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Act
Basic Skill for classes Thief, Rogue
AttributeGra

With this skill the character is able to act and make people think that he is someone that he is not. If a successful disguise check is also made it usually results in a +10-30% bonus to the Act check.

This skill can also be used to study the art of acting, such as in the cinema and in plays. Characters who are going to act in a movie or play must make a successful skill check prior to each show in order to act convincingly, although the check will most likely grow easier with each successful skill roll.

The person with this skill is also able to mimic the vocal patterns created by other creatures. The penalties of the check depend on the race and if he knows the person being mimicked well. It has to be taken into consideration that the character cannot mimic a language he doesn't know, but he can try to disguise any accent he might have, or to create an accent which he wouldn't normally have.

Diplomacy description

The character has the ability to be at home within a social group and knows what to wear for each festival or party. He can also recover gracefully from blunders by making great excuses in public with this skill. This skill enables the character employing it to have knowledge concerning wines, and allows him to attempt to mix cocktails. This skill can also allow the user to be able to know a few social dances. This skill can also be used to have complete knowledge of social customs of specific civilisations and customs, etc

Example Specializations

Clothes (x3), Cocktails (x3)


Arts & Crafts
Basic Skill for classes (none)
Recreational skill?Yes
Multiple instances allowed?Yes
Attributenone

This recreational skill allows you to study painting, sculpting, pottery etc.

Paint

A useful skill for Rogues. It enables them (or anybody else with this skill) to create paintings and/or drawings with good accuracy. A check must be made however to see if the painting was a masterpiece or not. If a character has a sufficient number of skill points in this skill he can also make some money from selling paintings, but this skill can also be useful when sketching, in much the same way as police sketch artists do, in order to identify an individual.

Sketching

Carpentry

Sculpting

Metalworking

Cooking

Paper Sculpting


Athletics
Basic Skill for classes Scout, Warrior, Thief
Armour Penalty?Yes
AttributeAgi

This skill receives an armour check penalty.

This is a very useful skill. It enables the character employing it to perform extraordinary feats of dexterity. It can be very useful in combat to evade attacks, and also when falling. This skill can also be useful when combined with the martial arts skill, as in many circumstances it can increase the usefulness of that skill.

A character with the athletics skill is adept in tumbling, jumping, and all other aspects of extreme agility.

A successful skill roll on this skill gives a character a +15% bonus to climb, martial arts and zero buoyancy of the same difficulty level. Each additional difficulty level of athletics increases this by 5%.

This skill used to be called Acrobatics

Typical difficulty scenarios

Easy: catching a coin that is tossed to you (if it fails then typically a +8 reflex save is used.

Moderate: Doing a little breakdance routine.

Average: breaking your fall when falling down a 5 m drop (would otherwise result in damage). Navigating a hang-wire.

Tricky: Doing a forward flip from a height of 2 m.

Difficult: Walking across a tightrope (failure does not necessarily result in a fall, but rather that the character cannot advance for a few rounds).

Challenging: Doing a backwards flip over an individual standing level with you.

Hard: Running jump through a hole in a wall that is only slightly larger than your body.

Very hard: Going all the way down a 20 story building by dropping between balconies, always grabbing the balcony floor

Impossible: Jumping straight up 5 m without a run. Walking on hands for an entire day while doing all regular day-to-day tasks.

Example Specializations

Combat (x1.5)

Climb description

This skill is used to navigate up and down surfaces, such as cliffs, sides of building etc. With or without climbing gear or grabbling devices.

When climbing you can move at your standard movement rate per check. The check is made each round, and an unsuccessful check means that the character cannot move for that round. A catastrophic failure means that the character loses his hold and falls, providing he is fastened to a rope.

A climbing character cannot dodge attacks, and thus loses any agility bonuses to AC. Opponents get an additional +2 bonus to hit as well.

If a climbing character receives damage then he must make a climbing check with any appropriate penalties or multipliers or he will fall.

A character with the climbing skill is also adept at using all climbing gear, ropes, tying knots, etc.

When using a rope gun a character with the climb skill can make an average skill check, and if its successful he gets a +2 - +5 bonus on the rope gun attack roll, depending on the success of the skill roll.

Typical difficulty scenarios

Easy: Climbing up a ladder at normal walking movement rate (instead of 1/3).

Moderate: Controlled sliding down a 60 degree slope.

Average: Climbing up or down a wall. Modifiers according to difficulty of check apply.

Tricky: Increasing ascent/descent speed when climbing.

Difficult: Climbing using only hands.

Challenging: Climbing while avoiding incoming fire (receiving normal agility AC bonuses)

Hard: Catching any hold on a surface while falling.

Very hard: Climbing up a robe using only one hand.

Impossible: Running up a slippery surface.

Example Specializations

Mountain Climbing (x2)


Biology (rec skill)
Basic Skill for classes (none)
Recreational skill?Yes
AttributeInt

Note: The description here is no longer valid since this is now just a rec skill

With the biology skill the character can identify life, examine how long people have been dead etc.

Additionally, the character can get bonuses to hit and damage (particularly useful when using the Sneak Attack). That is why this skill is particularly useful to Fighters when they Sneak Attack.

When doing a specialized called shot on a person of a race that the character is knowledgeable about a successful biology check of the same difficulty level as the corresponding combat tactics or martial arts check will allow the attacker to reduce the difficulty level of the MA/CS check by one category. Something that is extremely useful.

A successful skill check can increase most medically related skill rolls by up to 30% and gives an unrolled 15% bonus to First aid, field surgery, diagnose and surgery skills.

This skill can be very useful when used with Forensics when dealing with dead bodies or biometric data.

Example Specializations

Combat Biology (x1.5) for use with Specialized Called Shots and Inflict Pain (x2) which can be useful for nasty interrogation.

(This skill is now a recreational skill)


Chemical therapy (deprecated)
Basic Skill for classes (none)
Can be General Skill?No
AttributeInt

This skill enables the medic to be proficient in all types of chemical therapy, that is, administering chemicals into a patient to alter his condition. This can range from prescribing pain killers to acquiring the best results from healing syringes. This skill can also be used to identify medical potions, and acquire samples of fluids and plasma from patients.

This skill can also allow the medic to more effectively use healing syringes. Each difficulty level adds 50% to the amount healed by using a healing syringe. 1.5x at easy, 2x at moderate, 3x at tricky, etc. Healing syringes are indeed a lot more efficient in the hands of medics!

Biology can be used to decrease the difficulty level as with other skills of this type.

This skill can also be used to create and counteract poisons, increase the effectiveness of ability-enhancing drugs, help with chemical-induced interrogation, etc.

Example Specializations

Healing Syringes (x1.5)


Climb (deprecated)
Basic Skill for classes (none)
Armour Penalty?Yes
AttributeAgi

This skill is used to navigate up and down surfaces, such as cliffs, sides of building etc. With or without climbing gear or grabbling devices.

When climbing you can move at your standard movement rate per check. The check is made each round, and an unsuccessful check means that the character cannot move for that round. A catastrophic failure means that the character loses his hold and falls, providing he is fastened to a rope.

A climbing character cannot dodge attacks, and thus loses any agility bonuses to AC. Opponents get an additional +2 bonus to hit as well.

If a climbing character receives damage then he must make a climbing check with any appropriate penalties or multipliers or he will fall.

A character with the climbing skill is also adept at using all climbing gear, ropes, tying knots, etc.

When using a rope gun a character with the climb skill can make an average skill check, and if its successful he gets a +2 - +5 bonus on the rope gun attack roll, depending on the success of the skill roll.

Typical difficulty scenarios

Easy: Climbing up a ladder at normal walking movement rate (instead of 1/3).

Moderate: Controlled sliding down a 60 degree slope.

Average: Climbing up or down a wall. Modifiers according to difficulty of check apply.

Tricky: Increasing ascent/descent speed when climbing.

Difficult: Climbing using only hands.

Challenging: Climbing while avoiding incoming fire (receiving normal agility AC bonuses)

Hard: Catching any hold on a surface while falling.

Very hard: Climbing up a robe using only one hand.

Impossible: Running up a slippery surface.

Example Specializations

Mountain Climbing (x2)

This skill is now a part of Athletics


Convince
Basic Skill for classes Bountyhunter, Rogue
AttributeGra

This skill allows the character to talk others into doing what he wants them to do and believe what he wants them to believe. You cannot use this skill on another player character. The effect must be role played by the GM and the player employing this skill. Most often the effect lasts for 2d6 rounds but the GM must decide at any given time if the effect should be infinite etc. For instance, if a character convinces a guard to let him pass the effect might only last for 2d6 rounds, but under other circumstances the effect might last longer. A basic skill for Rogues.

Interrogation description

This is the ability to question prisoners and gather information from those not willing to share it. It can be quite difficult to obtain this skill, as it is not taught as a science except at intelligence agencies and possibly military units. An interrogation checks difficulty level is based on several factors, such as the Grace of the character applying it, whether he is willing to use torture or not, and the prisoners IQ and fatigue level. Interrogation is always a lot more effective if two people with this skill are working together. It is possible to apply this skill several times to one prisoner, if the character steps up the ante with each skill check. For example: first uses threats, then torture, then torture of a beloved, etc.

It can be efficient to use Convince, Act and Intimidate with this skill. In more extreme cases Chemical Therapy and Biology can help.

Example Specializations

Torture (x2), Good cop/bad cop (x3), Chemical (x2.5)


Cryptography (deprecated)
Basic Skill for classes (none)
AttributeInt

A useful skill when cracking codes of some sort. A character with this skill can try to read and decipher security codes as well as old runes. The science of cryptography is quite hard to master, and characters often have to spend many skill points into this skill before becoming adept in using it. This skill can be very useful when reading any foreign language, ancient or modern, and it can also help computer programmers when performing hard programming checks. Any character who is performing Inter Linear Programming using the program computer skill, and employs this skill gets an additional 10% bonus to his programming check.

This skill is now a part of Programming


Demolitions
Basic Skill for classes Warrior
AttributeInt

The demolitions skill is an important skill for any fighter, whether he is of the warrior class or not. This skill enables the user to blow things up, prevent explosions, and so on. This skill can also be used to rig firearms (aided by the repair firearms skill) so they can't fire, or will blow up when they are. There are unlimited uses that can be found for this skill. As the skills function isn't very well defined the PC acquiring it must specialise in any given field of demolitions, such as explosives, engines, electricity. etc. The GM must be careful not to limit the skills function too much, even though the player might not have specialised in a given area.

Example Specializations

Booby Traps (x2)


Diplomacy (deprecated)
Basic Skill for classes (none)
AttributeGra

The character has the ability to be at home within a social group and knows what to wear for each festival or party. He can also recover gracefully from blunders by making great excuses in public with this skill. This skill enables the character employing it to have knowledge concerning wines, and allows him to attempt to mix cocktails. This skill can also allow the user to be able to know a few social dances. This skill can also be used to have complete knowledge of social customs of specific civilisations and customs, etc

Example Specializations

Clothes (x3), Cocktails (x3)

This skill is now a part of Act


Disguise (deprecated)
Basic Skill for classes (none)
Armour Penalty?Yes
AttributeGra

With the disguise skill the character is able to assume the form of another person (although no particular person can be specified), and even of a another race. The check varies but when attempting to disguise himself as a creature of another race the character usually has to make an impossible check to succeed. The GM has of course the final vote on that. This skill can aid the act skill if used correctly.

You can use this skill to make up people to look better than they do naturally and to select a cool wardrobe for any situation. A successful average Disguise check can usually add +1 to App temporarily (usually just to females) when you can apply make-up. The skill might even improve the Gra in respect to others by having the right clothes for the job.


Distract (deprecated)
Basic Skill for classes (none)
Armour Penalty?Yes
AttributeGra

The person using this skill can distract foes or other persons. He can try to distract them away from himself or, with an easier check, provide through himself an opportunity for his friends to go undetected while he tries to distract the guards using himself etc). This skill can also be used to distract security systems, so the use for it is many fold. It can be effective in melee combat as the character can distract his enemy to lower his guard or forfeit a round.

This can also be used to provide covering or suppressive fire in a similar way as combat tactics. When employed in such a way a successful distract check can give up to a +50% bonus to combat tactics.

The ability also allows the character to signal others using hand movement or sounds and understand their signaling although they might not have the signal skill. This skill can be very useful in combat situations, when commanding characters how to move, and fight.

One character with the Distract skill can also create a simple signaling language for the entire team to use. This usually lasts for a day or so.

Example Specializations

Spaceship (x2), Combat (x1.5)

This skill is now a part of Tactics (formerly combat tactics)


Drive
Basic Skill for classes Pilot, Bountyhunter
AttributeAgi

A character with the Drive skill can use any kind of surface based vehicles such as groundcars, hovercars, motorcycles, tanks, etc. Literally anything that is relatively bound to the ground.

Typically a check is made when starting to drive only if there are any adverse circumstances. A character that has anything in this skill does not need to make a driving check if using normal vehicles on normal surfaces. Therefore a 20 in this skill is more than enough for any day-to-day driving, and it is assumed that typical drivers have even less than that.

A failed driving check does not always result in a crash. It is probable that the driver might be able to slow the vehicle down to a halt, or simply cancel the intended manoeuvre.

Typical difficulty scenarios

Easy: Driving fast in heavy rain

Moderate: Driving an unaccustomed vehicle (such as a tank, if youve never driven one before)

Average: Driving while your vehicle is under fire.

Driving fast in heavy traffic

Tricky: Driving fast on a winding mountain road.

Difficult: Exiting or entering an autorail tube without using computer assistance (using computer assistance does not require any checks). Driving a groundcar on two wheels.

Challenging: Keeping the vehicle level with another vehicle (while a party member jumps between then) in heavy traffic at great speeds

Hard: Backing a hovercar at 400 km/h. Using a ramp to jump a car.

Very hard: Driving a hovercar onto of another car, and making a carjump of it which results in a 360 degree spin.

Impossible: Driving blindfolded in an autorail tube without computer assistance.

Example Specializations

Motorcycle (x2), Car (x1.5), Groundcar or Hovercar (x2), tanks (x2.5)


Engineer
Basic Skill for classes Technician
AttributeInt

This is the skill for engineering new designs and techniques, and improving or modifying existing ones. The skill is used both for designing physical systems as well as methods to accomplish work sensibly. When freeing a vehicle that's stuck in ditch, the engineering skill will help in finding the solution. When designing a new device, the engineering skill only helps with the design phase, but not the physical construction or modification. A character with high engineering may be able to design an advanced car in great detail but be entirely unable to replace a spark plug.

The Engineering skill is often used as a helper skill for the Repair skills and a successful prerequisite skill check here can add a 5%-25% bonus to the repair skilll


Entertain
Basic Skill for classes (none)
Recreational skill?Yes
Multiple instances allowed?Yes
Attributenone

Play Instrument

The character with this skill is able to play an instrument of his or her own choice. The instrument can be of any type, ranging from computers to flutes. A character can learn to play one instrument per level, and has to add an additional 5% to his play instrument skill each time he wishes to add an instrument. This skill can be used to write music, although the job is not very talented.

The character can also create music and works of musical taste. He can also try to send coded messages through some musical work although that would require a very difficult check. Gives a +10 % bonus to the Sing skill.

Dance

This skill can be used to display feats of dances and other sports that are alike in that area. A person with this skill can also create his/her own dances. The dance skill can be used to perform martial art feats, in alike manner as athletics, which makes this skill quite useful when fighting hand to hand combat. Gives the character a +15 % bonus to the athletics skill.

Sing

The character with this skill is able to sing in a pleasing manner. If he has enough points in it he can even earn some money doing so. This skill does not, however, enable the character to compose music of any kind, except to a very limited degree. Gives the character a +10 % bonus to the play instrument skill.

Card Tricks

TBD

Creative Writing

TBD


Field surgery (deprecated)
Basic Skill for classes (none)
Can be General Skill?No
AttributeInt

The medic knows how to heal people in the field or even in the midst of combat.

This skill enables the medic to close wounds, heal injuries from lasers and PEC, etc.

To use this skill effectively the medic needs a field medical kit, akin to a first aid kit, but often much more advanced. A field medical kit is usually carried on the medic's back and can range from 5 to 15 kg in weight.

The required time for treatment is a full round. The patient receives 1d8 hit points/difficulty level back, starting with 1d8 for easy, 3d8 for average, etc. (a critical success will also double this amount) and all bleeding stops, even if the skill check was not successful. An impossible check will fix 8d8 points of damage.

Biology works the same as for first aid: If you succeed a biology check of the same difficulty level the difficulty level of the Field Surgery check decreases.

The reason the medic can fix damage in a single round is that his field medical kit is composed of tissue repair packs that he can apply to the damaged area and configure using his skill, not having to grab a scalpel and bandages.

The medic cannot perform field surgery on the same character twice, unless the character has sustained additional injuries, and then only up to the hit point number the additional injuries caused.

Example Field Medical Kits

Basic : allows use of skill

Increases skill : gives +10 - +50% bonus to skill

Increases healing (very rare) : Gives a difficulty level decrease of one category or a fixed bonus of +1- +4 to each die.

Increased healing at a price : Same as above but difficult to use, with a penalty to skill check.

Misc Issued : +50% to skills, +4 to each die.

Etc..

Example Specializations

Specific Species (x1.5)

This skill is now a part of Surgery


First aid
Basic Skill for classes (none)
AttributeInt

With first aid the character is able to give first hand medical attention to a wounded person and give him back some hit points as long as he treats the patient less than 10 rounds after the damage was inflicted.

Using first aid you can give the breath of life, estimate the viability of an injured person (not nearly as well as the Diagnose skill however), mend broken bones and stop bleeding.

A first aid check can only be performed once on each damage, same as for the Field Surgery medic skill.

A first aid check to heal damage requires a first aid kit. There are many different types of kits available which can either just allow the character to perform the heal, give bonuses, extra hit points or easier checks, depending on quality.

It usually takes 1d4 rounds to do first aid. The player must declare the difficulty level of the check beforehand and can heal 1d4 hp's per difficulty level (from moderate), starting with 1d2 at easy, 1d4 for moderate, 2d4 for average, etc (modified by kit if applicable).

Even if he doesn't succeed the check he still manages to close the wounds and stop any great bleeding. If the check is critical success the hit points given double but if the character gets a critical failure he actually inflicts 1d4 points of damage upon the wounded person.

It is very useful to have the biology skill when using this skill, as a successful biology roll on the same difficulty level and kit bonuses decreases the difficulty of the subsequent first-aid check by one category.

The first aid skill is a rather cheap imitation of the Field Surgery skill, but using the right kit you can 'jury-rig' broken bones and fix people up good enough for continued combat, even though they will have to go to a doctor as soon as possible.

You can increase the effectiveness of healing syringes by using the First Aid skill. An average check increases healing done by 25%. A tricky check increases it by 50% and a difficult check doubles the healing amount. You cannot increase the amount healed any further by using this skill.

Example First Aid Kits

Basic : Allows healing of hp's

Advanced : +10% to +50% to first aid

Very Advanced: Increase of 1-2 to amount healed.

Example Specializations

Using Healing Syringes (x2)


Forensics (rec skill)
Basic Skill for classes (none)
Recreational skill?Yes
AttributeInt

This is the general science of laboratory criminology, for example computation of bullet trajectories, microscopic and chemical analysis of clues etc. The Forensics skill can also be used when surveying a scene after a confrontation to see what happened. This skill can be quite useful for the Bountyhunter.

This skill can also be used to hide forensics evidence if you're the perpetrator of a crime or even to frame someone else.

Example Specializations

Doing the CSI thang (x1.5)

(This skill is now a recreational skill)


Forgery
Basic Skill for classes (none)
Recreational skill?Yes
AttributeInt

This skill allows the character to forge documents, access codes, handwriting, ID's etc. This skill is also used for digital forgery and is a great compliment to Operate Database and Programming when creating falsified records in computer systems.

It can also be used to detect whether something is forged or not.

Example Specializations

Detecting forgeries (x2), Forging ID's (x2)


Free Movement
Basic Skill for classes Warrior, Scout, Pilot, Technician
Armour Penalty?Yes
AttributeAgi

This skill allows the character to manoeuvre in zero-g and swim.

This skill used to be called 'zero bouyancy'

Characters with this skill can adapt themselves to zero G environment and can, if a successful check is made, lose all penalties that would normally apply.

This skill is also used when operating thrust belts and when making any kind of parachute deployment.

The character is able to swim half his normal movement rate in water or any other liquid. The GM must apply appropriate penalties to the check depending on all factors (weather, hit points, heat of water etc.).

Typical difficulty scenarios

Easy:

Moderate:

Average:

Tricky: Difficult:

Challenging:

Hard:

Very hard:

Impossible:

Example Specializations

Swimming (x2)


Gaming (rec skill)
Basic Skill for classes (none)
Recreational skill?Yes
AttributeLck

With this skill the character is able to play games like Red lead and Shock (and any other game), cheat and play better than normal characters can. The character can earn considerable amounts of money if successful (although a successful observation check might reveal the cheating). This skill can have very amusing consequences for the GM and the player.

(This skill is now a recreational skill)


General knowledge (deprecated)
Basic Skill for classes (none)
AttributeInt

This skill allows the character to have knowledge of what is happening inside the Galaxy at this particular time. Or he can choose a time era that he wants to know about. It is also possible to have extensive knowledge of a particular place in the Galaxy and therefore know very much about that place. This skill is tremendously useful to all characters as any knowledge is important.

It is a good idea for characters with this skill to spend some of their free time watching the news to keep the skill up to date. The GM will apply penalties if the character has failed to do so.

Example Specializations

Galactic News (x1.5)


Interrogation (deprecated)
Basic Skill for classes (none)
AttributeGra

This is the ability to question prisoners and gather information from those not willing to share it. It can be quite difficult to obtain this skill, as it is not taught as a science except at intelligence agencies and possibly military units. An interrogation checks difficulty level is based on several factors, such as the Grace of the character applying it, whether he is willing to use torture or not, and the prisoners IQ and fatigue level. Interrogation is always a lot more effective if two people with this skill are working together. It is possible to apply this skill several times to one prisoner, if the character steps up the ante with each skill check. For example: first uses threats, then torture, then torture of a beloved, etc.

It can be efficient to use Convince, Act and Intimidate with this skill. In more extreme cases Chemical Therapy and Biology can help.

Example Specializations

Torture (x2), Good cop/bad cop (x3), Chemical (x2.5)

This skill is now a part of Convince


Intimidate (deprecated)
Basic Skill for classes (none)
AttributeGra

The character is able to create an aura of menace around himself and can paralyse the people whom he speaks to or make them run away, depending on their level and the success of the check. The character can also make this check to make him look fierce and although people don't run away from him they think twice before messing with him. The GM and the PC must role-play each scenario concerning this skill. Gives the character a +10 % bonus to the interrogation skill.

This skill is now a part of Leadership


Law (rec skill)
Basic Skill for classes (none)
Recreational skill?Yes
AttributeInt

A character who has this skill has knowledge concerning legal matters in the Galaxy and the penalties for illegal actions. A typical lawyer has about 40-50 in this skill. This skill can also be used in conjunction with the convince skill when trying to get out of a legal situation (or trying to get somebody into one). The player using this skill can choose whether he wants to study criminal law, economic law, or just general law. The law skill does not enable characters to know which laws apply in each individual system, as they vary from system to system.

Example Specializations

IREA law (x1.5), Criminal Law (x1.5), Corporate Law (x2)

(This skill is now a recreational skill)


Leadership
Basic Skill for classes Warrior
AttributeGra

The character has the ability to lead a large or small group of warriors or any other party into battle and out of it. They must be willing to be lead though, although a hard check can make believers out of people who dont have an opinion of the character either way. The leadership skill gives the character a +10% bonus to his combat tactics skill, as long as he has made a bond with his troops. This skill isnt only be used for battles. It can be used to lead any number of NPC's, during any kind of endeavour.

Intimidate description

The character is able to create an aura of menace around himself and can paralyse the people whom he speaks to or make them run away, depending on their level and the success of the check. The character can also make this check to make him look fierce and although people don't run away from him they think twice before messing with him. The GM and the PC must role-play each scenario concerning this skill. Gives the character a +10 % bonus to the interrogation skill.


Life suspension (deprecated)
Basic Skill for classes (none)
Can be General Skill?No
AttributeInt

A medic with this skill can bring people from the dead.

This skill is essentially split in two.

On one hand the medic can operate a surgery found in medical bays in order to revive recently dead people. Under those circumstances a character who is at less than 0 hit points must be put in it in rounds that are fewer than half his stamina (rounded down). Every round there after he loses 1 Int point. When the character's Int points reach zero he cannot be salvaged.

Any lost Int points are regained at 1 pt/week under medical supervision (or double for a successful Mental save (with original Int)). The character will not start to regain the Int points until he wakes up.

Under almost no circumstances are you in a position to place the dead person directly into a medical bay. Hence, the second part of the skill.

A part of a Field Medical Kit (see Field Surgery) is often a life-suspension kit. This enables the medic to suspend characters that are lower than 0 hit points until they can be transported to a medical bay where the medic can perform a life suspension check to bring them back to life.

The FMK usually has 1, (two for very good or specialized kits) of these devices so no more than 1-2 characters can be suspended at a time. The character must then wait no more than 1d4 hours before being repaired in a medical bay (the medic will be able to determine this number with a diagnose check). A very successful Life Suspension check can increase this time.

The amount of damage the dead character has received below 0 determined how difficult it is to suspend him. If he's between 0 and -[10% full hp] the check is easy and the difficulty increases by each [10% full hp] below 0. Example: A dead person with 150 full hp's requires an average check to suspend if he's below -45 hp's.

Additionally, if a dead person is shot or stabbed with the intent of "making sure the sucka is dead" he cannot be revived.

Recuperating from being resurrected takes time. The injured character will have to be returned to full hit points before he will even start to recuperate. After he has reached full hit points he will have 0 in Sta. It will take a period of 7 days before Sta points are returned, at which point he regains 1 Sta pt/day (or double for a successful fortitude save (with original Sta)). The character will awaken when he's at 3 points and he will be able to stand up from his bead at 6 points. This process is very involved and requires physical therapy.

The physical therapy is a part of the medic's Life Suspension check and if it is very successful the time can be reduced.

Example

Someone with 16 in Sta and 14 in Int dies. He is suspended after 12 rounds and lost 4 Int points.

He is rushed to the infirmary and the medic makes a successful Life Suspension check followed by an arduous 12 hour surgery.

The character is now in a coma for 7 days and then starts to regain his Sta points. After 10 days he wakes up and is aware. He regains his Int points in 1 month. He can start to walk soon after and receives the rest of his Sta points in 13 weeks. Hence, the entire process took 14 weeks.

This skill can be the most vital weapon in a medic's arsenal.

Example Specializations

Field Suspension (x1.5), Revival (x1.5)


Lore
Basic Skill for classes Medic, Rogue, Pilot, Bountyhunter, Thief, Technician
AttributeInt

A character employing this skill has much practical knowledge of spaceships. He can know what weapons and defences other ships have and can strike accordingly. He can also use this skill to find out how many hull points a ship has left and can know how many are in the crew and if he knows the particular ship from somewhere etc. This skill can also help the character to locate specific modules inside his own ship, as his knowledge of spaceships is general.

This skill is also used when appraising items for worth and that can be specialized at a x2 modifier.

This skill also allows the character to have knowledge of what is happening inside the Galaxy at this particular time. Or he can choose a time era that he wants to know about. It is also possible to have extensive knowledge of a particular place in the Galaxy and therefore know very much about that place. This skill is tremendously useful to all characters as any knowledge is important.

It is a good idea for characters with this skill to spend some of their free time watching the news to keep the skill up to date. The GM will apply penalties if the character has failed to do so.

Example Specializations

Spaceship (x2), Acal Lore (x3), Appraising (x2), Galactic News (x1.5)


Martial arts
Basic Skill for classes Scout
Multiple instances allowed?Yes
Armour Penalty?Yes
AttributeAgi

The martial arts skill enables a character to be proficient in a single martial art. For simplicity sake it is assumed that your character can train in any martial arts that are available to you, such as Boxing, Kung Fu, Aikido, Jujitsu, Karate, etc.

Keep in mind that it might effect the efficiency of the skill which martial art you are proficient in. You will not be able to do any fancy round-house kicks if you study boxing and aikido will not enable you to punch someone through a wall.

You use the martial arts skill when doing specialized called shots in melee combat.

Typical difficulty scenarios

Easy:

Moderate:

Average:

Tricky: Difficult:

Challenging:

Hard:

Very hard:

Impossible:

Change notes:

Hfileikinn til ess a sjrna nrumhveri snu bardaga...

Einnig hgt a generata bnusa vi rsir, bardagarun og skaa


Medicine
Basic Skill for classes Medic, Technician
AttributeInt

Medicine is a skill that takes to both diagnosing and chemical treatment. A medic with the medicine skill is able to identify the specific cause of a characters illness. The success of the check depends on how long the medic is diagnosing and how well hidden the illness is. A rule of a thumb is that if the technician spends 1 minute diagnosing a patient the check is impossible and it gets easier, by one category for every two minutes spent diagnosing.

Successfully diagnosing an ailment can make the difference between life and death.

The medic can use this skill in the field in order to help with his other medical skill checks. An easy diagnose check before Surgery will grant a +10% bonus to the check with an extra +10% for each additional difficulty level.

Example Specializations

In-the-field (x1.5)

Medicine also incorporates the now deprecated Chemical Treatment skill which enables the medic to be proficient in all types of chemical therapy, that is, administering chemicals into a patient to alter his condition. This can range from prescribing pain killers to acquiring the best results from healing syringes. This skill can also be used to identify medical potions, and acquire samples of fluids and plasma from patients.

This skill can also allow the medic to more effectively use healing syringes. Each difficulty level adds 50% to the amount healed by using a healing syringe. 1.5x at easy, 2x at moderate, 3x at tricky, etc. Healing syringes are indeed a lot more efficient in the hands of medics!

Biology can be used to decrease the difficulty level as with other skills of this type.

This skill can also be used to create and counteract poisons, increase the effectiveness of ability-enhancing drugs, help with chemical-induced interrogation, etc.

Example Specializations

Healing Syringes (x1.5)


Memorize
Basic Skill for classes Rogue, Bountyhunter
AttributeInt

With this skill people can memorise information. They can memorise paths that they take, and if they have seen a person before it is very likely that they will recognise him again. If characters declare that they will try to remember a specific piece of information when they first acquire it, and their memorise check is successful, then any memorise check made in the future concerning that piece of information becomes easier. On a successful skill check a character employing this skill gets a 10% bonus to any scientific skill he might have researched (Astronomy, Law, etc.).

Navigate
Basic Skill for classes Pilot, Scout
AttributeInt

With this skill a character knows how to plot a spaceships course, heading and alignment in space. A very important skill for Pilots. With it they can escape from a space fight without having to go of the map on the other side (this is explained in the spacecombat chapter).

This skill can be used to calculate other stuff as well, such as the vectors of spaceships after they went into NLS or hyperspace. This is often done by pirates who are tracking ships, as well as commercial pilots who are evading pirates.One can not enter hyperspace without this skill. It allows the character using it to make the appropriate calculations to enter the hyperspatial tunnels. Usually when a character rolls this check it is an easy one (x 2) but he can attempt to go into hyperspace earlier or perform some other feats and receive penalties for it. It isn't important to have a score higher than 50 in this skill for all "normal" hyperspatial jumps but Pilots often have a higher score in it as it is their basic skill.

Additionally, with this skill a character is able to navigate on a planet or inside a star system using no equipment whatsoever. If the character has any equipment to aid him the check is easier for him. The skill can also be used to calibrate and repair compasses and other navigational devices.

Example Specializations

Astrogate (x1.5), Planetary navigation (x2)


Observation
Basic Skill for classes Rogue, Bountyhunter, Scout, Pilot, Thief, Technician, Acalmage, Warrior, Medic
AttributeInt

Using this skill a character can notice various things that can provide important clues. He can also know what a particular sound is and notice if someone is picking their pockets. This skill is one of the most useful skills a character can have. It can be used to notice all sorts of things. This skill can also be used to keep something hidden and unnoticed.

This is a very important skill which is a basic skill for all classes and it is suggested that all characters put many points in this skill.

Example Specializations

Visual (x1.5)


Open locks (deprecated)
Basic Skill for classes (none)
AttributeInt

This skill can be used to open any locks that are technically advanced enough to be electrical in any way, such as keycard locks and number code locks. This is used a lot in the Galaxy by thieves and other "scum". Some locks which are very technically advanced require this skill to be used in conjunction with the Bypass security skill because some locks have alarm systems linked into them. The character must announce if he intends to use the bypass security skill also but he can make an Observation check to see if the lock is "wired". This skill can also be used to bypass locks on hovercars, as they employ computerised locking mechanisms.

Example Specializations

Mechanical locks (x2), Electric locks (x1.5)

This skill is now a part of Operate Security


Operate comm (deprecated)
Basic Skill for classes (none)
AttributeInt

With this skill the character is adept at using communication devices of any kind. He is very good with the communications devices aboard spaceships and can jam other radio emissions using this skill. With this skill the character can also attempt to repair communication devices of any kind (if successful 1d10 of communication damage in spaceships). The character can also eavesdrop on radio transmissions or Hyper-comm transmissions (although that is extremely hard). This skill does not enable the character using it to jam or listen to the new Particle Light Universal Messenger (PLUM) because those transmissions do not use waves but quantumized particles carrying the message which are "shot" from the transmitter towards the receiver.

Example Specializations

Spaceship (x1.5)

This skill is now a part of Operate Systems (formerly Operate Sensors)


Operate database
Basic Skill for classes Rogue, Bountyhunter
AttributeInt

This skill covers the ability to use a computer or a paper trail to search for a specific string or a specific bit of information. This skill can be very useful for characters with programming when they're searching for something in computers.

This skill can also be used to compare pictures and documents, looking for a resemblance, or a difference. It can be a good idea to put many points into this skill, especially for Bountyhunters and rogues.

Example Specializations

Computerized (x1.5) and To Help Programming (x2)


Operate security
Basic Skill for classes Thief
AttributeInt

This skill is used to neutralise the security systems that can be connected to doors and other things of that class. It can also be used to disable video cameras and detectors of any kind or to activate security systems and repairing them. In a world where security systems are widely used this can be a very useful skill for characters not quite prepared to go the legal way in things.

Example Specializations

Space ships (x2), Setting up security systems (x1.5)

Open Locks description

This skill can be used to open any locks that are technically advanced enough to be electrical in any way, such as keycard locks and number code locks. This is used a lot in the Galaxy by thieves and other "scum". Some locks which are very technically advanced require this skill to be used in conjunction with the Bypass security skill because some locks have alarm systems linked into them. The character must announce if he intends to use the bypass security skill also but he can make an Observation check to see if the lock is "wired". This skill can also be used to bypass locks on hovercars, as they employ computerised locking mechanisms.

Example Specializations

Mechanical locks (x2), Electric locks (x1.5)


Operate systems
Basic Skill for classes Technician, Thief, Pilot
AttributeInt

This highly useful skill allows the user to be skilled in the use of sensors of any kind. A character that uses this skill can try to evade or trail a spaceship that is going into NLS or hyperspace. This skill can also be used with other sensing equipment such as metal detectors and Geiger counters, as well as medical equipment. Both to use, repair or sabotage sensors.

(this skill used to be called Operate Sensors)

Example Specializations

Spaceship (x1.5), Medical (x3)

Operate Comms Description

With this skill the character is adept at using communication devices of any kind. He is very good with the communications devices aboard spaceships and can jam other radio emissions using this skill. With this skill the character can also attempt to repair communication devices of any kind (if successful 1d10 of communication damage in spaceships). The character can also eavesdrop on radio transmissions or Hyper-comm transmissions (although that is extremely hard). This skill does not enable the character using it to jam or listen to the new Particle Light Universal Messenger (PLUM) because those transmissions do not use waves but quantumized particles carrying the message which are "shot" from the transmitter towards the receiver.

Example Specializations

Spaceship (x1.5)


Physical science
Basic Skill for classes (none)
Recreational skill?Yes
Multiple instances allowed?Yes
Attributenone

Astronomy

By using this skill a character can calculate basic information about stars and planets. He can for instance see if planets are inhabited and how old they are. And by using this skill the character can (if a successful check is rolled) increase his chances with the navigate skill by 10 % and so forth.

The scientific and theoretical aspect of astronomy can also be studied by using this skill, as can astrophysics, although the physics skill is also required for that. This skill gives the character a +15 % bonus to the navigate skill.

Archaeology

This is the study of ancient civilisations. A person employing this skill can identify ancient artifacts, recognize long dead cultures and myths. He is also at home at excavation sites on any planet. Gives the character a +10 % bonus to the history skill.

Chemistry

The character can brew potions with this skill and if he is good enough, maybe even poison, although the penalties of possessing poison is death. With this skill the character can also identify liquid and other substances and it can help him to find poison or other substances in a persons blood (provided he has the right equipment). This skill can also be used to create explosive devises but must then be used in conjunction with the demolitions skill. This skill can be useful for warriors. Gives a +10 % bonus to the chemical therapy skill as well as +5 % to physics.

Geology

With this skill a character has much knowledge about volcanic action, land sliding, earthquakes etc. This skill can be used when choosing a landing site for a spacecraft and when driving cars he can use it to pick the best way to go (according to mud pools cracks etc.). The geology skill can also be studied in order to gain a scientific understanding.

Math

A character with this skill is able to do complex mathematics as well as creating new mathematical formulas. This skill is quite useful when using economics and engineer, as it can help the character employing those skills to calculate data. Characters employing the physics skill must have a score of at least 15 in this skill. Additionally, this skill gives a +10 % bonus to physics, hyper-navigation, gaming and economics as well as a +15 % bonus to cryptography. THIS IS ALL A LIE!

Metallurgy

By using this skill the character has extensive knowledge of all kinds of metals and ores. He can identify various different metals and tell which ones are precious and which ones are not. On a successful skill check this skill gives the user a 10% bonus to his geology checks (if he has geology) when dealing with ores. This skill can be useful for characters working in mines, especially if they are supervisors, and as there is much money to be earned in the mines of the galaxy this skill is used by a great number of people.

Physics

The physics skill makes the character able to work out physical formulas, theories and problems. This skill can be used to calculate the hull stress factor of spaceships and the pressure inside the ship. It can also be used to determine if ships can withstand the pressure change when going into an atmosphere or out of it plus endless other uses. As with other scientific skills, this skill can be used to study theoretical physics, as well as astrophysics (by using the astronomy skill) and hyperspatial physics. Characters cannot use this skill unless they have a score of 15% or higher in the math skill. This can be an important skill for Pilots (or co-pilots) when piloting space vehicles. Gives a +10 % bonus to the geology, metallurgy and engineer skills.


Pilot
Basic Skill for classes Bountyhunter, Pilot
AttributeAgi

This skill allows the character to pilot spaceships, airplanes, thropters etc.

Example Specializations

Spaceships (x1.5), Atmospheric vehicles (x2)


Profession
Basic Skill for classes (none)
Recreational skill?Yes
Multiple instances allowed?Yes
Attributenone

Cooking

TBD

Tailoring

TBD

Botany

TBD

Administration

TBD

Teaching

TBD


Programming
Basic Skill for classes Rogue
AttributeInt

The character can program computers of any kind and can access security areas inside the computers using this skill. A very useful skill in a world that would collapse without computers. Most people have some working knowledge of computers so this skill isn't essential to use a computer but it can be very useful when the character wishes to do something that involves "hacking".

This skill allows characters both to have extensive working knowledge of computers, and also to perform ILP, or Inter Linear Programming, programming the LAMB, and LMC directly without using the CPU (see the chapter on computers). The advantages of ILP is more control of the computer, but the disadvantages are that characters must succeed a hard programming check.

Programming can also be used to program the circuits of robots, and can be effective to immobilize an attack droid or bury into the memory banks of a surveillance unit.

Example Specializations

Hacking (x1.5), Inter-Linear Programming (x2), Spaceships (x2)

Cryptography description

A useful skill when cracking codes of some sort. A character with this skill can try to read and decipher security codes as well as old runes. The science of cryptography is quite hard to master, and characters often have to spend many skill points into this skill before becoming adept in using it. This skill can be very useful when reading any foreign language, ancient or modern, and it can also help computer programmers when performing hard programming checks. Any character who is performing Inter Linear Programming using the program computer skill, and employs this skill gets an additional 10% bonus to his programming check.


Repair
Basic Skill for classes Technician, Pilot
AttributeInt

This skill allows the user to repair any electrical devices (or damage them). They can fix the sensors aboard spaceships for 2d10 points if a check is made. This skill has other uses also. It can be used to help characters bypass security systems and open locks. When this skill is used with the bypass security skill the character gets a +5% bonus to his bypass security and open locks checks. Characters who are proficient enough in this skill can even create their own electrical devices, such as surveillance equipment etc.

This skill used to be called Repair Electrical

Repair Weapon description

With this skill the user is able to repair a weapon that has fumbled or has been damaged in any other way. He cannot repair weapons aboard spaceships if they have been blown up. Although he can fix them if they have fumbled, or damaged slightly. If given enough time and resources the character employing this skill can build his own firearms but the GM has the final vote on what these weapons are capable of. The character cannot build mega cannons or Nuclear bombs or anything like that (damn it! ).

Example Specializations

Projectile or Radiation (x2), Melee or Ranged (x1.5), Spaceship (x2.5)

Repair Mechanical description

A character with this skill is capable of repairing machinery. This is similar to the repair electrical skill.

A character with this skill is capable of manipulating machinery, operating, assembling, repairing and even destroying it. When opening a badly stuck brake drum, it's the Repair Mechanical skill which would tell you it's safe to bang it hard with a sledgehammer rather than use subtlety.

Use in spaceships

This skill can be used to repair the following spaceship modules: Hull, Engine and Life Support. See this discussion thread for more information on spaceship repairs.

The character can also sabotage spaceship modules intentionally and this skill works phenomenally well with the Demolitions skill in that regard.

Other uses

This skill can also be used to create mechanical devices, and can be quite effective when used with the Engineer skill.

A successful roll on this check can decrease the difficulty level of a following Repair Weapon check if mechanics are involved.

You can also use this skill to help you in defeating mechanical locks.

Example Specializations

Spaceship repair (x2), Helping Repair weapon (x3)


Repair mechanical (deprecated)
Basic Skill for classes (none)
AttributeInt

A character with this skill is capable of repairing machinery. This is similar to the repair electrical skill.

A character with this skill is capable of manipulating machinery, operating, assembling, repairing and even destroying it. When opening a badly stuck brake drum, it's the Repair Mechanical skill which would tell you it's safe to bang it hard with a sledgehammer rather than use subtlety.

Use in spaceships

This skill can be used to repair the following spaceship modules: Hull, Engine and Life Support. See this discussion thread for more information on spaceship repairs.

The character can also sabotage spaceship modules intentionally and this skill works phenomenally well with the Demolitions skill in that regard.

Other uses

This skill can also be used to create mechanical devices, and can be quite effective when used with the Engineer skill.

A successful roll on this check can decrease the difficulty level of a following Repair Weapon check if mechanics are involved.

You can also use this skill to help you in defeating mechanical locks.

Example Specializations

Spaceship repair (x2), Helping Repair weapon (x3)

This skill is now a part of Repair (formerly Repair Sensors)


Repair weapon (deprecated)
Basic Skill for classes (none)
AttributeInt

With this skill the user is able to repair a weapon that has fumbled or has been damaged in any other way. He cannot repair weapons aboard spaceships if they have been blown up. Although he can fix them if they have fumbled, or damaged slightly. If given enough time and resources the character employing this skill can build his own firearms but the GM has the final vote on what these weapons are capable of. The character cannot build mega cannons or Nuclear bombs or anything like that (damn it! ).

Example Specializations

Projectile or Radiation (x2), Melee or Ranged (x1.5), Spaceship (x2.5)

This skill is now a part of Repair


Shadowing (deprecated)
Basic Skill for classes (none)
Armour Penalty?Yes
AttributeInt

This skill allows a character to follow others without being detected and to detect if someone is following him.

Typically a character using this skill would blend into a crowd when following a specific individual. A character's clothes and size are of course a ruling factor in the penalties the GM might apply to the check. Stealth can, under the right circumstances, aid the character who is using this skill. The character can also use it to evade a trail, even if he doesnt know for sure someone is following him.

The skill can also be used to follow in vehicles, especially cars, and is often used in that capacity.

Example Specializations

Following (x1.5), Detecting a shadow (x1.5)

This skill is now a part of Stealth


Signal (deprecated)
Basic Skill for classes (none)
AttributeInt

The ability to signal others using hand movement or sounds and understand their signaling although they might not have the signal skill. This skill can be very useful in combat situations, when commanding characters how to move, and fight.

One character with the Signal skill can also create a simple signaling language for the entire team to use. This usually lasts for a day or so.

Fer inn i distract og sar tactics sennilega.


Social science
Basic Skill for classes (none)
Recreational skill?Yes
Multiple instances allowed?Yes
Attributenone

Economics

A character with this skill has a working knowledge over basic economics. He can do business deals and even trade at stock markets if his score is high enough. It can be useful to have this skill when buying or selling spaceships or other items. This skill can be useful when running a company of any sorts, so rogues tend to acquire this skill at some point in their career.

History

A character with this skill is able to know all major historic events in the Galaxy or on a particular place in the Galaxy since they were first collected. A useful skill for the Bountyhunter. A successful check with this skill gives the holder of it a +20 % bonus to his General Knowledge. This skill is very similar to the general knowledge check but it deals more with exact dates and names of socially important events rather than just with the facts as the general knowledge skill. Gives a +10 % bonus to the general knowledge skill.

Literature

The character using this skill has knowledge of literature in the past and at present times. He can identify poems and know the work of authors. The character can, as with the general knowledge and history skill, elect to have extensive knowledge of a particular time era, or a specific part of the galaxy. If he elects to know about the whole galaxy since written records were available, then the grasp of this skill is so shallow that each check is enormously difficult. This skill can be quite useful on social occasions. This skill gives a +20 % bonus to the history skill.

Psychology

A character with the psychology skill has extensive knowledge regarding sentient psyche, and can manipulate persons easier than most, as well as help them. A character that hasnt specialized with any one race is considered to be well read on the mental conditions of all races, so a specialization can be well worth it in certain cases.

The character can try to hypnotise other people. The victim must be willing to be hypnotised for the check to succeed. If it is not the check grows much harder. The subject is hypnotised for 1d10+3 hours unless he/she has more than 15 in Int For each point after 15 the character lessens the effect by 2 hours. This skill cannot be used on other Player Characters. This skill can come in handy when some information needs to be extracted from an individual, when he has forgotten it. This skill gives a +10 % bonus to interrogation, intimidate, public speaking, leadership and convince.


Stealth
Basic Skill for classes Warrior, Rogue, Thief, Scout, Bountyhunter
Armour Penalty?Yes
AttributeAgi

This ability allows the character that uses it to hide in his surroundings as long as there is any cover available. If the character attempts to move he has to make a very difficult check to remain undetected. This skill is very important to cat burglars, and can also help characters who are employing the shadowing skill to remain unnoticed.

Characters employing this skill are also able to make no noise at all when they are creeping around, depending on the success of the check.

If a character is not trying to move silently while hiding in the shadows the skill check is somewhat easier, and vice versa.

Example Specializations

Move silently (x2), In Combat (x1.5)

Shadowing description

This skill allows a character to follow others without being detected and to detect if someone is following him.

Typically a character using this skill would blend into a crowd when following a specific individual. A character's clothes and size are of course a ruling factor in the penalties the GM might apply to the check. Stealth can, under the right circumstances, aid the character who is using this skill. The character can also use it to evade a trail, even if he doesnt know for sure someone is following him.

The skill can also be used to follow in vehicles, especially cars, and is often used in that capacity.

Example Specializations

Following (x1.5), Detecting a shadow (x1.5)


Surgery
Basic Skill for classes Medic, Technician
AttributeInt

The Surgery skill deals with repairing people in a medical bay and it usually cannot be used in the field.

An able surgeon can repair up to 1/3 of a characters full hit points in one 1d4 hour surgery and can chain multiple surgeries together, repairing an individual completely (in hit point respects) in 3d4 hours.

Even though a mortally injured person is returned to full hit point in this time, you will always have to account for recuperation which can range from days to months depending on the GM.

Unless there are complications the above requires an average check. To repair more in 1d4 hours the medic can make a tricky (2/3) or difficult (everything healed) check.

Keep in mind that this use of the skill requires an up-to-date medical bay with all the bells and whistles. If the surgery is not advanced enough the GM may make the checks harder or the results worse.

The medic needs to have at least 35 in First Aid to acquire this skill.

Field Surgery Description

The medic knows how to heal people in the field or even in the midst of combat.

This skill enables the medic to close wounds, heal injuries from lasers and PEC, etc.

To use this skill effectively the medic needs a field medical kit, akin to a first aid kit, but often much more advanced. A field medical kit is usually carried on the medic's back and can range from 5 to 15 kg in weight.

The required time for treatment is a full round. The patient receives 1d8 hit points/difficulty level back, starting with 1d8 for easy, 3d8 for average, etc. (a critical success will also double this amount) and all bleeding stops, even if the skill check was not successful. An impossible check will fix 8d8 points of damage.

Biology works the same as for first aid: If you succeed a biology check of the same difficulty level the difficulty level of the Field Surgery check decreases.

The reason the medic can fix damage in a single round is that his field medical kit is composed of tissue repair packs that he can apply to the damaged area and configure using his skill, not having to grab a scalpel and bandages.

The medic cannot perform field surgery on the same character twice, unless the character has sustained additional injuries, and then only up to the hit point number the additional injuries caused.

Example Field Medical Kits

Basic : allows use of skill

Increases skill : gives +10 - +50% bonus to skill

Increases healing (very rare) : Gives a difficulty level decrease of one category or a fixed bonus of +1- +4 to each die.

Increased healing at a price : Same as above but difficult to use, with a penalty to skill check.

Misc Issued : +50% to skills, +4 to each die.

Etc..

Example Specializations

Specific Species (x1.5)


Survival
Basic Skill for classes Scout
AttributeInt

This skill is used on "wild worlds", or worlds without inhabitation. The user of this skill is adept in using the land, and can find suitable shelter as well as foresee danger in the form of natural disaster and wild animals.

With this skill the character can also find his way on a world by the sun and at nights by the stars. The GM must note the penalties when, for instance the planet rotates backwards in respect to the characters home planet or if the system has two suns that the character doesn't know about etc.

This skill is recommended for anyone to have this skill who might get stuck on a unpopulated world.

Example Specializations

Fishing (x3), Hunting (x2), Foraging (x2)


Tactics
Basic Skill for classes Warrior
AttributeInt

With this skill the character has good overall knowledge of tactical manoeuvres involving combat. He knows how to direct people to a fight in the right way, and he also knows when to retreat and when to engage. So when this skill is used (it takes no game time) all the characters on his team get a one point bonus on their hit rolls and initiative.

The GM must note that in circumstances where there are loud noises or the people can't hear the PC or things like that certain penalties apply. Likewise bonuses apply when the people fighting are wearing headsets or can talk in alike ways.

One of the most used aspect of this skill is the ability to make Specialized Called Shots, giving extra damage, easier critical hits, specialized damage etc. Biology can be very helpful when this skill in used in such a way.

Example specializations

Specialized Called Shots (x1.5), Space Combat (x2), Long Range (x2), Space Fleet Logistics (x3.5) and Urban Warfare (x2)

Distract description

The person using this skill can distract foes or other persons. He can try to distract them away from himself or, with an easier check, provide through himself an opportunity for his friends to go undetected while he tries to distract the guards using himself etc). This skill can also be used to distract security systems, so the use for it is many fold. It can be effective in melee combat as the character can distract his enemy to lower his guard or forfeit a round.

This can also be used to provide covering or suppressive fire in a similar way as combat tactics. When employed in such a way a successful distract check can give up to a +50% bonus to combat tactics.

The ability also allows the character to signal others using hand movement or sounds and understand their signaling although they might not have the signal skill. This skill can be very useful in combat situations, when commanding characters how to move, and fight.

One character with the Distract skill can also create a simple signaling language for the entire team to use. This usually lasts for a day or so.

Example Specializations

Spaceship (x2), Combat (x1.5)


Thieving
Basic Skill for classes Thief
Armour Penalty?Yes
AttributeAgi

This skill allows the user to snatch small things from pockets or purses. If the victim makes an observation check with modifiers derived from the success of the pick pockets check the intentions are discovered but a failed pick pockets check does not necessarily mean that the target found out. This skill can also be used to plant objects on an individual (for example a microphone).

Example Specializations

Planting stuff (x2)

Disguise is now part of thieving.

With the disguise skill the character is able to assume the form of another person (although no particular person can be specified), and even of a another race. The check varies but when attempting to disguise himself as a creature of another race the character usually has to make an impossible check to succeed. The GM has of course the final vote on that. This skill can aid the act skill if used correctly.

You can use this skill to make up people to look better than they do naturally and to select a cool wardrobe for any situation. A successful average Disguise check can usually add +1 to App temporarily (usually just to females) when you can apply make-up. The skill might even improve the Gra in respect to others by having the right clothes for the job.


Tolerance
Basic Skill for classes Scout, Warrior
AttributeSta

With this skill a character can bear to be tortured for a long period of time. He can also run longer and does not get as many penalties when running fast. If a character with this skill gets down to 1 or 2 hp he can stay awake by making this check. This skill can also be used to withstand exposure to hostile environments such as heat, cold or radiation, and it can increase the characters tolerance level to starvation and dehydration. A useful skill for any class. Note that the Tolerance skill cannot prevent a character from losing hit points from damage, even if he can ignore the pain.

Example Specializations

Mental or Physical (x1.5)




Control Light
Cost 3 AP/pt
Focused Schools Shilash (2 AP/pt)
Neutral SchoolsVereti (3 AP/pt)
Unfocused Schools Andari (4 AP/pt)

The control light power enables the Acalmaster to bend any electromagnetic wave at his will. He can use this ability to sway light, to give places a shadowy presence, and to influence the sight of people, disrupting the light reflected from an object. He can even attempt to change computer screen text, so this power can be very useful.
The power can be used in combat to control light from radiation weapons giving the enemy a penalty to hit, or even likelihood to hit something else (such as his comrades). Typically each 1 the enemy receives is an increase in difficulty from easy to impossible (-8). This use of the skill in that capacity costs 2 ep regardless of modifier.
You can also use this power to banish all light from a specific location, making the place completely dark. It can be used to counteract radiation weapons, decreasing damage by 50 % for each difficulty category starting with average. This power can be used to make sure the Acalmasters face is perpetually concealed, which can be quite useful as well as making a person blind by banishing light within their eyes. All uses of the skill in this way must be maintained. You cannot permanently banish light from any location

Example uses:
Sway ion-streamer pulse for a -3 modifier Difficult Check 2 EP
Turn invisible Average to Impossible check 2-10 EP/round
Deflect a flashlight beam Easy check 1 EP/minute
Blacken out face Average check 2 EP/minute
Blinding someone Tricky check 5 EP/round
Foci (add focus)
Light tricks - 0pt - Basic (edit · delete)
Allskonar trikk me ljs, getur minnka ljs herbergi, lti skugga falla yfir andlit, o.s.frv.
Deflect Light - 25pt - Focus Rune, Teacher (edit · delete)
Mage getur vari sig mti vopnum eins og Ion Streamer. Hann getur einnig s fyrir horn og slkt.
Invisibility - 25pt - Self Taught, Focus Rune (edit · delete)
Mage getur gert sjlfan sig og ara snilega fyrir EM.
Darkness - 75pt - Focus Rune, Teacher (edit · delete)
Mage getur bi til algjrt myrkur herbergi, fyrir eina persnu, ea jafnvel heila borg, plnetu, etc.
Light Power - 75pt - Focus Rune, Teacher (edit · delete)
Leyfir mage a nota slarljs og ara fluga ljsgjafa til a ba til fluga lasergeisla

Cosmos Binding
Cost 3 AP/pt
Focused Schools Andari (2 AP/pt)
Neutral SchoolsShilash, Vereti (3 AP/pt)
Unfocused Schools (4 AP/pt)

This power is used to summon or contact anybody or anything living. The Acalmaster can, for instance, call another Acalmaster and challenge him to a duel. The Acalmaster can also summon future apprentices etc. This power can also be used to contact entire planets (as long as there is life on them) and to call an Acalmasters weapon or armour to him from light years away.

This power also enables the mage to make a planet his home. He can either settle on a habitable world and converge his life essence with the planet's or settle on a barren world and make it habitable using his own powers. The latter use will make the planet a more powerful tool for the acalmage but will take much longer (decades) to accomplish.

This power is in many respects the true essence of acalmasters and all other powers are derived from it.
Foci (add focus)
Call persons - 0pt - Basic (edit · delete)
Mage getur haft samband vi flk sem hann ekkir vel me mjg stuttum skilaboum, oftast tilfinningu; "Maggi Mage er vandrum"
Call items - 25pt - Focus Rune, Teacher (edit · delete)
Mage getur kalla persnulega acal hluti til sn. a er hgt a hafa einn hlut einu sem hgt er a kalla til sn. a er auveldara ef a er einhver sem maur vinnur me sem heldur hlutnum, kallar maur hlutinn raun og veru gegnum manneskju.
Control Object - 50pt - Focus Rune, Teacher (edit · delete)
Leyfir mage a stjrna Acal hlutum. etta er til dmis nota egar mage talar vi crystal shard'i sitt.
Create World - 50pt - Focus Rune, Teacher (edit · delete)
Mage getur gert plnetu a heimili snu.
Control Weather - 100pt - Focus Rune, Teacher (edit · delete)
Leyfir Mage a stjrna verinu
Soul Link - 100pt - Teacher (edit · delete)

This focus allows the Acal Mage to create a bond between himself and another person. The other person does not need to be an Acal Mage but it is important that he/she has a very deep relationship with Acal Mage.

It can take months to create the Soul Link by meditation and both persons need to be in the same place and willing. Once the Soul Link is established it will never break as long as the feelings between the two persons remain strong. The less distance between the two persons, the stronger the bond but there is always a degree of connection, regardless of distance.

The Soul Link is completely bilateral; the Acal Mage employing the Cosmos Binding Power does not have any more connection to the other person than that person has to the Acal Mage.

The benefit of the Soul Link is that the persons share strong emotions. For example, if one of the persons perceives himself to be in great danger the other will know of it. The same applies to all strong emotions like love, hate, etc.

The downside is the same. You cannot really turn off your feelings and it always leaks through the soul link.

The Soul Link will diminish over time, especially if the two people stop caring for each other, because the link is dependant on the two people having great affection with one another. While they are not required to be lovers, they must be very good friends.

Usually only a single Soul Link can be active at any one time and it can be easier said than done to rupture it.

Using Self control the Acal Mage is able to lessen the emotional leakage through the link, something that can be important if you know that you're heading into a battle or if you are about to engage in foreseen emotional turmoil (f.ex. if you're about to have wild sex). If you know beforehand that some actions might cause your partner unneeded emotional pain you might do well to use the Self Control power at the start of the day.

Infuse Objects - 100pt - Teacher (edit · delete)
Mage getur sett orku hluti og bi til 'magical items'. a er einnig hgt a nota etta power til a finna hver bj til tiltekinn hlut.

Enhance ability
Cost 3 AP/pt
Focused Schools Vereti (2 AP/pt)
Neutral SchoolsAndari, Shilash (3 AP/pt)
Unfocused Schools (4 AP/pt)

Raises a single attribute in himself or others by as much as 1d4 for a short time (Str, Agi, Sta, Gra) for an average check and an additional die per difficulty level. The effect lasts for 1d10 rounds/minutes and costs 5 ep/die. The effect is not cumulative, so the Acalmaster cannot use the power repeatedly for the same attribute on the same character.

After the initial 1d10 rounds/minutes the Acalmaster can elect to maintain the effect at a cost of 5 ep/round regardless of the number of dice.

The power can also be used to lower the ability of a hostile character by the same amount and time. This requires the enemy to fail a fortitude resistance roll.

This power can also be used to enhance senses of himself or others, giving a bonus to any sensory related skill checks for a limited amount of time. A single sense costs 2 ep to enhance with a cost of 1 ep/round or minute to maintain, so all senses would cost an additional 10 ep with a maintenance cost of 5 ep.

It is also possible to raise an ability like running.

To remove someone's sense costs 8EP and it is one level more difficult if the mage is not touching the person. The better the mage's check is, the harder it is for the victim to resist it. The mage takes a more difficult to cause more damage but in so doing it is more likely for the victim to resist.
F.exs: to remove eyesight, an average check causes to victims eye to see blurrily which takes 2 from his ability to hit. A very hard check makes him blind if he fails in his resistance roll.
Foci (add focus)
Enhance Senses - 0pt - Basic (edit · delete)
Auka sjn, heyrn, o.s.frv.
Enhance Attribute - 25pt - Focus Rune, School, Teacher (edit · delete)
Auka Str, Agi osfrv
Remove Ability - 75pt - Focus Rune, Teacher (edit · delete)
Mage getur nota power til a minnka attribute ea sense hj einhverjum
Transfer attribute - 100pt - Focus Rune, Quest (edit · delete)
Mage getur flutt attribute eins og Str, Agi, Sta fr einni persnu til annarar. Persnan sem flutt er r arf a vera me hrra attribute og a er hmark 3 sem hgt er a flytja milli og bara eitt attribute per persnu. a skapast hlekkur milli persnunna og ef s sem missti attribute deyr missir hinn attributi sem hann fkk. Mage getur san teki etta aftur.
Mass Enhance - 100pt - Focus Rune, Teacher (edit · delete)
Bta ea taka fr ability hj mrgum einu.

Focus energy
Cost 3 AP/pt
Focused Schools Shilash (2 AP/pt)
Neutral SchoolsAndari, Vereti (3 AP/pt)
Unfocused Schools (4 AP/pt)

This power enables the Acalmaster to focus any form of energy to a specific location, making the power much more defined and therefore more useful. This power can both be used to focus energy such as light or explosive energy and to focus the Acalmasters energy. This power is vital to the Acalmaster as it can dramatically improve the chances of succeeding another power check. If an Acalmaster has an artifact such as a ring or a bracelet, it often gives him additional percentage to skill rolls or more energy points. The focus energy can increase the bonus.

Mage getur flutt punkta til annars mage tvo mismundandi vegu.

1) a er hgt a flytja punkta 'hgt' milli. etta kostar 10EP start kostna og a er enginn vihaldskostnaur. etta flytur svo yfir 10 EP/5 min, 5 mn fresti. etta flytur a hmarki 50EP (tekur 30mn).
etta er easy check. a arf snertingu til a byrja en svo arf ekki snertingu en arf nlg.

2) a er hgt a flytja punkta 'hratt' milli. a er ein round hj gefara. S sem tekur mti arf ekkert a gera. etta kostar 5pt. Easy check gefur 10pt, Average 20pt, etc.

An Acalmaster employing this power receives a special energy attack that inflicts 1d8 points of damage for an easy roll, 2d8 for moderate up to 8d8 for an impossible roll. The Acalmaster must make a melee attack roll with agility modifiers. The attack costs 2 energy points per dice and has a base #AT of 1.
Foci (add focus)
Energy Weapon - 0pt - Self Taught, Focus Rune (edit · delete)
Leyfir mage a gera skaa me v a senda t "bolts of energy"
Cantrips - 0pt - Basic (edit · delete)
Sm tfrabrg, ljs uppr hendi, lta ds hoppa o.s.frv.
Combustion - 25pt - Focus Rune, School (edit · delete)
kveikja hlutum
Channel - 25pt - Focus Rune, School, Teacher (edit · delete)

- Leyfir mage a senda orkuna sna yfir ara (transfer EP).

- Leyfir 2 ea fleiri mages a sameina orku einni strri focus energy ager.

- Leyfir 2 ea fleiri mages a channela rum powers saman.

- t.d. hjlpa vi me heal, gera teleport ar sem margir koma a, o.s.frv.

Force - 50pt - Focus Rune, Teacher (edit · delete)

- Leyfir mage a gefa sm physical spark.

- Getur gefi mega punches.

- Getur tt eldi og rafmagni.

Energy Leech - 75pt - Focus Rune, Teacher (edit · delete)
Stela orku (EP's) fr rum
Tunnel - 125pt - Focus Rune, Quest (edit · delete)
Getur grafi gng og slkt.

Form energy
Cost 4 AP/pt
Focused Schools Shilash (3 AP/pt)
Neutral Schools (4 AP/pt)
Unfocused Schools Andari, Vereti (5 AP/pt)

Form energy was once considered the evil counterpart of Focus energy. As the evil Acalmasters use the energy around them instead of gathering it together inside, they can shape it at will, making shields, warriors, or simply weapons.

The Form energy is more powerful than the focus energy as the span of this power is much greater.

With this power the mage if able to set up a forcefield around himself or anything else, both sheltering from pressure and/or damage (a typical example might be a mage in his underpants in space kicking the crap out of everyone)

Form Energy can also be used to crush the larnix of people, choking them to death or even crush people from the outside in.

Form Energy can be used as an energy weapon, similar to Focus energy. However it takes 2 rounds to create an energy ball and that is very visible. The damage from the attack is twice as great as for Focus energy.

Energy Weapon Damage
Easy x2 2d8
Average x1 4d8
Tricky /1.5 6d8
Difficult /2 8d8
Challenging /3 10d8
Hard /4 12d8
Very Hard /6 14d8
Impossible /8 16d8
Foci (add focus)
Inertial Barrier - 0pt - Basic (edit · delete)
Hgt er a ba til skjld sem getur vernda mage mti skotum, veri, o.s.frv.
Energy Weapon - 50pt - Focus Rune, School (edit · delete)
flugri tgfa af Focus Energy Energy Weapon. Sendir t "bolts of energy".
Energy Clay - 100pt - Focus Rune, Teacher (edit · delete)
etta er mjg flugt focus sem leyfir mage a ba til snilega virtual 'hluti' r orku. a er hgt a ba til lykla, barefli, gls, o.s.frv.

Heal
Cost 3 AP/pt
Focused Schools Vereti (2 AP/pt)
Neutral SchoolsAndari (3 AP/pt)
Unfocused Schools Shilash (4 AP/pt)

Enables the Acalmaster to heal a certain amount of hps in himself or another individual.

Typically an easy check gives back 1d8 hp, moderate 2d8, etc. down to 10d8 for an impossible check with a cost of 2 ep/dice plus a 5 ep initial cost. This power can be used in such a way in a combat and takes 2 rounds to complete. The acalmaster can attempt to make the heal in one round at a cost of additional difficulty category.

There is one caveat to this usage: You can only ever treat each injury once. If a person has gotten, say, 50 points of damage and the mage makes a check to heal 15 of those, he can't heal any more until the person has received more damage, and only that additional damage. Because of this it is generally a good idea for the mage healer to heal as much damage as possible in each try.

This power can also be used to treat poison victims and other types of injury.

Heal can also enable the Acalmaster to increase the maximum number of hit points an individual has for a limited amount of time at a cost of 4 ep/dice. The amount is 1d6 with an easy check with an additional dice per difficulty level.

Heal cannot be used to regrow limbs but it can help with fixing eyesight and in healing the wound from a newly reattached limb.

A very hard or impossible heal roll is required to bring a deceased individual back to life and then only if the person has been dead for less than 10 rounds and is not below -10 hit points.

Heal has another very important ability. It enables the mage to renew his own tissue and allows him to effectively stop his own aging. The mage might live hundreds of years using heal to keep himself young. The difficulty of the application increases with the number of times it is used but a talented mage might very well increase his life span 4-5 fold.

The dark side of Heal is that it can be used to suck the life-force from people as well as renew them and it can be an effective (touch) weapon in combat. You can even draw on the life force of one person to heal another, thereby increasing the amount that can be healed (even significantly if the one being sucked is willing).

Example: To steal life energy/hp 1d8 is easy check, 3d8 average etc if touching. If he is not willing half is rounded down, willing it can up be 90%. Getting 100% is very rare.
Foci (add focus)
Basic Heal - 0pt - Self Taught (edit · delete)
Lkna HP
Alter - 50pt - Focus Rune, Teacher (edit · delete)

Mage getur breytt tliti snu ea annara, t.d. hrlit, hlit, augnlit, lkamsbyggingu, o.s.frv. etta er miserfitt og tekur fr 1 klst upp etv. nokkrar vikur.

eir sem eru mjg gir eru jafnvel farnir a geta breytt hr og augnlit nokkrum mntum, en er kannski veri a breyta milli lita sem hafa egar veri fir.

a er einnig hgt a alter””a rum, svo lengi sem eir eru viljugir. a er erfiara a breyta rum tegundum (t.d. erfitt fyrir human a breyta hlit hilea).

Rejuvenate - 50pt - Focus Rune, School, Teacher (edit · delete)
Lengja lfi og sna vi ldrun sjlfum og rum
Harm - 75pt - Focus Rune, Teacher (edit · delete)
Meia flk me essu poweri
Mass Heal - 100pt - Focus Rune, Quest (edit · delete)
Lkna (ea meia) marga einu

Influence mind
Cost 4 AP/pt
Focused Schools Andari (3 AP/pt)
Neutral Schools (4 AP/pt)
Unfocused Schools Shilash, Vereti (5 AP/pt)

The Influence Mind power enables the Acalmaster to influence any individual, or to deceive him. Influence can be used to change an individual's thoughts or to make him see, or hear something that isn't there. This power is related to the Convince skill. A successful Easy check using Influence mind can do anything that is possible with the Convince skill.

One caveat of using this skill is that the target creature is allowed an Int check to negate the effects of the power. The GM can choose to give the Acalmage an automatic success if the target has less than 10 in Int or if the request is very straightforward. Additionally, if the Int check is succeeded admirably then it is possible for the target to detect the manipulation. The GM has to decide that on a case-by-case basis.
Note that this power cannot be used to issue complex commands but can only make the person want to do simple things. It is useful to use Telepathy to issue longer commands and Influence Mind to make the person want to do it. A complex command might include Go back to your room, open the closet, take out the pistol, come back here and shoot your partner. This command would have to be issued with the Telepathy power.

If you do not care how he kills his partner you can leave the details up to him and simply make an Influence Mind check and fill the target with longing to kill his partner. He might go and fetch his pistol or he might try to strangle him with his bare hands, it depends on the personality of the target.

Example uses:
Convincing someone that these are not the droids Easy check 4 EP
Making a person turn on his friends Hard check 5 EP/round

Nokkrir punktar:
* a er erfitt a stjrna flki sem er sama level og , en getur stjrna lgra level flki. T.d. Gti 20lvl mage (me samsvarandi htt IM) n stjrn 10lvl char o.s.frv. arf a balancea a einhvernvegin annig.
* fr bonusa vi IM (ea mnusa vi resist target) ef kemur honum tilfinningalegt jafnvgi fyrst. T.d. me tlingu ea a koma vont skap.
* Alltaf auveldara a nota IF/telepathy sitt eigi species ea skyld species (t.d. human human/koter/anjil)
Foci (add focus)
Mind Tricks - 0pt - Self Taught, Focus Rune (edit · delete)
Einfaldar brellur.
Other Species - 25pt - Self Taught, Focus Rune (edit · delete)
Mage arf ennan fkus til a geta haft hrif ara kyntti en sinn eigin tri-race.
Alter Perception - 25pt - Focus Rune, School (edit · delete)
Breytir v hva sr, heyrir, o.s.frv. Mage getur liti t fyrir eins og einhver annar. n "Mass Influence" arf samt a gera vi 1 og 1 einu.
Command - 75pt - Focus Rune, Teacher (edit · delete)
Einfaldar skipanir sem endast sm tma. T.d. "Galau eins og hani" ea "taktu upp byssuna na og skjttu ennan mann"
Mass Influence - 125pt - Focus Rune, Teacher (edit · delete)
Leyfir mage a nota influence mind marga einu. Getur jafnvel influence'a heilu herina.
Dominate - 150pt - Self Taught, Quest, Imbued (edit · delete)
Mage getur teki algjrlega yfir persnu.

Self control
Cost 2 AP/pt
Focused Schools Vereti (1 AP/pt)
Neutral SchoolsAndari, Shilash (2 AP/pt)
Unfocused Schools (3 AP/pt)

This power enables the Acalmaster to be in complete control of himself. It can counteract psychology, intimidate, act, interrogation, convince and alike skills pretty easily and gives the Acalmaster the ability to gain back lost energy points at a much greater rate than otherwise through meditation (can double the rate).

The self control power can also allow the wielder to transform his own life energy into energy points. This can be very useful in combat situations. An average skill check transforms hit points into energy points at a rate of 1/1, and every difficulty level thereafter adds 1 ep/hp, so an impossible check would transform one hit point into 6 energy points. This use of the ability costs 2 energy points and takes one round.

The Acalmaster uses this power to maintain several powers at once, such as Enhance ability, sense surroundings and telepathy at the same time. There is no additional point loss for the self control skill but every additional maintenance increases the difficulty from easy and upwards.

The mage can use this power to place himself in suspended animation which makes his heart beat just once per minute and the entire body physiology is affected accordingly (approx 1/60th of normal).
An hour is an easy check, 1 day average, etc, up to 10 years for impossible check. The check is always 10 EP's and no EP's are regained during the suspended time.

Self control can also be used to hide your acal abilities to those that are searching for it.
Foci (add focus)
Meditation - 0pt - Basic (edit · delete)

Hjlpar til vi a huga.

- Eykur EP renewal 2x. Til ess a f EP til baka arf Mage a vera hvld og fr 1/lvl/hour en 2 me essu skilli)

- Hgt er a meditate'a sta ess a sofa og fara djpan trans. a arf skill check og einhvern 5EP byrjunarkostna.

Hide Emotions - 15pt - Self Taught (edit · delete)
Leyfir mage a fela tilfinningar snar.
Multitasking - 25pt - Focus Rune, School (edit · delete)

Leyfir mage a vinna betur me rum skills

- Mage getur haldi ti mrgum powers sama tma.

- Mage getur lkkar erfileikastig rum powers me v a huga fyrst.

Life to Energy - 50pt - Focus Rune, School (edit · delete)
Breyta HP's EP's
Tolerance - 50pt - Focus Rune, School (edit · delete)

Leyfir mage a nota self control egar hann er undir andlegri ea lkamlegri pressu, srsauka, o.s.frv.

- "Tolerance on steroids"

- Withstand distraction

- Withstand interrogation

- Withstand mental manipulation

Deep Sleep - 75pt - Focus Rune, Teacher (edit · delete)

- Leyfir mage a sofna hvenr sem er og vakna hvenr sem hann vill (innan marka)

- Leyfir mage a fara suspended animation

Hide Acal - 100pt - Focus Rune, Teacher (edit · delete)
Leyfir acalmage a fela acal ability annig a arir mages geta ekki fundi fyrir krftum hans. a er einnig hgt a nota etta til ess a hafa 'acal resistance'
Stasis - 150pt - Focus Rune, Quest (edit · delete)
Mage getur slkkt lkamanum snum hvaa tma sem hann ks og sett hann "suspended animation" ar sem hann arf ekki nringu ea srefni og er bara frosinn.

Sense surroundings
Cost 2 AP/pt
Focused Schools Vereti (1 AP/pt)
Neutral SchoolsAndari, Shilash (2 AP/pt)
Unfocused Schools (3 AP/pt)

This power is used to feel the surrounding area (the surrounding area can span light years, if the Acalmaster is strong enough) completely. This power enables the Acalmaster to be aware of everything within his spanned area. The power is very useful in combat. This power can give the Acalmaster a surprise roll even if the enemy is standing right in front of him.
Foci (add focus)
Danger Sense - 0pt - Basic (edit · delete)
Mage getur fundi sr egar hann er a lenda httu (t.d. ef einhver tlar a surprise'a honum)
Combat Sense - 25pt - Focus Rune, School, Teacher (edit · delete)
Mage getur s fyrir hreyfingar andstings (think Bruce Lee) og fengi bnus vi AC og Initiative.
Sense Life - 25pt - Self Taught, Focus Rune (edit · delete)
Mage getur fundi fyrir lfi kringum sig og um hvers konar lfverur er a ra.
Sense Acal - 50pt - Focus Rune, School (edit · delete)
Leyfir mage a finna fyrir acal.
Remote Viewing - 75pt - Focus Rune, Teacher (edit · delete)
Mage sr ara stai.
Far away places - 150pt - Focus Rune, Teacher (edit · delete)
Eykur power til a spanna slkerfi ea jafnvel ljsr.

Telekinesis
Cost 4 AP/pt
Focused Schools Shilash (3 AP/pt)
Neutral Schools (4 AP/pt)
Unfocused Schools Andari, Vereti (5 AP/pt)

This power can be used to move any object from one place to another. The object must be in a line of sight with the Acalmaster and its size and weight are a contributing factor in the difficulty of the check.
A young Acalmaster might be able to lift a spoon without touching it while his master could stop a hovercar on the Autorail.

Example uses:
Turning the pages of a magazine Easy check 1 EP/hour
Lifting a person two metres into the air Difficult check 5 EP/round
Stopping a PEC bullet Hard check 10 EP
Foci (add focus)
Simple Tricks - 0pt - Basic (edit · delete)
Leyfir mage a fletta blai, hrra teinu snu, o.s.frv.
Push and Pull - 25pt - Self Taught, Focus Rune (edit · delete)
Mage getur tt fr sr ea toga til sn hluti og flk.
Sustained movement - 50pt - Focus Rune, School, Teacher (edit · delete)
Mage getur haldi hlutum lofti langan tma.
Stop the bullet - 75pt - Focus Rune, Quest (edit · delete)
Mage getur stoppa klur sem skoti er hann og jafnvel sent r til baka til furhsanna.
Mass Telekinesis - 100pt - Focus Rune, Quest (edit · delete)
Mage getur hreyft helling af hlutum einu eins og t.d. a lta 10 manns fljga upp lofti einu.

Telepathy
Cost 3 AP/pt
Focused Schools Andari (2 AP/pt)
Neutral SchoolsVereti (3 AP/pt)
Unfocused Schools Shilash (4 AP/pt)

The telepathy power is used to communicate to any life form through the mind. The intelligence of the life form contacted is not a relevant factor. This power works differently than the cosmos binding power as this power enables the Acalmaster to maintain contact with the contacted individual, but doesn't reach as far as cosmos binding and is more easily blocked. Typically the recipient has to be willing to communicate with the Acalmaster in this way.

This power can also be used to read a targets surface thoughts or even go deeper if a difficult roll is successful.
This power also allows the mage to have great perception regarding his surroundings, sensitive to emotions and stray thoughts. This power is used to detect hostile intentions on people and whether or not they are lying. It can be used against one target or for an entire room (even in extreme circumstances an entire planet!). Initial cost of empathy is typically 2 ep with a maintenance cost of 1 ep.

Nokkrir punktar:
* a er hgt a nota telepathy jafnvel yfir margra ljsra fjarlg, srstaklega ef ekkir einstaklinginn.
* getur nota telepathy til a ba til many-to-many comm link milli flks (t.d. party). etta er focus.
Foci (add focus)
Basic Telepathy - 0pt - Basic (edit · delete)
Leyfir mage a senda rum skilabo sjnlnu og f skilabo til baka
Other Species - 25pt - Self Taught, Focus Rune (edit · delete)
Telepathy virkar vi ara kyntti (tri-race) en a sem Mage er
Empathy - 25pt - Focus Rune, School (edit · delete)
Mage getur pikka upp fyrirtlanir flks
Read Mind - 50pt - Focus Rune, Teacher (edit · delete)
Mage les hugsanir
Across the Cosmos - 100pt - Focus Rune, Quest (edit · delete)
Leyfir mage a nota telepathy langt burtu

Teleport
Cost 4 AP/pt
Focused Schools Andari (3 AP/pt)
Neutral SchoolsShilash (4 AP/pt)
Unfocused Schools Vereti (5 AP/pt)

This power is used to teleport the Acalmaster to a different location in the universe. The move object power is much more limited than this, as the SET can be used to create an alternate Acalmaster, and can also be used to teleport another individual. The span of this power is limited by the characters ability in it. It can reach beyond the galaxy if the Acalmaster is strong enough.

Nokkrir punktar:
* Getur flutt sig milli plneta og jafnvel slkerfa en a tekur mjg langan tma og er mjg 'draining'
* Eftir v sem ert a flytja ig lengra eim mun minni stjrn hefuru yfir v hvar lendir. T.d. ef ert a fara milli plneta geturu ekki teleportast inn eitthva fyrirfram kvei herbergi.
* Getur flutt ara me sr en eir vera a vera viljugir.
* Mage getur ekki flutt flk n ess a fara me sjlfur (vi lokum samt ekki mguleikann einhverjum sjaldgfum focus)
* Botch Teleport getur aldrei valdi v a mage lengi ofan jrinni ea upp geim ea eitthva sem drepur ig (the Universe takes care of you).
* a er tiltlulega auvelt a teleporta sig heim plnetuna sna, ef ert binn a koma r upp slkri. a er jafnvel hgt a gera svoleiis mijum bardaga.
* bardaga geturu nota teleport ann htt a flyst rskammt til hliar einu vetfangi. etta btir rauninni AC hj r. getur heldur ekki vart flust inn annan hlut ennan htt. getur nota etta 'blink' me dodge og fengi kannski extra ~-10 AC t bardagann me vissa EP round.
Foci (add focus)
Teleport Self - 0pt - Basic (edit · delete)
Senda sjlfan sig
Blink - 25pt - Self Taught, Focus Rune (edit · delete)
Mage getur flutt sig rfa sentimetra sfellu og borgar fyrir a fastan kostna round. etta getur btt AC hj mage umtalsvert og ntist me Dodge.
Teleport Others - 50pt - Focus Rune, School (edit · delete)
Teleporta ara en sjlfan sig en mage fylgir alltaf me lka
Across the Cosmos - 100pt - Focus Rune, Quest (edit · delete)
Leyfir mage a senda sig og ara til annarra slkerfa, um bor geimskip o.s.frv.
Fetch - 100pt - Focus Rune, Quest (edit · delete)
Mage getur teleporta (viljugt) flk til sn

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