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Skill Descriptions

A B C D E F G H I J K L M N O P Q R S T U V X Y Z


NORMAL SKILLS

ACADEMIC

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+

  • GEOGRAPHY
  • CULTURE
      The character has an understanding of and experience with the social patterns, history, and ways of thinking of a particular cultural group. This general skill can include everything from knowledge that it is polite to belch aloud after dinner with an Arab sheik to an understanding of the conflicts and rivalries among the warring factions of Lebanon.
    The possible cultural groups are too numerous to mention. Examples just in the Middle East would include Shiite Moslem, Druse, Lebanese Christian, and Israeli. Indi-vidual Delta Force scenarios may list specific cultures encountered in that mission. The referee should feel free to introduce others.
    PREREQ: A Least Level 1 in the appropriate language for more than Level 1 Skill. (Example: Arabic for Shiite Moslem.)
  • CHEMISTRY
     
    This skill is for knowing how chemistry works, can be used for making chemical bombs etc.
  • MATH
     
    This skill is for higher levels of Math
  • RELIGION
     
    Knowledge about the different religions of the world and what they stand for.
  • LAW
    Knowledge about domestic and (At higher levels) International Law.
  • INSTRUCTION
     
    This skill allows a character to teach out his knowledge to others, He cannot teach beyond the levels he himself got in either the instructed skill.
  • PSYCHOLOGY
    • READ PERSONALITY
  • etc.

ACROBATICS

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+

ANIMAL HANDLING

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)

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AREA SURVIVAL SKILLS

  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.

BOMB DISPOSAL

  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+

CAMOUFLAGE

  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)

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CLIMBING

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)

  • ABSEILING (SEC.)
      This skill is used for rappelling, getting down fast and controlled from helicopters and buildings with rope.
  • MOUNTENEERING (SEC.)
      This skill is used for climbing mountains and also includes the dangers with such things.

COMBAT ENGINEER

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

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COMMUNICATION

  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)

  • CRYPTOGRAPHY (SEC.)
      This skill represents the characters abillity to send messages in code and also to crack codes
    Vs. INT
    Cost (3, 2, 2)
    Req: Communications 2+

COMPUTER OPERATIONS

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

Diplomacy

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DRIVING/PILOTING

  • CAR
      This include all normal cars, jeeps, vans, small trucks.
  • MOTORCYCLE
      The characters abillity to drive a motorcycle, scooter or simliar vehicles.
  • TRUCK
      Ability to drive large semi-trucks
  • HOVER/SKIMMERS
    (2/2/1)
      This skill represent Hover vehicles in modern gaming, and also includes skimmers and anti-grav vehicles in more sci-fi campaigns.
  • HEAVY EQUIPMENT/TRACKED
    (2/2/1)
      This skill includes everything from tanks to caterpillars.
  • ATV
    (2/1/1)
      This skill represents the characters ability to drive vehicles in hard terrain, the skill is always in combination with another f.ex car, if the character wants to do terrain driving with a car you take the lowest of either car or ATV and use for skill.
  • LANDMATE
    (2/1/1)
      This skill is for sci-fi campaigns where motorized armors are in existence, for example landmate in Appleseed, power-armors, battle-armors etc.
  • BOAT
      This skill allows DMs for success while handling a life raft or small boat. The referee may specify that the skill is with a particular type of watercraft, (such as sailboat, motorboats, or rubber rafts), Skill levels in one or more categories will allow a basic skill with all other boats (Level 1).
      RELATED SKILLS: At the referee's discretion, Boat Handling may apply to a specific type of boat (motorboat, landing craft, sailboat, etc.) Skill levels of one or more with any boat allow a Level 1 skill with other boats.
    NATIVE (Specific Type/Small Craft): Cost: 3
    BASIC MILITARY or SPECIALIST SKILL (Applies to Boats in General): Cost: 2
  • ROTARY WING
    (-/3/2)
      Ability to drive helicopters or some hovers that work in the same way.
  • FIXED WING, PROP
    (3/2/2)
      Ability to pilot a small propeller aircraft
  • FIXED WING, JET
    (-/3/2)
      Ability to pilot a jet aircraft, for example Jet fighters or personal jets.

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Electronics

  This skill is to understand and repair electronic systems such as radios, computers etc.
  Match against INT, (2, 2, 2)
  Req: Int 8+

FIRST AID

  Match against Experience.(2/2/1)

  • MEDICAL (SEC.)
    (3/2/2)
      Match against Int or experience.
      Req: Exp or Int 10+, First Aid 2+
    • SURGERY (TER.)
      (-/3/3)
        Match against Int.
        Req: Int, Exp and Dex: 12+, Medical 2+

Interrogation/questioning

Languages

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Leadership

  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+

Mechanics

  This skill is used for repairing various mechanic objects, for example cars, engines etc. 
  Match against Int .
  Cost (1/1/1).

  • GUNSMITH (SEC.)
      Match against Int or Exp
      (2/1/1)
      Req: Mechanics 1+
  • LOCKSMITH (SEC.)
      Vs. Int or Exp
      (2/1/1)
      Req: Mechanics 2+
  • CYBERNETICS (SEC.)
      Vs. Int or Exp
      (3/2/2)
      Req: INT, EXP 12+, Mechanics 2+, Electronics 2+

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Navigation

NBC WARFARE

  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

Orienteering

Parachute

Profession skills

  These skills represent a characters given profession when there are no other to represent that.
Cost (1, 1, 1)
Vs. Varies

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RECON

  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+

  • NIGHT OPS (SEC.)
    Cost (-, 2, 2)
    Vs PER
    Req: PER 8+, RECON 1+

Sensor and HUD operations

  This skill allows the character to read and use advanced sensors or Heads Up Displays accurately

Stealth

  This skill allows the character to stalk and hide
  Vs. AGL
  (2, 2, 2)

Streetwise

  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.

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Substerfuge

  This skill is about verbally using or persuading people in occations such as Persuation, Questioning, Seduction, Scamming
  Vs. ATT
  Cost (2, 2, 2)

Swimming

  • SCUBA (SEC.)

Tactics

  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)

Tracking

Traps

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WEAPONSKILLS

(3*/2/2)
Match against Difficulty Number

  • Melee Combat (Unarmed)
    • Basic
      The normal 'civilian' way to fight, include low kicks, punches and improviced weapons (club, glassbottle)
    • Expert
      The military close combat training, count as martial arts, includes basic punches, kicks, blocks and throws, also includes using riflebutt and mounted bayonet. It can vary with each army.
    • Martial Arts (Specify)
      All Martial arts forms has different special manuvers, it is up to the GM and the player to discuss what is involved in that particular style.
      • Hwrang Do
      • Kung Fu
      • Tae Kwon Do
      • Karate
      • Judo
      • Ju-Jutsu
      • Aikido
      • Etc.
  • Melee Combat (Armed)
    • Knife
    • Exotic
    • Etc.
  • Thrown Wepons
     
    This is the skill in throwing small objects or handgrenades
  • Hand Guns
      Skill in handling revolvers and automatic pistols.
  • Rifles & Shotguns
      Skill in handling single shot fire with all types of rifles and shotguns
  • Light Automatic Weapons
      Skill in handling automatic weapons, such as smg's,  assaultrifles, machinepistols. This skill is only used when firing automatic fire with those weapons.
  • Machinegun
      Skill in handling supportfire weapons such as machineguns.
  • Special Weapons
    • Grenade Launcher /Rifle Launched grenades
        Skill in handing grenadelaunchers such as the riflemounted talon, or the handheld M79.
    • Auto-Grenade Launcher
        Skill for handling automatic fire with grenadelaunchers, used with M-174, ASG-17 and Mark 19.
    • Rocket launcher/Recoilless Rifle
        Used with weapons like RPG-7, AT-4 or M72 LAW
    • Large Caliber Gun
        Used for direkt fire cannons and howitzers, tankguns also fall into this category, so does autocannon under semi automatic fire.
    • Auto-cannon
        Skill for firing automatic cannons, Vulcans and similar
    • Mortars
        Indirect fire heavy grenade launchers.
    • Missiles
        Skill for using guided missiles, both man portable and vehicle mounted.
    • Howitzer
        Artillery cannons, weapons that are used for indirect fire, when firing direct fire the skill large caliber gun is used instead.
    • Exotic (Specify)
        This skill is for more arcane weapons, such as Bow, crossbow, Javelin etc.

* On Native you can only buy handgun and rifle

Weapon Familiars (2*)

  • Lasers
      This is a weapon familiarity for laser weapons, with this familiarity you can use the closest appropriate skill for the laser weapon, for example you use rifle when you wield a laser rifle.
  • Mag-Rail Weapons
      This familiarity includes particle weapons and similar weapons that are used in Sci-Fi campaigns.
  • Bolter Weapons
      Weapons that fire small explosive missiles instead of normal ammunition, it is a weapon common in spacefaring campaigns.
  • Plasma Weapons
      For example the plasma weapons in 2300 AD, very high recoil weapons with extremly high destruction capability.
  • Sniper
      This is a one cost skill that gives an educated sniper +1 to hit and he has the training on sniper systems, handling scopes and things like that.(5*)

* 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.