Yags Traveller is all about designing characters for use in GDW's Traveller background.
The Traveller campaign is huge in scope, covering many thousands of star systems, many different styles of play, spanning many technology levels and can even be set in different periods. Yags Traveller is focussed on games within the Imperium, around the year 1120. It follows the timeline set by GURPS Traveller.
Characters are assumed to start as fully trained professionals, a lot of them probably in their thirties. As such, progression after character generation is meant to be slow, with most achievements being in the form of contacts, wealth, reputations and knowledge.
There are 8 primary attributes to define, and all begin with a score of 3 (which is average for an adult human). The minimum for any attribute is 2, the maximum is 8, though anything above 5 is considered to be very exceptional.
Skills are abilities which are gained through study, experience and training. There are 8 basic skills (talents) which all being at a score of 2, all other skills are assumed to start at zero unless stated otherwise for your background.
A skill of 4 is considered to be a trained professional, 6 is an expert, 8 is elite and 10+ is a true master of the profession. Skills above 15 are pretty much unheard of.
Techniques are specialities bought within a particular skill. They enable you to perform actions that would be impossible or hard without it, or grant a bonus in certain situations (sometimes to related skills).
The following example characters should give an idea of what is possible using Yags. They have all been built using the character generation system given here. Each states the order of priorities chosen at character generation time.
Male Vilani, age 31
Military science officer, biowarfare specialist.
| Size | Str | Hea | Agi | Dex | Per | Int | Emp | Wil | Soak | Move | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 3 | 3 | 3 | 4 | 4 | 6 | 3 | 2 | 12 | 12 | |
Talents: Ath-3; Awa-3; Bra-3; Cha-2; Gui-4; Sle-2; Ste-2; Thr-2;
Knowledges: Area lore (Imperium)-4; Speak Galanglic-4;
Combat: Pistol-4;
Academic: Biology-7; Chemistry-7; First aid-2; Mathematics-4; Medicine-5; Psychology-2; Research-5; Science-5; Sophontology-4;
Technical: Computer operation-6;
Combat reflexes [Melee] (2) , Hard to kill [Brawl] (2) , Quick load [Firearms] (2) , Biochemistry [Chemistry] (4) , Biowarfare [Biology] (4) , Genetics [Biology] (4) , Xenobiology [Biology] (4) , Computer programming [Computer operation] (4)
Military rank
Initially on a path that would keep him in Academia, Adkhar's interest in biochemistry eventually led him into the shady area of biowarfare, and soon found himself snapped up by the military.
Though primarily a researcher, Adkhar has had basic army training, and does occasionally get his hands dirty by getting involved in field work, either advising with the deployment or testing of new weapons, or advising in how to protect against possible threats.
Priorities were experience, attributes and background.
Male Vilani, age 31
Idle rich.
| Size | Str | Hea | Agi | Dex | Per | Int | Emp | Wil | Soak | Move | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 3 | 3 | 3 | 3 | 4 | 4 | 5 | 4 | 12 | 12 | |
Talents: Ath-3; Awa-3; Bra-3; Cha-6; Gui-6; Sle-2; Ste-2; Thr-2;
Knowledges: Area lore (Imperium)-4; Speak Galanglic-4;
Combat: Pistol-2; Rifle-2;
Vehicle: Drive-3; Pilot-3; Spaceship operation-2; Spaceship piloting-4;
Social: Dance-2; Etiquette-3; Perform-2; Politics-2;
Sport: Fencing-2;
Carousing [Social] (2) , Seduction [Social] (4)
Very rich, Noble, Good looking, Blackmailed
Eneri is a minor noble with a lot of money. Apart from sport, attending parties, flirting, and running around the Imperium in one of his expensive yachts, he doesn't have a lot to do.
Priorities were Background, Attributes and Experience.
Male Vilani, age 34
A mercenary soldier.
| Size | Str | Hea | Agi | Dex | Per | Int | Emp | Wil | Soak | Move | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 5 | 3 | 6 | 6 | 4 | 3 | 2 | 2 | 12 | 17 | |
Talents: Ath-3; Awa-3; Bra-5; Cha-2; Gui-2; Sle-2; Ste-4; Thr-4;
Knowledges: Area lore (Imperium)-4; Speak Galanglic-4;
Combat: Pistol-5; Rifle-6; Tactics-3;
Military: Demolitions-2; Strategy-4; Survival-4; Teach-2;
Vehicle: Drive-2; Heavy weapons-3;
Technical: Security systems-2;
Swimming [Athletics] (2) , Zero gravity [Athletics] (2) , Close combat [Brawl] (2) , Combat reflexes [Melee] (2) , Desert survival [Survival] (4) , Jungle survival [Survival] (4) , Hard to kill [Brawl] (2) , Ignore pain [Brawl] (4) , Quick load [Firearms] (2) , Sharp shooter [Firearms] (4) , Triple shot [Firearms] (6) , Multiple targets [Firearms] (4)
Large
Enli is an ex-Imperial army soldier who decided there was more money to be made going private. He has been involved in plenty of front line action, as well as advising on strategy and the training of local forces in modern military tactics.
Priorities were attributes, experience and background.
Female Solomani, age 35
Solomani terrorist.
| Size | Str | Hea | Agi | Dex | Per | Int | Emp | Wil | Soak | Move | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 4 | 4 | 5 | 5 | 3 | 3 | 2 | 3 | 12 | 15 | |
Talents: Ath-5; Awa-5; Bra-4; Cha-3; Gui-3; Sle-2; Ste-5; Thr-3;
Knowledges: Area lore (Solomani Rim)-4; Speak Galanglic-4;
Combat: Pistol-5; Rifle-2; Tactics-5;
Criminal: Burglary-6; Demolitions-6; Forgery-2; Psionic Block-4; Security systems-2; Streetwise-6;
Other: Drive-4;
Improved psionic block [Psionic Block] (4) , Combat reflexes [Melee] (2) , Hard to kill [Brawl] (2) , Quick load [Firearms] (2) , Sharp shooter [Firearms] (4) , Multiple targets [Firearms] (4) , Surprise attack [Tactics] (2) , Tactical move [Tactics] (4) , Close combat [Brawl] (2)
Lucky, Good looking, Criminal
Born and bred on Terra, Jennifer comes from a family of activists who were fighting for the freedom of their homeworld from the tyranny of the Imperium. After her family was killed, the Imperium tried to make her a model citizen, and she was educated and eventually trained in the Imperial Army. However, her hatred of the Imperium was rekindled and her 'conditioning' broken by friends of Terra.
She now acts actively against the Imperium whenever possible.
Priorities were experience, attributes and background.
Male Vilani, age 31
A special forces soldier.
| Size | Str | Hea | Agi | Dex | Per | Int | Emp | Wil | Soak | Move | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 4 | 4 | 4 | 6 | 4 | 3 | 2 | 2 | 12 | 14 | |
Talents: Ath-4; Awa-4; Bra-6; Cha-2; Gui-2; Sle-2; Ste-5; Thr-4;
Knowledges: Area lore (Imperium)-4; Speak Galanglic-4;
Combat: Pistol-5; Rifle-8; Tactics-5;
Military: Demolitions-3; Psionic block-3; Survival-4;
Vehicle: Drive-2; Heavy weapons-3;
Swimming [Athletics] (2) , Zero gravity [Athletics] (2) , Close combat [Brawl] (2) , Combat reflexes [Melee] (2) , Jungle survival [Survival] (4) , Desert survival [Survival] (4) , Arctic survival [Survival] (4) , Hard to kill [Brawl] (2) , Ignore pain [Brawl] (4) , Quick load [Firearms] (2) , Sharp shooter [Firearms] (4) , Triple shot [Firearms] (6) , Controlled fire [Firearms] (4) , Multiple targets [Firearms] (4) , Surprise attack [Tactics] (2) , Tactical move [Tactics] (4)
Cool
Khugi Iiken is a special forces soldier serving in the Imperial Army. Trained for black ops missions, he is skilled at close combat, survival in harsh environments and covert operations.
Priorities were Experience, Attributes and Background.
Male Vilani, age 29
High tech thief.
| Size | Str | Hea | Agi | Dex | Per | Int | Emp | Wil | Soak | Move | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 3 | 3 | 5 | 5 | 3 | 4 | 4 | 2 | 12 | 14 | |
Talents: Ath-6; Awa-4; Bra-3; Cha-5; Gui-5; Sle-5; Ste-5; Thr-2;
Knowledges: Area lore (Imperium)-4; Speak Galanglic-4;
Combat: Pistol-2;
Military: Demolitions-2;
Business: Administration-2; Law-2; Trade-2;
Technical: Computer operation-3; Security systems-8;
Vehicle: Drive-4;
Criminal: Burglary-5; Forgery-2; Streetwise-5;
Climbing [Athletics] (4) , Sure footed [Athletics] (4) , Swimming [Athletics] (2) , Underwater swimming [Athletics] (4) , Carousing [Social] (2) , Seduction [Social] (4) , Light sleeper [Awareness] (4)
Good looking
A smooth talking conman and thief, with skills in social engineering and breaking high-tech security systems as well as old fashioned burglary. Mazun's aim is to not be seen, and to avoid confrontation whenever possible. Though he carries a gun, it is more for self defence against other criminal elements than for use on his jobs.
Priorities were experience, attributes and background.
Female Vilani, age 35
Imperial navy starship mechanic.
| Size | Str | Hea | Agi | Dex | Per | Int | Emp | Wil | Soak | Move | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 3 | 3 | 3 | 5 | 3 | 5 | 3 | 3 | 12 | 12 | |
Talents: Ath-2; Awa-3; Bra-3; Cha-2; Gui-2; Sle-3; Ste-2; Thr-2;
Knowledges: Area lore (Imperium)-4; Speak Galanglic-4;
Combat: Pistol-4; Rifle-4;
Military: Combat engineering-5; Demolitions-5; First aid-2;
Academic: Astronomy-1; Research-1;
Technical: Computer operation-4; Engineering-5; Mathematics-3; Mechanics-8; Science-2; Scrounging-6; Security systems-5; Spaceship systems-2;
Vehicle: Drive-2; Pilot-2; Spaceship piloting-2;
Grav tech [Mechanics] (4) , Medical [Mechanics] (2) , Computers [Mechanics] , Sensors [Mechanics] , Power plants [Mechanics] , Spaceships [Mechanics] , Jump drives [Mechanics] , Cars [Mechanics] , Zero gravity [Athletics] (2) , Quick load [Firearms] (2) , Sharp shooter [Firearms] (4) , Combat reflexes [Melee] (2) , Hard to kill [Brawl] (2)
Minor reputation
Nashu is an engineer for the Imperial Navy, and she has a reputation of being able to fix anything under the worst of combat conditions. Initially she began training as a marine, but was discovered to have an aptitude for fixing and building things.
Though she spends most of her time overseeing the maintainence of fighter wings aboard Imperial capital ships, she is also happy to operate in more front line roles, advising and aiding in military operations planetside.
Priorities were experience, attributes and background.
Female Vilani, age 28
Martial arts specialist.
| Size | Str | Hea | Agi | Dex | Per | Int | Emp | Wil | Soak | Move | |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 4 | 4 | 7 | 6 | 3 | 2 | 2 | 2 | 12 | 17 | |
Talents: Ath-5; Awa-4; Bra-4; Cha-2; Gui-2; Sle-2; Ste-3; Thr-2;
Knowledges: Area lore (Imperium)-4; Speak Galanglic-4;
Combat: Aikijutsu-4; Jujutsu-4; Karate-7; Pistol-4; Tactics-5;
Other: Burglary-2; Streetwise-2;
Combat reflexes [Melee] (2) , Reflex dodge [Melee] (4) , Hard to kill [Brawl] (2) , Quick load [Firearms] (2) , Surprise attack [Tactics] (2) , Tactical move [Tactics] (4) , Close combat [Brawl] (2) , Unarmed combat [Brawl] (4) , Attack is defence [Karate] (4) , Fast attack [Karate] (6) , Harmful blow [Karate] (6) , Aikijutsu defence [Aikijutsu] (2) , Jujutsu blow [Jujutsu] (2)
Lucky, Good looking, Poor
Trained in various martial arts, Shana has drifted towards a life in the grey regions of society, acting as part time body guard and criminal, depending on what sort of jobs are available.
Priorities were attributes, experience and background.
Designing a character for Yags Traveller is a relatively straightforward process. As always, you will need a character concept before hand, which will depend on the type of campaign being run by the GM, the type of characters everybody else is taking, and your personal preference.
There are no set character classes to choose from, instead abilities are purchased from a number of point pools - attributes, experience and background. Which of these is given priority (and so has the most points available) is up to you.
Characters begin the game very experienced, potentially equivalent to action heroes. However, there will be others who are better than they are.
Once you have determined the type of character you wish to play, it is time to determine the priorities of that character.
The above three groups determine all aspects of your character according to the rules.
When designing your character, you should choose which area will be primary, which secondary and which tertiary. Your choice only affects the number of points placed into each area at character generation, and has no effect after this point.
| Category | Primary | Secondary | Tertiary |
|---|---|---|---|
| Attributes | +12/8 | +6/6 | +3/5 |
| Experience | 200/10 | 150/8 | 100/6 |
| Background | 6 | 3 | 1 |
Where two numbers are given (e.g. 12/8), the first number is the number of points that may be spent, and the second number is the maximum level that an attribute or skill may be raised to. The meaning of these values is described in the sections below.
The above pretty much assumes that Traveller characters begin the game highly experienced.
For player characters, attributes are generally rated on a scale of 1 to 10. Humans are limited to a range of 2 to 8, though some aliens can go outside of this. A typical adult human is considered to have a score of 3 in each attribute. A description of what the various levels represent, and their costs, are given in the table below.
The number of points that may be spent on buying up an attribute depends on the priority you chose for attributes - 12 points for primary, 6 for secondary and only 3 for tertiary. This choice also limits the maximum you may buy an attribute up to.
| Score | Cost and description |
|---|---|
| 10 | Super alien. The limit of what most aliens can achieve, and far ahead of any human. |
| 9 | Super human. Beyond want humans can achieve, and only found in a select few alien species. |
| 8 | Amazing (+15 points). At the limit of human ability, which only a few people in human history have attained. |
| 7 | Outstanding (+10 points). The best olympic athletes and the most renowned of academics will have this level of attribute. |
| 6 | Superb (+6 points). Far above human average, attained not by chance but through dedicated training. |
| 5 | Exceptional (+3 points). Obviously exceptional. Attributes higher than this are normally only attained through training and dedication. |
| 4 | Good (+1 point). Significantly above average for an adult. About 5% of the population has this level or above. |
| 3 | Average (0 points). Typical average for an adult. About 90% of the population. |
| 2 | Poor (-2 points). Significantly below average, the bottom 5%. |
| 1 | Terrible. Obviously impaired compared to a typical human. An attribute of this level is almost worthless. |
Levels outside of the range 2-8 cannot be purchased, but are reserved for alien species. Some aliens get a bonus or penalty to a given attribute, and this bonus applies after you have purchased the attribute. You may not purchase an attribute to a level that would cause it to be shifted outside of the 1-10 range once species modifiers have been applied.
Experience gives you experience points which may be spent on pretty much any skill. The table gives two numbers, in the form points/maximum.
The first number is the total number of experience points you may spend on skills. The second number is the maximum skill level any single skill can be raised to.
You may select one or more background options, which may be advantages or disadvantages. You may take as many advantages as you have points for, plus optionally one disadvantage which gives you an extra point to spend on an advantage.
Aslan (+1):
You are an Aslan, one of the lion-like species which are unrelated to humanity. If male, you are a warrior, probably seeking land in the only way that is possible - by conquering it. If female, you are probably a merchant or politician.
You gain a +1 to Agility and Will. If you are male you suffer a -1 to Intelligence and Empathy, but also gain +1 to Strength.
Blackmail (+1):
You have information on someone they really don't want to be made public. Who they are is up to you, but generally the more important they are the less damaging the information is. You can get some money out of them, or sometimes the odd favour, but they will always be looking to get rid their problem permanently, especially if you push them too hard.
Cool (+1):
You remain cool under stress. Gain a +2 bonus to your Will to resist fear, terror and anything else which may break your cool.
Good looking (+1):
You are extremely good looking, and can use it to your advantage in your dealings with anyone who finds you sexually attractive, or in a situation where being smart and presentable would be an advantage. Gain a +1 bonus to whatever attribute you are using (normally Empathy).
High noble (+3):
You are a member of the mid-ranks of the Imperial nobility, being highly ranked in a sub-sector, or of lesser importance in a sector.
Intelligent item (+1):
You have an item (possibly a weapon, likely some item of electronic equipment) which has a machine intelligence programmed into it. It is capable of some independant thought, though is more a Turing Personality capable of following instructions. It can only do what it would normally be capable of, and only sense through whatever sensors it has. It is no smaller than a small handgun or PDA.
Large (+1):
You are very large, being both tall and heavily built. You have a bonus of +1 to your Size (raising it to 6 for humans), which provides you with an extra level of wounds and stuns. You also have extra reach, and any reach 0 melee attacks are instead considered reach 1. You may not have a Strength below 4.
Lucky (+1):
You are lucky, and receive a +1 to luck checks. You may also spend your luck as a luck point, to get out of deadly situations. You may take this multiple times.
Major Reputation (+3):
You have a good reputation in a sector for some achievement of your youth.
Military rank (+1):
You are an officer in one of the Imperial armed forces.
Minor Reputation (+1):
You have a good reputation in a sub-sector for some achievement of your youth.
Noble (+1):
You are a member of the lower ranks of Imperial nobility, or have a high social status for some other reason.
Rich (+3):
You are rich, with a total net worth of about 100 million credits. Most of this will be in property and shares, but you will have about 10% of this as immediate disposable income.
Sexy (+3):
As well as being good looking, the way in which you walk, talk and dress comes across as very sexy to anyone who would be sexually attracted to you. Others will tend to flirt with you given a chance, and you may gain +2 to Empathy in such situations.
Starship (+3):
You own a small jump-capable starship. Choose one of the common jump capable starships up to 200t. You probably couldn't have afforded to buy the ship, so you may have won it in a game, rescued it from a wrecker's yard, or simply obtained it through shady means.
Though it may not look like much, it has it where it counts, being (mostly) reliable, and tuned to being just that bit better than would normally be expected. It may need to be able to defend itself (though not too well to draw attention), and there's always a need to have somewhere to stuff things you don't want Imperial customs inspectors to find.
Useful friends (+1):
You have friends in useful places. They may be Imperial bureacrats, members of the Navy, or even group of terrorists, pirates or underworld bosses who you used to have dealings with. They are willing to help you if you have the need, though their friendship can only be pushed so far, and often they'll want a favour in return.
The sort of help they will be willing and able to provide is up to you and the GM. The greater the power and influence the friend has, the more they will be constrained in what they can do, especially if helping you could harm their reputation.
Vargr (+1):
You are a Vargr, a species descended from old Terran wolves and uplifted by the ancients. Vargr are ill-disciplined, prone to anger and violence but loyal to those they consider friend. They can be difficult to get on with.
You gain a +1 to Agility and Perception, but suffer a -1 to Empathy and Will.
Very Rich (+5):
You are very rich, with a total net worth in the billions of credits.
Wealthy (+1):
You are comfortably well off, and have a total net worth of around a million credits. Most of this will be tied up in property, vehicles and other items which will be hard to sell in a hurry.
You are not wealthy enough to be able to give up working if you wish to maintain your lifestyle.
Barbarian (-1):
You are from a low tech culture that has little or no knowledge of spaceflight or electronics. You may not start with any high tech skills, and always suffer a -1 attribute penalty when trying to use such skills.
Blackmailed (-1):
Somebody has information that if made public would ruin your career, your family and possible end your life. To make matters worse, they have no qualms about using the threat of release to request small favours from time to time. Of course, these favours are always illegal and unsavoury, and if anyone finding out about these actions, it would also be bad for your career, your family and possibly your life.
Criminal (-1):
You are a wanted criminal, with a bounty on your head for crimes against the Imperium. Your crimes could have been anything from murder to terrorism. Remember that this is an Imperium wide crime, it's not just something you did to upset a local government.
Cybernetics (-1):
Cybernetics are generally viewed with suspicion within the Imperium, and those that have cybernetic 'enhancements' such as limbs or hands may be treated unfavourably, especially at customs inspections and the like.
You have a cybernetic replacement for some bodypart such as an arm or eye. It provides no real benefit, and is simply a medical replacement for the original which was lost when regrowth technology was unavailable to you.
Dead (-1):
Due to an accident during your early career, or because of combat action, you are dead. If you select this option then you need to generate a new character.
Illiterate (-1):
Illiteracy is rare in the Imperium, especially on technological worlds, but it is not completely unheard of. You are unable to read or write (in any language), which can also make use of a computer difficult. Learning the skills later will be difficult for you. This is a social stigma as well as a practical problem.
K'kree (-1):
You are K'kree, a species of militant vegetarians who views all meat eaters as an immoral blight upon the universe when needs to be cleansed. K'kree are 6 limbed centaurs.
You have a base size of 6, and have +1 to Strength and -1 to Intelligence. A K'kree has a split Strength score - the Strength you buy is your half strength, which represents the strength in your arms and legs for punching and kicking purposes. You full strength is four points higher, and is used for figuring how much you can carry. A typical adult K'kree will have a Strength of 8/4.
Being a K'kree is considered a disadvantage for any campaign set within the Imperium. You will be mistrusted, and find it very difficult to function within human culture.
Poor (-1):
You are very badly in debt, and have little or no posessions or wealth of your own. Depending on your social rank, the government, banks or criminal element may be seeking a share of any wealth you do obtain during the game.
Psionic susceptibility (-1):
You are particularly susceptible to psi attacks. Any resistence rolls you make against psionics are halved.
Small (-1):
You are very small, and your Size is one less than it would normally be, meaning you have one less levels of wounds and stuns (loosing the -0 level). You may not have a Strength above 4.
Ugly (-1):
You are very ugly, and receive a -1 to Empthy when trying to persuade someone of your own race.
Unlucky (-1):
You are unlucky, and receive a -1 to luck checks.
There are a wide range of skills available to Imperium characters, the most common of which are described here. There is a focus on those skills which are common within the high technology of the Imperium, and though low tech skills can be learnt, they are uncommon and are described elsewhere.
There is a high level of education throughout most of the Imperium, and the huge economic base means that people can afford to spend longer specialising in one area. As such, higher level skills will encountered more often, even if only finding a specialist is a lot easier when you can just search for their website.
A skill at a level of '2' represents those who have basic familiarity with the skill. A skill of 2 is sufficient to drive a car safely, operate a computer with confidence, or fire a gun reasonably on a firing range.
A skill at a level of '4' represents having good knowledge of a subject. Most people will have a skill of at least 4 in the primary skills necessary for their jobs, or in those skills they've been using on a regular basis for a long time. A person who has driven a car for many years probably has a Drive of 4; office administrators probably have Computer operation and Administration at 4. Most regular army personel will have 4 in basic combat skills.
A skill of '6' represents special training or lots of experience. The difference between someone who has done something a lot, and someone who has had advanced training, is often represented by the latter knowing a lot of techniques related to that skill.
A skill of '8' or above is normally only held by those who have studied or trained very hard. Special forces operatives may have 8 or more in their primary skill, and well known acamedics will also have this sort of level.
Most skills are considered to be standard skills. Such skills can be learnt relatively easily, including being self taught. They can also be used by a character who has a skill of zero, though such an attempt fumbles on a natural one or two.
Talents are skills which are known by everyone from childhood onwards. They are treated just as standard skills, with the exception that all characters start with a skill level of two in all talents.
There are only eight talents, and are listed by default on the character sheet. Talents are sometimes marked with an asterix (*).
A knowledge is a special type of skill which cannot be attempted unless the character has a skill level of at least one. They can rarely be self taught, requiring a teacher or study aid (such as a book) to learn from.
Language skills are treated on a scale from one to four, and are not normally 'rolled' like other skills. Instead, the level of skill gives a guide to how much of a conversation a character can understand.
Some skills have a default - this will generally be one of the talents. If desired, the default can be used instead, but the result (after the die roll) is halved, plus the chance of fumbling is doubled.
A default skill may also restrict the type of tasks which are possible. For example, Trade defaults to Guile, but the latter can only be used to barter, and isn't much use if the character needs to know the real value of goods.
A few skills have pre-requisites. Before this skill can be purchased at level one, all pre-requisites must be met. A skill like Physics might have a pre-requisite of Mathematics-2 and Science-2 for example, which means both skills must be known at level 2 before buying physics.
Further, the main skill may never be more than double the level of any of the pre-requisites. A physicist would have to raise their Mathematics and Science to at least 3, before raising Physics to 6.
A character cannot put points into a skill if the next level of skill is not allowed.
Under some genres, a skill may be limited by another skill. This concept is mostly limited to knowledge or science skills. When a skill is limited by another skill, the first skill may never be more than half the score of the second.
For example, during the Enlightenment, when Science was being discovered, the Science skill is limited by Natural Philosophy. If a character has a Natural Philosophy of 7, then their Science cannot be higher than 3 (since raising it any higher would make it greater than 3.5). Once the character's Natural Philosophy has been raised to 8, then they can begin to raise their Science to 4.
A character cannot put points into a skill if the next level of skill is not allowed.
A Technique is a specialisation of a skill, and may provide bonuses or allow some particular special action to be attempted. A skill may have several techniques associated with it, and some techniques can be used with more than one skill. In the latter case, the technique only needs to be purchased once - it can then be used with any skill which uses it, as long as the skill is of sufficient level.
A technique has a cost associated with it, which is the number of experience points which need to be spent to buy it. A level 6 technique costs 6 points to buy. The cost of the technique is also the minimum skill level that must be achieved before the technique can be purchased. If you do not have the required skill at a sufficient level, then the technique can't be bought.
Finally, a technique may have a prerequisite. These are the techniques which must be known before this technique can be learnt.
Hard to kill is a level 2 technique which is based on the Brawl skill. To buy it, you must have a brawl of at least 2, at which point you can spend 2 points to buy Hard to kill.
Ignore pain is a level 4 technique which is based on Brawl and which has Hard to kill as a prequisite. If you have a Brawl skill of 4 or more, and have already purchased Hard to kill, then you can spend 4 points to buy Ignore Pain.
Some techniques will be based on a skill group rather than a skill. In this case the technique can be purchased when any skill in that group reaches the technique's level, but it can only be used with those skills of sufficient level.
All characters who are part of the Imperium start with the following skills for free at a score of 4:
Area lore (Imperium), Speak Galanglic.
Unless you are illiterate, you can automatically read and write any language you have a skill in. You may swap the Area lore (Imperium) for an Area lore of wherever you come from, or specialise in an individual sector (e.g., Area lore (Spinward Marches)) if you wish.
There are also eight Talents which all characters start with at a score of 2. These represent skills which everyone picks up during childhood, and include Awareness, Athletics, Brawl, Charm, Guile, Sleight, Stealth and Throw.
All other skills start at 0, and must be purchased. Increasing a skill by one level costs a number of points equal to the new level of the skill. So to raise a skill from 3 to 4 costs 4 points. To raise a skill from 0 to 4 costs 10 points (1 + 2 + 3 + 4).
The following skills are commonly available, and are organised according to category. Some skills may be listed more than once.
Anthropology(K) - The study of Homonids.
Archaeology(K) - How to dig up ruins.
Area lore(K) - Knowledge about a given region.
Astronomy(K) - The study of the stars and planets.
Biology(K)
(Science)
- The science of biology.
Botany(K)
(Biology)
Chemistry(K)
(Science)
- The science of chemistry.
Criminology(K) - The study of crime.
Cryptography(K) - Designing and using cyphers.
Ecology(K)
(Botany, Zoology)
Economics(K) - Knowledge of financial matters.
First aid - Healing injuries and other ailments.
History(K) - Knowledge of the past.
Law(K) - Knowledge of the law.
Mathematics(K) - Geometry, aglebra etc.
Medicine(K) - Diagnosis and healing.
Paleontology(K) - The science of ancient life.
Physics(K)
(Science)
- The science of physics.
Politics(K) - Knowledge of politics.
Psychohistory(K) - Predicting groups of people.
Religion(K) - Knowledge about gods and cults.
Research
(Any Academic skill)
- Being able to find information.
Science(K) - Basic science, logic and reasoning.
Sophontology - The study of intelligent races.
Surgery
(Medicine)
- Performing complex surgery.
Teach - The ability to teach people.
Theology(K)
(Religion)
- Theoretical knowledge about religion.
Vetinary(K)
(First aid)
- Healing for animals.
Zoology(K)
(Biology)
Accountancy
(Administration)
- Managing finances.
Administration - Being able to manage people and paper.
Current affairs(K) - Current affairs.
Economics(K) - Knowledge of financial matters.
Law(K) - Knowledge of the law.
Marketing - Managing advertising campaigns and PR.
Politics(K) - Knowledge of politics.
Trade
(Guile)
- Bartering and other merchant skills.
Bow - Using all sorts of bows, except crossbows.
Brawl(*) - Punching, kicking, wrestling and dodging.
Chain weapon
(Melee weapon)
- Using chains, nunchuk or similar weapons.
Crossbow - Using crossbows.
Heavy weapons
(Rifle)
- Using heavy machine guns.
Melee - Using a melee weapon in combat.
Melee weapon
(Brawl)
- Using a sword, club or spear.
Pistol
(Rifle)
- Firing pistols, revolvers and SMGs.
Rifle
(Pistol)
- Firing rifles.
Tactics - Knowledge of combat tactics.
Throw(*) - Using thrown weapons, and catching things.
Architecture(K) - How to design buildings.
Cooking - Preparing meals.
Handicraft - Skill at various village crafts.
Scrounging - Finding and fixing scrap.
Burglary - Breaking and entering.
Demolitions - Blowing things up efficiently.
Forgery - Forging credentials.
Gambling
(Guile)
- Skill at playing card and dice games.
Intimidation
(Guile)
- Scare someone into doing what you want.
Psionic Block - Protecting your mind from psionic attack.
Sleight(*) - Sleight of hand.
Stealth(*) - Hiding and moving quietly.
Streetwise
(Guile)
- Dealing with the criminal underworld.
Surveillance systems
(Security systems)
- Spying on people with electronic devices.
Torture - Making people talk.
Combat engineering - Building things quickly.
Communication systems - Using radios and similar communications gear.
Demolitions - Blowing things up efficiently.
Gunnery - Firing large vehicle mounted guns.
Hypersledding - Safely using orbital re-entry vehicles.
Intelligence analysis - Analysing intelligence data.
Parachuting
(Athletics)
- Safely using parachutes.
Psionic Block - Protecting your mind from psionic attack.
Sensor systems - Using radar, sonar and other sensor systems.
Signal intelligence - Using sensor and communications equipment.
Spaceship gunnery
(Spaceship systems, Gunnery)
- Using spaceship weapons.
Strategy - Military strategy and logistics.
Surveillance systems
(Security systems)
- Spying on people with electronic devices.
Survival - Living in the wilderness.
Tactics - Knowledge of combat tactics.
Torture - Making people talk.
Bicycling
(Athletics)
- Being able to ride a bycle well.
Fencing - Fighting with light fencing weapons.
Gliding - Piloting an unpowered aircraft.
Hypersledding - Safely using orbital re-entry vehicles.
Parachuting
(Athletics)
- Safely using parachutes.
Skiing
(Athletics)
- Using skies.
Sport - Skill at a particular sport.
Jump navigation(K) - Plotting a course through jump space.
Orbital navigation(K) - Plotting courses in a system.
Spaceship gunnery
(Spaceship systems, Gunnery)
- Using spaceship weapons.
Spaceship piloting - Piloting a small space craft.
Spaceship systems - Operating a large spaceship.
Athletics(*) - Jumping, climbing and running.
Awareness(*) - General ability to notice things.
Brawl(*) - Punching, kicking, wrestling and dodging.
Charm(*) - Being nice to people.
Guile(*) - Using and recognising deceit.
Sleight(*) - Sleight of hand.
Stealth(*) - Hiding and moving quietly.
Throw(*) - Using thrown weapons, and catching things.
Communication systems - Using radios and similar communications gear.
Computer operation
(Intelligence, Electronic operation)
- The skill of using a computer.
Electrician
(Electronics)
- Fixing electrical things.
Electronics - Building electronic devices.
Engineering - The science of building things.
Machinest
(Mechanics)
- Building tools
Mechanics
(Engineering)
- Fixing machines.
Security systems - Using and evading security.
Sensor systems - Using radar, sonar and other sensor systems.
Signal intelligence - Using sensor and communications equipment.
Surveillance systems
(Security systems)
- Spying on people with electronic devices.
Boating - Handling small watercraft.
Drive - Driving simple ground vehicles.
Gliding - Piloting an unpowered aircraft.
Heavy weapons
(Rifle)
- Using heavy machine guns.
Helicopter - Piloting a helicopter.
Hypersledding - Safely using orbital re-entry vehicles.
Pilot - Piloting a powered aircraft.
RPV operation - Piloting a small RPV.
Spaceship piloting - Piloting a small space craft.
Business.
Defaults to: Administration
Accountancy provides you with the knowledge of how to manage the finances of a business or organisation. It includes knowledge of tax laws, legal requirements and how to use common tools (including computers) needed to do your job.
With a moderate success you can meet all the legal requirements and ensure the figures are right. If you get at least a poor result, then failures can be fixed the following month. A good success allows you to perform some creative accountancy, whilst an excellent success allows lots of creative accountancy and making best use of tax laws.
| 10 | Managing personal finances. |
| 20 | Managing the finances of a small business. |
| 30 | Managing the finances of a large business. |
| 40 | Managing the finances of a multinational corporation. |
Business.
The skill of managing an organisation, from dealing with people, basic finance, reception type duties and so on and so forth. You also know how to best short cut administration enforced by others, cutting through bureacracy in the shortest possible times.
Rural.
Defaults to: First aid
Looking after animals, especially on a farm. May be used to tend to sick or injured animals, in which case it may default to first aid.
Academic.
This is the study of humans, including their origins, cultural and physical attributes, history and environment.
Academic.
This skill is mostly about digging up the ruins of ancient civilisations, and covers the practical skills needed to find, recognise and preserve items, as well as basic management - social, equipment and legal. It does also include knowledge of how to identify and date ruins, as well as general knowledge of specific civilisations. However, detailed knowledge of ancient history requires the History skill.
Craft.
The skill and knowledge required to design buildings, from simple houses up to huge cathedrals. Larger constructs may require knowledge of techniques in order to stand much chance of success. Some knowledge of Law may be needed to get all the planning regulations correct.
Academic.
Knowledge of a given area, including geographical and political knowledge. The Area lore skill is used when checking to see if a character has heard of a person, place or organisation. Area lore is nearly always based on intelligence.
There is an area lore skill for each area, normally an area the size of a country, with the same culture. An area lore skill can give knowledge of surrounding areas, though such knowledge will be prejudiced by the beliefs of the original area the skill is for.
| 10 | Knowledge that everyone knows, such as who the ruler is to the names of major cities. |
Artistic.
The ability to draw or paint competently. Used with dexterity, or with intelligence to try and accurately draw some scene from memory.
Academic.
This is concerned with the study of stars and planets, their motions, positions and general behaviour. It does not provide full detail on their formation and physical makeup (that is left to Astrophysics).
Talents.
Techniques: Running, Sprinting, Sure footed, Climbing, Acrobatic talent, Contra gravity, Zero gravity, Swimming, Underwater swimming.
This is a broad skill covering all forms of athletics, gymnastics and acrobatics. It is split into the following tasks.
Running represents a light jog which you can keep up for many minutes without too much difficulty. When running, you move a number of metres each round equal to your move score. A point of fatigue is gained every health x athletics minutes you are running.
Sprinting represents an all out sprint, moving as quickly as you can. You cannot do anything else whilst sprinting, and most people can only sprint for a few rounds before becoming exhausted.
When sprinting, you may move a distance in metres equal to move x 2 + athletics each round, and gain a point of fatigue each round.
Jumping represents both long jumps and high jumps.
Climbing things.
| 10 | Jumping onto a table |
| 20 | Jumping over a table |
Talents.
Techniques: Blind fighting, Light Sleeper.
This skill is used by the character when there is a chance of noticing something which isn't obvious, such as someone trying to sneak around, people moving at a distance, or looking for a secret door. If the character is asleep, then any awareness rolls are quartered. If the character is only dozing (or day dreaming), then rolls are halved.
| perception x stealth | See a hidden person |
| agility x stealth | Hear a sneaking person |
| 10 | Hear people talking through a door |
| 20 | Hear people talking through a wall |
| 10 | Hear someone walking on gravel |
| 15 | Hear someone walking on leaves |
| 20 | Hear someone walking on grass |
| 1/10m | See someone with casual glance |
| 1/25m | See someone with careful look |
| x2 range | Vision during dusk |
| x4 range | Vision under moonlight |
| x10 range | Vision under starlight |
Sport.
Defaults to: Athletics
Riding a bicycle well. Most people in a modern setting probably learnt to ride a bike at some point, and so this skill defaults to athletics. If you have practised stunts or mounting biking in harsh conditions, then you probably have this skill however.
| 5 | Riding a bicycle in good conditions. |
Academic, Science.
Defaults to: Science Requires: Science-2
Techniques: Genetics, Bioengineering, Biowarfare, Xenobiology.
Biology is a particular branch of Science, and covers the study of living things. It is closely related to Chemistry.
Vehicle, Rural.
Being able to use a small oared boat. Based on intelligence for judging travel conditions, strength for speed or dexterity for fine navigation.
| 10 | Row a boat in a straight line in calm conditions. |
| 15 | Row a boat in choppy conditions |
| 20 | Row a boat in rough conditions (open sea) |
| 30 | Very rough conditions |
| 40 | Row in a storm |
Academic.
Defaults to: Biology
This is the study of plants.
Combat, Missile.
The knowledge of how to use a bow such as a short bow, long bow or composite bow. For long bows, for every full four points of skill, the effective strength of the character is increased by one for purposes of determining the pull of the bow that they can draw.
This skill can be used with crossbows, though reload times are doubled, and attacks fumble on a 1-3.
Talents, Combat, Melee.
Techniques: Close combat, Disabling hold, Disabling attack, Dirty fighting, Brute force, Unarmed combat, Out of reach, Hard to kill, Ignore pain, Tough, Combat reflexes, Reflex dodge, Opportunity attack, Improved damage, Multiple attacks.
A general purpose combat skill covering dodging, punching and wrestling. This is covered in more detail in the combat section. It allows the use of small weapons such as knives and daggers, as well as improvised weapons such as stones, bottles, sticks and chairs.
A character may always use the brawl skill to dodge even if they are using a weapon, but they don't get any bonuses from the weapon if they do so.
Criminal.
You have experience in the various tasks involved in breaking into buildings. Opening basic locks, forcing doors and windows, and knowledge about how buildings are generally designed come under this skill.
| 10 | Very simple and basic lock. |
| 20 | Typical key based lock. |
| 30 | Good key based lock, typical combination safe. |
| 40 | Excellent key based lock, good combination safe. |
| 50 | Excellent combination safe. |
| 10 | Most low tech unsecured doors and windows. |
| 20 | Good quality mid-tech doors and windows. |
Artistic.
The skill of writing in a way that produces a work of art, as well as a record of knowledge.
Combat, Armed melee.
Defaults to: Melee weapon
Using flexible chain melee weapons.
Talents, Social.
Techniques: Seduction, Carousing.
A high charm allows you to appear friendly and sociable. It is nearly always based on empathy, and allows you to make a good impression and gain people's interest and trust.
Charm can be used to improve a second social skill test (such as guile, trade or perform). Make a charm check against the of the target to gain a +3 bonus for each level of success.
Used at parties and similar social gatherings. Can be used to find out information, flirt or try and talk to someone who might be otherwise difficult to talk to (such as a duke surround by hangers-on and aids who won't let anyone else near him). Generally not resisted.
Mindless chatter to try and draw information out of someone, or to simply distract them. Generally not resisted, unless the target is being deliberately close mouthed about a subject.
Can try to seduce a person. Add appearance to empathy for purposes of seduction attempts, and resisted with the target's will.
If trying to change someone's mind by emotional arguments, resisted with the target's will.
| 10 | Not make a fool of yourself. |
| 20 | Give a good impression. |
| 30 | Be very likeable and understanding. |
| 40 | Win friends and influence people easily. |
| 10 | Survive a party. |
| 20 | Make a good impression. Get to talk to someone important. |
| 30 | Make a very good impression. People will remember the character favourably. Get to talk to someone important who doesn't want to talk to you. |
| 40 | Most popular person at the party. |
| -10 | Bad circumstances. Target of attempt is busy doing other things, such as working or is tired. |
| -20 | Inappropriate circumstances. Target is on guard, or doing something else important. |
| -30 | Highly inappropriate circumstances. |
Academic.
Defaults to: Science Requires: Science-2
Techniques: Biochemistry.
Chemistry is a particular branch of Science, which is concerned with the study of chemicals and elements.
Military.
Most infantry has experience with digging trenches, building bridges and putting up sandbags. A combat engineer has a lot of experience doing this. This skill covers getting the job done in the minimum time, often so that's its good enough to do what it needs to do. It covers a wide range of tasks, from bridge building to tunnelling, and is more practical than theoretical.
Unlike 'real' engineering skills, this one assumes that the needed materials aren't readily to hand and that the people doing most of the heavy lifting are are mostly unskilled infantry, so the result will often be simple and ugly. But it'll work.
Technical, Military.
This skill provides advanced knowledge of how to use communication devices such as radios. It does not just cover how to switch a device on and talk into it, since that is covered by basic Intelligence, but provides in depth knowledge of how to fix it when things go wrong, how to get around jamming, how to jam someone else's communications, and how to improve signal strength.
Technical.
Defaults to: Intelligence, Electronic operation
Techniques: System administration, Computer intrusion, Computer forensics, Computer security, Computer programming, Cryptanalysis, Sensors, Medical.
This covers the skills needed to use a modern computer, from switching it on to finding files, sending messages and using common applications. At the higher levels, programming, system administration and network intrusion become possible. This skill covers a wide range of complex of tasks, which are detailed elsewhere.
| 10 | Looking for a particular file using easy criteria. |
| 20 | Filtering information from a database and analysing it (producing graphs, finding correlations). |
Craft.
The preparing, preserving and cooking of food. Includes some knowledge of herbs.
Investigation, Academic.
You have studied criminals and the crimes they commit, in an attempt to better catch them. This is normally the domain of law enforcement.
Combat, Missile.
Covers the use of all varieties of hand held crossbows. Skill in this provides accuracy, and also enables quicker reloading of the heavier versions of the crossbow.
The skill can be used with bows, though range penalties are doubled, and attacks fumble on a 1-3, due to the extra complexity of bows over crossbows.
Academic, Science.
Requires: Mathematics-2
Techniques: Cryptanalysis.
Using and designing cyphers.
Business, Social.
Techniques: Seduction, Carousing.
Represents uptodate knowledge of what is going on in your society. This is a skill which is constantly changing, so if you loose contact with society, then you will be at a large disadvantage when you return. It also covers knowing how to get information and how to interpret it, so becoming uptodate again is relatively quick for you.
Artistic.
Defaults to: Athletics
Techniques: Courtly dancing, Folk dancing, Sensual dancing.
With Dance you are able to impress people with your graceful dances. It allows you to know the common types of dances, as well as the ability to actually dance. With sufficient skill, you will be able to improvise new dances, and work with a partner to complement their improvisations.
The skill covers all forms of dancing, though you can buy techniques which provide bonuses in specialisations.
| 0 | You are clumsy and obviously unskilled. You will give a poor impression to anyone who is watching. |
| 10 | Nothing special, but you don't make any big mistakes (though lots of little ones). People won't pay to watch you dance. |
| 20 | You dance with competence and some degree of grace. Your dancing will please most people. |
| 30 | Very good dancing, which will impress most people. You get a +1 bonus to the reaction level of people who saw you dance. |
| 40 | An excellent performance which will impress pretty much everyone. You can a +2 bonus to the reaction level of those around you. Probably a level of skill better than most people have seen. |
| 50 | An outstanding performance of skill and grace. You gain a +2 reaction bonus, or +3 if asking someone to share a dance with you. |
Military, Criminal.
Blowing things up is easy, but doing it with the minimum of explosives, at minimal risk to yourself, and in a way that causes maximum damage is somewhat harder. This skill provides everything you need to know about destroying things with explosives. You also know about the different types of explosives, how best to store, move and deploy them, and how to disarm other people's bombs.
Vehicle.
Techniques: Stunt driver, High speed driving, Ice driving, Off-road driving, Driving familiarity.
The skill of driving a car or similar land vehicle. This skill assumes familiarity with 4 wheeled powered vehicles, such as a family car, jeep, SUV or van. Other types of vehicles (e.g. HGVs, tanks, motorbikes or go-carts) you are assumed to be unfamiliar with, and must take a technique to be familiarised with them. Until you are familiar, you default to this skill (i.e., halve your roll).
As with most vehicle skills, it uses Dexterity but your attribute is capped to the Agility of the vehicle you are currently driving. A typical early 21st century family car would have an Agility of 3, a sports car an Agility of 6.
If you fail a Drive check, then immediately check again. If you succeed the second time, then you regain control but are forced to a stop. If you fail the second time, then you lose control and probably crash.
For high speed driving, most difficulties assume that you are travelling at a moderate speed. Each +10 you add to the difficulty puts your speed one step above