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1.6.4 Standard Skills

The following list includes standard skills from a base installation of Argo. The RP Staff can add and remove skills relatively easily to tailor what's available to the theme, and theme modules include a number of skills not listed here, and they may change an existing skill's numerical settings, so the skills available on your MUCK can vary widely. To get an exact listing of skills available, type +list skills. To see how they are defined on your MUCK, type +man <skill> and +info spells/<spell> (or just +info, and follow prompts). This listing is provided more to give a sense of the type of skills available, with values for the MUCK staff to compare to when creating skills appropriate to their MUCK.


Acrobatics Base: Physical Skill INT Rating: 7

You are trained to perform difficult, unusual and impressive acrobatic feats. A swashbuckler who swings from chandeleers and weilds his rapier with exceptional flourish, a cat-burgler who works her way past obstacles and dection devices by skilled leaps and difficult contortions... both would be candidates for the Acrobatics skill. (Uncoded.)


Actor Base: Craft Skill INT Rating: 9

You are trained to use your voice, body language, etc., to best effect in performance (the `performance' can be impromptu, such as telling a convincing lie to the investigating officer). You are also familiar with the professional language and craft of the stage. (Uncoded.)


Animal Trainger Base: Craft Skill INT Rating: 8

You are knowledgable in the needs and abilities of animals, and can train them to perform tasks or tricks within their capabilities. Familiarity with the skill gives you knowledge of one species (or narrow, related group of species). (Uncoded.)


Armorer Base: Craft Skill INT Rating: 8

You are knowlegable and skillful in the design and production of weapons and armor. Each additional level increases your chance of successfully making or repairing an object. At the discretion of the MUCK's Argo staff, more specific forms of the Armorer skill may be defined for specific types of weapons and armor. Making weapons for use in the Argo combat system is a coded skill requiring an investment of time and money: see Artisan Skills. (Uncoded, but required for many +make <weapons> rolls.)


Artificer Base: Craft Skill INT Rating: 10

The Artificer skill pertains to the creation of magic objects, and will probably be available on your MUCK only if the magic system is installed and enabled. (Uncoded, but a prerequisite for most +make <magic item> rolls.)


Artisan Base: Craft Skill INT Rating: 8

You are knowledgable and skillful in an artisan craft, such as Leatherworking, Basket Making, Beadwork, etc. `Artisan' is a catch-all skill to be used for crafts which do not have their own skill category. (Uncoded, but often a prerequisite for coded skills.)


Artist Base: Craft Skill INT Rating: 9

You have practical training that allows you to express your artistic insights and ideas competently, and knowledge of the profession: reasonable prices for supplies and finished work, where to buy and sell, etc. The Artist skill reflects your training, not your talent: one's artistic talent is measured by the Presence Stat rather than the Artist skill. But, better training lets you better express your talent: your chances for producing a good work of art are rolled against Craft skill (intelligent design, manual dexterity, and artistic insight all play a part) modified by your Artist skill (as does training). (Uncoded.)


Axes & Maces Base: Physical Skill INT Rating: 6

You are trained in the use of weapons from the Axes & Maces group, having been instructed in effective manuevers and practiced enough to execute them reliably. Additional levels increase your chances to use the weapons offensively and defensively. Impromptu weapons used as a club should be considered part of the Axes & Maces group. (Coded. See Combat.)


Bureaucracy Base: Intelligence INT Rating: 8

You know both the formal and informal aspects of the bureaucratic procedures of an organization or culture: not only what forms to fill out and how, but where you can cut corners, effective means of getting a project through red tape, who can be bribed and who can't, etc. One skill level with Bureaucracy gives you close knowledge of beureaucratic practice within a small, well-defined group: the auditing department of a large company, shipping in a particular port, and so forth. Additional levels increase your chances for successful roles and give you knowledge of broader or additional fields. In literate societies, Literacy would be a prerequisite of Beauracracy. (Uncoded.)


Bows Base: Physical Skill INT Rating: 7

You are trained in the use of weapons from the Bows group, having been instructed in effective techniques and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to hit. (Coded. See Combat.)


Business Sense Base: Intelligence INT Rating: 10

Through formal or informal means, you have absorbed the principles and techniques necessary to take best advantage of a business situation. Successful rolls against Business Sense would mean that you bartered well, either selling high or buying low, or that you negotiated a contract to your advantage. A successful business sense roll might also give you insight into a client's or customer's needs, motivations, preferences, etc. (Uncoded.)


Brawling Base: Physical Skill INT Rating: 5

You have developed your ability to fight unarmed. Most likely, the training was informal, though you can choose to define the skill as having been learned from a teacher or school. The Brawling skill essentially increases the amount of damage you do in unarmed combat. (Coded. See Combat.)


Climbing Base: Physical Skill INT Rating: 7

You have developed your sense of balance, trained in techniques such as jamming and repelling, and learned to use ropes, knots, pitons, ascenders, etc. As a result, you may make best use of your strength and flexibility to execute difficult climbs. Players and Monitors will need to exercise judgment in deciding what modifiers should be applied to a climbing roll, or whether the climb is possible at all. Darkness and rain can apply negative modifiers to a climb; good equipment or the presence of vines and roots can apply negative modifiers. But no matter how good a climber's skills and equipment, some climbs will be effectively impossible. (Uncoded.)


Concealment Base: Intelligence INT Rating:

You have developed the ability to hide things — including yourself — to best advantage. Sometimes concealment is impossible (you can't hide in a bare, bright room; you can't conceal a large chest in the folds of your cloak), but if it's possible, you do it well: other player's attempts to find or notice the hidden object are calculated as an INT roll vs. your Concealment skill. (Coded. See Thieves' Skills.)


Conversation Base: Presence INT Rating: 10

Your ability to manipulate and benefit from conversations is highly developed. Successful rolls against Conversation can mean that your interlocuter let a valuable piece of information slip, that you noticed some telling hesitation or evasiveness, or that you successfully changed the subject, distracting attention from a dangerous topic. In addition, you have a nuanced awareness of body language and a very good memory for who said what, when, and under what circumstances. Detect Lies complements the Conversation skill well. (Uncoded.)


Crossbows Base: Physical Skill INT Rating: 7

You are trained in the use of weapons from the Crossbows group, having been instructed in effective techniques and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to hit. (Coded. See Combat.)


Deduction Base: Intelligence INT Rating: 11

Your ability to sift and weigh data and arrive at valid deductions is highly developed, though you may do so in largely unconscious ways. A successful deduction roll means that you deduce (i.e., are told OOC by players or Monitors) something that is not immediately apparent. Players and Monitors will need to exercise judgment in determining appropriate modifiers, based largely on what proportion of the relevant data the player knows. (Uncoded.)


Detect Lies Base: Presence INT Rating: 10

Detect Lies simply means that you have developed the knack to determining if someone is lying. Whether you define the skill as an acute awareness of body language, a latent psychic ability, or an unconscious ability to weigh seemingly irrelevant data, the game results are the same: you may roll to see if a player or NPC is telling the truth. If the roll is successful, the player or Monitors must tell you. If the roll is unsuccessful, you're not sure. A critical failure means that you know for sure that the other person is/isn't lying, but you're wrong; a critical success means that you know not only whether someone is lying, but additional information such as why they are lying, what they are attempting to conceal, etc. (Uncoded.)


Diplomacy Base: Presence INT Rating: 9

You are skilled at negotiation, and are familiar with the protocols, legal issues, etc., affecting negotiations in your area of expertise. This can be used to arrange treaties or lessen (or increase) hostility between groups or individuals. In addition you are knowledgable about the pecking order and social customs of groups you work with or within, and you are attentive to all manner of data relevant to your efforts: body language, gossip, current events, and so forth. Diplomacy is a broad skill, the `official' or `legal' equivalent of the `personal' skill of Conversation and the `social' skill of Courtier. Like these, it calls for flexible and inventive roleplay. The Diplomat will probably find Detect Lies and Influence skills useful as well. (Uncoded.)


Disguise Base: Craft Skill INT Rating: 10

You trained in the use of disguise: not only make up, costumes, etc., but also techniques such as modifying your voice and gestures, directing attention away from yourself, or directing attention to yourself such that people notice everything or anything except your true appearance. As such, elaborate equipment will not always be necessary (though its absence may cause negative modifiers) Players' or NPCs' attempts to penetrate a disguise are made as INT rolls against your Disguise skill. Mimic and Ventriloquism are useful complementary skills. (Uncoded.)


Engineer Base: Intelligence INT Rating: 12

You are trained — most likely through formal schooling — in the design of a particular kind of equipment appropriate to the Tech Level of you and your world. Familiarity with Engineering gives you training in one branch of the subject: Chemical Engineering, Biomechanical Engineering, Civil Engineering, etc. Additional levels increase your chances of success on rolls for projects within your field, or allow you to design projects that incorporate a variety of fields. (Uncoded, but a prerequisite for many +make rolls on high tech worlds.)


Fast-Talk Base: Intelligence INT Rating: 10

Your verbal wits, gift of gab, and command of slang are highly developed. Successful use of Fast-Talk means that you diverted or confused your interlocutor, hoodwinked a customer, or simply told a lie convincingly. Fast-Talk implies a measure of glibness and chicanery, but its results are largely equivalent to those of Conversation. Note, however, that Fast-Talk (which is essentially a form of cleverness) is based on Intelligence, whereas Conversation is based on Presence. (Uncoded.)


Gambling Base: Presence INT Rating: 10

You know the rules of games of chance played in your culture. You are good at calculating or estimating the odds, though you may do so by intuitive rather than mathematical means. Your control over your own body language and sensitivity to that of others is highly developed: sometimes this will carry over into social situations, but for the most part it is confined to gambling. You are also skilled in that very specialized form of acting, the bluff. And you are well versed in the conventions and unspoken codes that constitute good manners in gambling circles. Players and Monitors will need to be flexible and resourceful in determining how Gambling skill rolls should be used in play. A roll can be made at the start of the scene to indicate a general outcome that guides the improvised plot, or more specific rolls may be appropriate (Gambling vs. INT, Gambling vs. PRE, Gambling vs. Gambling). Though calculation of odds is defined as part Gambling, the skill is more centrally a matter of Presence, which measures not only your self-control and insight into others, but quantifies that most unquantifiable of qualities, luck. (Uncoded.)


Guns Base: Dexterity INT Rating: 7

You are trained in the use of weapons from the Guns group, having been instructed in effective techniques and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to hit. Note that Guns, unlike melee and low-tech Combat skills, is based on Dexterity, not your Physical skill. (Coded. See Combat.)


Hunting Base: Craft Skill INT Rating: 8

You have formally or informally mastered the body of lore necessary to be a successful hunter: the habits of animals, tracking, snares and traps, and so forth. Depending on your culture, you will be familiar with specific techniques: a Neanderthal will know how to stampede the mastodons over the deadly cliff without getting trampled, the Comanche how to ride safely within a plunging herd of buffalo and place his arrow with deadly accuracy, the Deep South Woodsman how to read the baying notes of the coon hounds, the Toltan how to surf the wind on a Blue Drake and bring down a Mangdo with her plasma lance. (Uncoded.)


Hypnotism Base: Presence INT Rating: 10

You are trained in techniques appropriate to your tech level and culture. This does not mean that the techniques need to be common in your culture: they may be quite rare, specialized, or arcane. But there must be some reasonable explanation of how these techniques work and how you acquired them. The precise nature of the techniques are left to the player and RP staff to devise. You will also need to specify what consititutes `suitable conditions' (dim lights, quiet, and a focusing object such as a dangling watch are the classic examples). In game terms: You may make a roll of your Hypnotism skill versus the subject's Presence. A successful roll allows results such as causing the subject to do or say something he or she normally wouldn't, implanting a post-hypnotic suggestion, or causing the subject to `relive' and experience, recalling it completely. This roll is made with the following modifications:

        Subject is willing, conditions are suitable: -0
        Subject is unwilling: -2
        Unsuitable conditions: -1 to -4 (use judgment)
        Action would harm subject: -1 to -4
        Relived experience is very traumatic: -1 to -4

Hypnotism, like Persuasion, entails one player `forcing' another to do something. As such it calls for maturity and good communication between players. But the bottom line: Argo is intended to facilitate consensual RP; you are never required to do something that you (the player) find offensive, distressing, or otherwise unacceptable. (Uncoded.)


<Group> Influence Base: Presence INT Rating: 7

You are familiar with and accepted by a specific group, subculture, organization, etc. There is no single skill named `Influence'; rather you select skill levels for Influence within separate Groups defined on your world: `Court Influence', `Sliders Influence', etc. Influence skills are coded, and used through the Rumors and Influence commands (see Rumors and Influence Skills). You can also roll against the skill less formally, to determine outcomes not covered by the commands. (Coded.)


Knives Base: Physical Skill INT Rating: 6

You are trained in the use of weapons from the Knives group, having been instructed in effective manuevers and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to use the weapons offensively and defensively. (Coded, see Combat)


<Subject> Knowledge Base: Intelligence INT Rating: varies

You have extensive knowledge of a particular subject, acquired either informally or through formal study. There is no single skill called `Knowledge': rather, you specify the subject when learning the skill, by entering `<subject> Knowledge' as the name of the skill you want. The subject can be anything you like, appropriate to your world and tech level. The broader the subject area, the more general your knowledge, but you can make rolls to see if you know more specific facts by making the roll with negative modifiers. For example, if you have the skill History Knowledge (very broad), and need to make a roll reflecting your knowledge of the Napoleonic Wars, a successful roll would indicate that you know some relevant but very general facts: the basic facts of Napolean's biography, dates of some important battles and turning points, the broad causes and effects of the wars, etc. An unsuccessful roll would indicate that what you know about the Napoleonic Wars is not relevant. If you had a more specific knowledge skill, such as Napoleonic Wars Knowledge, the facts at your command would be considerably more specific. An extremely specific Knowledge skill (Waterloo Knowledge, say) would give very detailed about that subject, but would be useful in a much narrower range of circumstances. If you want to see if you know relevant facts about a specific area within a subject you know, make the roll with negative modifiers. For example, our Historian could roll to see if has relevant and specific knowledge of the Napoleonic Wars by making the roll at -1 or -2; if he wanted to know something still more specific (the disposition of troops, casualties, events & circumstances of the Battle of Waterloo, say), he would make the roll greater minuses: -3 or -4. (Uncoded.)


Literacy Base: Intelligence INT Rating: 6

You know how to read and write any languages you speak. Skill Level 1 is adequate for any normal task (making sense of an invoice or menu, writing a letter, reading a book for pleasure, etc.). Some professions, such as writer, librarian, or historian, would call for higher skill levels. Attempts to find information by library research (including electronic libraries and databases) are made by rolls against your Literacy skill. If the Literacy skill is not defined on your MUCK, assume that all characters are literate if they want to be. (Uncoded.)


Lockpicking Base: Dexterity INT Rating: 8

You have learned how to pick locks at your tech level and below with suitable tools. If you find yourself in an area with a higher Tech Level than your own, a negative modifier is applied to the roll. (Coded. See Thieves' Skills)


Mage Base: Craft Skill INT Rating: 9

You have an aptitude or affinity for magic (however this is defined on your world), have become aware that this is so, and have been trained to make use of this, altering reality through spells. The Mage skill is a prerequisite for all spells; some spells will require higher levels of Mage than others. Higher Mage skill levels don't increase your chances to cast a spell (spell results are calculated against your Craft skill plus skill levels for a specific spell); rather, higher Mage skill levels allow you to learn more complex and powerful spells. Mage skill may also be used like a Knowledge skill, determining whether you know some piece of magical lore or history. (See Magic)


Mathematics Base: Intelligence INT Rating: 10

You are trained in the field of mathematics, and have a sound command of branches of mathmatics that have been developed in your culture. Mathematics is a prerequisite for certain skills, and may also be used on its own. A straightforward case of solving equations, performing an analysis, or developing a proof are made as unmodified rolls. There may also be situations where it would be appropriate to substitute Mathematics — at minuses — for more practically oriented skills, such as Accounting or Astrogation. (Uncoded.)


Mechanic Base: Craft Skill INT Rating: 8

You are trained to repair and maintain mechanical equipment of your tech level or lower. Mechanic is a general skill, and can be applied in a wide range of circumstances. For very specialized or complex equipment, you should apply negative modifiers unless you also have skill with that kind of equipment (such as <System> Operation). Make a roll whenever you need to repair equipment under unusual or stressful situations (during combat, etc.). If you do not have appropriate tools, negative modifiers should be applied, or it may simply not be possible to repair the equipment. No roll is needed for maintenance or to repair equipment under normal circumstances with appropriate tools (assuming, that is, that the damage is not so severe the item can't be repaired at all). (Uncoded, but a prerequisite for many +make rolls on high tech worlds.)


Medic Base: Craft Skill INT Rating: 9

You are trained in basic first aid, and know how to stop bleeding, treat for shock, and stabilize trauma, even with minimal, improvised equipment (clothing for bandages and tourniquets, branches for splints, etc.) (Coded. See Medical Skills.)


Mimic Base: Presence INT Rating: 9

You have developed the ability to mimic the voice of other people. You must have heard the mimicked person speak, at least a few sentences. If you are trying to maintain an elaborate and protracted deception through mimickry, you will need to have heard the subject speak a great deal more, and preferably should have considerable background information: what and who he or she knows, characteristic likes, dislikes, habits, etc. Disguise and Ventriloquism are useful complements to Mimic. (Uncoded.)


Naturalist Base: Intelligence INT Rating: 9

You are knowledgable in the field of natural history and its practical applications. This can take the form of formal training (such that of a Biology teacher), or informal mastery of natural lore. Your knowledge is shaped by how developed the field of natural history is in your culture. A 20th century Biology teacher would know taxonmic classifications of species, understand the inter-relationships in ecosystems, etc. A medieval naturalist, on the other hand, would know species by their `folk names', would have a less developed understanding of ecosystems, and would know folklore associated with the field (some of which may be highly inaccurate). (Uncoded.)


<System> Operation Base: Intelligence INT Rating: 9

You are trained to use and maintain a specialized type of equipment, such as radar, x-ray, seismic instruments, etc. Specify the type of equipment when you learn the skill, by entering ` Operation' as the name of the skill. The system type can be anything appropriate to your culture and character conception. (Uncoded in a base installation of Argo.)


Oratory Base: Presence INT Rating: 8

Your ability to modulate and project your voice and shape sentences effectively is well developed. You understand (perhaps unconsciously) how symbols, connotations, and body language affect an audience. So, you are good at making speeches, swaying crowds, and so forth. Oratory is suitable for attempts to influence groups. To influence an individual, skills such as Conversation or Persuasion should be used. If appropriate mass media are available (such as television), you can sway groups not physically present. Preconceptions against the position or goal you are advocating do not necessarily hurt your chances for success: a skillful orator can tap an audiences emotions and redirect them to his ends. However, apathy about the issue, entrenched prejudices against social groups, or preconceptions against you personally do hurt your chances: apply negative modifiers to your roll, generally from -1 to -4. (Uncoded.)


Perception Base: Intelligence INT Rating: 10

Your ability to notice the subtle or inobvious is well developed. Anyone has a chance for noticing some bit of sensory data (the quiet sound of a lock clicking, a brief glimpse of a gun under a coat, etc.), which is figured as a roll against Intelligence. You have this same chance, plus an additional chance to roll against your Perception skill. Also, you have a chance to perceive the inobvious because you know you should look for it. For example, someone without the Perception skill would get an INT roll to see that the man in the sharkskin suit has a gun under his jacket if the gun is momentarily revealed. Someone with Perception would get an INT roll and a Perception roll. Even if the gun isn't revealed, a character with Perception would have a chance (a Perception roll) to realize — perhaps unconsciously — `There's something unusual about him', and then examine him closely, perhaps moving to a better vantage point, and therefore see that he has a gun. (Someone without Perception could do this too, but the roll would be made at Default levels.) The Perception skill also has coded effects: it significantly increases your chances of finding objects or players hidden with the Concealment skill, and it gives you a chance to notice the use of psionic abilities. (Coded.)


Physician Base: Craft Skill INT Rating: 11
 Prerequisite: Medic 

You are a trained physician, and can use techniques and equipment appropriate to your culture and tech level to stabilize trauma and cure disease. Successful use of the Physician skill (+use physician vs <target> removes 1dX damage from the target, where X is equal to your tech level. (Coded. See Medical Skills)


Pickpocket Base: Dexterity INT Rating: 8

You have learned the techniques of taking money from people without their noticing. (Coded. See Thieves' Skills.)


Pilot Base: Craft Skill INT Rating: 10

You are trained to fly a type of air vehicle common in your society. Additional levels increase your chances for difficult manuevers, and give you training in kinds of aircraft. At the RP staff's discretion, additional levels may also be required for certain operations or conditions, such as carrier landings, instrument flight, and in-air refuelling. Make a roll when required to perform some difficult or unusual operation. You may attempt to operate unfamiliar vehicles (either types you are not familiar with, or types from very different cultures) with appropriate negative modifiers. (Uncoded in a base installation of Argo.)


Poisons Base: Intelligence INT Rating: 9

You are familiar with poisons known in your culture and the techniques for using them. To determine if a character knows some needed piece of information about poisons, a roll can be made against Poison skill, or — with suitable minuses — against related skills such as Physician, Naturalist, Herbalist, Chemistry Knowledge, etc. (Uncoded.)


Polearms Base: Physical Skill INT Rating: 6

You are trained in the use of weapons from the Polearms group, having been instructed in effective manuevers and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to use the weapons offensively and defensively. (Coded. See Combat.)


Politics Base: Presence INT Rating: 8

You are familiar with the political process of a particular culture, group, or organization, and are skilled at manipulating it to your advantage. The group can be a legal jurisdiction (town, state, nation), or it could be a sub-culture, corporation, etc. Successful rolls let you gain office or position, or influence the group's policy in ways that meet your own ends. If there are other Player Character members of the group, attempts to influence them or the group through Politics should be RP'd at a fairly detailed level. This will require skillful and flexible RP, and rolls in various permutations such as Politics vs. Politics, Politics vs. INT, Politics vs. Influence, etc. (Uncoded.)


Priest Base: Presence INT Rating: 8

You are a spiritual leader in some religion, sect, or cult appropriate to your culture. You are thoroughly knowledgable about its rites, tenets, and folkways. You may also be gifted, or at least trained, in various ways reflecting the nature of the religion, but these will vary widely: a Catholic priest would be good at comforting the distressed and advising people about relationships and conduct; a priest from some evil or demonic cult would have very different gifts and aptitudes. On some worlds, Priests may have divine abilities, expressed as spells. In this case, the RP staff will have edited the spells such that Priest, rather than Mage, is a prequisite for the skill. (Uncoded.)


Riding Base: Dexterity INT Rating: 6

You are trained to ride a type of animal. Obviously, it will need to be an animal that can be ridden: a horse, a camel, an elephant, or perhaps their alien equivalents. Additional skill levels increase your ability and give you training in other types of animals. Make a roll for difficult or unusual maneuvers or situtions, such as staying on a panicked animal, performing a difficult jump, or doing something else when riding a galloping animal. (Uncoded.)


Running Base: Physical Skill INT Rating: 6

You are a trained runner: you know how to move your body economically while running and husband your energy and wind; your cardiopulmanary system is well exercised, and you can run for great distances without becoming exhausted. Movement speed has very little coded effect in Argo, but if you need to determine how fast someone can run, assume 10 meters per second per level of Physical skill plus Running skill (this is an all-out sprint under good conditions). To determine the outcome of a race (including things like a check to see who reaches a door or dropped weapon first), make a roll of Running vs. Running if both players or neither have Running skill, or Running vs. DEX if one player does not have Running (don't roll Running vs. Running against someone who does not have the skill: doing so gives unfair advantage to the trained runner). If conditions are uneven (one character is starting behind the other, or is encumbered), the handicapped character should make the roll, at mutually agreed-upon minuses. (Uncoded.)


Sailing Base: Intelligence INT Rating: 7

You know how to handle unpowered boats such as sailboats, rowboats, and canoes. Make a roll for unusual or difficult manuevers. This skill gives you basic navigating ablilities, like how to get back to somewhere you started from, or how to steer in a specific direction. For any extended voyage, you (or someone else on board) would also need the Navigation skill. (Uncoded.)


Sex Appeal Base: Presence INT Rating: 7

You are good at seduction, or simply using your physical attractions to manipulate people biased to your gender. A successful roll (made as Sex Appeal vs. Presence) predisposes the subject to do what you want, though of course there are limits. In general, a successful Sex Appeal roll will cause someone to do something they might do anyway. The skill is intended for use against NPC's, but (both players agreeing), it can be fun between PC's as well. (Uncoded.)


Shields Base: Physical Skill INT Rating: 6

You are trained to use shields to best effect in combat. The skill would also be useful in handling improvised objects as shields. (Coded. See Combat.)


Sleight of Hand Base: Dexterity INT Rating: 8

You have learned techniques of misdirection and illusion that let you take, conceal, or switch small objects without being noticed. The skill is useful for things like cheating at cards, performing magic tricks, or planting evidence on someone. It also improves your chance to notice or penetrate the use of Sleight of Hand by others. To perform a Sleight of Hand, roll Sleight of Hand vs Sleight of Hand (if the target player has Sleight), or vs INT (if they don't). Characters with Perception also get a roll of Perception vs. your Sleight of Hand. A successful result means that your action was unnoticed (such as palming a card) or that the target player can't tell how you did it (such as `magically' producing a pigeon from thin air). (Uncoded.)


Stealth Base: Dexterity INT Rating: 9

You have developed the ability to move unnoticed. This can be by taking advantage of cover, blending into crowds, whatever's appropriate to the situation. If it's possible to move unnoticed, you get a roll to see if you are able to do so. If the conditions are difficult (bright light, little cover, etc.), the roll should be made at minuses. (Uncoded.)


Streetwise Base: Presence INT Rating: 9

You are familiar with the ways of the underworld and drifters of your culture. You know where to find illegal substances or activities, what the going rates are, how to bribe, etc. In a culture different from yours, negative modifiers should be applied. (Uncoded.)


Swimming Base: Physical Skill INT Rating: 6

You know how to swim. The normal rate is 1 meter per second; swimming races would be determined by a Swimming vs Swimming roll. Rolls should also be made to perform difficult or unusual feats: diving to retrieve an object, holding your breath for an exceptionally long time, swimming in turbulent water, etc. (Uncoded.)


Swords Base: Physical Skill INT Rating: 7

You are trained in the use of weapons from the Swords group, having been instructed in effective manuevers and practiced enough to execute them reliably. Familiarty with the skill lets you use weapons from the group at the base chance. Additional levels increase your chances to use the weapons offensively and defensively. (Coded, see Combat)


Thrown Weapons Base: Dexterity INT Rating: 7

You are trained to throw balanced weapons accurately and forcefully. This means that you can use weapons from the Thrown Weapons group at no minuses. (Coded. See Combat.)


Tracking Base: Intelligence INT Rating: 8

You have learned to follow tracks, even under difficult conditions, as well as to make informed judgements about what happened at a site based on tracks and other marks and clues. Tracking is a more specialized skill than Hunting: a Hunter has the ability to track as well, but someone with Tracking would be be better at tracking than someone with an equal skill level in Hunting. Also, Hunting does not give the ability to reconstruct events from tracks and sign like Tracking does. (Uncoded.)


Traps Base: Intelligence INT Rating: 9

You are trained to construct and disarm traps appropriate to your tech level. This is different from the trapping ability given by the Hunting skill. A Hunter knows how to set traps for animals, using primitive or natural materials. The Traps skill lets you construct and disarm sophisticated mechanical traps, or electronic traps if the tech level is high enough. (Uncoded.)


Ventriloquism Base: Presence INT Rating: 9

You have learned to throw your voice, so that it seems to come from a diffeent location, and how to speak without moving your lips. A successful roll means that the words seem natural and convincing. An unsuccesful roll means that they can tell the words are `faked' in some way, and may make a Perception or INT roll to determine who's actually saying it. Mimic and Disguise are useful complementary skills. (Uncoded.)

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