Make your own free website on Tripod.com
 
Table of
Contents

Welcome to 
Olympus

The State of
the World

Game
Mechanics

Characters

Attributes 
& Skills

Actions &
Combat

Cybernetics

Equipment

What's New

Downloads

Game Design
Notes

Links

Guestbook

Email

IV.  ATTRIBUTES AND SKILLS
Many of the skills that are used in Appleseed D6 are exactly the same as those used in West End Games' old Star Wars game, or the new DC Universe.  However, I have made a few changes.   The links below lead to each Attribute and explanations of the skills they control (many of the skills are more completely explained in the West End Games rulebooks).

Attributes:

Strength
Dexterity
Constitution
Knowledge
Instincts
Presence
Skills are listed under each Attribute.

Terms:
Skill name:  Aside from just the skill name, the skill may be designated as (A)dvanced or (S)pecial.  Advanced skills usually require prerequisites and are more difficult in which to gain levels.  Special skills are particular for some other reason, usually because there are certain rules that apply only to those skills.
Prerequisites:  Any skills and their levels that must be attained before the skill in question may be taken.
Time of Use:  Amount of time that passes while the character attempts the skill (regardless of whether or not it is successful).  This can be highly variable and depends on the GM's discretion.  An action that takes 1 round means that it is the only skill the character can attempt in that round.  An action that takes "1 action" can be attempted in conjunction with as many other actions as the character can perform in one round.  Other attempts may take anywhere from a minute to days (Scrounge, for example).  Difficulty numbers may vary depending on time spent as well.
Difficulty:  This gives an approximate Difficulty level to successfully use the skill.  GM's should vary this depening on the situation:  including stress, available tools, amount of time dedicated to the task, familiarity with the situation and other factors.
Description:  A (hopefully) brief description of what the skill does includes and other notes.

If a skill is listed by not given any other information, assume that it is available in one of West End Games' products (probably the Star Wars books, 3rd Edition).



STRENGTH

Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty:  Easy (2)
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect Value.

Note:  Brawling and Martial Arts is handled differently in this D6 Legend game than it is in the DC Universe.  As always, GM's and players should go with whichever system they think is best.

Climbing
Time Take:  One action (but GM's may decide to have characters just roll once for an entire "pitch")
Specializations:  Different things climbed:  buildings, trees, rock faces.
Difficulty:  Moderate (3)
     While Climbing covers the actual act of scampering up something, it may also be used when a character tries to do things like hold on to the hood of a speeding car (the "TJ Hooker maneuver") or grab on to the struts of a helicopter as it takes off, etc.  The difficulty may be increased if the character is burdened or wearing armor.

Jumping
Time of Use: 1 action.  Note that "big" jumps may require a certain amount of "hang time."  GM's should consider this in modifing difficulties for other actions that are attempted while the character is in the air.
Specializations:  None.
Difficulty:  A die result of 3 or higher is a Success.  The distance covered depends on the number of successed gained.  See below
     Jumping is not really an "academic" skill, but it is a talent that may be cultured nonetheless.  You may notice a somewhat strange progression in the distance covered and the number of successes.  This is because almost anyone can jump at least a little, but only a few people can really jump far. 9 Successes are about the maximum that an Olympic jumper could get (assuming they didn't use Wild Dice, Chi or Character Points--all of which, I think, are illegal at the Olympics)--this assumes a Strength of 4 + Jumping skill of 6 (World Class) and a getting successes on nearly all the dice.  After 9 successes, the distance increases dramatically.  This is because the jumper will only get this far if aided by technology (cybernetics) or some other "superhuman" means (Chi or Character Points).
    I would recommend to GM's that 9 successes be the "maximum" allowed any non-augmented jumper (this includes the use of Chi and CP's) because the laws of physics and gravity have to apply somewhere.  There is simply no way for a "normal" human to jump 50 feet horizontally!
 

# Success
Approximate Distance Covered
1
Horizontal:  about 1 foot.
Vertical:  about 1 foot.
2
Horitzontal:  about 2.5 feet.
Vertical:  about 3 feet.
3
Horizontal:  about 4 feet.
Vertical:  about 4 feet.
4
Horizontal:  about 6 feet.
Vetical:  about 5.5 feet.
5
Horizontal:  about 10 feet
Vertical:  about 6 feet
6
Horizontal:  about 15 feet.
Vertical:  about 7 feet
7
Horizontal:  about 20 feet.
Vertical:  about 8 feet
8
Horizontal:  about 25 feet.
Vertical: about 10 feet.
9
Horizontal:  about 30 feet (this is about the current world record).
Vertical:  about 12 feet.
10
Horizontal:  about 40 feet.
Vertical:  about 15 feet.
Beyond 10 Succeses, a jumper may only achieve these distances if aided by technology.  Even Chi and CP's should not be permitted to carry a jumper this far.
11
Horizontal:  about 75 feet
Vertical:  about 35 feet.
12
Horizontal:  about 100 feet.
Vertical:  about 50 feet.
13
Horizontal:  about 125 feet.
Vertical:  about 75 feet.
For each additional success, add about 25 feet to the result.

Lifting
Time Taken:  1 action
Specializations:  none
Difficulty:  Depends upon the weight and bulkiness of the item.
     Lifting represents more an innate ability than a learned skill (though you can certainly learn the "correct" way to lift heavy objects).  Difficulty depends on the weight of the object. The table below indicates the difficulty of lifting a common object of about the provided weight.  Characters will be able to life much more than this amount  if they bench press (approximately 3 x the amount) or do a dead lift (approximately 4x this amount)
 

Weight of Object
Difficulty
20 pounds
Very Easy (1)
50 pounds
Easy (2)
75 pounds
Moderate (3)
100 pounds
Difficult (4)
150 pounds
Very Difficult (5)
200 pounds
Heroic (6)
Increase Difficulty by 1 for each additional 50 pounds
RETURN TO MAIN PAGE.


DEXTERITY

Acrobatics
Time Taken: One round
Specializations:Tumbling, Balancing, Swinging
     Acrobatics is used whenever a character attempts to make an unusual or difficult maneuver with her body. A character may attempt an Acrobatics check if they fall or are thrown to the ground to roll to her feet or avoid damage (roll Acrobatics versus the damage. If the Acrobatics roll is higher, subtract the difference from the damage taken).
     Acrobatics may also be used in combat. If a character uses Acrobatics during combat they can potentially reap one of the following benefits:

Brawling
Time Taken:  One action.
Specializations:  none.
Difficulty:  Easy (2)
    Brawling covers basic hand-to-hand combat.  It is less graceful than Martial Arts, but can be equally effective.   A character will do an amount of damage equal to his Strength + 1D per Effect Value.

Note:  Brawling and Martial Arts is handled differently in this D6 Legend game than it is in the DC Universe.  As always, GM's and players should go with whichever system they think is best.

Dodge
Time Taken:  One round.
Specializations:  None.
    Dodge is the art of getting out of the way.  A character need only make one Dodge roll per round.  The result becomes the base difficulty for anyone shooting or throwing anything at the character.  Thus, if a character makes a Dodge roll and has 4 successes, enemies will need at least 4 successes to hit the character.  The Dodge result replaces the base difficulty, thus a bad Dodge result can put the character in a worse position than if he had just stood still.  Dodge may also be used to get out of the way of other objects that are not purposely aimed at the character, such as falling boulders, careening busses or out-of-control skateboarders.

Drive
Time Taken:  One round.
Specializations:  Particular types of vehicles, such as Motorcyles, Sports cars, Limosines, etc.
    Drive applies to the conduction of commonplace passenger vehicles. It won't do you a lick of good in a tank...
 

Fire Weapons [Archaic Weapons/Firearms (Pistols and Rifles)/Light Artillery/Heavy Artillery/Vehicle Weapons/Remote Weapons]
Time Taken:  One round.
Specializations:  Particular weapons types.  For example, Firearms: Assault Rifle.
    When choosing the Fire Weapons skill, the player must choose one of the categories listed above.  The character is considered unskills in all the other categories unless they too are selected.

Martial Arts
Time Taken: One round.
Specializations: none.
     Martial Arts covers the study of unarmed hand-to-hand combat. Many of the Resuscitated use programs to train in an amalgam of styles.  At character creation, the character receives one special maneuver for each die they place in the skill.   When the character advances with experience, each special move costs an additional 8 CP's (a character can buy as many as he would like).

Example:  Ishu has a Dexterity of 3D and at character creation adds an additional die into Martial Arts (giving him a total of 4D in Martial Arts). He chooses Disarm, Elbow Smash, Multiple Strikes, and Power Block.  Later,  he increases the Martial Arts skill from 4D to 5D (costing 12 CP's) and decides to purchase  Spinning Kick for an additional 8 CP's.
    A character who strikes with Martial Arts, but without a Special Move, does damage equal to her Strength +1D per EV.  The base to hit with Martial Arts is Moderate (3 Successes).

Note:  Brawling and Martial Arts is handled differently in this D6 Legend game than it is in the DC Universe.  As always, GM's and players should go with whichever system they think is best.

SPECIAL MOVES
The standard Difficulty for each move is given in parenthesis.

Pilot Craft [Landmate/Hovercraft/Aircraft/Marine craft/Spacecraft]
Time of Use: 1 action.
Specializations: Particular models of machinery within the chosen category.
    When the player chooses Pilot Craft, he must choose one of the categories within the brackets.  He is considered unskilled in all other areas.

Ride horse
Time of Use:  One round.
Difficulty:  Easy for simple manuevers on well-trained steeds.  Difficulty increases for the orneriness of the beast, complexity of actions attempted, and conditions (weather, speed traveled, burdens, etc.).
Specialzations:  Particular riding styles (Wester, English, Bareback, etc.).
    Ride horse includes all the knowledge one needs to train or ride a horse, perform simple animal husbandry, and prepare and maintain the appropriate tackle.

Running
Time of Use: 1 action.
Specializations: none
Difficulty:  Easy.  May be increased if there are obstacles or the character is burdened.
    Running includes not only the ability to move your feet rapidly, but also of avoiding objects and stumbling while you are doing so.  This skill is essential for all those characters who hope to be cops and spend their days chasing down perpetrators though dim alleys and over chain link fences.

Throwing
Time of Use: 1 action.
Specializations:  Particular objects:  grenades, spears, shoes.
    This covers the hand-eye coordination required to pick something up and hit a target.  Difficulty depends on whether the object was designed to be thrown and range (see Equipment).
 

RETURN TO MAIN PAGE.


CONSTITUTION
Endurance:
Time of Use: 1 round.  Generally not considered an action.
Specializations:  Particular forms of exercise:  Climbing, Running, Swimming, etc.
    Characters must make Endurance checks when they exert themselves physically and begin to push the limits of their energy.  The GM may decide when rolls are appropriate.  For example, if a character is chasing a crook through the streets of Olympys, he will make a Running roll.  If the chase continues for a long time, the GM will ask the character to make an Endurance roll.  If he fails, he will have to stop running to catch his breath.  The difficulty of the rolls should increase with the time of the physical exertion.

Resistance:
Time of Use:  1 round.
Specializations:  Particular forms of duress:  Drugs, Pain, Gravitational forces (good for pilots), etc.
    Resistance indicates the character's physical resiliency against outside duress, such as pain or drugs.  Furthermore, for when a character rolls to establish his Hit Points, he may roll Resistance if it is higher than his Constitution.  Also, as he may roll an additional die each time he increases his Resistance skill level (only to the general skill, not Specializations).

Swimming:
Time of Use: 1 action.
Specializations:  None.
    When you know how to swim, you generally won't drown.  This is a good thing.

Willpower:
Time of Use:  1 action.
Specializations: None.
    Willpower represents the strength of the character's mind and ability to resist outside influences.  Characters must make Willpower checks to avoid temptations, fight the powers of suggestive drugs, and remain conscious when physically weak or in extreme pain.
 

RETURN TO MAIN PAGE.


KNOWLEDGE

Bureaucracy
Time of Use: 1 round to several hours.
Difficulty:  Easy. May be increased for particularly obscure or secret bureaucratic information.
     This character has an unfortunately advanced knowledge of how bureaucracies work.  They will know who is in charge of what duties, where paperwork is kept, and what processes must be followed to get something done in a bureaucratic chain of command.  Every species has its own kind on bureaucracy, and a smart individual can learn how to use it to his advantage.  The nature of the Machines lend them to an almost supremely bureaucratic structure and division of labor.  In the Realworld, characters may use this skill to discren the various functions, access, security and, perhaps, weaknesses, of the various robotic castes.

Business
Time of Use:  usually ongoing.
Difficulty:  Moderate for most matters.
     This character knows how economic principles can be best applied to a given situation.  They can organize profit-making ventures, find appropriate contacts, and recognize needed resources.
 

Computer Operations and Programming
Time of Use: 1 round to several hours depending on the action attempted.
Specializations:  Particular actions:   Hacking, Decryption, etc.
Difficulty:  Easy for accessing basic information and running programs.  Increased for complex actions like Hacking (Difficult to Ex. Difficult) and breaking encryptions (depending on the strength of the cipher).
    Computers represents an overall ability to use and manipulate computers.  The character not only knows how to access files, but can break through security, program, and do all sorts of other fun things.  It may also be used to diagnosis problems or propose improvements, though the actual work requires Computer Repair.

Craftsmanship [Carpentry, Masonry, Ceramics, Sewing, etc.]
Time of Use:  1 round to several hours, to several days to finish a project.
Specializations:  Particular areas within the area of craftsmanship.  For example, a character may choose Carpentry: Furniture making.
    When a player choose Craftsmanship for a character, he should also choose a particular category.  The character is considered unskilled in all other areas of that category.

Cybernetics (A) or (S)
Prerequisistes:  Engineering 3D, Medicine 3D, Education 5D
Special:  A character with cybernetic implants can take this skill as a regular (non-advanced) skill to work on his implants only.  This represents a basic understanding of the equipment that has been put into the character's body (to do basic repairs and upkeep).  The character does not need to meet any prerequisites (except to have at least one implant).
Time of Use:  1 round to several hours or days.  GM's disrection.
Difficulty:  Easy to perform basic repairs and diagnostics.  Moderate to peform modest upgrades or to repair lightly damage systems.  Difficult to repair heavily damage systems (1/4-1/2 structural points).  Very difficult to repair trashed systems (0 structural points) or to come up with novel cybernetics.
     Cybernetics includes the development, maintenance and upgrading of cybernetic systems, including how they can be integrated into the body.  When operating on a cyborg to repair or implant cybernetic systems, the surgeon must make an appropriate Cybernetics and a Medicine:  Surgery roll.

Education
Time of Use:  1 round to several hours.
Specializations:  Particular areas of study.
    Education indicates the depth of the character's academic background.  Characters may make Education checks in areas that require general knowledge, such as Geography, History, Greek mythology, basic mathematics, etc.  This differs from Social Sciences, Life Sciences and Physical Sciences in that the knowledge is not generally applicable to real problems in front of the character--it only indicates that the character has a very general knowledge ("Switzerland is next to Germany, I think.  Or is that Sweden...?").
    The table below gives a rough idea of what each level in Education represents. Note that it is not necessary to go to college to have a level 3 or 4 Education, it just means that the character has invested time in learning on his own  (in fact, lots of people who graduate from college never paid much attention and might only have a level 2 Education).
 

Education Level
Schooling Equivalent
1
Elementary School
2
High School
3
College
4
Post-graduate studies
5
Advanced studies
6
World reknowned scholar
7
Revolutionary scholar

Electronics
Time of Use: 1 round to several hours.
Specializations:  Particular electronic items:  Computers, Landmate electrical systems, domestic wiring, Cybernetic wiring, etc.
    With Electronics, a character can attempt to understand and repair electrical systems of all sorts.  This includes computers, cybernetics, communications equipment and most optical equipment.  Difficulties may be modified if the character is very familiar with the particular device of depending on the size (generally, smaller things are more difficult to fix).
 

Attempt
Difficulty
Fixing an alarm clock Very Easy
Installing RAM in a computer Easy
Fixing burned-out wiring in a pair of thermal goggles. Moderate
Re-wiring a standard security system Difficult
Physical interfacing a computer with a secured computer system (physical hacking) Very Difficult

Engineering (A)
Prerequisites:  Mechanics 4D, Electronics 4D, Education 4D, Physical Sciences 4D

Demolitions
Time of Use: 1 round to several minutes.
Specializations:  Particular explosives.
Difficulty:  Moderate or higher (generally).
    A character skilled in Demolitions is able to recognize, build and disarm bombs of all sorts.  It's a very dangerous skill to employ, since failure often results in detonation.  Regardless, it's  usually better to attempt to disarm a bomb than just let it sit and go off by itself!

First Aid
Time of Use: 1 round for each Wound Level suffered by patient (it is more difficulty to help people who are more hurt).
Difficulty:  Varies greatly.  See Actions & Combat:  Healing (First Aid).
Specializations:  Tending to various kinds of injuries:  bullet wounds; broken bones; poisoning, etc.
     First Aid training gives a character the knowledge to tend to injuries and minor illnesses (such as nausea and headaches).  The character will be familar with using basic medical supplies, such as bandages and antiseptic, but will not be able to perform surgery or other complex procedures.

Jury Rig
Time of Use: 1 round to several minutes.
Specializations:  Jury-rigging particular objects such as cars, weapons, or computers.
    Someone with Jury Rig can fix almost anything, at least for a few minutes. This is the quick-fix, the hack, that gets something working when it needs to be working.  But without more time and better parts, it won't last long.  A Jury-rigged item will continue to function for 1 hour per Effect Value point.  The GM may alter this time table as he sees fit.  Some very broad examples of Jury-rigging and the associated difficulties are given below:
 

Attempted Action
Difficulty
Getting a decent, but malfunctioning, car started Easy
Fixing the heat sinks on an old computer so it will run without overheating. Moderate
Working out the kinks in an old elevator that won't budge. Difficult
Re-attaching a wing to a busted up airplane Very Difficult
Re-wiring a cybernetic limb that's been busted up Heroic

Language (Special) [Particular Language]
Time of Use: 1 action to speak, 1 round to translate.
Difficulty:  Easy for common languages (English, Chinese, Farsi).  Difficulty increases with more rare languages or dialects.
Specializations:  Any Language skill is considered a Specialization.  See below.
    When a character selects Lanuguage, he must choose a particular language in which he is skilled.  All characters are considered to have a Languages skill of 3D in their native language.

Law
Time of Use: 1 round.
Difficulty:  Easy for knowing basic information.  Difficulty increases for understanding more complex legal regimes or employing legal knowledge ni a professional manner (trying a case, etc.).
Specializations:  Particular areas of the law:  Enforcement; Torts, Criminal Law, Constitutional Law, etc.
    With Law, a character understands how legal regimes work and what must be done in order to comply with those laws.  Skilled characters may attempt to use the law to defend themselves (or others), gain access to information, or have the weight of authority brought done upon another person (i.e., charging them with a crime).  Different countries and subcultures have different laws.  Thus, a character may be very familiar with the laws of one country and completely ignorant regarding others.

Mechanics
Time of Use:  1 round to several hours.
Specializations:  Particular machines:  Automobiles, Landmates, Aircraft, etc.
Difficulty:  Easy to Moderate for simple, common machines and basic problems.  Increases if the character has never worked on a machine of this type or the machine is very complex.  Difficulty may also increase if the mechanic lacks the proper tools, manuals, etc.
    Mechanics is a catch-all skill that represents a character's ability to understand and repair mechanical engines and moving parts.

Medicine (A)
Time of Use:  1 round to several hours or days.
Prerequisites:  Life Sciences 4D, First Aid 5D, Education 4D
Specializations:  Particular areas:  Cybernetic medicine, cardiology, optomology, etc.
Difficulty:  Depends on action attempted.  1 to render basic aid.  2 to peform advanced aid (patient has fewer than 1/2 hp's).  3 to perform light surgery.  4 for basic surgery.  5 for invasive surgery (cybernetic implants, etc.) or to diagnosis a rare disorder.  6 for experimental or novel work.
Special:  Though Medicine is under Knowledge, when the skill is taken, it is at 1D (not the character's Knowledge skill). At 1D will be considered a medic or med student.  At 2D, a registered Nurse or an intern.  At 3D, a doctor.  At 4D, a specialist or experienced doctor.  At 5D and above, the doctor will have a good reputation in the field, perhaps even be world reknowned.
     Medicine represents the whole of medical sciences, from advanced medic procedures, to surgery, to experimentation and development.  When a character uses the Medicine skill to perform first aid and basic field/emergency procedures (including light surgery), it is added to the character's First Aid skill.  Furthermore, it may be added to Physical Sciences rolls when performing biological experiments.  Finally, it may be added to Investigation skills when doing a medical research in libraries or with a computer.
     When working on cybernetics implanted in a patient, the doctor must have the Cybernetics skill and make a successful Moderate test for the surgery to be successful.

Navigation
Time of Use:  One to several rounds, depending on the length and complexity of the course charted.
Difficulty:  Easy to Moderate, depending on the information available to the navigator (charts, compass, current location, etc.).
Specializations:  Particular environments:  Terrestrial, Acquatic, Subterranean, Outer Space, etc.
    A character skilled in Navigation may use any available information to discren her current whereabouts and plot the best course to arrive at another location.  She can read maps, instruments, perform necessary calculations, correct for errors, and generally avoid getting lost.  Even without charts and gear, this character may use local cues (such as the sun or stars) to figure out their location and plot a course of travel.

News
Time of Use:  1 round.
Difficulty:  Easy.  Difficulty may be increased if the news items is particularly obscure.
    News represents the character's knowledge of current events.  Though it may not seem apparent at first, News is an important skill in the world of Appleseed.  Political alliances and conflicts are regularly springing up, shifting and posing threats to Olympus (and probably the characters).  GM's should ask for News rolls if the character's are trying to find out information about what's going on in politics or the world for the past 5 or so years.  GM's should be encouraged to mix in changing social and political situations with the game campaign.  It's one of the things that makes Shirow's work stand out so much from other manga.
    At level 1, the character is pretty oblivious or gets most of her news from tabloids.  At 2, she has an average grasp of newsworthy events (taxes up, war in the Middle East, it's raining, etc.).  At 3, the person at least listens to the nightly news and files the information away in their head.  At 4, they read the paper every day and talk about current events.  At higher levels, the character makes an effor to be on top of any and all current events in the world.

Robotics (A)
Time of Use: 1 round to several hours or days.
Difficulty:  Moderate (generally), but highly variable depending on the action attempted (fine tuning of motor skills is much more difficult than simply changing a battery).
Prerequisites:  Physical Sciences 4D, Electronics 4D, Mechanics 3D
    Robotics covers all the skills required to design, build, and program robots.  In Olympus, there are numerous kinds of robots of varying sophistication.  Very simple robots may perform household chores, provide basic security, or serve to perform simple, hard labor.  More complex robots may have fully functional programs for self-sufficiency and determination, developing personalities and a sense of self.

Sciences
Time of Use: 1 action (to several hours, depending on the action).
Specializations:  Particular fields of study:  Physics, Chemistry, Biology, etc.
Difficulty:  Easy, but increased for more complex or obscure scientific theories.
     Sciences represents knowledge in fields such as physics, mathematics, chemistry and biology.

Streetwise
Time of Use:  1 round.
Difficulty:  Easy.  Difficulty may be increased if used in a city unfamiliar to the character.
   Streetwise represents a character's ability to tap into the resources of the darker side of society.  This skill may be used to procure stolen items, contact assassins, or score some drugs.  It may also be used to find more unsavory and supernatural creatures and items.

Tactics
Time of Use: 1 round.
Specializations:  Particular types of forces: Police squads, Commando teams, Freedom Fighters (Terrorists), etc.
Difficulty:  Dependent upon the situation, often as an opposed roll against the leader of the enemy force.
    Tactics is used whenever a commander attempts to guide his troops into battle.  It may also be used to second-guess an opponent and predict means of attack.

Weapons Technology:
Time of Use: 1 round to several hours depending on the action taken.
Specializations:
    Weapons Tech refers to one's knowledge of various forms of weaponry and how to build and/or repair them.

Value
Time of Use: 1 round to several if the character must research the item.
Specializations:  particular types of items (jewelry, weapons, technology, texts, etc.)
Difficulty:  Easy.  GM's should freely modify this difficulty, depnding on the obscurity of the item.
    Value represents the a familiarity with the economic value of things--books, real estate, collectibles, etc.

RETURN TO MAIN PAGE.


INSTINCTS
Investigation
Time of Use:  1 round to several hours or days.
Difficulty:  Highly variable, depending on the circumstance.  Easy for general background checks and research.  Difficult for probing into deep, dark secrets.
Specializations: Particular areas of investigation:  crime, forensics, scholarly research, etc.
    A character with Investigation has honed her ability to pick up on clues, follow complex paper-trails, and put together disparate pieces of puzzles.  This skill often comes in handy for routing out criminals, uncovering secret motivations behind business transactions, and discovering the truth behind long, lost secrets.

Gambling
Time of Use: 1 round.  Can roll for whole "games" or gambling events.
Specializations:  Particular games: Poker, Blackjack, etc.
Difficulty:  Depends on the game.  Generally, Easy for simple games up to Very Difficult for very complex ones.  Can be used as an Opposing Action against other gamblers.
    Gambling is quite common in Olympus and the rest of the world.  A skill gambler may make his living just about anywhere with a deck of cards or the roll of the dice.

Profile
Time of Use:  Depends on difficulty (See below).
Specializations:  Detecting certain behavioral patterns such as lying, worry, anger, apprehension, guilt etc.
    With Profile, a character can attempt to size up a target, making educated estimates of the target's emotional and mental state.  The longer the skill user studies her subject, the greater chance she will draw the appropriate conclusions.  The base difficulty is the target's opposing Willpower check.  Additional difficulty modifiers are as follows:
 

Desired Outcome
Difficulty
Surface emotions + 0
Emotions or thoughts the target actively attempting to hide + 1
Emotions or thoughts that the target is in denial about +2
Emotions or thoughts that the target doesn't even know he's having (secretly in love with someone, etc.) +3
Attempting to use this skill in a single round +3
Spending 3 rounds to use this skill. +2
Spending 5 rounds using this skill. +1
Spending a full minute using this skill. +0
Interviewing target (asking personal questions). -3
Observing the target closely for more than one hour. -2

Search
Time of Use:  GM's discretion.  It depends on how large the area searched is and what is being sought.
Specializations:  None.
Difficulty:  Moderate (generally).  Depends on local conditions (lighting, other distracting stimuli), whether character is purposefully paying attention, or if special equipment is used.  Items that have been purposefully camoflauged or otherwise hidden may require an Opposed roll against the Hide of the person who concealed the item.
    Search represents the character's ability to pick up on clues, notice little details, and general alertness to her surroundings.

Stealth
Time of Use:  1 round.
Specializations:  Type of habitat in which character seeks to be stealth:  Forest, Urban, Aquatic, etc.
    With Stealth, a character attempts to move unnoticed.  This skill includes walking silently as well as hiding in shadows and blending in with a crowd.  A character using stealth moves at half-speed (walking).  To move quickly while being stealthy, the character must endure increased difficulty levels (GM's discretion).

Survival
Time of Use: One roll should represent 1 "event."
Specializations:  Particular habitats:  Forest, Jungle, Urban, Aquatic, Desert, Arctic, etc.
    A character with Survival may attempt to endure the rigors of the natural world in a number of environments and situations.  The skill is used when the character must find food and shelter or take other actions to survive in the wild.  Note that Survival only covers what is needed for substinence. If you want to build a nice house like they have on Gilligan's Island, you'd better learn Craftsmanship: Carpentry or something similar...Difficulty levels increase when the character is using Survival not only for himself but to aid others as well.

Tracking
Time of Use: 1 round.
Specializations:  Tracking in particular habitats:  Forest, Jungle, Urban, Desert, Arctic, etc.
    Tracking represents the skill of following and catching "prey."  This does not include the ability to kill or trap it (those are different skills).  However, the character can pick up on small traces, estimate how long it has been since the prey was in the area, and make educated guesses as to the condition of the animal.
 

RETURN TO MAIN PAGE.


PRESENCE

Bargain
Time of Use: 1 round.
Specializations:  Bargaining over certain items:  weapons, food, ships, etc.
Difficulty:  Typically an opposed roll against the other bargaining party.
     Bargain represents the character's ability to haggle over just about anything.  In the the markets of Zion, nearly everything is up for sale, and merchants tend to be shrewd.  Without this skill, characters may find themselves much more than they should for goods and services.  The table below gives general outcomes of Bargain "battles":  If the winner is the buyer, reduce the "real price" (GM's discretion) by the Price Multiplier. If the winner is the seller, inflate the price accordingly.
 

Winner's Total Successes > 
Loser's Success
Price Multiplier
1
 x 1.5
2
 x 1.75
3
 x 2
4
 x 3
5
 x 4
6
 x 5

Command
Time of Use:  1 action.
Specializations:  Commanding certain types of troops:  Infantry, Battleships, Landmate troops, etc.
Difficulty:  Easy to Moderate depending on the situation.  Can be easier or hardier depending on the skill and morale of the troops.
    With this skill, a character can manage, direct and mobilize others in a wide variety of endeavors.  She knows how to give clear instructions and inspire obediance and prompt response.  In the heat of battle, an able commander is essential.

Con
Time of Use: 1 action.
Specializations:  Certain types of cons:  disguise, fast-talking, forgery, etc.
Difficulty:  Opponants may make a Willpower or Knowledge opposing roll to rat out a Conning player.
    Con represents a character's ability to bend the truth and slide by on fast-talking.  It also includes other ways of being less than honest--disguise, forgery, etc.

Perform
Time of Use: 1 round.  Can roll for one whole performace.
Specializations:  Particular performance arts:  music, acting, visual art, etc.
Difficulty:  Moderate.  Vary difficulty depending on the quality and intricacy of the art attempted.
     With Perform, a character can attempt just about any art form.  From song-and-dance to sculpture, the character can express herself and perhaps make a buck or two for the effort.

Persuasion
Time of Use:  1 action.
Specializations:  Particular forms of persuasive speech:  Seduction, Oration, Debate,
Difficulty:  Easy.  Targets may make Opposed Willpower rolls to set a Difficulty.
     Persuasion measures a character's ability to convice others of just about anything.  It does not include the ability to bark orders (see Command), but rather to debate with logic, appeal to sympathy, and otherwise verbally convince others to see things the character's way.

RETURN TO MAIN PAGE.