Rules & Skill Adjustments | |
Interestingly, you need little more adjustment to the Roll & Keep system that a few skill adustments. Most skills remain the same, but use different technology. For instance, Firearms still uses guns, just far better ones. So here is a list of the adapted and new skills.
Martial
Skills
Demolitions
Basic
Explosive - What to put in bombs. Making simple explosives like petrol bombs
Advanced
Demolitions - Where to place bombs and how much to use.
Detonators - Various systems of detonation including remote and timer. Includes
some electronics knowledge.
Firearms
Basic
Pistol - Firing and using small pistols
Rifle - Firing rifles including autofire.
Advanced
Artillery - Firing very big guns, includes the targeting skills of a forward
observer.
Flamethrower - Firing flame weapons without killing everyone.
Heavy Weapons - Miniguns and very large calibre weapons.
Mortar - Firing artillery style rockets.
Rockets - Firing and hand held or personal rock launcher.
Civil
Skills
Computer
Basic
IT Diagnosis - Working out the problem with Hard/Software. Successful roll halves
difficulty to fix the problem.
Networking - Setting up and debugging networked systems.
Operation - Working with various software applications
Advanced
Debugging - Fixing software problems
Hacking - Accessing places you shouldn't
Hardware - Sorting mechanical problems and clashes. You can't repair a hard
drive, but you can swap it out.
Programming - Writing software.
Drive
Choose one knack (except trick driving) and gain one point in it. That becomes
your basic knack, the rest are considered advanced. Once outside character generation
they are all treated the same as usual.
Drive Car - Driving any standard small car.
Drive HGV - Driving any large truck, lorry or bus.
Ride Motorbike - Driving any type of bike
Trick Driving - As trick riding, but confers no knowledge to drive anything
you ar unfamiliar with.
Electronics
Basic
Electrical Diagnosis - As with computers but for any electrical or electronic
system
Electrical Repair - Repairing basic electrical installation or intake system.
Advanced
Electronics - Repairing or adjusting and electronic device or system to a component
level. Circuit boards and such. Includes phones, security systems etc.
Jury Rig - Putting together a few random elements to make something work in
a new way. Improvised invention.
Mechanics
Basic
Mechanical Repair - Getting a mechanical system (such as a car) working again.
Mechanical Diagnosis - As usual, halves difficulty of any repair.
Advanced
Jury Rig - All the skills you need to go on scrapheap challenge.
Pilot
The same rules apply as for Drive.
Propeller Plane - Flying any kind of propeller driven aircraft, including gliders
Jet Aircraft - Piloting any jet aircraft
Helicopter - Flying any Helicopter or similar microlight craft.
Rider
No change except that it is now a civil rather than martial skill.
Scholar
Delete the knack 'Natural Philosophy'.
Instead add the advanced knacks of Chemistry, Biology, Forensic research and
Physics, which should all be self-explanatory.
Old
Sword Schools
Few people actually learn a swordsman school. There is plenty of scope to develop
firearm schools like Rasmussen for the modern world. However, there are a few
schools kept alive in the same way fencing is practiced today. If a school isn't
noted here it is an archaic style rarly practiced. However, it may be alive
somewhere with an old fencing instructor if you look hard enough.
Eisenfaust - Still practiced by the Eisen military as a mark of tradition for
officers. although Dracheneisen very rare.
Ambrogia - like most Vodacce schools it has developed into a knife fighting
school.
Aldana - Practiced occasionally by the Castillian nobility with nothing better
to do.