Professions, Skills and Aptitudes:
A
Profession represents effort put into a particular field of study. From this, you have a number of
Skills. Professions are rated ranks of 1-5. A character may have 1 skill for each rank in a profession. Some skills require you to have a certain rank in the Profession before you can take them; these are noted by a number in parenthesis.
Starting characters may take no more than 3 ranks in any skill. Only ½ of their Profession’s ranks may be in Combat skills.
Under normal circumstances, a character can use his non-combat skills with automatic success. In unusual, difficult or hurried circumstances, a character may need to roll against his skill. A character has a percent chance equal to 20% times his skill rank to successfully complete a task, 5% or less being an automatic or extraordinary success, 96% or above being an automatic or extraordinary failure.
In completely alien environments (trying to do stone cutting using lasers in zero gravity for a fantasy character), then the character only has a 10% chance per rank.
If a character needs to use a skill but does not have it, the GM May rule they can try it at 10% per skill rank, 5% in odd or alien conditions (the character must still have the minimum rank in the Profession to use the skill.)
If more than one skill covers a particular action (or is related to a particular aptitude) use the better of the choices.
Aptitudes are like skills and count towards the total ranks for counting how many skills a person may have, but they are not calculated in when determining % chance.
Aptitudes usually require that the character already have certain skills and sometimes at a specific rank. If that's the case, it will be noted in the aptitude's description. Combat related aptitudes count towards the 1/2 limit on combat skills.
If a profession has more skills than five listed, you may purchase additional skills after achieving five, but doing so does not increase the character's rank in the profession further.
If they are noted with a number, that's the minimum rank you need in the profession to take it.
Unless otherwise noted, the skills in a given profession behave exactly as described in the Lords of Creation rulebook. More professions, skills, and aptitudes may be added, at the GM's discretion.
PROFESSION/SKILL LIST
Agriculture: Agronomy, Livestock, Odd Jobs, Weather sensing, Local History
Art: Painting, Writing, Poetry, Sculpture, Architecture, Music, Crafts
Athletics: Acrobatics, Running (for long distances), Skating, Swimming, Parachuting, Diving, Zero Gravity (4)
Bureacracy: Record Keeping, Structure (includes policies and procedures), Research and Development, Marketing, Business Law (2), Customs/INS(3), Corporate Espionage(4)
Computer: Operation, Programming (2), Security (3), Robotics (4) AI(5)
Construction: (Replaces Building) Carpentry, Stonemason, Metalworking (2), Plastics, Exotic Materials (2)
Diplomacy: Etiquette, Fashion, Haggling, Leadership(3), Politics (3), Heraldry (can be used to determine command structure and battlefield signals as well)
Engineer: Mechanical, Electronic, Computer (prereq: Electronic), Robotic (3), Nuclear(3), Civil, Acoustics, Vehicular, Miniaturization, Energy Systems (5), Weapons, Armor, Steam
Espionage: Stealth, Shadowing, Forgery, Codes, Criminal Law, Lock picking (includes safe cracking), Pick pocketing, Disguise, Vehicle Theft, Investigation
Medical: Diagnostics, First Aid (helps to stabilize dying characters), General Practice (2), Pharmacology (includes herbal remedies) (2) Alternative, Veterinary (3) Forensics (3) Genetics (4), Surgery (4)
Occult Knowledge: Arcane Languages, Arcane Artifacts (For identifying magical items), Folklore (for special monster knowledge), Secret Societies, Powers (Including powers of LoC's), Alchemy (4) (for making potions and one-use items), Magical Detection(4), Wards(5) (Magical Protection), Rituals(5) (For making permanent magical objects as well as other nifty spell work)
Physical Sciences: Botany, Chemistry, Physics, Geology, Geography, Astrophysics, Biology, Oceanography, Quantum Physics(4) (For knowledge about teleporters and time machines)
Pilot: Riding (Horses, Chariots), Land Vehicles - Small (Race Cars), Land Vehicles - Large (Tanks), Watercraft - Small (speedboats), Watercraft - Large (Yachts, Frigates), Hovercraft (2), Aircraft (3), Personal Flight (3) (Flying brooms, Wing suits, Jet packs), Power Armor, Remote Piloting, Spacecraft (4), Exotic (5) (Time Machines)
Smooth Talker: Bluffing, Intimidation, Infiltration, Seduction, Bribery, Taunt (gives negatives in combat to opponents)
Social Sciences: History, Sociology, Archaeology, Anthropology, Linguistics, Theology, Parapsychology, Psychology
Theatrics: Costuming, Performance, Slight of Hand, Escape Artist, Juggling, Distraction (Can keep a foe focused on you or away from something), Ventriloquism, Illusion Creating (4)
Wilderness: Navigation, Tracking, Survival, Trapping, Hunting/Fishing
APTITUDES:
Animal Handling: Requires Riding, Biology, Veterinary or Theatrics.
Communications: Espionage or Engineer
Connections: (Profession): Gives 1 contact and allows you go plug into social networks associated with the chosen profession. Can be taken multiple times.
Cooking: Requires Wilderness, Diplomacy or Engineering
Demolitions: Construction (3) or Engineer (3)
Magical/Futuristic: Bought once for each Profession. Negates the penalty for working in an alien environment
Fast Draw (Weapon): Allows you to draw one type of weapon without having to take an action.
Interfacing: If interfaced with a vehicle or other non-weapon item via plugs, you don't have to take an action to maintain control of or use the item.
Sniper: Half penalties for Extreme Range. Opens up another Range category, up to 2.5 the normal distance at -10 to hit.
Tactics: Allows you to add 1 to your group initiative rolls for each member of the party.
COMBAT SKILLS
Combat skills function in the same way they do in the book, but you now take skills in a class of weapons rather than the weapon itself. The classes are:
Unarmed: Fist, Kick, Armoured Fist, Photon Gauntlet, Electroglove
Melee -Small: Knife, Sap, Long Knife, Combat Knife, Katar, Vibro-dagger, Energy Claw
Melee -1handed: Baton, Club, Short sword, Mace, War-hammer, Hand-axe, Sword, Rapier, Morning-star, Electro Rapier, Photon Cutlass, Force Axe, Spiked Shield
Melee -2handed (note, may be wielded 1 handed at half skill with Muscle 21+, full skill at 30+): Quarterstaff, War-Axe, Two Handed Sword, Pole Arm, Spear (Melee), Great Club, Chainsaw, Varilance, Mattock, Maul, Great Cleaver, Scythe
Melee -Flexible (note-can be used to make grapple attacks at range): Chain, Whip, Flail, Three section staff, Whip-sword, Tanglewhip, Energy Whip
Thrown: (note some melee weapons, spear, knife, hand-axe may be thrown): Bolas, Boomerang, Chakram, Dart, Energy Grenade, Grenade, Shuriken
Bows/Missile: Short bow, Long bow, Cross-bow, Atlatl, Blowgun, Sling, Sling-staff, Force bow
Pistol -Ballistic: Flintlock pistol small, Flintlock pistol large, Revolver small, Revolver large, Revolver heavy, Pistol small, Pistol large, Pistol heavy, Target Pistol
Rifle -Ballistic: Flintlock Rifle, Blunderbuss, Musket, Rifle small, Rifle Large, Rifle heavy, Rifle very heavy, Sniper rifle, Shotgun
Pistol -Energy: Blaster, Sonic Disrupter, Laser pistol, Stunner, Nova Ray, VariBlaster, Force pistol
Rifle -Energy: Proton Beamer, Laser Rifle, Gamma Raygun, Neutron Beamer, X-ray laser, Laser Sniper, Nova Blaster, Multi gun, Force Bolter
Pistol -Other: Gauss Pistol, Taser, Gyrojet pistol, Tangler
Rifle -other: Gauss Rifle, Gyrojet Pistol, Rocket gun, Spear gun, Spike gun
Heavy Weapon -Portable: Flame thrower, Grenade launcher, Light Machine gun, SAW, Rocket Launcher
Heavy Weapon -Fixed: Gatling gun, planetary defense gun, Starship weapons, vehicle mounted weapons, proton torpedos
Auto fire: SMG light, SMG heavy, Assault Rifle, Auto Shotgun, Battle Rifle, Needler
All combat categories may go as high as the highest weapon skill within the category (for example, unarmed has a max skill level of 6 so that is the most that can be placed into that category. Any weapon may be used within the category. Only the skill level indicated in the weapons table is counted for purposes of determining bonus to hit. You may apply your skill up to that number to damage as well.
Combat skills are never considered to be under alien conditions. Using a weapon without the corresponding Combat skill does not give a penalty.
Ballistic and Energy Ranged Weapon Options:
Compact: Makes the weapon smaller, such that it can be more easily concealed. Longarms (by shorter barrels and removing the stock) may be carried under a jacket; pistols may be hid on the body such that it requires an Espionage (Investigation) roll to detect them. This reduces the skill rating of the weapon by 1 and reduces their range by 20%. Cost: No extra cost.
Long Barrel: Longer barrels make a weapon harder to conceal, but allows for more accurate long range shooting. Increase the weapon’s range by 20%. Cost: +10% of weapons base cost.
Laser Sight: Adds +2 to hit. Cost: $200. Lasers may apply this cost to the weapon itself, such that it may project a low power, targeting beam out of the barrel that then intensifies when fired.
Folding Stock: Adds +1 to the skill of pistols when extend, up to 6. Subtracts 1 from skill on long arms when folded. May be added to compact longarms.
Scope: Reduces range penalties by half. $300
Special Ammo (ballistic weapons):
Hollow Point: +1 per die of damage. Ballistic and Energy armor counts as +1.5 vs weapons using hollow points. , $10 a load
Armor Piercing: Does -1 per die of damage (always at least 1 point), but ignores up to 5 points of hard ballistic armor, -10 Soft Ballistic $15 a reload
Incendiary: +1 per die of damage; damages creatures hurt by fire. The wound burns for 1 point per die for the next turn, before any action is taken. $15 a reload
Explosive: +2 per die of damage; damage type becomes Energy.
Slug: When loaded into shotguns, removes the damage adjustment for range.
Rubber: Does 1 point of damage per die, target must make a luck roll or be Stunned for 1-6 rounds
Improved Materials:
Silvered: May be used with ballistic ammunition or regular weapons, both ranged and melee. 10 times normal cost; affects werewolves.
Mithril: A light metal discovered by dwarves. It may not be broken except with magic. Gives Melee weapons +2 damage, halves the weight of armor and removes up to -3 of dodge penalties. 20 times normal cost
Adamantine: A strong, black ferrous metal that, once forged, will never break nor dull. 50 times normal cost, gives a +1 per die bonus to damage, gives regular armor a -2 bonus. 50 times normal cost
Duranite – Duranite is an artificial, futuristic alloy that can be used in needlers, Spikers, arrows and fashioned into melee weapons. It is a durable alloy that is unaffected by Energy armor. It works with other armor as normal. Illegal to own, cost 20 times normal cost of the weapon or ammunition.
There are two defensive Combat Skills:
Dodge and
Shield.
Dodge acts like armor used to, reducing someone’s ability to hit you. Dodge acts against all weapons, but is halved against energy weapons. It has a maximum of 10.
Shield may go only up to 5, but you may only apply up to the shield’s damage reduction to any given shield, i.e. if a large shield provides a -3 damage reduction, you can only apply 3 points of your shield skill to it.
Neither damage reduction from armor or to hit penalties from Dodge can be higher than 20.
Combat:
Aiming: You must announce that you’re going to Aim before initiative is rolled. You may take up to a -5 penalty to initiative to get up to a +5 bonus to hit.
You may not move more than 5 feet while aiming. If you are hit while aiming, you must make a luck roll to maintain the bonus. You may not dodge while aiming.
Armor and Shields: Armor now represents a reduction in damage rather than a difficulty to be hit (now represented by the Dodge Skill). The values, however, are the same and armor still protects from the same weapons as listed. For damage reduction, round down if fractions come into play.
Regular armor is full against regular damage, ½ vs. ballistic and nil vs. Energy.
Soft Ballistic is full vs. Ballistic, ½ vs. Regular and nil vs. Energy.
Hard Ballistic is full vs. Regular and Ballistic, ½ vs. energy.
Energy armor protects full vs. Regular, Ballistic and Energy.
Magic armor of any type protects counts its full value towards any damage from non magical weapons, but counts as above versus magic weapons of its type (i.e. a magic laser pistol would bypass magic regular armor, 1/2 the protection of magic ballistic). Magic weapons bypass non-magical armor completely.
Magic armor may have bonuses that apply to damage reduction or to Dodge.
Layering Armor: If you wear more than one type of armor, (for instance a concealed vest under a suit of plate) the highest damage reduction (for the type of damage encountered) is counted, then an additional -1 for each other piece of armor that’s applicable. In the above example, the person wearing plate mail (-6, regular) and a bullet proof vest (-4, soft ballistic) would get -7 vs. Regular damage and -5 vs. Ballistic. Dodge penalties for multiple armors count in full.
The combined damage reduction of armor and shields (even augmented by skills and powers), can never be more than -20.
Shields provide an additional damage reduction, but are only effective if you have initiative on the person attacking you. If you have the Shield skill, add your rank to the shield’s damage reduction. A shield will still function even if you don’t have initiative. So for instance, if you had a small wooden shield (-1) and you had the Shield skill at 1, you would have -1 damage reduction if you lost initiative and -2 if you won initiative. Shields may have no higher damage reduction than -5 (-10 with skills).
Also, shields are rated the same as armor (Regular, energy, etc.) and only are effective vs. appropriate damage types. So a Large Regular Shield (-3) wielded by a user with Shield (skill level) 3 could have a maximum protection of -6, -4 vs. Ballistic and no effect on Energy. If the character didn’t have initiative on an attack, the values would be -3, -1 and 0.
Name | Type | Protection | Dodge | Notes | |
---|
Buff Coat | Regular | 1 | - | | |
Leather Armour | Regular | 3 | -3 | Includes Helmet, Bracers, Greaves | |
Bronze Cuirass | Regular | 2 | - | | |
Bronze Armor | Regular | 4 | -1 | Includes Helmet, Bracers, Greaves | |
Chain Mail Shirt | Regular | 3 | - | | |
Chain Mail Armor | Regular | 5 | -2 | Includes Helmet, Bracers, Greaves | |
Steel Cuirass | Regular | 4 | -2 | | |
Steel Demi Plate | Regular | 5 | -4 | Includes Helmet, Bracers, Greaves | |
Plate Armor | Regular | 6 | -6 | Includes Helmet, Bracers, Greaves | |
Steel Helm | Regular | 1 | - | See Below | |
Bracers & Greaves | Regular | 1 | - | Alone as Shield | |
Small Wood Shield | Regular | 1 | - | | |
Large Wood Shield | Regular | 2 | - | | |
Sm Metal Shield | Regular | 2 | - | | |
Lg Metal Shield | Regular | 3 | -2 | | |
Tower Shield | Regular | 4 | -2 | Not carried may be partial cover | |
Bal. Cloth Vest | Soft Bal | 4 | - | | |
Bal. Cloth Arm | Soft Bal | 5 | -1 | Does not include helmet or boots | |
Riot Shield | Hard Bal | 4 | -1 | | |
Ballistic Helmet | Hard Bal | 1 | - | See Below | |
Polymer Cuirass | Hard Bal | 6 | -1 | | |
Polym. Demi Plate | Hard Bal | 7 | -2 | Includes Helm, Greaves | |
Polymer Plate | Hard Bal | 8 | -4 | Includes Helm, Greaves, Bracers | |
Energy Vest | Energy | 6 | - | Covers Torso and Head only | |
Energy Field | Energy | 8 | - | Covers all bodily areas | |
Energy Shield | Energy | 5 | - | Worn as bracer, 3' diameter shield | |
Light Hard suit | Energy | 9 | -3 | No Dodge interfaced;incl Energy Fd | |
Heavy Hard suit | Energy | 10 | -5 | -2 Dodge interfaced;incl Energy Fd | |
Armor Notes:
Bracers and Greaves: 50; Bracers cover the forearms, greaves cover the shins and the top of your feet. They are present in most suits. Bracers or greaves can be worn alone for -1, but only provide that protection if you have initiative on your opponent.
Riot Shield: 200; Similar to a tower shield, made of ballistic plastic.
Steel Helmet: 20; may be worn on its own.
Ballistic Helmet: 45; may be worn on its own.
Light Hardsuit: This armor replaces Power Armor from the book and has the same accessories. It has a built in powered exoskeleton built in that allows you to move more normally, but it does not affect your muscle or speed. The suit includes an energy field. If disabled, the armor becomes hard ballistic protection and goes to full dodge penalty.
Heavy Hardsuit: This armor replaces Space Armor from the book and has the same accessories. It has a built in powered exoskeleton built in that allows you to move more normally, but it does not affect your muscle or speed. The suit includes an energy field. If disabled, the armor becomes hard ballistic protection and goes to full dodge penalty.
Called Shots: You may take a -10 penalty to your shot to make a called shot. This will allow you to target unprotected areas on a person’s body or hit very small (silver dollar sized) targets. Your attacks do not gain any extra damage but may bypass armor.
Disarm: You may attack to disarm an opponent rather than do damage. If so, you take a -3 penalty to hit. If successful, your target must make a roll, (Their weapon skill – Your weapon skill) x 10%. If successful, they retain their weapon; alternately, they may expend their next attack to retain the weapon.
Active and Passive Dodge: The Dodge skill makes it harder to be hit. Dodge is considered always on passively unless you’re too restrained to move or somehow otherwise impaired.
You can choose to actively Dodge in a turn, sacrificing all attacks. If so, your dodge is considered to be doubled.
In no case can your Dodge rating be increased above -20.
Fast Draw: If attempting to out-draw an opponent, gunslinger style, you may both make the following roll; the highest roll goes first. If it’s a tie, the one with the highest Init bonus goes first. If the init bonuses are equal, they the attacks go off simultaneously.
1d6+ Init bonus + 1 for each attack you sacrifice for that turn
Note: You may not sacrifice an attack to gain both speed and a bonus to hit; you must choose one or the other. Also, you must still have one attack available to actually attack with.
Characters or Foes that can only attack once a turn cannot sacrifice attacks. If you have the aptitude Fast Draw for the weapon, they may add their weapon skill. Compact pistols or small one handed weapons and rapiers gain a +2 to the roll and long arms get a -3 penalty.
Tripping Attacks: The attacker may attempt to use a staff, whip, kick or similar weapon to trip an opponent rather than do damage. If so, the attacker declares before the roll is made. He hit does no damage, but the target must make a luck roll or be on the ground.
Fighting from the ground gives you a -3 to your attacks and a +3 for others to hit you.
You can only trip creatures roughly your size or smaller.
Stun: On a critical hit or with certain weapons, a character can become stunned. To avoid being stunned, a character needs to make a luck roll. If they fail, they lose 1 attack and are -4 to all actions (including Dodge) for the rest of the turn.
Grappling: To grapple an opponent, you must make a successful unarmed attack. Your first attack doesn’t do any damage, but you may automatically apply your unarmed combat damage to your target each attack thereafter until the victim breaks free.
While grappling or being grappled, you are a +3 to be hit and can do nothing else. You cannot grapple creatures over 1½ your size. You may stop grappling at any time.
If grappled, the one being grappled must make a roll: Their Unarmed combat x10%, +1% for each point of muscle they have higher than the person grappling them.
Auto fire: Automatic weapons may be used in one of three ways:
Firing at a single target: A burst from an automatic weapon fired at a single target does 1.5 damage and is +4 to hit. This uses a standard number of bullets from the gun when fired on Fully Automatic. This may not be less than 3.
Firing at many targets near one another: The weilder may target a general area. This is dealt with as a 15-degree wide cone starting from the user. If a target is in that space, they must make a luck roll minus the attacker’s autofire skill or be hit for standard damage.
Suppressive fire: See the book.
This message was last edited by the GM at 04:59, Fri 16 Feb 2018.