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Skills
Small Guns

The use, care and general knowledge of small arms -- pistols, SMGs and rifles.

Starting Amount: 5% + (4 * AGI)


Big Guns

The operation and maintenance of really big guns -- miniguns, rocket launchers, flamethrowers and such.

Starting Amount: 0% + (2 * AGI)


Energy Weapons

The care and feeding of energy-based weapons. How to arm and operate weapons that use laser or plasma technology.

Starting Amount: 0% + (2 * AGI)


Unarmed

A combination of martial arts, boxing and other hand-to-hand combat techniques. Combat with your hands and feet.

Starting Amount: 30% + (2 * (AGI + STR))


Melee Weapons

Using non-ranged weapons in hand-to-hand combat -- knives, sledgehammers, spears, clubs and so on.

Starting Amount: 20% + (2 * (AGI + STR))


Throwing

The skill of muscle-propelled ranged weapons, such as throwing knives, spears and grenades.

Starting Amount: 0% + (4 * AGI)


First Aid

The healing of minor wounds. This skill will not work on someone who is bandaged. A first aid kit is required for use.

Starting Amount: 30% + (2 * (PER + INT))


Doctor

The healing of major wounds and crippled limbs. A doctor's bag is required for use. Can be used to wake an unconscious person.

Starting Amount: 0% + PER + INT


Sneak

Quiet movement, and the ability to remain unnoticed. If successful, you will be much harder to locate. You cannot run and sneak at the same time.

Starting Amount: 0% + (3 * AGI)


Lockpick

The skill of opening locks without the proper key. The use of lockpicks or electric lockpicks will greatly enhance this skill.

Starting Amount: 10% + PER + AGI


Steal

The art of acquiring what is not yours. Can be used to steal an item from a person, or to give them an item without them knowing about it. Works best if you are stealing small items from behind while sneaking.

Starting Amount: 0% + (3 * AGI)


Traps

The finding and removal of traps. Also the setting of explosives for demolition purposes.

Starting Amount: 10% + PER + AGI


Science

Covers a variety of high technology skills, such as computers, biology, physics and geology.

Starting Amount: 0% + (4 * INT)


Repair

The practical application of the science skill, used to fix broken things. With the repair kit, it can be used to repair vehicle damage.

Starting Amount: 0% + (3 * INT)


Pilot

The ability to operate and maintain all vehicles effectively. A higher piloting skill will improve the speed of a vehicle in combat.

Starting Amount: 0% + (2 * (PER + AGI))


Barter

Trading and trade-related tasks. The ability to get better prices for the items you sell, and lower prices for the items you buy.

Starting Amount: 0% + (4 * CHA)


Gambling

The knowledge and practical skills related to wagering. The skill at cards, dice and other games.

Starting Amount: 0% + (5 * LUC)


Outdoorsman

Practical knowledge of the outdoors, and the ability to live off the land. The knoweldge of plants and animals.

Starting Amount: 0% + (2 * (END + INT))