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Table of Contents
Skills
Base Skills
All base skills start at 4, but can be raised or lowered depending on your background, as well as by training in those skills. They max out at 20 through regular levelling though effects, whether permanent or temporary, can be used to increase them further.
Strength: How strong your character is, affects carry weight (not capacity), how far your character can throw grenades, and whether or not they can even lift certain guns. Agility: How agile and quick your character is, affects stealth, speed of certain actions, and manoeuvrability in combat. Endurance: Your character's ability to endure the environments, affects your health, injury rolls, and ability to survive the environments. Intelligence: How smart your character is, affects their knowledge of things like guns, the speed at which they gain skills, and their ability to remember things. Wisdom: Your instincts and mental acuity, affects your perception of the world and your ability to resist intimidation and keep your nerve. Charisma: Your likeability as a person and ability to convince others things, affects how others see you, how easily you can convince them of things, and the prices some traders set for things.
Saving Throws
A sudden need to resist something, whether it be poison, a trap, or an unsettling sight. These start at 0, and are raised by your background, or by specifically training them, and max out at 20.
Vitality: Your ability to survive physical injuries, including wounds, poisons, and even death saves. Reflex: Your ability to dodge things, such as a surprise attack, trap, or similar. Will: Your ability to remain mentally strong when people attempt to intimidate you or you come across an unsettling experience.
Skills
More specific ways in which you learn and do things. These start at 0, max out at 50, and are added to your roll alongside the related base skill. They can be raised by your background or by specifically training in that skill. Having a score of 5 or more in any skill removes disadvantage on related skill checks.
Combat Skills
Your skill in various combat implements. These make you more effective in using them, and some level is required to use it without disadvantage.
Assault Rifles (Agility): Your ability to use assault rifle weapons. Marksman Rifles (Agility): Your ability to use marksman and bolt-action rifles. Machine Guns (Agility): Your ability to use machine guns. Handguns (Agility): Your ability to use handguns. Shotguns (Agility): Your ability to use shotguns. Submachine Guns (Agility): Your ability to use submachine guns. Blades (Strength): Your ability to use bladed weapons. Blunt Weapons (Strength): Your ability to use blunt weapons. Explosives (Agility): Your ability to use explosive weapons.
Mental Skills
Your skill in various mental skills. These make you more effective in rolls that require them, and sometimes may need you don't even need to roll to figure things out.
Firearms (Intelligence): Your technical knowledge of firearms, such as how to disassemble them, and how to diagnose malfunctions. This skill only works for guns you have a skill level of 5 or more in. Attention (Intelligence): Your attention to detail and ability to find things, affects your ability to find loot and investigate things. Medicine (Intelligence): Your knowledge of medicine and your ability to heal people, affects your chances of healing yourself and others as well as how much you heal them by. Mechanics (Intelligence): Your knowledge of mechanics and vehicles, affects skills relating to vehicles. Technology (Intelligence): Your knowledge with technology, affects your ability to use it, modify it, and break into it. History (Intelligence): Your ability to recall knowledge, affects your ability to remember and recall things that have happened, whether recently or a long time ago. Engineering (Intelligence): Your knowledge of general engineering and how things work, affects your ability to construct things, as well as your ability to figure out how contraptions work. Nature (Intelligence): Your knowledge of the natural world around you, affects your knowledge of plants and animals. Perception (Wisdom): Your perception of the world around you, affects your ability to notice things, as well as various sensory checks. Insight (Wisdom): Your ability to sense someone's motives and things about them that aren't obvious. Survival (Wisdom): Your ability to track and survive off the land, affects tracking checks and whether or not you can find food that's edible. Animal Handling (Wisdom): Your ability to work with animals and have them listen to your orders, affects checks made to calm and control animals. Culture (Wisdom): Your knowledge of cultures and religions, affects your knowledge in the field, and your ability to recall that knowledge.
Persuasion (Charisma): Your ability to convince someone of your viewpoint, affects how believable you are and how easily people believe you. Deception (Charisma): Your ability to deceive and lie to people, affects how believable you are when lying to someone. Performance (Charisma): Your ability to make a performance of things, affects your ability to use instruments, do things like yell and sing, and convey messages through actions. Intimidation (Charisma/Strength): Your ability to scare someone into submission, can be used with either Charisma or Strength depending on your tactic of intimidation.
Physical Skills
Your skill in various physical abilities.
Acrobatics (Strength): Your ability to push yourself in physical activities, affects checks involving climbing, running, and moving when overweight.
Acrobatics (Agility): Your ability to move with agility and contort yourself into different ways, affects checks that require squeezing into places, moving around obstacles, climbing, etc. Stealth (Agility): Your ability to move quietly and without people noticing, affects your ability to stay hidden, even with disadvantageous equipment. Sleight of Hand (Agility): Your ability to hide items on yourself or another person, or move items around without other's noticing.
