Category:Skills

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Overview

Your character's skills determine how good you are at a given task, based on your level of both natural talent and training or practice. Skills are divided into their respective attributes, which determine their base level. In general, attributes represents natural talent or aptitude, while skills represent trained ability.

Class

A skill's class is the attribute that fuels it. There are seven attributes in our system: Awareness, Coordination, Force, Knowledge, Physique, Presence, and Reflex. Click the categories below to see which skills fall into each class.

Types (Pre-D6)

There are two basic types of skills: Common and Rare.

Common skills and specializations are things any average person should be able to do, unless otherwise specified. These skills should only be on a character sheet if he/she has an above average proficiency level. Rare skills are things not just any average person can do, and must be on a character's sheet before he/she can use it at all. Refer to the table below.

Skills By Type
Common Rare
Academics Armorsmithing
Acrobatics Astrogation
Alien Culture Barrier
Bargain Brawl
Brawl Cleanse Body
Climb Conceal (Force)
Con Control Self
Conceal Deflect
Contort Demolitions
Disguise Droid Engineering
Dodge Enhance Attribute
Drive: Hover, Wheeled Enhance Will
Forge: Physical Forgery Farsight
Grip Focus
Animal Handling Force Insight
Hide Force Leap
Investigation Force Sight
Jump Forge: Digital Forgery
Lead Gunnery
Medicine Heal
Melee Illusion
Perform: Dance, Comedy, Singing, Writing, Public Speaking Influence
Persuade Language
Pilot: Aerospace Medicine: Cybernetics, Pharmacology, Genetics, Surgery
Ride Meditate
Run Perform: Instrument, Stage Magic
Search Pick Lock
Shoot Pilot: Capital, Starship, Starfighter, Submersible
Sneak Program Computer
Stamina Sense Life
Steal Starship Engineering
Strength Streetwise
Swim Summon Lightning
Tactics Telekinesis
Tech Operation Telepathy
Throw Track
Toughness Value: Antiques
Value: Market Vehicle Engineering
Willpower Weaponsmithing

Specializations

A character may be advanced enough in a given skill to begin specializing in a particular application, or a skill may cover a lot of ground that varies quite a bit in difficulty level and/or methodology. Some skills, especially those that encompass many different techniques depending on the application, may require at least one specialization.

Modifiers

Many skills are modified by distance and/or relationship to the target. See below for distance and relationship definitions. Note that these definitions are meant as a general guide and are not specific, as in many situations, these things will be left up to the GM to resolve.

Relationships

Intimate: Close friends or family, romantic relationships.

Friendly: Good friends, generally good opinion of each other

Neutral: Acquaintances, no favorable or unfavorable bias

Poor: Dislike each other, general distaste or skepticism

Hated: Hostile relationship, enemies

Distance

Contact Range: Close enough to reach out and touch

Short Range: Several paces away

Long Range: Anything farther than Short Range