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Each skill’s key attributes are listed in parentheses next to its name, followed by a summary of the way the skill is used. This section includes an overview of common character archetypes that are most likely to call upon the skill, and how they typically use it. Each focus skill description includes a list of available focuses immediately after its description.

Next is a listing of each combat action and Dramatic Conflicts made in whole or in part with the skill, along with any relevant page references. This is followed by a list of the types of Knowledge checks with which the skill offers a Synergy bonus. This is far from a complete list and GCs and players are encouraged to establish their own Knowledge check synergy bonuses as circumstances warrant.

Finally, each skill contains one or more checks, each with the following information.

SkIll CHECk NAmE

Each skill check’s key attribute follows its name in parentheses. After that comes “Active,” “Passive,” or “Secret” (the basic check type), and possibly one or more “skill tags.” Each skill tag has an effect upon the skill check’s use, as follows.

Armor Check Penalty (ACP): When making this check, a character suffers the highest armor check penalty listed for any armor he wears (see page 284).

Bribe (BRB): Instead of making this check, a character may make a Bribe check to achieve the same outcome. In a corporate, government, or similar environment, the Bureaucracy skill is used to make the Bribe check; otherwise, it defaults to the Streetwise skill.

Complex Task (CMT): This check is a Complex Task.

Concentration (CNC): The character must dedicate absolute attention to this check. The following effects apply for the entire time required to make the check.

    • The character may not take 10 nor take 20.
    • The character is flat-footed (see page 342). If the character somehow loses this condition, the skill check is interrupted.
    • If the character loses 5 or more vitality, or 1 or more wounds, the skill check is interrupted.
    • If the check requires more than 8 hours, the character must spend a minimum of 8 hours on the task each day until it is completed (see page 349 for the effects of sleep deprivation). All rules for this skill tag apply during this period.

If interrupted, the character may attempt to pick up where he left off by making a Resolve/Concentration check. With success, the character may continue his check without losing any progress (outside the round during which he was interrupted, which is not counted toward the check’s time requirement). With failure, the character must begin the check again from the start.

You cannot attempt more than 1 skill check with the Concentration tag at any time, even by multi-tasking.

Cross-Check (XCK): This check is typically secret (see page 89), but if the character takes triple the time required, he may instead make it as an active check.

Crowd (CWD): This check may target 10 or more standard NPCs as a “crowd.” Each crowd possesses a single skill bonus and error range, as shown on Table: Crowds. Every crowd has a base threat range of 20. A crowd also possesses a minimum bribe value that is used when it’s targeted by a Bureaucracy/Bribe or Streetwise/Bribe check.

Disposition (DSP): This check is influenced by the target’s disposition toward the character (see page 457).

Flat-Footed (FLT): If a character fails this skill check, or suffers an error or critical failure when making it, he becomes flat-footed (see page 342).

Gear (GER): This check uses one or more pieces of gear — commonly one or more kits — as noted in parentheses following this tag. Making the check without all of the required gear imposes a –4 gear penalty. All gear options are described in Chapter 4.

Gear Only (GRO): This check requires one or more pieces of gear — commonly one or more kits — to complete, as noted in parentheses following this tag. Any attempt to make this check without all of the required gear automatically fails. All gear options are described in Chapter 4.

Grasp (GSP): This check requires the character to handle a target object. When there’s a chance that he might not be able to touch the object (e.g. it’s moving, or out of his reach), he must make a successful melee attack before he may make the skill check. The object’s Defense is equal to 5 + its Size modifier (if stationary), 10 + its Size modifier (if moving), or the holder’s Defense + the item’s Size modifier (if carried). In all cases, applicable combat modifiers apply, and the attack inflicts no damage.

Hands-On (HDO): This check requires the character to use both his hands. The character suffers a –4 penalty when he uses only one hand to make the check.

Hearing (HER): This check requires the character to listen to the target or his surroundings. All modifiers for the deafened condition and limited hearing range apply (see pages 340 and 350, respectively).

Language (LNG): This check is difficult unless the character and his target share at least one language, or the character speaks the tongue of the area in which the check is being made. If this is not the case, the character’s result cap is reduced by 20.

Project Investment (PJI): This check requires a variable investment of time and money based on its complexity and scope, as shown on Table: Project Investments. When the check involves building a Large or bigger item, the skill check DC, time required, and money required are each multiplied by 2 (if the desired item is Large), by 4 (if the desired item is Huge), by 8 (if the desired item is Gargantuan), by 16 (if the desired item is Colossal), by 32 (if the desired item is Enormous), or by 64 (if the desired item is Vast).

Finally, if the check is a Complex Task, this time and money is spent per Challenge. All time and money spent is assumed to be lost unless the check result determines otherwise.

Remote (RMT): This check may affect its targets remotely (e.g. through media, intermediaries, etc.), but when the character isn’t able to communicate directly with his target(s), he suffers a –6 penalty.

Vision (VIS): This check requires the character to see what he’s doing. All modifiers for the blinded condition and limited visual range apply (see pages 340 and 350, respectively).

TImE ANd BASE ERROR RANgE

The skill check’s time requirement and error range are listed in bold beneath its name. A check requiring more than 8 hours is broken into 8-hour increments. The character completes one 8-hour increment each day until the skill check activity is finished. The second and each additional 8-hour increment during any single day counts as 1 full day without sleep (see page 349). Additional notes follow the time requirement if the character may take 10 or take 20 with the skill check; without these tags, the character may not take 10 or take 20 with the check under any circumstances.

Special Note: Many character options and other game effects reduce time. Unless otherwise specified, no skill check’s required time may be reduced by more than one character option or game effect at a time.

CHECk dESCRIPTION

This section describes the skill check in play — the conditions under which it is performed, any special modifiers that apply, and the DC against which the check result is compared. Each check description contains the following common entries.

Cooperative: This entry indicates whether the skill check may be attempted as a cooperative check, and if so, the maximum number of helpers who may support the acting character (who is assumed in the check description to be the leader).

Synergy Skills: This entry lists each skill that offers a synergy bonus to the check, in alphabetical order. Remember that only one skill at a time may offer a synergy bonus to any check.

Retry: This entry indicates whether the skill check may be retried when failed, and if so, describes the circumstances and modifiers of each subsequent check. Unless stated otherwise, you may not retry a skill check until the time required for the previous check has expired. Also, many skill checks become more difficult after you fail. Many skill checks are impossible after a critical failure.

Threat: This entry describes special results that may be achieved simply by scoring a threat when making the skill check. All threat effects are subject to GC approval.

Critical Success: This entry describes the effects of a critical success when making the skill check.

Error: This entry describes special results that may be achieved by scoring an error when making the skill check. All error effects are subject to GC approval.

Critical Failure: This entry describes the effects of a critical failure when making the skill check. At any time, the Game Control may substitute his own threat, error, critical success, and critical failure outcomes for those listed in each description, hopefully to enhance the action or drama, or to better match the skill use with the situation at hand.

Special Note: Unless specifically stated in its entry, no error, threat, critical success, or critical failure effect is cumulative.

Table: Crowds
Number of PeopleSize RatingSkill BonusError Range Modifier*Minimum Bribe**
Fewer than 10 0 per individual per individual as individual
10–25 1 +5 +0 $500
26–50 2 +10 +0 $1,500
51–100 3 +15 +1 $2,500
101–500 4 +20 +1 $5,000
501–1,000 5 +25 +1 $25,000
1,001–5,000 6 +30 +2 $50,000
5,001–25,000 7 +35 +2 $250,000
25,001–100,000 8 +40 +2 $1,000,000
100,001–500,000 9 +45 +3 $5,000,000
500,000+ 10 +50 +3 $10,000,000
* This error range applies to skill checks made by the crowd and targeting the crowd.
** Per average career level (rounded down).
 
Table: Project Investments
Complexity DCLow InvestmentMedium InvestmentHigh Investment
15 1 round/$5 1 hour/$100 1 week//$2,500
20 1d4 rounds/$10 1d4 hours/$250 1d3 weeks/$5,000
25 2d4 rounds/$25 2d4 hours/$1,000 2d4 weeks/$10,000
30 3d4 rounds/$50 3d4 hours/$2,500 3d4 weeks/$25,000
40 1d4 minutes/$100 1d4 days/$5,000 1d4 months/$50,000
45 2d4 minutes/$250 2d4 days/$10,000 2d4 months/$100,000
50 3d4 minutes/$500 3d4 days/$25,000 3d4 months/$250,000
60+ 4d4 minutes/$1,000 4d4 days/$50,000 4d4 months/$500,000
 
Table: Using Skills
Skill/ChecksKey Attribute(A)ctive/ (P)assive/ (S)ecretTimeTake 10Take 20Base Error RangeTagsCooperativeRetry
Acrobatics
Balance Dex A 1 half action Y Y 1 ACP, FLT, HER, VIS N N
Falling Dex A 1 free action N N 1–3 ACP, VIS N N
Jump Str A 1 half action Y N 1 ACP, FLT, VIS N Y*
Maneuver (Personal Vehicle) Dex A 1 half action Y** N 1 ACP, FLT, GRO (Vehicle), HDO, VIS N Y*
Skydiving Dex A Varies N N 1–3 ACP, FLT, GRO (Parachute), HDO, VIS N N
Tumble Dex A 1 half action N N 1 ACP, FLT, VIS N N
Analysis
Appraise Int S 1 minute Y Y 1 GER (Appraisal Kit), HDO, VIS Y (max. 5) N
Authenticate Int S 1 minute Y Y 1 GER (Authentication Kit), HDO, VIS Y (max. 5) N
Decipher Int A Varies per Challenge N N Per Code CMT, CNC, GER (Computer), VIS YΩ Y∆
Examine Media Wis S 1 hour N N 1 CNC, VIS Y (max. 5) Special
Forensics Wis A 1 hour per Challenge N N 1 CMT, CNC, GER (Forensics Kit), VIS Y (max. 5) Y∆
Athletics
Bind Str S 1 full action Y Y 1 HDO, GRO (Bindings), XCK N Y
Climb Con A 1 half action N N 1 ACP, FLT, GER (Climbing Kit), HDO, VIS N N
Escape Str A Varies Y Y 1 None N Y∆
Forced March Con A 1 hour N N 1 None N Special
Maneuver (Foot) Str A 1 half action Y** N 1 ACP, VIS N Y*
Power Lifting Str A 1 free action N N 1–2 FLT N Special
Smash Str A 1 half action Y Y 1 GSP Y (max. 8)† Y∆
Speed Push Con A 1 free action N N 1–2 ACP, FLT N Special
Sports Str or Con A Varies N N 1 ACP, GRO (Per Sport), HDO, VIS Y N
Swim Con A 1 half action Y Y 1 ACP, FLT N N
Blend
Stealth Dex or Cha P 1 free action N N 1 ACP, DSP, FLT N N
Bluff
Deception Cha S 1 full action Y Y 1 BRB, CWD, DSP, LNG YΩ N
Bureaucracy
Bribe Cha A 1 full action N N Per Original Check CWD, DSP N Y
Computers
Optimize Int A Varies Y** Y** 1 GRO (Electronics Kit), HDO, PJI (Low) Y (max. 1) Special
Cultures
Communication Int S Varies Y** N 1–2 DSP, HER N N
Drive
Maneuver (Vehicle) Dex A 1 half action Y** N 1 GRO (Vehicle), HDO, VIS N Y*
Electronics
Build Int A Varies per Challenge N N 1 CMT, CNC, GER (Electronics Kit), HDO, PJI (Medium), VIS YΩ† Y†
Disable Int S Varies N N 1 CNC, GER (Electronics Kit), GSP, HDO, PJI (Low), VIS, XCK YΩ† Y∆
Modify Wis A Varies per Challenge N N 1 CNC, GRO (Upgrade), GER (Electronics Kit), HDO, VIS YΩ† Y†
Optimize Int A Varies Y** Y** 1 GRO (Electronics Kit), HDO, PJI (Low) Y (max. 1) Special
Repair Int A Varies N N 1 CNC, GER (Electronics Kit), HDO, PJI (Medium), VIS YΩ† Y∆
Sabotage Wis S Varies N N 1 CNC, GER (Electronics Kit), GSP,HDO, PJI (Low), VIS, XCK YΩ† Y∆
Falsify
Cover Up Wis S 1 minute N N Per Forensic Mystery CNC, GER (Cleaner Kit), VIS Y (max. 5) Y
Disguise Wis S Varies Y Y 1 GER (Disguise Kit), HDO, VIS, XCK YΩ Y
Forgery Int S Varies N N 1 CNC, GER (Forgery Kit), HDO, VIS, XCK YΩ Y
Impress
Influence Cha S Varies Y Y 1 BRB, DSP, LNG, RMT YΩ Y∆∆
Performance Cha S Varies N N 1 BRB, CNC, CWD, DSP, LNG, RMT YΩ Y∆∆
Persuasion Cha A Varies Y Y 1 BRB, CWD, DSP, LNG, RMT YΩ Y∆∆
Intimidate
Coercion Str or Wis A 1 full action N N 1–2 DSP, GER (weapon), LNG YΩ Y∆∆
Domination Str or Wis S Varies Y Y 1 DSP YΩ Y∆∆
Investigation
Canvass Area Cha S Varies Y Y 1 LNG Y (max. 5) Y∆
Detect Search Wis S Varies Y Y 1 VIS Y (max. 5) Y∆∆
Research Wis S Varies N N 1 CNC, LNG, VIS Y (max. 5) N
Manipulate
Harassment Wis or Cha A 1 day Y Y 1 RMT YΩ N
Slander Wis or Cha A 1 hour Y Y 1 BRB, CWD, LNG, RMT YΩ Y∆∆
Mechanics
Build Int A Varies per Challenge N N 1 CMT, CNC, GER (Mechanics Kit), PJI (Medium), HDO, VIS YΩ† Y††
Disable Int S Varies N N 1 CNC, GER (Mechanics Kit), GSP, HDO, PJI (Low), VIS, XCK YΩ† Y∆
Modify Wis A Varies per Challenge N N 1 CNC, GRO (Upgrade), GER (Mechanics Kit), HDO, VIS YΩ† Y††
Optimize Int A Varies Y** Y** 1 GRO (Mechanics Kit), HDO, PJI (Low) Y (max. 1) Special
Repair Int A Varies N N 1 CNC, GER (Mechanics Kit), HDO, PJI (Medium), VIS YΩ† Y∆
Sabotage Wis S Varies N N 1 CNC, GER (Mechanics Kit), GSP, HDO, PJI (Low), VIS, XCK YΩ† Y∆
Medicine
First Aid Wis A 1 minute N N 1 CNC, GRO (First Aid Kit), HDO, VIS Y (max. 1) N
Stabilize Wis A 1 full action N N 1–2 CNC, GRO (First Aid Kit), HDO, VIS Y (max. 1) Y
Surgery Int A 8 hours N N 1–4 CNC, GRO (Surgery Kit), HDO, VIS Y (max. 1) N
Therapy Wis A 4 hours N N 1 CNC, DSP N Y∆∆
Treatment Wis A 5 minutes N N 1 GER (First Aid Kit), HDO, VIS YΩ Special
Networking (Contacts)
Contact Cha A Varies N N 1 None N Special
Endorsement Wis or Cha S Varies Y Y 1 BRB, CWD, DSP, LNG, RMT YΩ Y∆∆
Mediation Wis or Cha A Varies N N 1–2 BRB, CWD, DSP, LNG, RMT YΩ Y∆∆
Notice
Awareness Wis P 1 free action N N 1 HER, VIS N N
Profession
Accomplishment Cha A 1 free action N N 1–2 None N N
Resolve
Concentration Con A 1 free action N N 1 None N N
Morale Wis P 1 free action N N 1 CWD N N
R&R Con A 1 hour N N 1 CNC N N
Resist Impress Wis P 1 free action N N 1 None N N
Resist Intimidate Wis P 1 free action N N 1 None N N
Science
Chemistry Int A/S Varies N N 1 CMT, CNC, GER (Demolitions Kit), HDO, PJI (by Mechanics check), VIS Special Special
Economy Int A 1 month Y Y 1 None YΩ Y††
Engineering Int A Varies N N 1 CMT, CNC, GER (Architect’s Kit), HDO, VIS YΩ Y††
Fabrication Int A/S Varies N N 1 CMT, CNC, GER (Construction Kit), HDO, VIS Special Special
Genetics Int A Varies per Challenge N N 1–2 CMT, CNC, HDO, PJI (High) YΩ Y††
Mathematics Int A Varies per Challenge N N 1–2 CMT, CNC, GER (Computer), PJI (High), VIS YΩ Special
Pharmacology Int A Varies N N 1 CMT, CNC, HDO, PJI (Low) YΩ Y††
Programming Int A Varies per Challenge N N 1 CMT, CNC, GER (Computer), HDO, PJI (Medium) Special Y
Super-Science Int A Varies per Challenge N N 1 CMT, CNC, HDO, PJI (High) YΩ Y††
Search
Perception Int A 1 full action N N 1 HER, VIS N N
Security
Disable Int S Varies N N 1 CNC, GER (Electronics or Mechanics Kit), GSP, HDO, PJI (Low), VIS, XCK Yن Y
Hotwire Int A 4 full actions Y Y 1 HDO N Y∆∆
Installation Int A Varies N N 1 CNC, GER (Electronics or Mechanics Kit), HDO, PJI (Medium), VIS YΩ Y
Sense Motive
Detect Lie Wis P 1 free action N N 1 HER, VIS N N
Innuendo Cha S Varies Y** N 1 DSP, LNG, VIS N Special
Resist Manipulate Wis P 1 free action N N 1 None N N
Sleight of Hand
Conceal Action Dex S 1 free action N N 1–2 None YΩ Y∆∆
Stash Item (Person) Dex A 1 half action N N 1 HDO N N
Sneak
Hide Dex or Cha A 1 full action N N 1 ACP, FLT N N
Stash Item (Scenery) Dex A 1 half action N N 1 HDO N N
Streetwise
Black Market Cha S Varies Y Y 1 BRB, LNG Y (max. 5) Special
Bribe Cha A 1 full action N N Per Original Check CWD, DSP N Y
Gambling Wis or Cha A Varies N N 1 None N N
Haggle Wis A 1 minute Y Y 1 DSP, LNG N N
Survival
Animal Training Cha A Varies Y Y 1 None Y (max. 5) Y∆
Foraging Wis A 4 hours Y Y 1 None Y (max. 5) N
Forecast Weather Wis S 1 full action N N 1–3 None N N
Maneuver (Animal) Cha A 1 half action Y** N 1 ACP, GRO (Mount), HDO, VIS N Y*
Tracking Wis S Varies N N 1 VIS YΩ Special
Tactics
Ambush Wis S Varies Y** Y** 1 VIS Y (max. 5) N
Maneuver (Crewed Vehicle) Cha A 1 half action Y** Y** 1 GRO (Vehicle) N Y*
Rally Cha A 1 full action Y N 1 DSP N Y
* The GC must approve any attempt to retry this skill check; also, the circumstances of the check may change with each attempt, as noted in each skill description.
** The GC must approve any take 10 or take 20 use with this skill check.
† This skill check may only become cooperative if the target item is Small Size or bigger.
†† The cost of the build must be paid again with each retry.
∆ This skill check may not be retried after a critical failure. If the skill check is a Complex Task, it may not be retried after any critical failure that reduces the number of Completed Challenges below 0.
∆∆ This skill check’s error range increases by 2 each time it is retried.
Ω A maximum number of helpers may cooperate with this skill check equal to the leader’s Charisma bonus (minimum 0).