Skills and Specialties   Posted by Prometheus.Group: 0
 GM, 5 posts
Sun 2 Nov 2014
at 23:31
Skills and Specialties
Skill Level, a with all thing some people have more experience and training in certain areas. kill ranking is a rough measure of the experience and training of an individual in a specific skill. while under most circumstances anyone with any training at all can succeed at most taks given time and resources, under pressure, in dangerous or stressful situations, or when attempting dangerous tasks a characters skill level may be very important.

for a rough idea of the competence and experience of an individual in a skill, the following levels can be a good guideline to the expertise in a skill of the character, and NPCs

Skill level.
0 = Trained, with little practical experience
1 = trained with practical experience
2 = Trained professional with a good deal of practical experience
3 = Trained Professional with a lifetime of experience..
4 = Elite: One of the best currently active in the field.
5 = Elite:One of the best ever, not only is he an expert, he may have helped write the manuals.
6+ =master: top expert in the field, wrote the manual, may have made major discoveries and advancements in the field.

Skill certifications and certificates.
The Educational, and professional system has adopted a fairly uniform code of certification in most common skills. these are usually listed as Certification levels I through IV with a Masters certificate issued to those With a Skill Level of 5 or higher.

Even criminal, and less than ethical skills are rated since under many circumstances a legitimate use of skill may be common enough to rate a certification program. usually when discussing a skill, the person doesn't say i have a four in Engineering....

The say, "Served eight years with the fleet....I have a level IV certificate in Drive systems Operation and maintenance. I know those old KjL-980s like the back of my hand" or " I did My graduate studies at the university of Avandiir, I hold a Level four certification in Biology, exo-biology, and A Masters in sophantology.

It's not hard to come up with a legitimate source of training, even for activities that are damned illegal...since many governments, Quasi government, and corporate security agencies often train professionals in less than legitimate skills, to allow them to carry out missions, or to improve security of their facilities. "takes a hacker to stop a hacker"

And if a person has a less than legal background, he can usually find forged or cloned certificates without any issues.


Difficulty     DM
Simple         +6
Easy           +4
Routine        +2
Average        +0
Diffi cult     –2
Very Difficult –4
Formidable     –6

Untrained skills Suffer an additional -3 DM

Time Frame      Increment       Example Action
1–6 Seconds     One second      Shooting, punching, jumping.
10–60  Seconds  Ten seconds     Rerouting power, opening a comms channel.
1–6 Minutes     One minute      Applying first aid, basic technical tasks.
10–60 Minutes   Ten minutes     More complex technical tasks, searching an area thoroughly.
1–6 Hours       One hour        Building a shelter, moving through the wilderness.
6–24 Hours      Four Hours      Researching a problem.
10–60 Hours     Ten hours       Repairing a damaged ship.
1–6 Days        One day         Combing a city for a missing person.

Each additional time increment grants +1 DM to task

Skill chains;
 A clever player may have an idea using several skills to increase the chances of success, or increase the effect of a check. he can do this by chaining skills together. or using the skills of another character to enhance his own.

If the GM approves the skill chain, each successful check in the chain adds a bonus +1 DM to the outcome of the Main skill check.

EFFECT: in some cases the number rolled on a chack may add some effect to the outcome of a check. in such cases the outcome of a check is one point of "EFFECT" for each point the total result of the task check exceeds the target number.

for example, Todd attempts a task with a target number of 8+ he rolls and adds up his skills,and modifiers resulting in a total of 11. 11-8=3 which results in THREE Points of EFFECT

Skills List
 Battle Dress
 Combat Engineering
    Land Mines
    Sensor Surveillance
    Life Support
    Small Ship Systems
 Capital Weapons
 Gun Combat
    Energy Pistol
    Energy Rifle
    Slug Pistol
    Slug Carbines
    Slug Rifle
    Zero-G Weapons
 Heavy Weapons
    Field Artillery
    Man Portable Artillery
 Jack Of All Trades
 Life Sciences
   Natural Weapons
   Unarmed Combat
    Capital Ships
    Small Craft
 Physical Sciences
    Ocean Ships
 Social Sciences
 Space Sciences
    Military Tactics
    Naval Tactics
    Civil Engineering
    Space Construction
 Vacc Suit
 Weapon Engineering
    Energy Weapons
    Heavy Weapons
    Slug Throwers

This skill covers bureaucracies and administration of all sorts, including the navigation of bureaucratic obstacles or disasters

Advocate gives a knowledge of common legal codes and practises, especially interstellar law

This skill, rare on industrialised or technologically advanced worlds, is for the care of animals
Riding: The character knows how to ride an animal who is trained to bear a rider.
Veterinary: The character is trained in veterinary medicine and animal care.
Training: The character knows how to tame and train animals.
Farming: The character can grow and harvest crops and raise animals.

The character is a trained athlete and is physically fit
Co-ordination: Climbing, juggling, throwing.
Endurance: Long-distance running, hiking.
Strength: Feats of strength, weight-lifting.
Flying: Species that fly gain this skill for free at level 0.

The character is trained in a type of creative art
Acting: The character is a trained actor, at home on the stage, screen or holo.
Dance: The character is trained dancer and performer.
Holography: Recording and producing aesthetically pleasing and clear holographic images.
Instrument: Playing a particular musical instrument, such a flute, piano or organ.
Sculpting: Making artistic or abstract sculptures in a variety of media.
Writing: Composing inspiring or interesting pieces of text.

This skill is for plotting the courses of starships and calculating accurate jumps

Battle Dress
This skill permits the character to operate advanced battle armour

The Broker skill allows a character to negotiate trades and arrange fair deals

Carousing is the art of socialising; of having fun, but also ensuring that other people have fun, of infectious good humour

The Comms skill covers the use of modern telecommunications – opening communications channels, querying computer networks, jamming signals and so on, as well as the proper protocols for communicating with starports and other spacecraft

The Computers skill is for using and controlling computer systems

Deception allows a character to lie fluently, disguise himself, perform sleight of hand and fool onlookers

The Diplomat skill is for negotiating deals, establishing peaceful contact and smoothing over social faux pas

This skill is for controlling ground vehicles of various types. There are several specialities
Mole: For controlling vehicles that move through solid matter using drills or other earth-moving technologies, like plasma torches or cavitation.
Tracked: For tanks and other vehicles that move on tracks.
Wheeled: For automobiles and similar groundcars.

The Engineer skill is used to operate and maintain spacecraft and advanced vehicles
Manoeuvre Drive (M-Drive): Maintaining and operating a spacecraft’s manoeuvre drive, as well as its artificial gravity.
Jump Drive (J-Drive): Maintaining and operating a spacecraft’s Jump drive.
Electronics: All forms of computing hardware, sensors and other electronics and electrics.
Life Support: Covers oxygen generators, heating and lighting and other necessary life support
Power: Maintaining and operating a spacecraft’s power plant.

The Explosives skill covers the use of demolition charges and other explosive devices, including assembling or disarming bombs

The various specialities of this skill cover different types of flying vehicles
Grav: This covers air/rafts and other vehicles that use gravitic technology. Grav vehicles have theoretically perfect manoeuvrability and can hover, but skill checks may be necessary when performing high-speed aerobatics.
Rotor: For helicopters, hovercraft and other similar craft. Rotor craft can hover but may require skill checks to keep steady in the face of adverse environmental conditions.
Wing: For jets and other aeroplanes using a lifting body. Winged aircraft must keep moving forwards or they will stall and fall out of the sky.

The character is familiar with a wide variety of gambling games, such as poker, roulette, blackjack, horse-racing, sports betting and so on, and has an excellent grasp of statistics and probability

The various specialities of this skill deal with the operation of ship-mounted weapons in space combat
Turrets: Operating turret-mounted weapons on board a ship.
Ortillery: An abbreviation of Orbital artillery – using a ship’s weapons for planetary bombardment or attacks on stationary targets.
Screens: Activating and using a ship’s energy screens like Black Globe generators or meson screens.
Capital Weapons: Operating bay or spinal mount weapons on board a ship.

Gun Combat
The Gun Combat skill covers a variety of ranged weapons
Slug Rifle: Using rifle weapons such as the autorifle or gauss rifle.
Slug Pistol: Using pistols like the body pistol or snub pistol.
Shotgun: Using shotguns.
Energy Rifle: Using advanced energy weapons like laser rifles or plasma rifles.
Energy Pistol: Using advanced pistol-style energy weapons like laser pistols and stunners.

Heavy Weapons
The Heavy Weapons skill covers man-portable and larger weapons that cause extreme property damage, such as rocket launchers, artillery and plasma weapons
Launchers: Rocket launchers and grenade launchers.
Man Portable Artillery: Man portable fusion and plasma weapons – the FGMP, PGMP and similar.
Field Artillery: Fixed guns, mortars and other indirect-fire weapons.

The Investigate skill incorporates keen observation, forensics, and detailed analysis\

Jack of All Trades
The Jack of All Trades skill works differently to other skills. It reduces the unskilled penalty a character receives for not having the appropriate skill by one for every level of Jack of All Trades

There are numerous different Language specialities, each one covering reading and writing a different language. All characters can speak and read their native language without needing the Language skill, and automated computer translator programs mean that Language skills are not always needed on other worlds. Having Language 0 implies that the character has a smattering of simple phrases in many languages
Anglic: The common Trade language, derived originally from the English spoken in the Rule of Man.

The Leadership skill is for directing, inspiring and rallying allies and comrades

Life Sciences

The Mechanic skill allows the character to maintain and repair most equipment

The Medic skill covers emergency first aid and battlefield triage as well as diagnosis, treatment, surgery and long-term care

The melee skill covers attacking in hand-to-hand combat
Unarmed Combat: Whether it is trained martial arts or street fighting learned the hard way, this is the skill for using your body as a weapon.
Blade: Attacking with swords, rapiers, blades and other edged weapons.
Bludgeon: Attacking with maces, clubs, staves and so on.
Natural Weapons: The favoured combat skill of wild animals, this covers fighting with claws, teeth, and other weapons that are a part of you.

Navigation (treat as ASTROGATION in 13Mann Rules)
Navigation is the planet-side counterpart of astrogation, covering plotting courses and finding directions on the ground

Persuade is a more casual, informal version of Diplomacy

The Pilot skill specialities cover different forms of spacecraft
Small Craft: Shuttles and other craft under 100 tons.
Spacecraft: Trade ships and other vessels between 100 and 5,000 tons.
Capital Ships: Battleships and other ships over 5,000 tons.

Physical Sciences

A character trained in Recon is able to scout out dangers and spot threats, unusual objects or out of place people

Remote Operations
Remote operations is the skill of using telepresence to remotely control drones, missiles, robots and other devices


There are four separate Science skills; Physical Sciences, Life Sciences, Social Sciences and Space Sciences. Each science skill has a number of specialisations

Physical Sciences
Physics: The study of the fundamental forces.
Chemistry: The study of matter at the atomic, molecular, and macromolecular levels
Electronics: The study of circuits and computers.

Life Sciences
Biology: The study of living organisms.
Cybernetics: The study of blending living and synthetic life.
Genetics: The study of genetic codes and engineering.
Psionicology: The study of psionic powers and phenomena.

Social Sciences
Archeology: The study of ancient civilisations. It also covers techniques of investigation and excavations.
Economics: The study of trade and markets.
History: The study of the past, as seen through documents and records as opposed to physical artefacts.
Linguistics: The study of languages.
Philosophy: The study of beliefs and religions.
Psychology: The study of thought and society.
Sophontology: The study of intelligent living creatures.

Space Sciences
Planetology: The study of planet formation and evolution.
Robotics: The study of robot construction and use.
Xenology: The study of alien life forms.

 The Seafarer skill covers all manner of watercraft and ocean travel
Sail: This skill is for wind-driven watercraft.
Submarine: For vehicles that travel underwater.
Ocean Ships: For large, motorised sea-going vessels.
Motorboats: For motorised small craft.

The Sensors skill covers the use and interpretation of data from electronic sensor devices, from observation satellites and remote probes to thermal imaging and densitometers
Social Sciences
Space Sciences

A character trained in the Stealth skill is adept at staying unseen and unheard


The Steward skill allows the character to serve and care for nobles and high-class passengers

A character with the Streetwise skill understands the urban environment and the power structures in society

The Survival skill is the wilderness counterpart of the urban Streetwise skill – the character is trained to survive in the wild, build shelters, hunt or trap animals, avoid exposure and so forth

 This skill covers tactical planning and decision making, from board games to squad level combat to fleet engagements
Military Tactics: Coordinating the attacks of foot troops or vehicles on the ground.
Naval Tactics: Coordinating the attacks of a spacecraft or fleet.

A character with a Trade skill is trained in producing some useful goods or services. Thuis is impartial list and is limitless.
Biologicals: Engineering and managing artificial organisms.
Civil Engineering: Designing structures and buildings.
Space Construction: Building orbital habitats and megastructures.
Hydroponics: Growing crops in hostile environments.
Polymers: Designing and using polymers.

Vacc Suit
The Vacc Suit skill allows a character to wear and operate spacesuits and environmental suits. If the character does not have the requisite Vacc Suit skill for the suit he is wearing, he suffers a –2 DM to all skill checks made while wearing a suit for each missing level

Having the Zero-G skill means the character is adept at moving around in micro-gravity environments and freefall. A character without the Zero-G skill suffers a –2 DM to all checks made in free-fall

This message was last edited by the GM at 16:38, Mon 03 Nov 2014.

 GM, 6 posts
Mon 3 Nov 2014
at 16:44
Additional  Skills and Specialties
• Archery: The use of bows and crossbows for hunting
or in combat.

Battle Dress
Battle Dress 2 permits the use of an artillery-equipped Battle Dress.
The maximum usable Heavy Weapons skill is limited by the Battle
Dress skill. For example if a character has Field Artillery 4 and Battle
Dress 2 then his Field Artillery skill would be reduced to 2 when
wearing and using artillery equipped Battle Dress.

Reloading the weapon rig on an artillery-equipped Battle Dress:
1-6 minutes, Dexterity or Education, Routine (+2).

Negotiating a profitable ticket fee: 1-6 Hours, Intelligence or
Social, Average (+0) (see the Mercenary Tickets chapter for
more details on how to use this specialty).

Combat Engineering
The character is trained in the rapid construction of field fortifications,
large-scale camouflage, the appraisal of a structure’s ability to
withstand enemy fire, landmine placement and removal, and/or
placement of passive ground sensors. Essentially the battlefield is
the character’s to mould as he sees fit.

• Fortifications: The character is trained how to build field
defences from trenches to bunkers.
Building a field fortification (trench, sandbag wall, etc.): 1-6
Hours, Education or Endurance, Average (+0). Resulting
fortification grants maximum cover equal to half Effect
(round up).
Building a defensive fortification (wall, bunker, etc.): 10-60
Days, Education, Difficult (–2). Resulting fortification grants
maximum cover equal to Effect.
Finding weak point in enemy fortifications: 1-6 Minutes,
Intelligence, Difficult (–2). Character can ignore the cover
DM of targets behind fortification, up to an amount equal
to Effect.

The martial Discipline skill covers self–control, ingrained reflexes
and training. A character with a high Discipline is adept at following
orders and procedures. In game terms, as long as the character is
in a situation covered by his training, he may reduce any negative
DM by an amount equal to his Discipline skill. This may be done a
number of times each day equal to his Discipline skill. This can only
be applied to skills that the character already has at a skill level of
1 or more.
For example, a character with Discipline 1 could reduce a DM of –2 to
–1, or a DM of –4 to –3 once a day. A character with Discipline 3 could
reduce a DM of –2 to +0, or of –4 to –1 up to three times per day.
Discipline cannot turn a negative DM into a positive DM – training
allows a character to do the right thing and ignore distractions, but
does not give him any extra competence or ability.

Engineer (naval)
This speciality of the Engineer skill covers the design and
construction of starships. It is of limited practical use in the field,
but can be substituted for any other Engineer specialty at a –2DM
when dealing with starship systems. For example, a character with
Naval Engineer 3 could make a skill test calling for Engineer (life
support) with a –2 DM when trying to repair a starship’s air scrubber,
but could not use his Naval Engineer skill to fix a malfunctioning
navigation system on an air/raft.
Discovering a design flaw in a prototype ship underground shakedown:
1–6 days, Intelligence, Difficult (–2)
Designing a new class of starship: 1–6 years, Education, Hard (–4)

The character may produce falsified documents or even
currency. At higher technology levels, he may also require the
Computers or Engineer (electronic) skills to cope with more
advanced security systems. Forgery requires the use of a
Forgery kit.
The Effect of the Forgery check determines how likely the forgery
is to pass inspection when examined. Add the examiner’s
Intelligence characteristic DM to the roll.

This skill allows the character to help others learn from their
knowledge and experience. Anyone with the Instruction skill can
pass on the basics of their own knowledge to less experienced
characters over a period of time. They can, with a successful check,
pass skills to other characters up to a maximum level of one less
than their Instruction skill or one less than their own skill level in
the skill being taught (whichever is lower). Thus, a character with
Instruction 4, Admin 4, Explosives 2 and Pilot 5 could teach another
character Admin 3 and Explosives 1 (the skill –1) but only Pilot 3
(Instruction level –1).
Teaching the skill requires an Instruction test on the behalf of the
teacher, which takes between 1-6 days less than the time it would
normally take (depending on Timing – see page 59 of the Traveller
main rulebook). The number of students that can benefit from this
teaching is equal to the Effect of the check. During the training,
the Referee should severely curtail the activities of all characters
At the conclusion of the training, the learning character(s) must then
succeed in an Education or Intelligence roll with a Target Number
of 8+. Player Characters cannot teach the Instruction skill to other
Player Characters. The greatest assets an individual character has
is his pool of skills, so we encourage the Referee to exercise great
caution in allowing Player Characters to simply hire Non-Player
Characters for their Instruction skill.

Mercenaries are often forced to draw information from sources that
do not wish to give it. This places the mercenary in a position to use
any number of methods to extract it. This skill governs several ways
to force others to give up what they know – knowingly or not.

• Doubletalk: The character knows how to talk circles around
most people, getting them to say or admit to things they
never meant to with pressured conversation. With enough
time to grill them properly, the character can get anyone to
spill their secrets.
Badgering an admission of guilt out of a captive: 1-6 Hours,
Intelligence, Difficult (–2). The Effect is the DM penalty
against the interrogator’s inquiries.
Uncovering a secret through focused conversation: 10-60
Minutes, Intelligence, Difficult (–2).

Torture: This specialty governs the collection of emotional, physical and psychological methods in which an interrogator can get a victim to break. Through an assortment of unsavory methods, the character can get anyone to say what he needs them to.
Knowing a true confession from a false one: 1-6 Seconds,
Intelligence, Routine (+2).
Using pain or discomfort to acquire an answer to an inquiry: 1-6
Hours, Education or Strength, Average (+0).
Using emotional or psychological response to acquire an
answer to an inquiry: 10-60 Hours, Education or Intelligence,
Average (+0).

This skill governs the ability to recognise the best individuals to
attempt to bring into the character’s allegiance, group or affiliation.
Used primarily by mercenaries to find new blood for their charter,
this skill can also be used by those simply looking for related
hirelings or employees. The Recruiting skill also governs the ability
a character has to be the most approachable and acceptable when
trying to acquire these new comrades as well.
The full rules for mercenary recruiting can be found in the Recruiting
Unit Members chapter of this book. Otherwise this skill is used to
better gauge the potential of new recruits or other would-be allies,
and the ability in which the character has to hire them.
Recruiting 0 allows the character to recognise anyone who shares
a career path term with him, and the knowledge of what that path
is. Recruiting 1 grants the character the ability to know the average
skill level of a character that shares a career path term with him.
Recruiting 2 allows the character the ability to know the highest and
lowest skill (and level) of a character that shares a career path with

Approaching a possible recruit in an appropriate manner: 10-60
Seconds, Social, Routine (+2). The character can approach a
number of possible recruits at one time equal to Effect.

This skill covers all manner of security systems, from mechanical
locks and bolts to electronic surveillance and cameras to
computer hacking and data theft. Security is best used in
concert with other skills. For example, to use Security to pick a
lock, the character must have the Mechanic skill, while to use
Security to break an encryption code on a computer, he must
have the Computers skill. If the character lacks the requisite
skill, he may still make the attempt but suffers a –3DM to his roll.
The character needs only rank 0 in the other skill to avoid this
DM when using Security.
The table below summaries the other skills that work with Security.

Skill      Security System
Mechanic   Mechanical locks
Engineer   Electronic locks, passkeys
Sensors    Cameras, sensors
Computers  Computer systems, firewalls
Comms      Phone taps, eavesdropping