Skill List

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Skills

Skills are under attributes and each skill starts at the same value as the attribute before any improvements or learning is done. All skills are assumed to be known at the attribute level.

Acting (Empathy)
The ability to mimic, portray, or emulate a persona, emotion, or character for entertainment or to fool others. Can be helpful with Disguise.

Art (Style)
The ability to create, analyze, and appreciate the visual arts such as painting and sculpting or even computer generated art.

Athletics (Movement)
The ability to climb, jump, or otherwise engage in various sporting activities. Athletics covers most sports in general and can be combined with Endurance, Strength, Swimming, and Throwing to create an all around athlete.

Awareness (Intelligence)
The ability to notice important details and recognize them for what they are.

Bureaucracy (Composure)
The ability to function in business and government environments and recognize what forms need to be filled out, how to fill them out, and determine who to talk to so the right things happen.

Business (Composure)
The ability to operate within a business environment, manage assets, and generally succeed at a profession. Includes an understanding of forms, employment law, and investing. Frequently complimented by Bureaucracy or Leadership.

Dance (Movement)
Dancing covers dancing as a pleasant partner, dancing professionally, choreography, and judging the quality of a dance performance.

Disguise (Style)
The ability to create the look of another person, uniform, or even document. Disguise combines aspects of grooming and art but is more focused on imitation. It is a useful skill for a rogue and a spy, but also important for costumers and set designers.

Dodge (Movement)
The ability to evade harm, not only directly dodging an incoming blast or bolt, but also moving in such a way that the character is difficult to target and looking for opportune cover.

Drive (Reflexes)
The ability to operate surface vehicles such as cars, power armor, meks, boats, and even ground skimmers that don’t lift more than a meter over the surface.

Education (Intelligence)
A measure of the character’s grasp of traditional education such as mathematics, history, and general information that might be gleaned through news feeds and general study. Education can be used as a synergy skill with social skills to recognize people or with scientific and technical skills to represent knowledge of new developments or professional knowledge.

Electronics (Technical)
The ability to maintain, adjust, and read electronic devices. Electronics would be used to do a detailed scan of something, to operate an unfamiliar electronic device, or to reroute a power source.

Endurance (Body)
The ability to push on through fatigue such as when moving heavy loads or engaging in long distance running. It can also be used to fight off penalties for going without sleep.

Engineering (Technical)
The ability to design new things or tweak existing designs to do something different or do the regular thing better. Repair, security, or electronics are often used in conjunction with engineering to implement the changes or build new designs.

Etiquette (Composure)
The ability to interact in a social setting following cues to blend into the environment and seem like a member of the appropriate social circle.

Firearms (Reflexes)
The ability to shoot hand held weapons from crossbows and spearguns to gyrojets and pulse lasers. Firearms is also the default skill used to target most beam type spells.

Gambling (Empathy)
Skill with games of chance and skill such as poker. It also covers familiarity with odds and payouts of the unskilled games and other gambling venues. Gambling may be useful with persuasion and human perception in some situations.

Grooming (Style)
Skill in and knowledge of style trends involving cleaning, hair styling, manicures, pedicures, and nearly any personal grooming and styling.

Gunnery (Reflexes)
Operation of mounted weapons and artillery. If in question about what skill should be used if it is direct fire and the character has a hand on the weapon (pintle mount) then it is firearms, otherwise it is gunnery.

Initiative (Reflexes)
Speed of reaction and ability to spring into action quickly. Initiative determines who acts first in a combat round and might also be used in situations like drag racing.

Interrogation (Composure)
The ability to force another to reveal information they might otherwise keep secret. It usually opposes Willpower and can be used in conjunction with intimidation, persuasion, or electronics depending on the methods used (Threats/torture, Interview, or lie detectors).

Intimidation (Body)
The ability to frighten others either through direct threat of violence or the implied retribution of allies or some legal system. Often used in conjunction with persuasion, leadership, or interrogation and opposing willpower. Intimidation doesn’t need to be the fear of actual harm, it can also be the natural aversion most people feel to confronting any hostile or upset person, it can even be used with crying and hysterics.

Leadership (Empathy)
The ability to coordinate the efforts of others or sway others to do as commanded. This skill can be used with other skills such as persuasion and intimidation to enhance the effects.

Medicine (Technical)
The ability to diagnose and treat illness or injury as well as install cybernetics or safely administer genetic treatments. Medicine is best done in a hospital (Base difficulty or 5 for healing damage), but can be performed in other environments. Clinics and Ambulances are +5 difficulty, a clean house or office is +10 difficulty, a dirty house or outdoors is +15 difficulty, and a filthy environment is a +20 difficulty. When used to heal a check may be made 1/day and the number of points the difficulty is beat by are the number of hits recovered that day.

Melee (Body)
The ability to engage in close combat using weapons or the body. Unarmed attacks only do 1D damage unless cybernetics or species altered the base. Melee can also be used to parry melee attacks instead of using dodge to avoid them (generally an option if melee skill is higher than Dodge skill). Melee and dodge can be used for synergy in melee combat also with the lower potentially adding a bonus to the higher.

Music (Style)
The ability and knowledge of composing, orchestrating, playing, singing, and judging music. A skilled musician can not only make music, but identify other musicians of note and pick out nuances of their music.

Persuasion (Empathy)
The ability to convince someone else to do what you want through argument, bargaining, fast talking, reasoning, or pleading. Persuasion is often used with other skills such as seduction, intimidation, streetwise, and bureaucracy. Persuasion cannot convince someone to do something grossly against their nature regardless of the rolls involved, so the Game Master should consider the plausibility of the situation and modify difficulties appropriately.

Photo/Film (Style)
The ability to capture images in a way that creates an emotional response as well as judging the quality of existing work and offer useful critiques on improvement and style. It covers still and moving images in two dimensions to full holographics. Other artistic skills can provide a synergy bonus.

Pilot (Reflexes)
The ability to operate machines that move through 3-dimensional environments such as air, space, and underwater. A ship would use driving while a submarine would use pilot. Some vehicles use both depending on where they are. Dodge can provide a synergy bonus for avoiding attacks.

Profiling (Empathy)
The ability to determine another person’s honesty and try to determine the general nature of untruths or motives. Human perception often opposes persuasion and acting attempts during interactions. It is also used in conjunction with science or medicine for psychological evaluation and treatment.

Programming (Technical)
The ability to write computer programs, modify programs, find hidden programs and files, or determine what a program will do by looking at the code. Hacking uses programming and so does creating a robot behavior program. Programming generally takes a long time, so cinematic programming represents finding and initiating the proper programs.

Repair (Technical)
The ability to repair physical structure damage. It can be used to build a new device from parts and designs or to repair a damaged machine. When repairing a machine it works much like medicine with the ideal situation being in a full machine shop which allows restoring SDP at 1 per point rolled over 5 per day. If only working from a mobile shop or personal shop the difficulty is +5, from a roll out tool chest is +10, using a toolbox or universal tools is +15, and using improvised tools is +20 difficulty. It takes 10 times as much time and material to repair armor AR. This means every repair point over 5 restores 1/10th of an AR and AR repairs are 10 Credits per AR in materials. The labor cost for an independent contractor is usually 8 times their pips of skill in credits per day assuming 8 hour days. For a big project multiple repairmen may be used on the same job.

Running (Movement)
The amount of ground a character can cover in a round as well as the ability to navigate uneven terrain. A running check could be made to keep from slipping. Compliments Athletics and Dodge if those rolls are made while running.

Science (Intelligence)
Science covers scientific theory and application for things like physics, astronomy, chemistry, biology, and such. It can be used for CSI type work as well as determining the effects of drugs and tracing genetic modifications.

Security (Technical)
Security focuses on alarms, locks, and intrusion countermeasures. It combines and crosses over with repair, programming, electronics, and tactics within the very specialized field of security. Security covers the installation, running, and of course bypassing of all these systems.

Seduction (Empathy)
Seduction covers flirting, romance, sexual practices, and various forms of intimate expression. It is often combined with persuasion, dance, and human perception to elicit different effects. While it can be the pure and immediately sexual side of things it also can represent building of longer term relationships, particularly when combined with human perception and etiquette.

Shadow/Track (Intelligence)
The ability to follow or find someone unnoticed. It combines several talents including following tracks, trash trails, tracking down associates, tailing through crowds or in vehicles, and any good bounty hunter, detective tricks.

Stealth (Movement)
Being sneaky, remaining unseen, hiding things, and otherwise going unnoticed. This skill generally opposes Awareness directly but can be combined with Shadow/Track, Repair, or other skills depending on what is being attempted.

Strategy/Tactics (Intelligence)
The ability to plan actions and counter actions. Normally in competitions such as battle warfare, police work, games, or business. It can be combines with other skills to predict and attempt to counter the actions of others as well as a guessing tool for things like market fluctuation.

Streetwise (Composure)
Streetwise is the skill of dealing with the criminal underworld as well as anything illegal like restricted drugs and weapons. Streetwise can be used as or with etiquette, persuasion, and other social skills within the criminal underworld. It also covers familiarity with gangs and syndicates as well as their operations, territories, markings, and to some extent membership.

Strength (Body)
This is the ability to lift heavy things, bend or snap objects, and otherwise perform acts of physical power. Strength can be combines with other skills like swimming and athletics when there might be a question of performing other skills with a load such as jumping a pit or climbing a rope while carrying an unconscious friend. For lifting tests the difficulty is the square root of the weight in kilograms. 5 = 25 KG, 10 = 100 KG, 15 = 225 KG, 20 = 400 KG, 25 = 625 KG, 30 = 900 KG, etc.

Survival (Body)
The ability to stay alive in a hostile environment whether on the streets of the city or in the wilds of the wilderness. It covers things like preparedness, finding shelter, finding food and water as well as preparing it safely, and protection from the elements. Survival (perhaps complimented by grooming or art) also determines how well a character cooks. A character who wanted to be a professional chef should have Survival, Grooming, Etiquette, Art, and a touch of education to be well rounded.

Swimming (Movement)
Swimming as well as SCUBA and rescue diving or competition. If doing rescue work swimming may be augmented by good Strength while a distance swimming competition may benefit from good endurance.

Throwing (Reflexes)
Throwing covers throwing things, but also any weapon or device propelled by the user’s motion rather than mechanical energy like slings, bows, and the Atl-Atl.

Toughness (Body)
Toughness is a character’s ability to resist pain, drugs, and damage in general. The number of hits it takes to wound, incapacitate, or even kill a character is determined by the toughness skill.

Wardrobe (Style)
Wardrobe is the ability to wear clothes well but also to know trends, recognize the work of designers, put together an outfit fo someone else, and design clothes from scratch. It can combine with disguise, art, dance, and other skills to make more complimentary outfits,

Willpower (Composure)
Characters use willpower to resist influence by others. Player characters should only need to use willpower to resist spells and interrogation as social situations should give the player the choice for their character’s actions. NPCs usually use Willpower to resist Player Character influence, but the GM can give them bonuses or forgoe the roll if it doesn’t make sense for the NPC.

Writing (Intelligence)
The ability to write well and also assess the quality of writing and edit the writing of others. A skilled writer can make enjoyable writings and combined with other skills like persuasion, music, and seduction can make works that influence others.

Skill List

Maltese RPG Sunrider