Skills

The following are the list of available O.C.C. and Elective Skills as well as their description.
The Rules section shows how to handle Skill Checks

Secondary Skills are located on their own page.

Skill Name Skill Name Skill Name Skill Name Skill Name Skill Name Skill Name
Athletics Demolitions Forensics Mechanics: Aircraft Pick Locks Rope Works W.P. Handguns
Camouflage Detect Ambush Forgery Mechanics: Basic Pick Pockets Running W.P. Heavy Weapons
Climbing Detect Concealment Impersonation Mechanics: Ground Vehicle Pilot: Aircraft SCUBA W.P. Knife
Computer Hacking Disguise Intelligence Mechanics: Hovercraft Pilot: Ground Vehicle Sensory Equipment W.P. Rifles
Computer Operation Electrical Engineer Interrogation Mechanics: Power Armor Pilot: Hovercraft Sign Language: GDL Weapons Engineer
Computer Programming Electronic Countermeasures Language: Colonial Mechanics: Watercraft Pilot: Power Armor Surveillance Wilderness Survival
Computer Repair Electronics: Basic Literacy: Colonial Military Etiquette Pilot: Watercraft Swimming
Concealment Escape Artist Mathematics: Advanced Navigation Prowl Tracking
Crime Scene Investigation Field Surgery Mathematics: Basic Navigation: Land Radio: Basic Trap/Mine Detection
Cryptography First Aid Mechanical Engineer Parachuting Rappelling Vehicle Weapon Systems

Athletics: Training in, and enjoyment of, vigorous exertion for basic training.
Bonuses: +1 to Parry and Dodge, +1 to Roll with Impact, +1 to P.S., +1D6 to Spd, and + 1D8 to S.D.C.

Camouflage: The skill of concealing a fixed base position, vehicle, equipment or individual, using natural and/or artificial materials. A fair amount of time is involved in the preparation of a larger position. Large cargo nets, cut branches or underbrush are used most often in camouflage. This skill is also used to conceal traps.

Climbing: Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 20 feet (6 m) of a vertical climb. If the roll fails, it means he is losing his grip, however, every “skilled” climber gets a chance to regain his grip, roll again. Two consecutive failed rolls means the character falls (takes 1D6 damage per 10 feet of a fall, ignoring armor).

Computer Hacking: This is a computer skill similar to Computer Programming, however, the emphasis of this skill is breaking computer access codes to gain illegal access to other computer systems and steal or sabotage its data. The character is an expert in tracing computer data, bypassing defense systems, and breaking (“hacking”) codes; add a one time bonus of +5% to the Cryptography and Surveillance skills if the character is a hacker.
Requires: Computer Programming.

Computer Operation: A knowledge of how computers work, along with the skills to operate peripherals like keyboards, printers, and routers. The character can follow computer directions, enter and retrieve information, install programs, games and software, use the web/internet and similar basic computer operations.
Requires: Literacy

Computer Programming: Advanced computer knowledge that includes designing, programming, debugging, and testing computer programs and software. Hacking is possible, but at a penalty of -40% unless the character also has the Computer Hacking skill.
Requires: Computer Operation, Mathematics: Basic

Computer Repair: Knowledge of the internal electronics of computers and related devices (terminals, printers, monitors, networks, circuit boards, etc.). The character can attempt to repair or sabotage computers. Note that figuring out the repair or sabotage procedure counts as one roll, and the actual repair is a second roll. A failed roll means the repair is faulty and does not work (try again).
Requires: Computer Operation

Concealment: The practiced ability to hide small items on one’s body or in hand, usually by continually moving it around from hand to hand or place to place, or hide them on one’s person or an innocent bystander unnoticed. Objects must be no larger than 14 inches in height/length, and six inches in width. The weight must also be 10 pounds or less. The smaller and lighter the object, such as a knife, gem, key, etc., the easier it is to conceal.
Bonus: A character trained in Concealment gets a one time bonus of +10% to Detect Concealment.

Crime Scene Investigation: The procedures, methods, and techniques in police crime scene investigation, including protecting the integrity of a crime scene, gathering and preserving evidence, fingerprinting, recognizing and preserving DNA evidence, ballistics (matching bullets to weapons and angles of impact), and finding, processing and analyzing clues and evidence.
Requires: Biology, Chemistry

Cryptography: Skill in recognizing, designing, and cracking secret codes and messages. The character must study the code for two hours to attempt to break it successfully. A failed roll means the individual must study the code for an additional two hours before he can try to break it again. The character may attempt to break the code sooner, after only 30 minutes of study, but suffers a penalty of -30%.
Requires: Literacy

Demolitions: Demolitions provides the character with an advanced knowledge in the use and workings of explosives and detonation devices for the purpose of blowing up bridges, buildings, barriers, fortifications and sabotage. This includes all types of explosives, such as mines, dynamite, plastics, nitro. blasting caps, etc. It also includes a basic understanding of the strategic placement of mines and booby traps. This skill increases the character’s awareness of suspicious rope, string, and wire.
Requires: Mathematics: Advanced

Detect Ambush: Training that develops an eye for spotting locations and terrains suitable for ambushes and being ambushed. It also provides a rudimentary knowledge of guerilla tactics used by the enemy. The Detect Ambush skill gives its user the ability to spot potential ambush sites based on terrain and possible modes of attack. It is also used to detect individuals prowling.

Detect Concealment: This skill enables the individual to spot and recognize camouflage, hunting blinds, trip wires, concealed structures/buildings and vehicles, secret doors and compartments. The Detect Concealment skill is specifically designed to help a character to spot things that are deliberately hidden.

Disguise: The character knows how to apply make-up, wigs, skin putty, dyes, and other special effects in order to alter his appearance or that of somebody else.
Bonus: +5% to Impersonation

Electrical Engineer: Knowledge of electricity. The characters can diagnose and locate electrical problems, repair complex electrical devices, wire entire buildings or vehicles, and build electrical equipment. The character can also attempt to bypass security systems, alarms, and surveillance systems, but at a penalty of -20% for simple systems and -50% for complex systems (reduce these penalties by half if the character also has the Surveillance skill).
Requires: Electronics: Basic, Literacy, Mathematics: Advanced

Electronic Countermeasures: The ability to shield, encrypt and protect electronic transmissions, as well as jamming, scrambling, coding and decoding radio, video and wireless transmissions. This skill also includes knowledge in the use of technology to locate electronic bugs/listening devices and deactivate, undermine and otherwise circumvent them. The use of electronic masking, scrambling and unscrambling equipment, as well as codes to help foil the detection, interception and interpretation of radio and wireless transmissions is all part of this skill. A radio operator who makes a successful scramble roll can transmit coded or scrambled messages without fear that the enemy will intercept or understand his transmission.
Requires: Radio: Basic

Electronics: Basic: This is a rudimentary understanding of the principles of electricity, simple circuits, wiring, and so on. This character can do basic wiring, repair appliances, and read schematics as well as assist electrical engineers.

Escape Artist: The methods, principles, and tricks of escape artists. The character can try slipping out of handcuffs, ropes, straightjacket, etc., using techniques that include hand positioning, tensing and relaxing muscles, keeping hand and wrist joints flexible, popping joints in and out, the study of knots, and one or more hidden lock picking tools concealed on his body.
Bonus: +5% to Rope Works

Field Surgery: Training in emergency, life-saving surgical procedures that can be performed “in the field” to keep critically wounded individuals alive. Given the proper equipment, the field surgeon can perform amputations, suture torn arteries, check internal bleeding, cauterize wounds, and give blood transfusions. A failed roll means the character dies of his injuries in a matter of minutes.
Requires: First Aid

First Aid: Rudimentary medical treatment which includes how to bandage wounds, stop bleeding, splint broken limbs, administer artificial respiration (CPR), as well as use antiseptics and common anti-inflammatory drugs and painkillers.

Forensics: Forensic medicine, the proper medical procedure of performing an autopsy on a corpse, finding evidence regarding the time of death, cause of death, age and sex of the victim, identifying physical trauma, internal injury, the presence of toxins, and other details related to the condition of the body and cause of death.
Requires: Biology and Chemistry skills.

Forgery: The techniques of making false copies of official documents, signatures, passports, I.D. cards, and other printed material. The forger must have an original or photocopy to work from in order to make an accurate copy. This skill can also be used to detect other forgeries.
Bonuses: Characters who take Art: Drawing/Painting get +10% to Forgery
Requires: Literacy

Impersonation: This skill enables a character to impersonate another person or general type of person (soldier, worker, etc.). This means he must have a rudimentary (if not comprehensive) knowledge of the person or general type of personnel that he plans to impersonate. This includes a knowledge of that person or type of person or job, work procedure or protocol, local laws and customs, individual habits, dress/uniform/lifestyle, hierarchy of command/leadership, rank, and speaking the proper accent.
Bonuses: A character who successfully used Disguise to look like the person they’re impersonating gain a +20% to Impersonation rolls.

Intelligence: Specific training in the practices and principles of recognizing and analyzing sources of information about the enemy, observation techniques, counter-intelligence measures and proper procedure. This includes the practical assessment of sights and sounds, estimation of distance from strategic positions, what to report, handling prisoners of war, and handling captured documents and equipment (tagging and reporting to group leaders or proper authorities). This means the character will be able to accurately estimate ranges, the number of enemies, direction, purpose, and assess the importance of specific information.

Interrogation: This skill includes training in the questioning of prisoners, captives and informers, and the assessment of the information they provide. The character knows the techniques to get information from (typically unwilling) subjects. The character also can judge if the subject is lying. This skill also includes some basic knowledge on methods of torture, from basic tactics like depriving the subject of sleep to old “medieval” instruments and modern
drugs.

Language: Colonial: The official language of Gideon E, modified over the last century from Galactic Basic.

Literacy: Colonial: The ability to read and write in Colonial.
Requires: Language: Colonial

Mathematics: Advanced: Knowledge of all basic and advanced mathematics, including algebra, geometry, trigonometry, calculus, and techniques for using advanced mathematical formula.
Requires: Mathematics: Basic

Mathematics: Basic: Knowledge of basic math, including the ability to count, addition, subtraction, multiplication, division, and fractions.

Mechanical Engineer: Training, understanding, and knowledge of how machinery is designed, operated, built, and maintained. Characters can attempt to redesign, modify, repair, construct, or sabotage standard mechanical devices. The player must first roll to see if his character can figure out how to operate, analyze and design the machine. First, a successful diagnostic roll must be made. Roll again to determine whether the character can fix/change/build the required mechanism, and roll again to see if the repair, modification or construction was properly done/made and the machine works.
Requires: Electronics: Basic, Literacy, Mathematics: Advanced, Mechanics: Basic

Mechanics: Aircraft: The understanding of aerodynamics and the training to repair, rebuild, modify and redesign conventional aircraft. Work on military aircraft is limited to body work unless the character also has the Weapon Engineer skill. Experimental aircraft and spacecraft can be attempted under penalty.
Requires: Mechanics: Basic

Mechanics: Basic: A general familiarity and understanding of basic mechanics. This character can fix a toaster, repair a bicycle, replace a belt on a motor, repair or replace a switch, handle or knob, replace a spark plug, change oil, assist in automobile repairs, maintain machinery, read a schematic and similar fundamental tasks. A character can attempt to do basic repair work on specific vehicles, but without the specific Mechanics skill it is under heavy penalty and only basic work may be attempted.

Mechanics: Ground Vehicles: The ability to repair, rebuild, modify, and redesign conventional ground vehicles, this does not include hovercraft.
Requires: Mechanics: Basic

Mechanics: Hovercraft: The ability to repair, rebuild, modify, and redesign hover based vehicles. This does not include conventional aircraft.
Requires: Mechanics: Basic

Mechanics: Power Armor: The ability to repair, rebuild, modify, and redesign power armor systems. These highly complex machines require more than rudimentary repair skills.
Requires: Mechanical Engineer, Computer Programming

Mechanics: Watercraft: The ability to repair, rebuild, modify, and redesign water vehicles, this does not include hovercraft.
Requires: Mechanics: Basic

Military Etiquette: A clear understanding of the way the military works, including rules of behavior (when to salute, how to address superiors and subalterns, etc.). military procedures and routines, standard issue of equipment, special ordering procedures, proper display of rank and medals, advancement in rank (and the duties that come with it), proper troop formations, how to deal with military bureaucracy, the chain of command, proper channels, who to contact to get things done, and other useful information in matters of military protocol and bureaucracy.

Navigation: Training in map reading, star charts, course computation, following landmarks, and use of navigational equipment. Includes land, air, and water navigation, as well as piloting by instruments alone. A failed roll means the pilot is off course.

Navigation: Land: This skill enables the character to stay on course while traveling over land by means of observation and memorization. It includes mentally marking/recognizing geographic landmarks, estimating distance and movement, recognizing sounds, night travel, marking a trail and other navigation tricks. The player should roll once for approximately every three miles traveled. A failed roll means the character is drifting off course.

Parachuting: The methods, procedures, and techniques of parachuting, packing the chute, skydiving, precision landing, landing without injury, and practice of jumping from a high altitude aircraft. The advantage of parachuting is secrecy, since the troopers’ insertion into enemy territory is silent and often goes unnoticed.

Pick Locks: The character knows the methods and tools for picking/opening key and basic tumbler type locks. This does not include sophisticated computer or electronic locks (which often require computer hacking). It takes 1D6 melee rounds for each attempt to pick a lock. A failed roll means the lock holds; try again.

Pick Pockets: An ability to remove items from a person without their being aware of it. If a Pick Pockets attempt fails, the item has NOT been removed and there is a 01-67% likelihood that the intended victim recognized the intent of the action.

Pilot: Aircraft: The ability to pilot flying vehicles, does not include hovercraft.

Pilot: Ground Vehicle: The ability to pilot all wheeled and tracked ground vehicles, does not include hovercraft.

Pilot: Hovercraft: The ability to pilot hovercraft.

Pilot: Power Armor: The ability to operate power armor.

Pilot: Watercraft: The ability to pilot water vehicle, does not include hovercraft.

Prowl: This skill helps the character to move with stealth; quietly, slowly, and carefully. Techniques include balance and footing, short steps and pacing, weapon positioning, prone positions for low visibility, and crawling.

Radio: Basic: The rudimentary knowledge of the operation and maintenance of all sorts of radio equipment, including military radio systems, field radios and walkie-talkies, audio recording devices, wire laying, installation, radio procedure, communication security and Morse code. It does not include the ability to make repairs nor operate video equipment.

Rappelling: The specialized rope climbing skill used in scaling walls, towers, and cliff facings. For game purposes, rappelling will include ascending and descending climbs.

Rope Works: This is a skill that takes into account the various needs and uses of rope. The character knows a variety of ways to tie knots, the advantages to various types of ropes and cords, their tensile strength and how to weave/make rope. A failed roll to tie a knot means that it is loose and sloppy and easy to untie, slip out of, or likely to unravel or snap when trained.

Running: A routine of running and exercise to build speed and endurance. For game purposes, the character is able to run at an even pace (half speed) for a half mile for every one point of P.E. without undue fatigue. If pushing oneself to the limit and running at maximum speed, the character can run one third that distance before collapsing.
Bonuses: +1 to P.E, +4D4 to Spd and +1D6 to S.D.C.

SCUBA: The letters S.C.U.B.A. stand for Self-Contained Underwater Breathing Apparatus. Individuals learn the methods and equipment needed for skin diving and underwater swimming. A character can swim a distance equal to 2x his P.S. in yards/meters per melee round. This pace can be maintained for a total of minutes equal to his P.E./endurance before tiring.
Requires: Swimming

Sensory Equipment: Individuals with this training can operate, maintain, understand, and “read” or interpret sensory data from all types of conventional, military, medical and scientific equipment, scanners, and sensory devices. These devices include radar, sonar, motion detectors, surveillance equipment, optical enhancements, life support systems, and so on. Note that characters without this skill cannot understand or operate advanced aircraft, military vehicles or sensor/detection equipment.
Requires: Literacy, Mathematics: Basic

Sign Language: GDL: This skill is the military sign language of hand signals used to indicate action, response and combat positions in the field when verbal or radio communication would alert the enemy. It requires line of sight. Signing requires the sender to do a skill check per every 20 words “signed” to successfully transmit his message. Likewise, the interpreter must roll to interpret every batch of 20 words. A failed roll means a misunderstanding to no idea of what has been said.

Surveillance: The use and deployment of bugs and spy equipment, tailing and stakeouts. The character understands the methods, operation, techniques, tools and devices used in surveillance operations. Includes motion detectors, simple and complex alarm systems, audio/visual recording and display equipment, recording methods, amplified sound systems, miniature listening devices (bugs, line tapping, parabolic electronic ears, etc.), miniature “hidden” cameras, and optical enhancement systems specifically as they relate to camera lenses and spy devices.
Requires: Electronics: Basic

Swimming: The rudimentary skill of keeping afloat, swimming, diving and lifesaving techniques. The percentile number indicates the overall quality of form as well as skill of execution. A character can swim a distance equal to 3x his P.S. in yards/meters per melee round. This pace can be maintained for a total of minutes equal to his P.E. attribute number before starting to feel fatigued.

Tracking: Visual tracking is the identification of tracks, and following the path of men and animals by the signs they leave on the ground and vegetation. Tracking is a precise art, requiring much practice. The skill includes the evaluation of tracks, indicating whether the subject being tracked is loaded down with equipment, running, moving slowly (by measuring the space between steps), and so on. By this means, the tracker can estimate the subject’s rate of movement, apparent direction, the number of people in the party, and whether the person or machine appears to know he is being followed. Other methods of tracking include recognizing telltale signs such as blood and other stains, broken and displaced vegetation, overturned rocks, litter (such as cigarette butts, packing from food rations, candy wrappers, soiled bandages, campfire remains, etc.), and even odors carried by the wind. Likewise, the tire tracks of vehicles can reveal the size and type of vehicle, the weight of its load, and sometimes even its make and year. Counter-tracking techniques are also known, and include covering one’s trail, misdirection, parallel trails, avoiding obvious pitfalls like littering and others.

Trap & Mine Detection: Knowledge of the strategic placement of booby traps and mines, the telltale trademarks and indications of traps and mines, how to avoid them, and the use of mine and explosive detection equipment. The character has been trained to watch for suspicious objects, dirt mounds, trip wires and camouflaging materials that may denote the presence of a trap. Simple snare traps and trip wires can be easily disarmed by the character, but the Demolitions skill is required to disarm mines, explosives or complex traps.\

Vehicle Weapon Systems: This is the complete understanding of weapon units and systems incorporated into military vehicles and power armor, and robot vehicles. It includes any vehicle mounted weapon.

W.P. Handguns: Training in the use of handguns, see the Combat section for information on weapon proficiencies.

W.P. Heavy Weapons: Training in the use of heavy ranged weapons, see the Combat section for information on weapon proficiencies.

W.P. Knife: Training in the use of knives, see the Combat section for information on weapon proficiencies.

W.P. Rifles: Training in the use of rifles, see the Combat section for information on weapon proficiencies.

Weapons Engineer: The complete understanding of military class weapon systems and their incorporation into military vehicles. The character can handle, maintain, repair, unjam, clean, modify, mount, and figure out most weapon systems and power supplies, and recharge batteries and E-Clips. He can repair an assault rifle, handle heavy weapons and install a missile system into a vehicle or a suitcase launcher. The engineer can also add and repair armor and is an expert welder.
Requires: Electronics: Basic, Mechanics: Basic

Wilderness Survival: Techniques for living off the land, getting water, food, shelter, and help when stranded in wild forests, deserts, or mountains. Characters without this skill will not be able to stay healthy for more than a few days in the wilderness once their supplies run out.

Skills

Peril on Gideon E ChaosEarthGM