New Skills and Specialities

Morrus

Well, that was fun
Staff member
[h=3]Admin[/h]
  • Arranging a ticket properly: 10-60 Minutes, Education or Social, Average (+0).
[h=3]Athletics[/h]
  • Archery: The use of bows and crossbows for hunting or in combat.
[h=3]Battle Dress[/h] Battle Dress 2 permits the use of an artillery-equipped Battle Dress. The maximum usable Heavy Weapons skill is limited by the Battle Dress skill.

  • Reloading the weapon rig on an artillery-equipped Battle Dress: 1-6 minutes, Dexterity or Education, Routine (+2).
[h=3]Broker[/h]
  • Negotiating a profitable ticket fee: 1-6 Hours, Intelligence or Social, Average (+0) (see the Mercenary Tickets chapter for more details on how to use this speciality).
[h=3]*Combat Engineering[/h] [h=4]Specialities[/h]
  • Fortifications: The character is trained how to build field defences from trenches to bunkers.
  • Building a field fortification (trench, sandbag wall, etc.): 1-6 Hours, Education or Endurance, Average (+0). Resulting fortification grants maximum cover equal to half Effect (round up).
  • Building a defensive fortification (wall, bunker, etc.): 10-60 Days, Education, Difficult (–2). Resulting fortification grants maximum cover equal to Effect.
  • Finding weak point in enemy fortifications: 1-6 Minutes, Intelligence, Difficult (–2). Character can ignore the cover DM of targets behind fortification, up to an amount equal to Effect.


  • Camouflage: The character is trained to camouflage vehicles, fortifications and field sites.
  • Constructing sufficient camouflage to hide a single vehicle: 10-60 Minutes, Intelligence, Average (+0). Grants a Stealth skill to the vehicle equal to Effect until vehicle is moved.
  • Constructing sufficient camouflage to hide a single small building or defensive fortification: 1-6 Hours, Intelligence, Average (+0). Applies a skill DM penalty to those looking to visually find it equal to Effect until discovered.
  • Hiding a doorway or hatch from view: 1-6 Minutes, Intelligence, Average (+0). Grants a Stealth skill to the doorway/hatch equal to Effect until discovered.


  • Land Mines: The ability to place, search for, and remove land mines.
  • Properly hiding a minefield: 1-6 Hours, Dexterity or Intelligence, Difficult (–2)
  • Avoiding previously placed minefields: 1-6 Minutes, Dexterity or Intelligence, Average (+0)
  • Removing an active land mine: 1-6 minutes, Dexterity, Very Difficult (–4)


  • Sensor Surveillance: The use and placement of specially crafted ground sensors.
  • Properly placing a ground sensor: 10-60 Minutes, Intelligence, Routine (+2)
  • Avoiding triggering existing ground sensors: 10-60 Seconds, Dexterity or Intelligence, Difficult (–2)
[h=3]Drive[/h]
  • Hover: For hovercraft and other ground-repulsion vehicles.
  • Driving a hovercraft across uneven terrain: 1-6 minutes, Dexterity, Difficult (-2)
  • Using a ‘hover burst’ to leap over protruding objects: 1-6 seconds, Dexterity, Routine for small objects (+2), Average for man-sized objects (+0), Difficult for vehicle-sized objects (–2)
[h=3]Explosives[/h]
  • Setting an anti-personnel charge to affect a specific area or angle: 10-60 seconds, Education, Average (+0), Opposed by potential targets. The damage from the explosive is multiplied by the Effect.
  • Creating a lesser charge from household chemicals: 1-6 hours, Education, Difficult (–2). Base Radius is 1 metre and Damage is x2, either of which can be added to by points of the Effect (1 for 1 basis).
[h=3]Flyer[/h]
  • Deploying carried personnel from a low altitude: 1-6 minutes, Dexterity, Average (+0)
[h=3]Gun Combat[/h]
  • Slug Carbines: Using slug throwing weapons designed to fill the space between pistols and rifles; autocarbine, gauss carbine, etc.
  • Zero-G Weapons: Using weapons designed for use specifically in Zero-G situations. Only characters who already have Zero-G Combat expertise may take the Zero-G Weapons speciality upon receipt of a Gun Combat skill. Zero-G Weapon skills may also be applied to accelerator weapons and snub pistols.
[h=3]Heavy Weapons[/h]
  • Flamethrowers: Using weaponry designed to project dangerous payloads in a fan or gout at short ranges.
[h=3]*Instruction[/h] Anyone with the Instruction skill can pass on the basics of their own knowledge to less experienced characters over a period of time. They can, with a successful check, pass skills to other characters up to a maximum level of one less than their Instruction skill or one less than their own skill level in the skill being taught (whichever is lower). Thus, a character with Instruction 4, Admin 4, Explosives 2 and Pilot 5 could teach another character Admin 3 and Explosives 1 (the skill –1) but only Pilot 3 (Instruction level –1).
Teaching the skill requires an Instruction test on the behalf of the teacher, which takes between 1-6 days less than the time it would normally take (depending on Timing – see page 59 of the Traveller main rulebook). The number of students that can benefit from this teaching is equal to the Effect of the check. During the training, the Referee should severely curtail the activities of all characters involved.
At the conclusion of the training, the learning character(s) must then succeed in an Education or Intelligence roll with a Target Number of 8+. Player Characters cannot teach the Instruction skill to other Player Characters. The greatest assets an individual character has is his pool of skills, so we encourage the Referee to exercise great caution in allowing Player Characters to simply hire Non-Player Characters for their Instruction skill.
[h=3]*Interrogation[/h] [h=4]Specialities[/h]
  • Doubletalk: The character knows how to talk circles around most people, getting them to say or admit to things they never meant to with pressured conversation. With enough time to grill them properly, the character can get anyone to spill their secrets.
    Badgering an admission of guilt out of a captive: 1-6 Hours, Intelligence, Difficult (–2). The Effect is the DM penalty against the interrogator’s inquiries.
    Uncovering a secret through focussed conversation: 10-60 Minutes, Intelligence, Difficult (–2).


  • Torture: This speciality governs the collection of emotional, physical and psychological methods in which an interrogator can get a victim to break. Through an assortment of unsavoury methods, the character can get anyone to say what he needs them to.
    Knowing a true confession from a false one: 1-6 Seconds, Intelligence, Routine (+2).
    Using pain or discomfort to acquire an answer to an inquiry: 1-6 Hours, Education or Strength, Average (+0).
    Using emotional or psychological response to acquire an answer to an inquiry: 10-60 Hours, Education or Intelligence, Average (+0).
[h=3]Language[/h]
  • Speaking or deciphering a phrase in false ‘language’: 1-6 seconds, Education, Average (+0)
  • Holding a simple conversation in false ‘language’: 10-60 seconds, Education, Difficult (-2)
  • Writing or deciphering a complex document or report in false ‘language’: 10-60 minutes, Education, Very Difficult (-4)
[h=3]Leadership[/h]
  • Conveying orders non-verbally: 1-6 seconds, Social, Average (+0). Number of words can be conveyed equal to twice Effect.
[h=3]Medic[/h]
  • Triage: 10-60 seconds, Education, Difficult (–2). Able to prioritize casualties based upon their medical requirements.
[h=3]Pilot[/h]
  • Deploying breaching troops successfully: 1-6 minutes, Dexterity or Education, Average (+0)
[h=3]Recon[/h]
  • Figuring the quantity of recent passers by using ground tracks: 1-6 minutes, Intelligence, Average (+0)
  • Covering one’s own tracks: 1-6 minutes, Intelligence, Average (+0) or Difficult if performed without slowing travel (–2). Covers the tracks for a number of additional allies equal to Effect.
  • Figuring the type of armour worn by a target by its ground tracks: 10-60 seconds, Intelligence, Very Difficult (–4)
[h=3]*Recruiting[/h] Recruiting 0 allows the character to recognise anyone who shares a career path term with him, and the knowledge of what that path is. Recruiting 1 grants the character the ability to know the average skill level of a character that shares a career path term with him. Recruiting 2 allows the character the ability to know the highest and lowest skill (and level) of a character that shares a career path with him.

  • Approaching a possible recruit in an appropriate manner: 10-60 Seconds, Social, Routine (+2). The character can approach a number of possible recruits at one time equal to Effect.
[h=3]Seafarer[/h]
  • Personal: This skill is for any manpowered craft (canoes, kayaks, rowboats, etc.).
  • Propelling the craft without making wake or splash: 10-60 minutes, Dexterity, Average (+0)
[h=3]Stealth[/h]
  • Passing through an area without leaving signs: 1-6 minutes, Dexterity, Difficult (–2)
[h=3]Streetwise[/h]
  • Finding local mercenary contacts: 10-60 hours, Intelligence or Social, Average (+0)
  • Evading local mercenary contacts: 10-60 hours, Intelligence, Difficult (–2), Opposed
[h=3]Survival[/h]
  • Discovering temporary shelter in nature: 10-60 Minutes, Education or Intelligence, Average (+0). Shelter can hold up to Effect in inhabitants.
  • Constructing a temporary shelter in fair weather: 1-6 Hours, Intelligence, Average (+0). Shelter can hold up to Effect in inhabitants.
  • Constructing a temporary shelter in foul weather: 1-6 Hours, Intelligence, Very Difficult (–4). Shelter can hold up to Effect in inhabitants but lasts for a number of hours equal to twice Effect.
  • Tracking native fauna: 1-6 Hours, Education or Intelligence, Average (+0). Opposed.
  • Avoiding native predators: 1-6 Hours, Dexterity or Intelligence, Difficult (–2). Opposed. Predators cannot track the character for a number of hours equal to Effect.
  • Avoiding treacherous terrain: 10-60 Minutes, Education or Intelligence, Average (+0)
  • Luring enemies into treacherous terrain: 10-60 Minutes, Intelligence, Difficult (–2). Opposed.
[h=3]Tactics[/h]
  • Orchestrating faster overland movements for large groups of infantry or vehicles: 10-60 hours, Intelligence, Average (+0). Multiplies overland travel distances by 1.5 for a number of vehicles equal to Effect (multiply number Effect by 10 for infantry).
[h=3]*Weapon Engineering[/h]
  • Drones: Altering the utility and output of drones, making them more efficient for offensive roles.
  • Adding a basic weapon system to a non-Combat drone: 1-6 Days, Education, Very Difficult (–4)
  • Changing weapon systems on an existing Combat drone: 1-6 Days, Education, Difficult (+2)


  • Blades: Creating bladed or stabbing weaponry from a suitable material.
  • Forging/carving a bladed weapon: 1-6 Hours, Education, Routine (+2). Blade can have a maximum Damage increased by +1.


  • Slug Throwers: The assembly and alteration of common firearms that use physical munitions.
  • Altering Magazine capacity: 1-6 Hours, Education, Average (+0). Increases Magazine rating by Effect, maximum of double normal amount.
  • Reduce Recoil: 1-6 Hours, Education, Difficult (–2). Lowers Recoil rating by Effect, to a minimum of half existing Recoil (round down).
  • Create zip gun from household items: 10-60 Minutes, Education, Difficult (­–2)


  • Energy Weapons: The assembly and alteration of energy-based weaponry.
  • Increasing power output and drain: 1-6 Hours, Education, Very Difficult (–4). Adds Effect to Damage, but drains Effect from Magazine each attack.
  • Increasing power efficiency: 1-6 Hours, Education, Difficult (–2). Magazine capacity is increased by 10% per Effect.


  • Heavy Weapons: Alteration of some of the most powerful weapons known to exist.
  • Altering Magazine capacity: 10-60 Hours, Education, Very Difficult (–4). Increases Magazine rating by Effect, maximum of double normal amount.
  • Reduce Recoil: 10-60 Hours, Education, Very Difficult (–4). Lowers Recoil rating by Effect, to a minimum of half existing Recoil (round down).
 

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