Rule 3.0 Skills
Skill ratings determine the chance of a character succeeding in a task and the quality of work they can achieve.
Rule 3.1 Training
Training is represented as specific time and effort and study to develop a skill. Putting one point of training into a skill adds four to the rating and putting in two points adds two. Every point thereafter adds one to the rating.
Rule 3.12 Untrained Skills
Untrained skills have had no points spent and have a flat rating of 6.
Rule 3.13 Specialities
The skills are broad but it is quite possible to focus on one part of a skill. This adds two points to the rating of the speciallity for each point spent.
Points/Skill
0 / 6
1 / 10
2 / 12
3 / 11
Academic (Accounting, Economics, Lawyer)
Agility (Acrobatics, Climbing, Escape, Riding)
Arts (Painting, Sculpting, Forging, Casting)
Endurance (Carousing, Running, Swimming)
Gunnery (Cannon, Laser, Missile)
Mechanic (Automotive, Aircraft, Mill)
Medical (First Aid, Pharmacist, Physician, Surgery)
Melee Weapon (Sword, Axe, Polearm)
Performance (Acting, Dancing, Singing)
Pilot (Automobile, Boat, Aircraft)
Science (Biology, Chemistry, Ecology, Physics)
Social (Leader, Merchant, Fast Talk, Seduction)
Small Arms (Pistol, Rifle, Laser Pistol)
Subterfuge (Lockpicking, Stealth, Picking Pockets)
Technician (Computers, Sensors, )
Unarmed Combat (Punch, Kick, Grapple)