Skills.
These are the skills that make your character special. Characters start with 25 points, then add 3 points for each point of Intelligence (any characters with 0 Intelligence only get 1 point). Character aged below 18 years of age subtract 5 points from their skill point total, those over 30 years of age add 5 points to their skill points total per 10 years but subtract 2 points per 10 years from Attributes (any attribute chosen). Normal Skills cost 1 point per level up to level 5. After that they cost 3 points per level. Level 7 skill will cost 11 character points. 5 points to get to level 5 and 6 Special Skills to get to level 7.
Special skills cost 2 points per level, and after level 5 cost 5 points per level.
Skills with (Type) next to them require a player to choose a specific aspect. For example, Guns have many different types, such as handgun, shotgun, rifle, etc.
You can specialize in just about any skill. To specialize in a particular skill, you must spend 1 skill point. You then treat a certain aspect of that skill as being 2 levels higher than normal.
Acrobatics (Special).
The ability to perform tumbles, somersaults and other complex manoeuvres. Use Acrobatics and Dexterity for most tasks. This skill is commonly known by circus performers, dancers, martial artists, gymnasts and athletes. Can be used instead of the Dodge Skill to avoid attacks.
Acting.
The ability to play a role and successfully counterfeit behaviours, emotions and other character traits. Use Intelligence and Acting to give a good performance, and Perception and Acting to spot or judge someone else’s act.
Beautician.
This is the ability to use make-up, hair dressing and cosmetics to enhance a person’s appearance. Use intelligence and Beautician.
Brawling.
Brawling covers basic street fighting, karate, martial arts training and similar combat skills. In hand-to-hand combat Dexterity and Brawling are used for kicks, punches, and similar maneuvers. Strength and Brawling are used for take-downs, wrestling and slamming people around.
Bureaucracy.
This skill provides familiarity with the organization of, and procedures used by, bureaucratic institutions. With this skill, the character can find ways to improve and organization’s service and performance, or otherwise obtain their services or products more efficiently. Use Intelligence and Bureaucracy to devise ways to make a large group or organization more efficient; use Willpower and Bureaucracy to “cut through red tape.”
Cheating.
The skill of breaking the rules and tricking an opponent. Mostly used forms of gambling. Use Intelligence and Cheating to perform the trick, or Perception and Cheating to spot such a trick.
Climbing.
Climbing tasks use Dexterity, Strength or Constitution, depending on the type of climb attempted.
Computer Hacking.
This is the skill to penetrate computer systems through a modem, overcome protection and password programs, and steal information or inflict damage on a system. Most tasks use Intelligence and Computer Hacking, although spotting a specific type of defence or password system may use Perception and Computer Hacking.
Computer Programming.
Writing a program uses Intelligence and Computer Programming; Perception and Computer Programming is used to recognize elements of another program.
Computers.
This is the basic skill with computers, including how to use a keyboard and mouse, basic commands, and so on. As computers become more user friendly, most computer tasks can be viewed as routine or easy, except where they may involve unfamiliar programs and operating systems.
Craft (Type).
The Craft Skill covers numerous types of skills such as those employed by carpenters, seamstresses, weavers, weapon-smiths, woodworkers, etc. When the Craft Skill is purchased, a particular Skill Type must be specified. Characters may further want to specialize. For example, Gunsmith is the Specialty of the Craft (Weapon-smith) Skill focusing on guns. Intelligence and Craft is used to conceive and plan an item. Dexterity and Craft is tested to create the item, or repair a damaged item. Perception and Craft serves to appraise an item. The Electronics, Engineering, mechanic and other Skills may be used to supplement the Craft Skill. Note that devising and creating a particular item may be a time consuming and difficult task.
Dancing. (Type).
Dancing Represents training in a form of dance. Ballet, to tribal.
Demolitions.
The ability to set and disarm explosives. Use Intelligence and Demolitions to set up an explosive charge, Perception and Demolitions to understand the setup of an unfamiliar bomb, and Intelligence and Demolitions to disarm a bomb.
Disguise.
The ability to change one’s appearance. Use Intelligence and Disguise to apply a disguise, Perception and Disguise to spot somebody else’s disguise.
Dodge.
This is a basic combat skill, representing the ability to move out of the way of attacks. As a skill, Dodge is learned by people with some practice in diving for cover. Dodge is used with Dexterity for most tasks.
Driving (Type).
The skill to control any land vehicle of the specific Type (Car, Truck, Tracked, Motorcycle, etc.) requires a separate Driving Skill Typ. Use Dexterity and Driving.
Electronics.
This skill allows a character to build and repair all manner of electronic devices and tools, and grants the character knowledge about electronic systems and the like. Access to the appropriate tools is required. Understanding an existing electronic device calls for Perception and Electronics; repairing a device requires Intelligence and Electronics. It should be noted that this skill and the mechanical Skill complement one another and are often used together.
Engineer (Type).
This skill reflects the general knowledge of structural design, material strengths, and construction techniques in a variety of fields and applications. Types of Engineering Skill include Architecture, Civil, Construction, Mechanical, Electrical and Biological. Planning or devising an object, structure or device within the character’s Engineering Type demands and Intelligence and Engineering task.
Escapism.
This is the ability to escape from ropes, handcuffs and other restraints. Most of the tasks use Dexterity and Escapism, however planning an escape from a location requires the use of Intelligence and Escapism.
Fine Arts (Type).
Drawing, painting, computer graphics ect. To conceive idea Intelligence and Fine Arts. Rendering concept Dexterity and Fine Arts.
First Aid.
This skill allows a character to treat basic injuries and use such techniques as CPR and the Heimlich Maneuver. A successful Intelligence and First Aid task will heal some damage to an injured person. Typical tasks include identifying the problem Perception and First Aid, performing First Aid intelligence and First Aid and using CPR or applying the Heimlich Maneuver Dexterity and First Aid.
Gambling.
This is the knowledge of most common games of chance. A character needs both Gambling and Cheating to effectively break the rules.
Guns (Type).
This skill allows the character to use one type of firearm. The most common Types include Handgun Rifle, Shotgun, Submachine Gun and Assault Rifle. If the skill is taken in one Type, the character can use other types of guns, but at a -2 penalty to all tasks. Dexterity and Guns are used to fire the weapon. Aiming rolls use Perception and Guns.
Haggling.
This skill provides the character the ability to deal for goods and services, or otherwise bring two or more parties to some common ground. It may be applied when buying, selling or bartering goods and services. Use Willpower and Haggling to get the best deal; use Perception and Haggling to spot a con.
Hand Weapon (Type).
Each basic type of weapon is a separate skill. Hand Weapon Skill Types include, axe, club, knife, spear, staff, sword, missile weapons like bows and crossbows.
Humanities (Type).
Each of the various Humanities disciplines )archeology, anthropology, economics, history, law, political science, sociology, theology, etc.) counts as a separate Humanities Skill Type. Most Humanities tasks use Intelligence or Perception and Humanities.
Instruction.
This skill is your ability to pass on your skills and knowledge to others. Teaching is a skill and an art.
Intimidation.
The skill to make people afraid, Intimidation is used by bullies or others in most confrontational situations. Use Willpower and Intimidation for “real” intimidation, or Intelligence and Intimidation to bluff.
Language (Type).
Every character is assumed to have level 5 in their native or primary language. Each additional language must be purchased as a separate Skill Type. Your level in a foreign language will depend on how fluent you are in certain situations and surroundings
Lock Picking (Type).
This skill covers all the basics in breaking and entering. There are two Types: Mechanical and Electronic. Most tasks use Lock Picking and Dexterity, modified by the difficulty of the lock. Lock Picking (Electronic) uses Perception and Intelligence for the most part, to spot and neutralize electronic locks and security systems.
Martial Arts (Special).
This is the skill if using an advanced system of hand-to-hand combat. Characters with Martial Arts can do more damage with their hands and feet. Kicks and punches performed with the Martial Arts Skill have a damage bonus equal to the character’s skill level. So, a character with Martial Arts level 3 does and additional 3 points of damage with a kick or punch.
Mechanic.
This skill allows a character to build and repair all manner of mechanical devices and tools, and grants him knowledge about mechanical systems and the like. A lab or workshop may be required, as will the appropriate tools to get the job done. Understanding an existing mechanical device calls for a Perception and Mechanic task; repairing or constructing a mechanism requires an Intelligence and Mechanic task.
Medicine (Special).
This skill covers medical knowledge, including basic surgery skills, diagnosis and general medicine. Most doctors also specialize in one type of medicine, These are treated as Specialty Skills. Diagnosis tasks use Perception and Medicine, surgery uses Dexterity and Medicine.
Myth and Legend
Knowledge of Mythology and folklore.
Notice.
Notice represents the degree of alertness a person has about him. A character with this skill can use it with Perception to see what is happening around him, or with Intelligence to remember something he noticed some time ago. A character with Notice can use it with Perception to spot or hear another character using Stealth.
Pick Pocket.
The skill of taking another person’s hard-earned money or things without him noticing it. Most rolls use Dexterity and Pick Pocket, resisted by the victim’s Perception and the highest of Notice, streetwise or Pick Pocket skill.
Piloting (Type).
The skill to control any aircraft or water vehicle of the specific Type. Each Type of vehicle propeller plane, jet plane, sailboat and helicopter requires a separate Piloting Skill Type. Most Piloting tasks use Dexterity and Piloting, or Intelligence and Piloting for very large vessels.
Questioning.
This is the ability to interrogate, spot lies, and otherwise extract the truth from people. Interrogations should be role-played with bonuses or penalties being applied to the task roll based on player performance. Tricking somebody into revealing something uses Intelligence and Questioning, spotting a lie uses Perception and Questioning. Breaking a victim’s will to resist uses Willpower and Questioning. The use of torture and drugs may also give bonuses to the questioner’s task.
Research/Investigation.
This skill allows a character to search out information or follow a series of clues and leads to a reasonable conclusion through deduction, source checking, and the likeMost uses of this skill involve Intelligence and Research tasks. In some cases, Constitution and Research tasks or Perception and Research tasks may be called for.
Riding (Type).
The skill to ride horses, carts, and other animals or animal driven vehicles. Each type of animal or vehicle requires a separate Riding Skill Type.
Running (Type).
There are two types of Running. The first is Running (Marathon) covers running for endurance and distance. A character with Running (Marathon) can use his skill and Constitution to resist fatigue. Add 1 Endurance Point to the character’s pool for every level in Running (Marathon). The second is Running (Dash). A character with Running (Dash) can increase speed for short distances. On a dead run, use Constitution and Running (Dash) to increase maximum running speed. Each Success level acquired adds +1 to the character’s Speed Secondary Attribute.
*Scavenge.
The ability to find useful things from food to fuel. Intelligence is used to locate stuff, Perception is used to spot stuff, Strength or Dexterity to get stuff.
Sciences (Type).
Each science biology, chemistry, astronomy, mathematics, physics, etc. counts as a separate Science Skill Type. Most Science tasks use Intelligence or Perception.
Seduction.
The ability to make oneself sexually attractive to other people by saying the right things and putting on the right act.
Singing.
This skill reflects the training of the characters voice. Intelligence and sighing to remember the words for the duration of the song it is constitution and Singing.
Sleight of Hand.
This is the ability to perform sleight of hand. Most Sleight of Hand tasks use Dexterity, or Intelligence to plan a complex maneuver.
Smooth Talking.
This skill allows the character to lie convincingly or to confuse and deceive others. Use Intelligence and Smooth Talking for most tasks.
Sports (Type)
This skill covers all types of competitive sports.
Stealth.
The ability to move quietly and to take advantage of cover and concealment. Most task rolls use Dexterity and Stealth; Perception is used to find good hiding places.
Storytelling.
This Skill allows a character to sway or influence an audience, either one person or a group from one emotion to the next.
Streetwise.
The general knowledge of the lore and rules of the streets. A character with this skill knows how to behave in a given situation, knows the names and most of the faces of the more notorious local members of the underworld, and can identify most illegal transactions and operations. Use Intelligence and Streetwise to recognize locations and people; use Perception and Streetwise to spot trouble or detect criminal activities nearby.
Surveillance.
This is the ability to follow and keep people under observation. Use this skill to follow or observe others, or know when you are being followed or observed. Use Surveillance and Perception for either activity.
Survival (Type).
This is the ability to live off the land. Each kind of terrain requires a separate Skill Type. Attempts to use a Survival Skill in the wrong place or type of terrain at a -3 penalty. Common Types include Forest, Mountains, Jungle, Desert, Arctic.
Swimming.
Swimming is the skill that allows a character to stay afloat and to move in the water without drowning. Use Swimming with Constitution, difficulty levels based on situation.
Throwing (Type)
This skill has three basic types, but others may be added as desired. Thrown Knife includes all small sized edged weapons. Thrown Axe covers any top-heavy object with longish handles, such as maces, baseball bats and similar projectiles. Thrown Sphere provides expertise in targeting rocks, grenades or any such hand-sized object. All Skill tasks use Strength and Thrown.
Tracking.
This is the skill used to follow the trail of an animal or person, usually in wilderness terrain, but also in an urban setting if snow or dust are present in enough quality to leave a trail. Most Tracking Tasks use Perception and Tracking; attempts to hide one’s tracks use Intelligence and Tracking.
Traps.
This is the knowledge to detect, disarm and set traps, snares and the like. It is commonly known by Special Forces soldiers, guerrillas, hunters, trappers and others. Use Traps and Intelligence to devise a trap, Traps and Perception to detect a trap, and traps and Dexterity to disarm a trap.
Unconventional Medicine (Type)
This skill covers all methods of healing not widely accepted by Western Science, including herbal medicine, acupuncture, etc., each of which is considered a different Skill Type. The effectiveness of each type of unconventional medicine is determined by the Zombie Master. If the skill is effective in treating disease or injury, use the same skills and effects as the conventional Medicine Skill.
Veterinary Medicine.
Just like the Medicine Skill, but applies to animals. A Veterinarian can treat humans, but is at a -3 penalty to all task rolls, and despite the results of the rolls, cannot gain more than 2 Success levels.
Weight Lifting.
This is your ability to lift things beyond the normal limits of your strength.
Writing (Type).
This skill allows a character to construct entertaining and /or meaningful accounts and narratives. Academic, advocacy, creative, journalistic and technical. Using Intelligence and Writing.
We do not see things as they are, we see things as we are.
- Anais Nin