Skills

DB Skills

Skills are a measurement of more specific abilities than those represented by attributes. Increasing a skill is a representation of training or practice in order to further your character's abilities in relation to that skill. Each skill is paired with the attribute that that skill is tested with. The skills are as follows:


Acrobatics

Trained Agility 

The Acrobatics skill encompasses a variety of movement techniques unavailable to less flexible creatures. From performing somersaults to tumbling, from flipping through the air to daring leaps.

Athletics

Trained Strength

The Athletics skill encompasses the ability to lift and move objects, grapple opponents, climb surfaces and jump greater distances.

Awareness

Basic Intelligence

The Awareness skill reflects your ability to perceive hidden dangers and to notice small details about your physical surroundings. You use the Awarness skill to notice ambushes, spot traps and discern other threats to you and your allies. Awarness is not tied to any one sense, it encompasses them all.

Barter

Basic Charisma

You can use the Barter skill to negotiate deals and get better prices on goods and services. When dealing with day to day affairs, like haggling in a bazaar over the price of a fine set of wine, or trading items for food in an prison cell, a single Check is suffcient. However, for important deals, such as those entailing risk to one side, carried out under dangerous circumstances or involving a large amount of money, the GM may call for an opposed Check, with both sides using their Barter skill. 

Charm

Basic Charisma

The Charm skill is used to befriend others. You make Charm Checks whenever you want to change the minds of individuals or small groups, to beg, or seduce. You need not make a Charm check every time you talk to an NPC, only when you want to change their opinions of you or convince them to do something for you, such as giving you a tip, a dance or a kiss. A Charm check and affect a number of people up to your Charisma.

Chem-Use

Trained Intelligence Crafting, Investigation

You can use the Chem-Use skill to handle and prepare chemicals safely, especia toxins, poisons and drugs. Chem-Use covers the use and manufacture of toxins and it can also be used to identify a variety of chemicals.

Ciphers

Trained Intelligence

The Ciphers skill reflects an understanding of shorthand codes employed by certain groups to confer basic ideas, warnings, and information about a given area. This can be in the form of hand signals or as physical symbols inscribed on a surface, usually in a subtle place. Ciphers are not very sophisticated, mostly used to warn of danger, mark a target or indicate protection.

Common Lore

Trained Intelligence

Use the Common Lore skill to recall the habits, institutions, traditions, public figures and superstitions of the world you are from to include but not limited to: cultural groups, organizations, or races. This skill does not represent forbidden or secret knowledge.

Concealment

Basic Agility

Concealment is used whenever you want to hide from sight. To use this skill there must be appropriate terrain (trees, walls, buildings or some other obstacle) or some concealing effect like fog or darkness. Otherwise, the check automatically fails. Concealment is always an opposed check. 

Deceive

Basic Charisma 

The Deceive skill is used to lie and con others. You make a Deceive check whenever you would convince others of something that is not necessarily true, want to dupe them or otherwise swindle and mislead them. You need not make a Deceieve check every time you lie to an NPC, only when you want to change their opinions of you or convince them of something. A Deceive check can affect a number of targets up to your Charisma and your targets must be able to see or hear you clearly, and understand what you say. 

Demolition

Trained Intelligence Crafting

YOu use the Demolitions skill to blow things up without blowing yourself up at the same time. It is used to plant explosive devices and defuse bombs, as well as for the safe handling and manufacture of explosives.Demolition involve explosive devices that are planted or set, rather than those that are simply lobbed at the enemy.

Disguise

Basic Charisma

THe Disguise skill is used to mask your ture appearance. Appropriate clothing, props, make up and prosthetics are often key to a successful disguise, as are more radical accoutrements such as plastic surgery, bionic implants or polymorphine. It is also possible to masquerade as a member of the opposite sex, a different race or a specific person, though these are more difficult to pull off. 

Dodge

Basic Agility

You may use the Dodge skill once per Round using your reaction to negate a successful hand to hand or ranged attack. You make an opposed check against the incoming attack. you succeed if your roll equals or is greater then their To Hit.  

Drive

Trained Agility

The Drive skill is used to control autos, turcks, landspeeders and other land based or hover vehicles. Driving under normal conditions does not require a Check. However, Checks may be called for when navigating treacherous terrain, going at excessive speeds or attempting dangerous manoeuvers. Opposed Drive Checks are made between pursuers and pursued during a chase.

Evaluate

Basic Intelligence

You can use Evaluate to determine the approximate value of everyday objects, as well as valuables such as tech and other objects. 

Gamble

Basic Intelligence

The Gamble skill is used to participate in games of chance, such as card games or dice games. Each participant in a game wagers the same amount and makes an Opposed Gamble Check. The player with the highest roll wins the round.  YOu may, at your option, choose to throw the game, in which case you lose automatically. YOu may also opt to use Sleight of Hand instead of Gabmble to hide cards up your sleeve or palm dice. A success gives you a +2 bonus to your Gamble Check, However, failing may cause suspicion and failing by 5 or more reveals your intentions.

Insight

Basic Charisma

Use the Insight skill to make assessments about people oyu encounter, to determine if someone is lying to you, to sense ulteriro motives and geerally appraise the worth of another being. When trying to perceive a falsehood, or some other form of deception, you make an Opposed Chcek, pitting your Insight against the target's Deceive . If you beat your opponent you get a hunch that something is not right. 

Interrogation

Trained Charisma 

The ability to extract quality information from an unwilling subject. There is a fine line between interrogation and crude torture. In the case of the latter, subjects toend to reveal whatever their tormenter wishes to hear, but in the case of the former a skilled interrogator can tease out the darkest secrets by utilising a variety of devices, serums and techniques. Make an Opposed Check, pitting your Interrogation skill against your opponents Toughness or Charisma. If you beat your opponent, you get one answer and one aditional answer for every 5 points higher you roll then your opponent.

Intimidate

Basic Stregnth

You make Intimidate Checks whenever you want to coerce or frighten individuals or a small group. You need not make an Intimidate Check every time you make a threat. Usually Intimidate is backed up by Strength, but more subtle threats such as blackmail may use Intelligence or Charisma at the GM's option. 

Lip Reading

Trained Intelligence

Use the Lip Reading skill to "listen in" on conversations that take place out of earshot. To use this skill you must have an unobstructed view of the speaker's mouth and you must also be able to understand the language spoken. Distance is the biggest factor. The further away the subject is , the harder the Check. 

Literacy

Trained Intelligence -

THe Literacy skill enables you to read any language you can speak. You normally do not need to Check Literacy for everyday instances of reading or writing, but the GM may call for a Literacy Check when you attempt to read a challenging dialect, poor penmanship, decipher obscure praseology, archaic usage or unusual idioms To read one page of text approximately 750 words, a Literacy Check takes about a minute.


Medicine

Trained Intelligence

The Medicine skill is used to identify injuries and illnesses. It can also be used to stabilize a dying creature. Make a Medicine skill check, if you roll a 10 or higher you succeed on stabilizing the creature. 

Navigation

Trained Intelligence

You employ the navigation skill whenever you want to use maps, technical readouts, innate knowledge and landmarks to chart a proper course and avoid becoming lost. A successful Navigation Check can also estimate travel times based on geography, cosmography, time of year, weather and so on. Under normal circumstances, a single successful Check each day is sufficient to keep you on track, though the GM may call for additional Checks if there are unusual conditions, suchs as flucttuating landmasses, violent storms or asteroid fields.

Parry

Basic Strength

You may use the Parry skill once per Round using your reaction to negate a successful hand to hand or ranged attack. You make an opposed check against the incoming attack, you succeed if your roll equals or is greater then their To Hit.   

Perform

Trained Charisma

Use the Perform skill to entertain and entrall crowds of spectators. The Perform skill may be used to earn an income, much as with Trade. In addition, the Perform skill may be substituted for certain skills uner specific circumstances.

Pilot

Trained Agility

The Pilot skill is used to fly anything from small atmospheric craft such as helcopters and jets, all the way up to spaceship sized vessels. piloting a ship under normal conditions does not require a Check. However, Checks may be called for when flying in conditions such as storms, going at excessive speed or attempting dangerous manovers. When chasing another vehicle, you and your opponent make Opposed Pilot Checks.

Search

Basic Intelligence

Use the Search skill whenever you want to examine an area for concealed objects, clues and anything else that might be hidden. Seach differs from Awarness in that you Check Awarness passively, Checking whenever some hidden danger might appear or to notice a small detail as you move past it. Seach, o the other hand, represents an active effort to check an area. A single Search Check is sufficient to cover a small room or area.  

Security

Trained Agility -

You can use the Security skill to bypass locks and other security systems. The Difficulty of the Check depends on the quality of the defence. To attempt a Security Check on anything you will need the proper tools to make an attempt.

Shadowing

Trained Agility -

The Shadowing skill allows you to follow another creature or vehicle without being seen. Shadowing differst from Concealment in that you are moving while masking your presence, often slipping from one place of cover to another or if that is not possible, acting as if you are doing something else, such as reading through a newspaper or anything else that makes you blend in with your environment. A Shadowing Check is always an Opposed Check, pitting your skill against your opponent's Awareness. A single Shadowing Check is sufficient to follow your opponent unseen for one minute.

Silent Move

Basic Agility -

Use the Silent Move skill whenever you want to creep about without making a noise. The Difficulty depends on the surface on which you walk, broken glass, twigs, gravel and so on, can all make extra noise. A silent Move Check is always an Opposed Check, pitting your skill against your opponents Awareness skill. A Silent Move Check is usally a Free Action made as part of a Move Action.

Sleight of Hand

Trained Agility -

THe Sleight of Hand skill is used to palm objects, pick pockets or perform tricks with small items. like coins and cards. The smaller the object, the easier it is to pick up, which reflected in the task's Difficulty as set by the GM. In most cases, a Sleight of Hand Check is an Opposed Check, pitting your skill against your opponents Awareness skill. You may also opt to use Sliight of Hand instead of Gable to hide cards up your sleeve or palm dice. See the Gamble skill for more information

Survival

Trained Intelligence -

You use the Survival skill to subsist in the wild. The skill encompasses such activities as fishing, game hunting, making fires, finding edible food, constructing improvised shelters, finding safe resting places and so on. 

Tech-Use

Trained Intelligence -

A character may use Tech-Use to repair mechanical items and to work out how unusual technical artifacts work. When using a basic, simple piece of mechanical equipment under normal circumstances, such as a radio or computer, no Check is required. A Tech-Use Check is needed if the item is unusual, malfunctioning or conditions are especially troublesome, such as attemptiong to use a radio during an electrical storm, or trying to get an ancient engine to start up after years of disuse.

Tracking

Trained Intelligence

Trade

Trained Intelligence Crafting

Having a Trade skill indicates that you know how to practice a trade or craft. With this skill, you can make a living or create items suited to your trade.  YOu can also make a Trade Check to identify the handiwork of a particular craftsman, or to know something about a particular item. A Trade Check normally represents a day's hard work. You must have training in one of the following to use this skill:

  • Agriculture: Used to grow, care and harvest crops and animals.
  • Apothecary: Used to blend and prepare herbal remedies.
  • Armourer: Used to create  and maintain armour.
  • Artis: Used to creat works of art.
  • Cartographer: Used to take accurate measurements and turn them into maps.
  • Cook: Used to create and identify food.
  • Copyist: Used to swiftly copy text, illuminate manustripts and forge written material.
  • Designer: Used to assess, design and construct buildings, vehicles and the like.
  • Embalmer: Used to prepare and preserve corpses.
  • Mason: Used to assess and construct stone buildings
  • Mechanic: Used to maintain mechanical and tech machines
  • Merchant: Used to find, bargain and sell trade goods.
  • Miner: Used to extract minerals, maintain mines and identify common hazards.
  • Prospector: Used to find and identify valuable materials.
  • Scrimshawer: Used to inscribe patterns, text and imagery onto materials.
  • Smith: Used to forge metals into shape.
  • Soothsayer: Used to give the appearance of telling the future.
  • Tanner: Used to prepare and tan hides.
  • Weaponsmith: Used to create and maintain weapons.

Wrangling

Trained Intelligence

THis skill may be used in order to ride domesticated animals of appropriate size. The Wrangling skill also allows you to care for and control domesticated animals, like dogs, pigs, horses, and the like. Routine care and feeding requires no Check.Checks are most commonly made to spot developing illnesses or signs of discomfort or for special grooming. Wrangling can also be used to train animals to perform tricks and obey simple commands. Properly training an animal takes some time. Checks should be made once a week during training. A simple trick can be learned with one successful Check. 
You may also use this skill to befirend animals. Domestic animals are always friendly to you. Wild animals or those trained to be hostile can be calmed with a successful Check. GM's may impose penalties for particularly loyal or hostile animals. Wrangling is of no use against cyber animals, even if they are built to resemble an animal.