All skills have a base time for standard use. APG I, 22 pg.
10 and 12 pt Skill levels are not used in this campaign.
To access the chart below, skills must have associated PS, KS and
have narrative in Character background
Skill Modifiers, Ultimate Skill 31 pg. |
Modifier | Circumstance |
---|
+3 to +5 | Routine |
+0 to +2 | Easy |
-1 to -3 | Difficult |
-4 to -5 | Extremely Difficult |
-6 or more | Sheer folly |
See text | preparing with Extra Tmie |
+1 to +3 | Character has extensive knowledge of |
| the object of the Skill roll |
+1 to +3 | Character roleplays the |
| use of the Skill well |
+1 to +3 | Character uses good equipment |
| in connection with the Skill |
+1 to +3 | Excellent conditions for |
| performance of the Skill |
-1 to -5 | Poor conditions for performing the Skill |
-1 to -5 | Extremely strange or weird |
| object to perform Skill on |
-1 to -5 | Character uses poor equipment or lacks |
| the proper equipment (if appropriate) |
-1 to -5 | Combat conditions, for Skills |
| not normally used in combat |
Injury Modifiers, Ultimate Skill 33 pg. |
---|
Degree of Injury | Modifier |
< 1/3 BODY | -0 |
1/3 BODY to 2/3 BODY | -2 |
2/3 BODY > | -4 |
Significant injury | Additional -1 to -3 |
Skills should have both profession and Knowledge skills to focus them, and act as complimentary skills. These complimentary skills will also provide plenty of real world informat
WIP, reference Skills
Skill | Task | Base Time |
---|
Acting | Faking an injury | Half Phase |
| Impersonating someone | Varies |
Analyze | Analyzing subject | Half Phase (or more) |
Animal Handler | Teach animal a trick | 1-8 hours |
| Calm a ferocious beast | Full Phase |
| “Communicate” with animal | Full Phase |
Bribery | Evaluate susceptibility | 1 Minute or more |
| Gauge proper amount/type of bribe | 1 Turn or more |
| Offer bribe | Full Phase or more |
Bugging | Plant bug | 1 Minute or more |
| Operate bug | Varies |
| Sweep room for bugs | 1 Minute or more |
| Disable/counteract a bug | 1 Turn |
| Create a bug | 1 Hour or more |
Bureaucratics | Obtain information | 1 Hour or more |
| Hide information | 1 Minute |
| Obtain permission, papers, etc. | 1 Hour or more |
| Know who’s who in organization | 1 Minute or more |
| Obtain appointment | 1 Minute or more |
| Use organization’s resources | 1 Hour or more |
| Prompt/delay organizational action | 1 Day or more |
Charm | Gaining trust/friendship | 1 Minute to 6 Hours |
| Romantic seduction | 1 Minute to 4 Hours |
Climbing | Climb surface | 2m per Full Phase Action |
Computer Programming | Search for information | 1 Turn or more |
| Penetrating computer security | 1 Hour or more |
| Eliminate traces of activity | 1 Turn or more |
| Writing a program | 1 Hour or more |
Concealment | Hiding an object | Full Phase or more |
| Search a person | See 6E2 175-76 |
| Search an area | Full Phase to 6 Hours |
Contortionist | Fit into narrow space | Full Phase |
| Escape from Grab/Entangle | Half Phase or more |
| Escape from restraints | 1 Turn |
Conversation | Any use | 1 Turn |
Cramming | Cram a Skill | 20 Minutes or more |
Criminology | Examine crime scene | Full Phase to 6 Hours |
| Analyze evidence, simple | Full Phase to 1 Turn |
| Analyze evidence, complex | 1 Hour or more |
| Criminological evaluation | 1 Hour |
Cryptography | Encode a message | 5 Minutes to 1 Season |
| Decode a message | 5 Minutes to 1,000 Years |
Deduction | Quick flash of insight | No time |
| Research basis of deduction | 1 Minute to 1 Day |
Demolitions | Create bomb | 1 Hour |
| Examine bomb | 1 Turn |
| Disarm bomb | 1 Minute |
Disguise | Apply disguise | Full Phase to 6 Hours |
| Create disguise | 20 Minutes to 1 Day |
Electronics | Hotwire a car | 1 Turn |
| Create/repair electronics | 1 Hour per 10 Active Points |
| Disable electronic device | 1 Turn per 10 Active Points |
| Identify strange device | 1 Minute per 10 Act Points |
| Operate/activate strange device | 2 Full Phases or more |
Forensic Medicine | Perform autopsy | 1 Hour to 6 Hours |
| Basic visual examination of corpse | 1 Turn |
Forgery | Create fake object/document | 1 Hour to 1 Month |
| Attempting to detect forgery | 1 Minute to 6 Hours |
High Society | Knowing proper customs | Half Phase |
| Knowing who’s who | Half Phase |
| Learning goings-on | 1 Hour |
| Digging up society dirt | 1 Hour |
Interrogation | Interrogate/torture subject | 20 Minutes to 1 Hour |
Inventor | Create an invention | 1 Hour to 1 Month |
Knowledge Skill | Remember a fact | Full Phase |
| Research a fact | 20 Minutes or more |
Language | Speak a language | Length of conversation |
Lipreading | Read lip | Length of conversation |
Lockpicking | Pick a simple lock | Full Phase |
| Complex locks | 1 Turn to 6 Hours |
Mechanics | Create/repair machine | 1 Hour per 10 Active Points |
| Disable machine | 1 Turn per 10 Active Points |
| Identify strange machine | 1 Minute per 10 Act Points |
| Operate/activate | |
| strange machine | 2 Full Phases or more |
Mimicry | Imitate sound | Half Phase |
| Imitate voice | Length of conversation |
Navigation | Quick dead reckoning check | Full Phase |
| Ascertain direction | 1 Turn |
| Plan a trip | 5 Minutes or more |
Oratory | Make a speech | Length of speech |
Paramedics | Stop bleeding | Full Phase |
| Provide field medical care | 1 Turn or more |
| Treat medical condition | 1 Turn or more |
Persuasion | Any use | Half Phase or more |
Power | Any use | Full Phase or more |
Professional Skill | Any task | 1 Turn or more |
Riding | Mounted movement in combat | See 6E2 30 |
| Mount a riding animal | Full Phase |
| Dismount a riding animal | Half Phase |
Science Skill | Any task | 1 Turn or more |
Security Systems | Locating security system | See Concealment |
| Disable security system | 1 Minute or more |
Shadowing | Following someone | Varies |
| Conducting surveillance | Varies |
Sleight Of Hand | Any use | Full Phase |
Stealth | Any use | Half Phase or more |
Streetwise | Find person or information | 20 Minutes to 1 Week |
Survival | Foraging | 1 Hour |
| Hunting/trapping/fishing | 3-6 Hours |
| Food preparation | 20 Minutes to 1 Hour |
| Find water | 1 Hour |
| Make water drinkable | 20 Minutes to 1 Hour |
| Find fuel for fire | 1 Minute to 1 Hour |
| Start a fire | 1-5 Minutes |
| Find shelter | 20 Minutes to 6 Hours |
| Build a shelter | 1d6 Hours |
| Predict the weather | 1 Turn |
Systems Operation | Operate device | Half Phase to 1 Turn |
| Identify strange device | 1 Minute per 10 Act Points |
| Create/repair device | 1 Hour per 10 Active Points |
| Overcome interference | 1 Minute |
| Improve transmission | 1 Minute |
| Eavesdrop on transmission | 1 Turn or more |
| Trace transmission | 1 Turn to 1 Minute |
| Analyze recordings | 1 Turn to 1 Hour |
Tactics | Anticipate enemy action | 1 Phase |
| Battlefield analysis | 1 Minute |
| Improve smallunit efficiency | 1 Minute |
| Plan ambush or attack | 1 Turn |
| Plan fortifications | 1 Hour |
Tracking | Finding a trail | 1 Turn |
| Read tracks | Full Phase |
| Hide tracks | Varies |
Trading | Appraise goods/services | 5 Minutes |
| Evaluate the market | 1 Minute to 1 Hour |
| Negotiate price | 1 Turn or more |
| Negotiate a deal | 1 Hour or more |
Ventriloquism | Any use | Length of conversation |
Weaponsmith | Create weapon | 1 Hour or more |
Skills should have both profession and Knowledge skills to focus them, and act as complimentary skills. These complimentary skills will also provide plenty of real world informat
This message was last edited by the GM at 19:02, Fri 02 Dec 2022.