Character Generation (OOC)   Posted by CaptainHellrazor.Group: 0
CaptainHellrazor
 GM, 2 posts
Sun 17 Nov 2019
at 05:32
Character Generation (OOC)
I will use this thread to figure out how we are going to go about character generation.  I see there is a Dice Roller in this site so time to play around with some of the tools we have here.

Any questions, suggestions etc regarding Character Generation, please post them here.

Beyond the dice rolling for character stats you are free to decide your country of origin, no need to be "American" as members of the Cavalry, at this point in US history there are immigrants from just about all over the globe.

You might also want to discuss among yourselves which other skills you may want, so as to get a good spread among the group.

This message was last updated by the GM at 09:54, Sun 24 Nov 2019.

CaptainHellrazor
 GM, 4 posts
Sat 30 Nov 2019
at 13:18
Character Generation (OOC)
In reply to CaptainHellrazor (msg # 1):

OK so here is how the dice rolling works for Character Generation.

Open up your Dice Roller page and everyone should be able to see everyone else's Dice Rolls (unless they are hidden, which I think only I can do as GM, not sure yet). I have set the default dice roll to d100 but I think you guys can change that when necessary for damage rolls etc.

With regard to your initial Character Stats rolls, keep rolling until you have 4 rolls of 50% or more (so you all have decent stats to start with).  I will start fiddling and see where that takes us.

Strength Strength determines a character's chance to break open doors, bend metal, shift heavy objects or anything else requiring brute force.

Stamina A character's Stamina score is the number of points of damage the character can take before being killed. It is also the character's percent chance to resist the effects of poison, gas, drugs, disease, extreme heat or cold, starvation and fatigue.

Dexterity A character's Dexterity score determines his base chance to hit in combat. It also is his percent chance to sense things by touch, throw or catch an object, keep his balance, jump into a moving vehicle or perform delicate actions like cutting a wire without touching any surrounding wires.

Reaction Speed A character's Reaction Speed score is his percent chance to react quickly, to avoid falling rocks, to catch something he knocked over before it hits the floor, to jump away from a vehicle that is racing toward him, to grab an animal or to dive through a door before it slams shut.

Intuition A character's Intuition score is his percent chance to notice small details or hidden objects, to sense an ambush or trap and, at the referee's discretion, to make sense out of seemingly unrelated or illogical facts. When a character pases an Intuition check, the referee should tell the player that he notices something unusual, and describe what the character sees (or hears, smells, feels or tastes). The player must decide what to do with this information. Referees should urge players to figure out puzzles on their own; Intuition checks should not be allowed until after the players have tried (and failed) to solve the puzzle themselves.

Logic A character's Logic score is his percent chance to follow complicated instructions, to figure out the best way to do something he has never done before or use something he is not familiar with, and to make accurate predictions from facts. The referee should roll Logic checks secretly. If the character fails the check, the referee can tell him either that he does not understand whatever he was studying, or can give him false information. A character's Logic score can be modified by the complexity of the situation and the amount of time the character spends studying it. The referee should encourage players to draw their own conclusions from information; like Intuition, Logic checks should be a last resort.

Personality Personality affects how likely a character is to get a friendly response from a stranger and how long he can hold someone#s attention. The referee should encourage players to role-play their attempts to use Personality and talk to NPCs.

EXAMPLE: Paddy the Irishman has just insulted a Scandanavian thug by accidentally spilling a drink on him. The Scandanavian is very mad. Paddy decides to try talking his way out of the situation. "Oops, pardon me, my good fellow, how absolutely clumsy of me," the player says. "Here, let me buy you a drink and let's forget about it. Paddys' Personality score is 40. The referee notes that the Scandanavian is mad and wet and itching tor a fight. He tells Paddy to subtract 20 from his score. Paddy rolls 91, which is greater than his modified score of 20. The Scandanavian punches Paddy.

Leadership. A character's Leadership score reflects his ability to command with authority and have NPCs obey his/her orders. Leadership checks are needed only if a character orders an NPC to do something dangerous, or has mistreated the NPC. Under normal conditions NPCs who work for a character will always obey that character. If characters try to give orders to strangers, the referee must decide how likely the stranger is to obey.

Leadership also is used to bargain with NPCs. The referee should not let characters with high Leadership scores trade junk for valuable merchandise, but a successful Leadership check will get a better deal for the character, or convince reluctant NPCs to deal with the character. Characters can bargain for information as well as merchandise.

Players can increase their characters' ability scores by trading 1 XP to raise an ability score 1 point. No ability score can ever be raised above 100.

Roll d100 once for each Ability pair.  Keep rolling until you have 4 scores of 50 or more.
STR/STA      DEX/RS      INT/LOG      PER/LDR
Find the ability base score on the table below.

Example:
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 51 using 1d100.  Character Stats.
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 35 using 1d100.  Character Stats.
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 42 using 1d100.  Character Stats.
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 97 using 1d100.  Character Stats.
00:47, Sun 01 Dec 2019: Lieutenant John McLean rolled 23 using 1d100.  Character Stats.
00:46, Sun 01 Dec 2019: Lieutenant John McLean rolled 36 using 1d100.  Character Stats.
00:46, Sun 01 Dec 2019: Lieutenant John McLean rolled 63 using 1d100.  Character Stats.
00:46, Sun 01 Dec 2019: Lieutenant John McLean rolled 66 using 1d100.  Character Stats.

00:46, Sun 01 Dec 2019: Lieutenant John McLean rolled 8 using 1d100.  Character Stats.

The 4 rolls over 50 = 66, 63, 97, 51 are applied to the table below giving us:
50/50  50/50  70/70  45/45 and these values are applied to each attribute.


ABILITY SCORE TABLE
Dice Roll01-1011-2021-3536-5556-7071-8081-9091-9596-00
Base Score303540455055606570


RACE MODIFIER TABLE
RaceSTR/STADEX/RSINT/LOGPER/LDR
Zombies+5-5N/AN/A
Humans - Add +5 to any one single score.

Humans add +5 to one ability score (not both scores in the pair).

Example: Lieutenant John McLean adds +5 to his LDR

Players now can modify their ability scores by subtracting points from one ability and adding them to the other ability in that pair. No more than 10 points can be shifted this way.
Example: Lieutenant John McLean has a Personality/Leadership base score of 50/50. The player decides he wants his character to be a leader. He can increase the character's LDR score to 60 if he reduces the PER score to 40


IM: Initiative Modifier is equal to your Reaction Speed score divided by 10, rounded up.

PS: Punching Score is found on this table, using the character’s Strength score:
STR01-2021-4041-6061-8081-00
PS+1+2+3+4+5

RW: Ranged Weapons is equal to half your character’s Dexterity score, rounded up.

MW: Melee Weapons is equal to half your character’s Strength or Dexterity scores, whichever is better, rounded up.

Starting money = 25 + 1d100 Dollars

Starting Age:  16+1d10

YoungMatureMiddle AgedOldVenerable
up to 1920-3536-5051-6565+
no modifiers+5=STR/STA/INT/LOG-5=STR/STA, +5 INT/LOG-10=STR/STA/DEX/RS, +5 INT/LOG-5=STR/STA/DEX/RS, +5 INT/LOG

Choose a name, gender, birth place, native language and handedness

This message was last edited by the GM at 12:31, Sat 06 June.

CaptainHellrazor
 GM, 5 posts
Sat 2 May 2020
at 15:40
Character Generation (OOC)
As the basic game mechanics are based on the Star Frontiers system I will post info here in a similar format.

Primary Skill Areas

Military, Engineering, and Science.

Each player chooses one of these, for the purpose of this game I will assume most of you will choose Military, if anyone wants to experiment with a different PSA I will add more material as we go.

Military PSA – Your character picks up militant skills quickly and easily. Military skills include use of weaponry and setting and removing demolitions charges.

Science PSA – Your character is good with people and their environments. People with the Science primary skill area are good with biology, medicine, and how such biological beings interact with their environments around them.

Engineering PSA – Your character is good with technology in all of its forms, from steam power to weapons and manufacturing.

PSA Skills

Now that you have a Primary Skill Area, you need to specify which skills your character has. Starting characters begin play with two skills, each at first level. One of these skills must come from your selected PSA, but the second one can be any skill at all.

Example:  Trooper Jones likes to blow things up so he chooses Demolitions level 1 as his first skill and Artillery level 1 as his second skill but Hawkeye 'Doc' Pearce chooses Musketry level 1 from the Military PSA but decides to take Medicine from the Natural Sciences PSA as his second skill.

Military SkillsScience SkillsEngineering Skills
DemolitionsClassical EducationTelegraph
Musketry (Rifles)Natural SciencesBlacksmith
Musketry (Pistols)MedicineSteam Engineer
Archery  
Martial Arts  
Artillery  
Thrown Weapons  
Melee Weapons  

Weapon Skills

Success rate: 1/2 DEX + skill level

All weapons skills work the same way. Each level of skill adds 10% to the character's chance to hit with that type of weapon. A roll of 96-00 always misses, however, no matter what the character's modified chance to hit is. Each type of weapon has its own skill, and characters must increase their scores separately in each. When a character uses experience points to increase one weapon skill, his other weapon skills are not affected.

MUSKETRY - PISTOLS skill applies to all types of pistols.

MUSKETRY - RIFLES skill applies to all types of rifles and shotguns.

ARCHERY skill applies to all types of bows and crossbows.

ARTILLERY skill applies to all cannons, gatling guns, mortars, rockets and howitzers.

THROWN WEAPONS skill applies to all grenades and thrown axes, knives and spears.

MELEE WEAPONS skill applies to axes, brass knuckles, chains, clubs, swords, knives, nightsticks, pistol and rifle butts, bayonets, spears and whips.

Demolitions Skill

There are two subskills to the demolitions skill: set charge and defuse charge. Only a character with demolitions skill can legally buy or use explosives or detonators. Dynamite is the standard explosive, Blackpowder can also be used.

SETTING CHARGES

Success Rate: 30% + skill level

Only characters with demolitions skill can set charges. The number of turns needed to set a charge is the character's skill level subtracted from seven. At 1st level, a character needs six turns to set a charge, but at 6th level he needs only one turn.

If a character fails the skill check to set and detonate the charge, the charge has not exploded and must be re-set. The referee should feel free to have the charge explode prematurely or late.

Charges can be detonated by timer, fuse or weapon fire. A timer lets the character set a time when the charge will explode. The timer can be adjusted to delay from 1 second to 60 hours. Demolitions experts also can set off a charge with a rifle. If the expert hits the charge, it explodes.

DEFUSING CHARGES

Success Rate: 50% + [diffuser's] skill level - [setter's] skill level

A demolitions expert can try to defuse a charge that was set by another expert. Defusing a charge takes one turn, no matter what level the expert is. The expert's chance to succeed is modified by subtracting 10 x the skill level of the person that set the charge. A character can defuse one of his own charges automatically.

Martial Arts

Success Rate: 1/2 DEX or 1/2 STR + skill level

Martial Arts skill makes a character a better fighter in melee. A character with Martial Arts skill can add 10% per level to his basic chance to hit with his bare hands in melee. The skill also increases the damage caused by a successful bare-hands attack, adding one point of damage per level.

Martial Arts skill also gives the character three subskills: tumbling, defensive throws and nerve combat. Tumbling reduces damage from falling by -1 point of damage per skill level. Defensive throwing lets the character inflict damage when breaking out of a hold. When a character with Martial Arts skill breaks out of a hold, he automatically knocks his opponent down, causing damage equal to his punching score. Nerve combat increases the character's chance to knock out his opponent. The opponent must be one of the four major races. The attacker gains a +1% chance to knock out the opponent per skill level on each attack. Thus, a character with 4th level skill in unarmed combat and a Dexterity score of 40 would knock his opponent unconscious on a roll of 01-06, 10, 20, 30, 40, 50 or 60.

PSA Sub-skills
A number of PSA Skills include sub-skills, a player with Level 1 in these skills automatically receives all the appropriate sub-skills shown below.

Classical EducationNatural SciencesMedicineTelegraphBlacksmithSteam Engineer
EmpathyAnalyzing SamplesAdministering DrugsTelegraph:OperateBlacksmith:EquineSteam Engineer:Engines
PersuasionAnalyzing EcosystemsDiagnosisTelegraph:Make/RepairBlacksmith:Make ToolsSteam Engineer:Railroads
CommunicationFinding DirectionsFirst AidMorse CodeBlacksmith:Make/Repair Melee WeaponsSteam Engineer:Manufacturing
HypnosisSurvivalMinor SurgeryTelegraph:Identify OperatorBlacksmith:Make/Repair ArmourSteam Engineer:Agriculture
LiteracyMaking Tools/WeaponsMajor SurgeryTelegraph:Immitate OperatorBlacksmith:Make/Repair MusketsSteam Engineer: Civil
SocietyTrackingControlling Infection Blacksmith:Make/Repair RiflesSteam Engineer: Naval
PoliticsStealthCuring Disease Blacksmith:Make/Repair Artillery 
LawConcealmentNeutralising Toxins   
FinanceNamingMedical Research   
Languages:Latin     
Extra Language     

Classical Education

Classical Education gives a character an advantage when dealing with individuals or groups of intelligent people. The skill can be used when dealing with any nationality the character encounters.

There are ten Classical Education subskills: empathy, persuasion, communication, bluff, hypnosis, literacy, society, politics, law, finance and two language skills, latin plus one of the characters choosing.

EMPATHY: Success rate: 40% + skill level

Empathy allows a character to get a general impression of the mood and intentions of individuals or groups. In order to use this skill, the specialist must be able to see or hear the individual or group.  The information that a character gains by using this skill is very vague and non-specific. The referee should use descriptions like hostile, curious, cautious, helpful, neutral, etc.  Empathy can be used by a character only once per encounter. If two characters in the group have Classical Education skill, each can try to use their empathy subskill.

PERSUASION: Success rate: 40% + skill level

Persuasion lets a character try to convince a person or group to follow a reasonable course of action suggested by the character. The character must explain his plan to the group or person being persuaded. If the character must use a translator, he has a -20% modifier.  A character can try to persuade a group or individual only once. If the character misses his roll by 50 points or more, his audience will get mad and might try to do something that is the opposite of what the character wanted.

COMMUNICATION: Success rate: 40% + skill level

This subskill can be used when a character must communicate with someone whose language he does not speak or understand. If the character uses this subskill successfully, he can communicate using very simple messages. The referee might force players to use simple messages by restricting them to two-word phrases.

BLUFF: Success Rate: 30% + 10%/level
A bluff is loosely defined as a lie, evasion, or convincing someone that you are something or someone you are not. Any character attempting a bluff who does not have this skill has a base chance of 5-20%. The more difficult the bluff, the lower the chance. A character with this skill is smoother and more confident in his bluff if the bluff is plausible. An adventurer telling a member of a secret society that he is also a member of the society may work. The referee should modify the bluff based on other factors (unknown information, passwords, etc)

HYPNOSIS: Success rate: 20% + skill level

In order to hypnotize a character, the hypnotist must be able to speak to the subject in a common language without a translator.  If the person being hypnotized is willing, this is the only requirement. If the subject does not realize he is being hypnotized, he gets to make an Intuition check. If he passes the check, the subject realizes what is happening and can not be hypnotized. If he fails the check, he can be hypnotized normally. No one can be hypnotized against his will if he realizes he is being hypnotized.  A character may try to hypnotize only one subject at a time. Hypnotizing someone takes 1d10 minutes. The hypnotist can try to hypnotize a willing subject a second time if the first attempt fails. If the subject is unwilling, the hypnotist gets only one chance to hypnotize him. If the attempt fails, the subject gets to make another Intuition check to realize what has happened.  Hypnosis can be used to give a character a +10 modifier on all rolls to hit in melee. This effect lasts one hour, and can be used on a character only once every 20 hours.  Hypnosis also can be used as an anesthetic. A wounded character that is hypnotized can ignore the wound modifier in combat. This effect lasts 1d10 hours and can be used on a character only once every 20 hours.  A hypnotist's most powerful ability is suggestion. A hypnotized subject will believe almost anything the hypnotist tells him. The hypnotized character will not do something that is against his moral code or religion, but he can be tricked into doing things he would not normally do. The hypnotist must give the subject a good reason to do something unusual, or convince him that the situation is not exactly as it seems. For example, a hypnotized guard will not let unauthorized persons into a restricted area. If the hypnotist tells the guard that he is authorized but has forgotten his pass, the guard will let him in.

LITERACY: Success Rate: 50% + skill level

Literacy. A character with this skill can read and write any language he can speak, including indian languages. The referee can require a skill check in cases where the written material is complicated or the character doesn’t get much practice.

SOCIETY: Success rate: 40% + skill level

POLITICS: Success rate: 40% + skill level

LAW: Success rate: 60% + skill level

FINANCE: Success rate: 50% + skill level

Natural Sciences

Natural Sciences Skill deals with relationships between intelligent life and nature. An Natural Sciences specialist has training in astronomy, biology, botany, chemistry, ecology and geology. There are nine Natural Sciences subskills: Analyze Samples, Analyze Ecosystem, Find Direction, Survival, Make Tools/Weapons, Tracking, Stealth, Concealment and Naming.

When a Natural Scientist is dealing with an unknown environment, he has a -20 modifier on his rolls to analyze samples or the ecosystem, find direction, track or use survival.

ANALYZE SAMPLES: Success Rate: 50% + skill level

A Natural Scientist can analyze atmospheric, biological or geological samples. An environmental specialist can use a variety of scientific equipment to analyze samples. Cannaries for gases in mines.  Microscopes to examine biological samples. If the analysis succeeds, it can indicate what type of plant or animal the sample was, perhaps whether it is edible or poisonous.  For geological samples, if the analysis succeeds, it indicates what minerals are present in the sample and the possibility of finding rich ore in the area.

ANALYZING ECOSYSTEMS: Success Rate: 30% + skill level

An ecosystem is the combination of all the plants and animals that make up the local environment, and their relationships to each other. If an ecosystem is upset or thrown out of balance, entire species can become extinct and whole regions devastated by floods, droughts or other natural disasters. One of the environmental specialist's jobs is to analyze local ecosystems and determine whether they are balanced and, if not, to determine what can be done to restore balance. An environmentalist must spend at least 200 hours studying the area to use this subskill.

FINDING DIRECTIONS: Success Rate: 50% + skill level

A Natural Scientist can try to find directions in a wilderness without a compass or other aid. If the specialist makes a map or marks a trail (by cutting notches in trees or lining up rocks), his chance to find a direction on that path is increased 30%.

SURVIVAL: Success Rate: 40% + skill level

This subskill gives a specialist a chance to do several things related to survival: find food or water (if any is available in the area), find or improvise shelter, and set or avoid traps. If a trap is set in a built-up area (city, farm community, etc.), there is a 50% chance it will be noticed. This subskill also lets the environmental specialist make a special Intuition check to predict natural disasters.

MAKING TOOLS/WEAPONS: Success Rate: 80% + skill level if materials are available

A Natural Scientist can make tools and weapons out of stones, sticks, cords, and other natural materials. Only bows, axes, clubs, knives and spears can be made. Only the spear can be balanced well enough to use as a thrown weapon. The referee may allow an environmentalist to improvise tools and weapons from wreckage and scrap parts.

TRACKING: Success Rate: 30% + skill level

A Natural Scientist has a chance to follow a creature, person or vehicle by watching for its trail. This skill works only in the wilderness, not in settled areas. The specialist also can use this subskill to cover his own tracks.

STEALTH: Success Rate: 20% + skill level

Stealth is the ability to move without being seen or heard. This ability is useful for stalking animals, but also can be used to sneak up on guards of follow suspects.

CONCEALMENT: Success Rate: 10% + skill level

Concealment is the art of hiding in natural cover. Once concealed there is an 80% chance the specialist will not be seen as long as he does not move or make noise.

NAMING: Success Rate: 100%

One of the benefits of being a Natural Scientist is that when he discovers a new plant, animal, mountain range, sea, etc., he is allowed to name the new discovery.

Medical Skill

A character that has Medical skill is called a medic or corpman. Medics need a medkit to use their skill. Medics diagnose ailments, heal wounds, control infections, neutralize poisons, cure diseases, wake up unconscious individuals and prevent tissue deterioration.

There are nine Medical subskills: Administer Drugs, Diagnosis, First Aid, Minor Surgery, Major Surgery, Control Infection, Cure Disease, Neutralize Toxins and Activate Freeze Field.

If a patient is treated in a hospital or sick bay all Success Rates are increased 20%. If the patient is an animal or an unfamiliar alien, all Success Rates are reduced 20%. These two modifiers are cumulative, so the chance to perform major surgery on an unfamiliar alien at a hospital is normal.

ADMINISTERING DRUGS: Success Rate: 100%

The drugs that are covered under this subskill include: ether, smelling salts, laudanum, alcohol and antiseptics.

A medic can use one dose of smelling salts to wake up an unconscious or stunned character, or other remedies to restore 10 Stamina points to a character that was poisoned or contracted a disease or infection. A medic can use one dose of ether to place an individual in a state of unconsciousness.

DIAGNOSIS: Success Rate: 60% + skill level

This skill will give a medic a brief diagnosis. This diagnosis will outline the patient's general symptoms and will identify the ailment as a wound, a disease, a poison or an infection.

Once the medic has a general diagnosis, he can use this subskill to get a specific diagnosis. If he passes the skill check, the medic knows exactly what the ailment is. With this information, the medic can use one of his other subskills to heal the wound, control the infection, cure the disease or neutralize the toxin.

Without a specific diagnosis, a medic can not use a subskill to treat a victim. However, the medic can use the general diagnosis as a guide to which drug the victim needs. After the medic gives the injection, the victim must roll his current Stamina or less on d100 to overcome the effect of the poison, disease or infection. If the victim fails this roll, the drug has no effect. A second dose given within 20 hours automatically has no effect.

FIRST AID: Success Rate: 100%

A medic can heal 10 points of wound damage automatically by using appropriate items from the medkit (local anesthetics, bandages, splints etc.) FIRST AID can only be given to a character once in a 24-hour period. If a second attempt is made within 24 hours, it has no effect. If a character suffered more than 10 points of damage, the medic must use major or minor surgery to heal him completely.

MINOR SURGERY: Success Rate: 40% + skill level

Minor surgery can heal up to 20 points of damage and can be performed in the field. This is in addition to the 10 points that can be healed with first aid. Minor surgery also uses one dose of anesthetic. If the surgery fails, the patient does not recover any Stamina points.

MAJOR SURGERY: Success Rate: 20% + skill level

Major surgery can heal any amount of damage to a character however it cannot be performed in the field, only indoors with access to facilities i.e. hot water, operating table, instruments and assistants. For every 10 points of damage (or fraction of 10 points) healed, a week of rest is required. The only limit to the amount of damage that can be healed is the patient's original Stamina. If the operation fails, the patient does not recover any Stamina points. The medic can try minor surgery on the same patient, if he has not already. Major surgery also requires one dose of anesthetic. Major and minor surgery are effective only on wounds. They can not be used to heal damage from infections, diseases or poisons.

CONTROLLING INFECTION: Success Rate: 50% skill level

Controlling infection requires a dose of penicillin. If the attempt fails, the penicillin is used up and the infection is out of control. Infections are rated by their infection strength (S) and duration (D). The infection causes a specific amount of damage every 10 hours. For example, an S6/D8 infection causes six points of damage every 10 hours for 80 hours if it is not controlled.

CURING DISEASES: Success Rate: 40% + skill level

Curing a disease requires a dose of the vaccine. If the attempt fails, the vaccine has been used up and the disease has not been cured. Diseases are rated according to how they modify ability checks, how long the modification lasts and whether the disease is fatal. The modifier is a negative number and the duration is in 10-hour periods. If the duration is followed by an exclamation mark, the disease will kill anyone it has infected after that length of time unless the disease is treated at a hospital. For example, a -10/D10! disease modifies every ability check the character makes by -10 for 100 hours. The victim will die after 100 hours unless he is treated successfully at a hospital.

NEUTRALIZING TOXINS: Success Rate: 30% + skill level

Neutralizing a poison inside a victim's body requires the correct anti-venom. Poisons are rated like infections, according to how much damage they cause and for how long. Poison damage is inflicted every turn instead of every 10 hours, and the duration is in turns. An S7/T9 poison will cause 7 points of damage every turn for 9 turns. Neutralizing a poison stops the poison from causing any more damage, but does not heal damage the poison caused on earlier turns

MEDICAL RESEARCH:  Success Rate: 30% + skill level

Anything from developing prosthetic limbs to researching cures, vaccines and new medical treatments.

Telegraph Skill

TELEGRAPH: OPERATE: Success Rate: 60% + skill level

TELEGRAPH: MAKE/REPAIR Success Rate: 40% + skill level

MORSE CODE: Success Rate: Automatic

IDENTIFY OPERATOR: Success Rate: 50% + skill level

IMITATE OPERATOR: Success Rate: 40% + skill level

Blacksmith Skill

BLACKSMITH: EQUINES: Success Rate: Automatic

BLACKSMITH: MAKE TOOLS: Success Rate: Automatic

BLACKSMITH: MAKE/REPAIR MELEE WEAPONS: Success Rate: 70% + skill level

BLACKSMITH: MAKE/REPAIR ARMOUR: Success Rate: 60% + skill level

BLACKSMITH: MAKE/REPAIR MUSKETS: Success Rate: 40% + skill level

Blacksmith Skill must be level 2 to attempt this sub skill.

BLACKSMITH: MAKE/REPAIR RIFLES: Success Rate: 30% + skill level

Blacksmith Skill must be level 3 to attempt this sub skill.

BLACKSMITH: MAKE/REPAIR ARTILLERY: Success Rate: 20% + skill level

Blacksmith Skill must be level 3 to attempt this sub skill.

Steam Engineering Skill

STEAM ENGINEER: ENGINES: Success Rate: 50% + skill level

STEAM ENGINEER: RAILROADS: Success Rate: 50% + skill level

STEAM ENGINEER: MANUFACTURING: Success Rate: 40% + skill level

STEAM ENGINEER: AGRICULTURE: Success Rate: 40% + skill level

STEAM ENGINEER: CIVIL: Success Rate: 40% + skill level

STEAM ENGINEER: NAVAL: Success Rate: 20% + skill level

Learning Skills

To learn new or higher-level skills, characters must spend experience points. The experience point cost depends on the skill's level and PSA. The Skill Cost Table shows the costs for each level of skill in the different PSAs. If the skill is from the character's Primary Skill Area, the cost is the number in the column. A character can learn skills from other PSAs, but must pay twice as many experience points for them. Doubled costs are shown in parentheses.

SKILL COST TABLE
LevelMilitary PSAEngineering PSAScience PSA
Level 13(6)4(8)5(10)
Level 26(12)8(16)10(20)
Level 39(18)12(24)15(30)
Level 412(24)16(32)20(40)
Level 515(30)20(40)25(50)
Level 618(36)24(48)30(60)

A character can learn only one skill level at a time. Skipping levels is not allowed, even if the character has enough experience points to do so.

Miscellaneous Skills

Prior to joining the 13th Cavalry, characters have vocations and hobbies that can further add to their skill set.  Each player can also choose one Vocational Skill and any two Hobby or Language Skills.

Vocational SkillsHobbyLanguagesMilitaryEngineeringMedicalNatural Science
FarmerAppraisalsLiteracySign LanguageBallooningProstheticsAnalyze Animal Behavior
MillerAstrologyLatin literacyFormation DrillsOpticalMedical InstrumentsAnimal Taming
PhotographyDramaticsNative American* spokenMilitary EngineerPhysicsForensic MedicineAnimal Training
Blacksmith:EquineEntertainingSpanish spokenConcealmentNaval EngineerMicrobiologyStable Mounts
ChefDisguiseFrench spoken  Medicine:VeterinaryGeology
BakerForgeryGerman spoken  Medicine:HomeopathyBiology
BrewerClock/WatchmakerPortuguese spoken   Botany
MiningGemologyDutch spoken   Chemistry
Charcoal MakerHagglingJapanese spoken   Cartography
Iron WorkerGamblingGaelic spoken   Zoology
Bricklayer/Stone MasonPumping IronChinese** spoken    
LumberjackRide MountAfrican* spoken    
CarpenterClimbing     
Leather WorkerRope Use     
TailorSociety     
Glass BlowerPolitics     
Boat BuilderSwimming     
SailorRunning     
FisherTracker     
Railroad HandStealth     
Bar/Shop KeeperConcealment     
Cooper(Barrel maker)Bluff     
 Pre-requisites     
HunterTracker-    
Finance/Banker-Literacy    
Law-Literacy    
Journalist/Writer-Literacy    
Printer-Literacy    
Theology/Priest-Literacy    
CowboyRide Mount-    
Veterinarian-Literacy    
Teacher-Literacy    

*Choose any specific dialect
**Mandarin or Cantonese

BLACKSMITH: EQUINES: Success Rate: Automatic

CLIMBING: Success Rate: Automatic
This skill increases a character's climbing ability. The character now climbs a rope at a rate of 3 meters/turn and vertical surfaces at a rate of 2 meters/turn. The character can also use the proper equipment to climb and rappel like a mountain climber. A character with this skill also learns to use such-sets.

CONCEALMENT: Success Rate: 10% + skill level
Concealment is the art of hiding in natural cover. Once concealed there is an 80% chance the specialist will not be seen as long as he does not move or make noise.

FINANCE: Success rate: 50% + skill level

GEMOLOGY: Success Rate: Skill Level
This skill allows a character to appraise the worth of rare and valuable gems (which are often used for currency in uncivilized areas) to within 10% of their normal cost. He also is able to trace veins and locations of gems, plus identify their origins by their type and cut.

HAGGLING: Success Rate: 40% + 10%/Level
This skill gives a character a chance to haggle the price of an item or service down if he is buying or up if he is selling. The normal cost increase or decrease is 10%. If 01-02 is rolled, the increase or decrease is 20%. If 98-00 is rolled, the haggling has exactly the opposite result and the price goes against the character by 20%.

LAW: Success rate: 60% + skill level

LITERACY: Success Rate: 40% + skill level
Literacy. A character with this skill can read and write any language he can speak, including indian languages. The referee can require a skill check in cases where the written material is complicated or the character doesn’t get much practice.

POLITICS: Success rate: 40% + skill level

RIDE MOUNT Success Rate: 60% + 10% per Level
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once their skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, they must wait at least a year of campaign time before they can try to ride that species again.
If a mount is frightened or is directed in a path that if feels is threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the referee.
A character with "Cowboy" as a Vocation gets an additional +5%

RUNNING: Success Rate: Automatic
This skill increases the endurance of a character, who can now run at top speed for a number of minutes equal to his Strength score divided by 5, rounded up. The character then must rest for five minutes before running again. This skill must be renewed (as a first level skill) every six months, as if the character kept training.

ROPE USE: Success Rate: 1/2 DEX +10% per level (+5% for characters with Cowboy skill)
A character with this skill can make a lasso and catch something with it. A single skill check is all that’s required in most cases. In combat, throwing a lasso is the
equivalent of firing a careful shot, except the character’s Roping skill is his chance to hit. If the throw misses, reeling the rope back in takes at least six seconds (one combat turn). If a character is lassoed, he gets one chance to
escape by making either a Strength check. If the ability check fails, the character’s arms are pinned at his sides (or his legs are tangled, depending on the lassoer’s target). A lasso’s Point Blank, Short, and Medium ranges are 2, 5, and 10 meters.

SOCIETY: Success rate: 40% + skill level

STEALTH: Success Rate: 20% + skill level
Stealth is the ability to move without being seen or heard. This ability is useful for stalking animals, but also can be used to sneak up on guards of follow suspects.

TRACKING: Success Rate: 30% + skill level
A character with this skill has a chance to follow a creature, person or vehicle by watching for its trail. This skill works only in the wilderness, not in settled areas. The specialist also can use this subskill to cover his own tracks.

This message was last edited by the GM at 11:52, Fri 22 May.