Category:2.6 Skills

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Contents

Introduction

Character Development

Races

Age, Money, and Gender

Adventure Points and Levels

Attributes and Adjustments

Life Points and Healing

Skills

Artistic Expression

Carousing

This skill encompasses such past-times as drinking, bar-hopping, and chasing members of the opposite sex. It also entails the ability to persuade others in a most striking way. For a target who refuses to be persuaded by the user, the user must roll a Blue on the Effects Chart after already subtracting the target's Psyche percent from the user's Carousing skill. If the result is a 0 or a negative number (-3) the carouser is unable to persuade the target.

Computer Studies

Computer studies deals in the theory of computer operations and computer programming, as well as practice in the use of database systems for informational retrieval. A person must be able to roll a Blue or Yellow on the Effect Chart to be successful with any computer that the character never has worked with before.

Crafts and Arts

This is the ability to paint and build objects like tables and dressers, or compose songs. The user may add a temporary +25% to this skill while using the particular Artistic Expression the character already uses. To be successful at a specific expression, the user must roll a Yellow or Blue on the Effect Chart.

Gambling

The skill can be used to increase one's chance at winning in gambling if playing honestly or even cheating. There are two types of gambling: one which is purely random (dice) and another which skill makes a difference (cards).

If playing a game honestly, roll each participating character's gambling skill on the Effect Chart. The color closest to the Blue wins. If two people roll a tie, the two must roll once more. If one rolls a Blue and another rolls a White, the first one wins.

If a player cheats, the player automatically wins. To determine if anyone detects the cheat, have everyone make a Gambling roll. Anyone who rolls a Blue discovers the cheating. If two players cheat, make a gambling roll and check to see who gets closest to Blue (just like 2.6.5.2).

Always make sure the dice are rolled in front of the Spinster but away from the sight of other players. This is to give the player wanting to cheat the ability to fake the others and to secretly tell the Spinster his desire to cheat.

History

A history of a certain race, system, government, or culture. Divide Intelligence by 20 and round to the nearest number. The number of historical points is the number left. A character may gain a new study of history every level. When first making the character, the player must roll 1d100 for the percentage of each history known. After that, the histories start at 1%.

Law Status

Roll a 1d100. The higher the number, the more the character is wanted by the federal government in which the character was raised. The number is allowed to be below the number zero. A character with a number lower than zero will mean it is appreciated in the place (such as politicians or heroes). If a Spinster chooses, the number times 10,000 will equal the amount of credits a character is wanted for bounty by the law or if it is negative, the same can be said for ransom by criminals. Half the bounty is expected if a character is dead and delivered.

For every 1,000 credits the character has stolen and was reported to the government legal system, the character will have the Law Status go up by one. The character that has donated 2,000 credits (unless money gained illegally) to public charity will lose one Law Status point. All of this is in the Spinster's discretion.

Mechanical Engineering

This skill is used for starcraft engineering. The character is able to repair, explain, and assume the way a starcraft engine functions no matter if the character has never seen the engine before. This is used also for repairing small mechanical devices. Paragenetic starcraft engines (biological engines) are not understandable with just this skill. A character must also understand exobiology.

Personal Combat

Planetary Climates

Starship Operations

The character can function with a spacecraft well enough to pilot it. For any spacecraft that the character has never piloted before, the player must roll on the Effects Chart a Red, Yellow, or Blue. If the player does not get a successful roll, the player may try again 1d10 rounds later. While creating the character, the player must roll 1d100 for the percentage. This skill will not work if an engine is of any other mechanical design (i.e., car, motorcycle, aerial) and can not be used for paragenetic engineering unless the character has the specialties Biology and Exobiology.

Starship Weaponry

The character can turn on and operate starship weapons. If the character has never worked with the weapon before, the player must successfully roll on the Effect Chart any color but White. The roll is for the character to turn on the weapon. Another roll is needed for operating the weapon. If unsuccessful, the character may try again 1d10 rounds later. When creating the character, the player must roll 1d100 for percentage of this skill.

Streetwise

To begin with, the player must roll 1d100 for percentage. This ability is for the character to sneak into civilian, religious, and military areas without being noticed.

Articles in category "2.6 Skills"

The following 3 pages are in this category, out of 3 total.

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