3.0 Specialty Skill Descriptions
Accuracy
Success Rate: +1 per skill level (See new Knight Hawk Rules)
Accuracy increases a Weapons Operator’s or Fighter Pilot’s success rate in firing starship weaponry. For every level in this skill, the PC can increase his chance to hit by 1 point (according to the new d20 system of new KH. For old KH, +5%)
Alien Investigation
Success Rate: Skill Level
Alien Investigation allows for the PC to follow the path left by a xenomorph that has taken refuge illegally in society. Xenomorphs (aliens) are different and will have the habit of being noticed, or leaving tale-tell signs as they try to stay hidden or escape those who are hunting it. It is normally used when the PC feels he can rely on nothing else and must get more information.
Astrogation: Chart New Route
Success Rate: Skill Lvl +2 CS (-1 CS/2 Light years)
This skill allows the PC to plot uncharted routes to systems for reasons of short cuts, or emergencies. After successfully finding the new route, the PC can consider the route charted, but only in the direction travelled. It will require another roll to have the route charted both ways. The UPF pays 10,000 cr for information on new routes.
Astrogation: Find Location
Success Rate: Skill Lvl +2 CS
This skill allows the PC to determine his ship’s location if it misjumped or took an emergency jump. If the ship is in a charted system, it will take 1d10 hours to determine location. In a uncharted system it will take 2d10 * 10 hours to calculate the location.
Astrogation: Plot Interstellar Jump
Success Rate: Level +X (-1 CS/2 hours not spent on plotting)
The time to plot is 2 hours for every light to be jumped. If the PC is in a hurry, then the actual time spent must be determined and compared with the required time to get the modifying column shifts.
Athletics Skill
Success Rate: Skill Level
This skill increases the PCs physical attributes after a time of preparation. After getting the skill, the PC knows the on techniques of exercise to get the most out his/her body. The time to prepare is equal to (100 -STA)/10 in hours. If the PC spends that time in training, stretching, and other special exercises, the PC may roll on his Skill Level to determine his bonus (see Below).
Cobalt | +25 |
Blue | +20 |
Green | +15 |
Yellow | +10 |
This bonus lasts for STA/5 hours. If the PC does not spend the hours required, he does not get the bonuses. For every hour spent above that time, there is a +1CS.
Basic Maneuvering
Success Rate: Level +X
This skill is the basic skill for all professional pilots. It includes aircraft basics, and spacecraft basics. Roll against this ability only in extreme cases.
Cartography
Success Rate: Skill Level +2 CS
This is the ability to make maps. This skill allows the PC to map an area on paper without a MapCalc progit in his mind.
Cheat Skill
Success Rate: Skill Level + DM
This is the PC’s ability to cheat at a any game. It can be combined with Entertainer: Sleight of Hand for a +2CS.
Combat Maneuvering
Prerequisite: Combat Tactics Skill, Basic Maneuvering
Success Rate: Skill Level
This is an air or space pilot’s ability to effectively maneuver aggressively and safely in a high stress combat situations. A successful use during space combat gives the fighting PC -1 per skill level on his attacking die roll and a +1 for every 2 levels to his attacker’s die roll (according to the new Knight Hawks Rules), and in the air, gives the PC +1 CS for every skill levels to his Vehicle: Atmosphere and -1 CS for every 2 skill levels to his attacker’s weapons skill.
Combat Tactics
Success Rate: Skill Level
Combat Tactics applies to Air or Space Combat only. It can be used in many situations with the outcome left up to the GM. It can be used as a last ditch effort or used in planning ahead for combat. It is the general knowledge of combat tactics in space, and also measures the PC’s experience in air or space combat.
Command Skill
Success Rate: LDR + (Skill Level * 5%)
This is the skill that is used with Leadership to give commands to subordinates. It also measures what kind of officer the PC could be or is. This skill is only used in combat or in military situations. It is most useful on suicide missions where the commander has to sacrifice one for the sake of the many. Ordering a being to his death is difficult without the proper motivation.
Commando Skill
Success Rate: Skill Level
This is sort of a luck roll for those daring one-man army types. It should be used only at the GM’s discretion, but can be used to save a PC’s life. It is used only when the PC is in a one-man army combat situation, and is facing extremely bad PC odds. It can give a PC +1d4 Column Shifts on spontaneous firing (Ranged weapons) upon a successful roll on the skill. It can also give any other benefit that the GM deems necessary.
Computers: Design
Prerequisites: Proper Supplies/materials & Robocom Kit
Success Rate: Skill Level +2 CS (- 1 Per computer Level of the computer attempting to design)
This is the general design skill for computers. The PC can design and build any computer with this skill, but with the penalty shown above in the Success Rate. The time depends on the level of the computer intended on being constructed, and the PC’s success Result. For example, for a level 1 computer on a Cobalt success, it should only take a few minutes. Attempting the same computer with a Yellow result should take no less than 4 hours. Other design/build times are up to the GM.
Computers: Espionage Programming
Success Rate: Skill Level
This skill is rolled prior to any unauthorized access to a computer system. This skill can help the infiltrating PC in avoiding many of the security programs in the system. The types of security programs (given in levels) that can be avoided with a successful roll depends on the Result. The following table gives the specifics:
Result | Avoidable Sec. Prog. Lvls |
Cobalt | Between Lvl 1 & 8 |
Blue | Between Lvl 1 & 5 |
Green | Between Lvl 1 & 3 |
Yellow | Between Lvl 1 & 2 |
Example: A PC wants to Infiltrate WarTech’s Main Frame. The PC Rolls on this skill and receives a green success. That means he can dodge any Security Program between levels 1and 3 (inclusive) without having to roll on any other skill.
Computers: Expert
Success Rate: Skill Level
This is an advancement skill which when rolled, represents the PCs concentration on his other computer skills and expertise. With a successful roll, the PC is in intense concentration and “becoming one with the computer”, in a sense. The following table shows the bonuses the PC receives on a successful roll according to Result Color:
Cobalt | +3 CS |
Blue | +2 CS |
Green | +1 CS |
Yellow | +1 CS |
These modifiers apply to any other computer skill roll to follow while the PC is at the one terminal. If there is something that breaks the PC’s concentration, or the PC simply leaves, the Expert skill must be rerolled to receive any bonus from it.
Computers: Hi-Tech AI
Success Rate: Skill level
Prerequisite: Computers: Expert
This skill gives the PC knowledge of HTAI (High-Tech Artificial Intelligence), and all the problems that could go wrong, and how to countermeasure them. HTAI are as close as modern Frontier technology can get to self-aware computers (which is pretty close), and there are certain dangers that come with them, like Computer Insanity, and related malfunctions. Organic computers are included in this skill.
Computers: Viruses
Success Rate: Skill Level
Prerequisite: Computers: Expert
Viruses can be beneficial or very dangerous, and the skill make them is a very powerful one. This skill allows the PC to have knowledge of the construction and destruction of computer viruses.
Contact Law
Success Rate: Level +X
This is a general knowledge skill that covers all laws on first alien contact, isolation and noninterference laws, etc. This to skill empowers the PC with knowledge of when the laws are being violated, when it is allowed to be violated, etc. The PC must have this skill to apprehend any violators of these laws.
Corp. Intel./Counter-Intel.
Success Rate: Skill Level + Intuition Modifier
This skill is the measure of a PC’s ability to be a spy. It also gives the PC a chance to spot other spies. Before Fast Talk and before anything else that could be rolled to get the PC passed guards, or receptionists, Intelligence/ Counter Intelligence should be rolled. With a successful roll, the PC successfully passes through all the basic security check points (like receptionists, standard guards, or the typical passer-byer). If security is heightened due to suspicion, or anticipation, there may be GM modifiers, or the PC may have to roll more than once. Also, this skill can help when needing electronic gadgets from the black market to get passed nonstandard security measures. A successful roll indicates that a contact is nearby and can supply what the PC needs (GM discretion advised). The skill also acts as a general knowledge skill of the Spy underworld.
Corporate Knowledge
Success Rate: Skill level (+2 CS if Finance Skill is owned)
This skill gives the PC knowledge of the corporations that everyday people wouldn’t know. Special techniques in general activity in the financial world, certain tell-tale signs that indicate a certain corporation was involved, or special corporate procedures, etc. (GM discretion is advised on the amount of knowledge given.
NOTE: NOT to be confused with Corporate Security Knowledge. For the PC’s own corporation, there is a +1CS, for an allied there is a -1CS, and for an enemy corporation, there is a -3CS.
Corporate Law
Success Rate: Level +X
Prerequisite: Legal Semantics
This skill gives the PC knowledge of proper corporate procedures set by law for every aspect of corporate activity. A PC cannot apprehend or indict an individual or organization violating these laws without this skill.
Corporate Security Knowledge
Success Rate: Skill Level (+2 CS with Corporate Know. Skill)
This is a specific knowledge skill that covers the standard, and other security procedures of corporations. For the PC’s own corporation, there is a +3 CS, for allied corporations, there is a +1 CS, and for enemy corporations, there is a -3 CS.
Criminal Investigation
Success Rate: Skill Level (+ Logic Modifier)
This skill gives the PC the ability, instinct and deductive reasoning of a good criminal investigator (Used as a last resort to pry clues out of the GM). This skill gives the PC the authority and finesse to ask investigatory questions, and get informative answers, when investigating a crime. This skill gives the PC the authority to arrest individuals involved in any violations of laws that the PC has skills for ((general) Law, Contact Law, Corporate Law, Space Law). Also, it gives the PC contacts. With a successful roll, the PC has a contact locally, and can use it in his investigation (keeping within the law). A free-lance law enforcement PC with a criminal investigations level of 2 or above can have a private investigator’s licence.
Cultural Anthropology
Success Rate: Skill Level +3 CS
Upon observation of an intelligent or semi-intelligent civilization’s culture, the character can determine how that society developed, where particular aspects of the culture derived from, etc. The higher the skill, the more information the character can extract upon observation.
Damage Control
Success Rate: +10% per Level (to DCR)
A PC skilled in Damage Control can greatly help out when a ship is damaged in combat or otherwise. The PC adds the Success Rate result (found above) to the starship’s Damage Control Rating. This can only be used for one repair per repair turn. The PC must be doing nothing else but repairing during the 3 preceding space combat turns. (See Knight Hawk s rules).
Diplomatic Oratory
Success Rate: Skill Level (+ PER Mod)(+2 CS w/Fast Talk)
This skill gives the PC the finesse, style, and instinct of political diplomat. The character is a master of mass compromise (compromising large population’s needs and wants). It is one thing to compromise between two or three people, and a totally different thing for whole populations.
Ecological Dynamics
Success Rate: Skill Level
This skill enables a PC to analyze characteristics of particular atmospheric, or ecological activities and interpret what causes them, how it can be changed, and what results would The come about if the particular anomaly were to be changed. The PC with this skill is highly knowledgeable in all planetary environmental issues, and the results of terraforming.
Emergency Jump
Success Rate: Skill Level+1CS(+1CS/hour **)
This skill is used if the PC has no time to plot a jump, or simply wishes to take a risked jumped (“smoking the jump If the PC spends some time, but not enough (10 hours is enough), he does receive bonuses for the time he did spend. The following instruction explains the procedure to determine the bonus: ** Divide the total number of hours spent preparing by the number of light years (RU). The result is the CS bonus. One restriction applies: the PC must spend 2 hours or more in preparation, or the ship automatically misjumps.
Emergency Landing
Success Rate: Automatic
Emergency Landings can be accomplished without this skill (with Vehicles: Atmospheric), but at high risk (and high negative Column Shifts). With Emergency Landing Skill, the flying PC only need roll his Vehicle skill, without negative CS due to the difficulty of the landing.
Emergency Stress Analysis
Success Rate: -5% per level (from ship’s breakup percentage)
With this skill, the PC can advise the pilot of a starship on how to accelerate and maneuver a damaged ship without tearing the hull apart with the excess stress. Having a PC with this skill aboard a starship modifies the chance the ship will break apart when damaged. The skill level times 5 is the negative modifier to the break up chance (see Old KH rules).
Exobiology: Expert
Success Rate: Skill Level
This skill measures the PC concentration when working hard on a specific exobiology problem. The PC must role his skill level and determine the bonus that he receives, if any, by the following table:
Result | CS |
Cobalt | +3 CS |
Blue | +2 CS |
Green | +1 CS |
Yellow | +1 CS |
White | 0 |
These bonuses only apply to the one problem, and must be re-rolled for different problems such as if the PC is distracted from his concentration or leaves and comes back later.
Fast Talk
Success Rate: Skill Level + PER Modifier ( -Target s INT Modifier)
This skill measures the ability for the PC to talk himself out of a “tight” situation and measures the PC’s ability to lie smoothly under severe pressure. Some might call it the ultimate bullsh*t skill. Fast talk enables the character to think up excuses, or false explanations on the spot. With a successful roll, the “target” character (listening character), if an NPC, believes the lie to some degree, depending on the success. If the target character is a PC, a special INT may be rolled (using modifiers depending on the Fast Talker s success if the GM the prefers (GM s discretion). The fast talking PC cannot fast talk an individual that has already made up his/her own mind (GM’s Discretion). PER and INT modifier are determined like DEX modifier
Fixer Skill
Success Rate: Skill Level + LDR Modifier
This is a measure of an innovative PC’s ability to find an item in a time of dire need in the most unlikely places (GM’s discretion). If the PC succeeds at a skill roll, the GM is to determine the likelihood of the items they need being in around the area the characters are. Vehicles, equipment, or weapons can be found in the craziest places sometimes.
Foraging Expert
Success Rate: Skill Level + LOG Modifier
This skill is a measure of concentration and expertise in the area of foraging. When a PC is using a Survival skill to find food, the PC can roll on this skill first to receive one of the following bonuses:
Result | CS |
Cobalt | +3 CS |
Blue | +2 CS |
Green | +1 CS |
Yellow | +1 CS |
White | 0 |
G.E.M.M. Analysis
Success Rate: Skill Level
Prerequisite: Proper information to analyze
This skill gives the PC the ability to analyze information about a G.E.M.M. (Genetically Engineered Mutant/Mistake), and determine specifics like weak spots, typical feeding and living habits. Information needed to do a proper analysis would be data relating to the G.E.M.M.’s creation and its purpose, the biology and the genetics involved in its creation, and so on.
G.E.M.M. Biology/Biophysics
Success Rate: Skill Level
Prerequisite: Successful G.E.M.M. Analysis roll
This skill gives the PC the ability to create biological weapons designed specifically for the particular G.E.M.M. (Gemm), or make informational conclusions about the Gemm relating to complicated biological, genetic, or biophysical aspects of the Gemm.
G.E.M.M. Tracking
Success Rate: Skill Level
Prerequisite: Successful G.E.M.M. Analysis roll
This skill gives the PC intuitive knowledge on where the Gemm would typically be most comfortable dwelling and other places of interest to the Gemm, like feeding grounds.
High-Tech Forgery
Success Rate: Skill Level
This skill is an advancement on the Forgery skill and gives bonuses to that skill on any attempts involving Hi-Tech Forgery (forgery involving delicate technical knowledge of advanced electronic forgery equipment) skill roll. The following chart shows the bonuses:
Result | CS |
Cobalt | +2 CS |
Blue | +2 CS |
Green | +1 CS |
Yellow | +1 CS |
White | 0 |
Hunting
Success Rate: Skill Level (+1 CS for Tracking, if owned)
This skill is a general luck roll for hunters. On a successful skill roll while hunting (for food or for fun), the PC finds and kills something, depending on the success Result Color.
Result | Kills |
Cobalt | 1d6 large animals |
Blue | 1d3 medium animals |
Green | 1 medium animal |
Yellow | 1 small animal |
White | nothing |
Infiltration
Success Rate: Skill Level (+2 CS for Stealth, if rolled successfully)
Stealth does not cover every aspect of movement without detection. Infiltration is a specialty skill that covers the area of sneaking into a secured area i.e. encampment, corporate facility, secured factory. In most cases it would be used as a infiltrators luck roll; last ditch effort to save one’s butt (GM’s discretion advised). With a successful stealth roll before the Infiltration, the PC receives a +2 CS.
Insurgency/Counter-Insurgency
Success Rate: Skill Level
This skill is a general knowledge skill of the world surrounding the rebels, revolutionaries, and anarchists of the universe. It is also the knowledge of their tactics such as terrorism, how to predict their next move, and how to deal with insurgents.
Intergalactic Sports Knowledge
Success Rate: Automatic
This is a skill of general knowledge related to the sports and games of all the galactic districts available to competitors. It is the knowledge of the tough scenes and the easy ones, the tough-game areas and the easy ones, and a general knowledge of the many games being played in the participating sectors.
Investigative Reporting
Success Rate: Skill Level + INT Modifier
Prerequisite: Journalism Semantics
This is a luck skill for those “nosy-reporters” that are looking for a break in the big story. The PC can roll on this skill, and if successful, the GM can give the PC some inside information about the problem or situation. The PC must keep in mind that problem at hand and the GM must determine using his/her own judgement, how long the PC investigated.
Journalism Semantics
Success Rate: Level +X or Skill Level
Prerequisite: Journalistic Instincts
To know the trade is to know the terms of the trade. Journalism is one of those trades that has developed its own language to and terms of operation, and this skill helps PCs through the language (Roll on +X for this type of use). Journalism Semantics also gives the PC the skill to ask the right questions, and push the right buttons” to get the story under the story they want you to know. A successful roll (using Skill Level) for this skill indicates the character may receive some unsaid, inside information from an answer to a question.
Journalistic Instinct
Success Rate: Skill Level +2 CS (+ INT Modifier)
This skill is a general luck skill for the intrepid reporter of the Frontier News-Net. On a successful roll, the GM may decide to have a “news breaking” encounter happen which or may not be related to the adventure. This skill can also be used to “sniff out something fishy” in a particular situation or allow a PC to get a gut feeling about something, allowing the GM to give some inside information.
Legal Semantics
Success Rate: Level +X or Skill Level
This skill gives the PC knowledge of the “lingo” of the legal profession. With this skill, the PC can translate from legal-ese to commoner’s terms.
Listen
Success Rate: Skill Level + Int. Mod.
This is the PC’s ability to listen to faint and normally indistinguishable sounds and identify them or, in the case of voices, understand them. The Int. Mod. (Intuition Modifier) is determined the same way as DM (Dexterity Modifier).
Marksmanship: Beam Weapons
Success Rate: Skill Level
Prerequisite: At least 2 levels higher in Beam
This is a concentration skill; a skill that represents the level of concentration at which the PC is concentrating on the task at hand. If the level is high i.e. the character has made a successful skill roll, then the PC receives a bonus, according to the following table:
Result | CS |
Cobalt | +3 CS |
Blue | +2 CS |
Green | +1 CS |
Yellow | +1 CS |
White | 0 |
This bonus only lasts for a single shot and must be rolled before every shot to receive the bonuses.
Marksmanship: PGS weapons
Success Rate: Skill Level
Prerequisite: At least 2 levels higher in PGS
Same as Marksmanship: Beam but applies to PGS.
Master: Martial Art
Success Rate: Skill Level
Prerequisite: At least 2 levels higher in Martial Art
This skill measures the frame of mind and the concentration of the PC just before going into combat. With a successful roll, the PC receives the following bonuses according to the Success Result
Result | CS |
Cobalt | +2 CS |
Blue | +2 CS |
Green | +2 CS |
Yellow | +1 CS |
White | 0 |
This bonus only lasts for one combat round and must be rolled every combat round to receive the bonus.
Master: Melee
Success Rate: Skill Level
Prerequisite: At least 2 levels higher in Melee
Same as Master: Martial Art but applies to Melee.
Medical: Expert
Success Rate: Skill Level
This is an advancement skill which when rolled, represents the PCs concentration on his other medical skills, and expertise. With a successful roll, the PC is in intense concentration, intent on solving the patients problem. The following is table shows the bonuses the PC receives on a successful roll according to Result Color:
Result | CS |
Cobalt | +3 CS |
Blue | +2 CS |
Green | +1 CS |
Yellow | +1 CS |
White | 0 |
These modifiers apply to any other medical skill roll to follow while the PC is at the one patient or subject. If there is something that breaks the PC’s concentration, or the PC simply leaves, the Expert skill must be rolled again to receive any bonus from it.
Oceanography
Success Rate: Level +X
This is a general knowledge skill in the subject of life and ecosystems in all bodies of water. A PC with this skill is schooled in the physics, chemistry, geology, meteorology, and biology of seas, oceans, and other bodies of water.
Pharmacology
Success Rate: Skill Level (+1 CS for Chemistry, if owned)
Prerequisites: Proper chemicals and equipment.
This is the drug maker’s skill. Given the proper equipment and chemicals, the PC with this skill can make any type of drug, with a proper successful skill roll. Some GM’s modifiers may apply, considering environment, complexity of the drug. Also, as a GM s note, sources for drug chemicals can t pop up in the strangest places, so don’t eliminate the possibility. The PC with this skill can also modify current drugs, given the proper equipment and chemicals.
Piracy
Success Rate: Skill Level
This is primarily a general knowledge skill of the business and the ways of the Pirate Alliance (the current organization that runs a majority of the piracy in the sector). It gives the PC inside information about the pirate+s standard traditions and procedures and the ability to spot the styles of each of the pirate organizations. It also can be used as a “fake-pirate” skill when infiltrating pirate bases.
Push Skill
Success Rate: Skill Level(+2 CS if successful Athletics skill roll made beforehand)
This is an athletes last burst-of-energy in-the-heat-of-the-moment skill. If the PC need a miraculous surge of athletic power, he/she may roll on the Push Skill to see if the PC musters enough reserve energy to pull it out in the end. The bonuses for a successful roll depends on the situation and is up to the GM.
Rigging
Rigging is the skill area covering temporarily fixing something with the closest substitute parts and equipment that happen to be available if the real thing is unavailable. These types of skills should be regulated by the GM, and the implementation of the skill in game terms and the “proper materials” are at the GM’s discretion. Modifiers may apply depending on the PCs goals on how long he/she wants the rigging to last. In other words if all else fails, rig something.
Rigging: Major System
Success Rate: Skill Level
Prerequisite: Proper materials
This skill applies to planet-bound major electronic systems i.e. major corporate computer or security networks, or large robotic processors.
Rigging: Minor Systems
Success Rate: Skill Level
Prerequisite: Proper materials
This applies to planet-bound minor electronic systems, like vehicle computers, personal computers, small personal robots, etc.
Rigging: Starship Major Systems.
Success Rate: Skill Level
Prerequisite: Proper materials
Rigging Starships major electronic systems includes fixing any system that is essential to the ship’s survival i.e. drive systems, screens, navigations etc.
Rigging: Starship Minor Systems
Success Rate: Skill Level
Prerequisite: Proper materials
Minor systems are the other electronic systems that are not primarily essential to the ship’s survival, but may be secondary, like weapon’s systems.
Rigging: Starship Structure
Success Rate: Skill Level
Prerequisite: Proper materials
Rigging the structure of a starship involves knowing the stresses and what kind of material could handle those stresses. It strictly applies to the structure of the ship only. It has nothing to do with electronic systems.
Rigging: Structural
Success Rate: Skill Level
Prerequisite: Proper materials
This is like Rigging: Starship Structure, but applies to anything other than starships – mainly planet-bound structures, vehicles, or buildings.
Robotics: CAST use
This skill represents the training that a CASTer receives to allow him to “multi-task” his attention span. Each CASTer has a Drone Control (DC) rating equal to the average of INT and LOG, divided by 10. A CASTer can monitor (no active control, just watching) double his DC in drones while they drones operate on their own programs. The CASTer can exercise moderate control (The degree of control a non-CASTer can have with a standard drone control device) over an number of drones equal to their DC. Actual “telepresence”, can be maintained over half the DC in drones. All fractions round down.
If the CASTer is dealing with 1/2 or less number of drones for the particular degree of control, he can maintain some awareness of his own body, and can move normally. The DEX and RS of the CASTer are at half value, however.
Robotics: Design Expert
Success Rate: Skill Level
Prerequisite: Robotics: General Expert
This skill is a measure of the PC s concentration while designing a robot; the measure of how hard his mind is working on the problem. A successful roll gives the PC the following bonuses:
Resul | Bonus |
Cobal | +3 CS |
Blue | +2 CS |
Green | +2 CS |
Yellow | +1 CS |
White | 0 |
These bonuses stay in effect during the time of non-interrupted work on one job. Another roll must be made if the PC leaves the job for any amount of time or is interrupted.
Robotics: General Expert
Success Rate: Skill Level
This skill represents the PC’s level of concentration on the job at hand and his skill to finish it. General Expert refers to the following skills, and the bonuses only effect these skills: Robotics: IdentificationRobotics: List FunctionsRobotics: Remove Security LockRobotics: RepairRobotics: Robopsycology
The following chart shows the bonuses received upon a successful Robotics: General Expert roll.
Cobalt | +3 CS |
Blue | +3 CS _ |
Green | +2 CS |
Yellow | +1 CS |
White | 0 |
These bonuses stay in effect during the time of non-interrupted work on one job. Another roll must be made if the PC leaves the job for any amount of time or is interrupted.
Robotics: Modification Expert
Success Rate: Skill Level
Prerequisite: Robotics: General Expert
This expertise skill only applies when the PC is physically modifying the robot. This skill works the same as Robot Design Expert.
Robotics: Operating Systems
Success Rate: Skill Level (- OS Level)
This skill gives the owning-PC the ability to effectively use large robotic operating systems & networks without having to buy or advance any computer skills. For example, large corporate factories and terraforming factories usually have large and complicated robot operating systems.
Robotics: Reprogramming Expert
Success Rate: Skill Level
Prerequisite: Robotics: General Expert
This expertise skill only applies when the PC is reprogramming the robot. It exclusively applies to the following Robotics skills:
- Robotics: Alter Function
- Robotics: Alter Mission
Use the Column Shift Chart from Robotics: Design Expert to determine the modifiers.
Security Systems: Design
Success Rate: Skill Level (- Security System Level attempting)
Prerequisites: Proper Materials
This skill enables the PC to design his own security system. It can be a simple booby trap around a camp site, or a complicated system of electronics. The GM must judge on the level of the system using his/her own discretion.
Security Systems: Expert
Success Rate: Skill Level
This skill measures the PC ability to concentrate on his skills and use them extremely effectively together. A Successful roll gives the PC bonuses to any Security System skill he/she is using for a single particular system. If the PC’s concentration is broken in anyway or the PC gets up from the job and comes back to it later, another roll must be made to receive the bonuses again. The bonuses are as follows:
Cobalt | +3 CS |
Blue | +3 CS |
Green | +2 CS |
Yellow | +2 CS |
White | 0 |
Selective Firing
Success Rate: Skill Level
This skill lets the gunner shoot at a specific (external) system with the ship-mounted weapons at his disposal. No internal system can be damaged using this skill (Life Support, Astrogation, or Damage Control). To use this skill, the attacking ship must be in the same hex as the defending ship. The gunner declares what system he has selected to fire at, and first rolls a d100 to determine the penalty he will receive on his d20 roll on attack (using d20 system from revised KH)
Cobalt | -2 |
Blue | -3 |
Green | -4 |
Yellow | -5 |
White | -6 |
The gunner may use Accuracy with this skill. Now, the gunner rolls combat dice accordingly, and checks to see if the ship has E-Shields (sometimes it’s good to do this before Selective Fire is declared). If the shot penetrates the E Shields, the specific system is destroyed (Defender determines energy drainage normally for E Shields). If the shot misses, it is considered a clean miss and no damage.
Sense Ambush/Trap
Success Rate: Skill Level + INT Mod.
This skill allows the PC to sense a trap or ambush several moments ahead of time instead of at the moment. This uses general INT. This should be treated as a general sense trap/ambush luck roll, i.e. used when INT (and most other) rolls fail. GM should keep in mind that the PC has this skill and should determine when it should be rolled.
Set Ambush
Success Rate: Target’s INT – [5% x Skill Level] or Target’s INT roll or – [Skill Level] CS to Sense Ambush Skill.
This skill measures the PC’s ability to set up and properly execute an ambush, and also, the PC’s judgment on how ready the target will be for the ambush. After the ambush has been set up, the target subtracts the PC’s skill level * 5% from his/her INT roll or subtracts skill level in Column Shifts when using Sense Ambush skill, when attempting to detect it.
Set & Disarm Trap
Success Rate: Skill Level + Dexterity Modifier
This skill allows the PC to set traps that are more advanced than the traps the survival skill allows in civilized, developed, etc. areas, using anything that is available. Actual effect is dependent on the success result color and the GM s discretion. The target subtracts [PC s skill level * 5%] from INT roll, or [PC s skill level] Column Shifts for Sense Trap/Ambush.
Shadowing
Success Rate: Skill Level (- Target’s INT Modifier) (+2CS w/ a successful Stealth roll)
This skill enables the PC to stealthfully and skillfully follow an individual with out being noticed. A successful roll gives the target a 1/4 * INT chance to notice the shadow. If this is rolled, the following PC must roll a RS to keep from getting noticed.
Silent Kill
Success Rate: Skill Level (- Target’s INT Modifier) (+2CS w/ a successful Stealth roll)
This skill gives the PC the ability to kill some one silently. On a successful roll, the PC has gotten into the position to strike and must roll the weapon skill + 3CS to determine damage (if any). If the PC does cause enough damage the target gets a RS roll.
Smuggling
Success Rate: Skill Level + INT Mod
This skill measures the PC’s ability to carry, import or export an object or set of objects secretly or against some laws or rules. It is also a general knowledge skill of the smuggling underworld.
Sociodynamics
Success Rate: Level +X
This is a general knowledge skill that covers the area of social cause-and-effect. The PC can spot aspects in a society and understand where that aspect could come from with reasonable probability. Also, the sociodynamicist has an extensive understanding of the aspects of “external interference”; what would happen if a spacefaring race were to disturb the normal growth of a lower tech society.
Space Law
Success Rate: Level +X
Prerequisite: Legal Semantics
This is a general knowledge skill that covers all the laws pertaining to space travel, space commerce, and space borders. No law enforcer may arrest an offender of space law without this skill.
Spot Hidden
Success Rate: Skill Level + INT Modifier
This is a luck roll for individuals who are intentionally looking for something i.e. clues or items that are intentionally hidden. This roll should be used under GM’s discretion.
Spot Weakness
Success Rate: Skill Level + INT Modifier
This skill gives a fighting PC an edge during combat. On a successful skill roll, the PC has spotted a weak spot in his opponents defense or combat technique and capitalizes on it. The result is a plus to Initiative Modifier depending on the level of success:
Result | CS |
Cobalt | +2 to IM |
Blue | +2 to IM |
Green | +1 to IM |
Yellow | +1 to IM |
White | 0 |
Streetwise
Success Rate: Skill Level + INT Modifier + PER Modifier
This skill measures the PCs ability to walk the streets” and deal with the diverse culture that arises from the lower end of the social class. It is the ability to understand and manipulate the language of the streets; the semantics of the street world. It also can be used as a general intuitive-guess-roll for situations on the streets that might call for one; a sixth about the streets in city areas.
Survival Instinct
Success Rate: Skill Level
This skill is similar to Spot Weakness in that it effects Initiative Roll in combat. This skill gives a PC a survivalist edge. Upon a successful skill roll, the PC may roll 2 ten-sided dice for IM and choose the highest.
Survival Expert
Success Rate: Skill Level
This skill measures the PC expertise in his Survival Field and the level of concentration when using his/her survival skills. On a successful roll, the PC receives the following bonuses.
Result | CS |
Cobalt | +3 CS |
Blue | +2 CS |
Green | +1 CS |
Yellow | +1 CS |
White | 0 |
These bonuses are only applicable to the particular or specific situation the survivalist rolled for. They do not carry over or have a duration. If his concentration is broken in any way, the skill must be rolled again to receive the bonuses.
Technical Sabotage
Success Rate: Skill Level + 1 CS
A PC with this skill can sabotage any piece of technical equipment that he/she wishes. The advantage of this skill is that the damage to the system would not be readily apparent and would take some time to find. Also, he can sabotage equipment or structures to do damage to surroundings or users. For example, a tech can set up a piece of equipment to have a rapid power overload when used. The explosion could do damage to the user. Upon a failure roll, the PC cannot sabotage the particular piece of equipment at all; beyond his/her capabilities. Upon a cobalt success, the damage is so severe that the piece of equipment cannot be repaired in the field and must be taken to a shop i.e. replacement parts, etc.
TerraForming Knowledge
Success Rate: Level +X
This skill gives the PC general knowledge of equipment, procedures, and physics behind terraforming – the process of turning an uninhabitable planet (by normal standards) to habitable. The process uses large terraforming chemical reactors which manipulate inert gases into gases which are beneficial by taking a electron or proton here and adding an electron or proton there.
Thieving
Success Rate: Skill Level + Dexterity Modifier(+ 2 CS w/successful Stealth roll.)
This is a general thieves skill covering Pick pocketing to cat burglary. It allows the PC special knowledge of the thieving trade as well as con tricks, etc. If the player has any applicable entertaining skill i.e. sleight of hand or the like, the player can add +1 CS for each of these skills to his/her Thieving skill column.
Underworld Knowledge
Success Rate: Skill Level + PER modifier
Prerequisite: Streetwise
This skill gives the PC general knowledge of the society known as the Underworld; places to live (hideouts), places to buy goods (Black Market), etc. With a successful skill roll, a PC can access the Black Market and shop until his/her heart is content or find a local safe house for criminals.
Xenoarcheology
Success Rate: Skill Level + 2 CS
This is a general knowledge skill pertaining to ancient, alien relics and artifacts. The PC with this skill can make general guesses at the use and function of alien artifacts and can determine a rough estimate on the age.
Xenoculture
Success Rate: Skill Level +2 CS
This is the general knowledge skill covering alien culture and societies, old and new. A PC with this skill has an under standing of the origins of alien culture and aspects thereof and can observe customs and etiquettes in order to make notes of what not to do in an alien society. Combined with Xenoarcheology, the PC can determine what kind of society lived at a particular site by studying the artifacts and ruins. One roll on whichever skill is higher is all that is required for that application.
Xenolinguistics
Success Rate: Skill Level (+ 2 CS w/successful Communications roll)
This enables the PC to conceptually understand an alien language that he/she has never heard before through knowledge of the universal constants of languages, gestures, and observational information. On a Cobalt success, the PC can speak small phases. On a roll of 01-02, the PC can speak long phrases.
Xenopsychology
Success Rate: Skill Level This skill enables the PC to observe and learn about the way an alien thinks and perceives things on an individual basis. He/She can understand what motivates individual aliens, and why and can spot a specific stereo-typical psychology like a Hive-Mentality.
XenoTech.: Analysis
Success Rate: Skill Level (-GM Modifier)
This skill is required to be rolled before any other Xenotech skill is to be rolled. Analysis takes a certain amount of time, according to the success result
Result | TIME |
Cobalt | 5 min + Skill Time |
Blue | 30 Min + Skill Time |
Green | 1d10 hrs + Skill Time |
Yellow | 3d10 hrs + Skill Time |
White | Too alien to analyze |
Skill Time is the time that must be added due to the type of skill that is being attempted after the Analysis. Each Xenotech skill will have a Skill Time to add to the Analysis time and are given in the skill description. If no skill is being attempted after the Analysis, i.e. the PC just wants to analyze the artifact, the Skill Time need not be considered.
This skill can also be used as or called XenoTech: General Equipment, applying to alien equipment that does not fall under the other categories. The Skill Time for this application is 3d10/skill level in hours. The modifier to this skill is a GM modifier which takes a (into account how alien the artifact is.
XenoTech.: Computers
Success Rate: Skill Level
Prerequisite: Xenotech: (and a successful roll on it)
(SKILL TIME: [4d10/Skill Level] in hours
This skill covers alien computer operation. A XenoTech: Analysis skill roll must be successfully made before using this skill.
XenoTech.: Repair
Success Rate: Skill Level
Prerequisite: Xenotech: Analysis (and a successful roll on it) and applicable Xenotech skill
(SKILL TIME: [5d10/Skill Level] in hours
This skill covers repairing damaged alien equipment. Before this skill is rolled, a roll on Analysis is required and a roll on the specific Xenotech skill that applies must be rolled. For example, a PC wants to repair a alien computer. First an Analysis roll is made, then a XenoTech: Computer skill roll is made followed by a Repair roll. Another example, a PC wants to repair a alien Vehicle (which falls under General Equipment). Two Analysis rolls are then made, followed by the Repair roll.
XenoTech.: Robotics
Success Rate: Skill Level
Prerequisite: Xenotech: Analysis (and a successful roll on it)
(SKILL TIME: [4d10/Skill Level] in hours
This skill covers the area of alien robotics. A successful roll allows the PC to understand the function of an alien robot, and possibly modify any part of it. A Xenotech: Analysis roll must be made before attempting this skill.
XenoTech.: Security Sys.
Success Rate: Skill Level
Prerequisite: Xenotech: Analysis (and a successful roll on it)
(SKILL TIME: [3d10/skill level] in hours
This skill covers the area of electronic detection and alert devices i.e. security systems. It can be used to bypass, or detect alien security systems, but an Analysis roll must be rolled before any use.