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Skills.

Posted by GM Computer HeathFor group 0
GM Computer Heath
GM, 49 posts
Wed 23 Jan 2008
at 16:17
  • msg #1

Skills

SKILLS

When you were a junior citizen in the clone creches, The Computer generously taught you to read and write and educated you in six broad areas of competience called SKILLS, each rated 1(low) to 20(high).  The skills are grouped in two categories of three skills each:  ACTION skills and KNOWLEDGE skills.

SKILL SPECIALTIES

A specialty is something you are good at, an emphasis within a skill.  When a situation arises, you are required to use the specialty's rating instead of the governing skill's rating.

Specialties can be VITAL, COMMON, or NARROW

You all have one VITAL specialty:  Energy Weapons.

A COMMON specialty is useful in situations that crop up frequently, for example bootlicking, projectile weapons.  When you take a common specialty, you must also assign another common specialty in the same skill as your character's compensating WEAKNESS.  That's a particular spot of incompetence.

NOTE: Your characters are already pregenerated with these, but this helps explain your character sheet numbers.

A NARROW specialty affects s single specific target character or small group (but not other Troubleshooters or The Computer), a certain piece of equipment (a particular item, not type), or a highly specific situation.  There is no corresponding weakness.
This message was last edited by the GM at 22:26, Mon 02 June 2008.
GM Computer Heath
GM, 53 posts
Wed 23 Jan 2008
at 18:52
  • msg #2

Re: Skills

ACTION SKILL SPECIALTIES

MANAGEMENT

Bootlicking:  How to ingratiate yourself with superiors.

Chutzpah:  Getting others to accept doubtful statements through confident assertion, bluffing and unmitigated gall.

Con Games:  Hoodwinking a citizen or bot through fast talk, spurious logic and persuasion.  This isn't physical sleight of hand (see below).

Hygeine:  Maintainig clenaliness in yourself, your surroundings, your teammates and innocent passersby.

Interrogation:  Extracting useful information from Commie mutant scum.

Intimidation:  This doesn't exactly ingratiate you with your inferiors, but it gets their cooperation.

Moxie: Streetwise smarts; canny assessment of a person, situation or statement.

Oratory:  How to get a BUNCH of people to do what you want.

STEALTH

Concealment: Hiding stuff on your person or in your surroundings; also, spotting stuff others have hidden

Disguise:  Wearing a higher clearance jumpsuit or false mustache without looking idiotic.

High Alert: Senseing imminent danger or covert surveillance. Not really different from most Troubleshooters' typical state, except you only get alarmed over actual threats.

Security Systems: Jiggering locks and alarms.

Shadowing: Following someone without being noticed.

Sleight of hand:  Palming and pocketing small things without being noticed.

Sneaking: Moving around without being followed or noticed.

Surveillance:  How to bug things. How to debug things.

VIOLENCE

Agility: Rapid or balanced movement, gymnastics, jumping.

Demolition: How to use TNT without killing yourself.  At clearances below GREEN this skill is treasonous.

Energy Weapons: Hitting someone with a laser, sonic weapon or blaster.  This is a VITAL SPECIALTY.  You can't take Energy Weapons as a weakness and it doesn't count as one of your six common specialties.

Field Weapons:  Flamethrowers, gauss guns, tanglers and the ever popoular plasma generator.

Fine Manipulation:  Lockpicking, watchmaking, cutting the red wire one second before detonation.

Hand Weapons:  Hitting someone with a force sword, neurowhip or truncheon, or with primitive weapons.

Projectile Weapons:  Hitting someone with a slug thrower, cone rifle or other aimed weapon that uses ammunition.

Thrown Weapons:  Hitting someone with a grenade, brick or rock.

Unarmed Combat:  Hitting someone when you don't have a hand, energy, projectile, thrown or vehicular weapon.

Vehicular Combat:  Hitting someone with a weapon mounted on a vehicle.
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