Skills

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Skills
Skills represent the training a character has in various activities. When building a character the player gets a pool of character points to buy skills based on their Experience Priority level. After the game starts characters are awarded character points (usually 5 per session) to buy more skill ranks with. Skills are used in two primary ways a Rank test based purely on the number of ranks in the skill and a target test using the skill ranks added to the controlling attribute and the roll of a ten sided die to beat a target number. Characters had enough training from the agency to have 2 ranks in all the common skills, but develope their role skills and specialty skills on their own.

Rank Test
Sometimes a game master only wants to know the competence level of a character, in these cases bonuses and attribute are ignored. A rank test may be as simple as if you have 3 or more ranks you succeed or may be a roll on a d10 (ten sided die) where the goal is to roll equal to or lower than the number of ranks in the skill (such as a contacts roll).

Rank Competence Level Chance for Contact/Recognition
0 Untrained 0%
1 Barely Trained 10%
2 Green 20%
3 Competent 30%
4 Regular 40%
5 Professional 50%
6 Veteran 60%
7 Elite 70%
8 Expert 80%
9 Master 90%
10 Legend 100%

Target Test
When luck of the dice, bonuses, and attributes are a factor the player rolls a d10 and adds the result to the skill ranks, attribute score, and any applicable bonuses and tries to match or exceed a target number or the result of an opposed skill roll by someone else. An example of an opposed roll would be sneaking past a guard the player rolls Stealth using Reflexes while the guard rolls Awareness using Intelligence and the game master may give either the player or the guard a bonus based upon lighting conditions, background noise, and the player’s suggested plan or lack there of. Most people gravitate towards things they have some aptitude in so a typical opponent will have 7-9 in the attribute of their chosen profession while most will have 3-6 in actual skill ranks unless they noteworthy meaning most opposed rolls have a range of 10-15 plus a d10.

Target Test Difficulties Target Number
Easy 10
Moderate 15
Hard 20
Very Hard 25
Impossible 30

Learning New Skills and Improving Old Ones
Skills are rated from 0 ranks (no training at all) to 10 ranks (absolute mastery) and character points are used to move up from one rank to the next. To increase a skill 1 rank the character must spend a number of character points equal to the new skill level they will gain. To learn a new skill at level 1 costs 1 point. No skill may be improved more than 1 rank in a single session even if more character points are available (Character Points used when a character is first made do not have the 1 rank per session rule). Character Points available for character design based on Experience Priority Level.
0) 100 Character Points
1) 200 Character Points
2) 300 Character Points
3) 400 Character Points

Learning Languages
Languages aren’t skills in the standard sense, but are learned with character points. Every character begins the game fluent in 1 language. Languages can only be learned with a teacher or by living in an area where the language is the primary language spoken. A character meeting the requirements may spend 1 character point per session in that language (only 1 language can be studied at a time). With 1 point the character has the language at the broken level, with 2 character points the character moves up to poor level, and with 3 points the character has become fluent (Character Points used when a character is first made do not have the per session limit and the player may choose fluent for 3 character points per extra language they want the character to have).

Skill Cost by Rank

Skill Rank Cost Special/Expert Design Cost Cost General Design Cost
0 0 0 0 0
1 1 1 0 0
2 2 3 0 0
3 3 6 3 3
4 4 10 4 7
5 5 15 5 12
6 6 21 6 18
7 7 28 7 25
8 8 36 8 33
9 9 45 9 42
10 10 55 10 52

Skill Descriptions
There are 41 core skills in Amalgamation plus the Expert skill which is a catch-all for anything else a player wants their character to be good at and the Special Skills of the Roles which are unique skills to members of that role which can’t be learned by characters not of the type.

Special Skill (Varies)
A character’s special skill represents their higher calling and within that calling they often perform at superhuman levels. Special skills will be covered under roles, but generally add to a core skill allowing the character to consistently get heroic results.

Armorer (TECH)
Skill in recognizing and repairing armor and weapons. Armorer crosses over with Mechanics and Electronics in some regards, but represents someone who spends their time working with military equipment.

Art (EMPATHY)
The appreciation and creation of art with a concentration on the visual. This skill would include painting, sculpture, photography, and various crafts. Performing arts are covered by the perform skill.

Athletics (BODY)
This is the ability to perform in sports. It includes knowledge of as well as performance in most competitive sports, acrobatics, climbing, and jumping. When calculating the maximum distance of a jump add ranks of athletics to MOVE.

Awareness (INTELLIGENCE)
Awareness is the ability to detect things with the various senses as well as to process and put importance to the things sensed. Examples might be picking up on cigarette butts under the window of a parked car or noticing a moving drape in the building across the street.

Business (INTELLIGENCE)
Skill in business models, policies, etiquette, practices, and finance. A character might use business to determine who would benefit from a particular action or calculate the effects of a disaster on the stability of a region, or just know the proper approach when talking to the CEO of Omnicorp.

Charm (ATTRACTIVENESS)
Charm is the ability to get what you want by being nice, flattering, flirtatious, or otherwise appealing to others as a friend or ally. Charm is useful for wooing members of the desired sex, getting gossip, or convincing someone to hide you from the authorities.

Composition (EMPATHY)
Composition is the ability to create intellectual art. It goes along with art and perform, but is more conceptual. Composition could be used to write a song, speech, poem, novel, or grant proposal.

Demolitions (TECH)
The ability to recognize, use, or disarm explosives. A properly set demolition can be set to concentrate in a particular direction, cause a specific amount of destruction, breech armor, or minimize/maximize collateral damage.

Driving (REFLEXES)
Driving is the ability to operate most surface vehicles such as cars, trucks, land speeders, hovercraft, tractors, and boats. It also applies to wagons and chariots pulled by animals.

Education (INTELLIGENCE)
Knowledge of a wide variety of subjects. Education isn’t an active skill but represents the ability to remember bits of data accumulated over the years such as important historical data, significance of symbols, anthropological information, planetary economics, and so on.

Electronics (TECH)
The ability to operate, recognize, and repair electrical devices. Electronics would be used to operate sensors, repair a computer, or bypass a set of faulty wiring. It can also cover some of the same things as Armorer and Security when applied to electronic systems.

Expert (INTELLIGENCE)
Expert is a catch all. It represents anything the player wants a character to know that isn’t on the list like being an expert cook, brewer, or master of Vulcan religious rites. Many of these things do fall under other skills, but game masters are encouraged to give a character with the highly specialized knowledge an extra edge when it comes up.

Fashion (ATTRACTIVENESS)
The ability to be stylish and make others stylish. A character with a high fashion is always impeccably dressed and unless the player suggests otherwise will always have the appropriate look for any engagement they know they are going to in advance.

Fencing (REFLEXES)
A specialized expertise in thrusting blades a fencer is a master of the competition and also a deadly combatant with the appropriate weapons. A character using fencing must have a thrusting blade (Knife or Sword with a sharp point) and then can add their fencing skill to damage done with the weapon (If attempting something other than thrusts the character should use melee instead).

Firearms (REFLEXES)
The ability to shoot guns. Firearms covers the use of most direct point and shoot weapons that can be picked up fired from the hand or shoulder. Rockets, artillery, missiles, grenade launchers, and fixed/turret mounted weapons fall under heavy weapons while thrown grenades fall under projectile weapons. Guns, lasers, phasers, blasters, and crossbows can be used with the firearms skill.

Gamble (EMPATHY)
This is the skill of competitive gambling games like poker and sabaac where reading one’s opponent is part of the game. Slot machines, horse races, and such fall under dumb luck instead.

Heavy Machinery (REFLEXES)
The ability to operate tanks, walkers, and construction machinery. Most treaded and legged vehicles fall into this category and there is some cross over with driving for tractors and work rigs. It also covers the operation of large tools such as excavators, dozer blades, cranes, and robotic arms.

Heavy Weapons (REFLEXES)
Big weapons including all fixed mount and turret guns, any artillery or indirect fire weapons from missiles and rail cannons to catapults and ballista. Also covers hand held heavy weapons like flame throwers, grenade launchers, net launchers, tripod or pintle mounted machine guns.

Leadership (COOL)
The ability to direct others in an organized fashion. A leader can keep cool when things go wrong and pick out the best candidate for missions and projects keeping things running on a ship, a battlefield, or in an office.

Manipulation (COOL)
The ability to get others to do what they don’t want. Manipulation includes interrogation, con games, fast talking, intimidation, and any other method to force compliance from another.

Martial Arts (BODY)
Martial Arts if the dedicated study of unarmed combat. Karate, kung fu, boxing, wrestling, and a myriad of other names are used, but the goal is to be able to quickly disable or control an opponent. Martial arts skill is added to unarmed combat damage as stun or lethal (attacker’s choice).

Mechanics (TECH)
Ability to recognize and repair physical structures and machines. A skilled mechanic can repair an ion engine, disable the hydraulics on a walker, or build a stick frame house. This skill crosses over with armory and security when dealing with mechanical weapons or locks.

Medicine (TECH)
The ability to diagnose and treat injuries, perform surgery, and do general biosciences as they apply to medicine. Ranks of medicine can be added to the healing rate of a patient under the character’s care.

Melee (BODY)
Hitting people with something. Melee is the skill of striking an opponent with anything handy, be it a hand, beer bottle, vibro-axe, or folding chair. Not as precise as Martial Arts and Fencing it adds no damage, but covers anything the character can pick up and use to strike with.

Performance (ATTRACTIVENESS)
The performing arts, this covers dancing, singing, playing instruments, and acting. It can also be used for impersonation and disguise in some situations. It can work well with Fashion, Composition, and Art as they compliment each other.

Piloting (REFLEXES)
The ability to fly machines from helicopters and windships to starfighters and jet packs. Pretty much anything that moves in three dimensions of movement including submarines can be piloted. Includes navigation in both air and space.

Programming (TECH)
The ability to write, understand, and modify or bypass computer code. It can be used for hacking, decryption, programming machines and robots, or to remove viruses and malware.

Projectile Weapons (REFLEXES)
Muscle powered weapons such as throwing knives, darts, blowguns, hand grenades, javelins, bows, slings, rocks, and even crossbows and spear guns fall into this category. Pretty much anything thrown or shot from a simple mechanical device fall into this category, there is some crossover with firearms in the case of crossbows, spear guns, and similar weapons.

Research (INTELLIGENCE)
The ability to find information. It involves searching computers, running down information sources, and even some experimentation. Generally used to discover information the character lacked in education.

Resolve (COOL)
The ability to push through tough obstacles using willpower. Resolve is used to resist torture, psychic attack, magic spells and other unwanted influences.

Riding (REFLEXES)
Controlling motorcycles, bicycles, speeder bikes, swoops, jet skis, and riding animals.

Science (INTELLIGENCE)
Skill in the hard sciences such as biology, chemistry, physics, astronomy, geology, and mathematics.

Security (TECH)
Ability to install, monitor, or bypass security systems and procedures. Crosses over with electronics and mechanics when it comes to some systems.

Sense Motive (EMPATHY)
The ability to tell when someone is lying and to figure out what their motives and desires are.

Shadowing (INTELLIGENCE)
The ability to follow someone without being noticed in a vehicle or on foot.

Sleight of Hand (REFLEXES)
The ability to do parlor tricks or to pick pockets, slip things into drinks and so on.

Social (EMPATHY)
The ability to fit in, a character with a high social is able to mingle in various crowds without sticking out, a social chameleon.

Stealth (REFLEXES)
The ability to hide, sneak, or conceal. Generally opposed by Awareness.

Streetwise (COOL)
The ability to recognize and work within the criminal element. Streetwise can be used to identify types of crimes going on as well as what criminal organizations are in play and the ranks of the people involved.

Strength Training (BODY)
Training in fitness with weights, aerobics, and other practices. Strength training can be used to represent endurance and also is added to Body to calculate damage bonus in melee combat.

Swimming (BODY)
The ability to move in water or 0-gravity without a vehicle. Can be used for SCUBA, rescue swimming, pearl diving, or recreation. Also covers surfing and water skiing.

Wilderness Survival (INTELLIGENCE)
The ability to survive in the wilderness. Includes orienteering, tracking, hunting, making shelter, and determining where to get safe food as well as starting fires without tools.

Skills

Cyber-Rifts Fortebrocci