Skills – D6

Might Skills
Might skills are those that deal with physical combat and acts of strength or endurance.
Axe. The combat skill to wield arms with any type of axe, such as a battle axe, hatchet, or pickaxe.
Blunt. The combat skill to fight with a mace, club, bat, staff, or other such blunt object.
Brawl. The combat skill to fight unarmed.
Knife. The combat skill to wield any type of knife as a melee weapon.
Lift. The ability to move, lift, and carry heavy items. Generally does not include specializations, but may be included at Game Master discretion.
Example specializations: Lift, Carry, Push.
Pole-Arm. The combat skill used to wield any weapon mounted on a pole, such as a halberd, pike, spear, or naginata.
Stamina. The skill checked when enduring a physical test such as running, swimming, or fighting for an extended period, or resisting physical conditions such as poison, sickness, or pain.
Example specializations: Combat, Running, Swimming, Riding, Poison, Pain.
Sword. The combat skill to wield any type of sword in combat, such as a rapier, katana, broadsword, or gladius.

Agility Skills
Agility skills are those that deal with coordination, grace, dexterity, balance, and ranged combat.
Athletics. The skill checked when attempting any type of feat of balance,
agility, or grace such as climbing a wall, swinging from a chandelier, running a footrace, or performing gymnastics.
Example specializations: Acrobatics, Climb, Run, Cycle.
Bow. This combat skill is used to operate any type of bow weapon such as a crossbow, hunting bow, or compound bow.
Dodge. This combat skill is checked when attempting to evade an attack. It is also the basis for the static combat statistic of the same name as detailed in the Game Mechanics section.
Drive. The skill used to operate all systems of a ground or water vehicle such as a moving truck, personnel carrier, watercraft, or motorcycle.
Example specializations: All-Terrain Vehicle, Hydrofoil, Tank.
Gunnery. The combat skill used to operate any type of weapon mounted on a vehicle, mech, or fortification such as a main battle cannon, fixed machine gun, or missile launcher, or any indirect fire weapon such as a mortar, catapult, or field artillery.
Handgun. This combat skill is used to wield any type of one-handed firearm, such as a revolver, blunderbuss, semi-automatic pistol, energy pistol, or sub-machinegun
Pilot. This skill is used to operate vehicles that achieve true flight, such as an airplane, helicopter, or space fighter.
Example specializations: Passenger Jet, Glider, Helicopter, Starfighter.
Rifle. This combat skill is used to operate any type of two-handed firearm, such as a musket, shotgun, assault rifle, bolt-action rifle, energy rifle, or squad automatic weapon.
Sleight of Hand. This skill is checked when attempting to perform acts of deception, a light touch, or “sticky fingers,” be it concealing a card up your sleeve, dropping a datacard into someone’s pocket, or pulling a coin from behind someone’s ear.
Example specializations: Pick Pocket, Palming, Card Tricks, Switch.
Stealth. This skill is checked when attempting to go unseen by others; often used as an opposing roll to the Search skill.
Example specializations: Tail, Sneak, Camouflage, Hide.
Throw. The combat skill used to throw or toss objects with precision, including knives, rocks, baseballs, and grenades.

Wit Skills
Wit skills deal with raw intelligence, academics, learned abilities, and intuition.
Aliens. The understanding of alien cultures and biology, or the ability to discern things about aliens with study.
Example specializations: any specific alien race.
Computer. The skill to operate, manipulate, modify, and otherwise work with computers.
Example specializations: Programming, Hacking, Data Recovery, Networking.
Craft. The skill used to create relatively simple objects, from armor to tuxedo jackets to handguns to works of art. Quality is determined by the attempted difficulty of an item to be crafted, subject to the GM’s approval. Advanced, alien, and complex construction are not included.
Example specializations: Clothing, Tools, Firearms, Leatherwork, Sculpture, Carpentry.
History. The study and understanding of the history of Earth and humanity.
Example specializations: specific time periods (post-Fall, Golden Age, Renaissance, Industrial Revolution, etc.), particular human cultures, specific areas of study (religion, warfare, education, etc.).
Language. The skill checked when attempting to speak, comprehend, write, or read a foreign or alien language.
Example specializations: any specific alien or human language.
Medicine. The skill checked when attempting to heal someone of injury, illness, or other malady.
Example specializations: Emergency Medicine, Poisons, Holistic Medicine, Neurology, Infant Care, Veterinary Medicine.
Navigate. The skill checked when attempting to determine a position, plot a course, or make a map.
Example specializations: Star Navigation, Cartography, Surveying.
Pick Locks. The skill checked when attempting to bypass a lock or security system.
Example specializations: Deadbolt, Keypad, Biometric, Safe, Vehicle.
Repair. The skill checked when attempting to fix something, usually from damage in the course of combat or adventure.
Example specializations: Armor Repair, Vehicle Repair, Computer Repair, Firearms Repair, E-Weapon Repair.
Search. Finding hidden or lost items or people, eavesdropping, investigating a scene for evidence, or otherwise trying to discover anything hidden or that might not be immediately perceived; often used as an opposing roll to the Stealth skill.
Example specializations: Listen, Find Trap, Fingerprinting, Frisking.
Science. Knowledge of the natural world and its principles.
Example specializations: Botany, Astronomy, Particle Physics, Electromagnetism, Kinetics.
Survive. Skill in staying alive, or even thriving in harsh conditions.
Example specializations: Desert, Jungle, Urban, Coastal, Subterranean.
Track. The skill of being able to follow in the path of someone or something that has gone before by reading the signs of passage. Also includes skill at covering your own tracks so as not to be easily followed.
Example specializations: a particular type of mark (humans,Machine Men, animals, vehicles, etc.), or a particular type of terrain (desert, forest, jungle, etc.).

Charm Skills
Charm skills are those that involve interpersonal relationships, influence, deception, or authority.
Command. The skill checked to operate many large, crewed vehicles or platforms (large ships, mecha, fortifications, etc.) as well as the check to combine fire within a battery or volley of weapons.
Example specializations: a particular class/model of vehicle or platform such as a Solar-Class Spaceship, Battleship, castle battery, or X200 Mecha.
Courage. The skill used to check a character’s ability to perform through fear.
Example specializations: Overcoming fear resulting in a specific thing such as Aliens, Shell Shock, Monsters, or Paranormal.
Diplomacy. Knowledge of strategies to get two parties to work together, particularly when they are not especially inclined to do so.
Example specializations: Intimidation, Bureaucracy, Gamesmanship, Coercion.
Persuade. Ability to influence another person into a desired stance, action, or state of mind.
Example specializations: Con, Intimidate, Haggle, Bluff, Bribe.
Ride. The skill checked when attempting to ride a horse or other animal.
Example specializations: Horse, Camel, Elephant, Trapcat, or any of a variety of alien beasts.
Seduce. Deliberately drawing the amorous attention of another person through deception and/or manipulation.
Example specializations: any particular type of “mark” (older men, younger women, soldiers, the wealthy, etc.).
Streetwise. Knowledge in how to get information, narcotics, weapons, equipment, supplies, and more or less anything else that can be purchased “under the table” and without the knowledge of the authorities.
Example specializations: a particular commodity (information, drugs, guns, vehicles, etc.) or a specific city/region.

Dice Scale

1d – below human average
2d – human average for most attributes and skills
3d – the average level of training for a human
4d – professional level of training for a human
5d – above average expertise
6d – about 1 in 100,000 have training at this skill level
7d – about 1 in 10,000,000 have training at this skill level
8d – about 1 in 100,000,000 have training at this skill level
9d – about 1 in a billion have training at this skill level