Knowledge Skills

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Knowledge

Academia (As appropriate)
Specialized knowledge of various subjects is often underappreciated, but can sometimes be of vital importance. Some examples might be history, Forerunner Lore, or alien customs. This skill represents information a character might have “at hand” regarding a particular subject, with higher levels in the skill representing a more complete understanding of the associated specialty. Academic specialties are almost never associated. Note also that some specialties may be limited in scope; if your character is a history buff, he might only know the history of his native world. Knowing what historical events led to a war on another planet may be more difficult (this might be a related skill check, for example; Master’s discretion).


Area Knowledge (As appropriate)
This skill gives the character an in-depth understanding of the area in question. While every character may have detailed knowledge of the local area they grew up in, Heroes in Future Imperfect tend to be upwardly-mobile, and their adventures often take them halfway across the skies. Specific information of a far-off place requires the area knowledge skill. The area about which you are knowledgeable can be of any size, from an entire starsector to a single city on one world, but the larger the region, the less specific the information.


Gip Zrepyp seems to know a little about every world in the Mutara sector; he knows which planets are groovy with his style of partying. If you make planetfall on Rial IV, however, you can’t expet Gip to know where to find you some black market weapons, though; his knowledge is too broad for that. Instead, you’d talk to Mac Scorpio, up on the bridge, who has area knowledge (Rial IV).


Armorer (armor, power armor, melee, firearms, energy weapons, launchers, heavy weapons, battlescreens)
While some soldiers are proficient in basic maintenance of field gear, overhauling, repairing or modifying armor and weapons will often fall to the specialized skills of the techs in a ship’s armory. When weapons suffer a breakdown or armor gets pummeled in combat, armorers are the ones who can get things back in working order. See chapter XX for armor and weapons breakdown.


Bureaucracy
The more advanced a society gets, the larger its population or the stricter its government, the thicker its red tape inevitably becomes. In some places permits will be required for any number of actions, tariffs or duties paid, officials bribed, et cetera. A well-connected bureaucrat can often mean the difference between a deal taking place on time and under budget or a project stalling out and dying on the vine. Successful uses of bureaucracy can yield such results as the reduction or waiving of docking fees, reduced wait time for permits or shipping, finding the right officials to talk to about issues or preventing underworld agencies from interfering with your crew or activities. This skill plays a vital role in dealing with Red Tape (see chapter XX for the Red Tape minigame).


Demolitions Expert (Demolitions, Bomb Disposal)
While some explosives are dirt-simple and designed to be used by grunts in the middle of combat, the free-form use of explosives is best left to the experts. Sure, if you pack enough anti-personnel mines or grenades in something, you’re bound to destroy it, but a skilled hand can achieve the same results with much less ordnance (and probably do it safer, too!). This skill is also used to defuse the occasional bomb or booby trap that some enemies are so fond of leaving behind.


Disguise (make up/prosthetics, biometrics)
Making oneself unrecognizable is not terribly difficult. Making oneself unrecognizable while still able to carry on with normal activities and not arouse suspicion requires skill in the art of disguise. Part of this skill is simply making a character look different. Another aspect is acting differently, as well. Whenever a character in disguise is spotted by someone who might catch on (someone who knows him or whoever he might be impersonating, or someone who might call out an alarm if the character is recognized), the character must make an opposed disguise roll vs. the observer’s scrutinize skill. One success on the part of the observer might make him suspicious, but a success with at least one raise is required to see through the disguise. Without any level in this skill, a disguise applied by someone else is little more than a costume or a change of appearance. To pull it off effectively requires the recipient of the disguise to have the skill. More advanced societies may also use computerized scanners to verify specific characteristics such as retina/iris scans, fingerprint analysis, or various recognition systems based on a person’s voice, gait/stride or facial features. Some of these can be defeated by experts while others may rely on high-tech gadgets to spoof the sensors. Other, even more secure systems might require DNA or neural authentication to trick, or even more arcane means…


Engineering (Armaments, Combat, Computer, Mechanical, Stardrive, other as appropriate)
Mechanics can tinker. Engineers create. With the appropriate time, materials and equipment, it is possible for a trained engineer to design and/or build things, from defenses and fortifications, to weapons, even starships. On larger vessels, the head of any given technical section will probably be a trained engineer directing lesser techs or mechanics. Whenever a ship system suffers a breakdown, a ship’s mechanic may be able to provide a temporary fix, but it will take an engineer to fix the problem for good.


Forensics
When scientific principles are applied to the investigative process, forensics is the result. While there are nearly as many fields of forensics as there are fields of science and research, forensics is a catch-all that includes many common types of evidence collection and analysis, be it from fingerprints, autopsies, DNA, trace evidence, or even computer evidence. Successful use of this skill may point out clues, identify victims or perpetrators, or clear the name of the unjustly-convicted.


Language (As appropriate)
All characters are fluent (have 2 levels) in their native language. Over time and distance, the languages of most cultures will drift, sometimes becoming completely incomprehensible to outsiders. As a world’s methods of travel and communications improve, a mere handful of languages will likely be spoken by the vast majority of the world’s native population. By the time a culture has reached starfaring levels of technology, their race will often have developed a “common” form of language, with other dialects understood by some, especially in provincial areas. A character with 1 point in another language can speak and understand relatively simple ideas. At level 2, the character can read and write in the language, and has a larger vocabulary. Because of racial differences, the sounds of another language may be difficult to reproduce or might require a well-trained ear to distinguish, such as a human learning the growls of The Rauwoof or Blarad, or the whistles and chirps of the avian Whistlers. Treat these as one fluency level less, and at level one, the character may only be able to listen and pick up while being unable to speak. Some languages are truly “alien,” such as Klackon or Mertun, and require organs or body control that simply make it impossible for some races to “speak.” Languages are not always verbal, as well. Some cultures also have “sign” languages, and many military special forces have non-verbal “languages” that can range from simplistic to complex. Since, in game terms, it will often be difficult or impossible for a player to predict what races they will encounter or locales they may have to visit, each level of the language skill gives the Hero 5 levels of fluency that he can assign as needed. He could speak a smattering of 5 different languages or speak one fluently (2 points) backed up by fluency in a slightly alien language (3 points). The Master reserves the right to veto any fluency choices if, for example, doing so helps the story somehow or maybe if your Hero would have never had the opportunity to learn the language in question. Deciding your Hero knows another language may be an excellent form of character development, as well, since you may need to explain where he learned to speak Hiss’ist…


Medicine (First Aid, Surgery, Xenomedicine)
It’s easy to get hurt when you put the comforts of hearth and home far behind you and lead a life of excitement and danger on the fringes of known space. When your hard living catches up to you, it pays to seek out a medic. Someone trained in first aid can stop you from bleeding out, set broken bones and generally treat most “flesh wounds.” This allows a character to heal up to heavy wounds. He can do nothing for serious and critical wounds and maimed limbs other than stop bleeding. A trained surgeon has had formal medical training in a university or equivalent. He can cut people open, treat internal injuries and perform operations. Proper surgery generally requires specialized equipment or facilities. Medtechs with training in xenomedicine can treat a variety of beings other than their own race, and this specialization will allow them to use their first aid or surgery skill at no higher than their level of xenomedicine. Attempting first aid or surgery on an alien without knowledge of xenomedicine is treated as a related skill check, subtracting 2 from the roll. Very alien races may incur a -4 penalty.


Personal Flight System (Jump Belt, Contra-gravity Harness)
Gravsled devices are able to nullify, harness and redirect a small portion of a planet’s gravity well. This allows characters so equipped advanced mobility. Jump belts nullify gravity, allowing the character to jump extremely high or far and coast through the air with their own momentum. CG harnesses are more heavy-duty and are “powered” with gravsled technology, allowing the user to maneuver and move at high speed. When using a jump belt, the common application is to move in short, controlled bounds. If the character is attempting to make a large jump, make a roll to see if they land on target. CG harness rolls should be made when critical maneuvers arise.


Pilot FTL
Safely making the transition from Einsteinian space into the folds of hyperspace requires extensive training and practice, as any number of precise calculations could be disastrous if off by even a tiny bit. As such, many FTL pilots spend a good deal of time under instruction before they are ever allowed to perform solo jumps. Difficulty of making a hyperspace jump is determined by the distance, with shorter jumps being easer to compute, and by the accuracy of the course plotted by the astrogator. If the pilot fails his roll when making a hyperspace jump, the ship overshoots or undershoots the target, or travels in a random direction. Determining the ship’s location is space will require an astrogation roll, and another check to plot a new course. If there is no trained astrogator to plot a course while lost in space, one may simply have to turn on the distress beacon, and hope the ISP finds them before the scavs do…


Professional (As appropriate)
Professional skills are largely academic, intellectual “trades” such as journalism, photography, politics or the practice of law. Using the skills and performing them may fall under traits other than knowledge. Due to the wildly different nature of the possible professional skills, specializationss in the professional skill are never considered related.


Science (Physics, Biology, Chemistry, Planetary, Social, Others)
This skill covers formal education, empirical data and skill in many forms of scientific pursuit. Engineers, researchers and doctors will often have multiple science specializationss under their belt. While some specializationss may be related, it is up to the Master to determine how close they are and what penalty might be incurred for trying to say, solve a biology problem with your advanced understanding of chemistry. (See minigames in chapter XX for how the science skill affects research.)


SCUBA
Underwater environments can be every bit as deadly as the cold vacuum of space. The SCUBA skill allows the character to safely use specialized gear for diving, breathing underwater and even reaching abyssal depths. This does not necessarily help you move faster in water (that’s what the swim skill is for), but use of select SCUBA gear may help. An untrained person can probably only swim to a depth of about 10 meters at most before they run out of air, panic or the water pressure hurts their ears too much. Each level of SCUBA beyond the first will provide training with increasingly effective equipment that will double the maximum dive depth (to over 150m at level 5!). Level one will train the character in how to use basic breathing apparatus to allow extended underwater operation at normal skin-diving depths.


Survival (Terraformed, Xeno, Hostile)
Planetary environments will fall into one of three categories. Terraformed environments are generally “earth-like,” falling in the Goldilocks zone of a stellar body, with adequate gravity and atmospheric pressure. They are either naturally or artificially similar to your race’s home planet and have been seeded with flora and fauna that are familiar. Xeno environments are generally habitable by terms of atmosphere, pressure and temperature, but have indigenous life that may not mesh with your race’s body chemistry and may have planetary phenomena (storms, seismic activity, solar activity) that can be hazardous. Hostile environments include various “Hell” worlds, where surface activity without proper training or protective gear could prove hazardous or even instantly fatal. For terraformed or xeno environments, a successful survival roll will feed one person for one day, with each raise providing enough sustenance for an additional person. For hostile environments, there will be no sustenance to be gathered; at the Master’s discretion, every unit of time spent on the surface or outside of a secure hab might require a survival roll simply to avoid calamity.


Trade (As appropriate)
Trade skills are hands-on skills like the professional skill. Professionals learned about something, Tradesmen learned how to do something, and can get paid for it, be it building houses with carpentry, slinging hash with cooking, or excavating ore with knowledge of mining.