New Skills & Skill Variance

New Skills & Skill Variance

Acrobatics *IPX 28
Appraise (Ancient worth) *DoFS 95
Computer Use *IPX 28
Concentration *IPX 28
Investigate*IPX 28
Intimidate (Force Surrender)BH 76
Knowledge (Bounty Hunter)BH 76
Knowledge (Ancient history)DoFS 95
Knowledge (First Ones)DoFS 95
Knowledge (Specific Target)BH 76
Operations (Sensors)*IPX 28
Operations (Systems) *IPX 28
Profession (xenoarchaeology)IPX 28
Technical (Ancient)DoFS 95
Technical (Surveillance)BH 77
Telepathy *IPX 28
- Psychometry *IPX 28
- Surface Scan *IPX 28
- Dowsing (Sensing)IPX 29

New Skills

Medical (Int)

Additional Usage

Surgery (DC 20): With a surgery kit, you can conduct field surgery. This application of the Treat Injury skill carries a –4 penalty, which can be negated with the Surgery feat.

Surgery requires 1d4 hours; if the patient is at negative hit points, add an additional hour for every point below zero the patient has fallen.

Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 24-hour period. A character that undergoes surgery is fatigued for 24 hours, minus two hours for every point above the DC the surgeon achieves. The period of fatigue can never be reduced below six hours in this fashion.

Survival (Wis)

A character well versed with this skill is capable of leading a group through the wilderness, living off the land and avoiding getting lost. The worlds of the WARS setting contain quite a bit of wilderness – much of Earth is still wild, despite encroaching urban plexes and constant exploitation. Gongen outside of the cities is a new wilderness, barely capable of sustaining human life, one in which only the skilled can survive for longer than a few hours. The tunnels of the Quay bases and the twisted mazes inside Ceres and the other major asteroids are also wildernesses of a sort – there is food and water to scavenge there, if you know where to look, and predators to avoid.

Check: You can keep yourself and others safe and fed in the wild.

With the Track feat, you can use Survival checks to track a character or animal across various terrain types.

Navigate: Make a Survival check when you are trying to fi nd your way to a distant location without directions or other specifi c guidance. Generally, you do not need to make a check to fi nd a local street or other common urban site, or to follow an accurate map. However, you might make a check to wend your way through a dense forest or a labyrinth of underground storm drains.

For movement over a great distance, make a Survival check. The DC depends on the length of the trip. If you succeed, you move via the best reasonable course towards your goal. If you fail, you still reach the goal, but it takes you twice as long as you lose time backtracking and correcting your route. If you fail by more than fi ve, you travel the expected time, but only get halfway to your destination, at which point you become lost.

You may make a second Survival check (DC 20) to regain your path. If you succeed, you continue on to your destination and the total time for the trip is twice normal. If you fail, you lose half a day before you can try again. You keep trying until you succeed, losing half a day for each failure.

Survival DCs

Length of Trip DC
Short (a few hours) 20
Moderate (a day or two) 22
Long (up to a week) 25
Extreme (more than a week) 28

When faced with multiple choices, such as at a branch in a tunnel, you can make a Survival check (DC 20) to intuit the choice that takes you towards a known destination. If unsuccessful, you choose the wrong path, but at the next juncture, with a successful check, you realise your mistake.

Survival DCs

DC Task
10 Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.
15 Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 circumstance bonus if stationary. You may grant the same bonus to one other character for every 1 point by which your check result exceeds 15.
18 Avoid getting lost and avoid natural hazards, such as quicksand.

You cannot use this function of Survival to fi nd a path to a site if you have no idea where the site is located. The Games Master may choose to make the Survival check for you in secret, so you do not know whether you are following the right path or not.

You can use navigate to determine your position on a world or moon without the use of any high-tech equipment by checking the constellations or other natural landmarks. You must have a clear view of the night sky to make this check. The DC is 15.

Special: You can take 10 when making a Survival check. You can take 20 when tracking, or if there is no danger or penalty for failure, but not on periodic checks to get along in the wild. You can also take 20 when determining your location while navigating.

Time: Basic Survival checks occur each day in the wilderness or whenever a hazard presents itself. When using Survival with the Track feat to track a character or animal, checks are made according to distance, as described in the Track feat. Navigate is a full-round action.