====== Skills Quick Reference ======
Here, you can find the most frequently used information about Skills to help you play the game. If you find that you need more detailed rules, check out the [[system:skills|Main Skills Page]].
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===== Test Guide =====
Every Skill uses 2 related Traits, as listed in its Skill Chart. Whichever has the higher rank is your "Dominant Trait" for that Skill.
When making a Skill test, start by rolling 10 D10s. Every die that rolls lower than your Dominant Trait increases your Skill rank by +1.
The modified Skill rank is your score for the test.
* For example, the related Traits for Stealth are Acuity and Agility. If you have Acuity 5 and Agility 3, your Dominant Trait is 5. This means, when you roll dice for Stealth, each die rolling less than 5 (4 or less) modifies your Stealth by +1 for that test.
* Continuing this example, if you have a Stealth rank of 7 and 4 dice rolled lower than your Dominant Trait, then your score for the test is 7+4 = 11
**__When making a Skill test:__**
* Remember that your Traits represent your fundamental strengths and weaknesses, while Skills represent your training and expertise. Both are combined to give your final test score.
* First, find your rank in the **Skill** you want to use, then roll that many D6 dice. (a D6 is a six-sided die) For example, if you have 5 ranks in the Skill, roll 5 D6 dice.
* Compare your dice results with the table below and add up your AP score.
* Next, find the related **Traits** for the Skill you are using In the "Skills and Related Traits" list below.
* Check your rank in those Traits and find whichever is higher. This is your Dominant Trait for that Skill.
* Gain bonus AP equal to your Dominant Trait rank. This is called your Trait bonus.
* Finally, total up your dice results with your Trait bonus.
* This is your final AP score for the test.
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__Example:__
Steve is making a Mech Lore test to repair his truck. Don't ask.
* His rank in Mech Lore is 6, so he rolls 6 dice and gets the results: 1, 2, 3, 4, 5, 6.
* Looking at the table, we see that the results of 1-3 earn no bonus, but the 4 and 5 grant +1AP each, while the 6 gives +2AP for a total of (0 + 0 + 0 + 1 + 1 + 2) = 4AP.
* Steve now checks the related **Traits** for Mech Lore and finds these are **Acuity** or **Resolve** (whichever is higher).
* His **Acuity Trait** is higher at rank 5, so he adds +5AP to the test as his Trait bonus.
* Totaling up his dice results (4AP) and his Trait bonus (5AP), Steve ends with (4 + 5) = 9AP.
* 9AP is Steve's final score for the Mech Lore test.
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^ Dice Results |||||||
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^ D6 result: | 1 | 2 | 3 | 4 | 5 | 6 |
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^ Score: | 0 | 0 | 0 | +1AP | +1AP | +2AP |
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(//"AP" stands for "Action Points" - the more you get, the better you do//)
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^ __**Academic Skills**__ ||
^ __Skills__ ^ __Traits Used__ ^
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| **Bio Lore** | **Acuity or Resolve** |
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| **Chem Lore** | **Acuity or Resolve** |
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| **Tech Lore** | **Acuity or Resolve** |
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^ __**Combat Skills**__ ||
^ __Skills__ ^ __Traits Used__ ^
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| **High-Caliber Combat** | **Acuity or Agility** |
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| **Rapid-Fire Combat** | **Acuity or Strength** |
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| **Special Weapon Combat** | **Agility or Strength** |
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^ __**General Skills**__ ||
^ __Skills__ ^ __Traits Used__ ^
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| **Awareness** | **Acuity or Resolve** |
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| **Social** | **Resolve or Vigor** |
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| **Stealth** | **Agility or Resolve** |
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| **Endurance** | **Strength or Vigor** |
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^ __**Talent Skills**__ ||
^ __Skills__ ^ __Traits used__ ^
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| **Actor** | **Resolve or Vigor** |
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| **Artist** | **Acuity or Agility** |
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| **Chef** | **Resolve or Vigor** |
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| **Dancer** | **Agility or Resolve** |
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| **Magician** | **Acuity or Agility** |
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| **Musician** | **Resolve or Agility** |
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| **Vocalist** | **Resolve or Vigor** |
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[[gameplay:quick_reference_guide:skills|Back to Top]]
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===== Skill Charts =====
Skill charts represent all the information you need to use skills in one place. Here you can find:
* The uses of each Skill
* The Related Traits of each Skill, used for Trait bonuses (remember that only the highest one is used) and a brief description of each Trait.
* The related Augs for each Skill and a brief description of each Aug.
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^ __**Bio Lore Skill**__ |||
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^ __Skill Uses__ |||
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| __Physiology__\\ (Analyze vital state) | __Heal__\\ (Restore HP over time) | __Harm__\\ (Drain HP over time) |
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| __Nanology__\\ (Analyze IRIS state) | __Energize__\\ (Restore Stamina over time) | __Exhaust__\\ (Drain Stamina over time) |
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| __Toxicology__\\ (Analyze toxicity) | __Reconstruction__\\ (Add IRIS / Heal Conditions) | __Deconstruction__\\ (Remove IRIS / Cause Conditions) |
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^ __Bio Lore Related Traits__ |||
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^ **Acuity Trait** | __The Acuity Trait improves:__\\ Surprise bonus.\\ (Attacking unaware enemies) | __Per rank of Acuity:__\\ +1AP Surprise Bonus |
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^ **Resolve Trait** | __The Resolve Trait improves__\\ Max Stamina,\\ Max Spend per round\\ Stamina Regen per day. | __Per rank of Resolve:__\\ +5 Max Stamina\\ +1 Stamina Spend per turn\\ +1 Stamina Regen per day |
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^ __Bio Lore Augs__ |||
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^ **Nanometrics Aug** | __The Nanometrics Aug:__\\ Use your IRIS to analyze\\ or influence a target's\\ IRIS remotely. | __Abilities gained:__\\ - Identify Augs remotely\\ - Scan max / current Stamina\\ Drain / Energize remotely\\ - Repair / Inflict\\ Conditions remotely. |
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^ **Pharmacy Aug** | __The Nanometrics Aug:__\\ Use your IRIS to convert\\ raw Dust or Bar into\\ medical supplies | __Abilities gained:__\\ - Create Stimshots\\ - Create Medpacks\\ (Dust, Bar or Medic Bag required) |
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^ **Physiometrics Aug** | __The Physiometrics Aug:__\\ Use your IRIS to analyze\\ or influence target's\\ physiology remotely. | __Abilities gained:__\\ - Diagnose remotely\\ Scan max / current Health\\ - Heal remotely\\ - Harm remotely |
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^ __**Chem Lore Skill**__ |||
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^ __Skill Uses__ |||
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| __Material knowledge__\\ (Identify materials) | __Catalyze__\\ (Improve chemicals)\\ (Requires Chem Bag) | __Reinforce__\\ (Improve Materials)\\ (Requires Chem Bag) |
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| __Chem Knowledge__\\ (Identify chemicals) | __Neutralize__\\ (Make Chemicals inert)\\ (Requires Chem Bag) | __Degrade__\\ (Decompose materials)\\ (Requires Chem Bag) |
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| __Analysis__\\ (Identify material or\\ chemical properties) | __Formulation__\\ (Craft Chems / munitions\\ using Chemist Bag) | |
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^ __Chem Lore Related Traits__ |||
| | These Traits grant +1AP per rank\\ when using Chem Lore\\ (highest Trait only) | |
^ **Acuity Trait** | __The Acuity Trait improves:__\\ Surprise bonus.\\ (Attacking unaware enemies) | __Per rank of Acuity:__\\ +1AP Initiative bonus for\\ Awareness and Surprise |
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^ **Resolve Trait** | __The Resolve Trait improves__\\ Max Stamina,\\ Max Spend per round\\ Stamina Regen per day. | __Per rank of Resolve:__\\ +5 Max Stamina\\ +1 Stamina Spend per turn\\ +1 Stamina Regen per day |
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^ __Chem Lore Augs__ |||
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^ **Reconstruction Aug** | __The Reconstruction Aug:__\\ Use your IRIS to analyze\\ Chemicals or Materials\\ and manipulate their\\ shape or integrity by touch.\\ __Chem Lore extended action__ | __Abilities gained:__\\ - Analyze Chems by touch\\ - Analyze Materials by touch\\ - Reinforce / Degrade by touch\\ - Reshape, mix and separate\\ substances by touch |
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^ **Reaction Aug** | __The Reaction Aug:__\\ Use your IRIS to analyze\\ Chemicals or Materials\\ and manipulate their\\ molecular structure\\ by touch.\\ __Chem Lore extended action__ | __Abilities gained:__\\ -Analyze Chems by touch\\ -Analyze Materials by touch\\ -Catalyze / Neutralize by touch\\ -Formulate by touch\\ (Formulate still requires raw material) |
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^ **Synthesis Aug** | __The Synthesis Aug:__\\ Use your IRIS to convert raw\\ Dust or Bar into Chem Bag\\ uses by touch. Doubles\\ Chem Bag uses and grants\\ +5AP when crafting munitions,\\ chems or materials.\\ __Chem Lore extended action__ | __Abilities gained:__\\ - Create chemicals\\ - Create munitions\\ - Create weapon oils\\ - Doubles Chem Bag uses\\ - Grants +5AP\\ (Dust, Bar or Chem Bag required) |
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^ __**Tech Lore Skill**__ |||
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^ __Skill Uses__ |||
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| __Mechanic__\\ (Identify or Analyze\\ Hardware activity) | __Repair__\\ (Fix or enhance Hardware) | __Optimize__\\ (Repair or enhance Data) |
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| __Technologist__\\ (Identify or Analyze\\ Data activity) | __Sabotage__\\ (Destroy or degrade Hardware) | __Corrupt__\\ (Destroy or degrade Data) |
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| | __Manufacture__\\ (Craft Hardware from parts) | __Code__\\ (Create Programs or Data) |
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^ __Tech Lore Related Traits__ |||
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^ **Acuity Trait** | __The Acuity Trait improves:__\\ Surprise bonus.\\ (Attacking unaware enemies) | __Per rank of Acuity:__\\ +1AP Surprise Bonus |
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^ **Resolve Trait** | __The Resolve Trait improves__\\ Max Stamina,\\ Max Spend per round\\ Stamina Regen per day. | __Per rank of Resolve:__\\ +5 Max Stamina\\ +1 Stamina Spend per turn\\ +1 Stamina Regen per day |
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^ __Tech Lore Augs__ |||
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^ **Telepresence Aug** | __The Telepresence Aug:__\\ Use your IRIS to interface\\ with Programs or Data\\ remotely, without tools. | __Abilities gained:__\\ - Use Technologist remotely\\ - Optimize remotely\\ - Corrupt remotely.\\ - Code remotely |
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^ **IDLE Aug**\\ (Iterative Development\\ Loop Extrapolation) | __The IDLE Aug:__\\ Use your IRIS to convert raw\\ Dust or Bar into Bio Bag,\\ Chem Bag or Tech\\ Bag uses and grants +5AP\\ when consuming them.\\ Doubles normal Tech Bag uses. | __Abilities gained:__\\ - Convert 1 Bar into 2\\ Bio Bag Uses\\ - Convert 1 bar into 2\\ Chem Bag uses\\ - Convert 1 Bar into 2\\ Tech Bag uses\\ - Gain +5AP when consuming\\ any Support Bag type |
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^ __**Special Combat**__ |||
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^ __Skill uses__ ^^^
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| Melee weapons\\ (Making Attacks) | Hand Grenades\\ (Making attacks) | Unarmed combat\\ (Making Attacks) |
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^ __Special Combat Related Traits__ ^^^
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^ __Strength Trait__ | __Description:__\\ Strength represents\\ your physical power,\\ increasing carry weight\\ and combat ability | __Effect:__\\ +5 Carry Weight per rank |
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^ __Agility Trait__ | __Description:__\\ Agility represents\\ your coordination and\\ swiftness, increasing\\ Speed and combat ability | __Effect:__\\ +5 Speed per rank\\ (+5m move range per turn) |
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^ __Special Combat Augs__ ^^^
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^ **Resonance Aug** | __The Resonance Aug:__\\ Use your IRIS to generate\\ kinetic resonances,\\ enhancing normal Melee\\ or Unarmed attacks\\ and generating resonance\\ waves which can strike\\ from a short distance away. | __Abilities gained:__\\ - Melee and Unarmed\\ Attacks gain +5AP\\ - This bonus can be sacrificed\\ to make Melee or Unarmed\\ Attacks from up to 5m away.\\ - Attacks made from\\ beyond 2m no longer\\ gain the +5AP Point Blank\\ bonus, unless otherwise\\ stated |
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