminal elements of a city, gives him knowledge of who to talk to, who to bribe etc.
This skill is about verbally using or persuading people in occations such as
Persuation, Questioning, Seduction, Scamming
Vs. ATT
Cost (2, 2, 2)
A character with this skill knows about basic tactics and strategy, it is also
needed for planning and preforming timed strikes when people for example are going in from
different directions
Vs EXP
Cost (-, 2, 1)
(3*/2/2)
Match against Difficulty Number
* On Native you can only buy handgun and rifle
Weapon Familiars (2*)
* A One time cost.
© 2003 by Jonas Cedher,
VampyreWeb.com
Disclaimer: These pages are dedicated to a role-playing game, so all information or
prices here is for a game only, not real life.