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Skills.

Posted by GargoyleFor group 0
Gargoyle
GM, 72 posts
Wed 12 Oct 2011
at 09:16
  • msg #1

Skills

Robotech Skills List
 This Skill list contains all Robotech skills.

Communications
Advanced Electronic Warfare - 30%+5%
Barter – 30%+4%
Computer Operations 67%+3%
Creative Writing 25%+5%
Cryptography - 25%+5%
Electronic Countermeasures - 30%+5%
Language: Native tongue - 88%+1%
Language: Other - 50%+3%
Laser Communication - 30%+ 5%
Literacy: Native Language - 80%+2%
Literacy: Other - 40%+5%
Optic Systems - 30%+5%
Performance - 30%+5%
Public Speaking - 30%+5%
Radio: Basic - 45%+5%
Sensory Equipment – 30%+5%
Sign Language (25%+5)[2]
Sing  - 35%+5%
Surveillance - 30%+5%
T.V./Video - 35%+5%

Cowboy[3]
Branding (50%+5%)
Breaking/Taming Wild Horses (20+5)
Herding Cattle (30%+5%)
Horsemanship: Cowboy (66%/50%+3%)
Horsemanship: Exotic Animals (30%/20%+5%)
Lore: American Indians (25%+5%)
Lore: Cattle & Animals (30%+5%)
Roping (20%+5%)
Trick Riding (special)
W.P. Rope


Domestic Skills
Brewing 25%/30%+5%
Cook - 35%+5%
Dance - 30%+5%
Fishing - 40%+5%
Gardening - 35%+5%
Housekeeping 35%+5%
Play Musical Instrument - 35%+5%
Recycle - 30%+5%
Sewing - 35%+5%
Sing - 35%+5%
Wardrobe & Grooming 50%+5%

Electrical Skills
Basic Electronics - 30%+5%
Computer Repair – 30%+5%
Electrical Engineer - 35%+5%
Electricity Generation - 50%+5%
Protoculture Engineer – 35%+5%
Robot Electronics - 30%+5%

Espionage Skills
Computer Hacking - 30%+5%
Detect Ambush - 30%+5%
Detect Concealment - 25%+5%
Disguise - 25%+5%
Escape Artist - 30%+5%
Forgery - 20%+5%
Impersonation - 36%/16%+4%
Intelligence - 36%+4%
Interrogation - 30%+5%
Pick Locks - 30%+5%
Pick Pockets - 25%+5%
Sniper (+2 to strike on called shots)
Tailing - 30%+5%
Tracking (People) - 25%+5%
Undercover Ops –30%+5%
Wilderness Survival – 30%+5%

Horsemanship[2]
Horsemanship: General (40%/20%+4%)
Horsemanship: Cowboy (66%/50%+3%)
Horsemanship: Equestrian (40%/30%+5%)
Horsemanship: Exotic Animals (30%/20%+5%)


Mechanical Skills
Aerospace Engineer - 25%+5%
Aircraft Mechanics - 25%+5%
Automotive Mechanics - 30%+5%
Basic Mechanics - 30%+5%
Biomechanical Maintenance – 30%+5%
Bioware Mechanics (30%+5%)[3]
Locksmith - 25%+5%
Mecha Engineering - 30%+5%
Mechanical Engineer - 25%+5%
Reflex System Mechanics 35%+5%
Robotechnology Engineering – 25%+5%
Robot Mechanics 20%+5%
Starship Engineering - 25%+5%
Vehicle Armorer - 30%+5%
Weapons Engineer - 25%+5%

Medical Skills
Animal Husbandry - 35%+5%
Brewing: Medicinal (25%/30%+5%)[2]
Criminal Science Investigation - 35%+5%
Cybernetic Medicine (40%/60%+5%)[3]
Entomological Medicine (40%/20%+5%)[3]

Field Surgery - 16%+4%
First Aid - 45%+5%
Forensics - 35%+5%
Holistic Medicine – 30%/20%+5%
Medical Doctor - 60%/50%+5%
Paramedic - 40%+5%
Pathology - 40%+5%
Psychology – 35%+5%
Toxicology (40%+5%)[4]
Veterinary Science 50%+4%
Xenological Medicine – 25%+5%

Military Skills
Boarding Spaceships - 30%+5%
Camouflage - 20%+5%
Demolitions - 60%+3%
Demolitions Disposal - 60%+3%
Demolitions: Underwater - 56%+4%
Field Armorer/Munitions Expert 40%+5%
Find Contraband (26%+4%)[2]
Forced March
Leadership
Military Etiquette - 35%+5%
Military Fortification – 30%+5%
Military History – 30%+5%
Military Sign Language – 40%+5%
Military Tactics – 35%+5%
Navel History – 30%+5%
Navel Tactics – 25%+5%
NBC Warfare (Nuclear, Biological & Chemical) - 35%+5%
Parachuting - 40%+5%
Recognize Weapon Quality - 25%+5%
Theater Warfare: Surface, Submarine, Ground, or Aerospace - 35%+5%
Trap/Mine Detection - 20%+5%
Zero Gravity Combat

Physical Skills
No Hand to Hand Combat Skill
Hand to Hand: Basic
Hand to Hand: Expert
Hand to Hand Martial Arts
Hand to Hand: Assassin
Hand to Hand: Commando
Acrobatics
Aerobic Athletics
Athletics (General)
Body Building and Weight Lifting
Body Sculpting
Boxing
Climbing/Rappelling - 40%/30%+5%
Fencing
Forced March
Gymnastics
Juggling – 35%+5%
Kick Boxing
Marathon Running (Requires Running)
Outdoorsmanship
Physical Labor
Prowl - 25%+5%
Running
Swimming - 50%+5%
S.C.U.B.A. - 50%+5%
Track & Field
Wrestling

Pilot Skills (Ground, Air and Water)
Aerobatics
Airplane - 50%+5%
Automobile - 60%+5%
Bicycling (60%+3%)[4]
Boat: Motor & Hydrofoil - 55%+5%
Boats: Paddle/Canoe Types (50%+5%)
Boat: Sail Type - 60%+5%
Boats: Ships (35%/20%+5%)
Combat Driving (Special)
Combat Flying (special)
EVA Packs (42%+4%)
Helicoopter - 48%+4%
Horsemanship: General 40%/20%+4%
Hovercycles & Hover vehicles (60%+4%
Jet Aircraft - 40%+4%
Jet Pack - 42%+4%
Mecha Elite Combat training (Special)
Mecha: Pilot ASC Battloids - 55%+5%
Mecha: Pilot ASC Veritechs - 55%+4%
Mecha: Pilot Battloids - 55%+5%
Mecha: Pilot Destroids (55%+5%)[1]
Mecha: Pilot Ground Veritechs - 55%+4%
Mecha: Pilot Veritechs - 55%+4%
Mecha Pilot Specialty (auto skill for those who pick a Mecha Piloting skill)
     +10% to ONE specific model type of Battloid/Destriod
     +10% to ONE specific model type of Power Armor
     +10% to ONE specific model type of ground VT
     +10% to ONE specific model type of Zentraedi Mecha
     +13% to ONE specific model type of Air/Space VT

Military: Aerospace Fighters - 35%+5%
Military: Combat Helicopters - 52%+4%
Military: Jet Fighter - 50%+4%
Military: Tanks & APCs - 52%+4%
Military: Warships & Patrol Boats - 40%+4%
Military: Zentraedi Ground Mecha
Motorcycles - 60%+4%
Skiing - 35%+5%
Spacecraft, Light and Medium - 50%+5%
Spacecraft, Heavy - 50%+5%
Spacecraft, Capital/Super-Capital 35%+5%
Space Fold Operations – 20%+5%
Tracked & Construction Vehicles – 40%+4%
Truck - 40%+5%
Water Scooters 50%+5%
Water Skiing & Surfing 40%+4%

Pilot Related Skills
Advanced Electronic Warfare - 30%+5%
Navigation - 40%+5%
Navigation: Space - 30%+5%
Sensory Equipment - 30%+5%
Weapon Systems - 40%+5%

Rogue[2]
Cardsharp (24%+4%)
Computer Hacking (30%+5%)
Concealment (20%+4%)
Find Contraband (26%+4%)
Gambling: Standard (30%+5%)
Gambling: Dirty Tricks (20%+4%)
I.D. Undercover Agent (30%+4%)
Imitate Voice & Sounds (42%/36%+4%)
Palming (20%+5%)
Pick Locks (30%+5%)
Pick Pockets (25%+5%)
Prowl (25%+5%)
Roadwise (26%+4%)
Safe-Cracking (20%+4%)
Seduction (20%+3% plus Attribute bonuses)
Streetwise (20%+4%)
Tailing (30%+5%)


Science Skills
Anthropology - 30%+5%
Archaeology – 30%/20%+5%
Artificial Intelligence - 30%+3%
Astronomy & Navigation (30%+5%)[2]
Astrophysics - 30%+5%
Biology - 30%+5%
Botany - 25%+5%
Chemistry - 30%+5%
Chemistry: Analytical - 25%+5%
Chemistry: Pharmaceutical – 30%+5%
Geology (25%+5%)[5]
Laboratory Procedures - 30%+5%
Mathematics: Basic - 72%+3%
Mathematics: Advanced - 64%+2%
Parapsychology (30%+5%)[4]
Psychology (35%+5%)

Xenobiology - 30%+5%
Zoology – 30%+5%

Technical Skills
Appraise Antiques (30%+5%)[4]
Appraise Goods (30%+5%)[3]

Art - 35%+5%
Begging (30%+3%)[3]
Breed Dogs (40%/20%+5%)[2]
Business & Finance (35%+5%)[4]

Calligraphy - 35%+5%
Computer Operation - 67%+3%
Computer Programming - 50%+4%
Cybernetics: Basic (25%+5%)[3]
Damage Control & Disaster Response – 35%+5%
Entrepeneurship - 40%+5%
Excavation & Rescue – 30%+5%
Firefighting (40%+5%)[2]
Gemology (25%+5%)[2]
General Repair/Maintenance - 35%+5%
History: Earth - 30%+5%
History: Tirolean Empire - 40%+5%
History: Zentraedi - 30%+5%
Jury-Rig - 25%+5%
Language - 50%+5%
Literacy - 30%+5%
Law: General (35%+5%)[2]
Leather Working (45%+5%)[2]
Lore: Aliens & UFOlogy (30%+5%)[4]
Lore: American Indians (25%+5%)[2]
Lore: Cattle & Animals (30%+5%)[2]
Lore: Cults & Secret Societies (20%+5%)[4]
Lore: Demons & Monsters (30%+5%[2]
Lore: Entities & Ghosts (30%+5%)[4]
Lore: Faeries & Creatures of Magic (25%+5%)[2]
Lore: Geomancy & Ley Lines (30%+5%)[4]

Lore: Invid (20%+5%)
Lore: Magic (25%+5%)[2]
Lore: Magic Arcane (20%/40%+5%)[4]
Lore: Mythology (30%+5%)[2]
Lore: Paranormal & Psionics (30%+5%)[4]
Lore: Religion (35%+5%)[4]

Lore: Robotech Masters (25%+5%)
Lore: Superstitions (30%+5%)[4]
Lore: Zentraedi (30%+5%)
Masonry (40%+5%)[2]
Mining (35%+5%)[2]

Philosophy – 35%+5%
Photography - 35%+5%
Research - 40%+5%
Rope Works (30%+5%)[2]
Salvage - 35%+5%
Streetwise: Weird (30%+5%)[4]
Technical Writing (30%+5%)[4]
Ventriloquism (16%+4%)[2]
Whittling & Sculpture (30%+5%)[2]



Weapon Proficiencies (Ancient)
W.P. Archery
W.P. Axe
W.P. Blunt
W.P. Chain
W.P. Forked
W.P. Grappling Hook
W.P. Knife
W.P. Paired Weapons (Men At Arms)
W.P. Pole Arm
W.P. Quick Draw
W.P. Rope
W.P. Shield
W.P. Spear
W.P. Staff
W.P. Sword
W.P. Targeting
W.P. Whip

Weapon Proficiencies (Modern)
W.P. Handguns
W.P. Rifles
W.P. Shotgun
W.P. Submachine-Gun
W.P. Heavy Military Weapon
W.P. Energy Pistol
W.P. Energy Rifle
W.P. Heavy MD Weapon
W.P. Starship Artillery
W.P. Starship Energy Weapons


Wilderness Skills
Boat Building – 25%+5%
Carpentry - 25%+5%
Dowsing – 20%+5%
Fasting (40%+3%)[2]
Hunting
Identify Plants & Fruits - 25%+5%
Land Navigation - 36%+4%
Preserve Food – 30%+ 5%
Skin & Prepare Animal Hides - 30%+5%
Space Survival - 20%+5%
Spelunking - 35%+5%
Track & Trap Animals - 20%+5%
Wilderness Survival - 30%+5%
This message was last edited by the GM at 03:59, Sun 06 May 2012.
Gargoyle
GM, 73 posts
Wed 12 Oct 2011
at 09:18
  • msg #2

Re: Skills

Secondary Skills 

Secondary Skills to start: The number of Secondary Skills available at first level is indicated under the O.C.C. description. It is presumed that the character has already learned them and they start at first level proficiency. Unless stated otherwise, all characters start level one with a few Secondary Skills under their belts.

Additional Secondary Skills can be selected at subsequent levels of experience as indicated for their O.C.C. (e.g. +1 Secondary Skill at levels 3.6.9. and 12).

Available Secondary Skills by Category: Below is a list of skills, by category, that can be selected as Secondary Skills. No skill bonuses apply, because these skills are self-taught and do not include intensive or professional training. Certain skills (namely Mechanical, Medical, Military, Electronics, Science and especially Espionage and Pilot Related Skills) can NOT be learned as Secondary Skills. All Secondary Skills start out at the base skill level.

Communications: Any, except Cryptography, Laser, Surveillance Systems, and TV/Video.
Domestic: Any
Electrical: Basic Electronics and Computer Repair only.
Espionage: None
Horsemanship: General and Exotic Animals only. This range of skills should be found in an upcoming sourcebook.
Mechanical: Automotive Mechanics and Basic Mechanics only.
Medical: Animal Husbandry and First Aid only.
Military: Camouflage and Recognize Weapon Quality only.
Physical: Hand to Hand: Basic, Aerobatic Athletics, Athletics (General), Body Building & Weight Lifting, Climbing, Running, and Swimming only.
Pilot: Automobile, Horsemanship: General, Motorcycles, Hovercycle, Hover Craft, Motor and Sail Boats and recreational vehicles only.
Pilot Related: None
Rogue: Gambling only. This range of skills will appear in a sourcebook.
Science: Astronomy & Navigation, and Basic and Advanced Mathematics only.
Technical: Any
W.P.s Ancient (Melee Weapons): Any except W.P. Paired Weapons.
W.P.s Modern (Guns & Tech Weapons): W.P. Handguns, W.P. Rifles, W.P. Energy Pistol and W.P. Energy Rifle.
Wilderness: Any, except Boat Building and Spelunking.
Gargoyle
GM, 74 posts
Wed 12 Oct 2011
at 09:23
  • msg #3

Hand to Hand Combat

  Special Manuvers and Damage:

Hand to Hand Damage:

Hand Strike:
Back hand Strike (average): – 1D4
Back hand Strike (Martial Arts): – 1D6
Body Flip: – 1D6
Human Fist/Punch: – 1D4
Karate/Martial Arts Strike/Punch: – 2D4
Elbow/Forearm: – 1D6
Power Punch: Does Double plus bonuses, However it counts as two attack.

Foot Strike:
Kick Attack: – 1D8 or 2D4
Karate Kick Attack: – 2D6
Leap Kick: – 3D6, but counts as two attacks
Knee:[b] – 1D6
[b]Backward Sweep:
No damage done, however if successful it knock the opponent down.
Trip/Leg Hook Hook: No damage done, however if successful it knocks the opponent down.
Power Kick: Does Double Damage, however it counts as two attacks, Note: cannot be combined with Leap Kick.

Miscellaneous:
Thrown/Dropped Small Objects: – 1D4 or 1D6
Thrown/Dropped Large Objects: – 3D6 per 100lbs (45kg), +10 per 40 feet (12.2m)
Falling: –  1D6 per 10 feet (3m)
Collision: – 2D4 per 10 mph (16km)


Characters with No Hand to Hand Combat Skill

Level 1: Starts with one hand to hand attack per melee round. This reflects the character’s pitiful fighting skills. HOWEVER, the character gets TWO non-combat melee actions at first level. A non-combat action involves some activity other than fighting (operating a machine, driving, locking a door, running, hiding, helping others, etc.).
Level 3: +1 attack per melee round and +1 to dodge. +1 non-combat melee action.
Level 6: +2 non-combat melee actions.
Level 9: +1 attack per melee round for a total of three “attacks” per round (each attack counts as two melee actions for this character). +1 non-combat melee action[i/] for a total of six melee “actions.” That’s it.


Hand to Hand: Basic

This is an elementary form of hand to hand combat training. Though it hardly stacks up against some of the more advanced form of fighting, one who has trained in hand to hand: Basic still fights with combat skill compared to the simple, everyday folk without training.

Note: Basic combat training enables the character to use any basic/common attacks, including Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch (but not a Power Kick) and Pull Punch – but [i]no
special moves or martial art attacks such as Automatic Dodge, Back Flip, Holds, Karate, Punches, Leap Kick or other moves.

Level 1: Starts with four attacks/actions per melee round; +2 to pull punch and +2 to roll with punch, fall or impact.
Level 2: +2 to parry and dodge.
Level 3: Kick attack does 1D8 points of damage.
Level 4: +1 additional attack/action per melee round.
Level 5: +1 to strike and disarm.
Level 6: Critical Strike on an unmodified roll of 19 or 20.
Level 7: +2 to damage.
Level 8: Judo-style body flip/throw: does 1D6 damage, and victim loses initiative and one attack.
Level 9: +1 additional attack/action per melee round.
Level 10: +2 t pull punch and +2 to roll with impact/punch/fall.
Level 11: +1 to parry and dodge.
Level 12: +1 to strike.
Level 13: Critical Strike or Knockout from behind.
Level 14: -2 to damage.
Level 15: +1 additional attack/action per melee round.


Hand to Hand: Expert
This is the fighting style taught to police officers, soldiers, bodyguards, thieves, and anybody else who will be expected to live by violence. While it lacks the mastery of the Martial Arts, an Expert fighter knows how to scrap quickly and efficiently. At high levels, especially , those with skill can often hold their own against dedicated masters of the martial arts.

Note: expert combat training enables the character to use any basic/common attacks, including Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch, Power Kick, and Pull Punch and even some martial arts moves (as noted below) – but unless noted below, the character does not have special moves or martial art attacks such as Automatic Dodge, Back Flip, Holds, Karate Punches, Leap Kick or other moves.

Level 1: starts with four attacks/actions per melee; Kick attack 1D8 damage, +2 to pull punch, and +2 to roll with punch, fall or impact.
Level 2: +3 to parry and dodge, and +1 to pull punch.
Level 3: +2 to strike, +2 to disarm, and can perform a Karate Punch.
Level 4: +1 additional attack/action per melee round.
Level 5: Can perform a Karate Kick, does 2D6 damage.
Level 6: Critical Strike on an unmodified roll of 18, 19, or 20.
Level 7: W.P. Pared Weapons and Backhand strike (average, does 1D4 damage).
Level 8: Body Flip/Throw; does 1D6 damage, and victim looses initiative and one attack.
Level 9: +1 additional attack/action per melee and +1 to disarm.
Level 10: +3 to damage.
Level 11: Knockout/stun on an unmodified roll of 18, 19 or 20.
Level 12: +2 to parry and dodge.
Level 13: Critical Strike or Knockout from behind (triple damage).
Level 14: +1 additional attack/action per melee round.
Level 15: Death Blow on a roll of Natural 20.

Hand to Hand: Martial Arts

A form of martial arts that takes and mixes techniques from many different sources.

Note: Martial arts combat training enables the character to use any basic/common attacks, including Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch, Power Kick, and Pull Punch as well as the martial arts moves noted below.

Level 1: Starts with four attacks/actions per melee; +3 to pull punch and +3 to roll with impact/punch/fall, and Body Flip/Throw; does 1D6 damage, victim loses initiative and one attack.
Level 2: +3 to parry and dodge; +2 to strike, and may perform Karate and any hand strike/punch.
Level 3: +1 on initiative, and may perform a Karate-style Kick (does 2D6 damage) and any foot strike except Leap Kick.
Level 4: +1 additional attack/action per melee round.
Level 5: Leap Kick (3D8 damage, but counts as two melee attacks), and +2 to entangle.
Level 6: Critical Strike on an unmodified roll of 18, 19 or 20.
Level 7: W.P. Paired Weapons, can perform Holds and is +2 to disarm.
Level 8: Back Flip and Back Flip escape.
Level 9: +1 additional attack/action per melee round.
Level 10: Back Flip attack and +2 to disarm.
Level 11: +4 to damage and +1 on initiative.
Level 12: +2 to parry and dodge.
Level 13: Knockout/stun on an unmodified roll of 18, 19 or 20.
Level 14: +1 additional attack/action per melee round.
Level 15: Death Blow on a roll of a Natural 20.


Hand to Hand: Assassin

This style of fighting is a specialized science of killing generally taught by secret organizations such as organized crime cartels, secret government “wet working” bureaus, military black ops. And so on.

Note: Assassin combat training enables the character to use any basic/common attacks, including Punch, Elbow, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch, Power Kick, and Pull Punch and even many martial art moves (as noted below) – but unless noted below, the character does not have special martial art moves.

Level 1: Starts with three attacks/actions per melee round; +2 to strike. W.P. Paired Weapons.
Level 2: +1 on initiative and +2 additional attacks/actions per melee round.
Level 3: Karate Punch (2D4 damage), +3 to pull punch, and +2 to roll with impact/punch/fall.
Level 4: Karate Kick (2D6 damage), +4 to damage on all physical attacks, and +1 on initiative.
Level 5: +1 additional attack/action per melee round and +1 to strike with a thrown weapon.
Level 6: +3 to parry/dodge, +2 to entangle and Backhand strike (martial arts 1D6)
Level 7: Knockout/stun on an unmodified roll of 17-20 and Leap kick (3D8 damage, but counts as two melee attacks).
Level 8: +1 additional attack/action per melee round, +1 to strike with guns, and +1 on initiative.
Level 9: +1 on initiative and can perform Back Flip.
Level 10: Critical Strike on an unmodified roll of 19 or 20.
Level 11: +2 to strike in hand to hand, +1 to strike with a thrown weapon and with guns, and can perform Back Flip attack.
Level 12: +2 to pull punch and Death Blow on a roll of a Natural 19 or 20.
Level 13: +1 additional attack/action per melee round.
Level 14: +2 to damage and can perform Holds.
Level 15: +2 to strike in hand to hand and +1 to strike with guns.


Hand to Hand: Commando

This style of combat is a quick and dirty form of martial arts typically available only to the members of the military, and even then, only to special operations teams such as Commandos, Navy Seals, Special Forces and Military Specialists.

Note: Commando combat training enables the character to use any basic/common attacks, including Punch,  Elbow, Kick, Knee, Disarm, Dodge, Entangle, Body Block/Tackle, Body Flip/Throw, Roll with Impact, Power Punch, Power Kick, and Pull Punch and even many martial arts moves (as noted below) – but unless noted below, the character does not have special martial art moves.

Level 1: Starts with four attacks/actions per melee round, W.P. Paired Weapons, Body Flip/Throw, Body Block/Tackle and +2 to save vs. Horror Factor.
Level 2: +1 on initiative, +1 to strike, +2 to parry and dodge, +3 to roll with punch/fall/impact, and +3 to pull punch. Backward Sweep Kick, used only against opponents coming up behind the character. Does no damage; it is purely a knockdown attack (same penalties as Body Flip) but cannot be parried (an opponent can try to dodge it but is +2 to do so).
Level 3: +1 on initiative, +1 to disarm, and Karate Punch/strike (does 2D4 damage).
Level 4: additional attack/action per melee and Karate Kick (does 2D5). The Karate-style kick starts with bringing the knee, folded, up to chest level, then the foot is completely extended.
Level 5: +2 to automatic dodge and all foot strikes.
Level 6: +2 on initiative, +1 to strike, parry and dodge, and +1 to Body Flip/Throw.
Level 7: +2 to damage, +1 to save vs. Horror Factor, +1 to disarm, +1 to automatic dodge and +2 to pull punch.
Level 8: +1 additional attack per melee, Jump Kick, +2 to Body Flip/Throw, and +1 to roll with punch/fall/ impact.
Level 9: Death Blow on a Natural 18-20! +2 to pull punch.
Level 10: +2 to save vs. Horror Factor, +1 on initiative and +1 to strike.
Level 11: +1 to disarm, +1 to pull punch and +2 to Body Flip/Throw.
Level 12: +2 to damage, +1 to parry and dodge, +2 to automatic dodge.
Level 13: +1 additional attack/action per melee.
Level 14: Can perform Holds and is +1 on initiative.
Level 15: Critical Strike on a Natural 17-20.
This message was last edited by the GM at 01:54, Sun 06 May 2012.
Gargoyle
GM, 223 posts
Game Master
Sun 6 May 2012
at 01:28
  • msg #4

New Skills:

Science:

Laboratory Procedures:
   The sum of techniques used in the pursuit of the natural sciences such as chemistry, biology, physics in order to conduct an experiment, all of them follow scientific method; while some of them involve the use of complex laboratory equipment from laboratory glassware to electrical devices others do not require such specific or expensive supplies. It is customary to abbreviate the names of techniques into acronyms, although this does not hold for all of them. Particularly the advent of the computer has led to a true proliferation in the number of techniques to the point that few scientists still have a good overview over all that is available. Training includes the use and care of ALL laboratory equipment including the centrifuge, decanters, electrochromatograph, filters, and microscopes (electron and standard) and acts of distilation, electrophoresis, and assaying. Requires: Chemistry, Biology, or Physics skill and Literacy skill. Base Skill: 30% +5% per level of experience. Bonus: +5% to Forensics skill.

(written by Beatmeclever from PB forums)
This message was last updated by the GM at 01:29, Sun 06 May 2012.
Gargoyle
GM, 242 posts
Game Master
Tue 2 Oct 2012
at 06:23
  • msg #5

Communications

 Skill discription coming soon
Gargoyle
GM, 243 posts
Game Master
Tue 2 Oct 2012
at 06:24
  • msg #6

Cowboy

Skill discription coming soon
This message was last updated by the GM at 06:25, Tue 02 Oct 2012.
Gargoyle
GM, 244 posts
Game Master
Tue 2 Oct 2012
at 06:25
  • msg #7

Domestic Skills

 Note: Characters can attain professional quality by selecting the same domestic skill twice. Add a one time bonus of +10% and note that the end result is of superior quality.

   Brewing: Basic. This is the making of fermented alcoholic beverages from grains or fruits and specifically includes wine, mead, ale, beer and moonshine, as well as common teas, coffee, lemonade, and similar types of prepared drinks. Stronger types of alcohol, such as brandy, rum, and whiskey, are not included, nor are champagnes or fine wines. The first percentile number indicates the chance of success (a failed roll means an undrinkable concoction). The second indicates the quality of the brew: the lower the number rolled, the tastier the drink. Base skill: 25%/30% +5% per level of experience. Adds a +5% to Holistic Medicine if the skill is known.

   Cook: Skilled in selecting, planning and prepping meals. A cooking roll failure means that the food is not properly prepared. It is edible but tastes lousy(greasy, too spicy, sickeningly sweet, sour, burnt, leaves a bad aftertaste in the mouth, etc.) Base skill: 35% +5% per level of experience.

   Dance: A practiced skill in the art of dancing, the character is especially smooth and graceful; a joy to dance with. Can learn new dance steps/moves much more quickly than somebody who cannot dance. Base Skill: 30% +5% per level of experience.

   Fishing: The fundamental methods and enjoyment of the relaxing sport of fishing. Areas of knowledge include the use of lures, bait, poles, hooks, lines, and the cleaning and preparation of fish for eating. Also includes a basic knowledge of freshwater fish, their habits, behavior and what they taste like prepared for eating. Base Skills: 40% +5% per skill level of experience.

   Gardening: This skill offers a basic understanding of plant care and aesthetic garden design as well as the ability to grow garden crops, and the skill to create beautiful, decorative gardens with flowers, plants, shrubs, trees, and decorative rocks that create a feeling of tranquility and harmony with nature. This skill can be practiced by anyone. Base skill: 36% + 4% per level of experience.

   Housekeeping: Techniques and methods of cleaning cloths, bedding, bathrooms,floors,and surfaces as well as knowledge of the type of cleansers, solvents, soaps, and materials for housekeepers. Professional maintenance personnel, maids, and hotel housekeepers, will know additional “Tricks of the trade” to make a room look spotless, sparkling and inviting; everything in its place, folded properly and presented attractively. Base Skill: 35% +%5 per level of experience.

Play Musical Instrument: The individual has learned to play a particular instrument with a fair amount of skill. The sound is generally pleasant (except when a bad roll is made). Note that each specific instrument requires a separate selection of this skill. For example: A character who wants to play the guitar, violin, and harmonica must select the Play Musical Instrument skill three different times. Base Skill: 35% +5% per level of experience.

   Recycle: Knowledge about materials and scraps that have value when recycled, and methods of collecting, cleaning and storing recycled goods. Recycling typically includes paper, lumber, plastic, glass, aluminum (cans etc.), scrap metal, electrical wiring, circuit boards, and spare electronic and machine parts. Note: If the character also has basic mechanics (or a superior mechanical skill) he can strip down a damaged machine of its basic component parts and knows what to gather to make useful materials to repair an existing machine or build something new. Includes a rudimentary understanding of metallurgy. Bonus: +5% to salvage skill. Base skill: 40%+5% per level of experience.

   Sewing: The practiced skill with the needle and thread to mend clothing, do minor alterations, and layout, cut and sew simple patterns. This is not a tailoring ability, but can become tailoring if the player selects this skill twice. Base skill: 40%+5% per level of experience.

   Sing: The simple ability to read music and carry a pleasant tune. Base skill: 34%+5% per level of experience.

   Wardrobe & Grooming: This skill represents a knowledge of clothing, cosmetics, hair style, perfume, walking, talking and how one carries him or herself to create a particular look for himself. In short,this is how to dress to kill or make the right impression. The character keeps an eye on fashion and trends. Bonuses: +1 to the P.B. attribute when dressed to impress, as well as +2% bonus to the skills of Disguise, Impersonation, Performance, Undercover Ops and Seduction. Base Skill: 50% +4% per level of experience.
This message was last edited by the GM at 06:42, Tue 30 June 2015.
Gargoyle
GM, 245 posts
Game Master
Tue 2 Oct 2012
at 06:26
  • msg #8

Electrical Skills

   Basic Electronics: This is a rudimentary understanding of the principles of electricity, simple circuits, wiring and so on. This character can do basic wiring, repair appliances, and read schematics as well as assist electrical engineers. The character can attempt to hot-wire a commercial or military vehicle but has a -20% skill penalty and it takes 1D4+2 melee rounds (45-90 seconds) to do so. Basic Skill: 30%+5% per level of experience.

   Computer Repair: Expert knowledge of the internal electronics and circuitry of computers and related devices (terminals, printers, modems, monitors, circuit boards, etc.) for the purpose of repair or sabotage. Figuring out the repair or sabotage procedure counts as one roll, and the actual repair or sabotage is faulty and does not work (try again). This skill automatically provides computer operation. Computer programming is a separate skill. Base Skill: 30%+5% per level of experience.

   Electrical Engineer: Knowledge of electricity and energy containment and delivery systems. The character can diagnose and locate electrical problems, repair complex electrical devices, wire entire buildings or vehicles, and build electrical equipment. The character can also attempt to bypass security systems, alarms, and surveillance systems, but at a penalty of -20% for simple systems and -50% for complex systems (reduce these penelties by half if the character also has the Surveillance skill). Requires: Mathematics: advanced and literacy. Note: there is a -30% penalty when working on alien or extremely unfamiliar electronics. The electrician may be able to puzzle out some of the basic aspects of such a device, and may be able to figure out how to operate the machine, but is unable to completely fathom how it works or how to repair it. Base Skill: 35%+5% per level of experience and takes 1D4 melee rounds (15-60 seconds) to do so.

   Electricity generation: Electricity is generated in a variety of ways: from sunlight, wind and hydro systems( using solar panels, windmills and water turbines) to batteries, combustion engines and generators. This skill gives the character the understanding of how and why these generation systems work and he is able to use, link, and repair such motors, turbines and generator systems, but not build them from scratch. Requires: Basic math and at least Basic Electronics and Basic Mechanics -30% skill penalty when working on protoculture or alien energy systems. Base skill: 50%+5% per level of experience.

   Protoculture Engineer: An expert in the theories and application of protoculture as an energy source as well as capable of the design, creation, repair, and maintenance of protoculture power generating systems, Reflex furnaces and the interfaces used to link protoculture power sources to weapons, mecha, devices, spacecraft and power grinds. Requires: Electrical engineering and mathematics: Advanced use. Base Skill: 35%+5% per level.

   Robot Electronics: A specialization in the area of micro-Circuitry, military engineering, robotics, advanced computers, artificial intelligence, power armor and bionic systems. Requires: Electrical Engeneering and Computer Programming. There is a -30% penalty when working on alien or extremely unfamiliar robot electronics. Base Skill: 30% +5% per level of experience.
This message was last edited by the GM at 07:29, Tue 30 June 2015.
Gargoyle
GM, 246 posts
Game Master
Tue 2 Oct 2012
at 06:27
  • msg #9

Espionage Skills

   Computer Hacking:  This is a computer skill similar to computer programming (see Technical skills), however, the emphasis, of  this skill is breaking computer access codes to gain illegal access to other computer systems and steal or sabotage bypassing defence systems, and breaking(“hacking”) codes; add a one time bonus of+5% to the Cryptography, Surveillance, and Locksmith ( electronic and computer controlled locks only) skills if the character is a hacker. Requires: Literacy, Computer Operation, Computer Programming, and at least Basic Mathematics. Base Skill: 30%+5% per level of experience.

   Detect ambush: Training that develops an eye for spotting locations and terrains suitable for ambushes and being ambushed. It also provides rudimentary knowledge of guerilla tactics used by the enemy. The detect ambush skill gives its user the ability to spot potential ambush sites based on terrain and possible modes of attack. It is not specific enough to detect individuals prowling. Base Skill: 30%+5% per level of experience.

   Detect Concealment: This skill enables the individual to spot and recognize camouflage, hunting blinds, trip wires, concealed structures/buildings and vehicles, secret doors and compartments, as well as confers the ability to construct unobtrusive shelters, use camouflage and blend into the environment. The Detect Concealment skill is specifically designed to help a character to spot things that are deliberately hidden. For spotting “normal” things, the character can use the rules of perception rolls Base Skill: 25%+5% per level of experience Bonus: +5% to the camouflage skill.

   Disguise: The character knows how to apply make-up, wigs, skin putty, dyes and other special effects in order to alter his appearance or that of somebody else. Base skill: 25%+5% per level experience. Bonuses: +5% to the Undercover Ops and Impersonation skills.

   Escape Artist: The methods, principles, and tricks of escape artists. The character can try slipping out of handcuffs, ropes, straightjackets, etc., using techniques that include hand positioning, tensing and relaxing muscles, keeping hand and wrist joints flexible, popping joints in and out, the study of knots, and one or more hidden lock picking tools concealed on his body. Note: Pick Locks is a separate and distinct skill. Base Skill: 30%+5% per level of experience Bonus: +5% to the Pick Locks skill.

   Forgery: The techniques of making false copies of official documents, signatures, passports, I.D. cards, and other printed material. The forger must have an original or photocopy to work from in order to make an accurate copy. Skilled forgers can recognize other counterfeits, but with a skill penalty of-10% Base skill: 20% +5% per level of experience; +10% if the Art skill is also know to the forger.

   Impersonation: This skill enables a character to impersonate another person or general type of person (soldier, worker, etc.). This means he must have a rudimentary (if not comprehensive) knowledge of the person or general type of personnel that he plans to impersonate. This includes a knowledge of that person or type of person or job, work procedure or protocol, local laws and customs, individual habits, dress/uniform/ lifestyle, hierarchy of command/ leadership, rank, and speaking the proper language(s). Base skill: 30% to impersonate a general type of personnel and 16% to impersonate a specific individual (which may require weeks of study and special disguise), +4% per level of experience Bonus: +10% to Undercover Ops skill.

   The success of one’s impersonation/disguise can only be determined after exposing oneself to those whom you wish to trick.

   The successful impersonation requires the player to roll under his characters Impersonation skill for each of his first THREE encounters. Afterward, the character must roll under his skill for each encounter with an officer, high ranking official or any close friend or close family member who knows the person he is impersonating. If interrogated/questioned, he must successfully roll after every three questions or be revealed as an imposter. A failed roll means his impersonation has failed and he may be in immediate danger.

   Intelligence: Specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counter-intelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimation of distance from strategic positions, what to report, handling prisoners of war, and handling captured documents and equipment (tagging and reporting to group leaders or proper authorities). This means the character will be able to accurately estimate ranges, the number of enemies, direction and purpose, and asses the importance of specific information.

   Another area of training made available to intelligence is the identification of enemy troops, officers, and foreign advisors. This means the character learns the many distinguishing ranks and marks that identify specific military units, special forces, groups, and leaders of the enemy. Such identification can pin-point and confirm enemy operations, goals, and movement, as well as confirm outside intervention/aid. Law enforcement uses the same fundamentals when dealing with gangs, terrorists, and known criminals and criminal organizations.

   Further intelligence training includes a working knowledge of indigenous guerilla warfare, enemy practices, appearance, and current activities. This enables the intelligence officer to recognize suspicious activity as guerilla actions and identify guerilla operatives. For example: In a combat situation, a particular booby trap, or weapon or mode of operation may be indicative of guerilla activity in the area. It may be up to the character to confirm the existence of the enemy and their strengths, number, and location. Likewise, when dealing with alien creatures, and their particular habits (the way it kills its prey, what it eats, where it lives, etc.) might indicate what the creature is, and once that is known, the character will know how it operates, if it is a lone predator or gathers in packs, etc., and the level of danger it represents to him, his team and others.

   Note: A failed roll in any of the areas of intelligence means that the evidence is inconclusive, or that the character has incorrectly assessed the information or situation, and is uncertain what it all means, a failed roll involving individual clues may mean the character has dismissed clues and information as being meaningless (G.M.s, use your discretion) Base skill: 32%+4% per level of experience.

   Interrogation: Training in the questioning of prisoners, informers, spies and witnesses, and the assessment of the information they provide. Knows techniques to get information from (typically unwilling) subjects, including such old methods as “good cop, bad cop” (one interrogator is threatening and intimidating, the other is sympathetic and friendly) deceiving and misleading the subject into giving away information, threats, antagonism, and similar methods. The character can also judge if the subject is lying (the game master might asses bonuses and penalties depending on how good a liar the subject is, and/or on  the victims M.E., M.A. and P.B. attributes; the higher any or each of these, the more convincing the lies). Also includes some basic methods of torture, like depriving the subject of sleep to old “medieval” instruments and modern drugs. Note: Only evil characters will routinely or callously engage in torture. This skill may NOT work as well on alien beings, particularly those impervious to pain or who have strong mental endurance. Base Skill: 30% +5% per level of experience -20% on aliens.

   Pick Locks: the methods and tools for picking/opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks. It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again. Base skill: 30%+5% per level experience.

   Pick Pockets: An ability to remove items from a person without their being aware of it. If a pick pocket attempt fails, the item has NOT been removed and there is a 01-67% likelihood that the victim recognized the intent of the action. Base Skill: 25%+5% per level of experience.

   Sniper: This skill represents special training in long-range shooting and marksmanship. Only weapons that can be made to fire a single bullet/round or blast can be used for sniping; no automatic burst firing. Acceptable weapons include bow and arrows, crossbows, bolt-action rifles, and energy rifles capable of switching from bursts or pulse attacks to a single shot. Bonus: +2 strike on a Called Shot or carefully aimed shot only.

   Tailing: The practiced ability to follow someone without their knowledge. Includes basic stakeout procedures. A failed tailing roll indicates that the character being “tailed” has noticed he is being followed and may take evasive action to lose the “tail,” or confront or attack his pursuer(unless the tail makes  a run for it). Either way, the subject of the “tail” is likely to escape being followed any further. Bonus: +5% to the tailing skill if the character also has prowl. Note: Tailing is also part of the surveillance skill. Base skill: 30%+5% per level of experience.

   Tracking (people): Visual tracking is the identification of tracks and following the paths of men, aliens, cyborgs, robots, and animals by the signs they leave on the ground and vegetation. Tracking is a precise art, requiring much practice. The skill includes the evaluation of tracks, indicating whether the subject being tracked is loaded down with equipment, running, moving slowly (by measuring the space between steps), and so on. By this means, the tracker can estimate the subject’s rate of movement, apparent direction, the number of people/robots in the party, and whether the person or machine appears to know he is being followed. Depending on the shape of the beings feet and footwear, the tracker may also be able to determine the subject’s race or species and whether it is an adult or juvenile. Other methods of tracking include recognizing telltale signs such as blood and other stains, broken or displaced vegetation, over-turned rocks, litter (such as cigarette butts, food wrappers, soiled bandages, campfire remains, etc.), and even odors carried by the wind. Likewise, the tire tracks of vehicles and the footprints from mecha can reveal the size and type  of vehicle, the weight of its load, and sometimes, even its make and year. Note: Includes humans, humanoids, aliens, and robots. Tracking requires focus, concentration, and time to examine the trail. It will require at least one full melee round (15 seconds) of observation to pick up a trail and cannot be used in the midst of combat where the character is distracted with staying out of the line of fire, finding cover and staying others. Counter Tracking techniques are also known, and include covering ones trail, misdirection, parallel trails, avoiding obvious pitfalls like littering and others.
   A failed Tracking roll means that the signs are inconclusive, vague or misleading. Additional signs must be found to verify or clarify (roll again). Three consecutive failed rolls means the traker has completely lost the trail. Roll every 40 yards/meters when following a trail, unless it is very obvious, like that made by a caravan of wagons, a giant robot or company of soldiers (30 or more troops). Characters attempting to follow a skilled tracker who is deliberately trying to conceal his trail suffer a penalty of-25% to stay on him. However, the character engaged in counter-tracking techniques travels at slow speeds, about half that of a casual rate of speed or 25% his maximum speed.

   Base Skill (Tracking): 25%+5% per level of experience for both the tracking and counter- tracking abilities. A character trained in tracking humans may attempt to track animals, but does so at half his normal skill ability.

   Undercover Ops: Training in undercover operations in which the character learns the methods and techniques of blending smoothly into the background and appearing as if he belongs there (just another unmemorable face in the crowd or one of the guys),  as well as assuming a false identity and playing a “role” to track , spy upon or gather information or evidence. Note: This skill is typically reserved for law enforcement, espionage agents, mercenaries, con artists and other criminal types. Base Skill: 30% +5% per level of experience.

   Wilderness survival: Techniques for getting water, food, shelter, and help when stranded in wilderness regions: forests, deserts, mountains, etc. characters without this skill will not be able to stay healthy for more than a few days in the wilderness after their supplies run out. Base Skills: 30%+5% per level of experience.
This message was last edited by the GM at 11:40, Tue 30 June 2015.
Gargoyle
GM, 247 posts
Game Master
Tue 2 Oct 2012
at 06:28
  • msg #10

Re: Espionage Skills

Skill discription coming soon
Gargoyle
GM, 248 posts
Game Master
Tue 2 Oct 2012
at 06:29
  • msg #11

Mechanical Skills

Skill discription coming soon
Gargoyle
GM, 249 posts
Game Master
Tue 2 Oct 2012
at 06:29
  • msg #12

Medical Skills

Skill discription coming soon
Gargoyle
GM, 250 posts
Game Master
Tue 2 Oct 2012
at 06:30
  • msg #13

Military Skills

Skill discription coming soon
Gargoyle
GM, 251 posts
Game Master
Tue 2 Oct 2012
at 06:31
  • msg #14

Physical Skills

Skill discription coming soon
Gargoyle
GM, 252 posts
Game Master
Tue 2 Oct 2012
at 06:31
  • msg #15

Pilot Skills (Ground, Air and Water)

Skill discription coming soon
Gargoyle
GM, 253 posts
Game Master
Tue 2 Oct 2012
at 06:32
  • msg #16

Pilot Related Skills

Skill discription coming soon
Gargoyle
GM, 254 posts
Game Master
Tue 2 Oct 2012
at 06:32
  • msg #17

Rogue

Skill discription coming soon
Gargoyle
GM, 255 posts
Game Master
Tue 2 Oct 2012
at 06:33
  • msg #18

Science Skills

Skill discription coming soon
Gargoyle
GM, 256 posts
Game Master
Tue 2 Oct 2012
at 06:34
  • msg #19

Technical Skills

Skill discription coming soon
Gargoyle
GM, 257 posts
Game Master
Tue 2 Oct 2012
at 06:34
  • msg #20

Weapon Proficiencies (Ancient)

Skill discription coming soon
Gargoyle
GM, 258 posts
Game Master
Tue 2 Oct 2012
at 06:34
  • msg #21

Weapon Proficiencies (Modern)

Skill discription coming soon
Gargoyle
GM, 259 posts
Game Master
Tue 2 Oct 2012
at 06:35
  • msg #22

Wilderness Skills

Skill discription coming soon
Gargoyle
GM, 260 posts
Game Master
Tue 2 Oct 2012
at 06:44
  • msg #23

ASC M.O.S. Packages:

M.O.S. Descriptions Note:  If a skill is duplicated (i.e. is also an O.C.C. Skill), use the higher bonus for that skill either from O.C.C. or M.O.S.

Aerospace M.O.S. List

 Aerospace Veritech Pilot:  The cocksure, inveterate risk takers who fly the Logan and Ajax Veritechs Fighters are truly one with their machines.  Characters with this M.O.S. are mainly found in the Tactical Armored Space Corps, and to a lesser degree, in the Tactical Air Force and the Tactical Space Corps.
Special TASC Bonuses: +6% to Pilot Veritechs and +10% to Navigations: Space when this M.O.S. is taken.
Combat Flying
MECT: ASC Veritech Fighter (one of choice)
Pilot: Jet Fighter or Combat Helicopter (+10%)
Pilot: Veritechs (+10%)
Sensory Equipment (+10%)
Space Survival (+15%)
Wilderness Survival (+10%)
Weapon Systems (+10%)
Zero Gravity Combat (+15%)

 Aerospace Fighter Pilot:  These space fighter pilots are as tough and capable as their fighter pilot and Veritech pilot brethren.
Combat Flying
Navigation: Space (+15%)
Pilot:  Aerospace Fighter (+25%)
Pilot: Jet Packs (+10%)
Pilot: Spacecraft, Light & Medium (+15%)
Space Survival (+20%)
Wilderness Survival (+10%)
Weapon Systems (+10%)
Zero Gravity Combat (+15%)

 Damage Control Corpsman: A combination first responder and repairman found on ships and at airbases on Earth as well as the moonbase and Space Station Liberty.  They fight fires, clean up chemical and radiological spills, deal with biological agents and are responsible for quick fixes of runways, airbase structures, bulkheads, decks, and hulls that are damaged by combat, accident and sabotage.
Basic Mechanics (+10%)
Chemistry (+10%)
Damage Control & Disaster Response (+20%)
Excavation & Rescue (+20%)
General Repair and Maintenance (+15%)
NBC Warfare (+15%)
Paramedic (+15%)
Salvage (+20%)
Sensory Equipment (+10%)
W.P. Axe

 Fighter Pilot:  These pilots don’t fly mecha, but they are every bit as able and cocky as their Veritech flying brethren when it comes to aerial dogfights and atmospheric superiority.  Characters with this M.O.S. make up the bulk of the Tactical Air Force, as well as the Civil Defense Flying Corps.
Combat Flying
Laser Communications (+10%)
Pilot: Airplane or  Jet aircraft (+15%)
Pilot: Helicopter (+20%)
Pilot: Jet Pack (+14%)
Sensory Equipment (+10%)
Wilderness Survival (+10%)
Weapon Systems (+10%)

 Ship Pilot:  These pilots specialize in flying and crewing big ships.  Everything from combat shuttles to the great Tokugawa class battleships are tended by the Ship Pilot M.O.S.  This M.O.S. can be found in any of the aerospace forces.
Navigation: Space (+30%)
Pilot Spacecraft:  Capital/Super Capital (+15%)
Pilot Spacecraft:  Heavy (+20%)
Pilot Spacecraft:   Small (+25%)
Sensory Equipment (+15%)
Space Fold Operations (+15%)
Space Survival (+10%)
Weapon Systems (+10%)
W.P. Starship Energy Weapons
W.P. Handguns or Energy pistol

Espionage M.O.S. List

 Deep Undercover Agent: Agents inserted into both hostile and friendly governments and militaries to keep tabs on what’s going on.  Deep cover agents are usually driven and intelligent.
Computer hacking (+10%)
Disguise (+20%)
Performance (+15%)
Escape Artist (+10%)
Imitate Voices (+10%)
Impersonation (+20%)
Intelligence (+16%)
Tailing (+20%)
Undercover Operations (+20%)
Wardrobe & Grooming (+12%)

 Information Specialist: Code breakers and cryptographers, they not only break enemy encryptions, but also make sure secret transmissions of the ASC stay secret.
Basic Electronics (+10%)
Computer Hacking (+30%)
Computer Programming (+10%)
Cryptography (+20%)
Electronic Countermeasures (+20%)
Laser Communications (+15%)
Research (+10%)
Sensory Equipment (+15%)
T.V./Video (+15%)

 Surveillance Specialist: Masters of wiretapping and clandestine surveillance, they are responsible for making sure nothing escapes their notice.
Basic Electronics (+10%)
Computer Programming (+10%)
Electronic Countermeasures (+20%)
Military Sign Language (+15%)
Optic Systems (+15%)
Pick Locks (+10%)
Sensory Equipment (+15%)
Surveillance (+20%)
T.V./Video (+15%)
W.P. Handguns or W.P. Energy Pistol

Law enforcement M.O.S. List

 Civil Affairs Officer:  The public face of the police force or army.  Holds press conferences, produces press releases and official statements and generally puts a good face on the authorities.  Is usually an unflappable smooth talker, master of spin and a liaison between the civilian populace and the ASC or UEG.
Barter (+12%)
Creative Writing (+10%)
Language: other; two of choice (+20%)
Literacy:  other; one of choice (+15%)
Military History (+10%)
Performance (+15%)
Public Speaking (+20%)
Research (+10%)
T.V./Video (+10%)
Wardrobe & Grooming (+15%)

 CSI: Crime Scene Investigator: forensic specialists who investigate “physical evidence” left at a crime scene.  Often work with detectives and other law officers.
Biology (+10%)
Chemistry (+10%)
Chemistry: Analytical (+20%)
Crime Scene Investigation (+20%)
Damage Control & Disaster Response (+10%)
Forensics (+15%)
Math: Advanced (+6%)
Paramedic (+10%)
W.P. Handguns or W.P. Knife

 Detective: Veterans of the police force who specialize in investigating serious violent crimes and felonies like murder, rape, robbery, kidnapping, etc.  They tend to be jaded and cynical, but hard working and dedicated to solving crimes and bringing perpetrators to justice.  Detectives can be fund mainly in the Civil Defense Unit and the Global Military Police.
Computer Hacking (+10%)
Intelligence (+10%)
Interrogation (+15%)
Psychology (+15%)
Research   (+15%)
Surveillance (+15%)
Undercover Ops (+15%)

Military M.O.S. List

 Air Cavalry:  Air Cav units operate various helicopters and aerodynes of the ASC.  Missions run the gamut from combat and air support to troops insertions and extraction to logistics, and include operation of the Ajax and Logan Veritech fighters.
Combat Flying
Pilot:  Airplane (+20%)
Pilot:  Two aircraft of choice (+16%)
Pilot:  Aerospace Fighter (+10%)
Pilot:  Veritechs (+14%)
Space Survival (+20%)
MECT: ASC Veritechs (Ajax & Logan)
Sensory Equipment (+10%)
Wilderness Survival (+10%)
Weapon Systems (+10%)
W.P. Energy Pistol

 Battloid Pilot: Skill at piloting non-variable ASC battloids (all).  Battloid pilots fill many of the roles within the army, and may be used in troop support, infantry assault, riot control. Perimeter patrols and other duties.  Most common among the Tactical Corps.
Land Navigation (+12%)
MECT: ASC Battloids (all)
Pilot: Battloid (all; +14%)
Sensory Equipment (+15%)
Wilderness Survival (+10%)
Weapon Systems (+15%)
Wilderness: One skill of choice (+15%)
W.P. Energy Pistol

 EOD/Demolitions: The risk-taking, devil-may-care madmen who deal with explosives for a living.  They perform tasks as varied as construction and demolitions to sabotage, disarming ordnance and even pyrotechnic displays.  EOD Specialists can be found in any branch of the ASC.
Basic Electronics (+15%)
Basic Mechanics (+10%)
Demolitions (+20%)
Demolitions Disposal (+25%)
Demolitions:  Underwater (+20%)
Jury Rig (+10%)
Swimming (+10%)
Trap/Mine Detection (+15%)
W.P. Heavy Military Weapons

 Guerrilla Warfare Specialist: War in the shadows is the Guerrilla Warfare Specialist’s bread and butter.  Trained in unconventional and asymmetric warfare, these master of infiltration and sabotage can paralyze a conventional enemy force unaccustomed to their style of fighting.  Small squad tactics, hit and run strikes and close quarter combat are common tactics.
Camouflage (+25%)
Demolitions (+20%)
Detect Ambush (+15%)
Detect Concealment (+10%)
Field Surgery (+10%)
Land Navigation (+20%)
Tracking (people; +10%)
Trap/Mine Detection (+10%)
Wilderness Survival (+15%)
W.P.: Any two of choice.

 Heavy Weapons Specialist: The heavy hitters in any infantry squad, they carry Squad Automatic Weapons (SAW), grenade launchers, shoulder fired rocket launchers and all manner of man-sized weapons of mass destruction.  They also operate vehicle mounted weapons and are found in all branches of the ASC surface forces.
Field Armorer/Munitions Expert (+20%)
Optical Systems (+10%)
Physical Labor or Forced March
Recognize Weapon Quality (+20%)
Vehicle Armorer (+20%)
Weapon Systems (+15%)
W.P. Shot gun
W.P. Heavy Military Weapons
W.P. Heavy M.D. Weapons

 Mechanized Infantry (M.I.): Operates the various armored and other combat vehicles, battloids and special Power Assisted Armor Suits of the ASC.  Mechanized infantry units are often part of the Tactical Corps.
Basic Mechanics (+10%)
Land Navigation (+10%)
MECT: Power Armor or Battloid
Pilot:  Power Armor or Battloid
Pilot:  Tanks and A.P.Cs (+20%)
Sensory Equipment (+10%)
Weapon Systems (+20%)
Wilderness Survival (+10%)
W.P. Heavy Military Weapons
W.P. M.D. Weapons

 Military Police: M.P.s have the thankless job of  keeping the soldiers of the ASC surface forces in line. They are responsible for enforcing military law, riot control, counter-terrorism, recovery of deserts, and maintaining order on bases.  M.P.s can be found in any branch of the ASC and may work with personnel from other law enforcement agencies and ASC divisions.
Combat Driving
Intelligence (+15%)
Interrogation (+20%)
Recognize Weapon Quality (+15%)
Surveillance (+10%)
Undercover Ops (+15%)
Wrestling or Swimming (+10%)
W.P. Blunt
W.P. Energy Pistol
W.P. Handguns or Shotgun (pick one)

 Scout/reconnaissance: The eyes and ears of the ASC surface forces, they travel mainly on foot or by hovercycle, jeep or Myrmidon Ground Veritech and can operate in theater for as long as a month with no backup.  Recon troopers can be found in the Tactical Corps and in the Tactical Air Force.  Use of a Ground Veritech in the ASC is usually limited to the Myrmidon only.
Electronic Countermeasures (+15%)
Intelligence (+20%)
Land Navigation (+20%)
MECT: Ground Veritechs
Pilot: Ground Veritechs (+10%)
Prowl (+10%)
Surveillance (+15%)
Tracking (people; +30%)
Track & Trap Animals (+15%)
Wilderness Survival (+20%)

 Survival Evasion Resistance Escape (SERE) Specialist: Training in extraction of prisoners and rescue of personnel behind enemy lines.  This character can stay active in theater for extended periods, move quickly and silently through hostile territory and has the skills and fortitude to bring prisoners back alive.  They operate usually in teams, either with other SERE Specialist can be found in any branch of the ASC.
Basic Electronics (+10%)
Climbing (+ 20%, or +10% to an existing Climbing skill)
Excavation & Rescue (+20%)
Escape Artist (+20%)
Land Navigation (+10%)
Locksmith (+20%)
Paramedic (+10%)
Pick locks (+20%)
Prowl (+15%, or +10% to an existing Prowl skill)
Tracking (people: +15%)
Wilderness Survival (+15%)

Technical M.O.S List

 Armorer:  A weapons engineer who makes sure all the weaponry and ordnance of the ASC is up to date and up to snuff.  They can repair and modify nearly any weapon, fit extra weapons and armor on vehicles and can even operate vehicle mounted weapons and large weapon emplacements.
Basic Mechanics (+15%)
Basic Electronics (+10%)
Field Armorer/Munitions Expert (+15%)
Optic Systems (+10%)
Physical Labor
Salvage (+15%)
Vehicle Armorer (+20%)
Weapon System (+10%)
Weapon Engineer (+15%)

 Combat Engineer:  Construction specialists who can build an airbase, bridge a canyon or dredge a canal and do so under heavy fire if required.  Combat Engineers are also trained in the finer arts of sabotage, and unchecked, can wreak havoc on an enemy’s infrastructure.  Combat Engineers can be found in any branch of the ASC, but are mainly found in the Tactical Corps and the Tactical Air Force.
Basic Electronics (+10%)
Carpentry (+15%)
Electricity Generation (+10%)
Mechanical Engineer (+20%)
Demolitions (+15%)
Military Fortification (+20%)
Pilot:  Tracked & Construction Vehicles (+15%)
Sensory Equipment (+10%)
Trap/Mine Detection (+10%)
Weapons Engineer (+10%)

 Combat Journalist:   War zone reporters who document military action from the front lines.  They work in print, video, and photography and tend to be focused individuals who will go to any length to get the story.  They also work for the ASC military television channels and newspaper, as well as in psychological warfare/propaganda divisions.  May be found in all branches of the ASC.
Creative Writing/Journalism (+20%)
History: Zentraedi (+20%)
Lore: Robotech Masters (+10%)
Military History (+20%)
Photography (+15%)
Public Speaking (+15%)
Research (+20%)
T.V./Video (+15%)
W.P. Handguns or W.P. Energy Pistol

 Communications Specialist:  Serve in all branches of the military, from civil defense and infantry field units, to mountain outposts, to the bridge of a Tokugawa class battleship.
Advanced Electronics (+10%)
Basic Electronics (+10%)
Computer Repair (+10%)
Cryptography (+10%)
Electronic Countermeasures (+15%)
Laser Communications (+15%)
Sensory Equipment (+15%)
Radio: Basic (+20%)
T.V./Video or  Language: Other (+10%)

 Field Medic:  Battle hardened and steely, field medics do a difficult job under impossible conditions. They are consummate professionals, constantly throwing themselves in harm’s way to protect their brothers and sisters in arms. Field medics can be found in any branch of the ASC surface, aerospace or paramilitary forces.
Biology (+15%)
Brewing (+15%)
Chemistry (+10%)
Chemistry: Pharmaceutical (+15%)
Field Surgery (+20%)
Medical Doctor (+10%)
Pathology (+10%)
Sensory Equipment (+10%)
W.P. Knife
Xenobiology (+10%)

 First Responder/Paramedic:  These men and women are usually the first at the scene of accidents and disasters.  They tend to be level headed and cool under fire. It takes a driven and intense personality to be a paramedic, it’s an occupation known to devour weaker willed people.  First Responders are mainly found in the Civil Defense Unit.
Aerobic Athletics
Biology (+15%)
Combat Driving
Field Surgery (+15%)
Paramedic (+20%)
Physical Labor
Sensory Equipment (+15%)
W.P. Knife

 Fire and Rescue:  Strong in will and body, firefighters are the embodiment of the rugged, workaday hero.  They are trained in firefighting as well as excavation and dealing with chemical, biological and radiological spills.  Firefighters tend to be fearless and driven with a deep commitment to the safety of their communities.  Firefighters are mostly found in the Civil Defense Unit.
Body Building or Swimming (+10%)
Climbing (+15%)
Damage Control & Disaster Response (+20%)
Excavation & Rescue (+15%)
NBC Warfare (+10%)
Paramedic (+15%)
Pilot: Truck (+10%)
W.P. Blunt
W.P. Axe

 Mechanic:  A gear head and grease monkey who keeps the war machines of the ASC running. While not as specialized as a Mecha Engineers, Mechanics have a way with machines that transcends mere education.  Mechanics can be found lurking in the motor pools of all of the ASC surface, aerospace and paramilitary forces.
Aircraft Mechanics (+15%)
Auto Mechanics (+20%)
Basic Electronics (+15%)
Jury-Rig (+20%)
Locksmith (+10%)
Physical Labor
Robot Mechanics (+15%)
Vehicle Armorer (+10%)
W.P. Blunt

 Mecha Engineer:  The experts who keep the mecha of the ASC running, as well as design, modify, build and rebuild mecha and power armor.
Advanced Mathematics (+10%)
Electrical Engineer (+10%)
Mecha Engineering (+20%)
Mechanical Engineer (+20%)
Robot Electronics (+15%)
Robotechnology Engineering (+20%)
Sensory Equipment (+15%)
Vehicle Armorer (+10%)
Weapon Systems (+10%)
This message was last edited by the GM at 07:51, Tue 02 Oct 2012.
Gargoyle
GM, 601 posts
Game Master
Tue 23 Jun 2015
at 06:05
  • msg #24

Marine M.O.S. Selections

M.O.S. Descriptions Note:  If a skill is duplicated (i.e. is also an O.C.C. Skill), use the higher bonus for that skill either from O.C.C. or M.O.S.


Basic Cyclone Piloting: Generally reserved for non-front line troops, the widespread use of the Cyclone Veritech motorcycle has resulted in a need for at least basic training in its use among non-infantry, often referred to as Personnel Other than Grunts.
Land Navigation (+6%)
Mecha: Pilot Ground Veritechs (+5%)
MECT: One of Choice
Pilot Motorcycle (+10%)
Weapon Systems (+5%)
W.P. Heavy Mega-Damage Weapons


Basic Mecha Maintenance:
This allows the character to preform basic repairs and upkeep on mecha. They are not an engineer and serious repairs or modifications are likely beyond their abilities. However, they can patch things together and keep them working in the field.
Automotive Mechanics (+10%)
Basic Mechanics (+15%)
Basic Electronics (+15%)
Biomechanical Maintenance (Protoculture) (+10%)
Field Armor and Munitions Expert (+10%)
General Repair and Maintenance (+15%)


Close Quarter Combat Expert:
A soldier who has been trained in combat in urban environments and onboard starships. They excel at the proverbial “Knife fight in a phone booth” theater of warfare.
Boxing
Hand to Hand: Commando
Military Sign Language (+10%)
Prowl (+20%)
Wrestling
W.P. Knife
W.P. Sword


Combat Camera Specialist: Soldiers who have undergone this training are essential both for the collection of intelligence and for the archiving the recording of marine operations of importance. They are frequently assigned to reconnaissance units, science teams and to any unit that expects to see and do things that have never done before. Someone with this skill package is almost always assigned to be among the first boots on the ground for operations on alien worlds.
Creative writing (+10%)
Intelligence (+8%)
Optic Systems (+20%)
Photography  (+20%)
TV/Video (+15%)


Combat Shuttle Pilot: This pilot has undergone special training in performing combat drops into “Hot Zones.” They fly shuttles full of marines into the teeth of combat or pilot their vehicles into enemy fire to extract marines who need rescue. These pilots need spines of steel and are often said to have ice water running through their veins. They are also trained to aid wounded soldiers and rescue downed pilots.
Excavation & Rescue (+15%)
Navigation (+10%)
Paramedic (+5%)
Spacecraft: Light and Medium (+15%)
Weapon System (+5%)


Combat Engineer: This package means the soldier can perform construction and demolition missions during combat situations. They can blow enemy installations, clear areas of mines  in front of advancing infantry units, and build bridges and fortifications. In the UEEF marines, combat engineers are trained more in the tradition of sappers and are meant to use their skills in frontline combat duty.
Electrical Engineer (+10%)
Mechanical Engineer (+10%)
Field Armor and Munitions Expert (+15%)
Demolitions (+10%)
Demolitions Disposal (+10%)
Military Fortifications (+15%)
Physical Labor
Trap & Mine Detection (+10%)

Communications Specialist: The eyes and ears of the marine corps, these soldiers not only coordinated internal and external communications within the corps, but also operate sensors in larger vehicles and installations like the GMU .
Basic Electronics (+10%)
Computer Programming (+15%)
Cryptography (+5%)
Electronic Countermeasures (+10%)
Language: Other, one of choice (+15%)
Laser Communications (+10%)
T.V./Video (+15%)


Destroid Pilot: Exclusive to Mechanized Infantry, these are the pilots of the mighty Destroids robot combat vehicles and  have taken the place of traditional main battle tank drivers in the UEEF marine corps. While many veritech pilots pride themselves on finesse and nimble handling, most Destroid pilots take pride in the devastation they can unleash on their ability to accurately place fire on the target. Many Zentraedi  marines go this route and specialize  in the new Zentraedi Destroids.
Advanced Math (+10%)
Boxing
Mecha: pilot Battloids (+15%)
MECT: Two Destroids of Choice
Weapon Systems(+15%)
W.P. Heavy Mega-Damage Weapons


Electronic Warfare Specialist: Usually working with intelligence services, these soldiers are trained in cyber and electronic warfare and defense against attacks of the same kind. They also tend to be excellent code breakers.
Advanced Math (+15%)
Basic Electronics (+10%)
Computer Hacking (+15%)
Computer Programming (+20%)
Computer Repair (+10%)
Cryptography (+20%)
Electronic Countermeasures (+15%)
Surveillance (+10%)

Extraterrestrial Environment Combat Specialist: This involves theoretical knowledge and practical training on how to wage war and survive in alien environments not found on earth. These individuals are taught to be adaptable and inventive and before the launch of the Pioneer  mission they underwent  training  in some of the harshest known environments, including artic terrain, desert and most had to survive a week on their own on the moon with minimal supplies.
Camouflage (+10%)
First Aid (+10%)
Outdoormanship
Recycle (+20%)
Space Survival (+20%)
Swimming (+20%)
Wilderness Survival (+20%)
Zero Gravity Combat


Explosive Ordnance Disposal Technician:
One of the more dangerous jobs, even in the UEEF, an EOD tech is trained to safely handle the wide variety of powerful ordnance and weapon systems used by Earth forces, and can often figure out how to use or safely dispose of alien ordnance as well.
Demolitions (+10%)
Demolitions Disposal (+15%)
Mechanical Engineering (+10%)
NBC Warfare (+15%)
Weapon Engineer (+15%)
Weapon Systems (+10%)


Extraterrestrial Affairs Liaison: Also known as “first contact” specialist, these officers are trained in diplomacy and negotiations with alien beings. They try to quickly learn the motivations and personalities of any alien species and try to determine how to deal with them in a way that is most favorable for the UEEF.
Anthropology (+15%)
Barter (+10%)
Biology (+10%)
Chemistry (+5%)
Language: other (one of choice; +10%)
Literacy: Other (one of choice; +15%)
Lore (One of Choice; +15%)
Psychology (+15%)
Public Speaking (+15%)
Xenobiology (+10%)


Heavy Infantry Weapon Specialist: The heavy gunner specializes in the use of high-powered weaponry, adding extra punch to any infantry squad. These soldiers used to be primary machine gun opperators in the 20th century, but now they are trained in the use of a variety of sometimes exotic Robotech and Reflex weaponry.
Physical Labor
Pilot Battloid (must choose the Golem or Daniel battloid specialty)
MECT: Same as Battloid Piloting specialty
Demolitions (+5%)
NBC Warfare (+10%)
Optic Systems (+10%)
Weapon System (+5%)
W.P. Heavy Military Weapons
W.P. Heavy Mega-Damage Weapons


Hover Tank Veritech Pilot: These members of the mechanized infantry specialize in the use of the SPARTAN Veritech  Hover Tank, which was origionally designed for the Armies of the Southern Cross back on Earth. One of the most famous units, the Wolf Pack, favored the use of the Hover tank.
Combat Driving
Navigation (+12%)
MECT: Hover Tank
Mecha: Pilot Ground Veritech with SPARTAS hover tank piloting specialty (+14%)
Military Tactics (+10%)
Weapons Systems (+15%)
W.P. Heavy Mega-Damage Weapons


Intelligence Specialist: In the UEEF marines these are not so much spies as they are data collection and reconnaissance specialists. They also analyze enemy tactics and movements and interpret their intent and the best ways to counter them. However, they also have undercover operations training.
Basic Electronics (+10%)
Cryptography (+10%)
Intelligence (+14%)
Interrogation (+15%)
Hand to Hand: Martial Arts
Military Sign language (+10%)
Military Tactics (+15%)
Two Espionage Skills of Choice (+10%)
Surveillance (+15%)
Undercover Ops (+15%)


Marine Close Air Support Pilot:
Unlike those trained for fleet duty, the marine Veritech pilots trains specifically for close air support of ground forces. They run bombing missions and strikes against enemy targets and fortifications, softening them up or destroying them completely to assist ground assets. While they protect shuttles during combat drops from orbit, they do not see much duty in deep space. They usually pilot Alpha fighters, conbats or super Valkyries.
Boarding Spaceships (+10%)
Navigation (+15%)
Mecha Pilot: Veritechs
Mecha Elite Combat Training: Two of Choice
Pilot Airplane (+20%)
Pilot Jet Aircraft (+20%)
Weapon Systems (+10%)
W.P. Heavy M.D. Weapons


Mecha Engineering: These are the men and women who keep the advance war machines of the UEEF machines in fighting order. They have been educated  to the limits of human knowledge of Robotechnology, reflex weaponry and Protoculture.
Computer Programming (+10%)
Electrical Engineer (+25%)
Mathmatics: Advanced (+20%)
Mechanical Engineer (+25%)
Protoculture Engineer (+10%)
Reflex System Mechanics (+15%)
Robot Electronics (+15%)
Robot Mechanics (+20%)
Vehicle Armorer (+15%)
Weapon Engineer (+15%)


Science Officer: Marine Science officers specialize in the field work, particularly dealing with the alien species and environments likely to be encountered by the marine corps. While much of the scientific duties of the UEEF are handled by the fleet’s science division, the marine science officers are often the first experts on-site when something new worth studying is discovered.
  They are rarely placed in command positions, but when matters of science arise their decisions are typically given decisions are typically given deference. The focus of their research and investigations almost always has an end goal of improving the survivability and chances of success of UEEF marines on the battleground.
Computer Programming (+20%)
Sensory Equipment (+15%)
Two Medical Skills of Choice (+15%)
Three Science Skills of Choice (+15%)
Lore: One of Choice (+10%)
Research (+10%)


Scout Sniper:
Quiet and Deadly, these soldiers are trained in close reconnaissance and surveillance, as well as marksmanship. They provide support to infantry by putting long-range fire on strategic  targets.
Camouflage (+25%)
Detect Ambush (+15%)
Optics Systems (+10%)
Prowl (+20%)
Surveillance (+15%)
Sniper
Tracking (+15%)


Search and Rescue: Some of the most heralded soldiers are those trained to find and retrieve lost and injured comrades. They often do this in the thick of combat or well behind enemy lines.
Damage Control & Disaster Response (+15%)
Excavation & Rescue (+20%)
Paramedic (+15%)
Space Survival (+15%)
Tracking (+20%)
Tracked & Construction Vehicles (+10%)
Wilderness Survival (+20%)


STORM Team Basic Training: This is an enlisted or NCO trained to work on a STORM Team. They are the backbone of the UEEF marine special forces.
Detect Ambush (+15%)
Hand to Hand: Comando
Intelligence (+10%)
Military Sign Language (+10%)
Prowl (+10%)
Two Pilot Skills of Choice (10%, where applicable)
Wilderness Surival (+10%)
W.P. Knife
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