Skills can be obtained through books, classes or experience. For the purposes of the game, skills are bought with skill points. Skills are bought in one of six levels. The higher a level is attained, the more advantages the skill could yield. In most cases, skills add their level value to the character’s target value when making action rolls. This allows a greater chance of success.

Skill levels are rated from one to six and labeled for ease of reference. Players must purchase skills in order and no skill level may be bypassed.

The cost of a skill level refers to the number of skill points that must be paid for that level. Every character receives a base of 12 skill points upon creation.

Skill Level Breakdown

LevelLabelExampleCost
1NoviceLearning how to fight1
2StandardAble to land some very impressive attacks3
3AdvancedAble to adapt to, and defeat most opponents6
4ExpertAble to easily wipe out the best opponents10
5MasterAble to take on an army of the best opponents15
6EliteCannot be beaten by any known opponents21

Using Skills

Skills are used as roll modifiers for actions rolls. First, the guide must approve the use of that skill for the action roll being made. If approved, the skill level value is added to the resulting roll from the action roll.

EX: To throw a grenade, a character will roll strength and then add the throwing skill modifier. (STR roll) + (Skill level) = Final result

Strength Skills

Melee Weapon Combat

Ability to use common hand-to-hand weapons such as knives, clubs, swords or the ever-popular improvised weapon. Add skill level to Attacking or Defending Power when using melee weapons.

Throwing

Hurling any object into the air with the intention to land it in a certain position or target. Most commonly used to throw knives or grenades, but can be used any time a skilful throw is required.

Brutal Punch

The physical force equal to almost twice the normal strength. By using this punch, a character can sum up tremendous strength for one quick devastating blow. User must make an extreme roll against (Strength + skill level). If successful, double STR when determining Attacking Power. This may not be used with any hand held weapons or melee weapons.

Power Grip

A strong, machine like grip with one or both hands. This skill can be used to crush a handheld item or to prevent an item from being taken or disarmed. This is also very useful when clinging to the edge of a building for dear life.

Grapple

Using one’s body to physically restrict the movement and abilities of another. This can involve wrapping both arms and legs around a victim to ensure he cannot reach the button that destroys the world, or simply clutching the arm around a rather small child to stop his temper tantrum.

Tapped Strength

The character with tapped strength has, through means natural or unnatural, released a hidden reservoir of physical strength and is occasionally capable of directing it towards a foe. This character must make an average blessing roll to apply this skill value to strength during combat.

Hand-to-Hand Combat

Simple brawling using nothing but your body. Add skill level to Attacking or Defending Power when fighting without any weapons.

Unstoppable Force

The ability to summon extra strength to accomplish tasks or overcome obstacles. Character must make a heavy projection roll to apply this skill to strength.

Endurance Skills

Thick Skin

The tendency of human skin to become tough and resistant to certain types of low-level pain including heat, friction or small animal bites. Reduce incoming damage by skill level once per turn.

Stonewall

A thicker layer of skin than is commonly found among other humans of this size and weight. Those who are considered to be stonewalls can take more damage before suffering unconsciousness. Provides a modifier to endurance equal to skill level.

Long Breath

The skill of holding ones breath for any reason. Sometimes this is used in water situations. Other times it is used when gas or harmful vapors are present.

High Pain Tolerance

The ability to take serious injury without suffering mental effects or combat disadvantages. People with this skill are often considered to be “fake metalface” because of their lack of displayed pain. Use this skill as a modifier for damage affect rolls.

Heavyweight

A sure bet to win any drinking contest. Heavyweights are capable to taking large amounts of alcohol and narcotics before suffering any effects. This includes poisons as well as more helpful medicines.

Improved Immune System

A natural defender against illness and disease. This skill provide the user with an improved diminished chance of catching a virus or other contagion. This also helps prevent the user from suffering effects of any illness that should slip through the body’s natural defenses.

Immovable Object

The ability to summon extra endurance to withstand massive damage or intense opposition. Character must make a heavy faith roll to apply this skill to endurance.

Agility Skills

Sword Play Combat

The skilled art of sword fighting with a vast variety of swords. Add skill level to Attacking or Defending Power only when used with any type of bladed weapon.

Martial Arts Combat

Mastery of any ancient ‘mind over body’ style fighting form. These arts usually demand concentration and dedication. Add skill level to Attacking or Defending Power.

Combat Reflexes

Combat is a dangerous realm with a character paying for even the slightest mistake with their life. Combat reflexes are an innate ability, which have been honed to a deadly edge by the character. Characters gain a bonus of one (1) to their action points at level 1 and again at level 5. Combat reflexes are also used as modifiers (+1 per level) for weapon dodge rolls and explosion avoidance rolls (+1 per every two levels).

Critical Hit

The ability to land a body attack in a certain spot on the body causing unconsciousness, paralysis, or even death. At level 1-3, double damage to desired location. At level 4-5, triple damage or unconsciousness. At level 6, paralysis or death. User must declare desired location and result before rolling.

Silent Move

Sneaking past a guard, a door, a security device or any time when unnoticed movement is required.

Swimming

Not only surface swimming but also underwater aerobics, the ability to hold breath, and resistance to cold water.

Driver / Pilot

Handling and controlling a car / flightcar of any kind. Includes basic maintenance.

Jump

Leaping from one position to any other position. This can include simple jumps over office furniture or daring vaults over gaping chasms.

Climb

The ability to scale up walls, buildings or other large objects.

Bounce

The nimble ability to get back on one’s feet in record time. Whether attempting a safe landing or get off the floor as soon as possible. Very helpful when awaking in a fight… it has been reported.

Dodge

The intuitive reaction of getting out of the path of a rather harmful projectile or other nasty moving object… such as a thrown rock, wrench or forklift.

Thief

Simple pickpocket abilities. Lifting small handheld items from persons or places. At higher levels, larger objects may be stolen.

Sweeping Air

The ability to jump higher or remain airborne for slightly longer periods of time is called sweeping air. Sweeping air provides an additional jump range of 1 meter for every skill level or 2 seconds of airborne time for every skill level.

Perception Skills

Ranged Energy Weapons

Keeping energy weapon clean and charged as well as aiming and firing. For every 2 levels add +1 to weapon attack made with an Energy weapon.

Ranged Projectile Weapons

Effectively determining range and attack strategy for projectile weapons like missiles, gauss rifles, projection cannons and any other type of weapon that does damage from great distances. Must specify Long Range or Short Range. Add +1 to weapon damage for every 2 skill levels.

Constant alertness

Sharp hearing and/or sight. Constant alertness usually helps a character detect something that would have gone by unnoticed. This is a passive skill and is used by the mission guide to determine results.

Ground Transport

Operating ground vehicles over multiple terrains. Understanding effects of terrain, weather, payload and driving tactics on vehicle and passengers. Equally skilled with small and large vehicles, but gains additional bonus is a vehicle type is specified.

Air Transport

Operating air vehicles in various weather patterns. Understanding effects of weather, payload and piloting tactics on vehicle and passengers. Equally skilled with small and large vehicles, but gains additional bonus is a vehicle type is specified.

Aerospace

Operating aerospace vehicles in various environments. Understanding effects of weather, payload, atmospheres and piloting tactics on vehicle and passengers. Equally skilled with small and large vehicles, but gains additional bonus is a vehicle type is specified.

Navigation

Ability to determine direction and estimate travel times and distances based on simple observations including enhanced sense of direction. This aids in foot travel as well as vehicle travel.

Thoroughness

Detailed work or search methods. This skill allows a character to cover all his/her bases. Often adds to a characters already organized habits. Characters with this skill may use add skill level to any task where better work would be more rewarding. This is an active skill and can be used by the player for a variety of purposes.

Melee Combat Analysis

Watching, memorizing and learning from an opponent’s combat skills and techniques. This skill allows the user to adapt to an opponent’s melee fighting style.

This skill gives the player the ability to circumvent the normal steps in melee combat. After the first round of melee combat has finished the player may attempt to use this skill to become the character that is the last to state their attack and first to initiate their attack regardless of Agility values. The player may also attempt to use this skill to increase their chance of a body dodge. This skill will negate the attackers perception score when the player rolls to dodge.

Average skill rolls are suggested, but guides may alter this at their discretion.

Tracking

Locating, approaching and trapping a wild animal or illusive person.

Body Language

The ability to determine what someone is saying despite lack of sound or inability to hear. Body movements, positions, and other minor factors all contribute to gaining an understanding of the thgouths and motives of a person.

Time Tracking

A character’s internal ability to measure time without implants or PODs. This skill allows a character to time certain actions or events almost perfectly.

SOCID Reading

SOCID (Standard Operating Computer Interface Display) standardized all computer readout displays to allow anyone and everyone in the solar system to understand information in the same way. Everyone is capable of reading SOCID on a rudimentary level. This skill ensures the character fully translates and understands everything available from a computer display.

Communication Skills

Singing

Using one’s voice to inspire or entertain.

Acting

Faking emotions, feelings, experiences, or any time one needs to convey something other than the truth.

Conversation

The art of speaking and being well understood by all. Also allows skillful manipulation of conversation for any purposes.

Negotiations

The ability to negotiate for trade, lower prices, information, encouragement, or hostage situations.

Command Ability

How well a character takes charge of a situation, how well others respond to his/her authority, and the ability to present a presence of fear and respect.

Multilingual

Speaking in more than one language. User of this skill may select and master one language for every two skill points. The first language is achieved at skill level 2. (The eight most commonly used languages in the solar system are English, Japanese, Chinese, Spanish, German, French, Italian and Russian.)

Morse Code

Old world style Morse code is still used in a few parts of the solar system where SIMs are not yet available and voice is not effective or available. Space construction or repair tends to be hazardous and if a comm. System is fused by cold space, Morse code is helpful for workers to communicate.

SIM Protocol Language

SIMs dominate the communication world. But not all SIMs are sent and received in the same language or media format. SIM PL is a simple set of symbols and shapes that tell the receiver of a SIM how to decode and view the message.

Programming

Any type of programming for robots, PODs, Metalface, electronic devices or computers. The five main languages used today are C2 (universal language), POD-IC (strictly for PODs and electronic devices), Tall Pine (highly used for robots), MEM (primarily used for robots and Metalface), and T-Comm (strictly Metalface). For every two skill levels the player may choose another programming language to be proficient with.

Cyber-Neural BioSignal

A transferred human soul relays information via a complicated “synthetic analogue” language. A cyber-neural transfer engineer often posses this skill, which allows the character to understand and communicate with the contained soul.

Intellect Skills

Computers

Using, interfacing with and basic repair of all types of computer systems.

Electronics

Ability to understand and repair electronic components. Does not include robotic components.

Mechanical

Ability to understand and repair mechanical components. Does not include robotic components.

Military Tactics

Advanced understanding of troop deployment, attack strategy, logistics, and munitions. Military Tactics helps determine an opponent's battle plan or devise a successful one yourself.

Robotics

Ability to understand and repair robotic components. This skill may be used for basic (level 4 and lower) and advanced (level 5 and higher) of any robots.

BioTech

Installing and uninstalling weapons and devices designed to function with metalface technology.

Medic

Quick treating of minor wounds. This skill is primarily used in battle as a full turn. Heal 2 points.

Healing

Extensive treating of and major wounds. This is primarily used on critically injured humans. Heal 1d6 per hour.

Cyberneuralogy

The science of soul-contained technology. Specifically, the creation, maintainance, repair and diagnosis of metalface bodies.

Investigations The science of solving puzzles and locating missing information based on available data.

Construction

Ability to create basic structures and components. Also able to create advanced components when combined with a related science.

Demolition

Ability to destroy any structure or device using a minimum of explosives or destructive effort. Also allows a minimum of debris zone. Could possibly be used to maximize explosion and debris zone.

Lockpick

Ability to unlock simple locking devices without the use of a key. This includes physical locks as small as one found on a desk drawer to more complex locks as found on heavy doors and vehicles. For electronic locks, the electronics skill should be used.

Sciences

A comprehensive understanding of scientific concepts and the ability to apply them to solving problems. Stops at skill level 2. For skill level 3 and up, you must choose a specific science or field of study. Once Sciences Level 2 is reached, an additional skill in any of the sciences may be added at Level 3 cost.

Survival

The ability to rely on, and accomplish task with, minimal resources and available options. This could allow a stranded mercenary to survive for days without proper food and water or it could allow a desperate secretary to complete a report in time to save her job. Survival is simply milking your resources for all their worth out of dire need.

Strategy

Clear thinking and sound decisions that lead to overcoming an obstacle or opponent. Strategy also helps characters outthink an opponent and is used when opposed action rolls involve thinking. The Mission Guide may choose to give the character some crucial information regarding the attack or opponent, which will weaken them during the current scene. This skill can also be used to gain an extra action point in combat. (Mission Guides discretion)

Rapid Situation Processing

The ability to think on ones feet and act without hesitation. Quick thinking aids players by providing an extra action point in combat. For skill levels 1, 3 and 6 add an extra action point.

Psyactive Skills

Telekinesis

Pulling or pushing and small object a few meters. At higher levels (Level 5 and 6) longer ranges can be affected up to anything in sight. (Whether on a view screen or in range of sight.) This affects anything smaller than, or equal to, the user’s size.

Levitation

Lifting large objects, high off the ground, for extended periods of time. This affects anything larger than the user. (1 ton and 10 meters for every two skill levels.)

Thought Detection

The ability to sense and interpret the thoughts and feelings of a human. (Guide gives or holds back information due to value of success.) This skill can also be used to gain an additional action point in combat.

Matter Manipulation

Bending, stretching, and shaping any matter in small degrees. This would serve no quick use as the ability does take concentration. But for those small hand-held objects, a few minutes is all that’s needed.

Artificial Signal Interpretation

Whether computer signals, electrical impulses or sent transmissions, ASI gives the user the ability to "hear" the signal and determine its function or content. Master users (at level 4 and higher) can even manipulate said signals.

Phasing

Allowing a solid matter object to pass through another solid matter object. At level 3 and below, this only works with small solid objects; nothing with internal components. At level 5, more complex objects can be phased. At level 6, the user can phase himself/herself.

Masking

The mental repelling of unwanted attention or perception away from the user or target object. This does not actually turn the user or a target object invisible, but instead masks its detection from other humans. At level 5 and below, this only works against humans. But at level 6, even metalface and other technology can be affected.

Influence

Impressing a word, simple idea, or image into the mind of another human. The higher the level, the more complex the impression. At level 6, users can even influence a target human to perform a short, quick action.

Project Pain

The ability to project the artificial experience of pain onto another subject. This causes no damage, however the subject believes himself to have suffered damage. At level 6, this affects metalface subjects as well.

Illusion

Create a false image, sound or smell in another human’s mind. The intensity and duration of the illusion increase with skill levels.

Regeneration

The ability to force a human body into a state of advanced repair and regeneration. This cause changes at the cellular level, making all bodily resources commit to healing injuries. This speeds healing by a factor of one (1) point per skill level for every 5 minutes without the use of any equipment. The most common side-effect is extreme hunger and thirst due to the body's tapped resources.

Pyrokenisis

The ability to focus natural energy into such a concentrated form to cause heat and, eventually, fire. At low levels (1-3), this allows the user to control surrounding temperatures. At higher levels (4-6), this allows the creation and direction of fire formation upto half the user's size.

Echo

For years, it has been known that ghosts and paranormal activity are the result of self-regenerating natural energy patterns known as echoes. Echoes are created in times of great emotion and manifest as physical recordings of memories. A user with this skill is able to create such echoes and, more importantly, read and decipher existing echoes.

Another use of this skill is the interception and interpretation of unseen echoes created in the future. It is understood that echoes travel forward and backwards in time from the point they are created. Therefore, it is possible for a user with this skill to see into the future... often referred to as foreseeing the future. However, all but only a few elite users have ever been able to control how, when and where they see into the future. For most, echoing occurs without provocation.