Mecha - Chapter 4 - Skills
Mecha - Chapter 4 - Skills
1 Chapter 4
programs you may prevent it from Scholar As you travel the stars,
doing so. you are always on the lookout for the
Background Skills: next bit of forgotten lore or forbidden
Hacking/Pilot/Presence: knowledge.
Trickery/Research I do recall: Once per game session on
a failed Research roll you may
immediately roll again as if you had
Mechanic Can you fix it? Yes spent the requisite time studying.
This may not be used after a 5th
you can!
Research roll on a particular subject.
Come on Baby Hold Together: Once
Background Skills:
per game session you may make
battlefield repairs on a starship as
Research/Hacking/Investigation/First-
your Action during combat.
Aid
Background Skills: Repair:
All/Drive
Scout A master of
stealth, you can spot a hawk on a
Pilot You can fly cloudy day and track it back to its
anything up in the sky or stars with nest.
two wings or a gravity drive.
Eyes in the Back of Your Head:
Ace Pilot: You may reroll a Pilot skill Your Spot DC is take 5 instead of
check once per game session. You take 4.
must use the new result even if it is
lower than your initial roll. Background Skills:
2 Chapter 4
Background Skills: Background Skills:
Stealth/Presence: Athletics/Presence:
Trickery/Piloting/Investigation Intimidation/Demolitions/First-Aid
3 Chapter 4
Skill Attribute
Acrobatics Agility x2 **
Athletics Agility + Brawn **
Awareness Sharpness + Willpower
Demolitions Dexterity + Sharpness
Driving Dexterity + Sharpness
First-Aid Dexterity + Sharpness
Hacking Dexterity + Sharpness
Investigation Sharpness x2
Piloting Dexterity + Sharpness
Presence Sharpness + Willpower
Psionics Sharpness + Willpower
Repair Dexterity + Sharpness
Research none
Stealth Agility + Sharpness **
Survival Sharpness + Stamina
Background Skills
When attempting a skill, you use 1d8 and add the appropriate ability(s) to your roll.
For each rank you have in the skill, you may add an additional 1d8 to your roll. (Ex:
a journeyman in repair would roll 4d8 and add their Dex & Shp scores.)
(Skill level 0)Unskilled (1d8): You are totally untrained and rarely use this skill.
(Skill level 1)Novice(2d8): You know the basic theory behind the skill, either through
basic training or through tinkering on your own.
(Skill level 2)Apprentice(3d8): You have either been trained well and lack
experience, or perhaps you lack any training but have figured out how to be
competent through hard-won trial and error.
(Skill level 3)Journeyman(4d8): This is a major part of your skillset; you are at least
as skilled as most people in the profession ever become, though youre still
improving.
(Skill level 4)Master(5d8): A master of your craft, you are the sort of professional
that people hear about but only rarely see in person.
(Skill level 5)Maestro(6d8): You are a legend, and either through natural talent or
pure cussedness, your prowess has become something nearly mythical. Others
may whisper of your exploits, but few truly believe them even possible.
Some skills will tell you to take X. This means that for each die that you would
otherwise roll you assume that you would roll X on each die.
For example, if you are at Apprentice level in a skill which tells you to take 5, then
you get 15 added to your stat bonuses.
Many skills can only be used when not in an Exo-Suit or Mecha. These skills are
marked **.
Some skills are encumbered by heavy armor. For each point of speed penalty, you
take a -3 to all checks with the skill. These skills are marked ##
The first time you take a sub-skill, you pay the larger amount. If you take more sub-
skills from the same umbrella skill, you pay the lesser amount.
Design Note: These skills are not supposed to represent everything that a
character is able to do within the world. For example, an NPC builder engineer
would likely have ranks in Research and Repair, but there are no rules for that
engineer designing an entirely new mecha or spaceship: that doesnt mean that
such is impossible for the engineer, merely that there are no rules for them.
While these rules cover most of what a crew of privateers would be able to do, do
not assume that just because something isnt explicitly covered by the rules that it
is impossible. Use your common sense. For example, even if a PC has those same
ranks in Research and Repair as the NPC builder engineer, that doesnt mean that
theyll be able to design a new mecha from the ground up. The builders keep the
intricacies of their technology secret. Besides, does anyone really want to roleplay
spending months solving fictional engineering problems? If you do, Space Dogs
may not be the best game for you.
*These measurements assume human scale. For exo scale the measurements are
all x1.5, for mecha scale are x2, and for tank scale are x3.
Roll-with-it: You can use Acrobatics to convert falling damage from wound damage
to vitality damage. You do not have to choose how much damage youre planning
to convert before you roll.
When you fall make an Acrobatics check. The score you roll is the number of
meters which you can convert from wound damage to vitality damage, up to a
maximum of the distance which you fall. This amount is rolled separately.
For example, if you fall 25 meters and roll a 22 on your Acrobatics check you take
2d20 total damage and convert 2d12 of it to vitality damage.
If you roll equal to or more than the distance fallen then all of the damage is
automatically converted to vitality damage.
Escape Artist: You can use Acrobatics to slip out of bonds, handcuffs, or to squeeze
into places which you normally wouldnt be able to.
It takes one full round to make an attempt to escape with a 2 dice penalty. You can
make additional attempts at by taking a full minute without penalty.
You take a 1 die penalty to try to escape without being obvious to what youre doing
to any observer.
Duct Tape DC 18
Average Rope DC 24
Tight Space DC 28
High-End Rope DC 32
Average Handcuffs* DC 20
High-End Handcuffs* DC 30
Rope DC 10
An average tree DC 15
Rough Brick/Stone Wall DC 20
Surface is slippery 1 die
(grease/ice etc.) penalty
Climb at speed 1 die
penalty
Swimming:
Calm water DC 5
Rough Water DC 15
Stormy Water DC 20
Swim at speed 2 dice
penalty
Running: When using Run (use action for double-move in a straight line for x2
movement) you may make an Athletics check to increase your speed further. You
gain a bonus on this check equal to your base movement speed. (includes armor
penalties)
Booby-Trap
Placing mines or other explosive requires a Demolitions check to place. Placing a
mine requires ten minutes. It may be rushed to five minutes by taking a -5 on the
check, or rushed to just one minute by taking a -10 on the check. If you fail the DC
then the explosive goes off while you are setting it, and you take the damage.
If you successfully place the mine, of the amount which you exceed the check is
added to the mines Awareness DC.
You may Take 3 when placing a mine so long as you arent rushing.
Disarm
You may attempt to disarm explosives with the Demolitions skill, either booby-traps
or any other sort of bomb.
The DC to disarm a booby-trap is the same as the DC to place it. It takes one
minute to disarm a booby-trap. It may be rushed to 30 seconds by taking a -5 on
the check, or rushed to one round by taking a -10 on the check.
Note: You may note Take 3 when disarming any explosive.
First-Aid ** (Dexterity & Sharpness): With bandages, iodine, liquid sutures, and
other medical supplies you can close up wounds so that you can keep on fighting.
Using First-Aid requires a First-Aid Kit. Make a skill-check. For every 8 points
you hit you heal the target 1 wound up to a maximum of half of the damage they
took in the previous 10 min (rounded up). Both the amount and the maximum
healed lowers by 1 for every five minute delay. For example, if two allies are each
wounded 6 wounds, you may heal the first 3 wounds with First-Aid with a DC 12, but
due to the delay you may only heal the second one 2 wounds also with a DC 12.
First-Aid takes a total of 1min per point healed.
Novice: 1
Apprentice: 4
Journeyman: 9
Master: 16
Maestro: 25
Special: You may explain someone else how to bandage, they may use your mastery
-2 to use First-Aid on you. They still use their own ability scores as modifiers.
Hacking ** (Sharpness x2): A general slang term for everything to do with the
software end of computers, someone skilled in Hacking can potentially do
everything from get through the electronic lock on a door to taking over an entire
stations life support systems. And of course, they are more than skilled in more
reputable uses of their craft as well.
Novice: 1
Apprentice: 5
Journeyman: 13
Master: 22
Maestro: 35
When you access a computer system, it initially has one of the stances listed on the
below table. Hacking is the process of convincing a computer that you have greater
system access than you actually do.
Normally a Hacking attempt takes 1 minute, though you can make at attempt in 20
seconds (5 rounds) with a -5 penalty to your roll.
Every computer system has two DCs. The first one is the DC needed to successfully
hack the system, while if you fail the second DC, something bad happens. See the
examples on the below table.
More basic systems such as electronic locks etc. can be forced to work at a set DC.
For these systems, you may take 5 full minutes to Hack them to Take 8 on your
check.
Investigation (Sharpness x2): Investigation helps you to figure out if someone
is lying to you and to search out clues.
Novice: 1
Apprentice: 4
Journeyman: 9
Master: 16
Maestro: 25
Investigation has two uses, Reading Someone and Search
Reading Someone
Reading Someone is the ability to figure out when someone is lying to you. This is
rolled in opposition to anyone who tries to use Trickery against you. If you roll
greater than or equal to their roll, then you know that they are lying to you.
For each point in their story which you have knowledge against, it adds +2 to your
Investigation check.
Note: If there are holes, contradictions, or simply foolishness in their story you dont
necessarily believe them. You instead think that they believe their story, but that
they are either mistaken and/or insane.
Search
Search is the ability to spot anything which isnt obvious to casual observation, from
the entrance to a hidden passageway to a vital clue for solving a crime. Unlike
Awareness, Search has to used actively by the player saying that his character is
searching the area.
Searching takes 1 minute for each 2mx2m square searched, though the time can be
cut in half by taking a -5 to your roll, or cut down to 1 round by taking a -15 to your
roll. If you take 10 minutes you may Take 8.
Example DCs DC
A coin 0
A useful note 6
A contact lens 12
A strand of hair 18
A fingerprint 30
Microscopic evidence 50
Intimidation: This is your ability to frighten with words, or to just give off
a general aura of menace.
Use an action to make an Intimidation check. You take a -1 penalty for each
square away that you are. The DC to hit is the targets Brw+Pscyhe+10 /
2xBrw+2xPsyche+10. The first DC is a partial success, while the second DC is a full
success. There are also other potential modifiers to the DC (see below table).
Target is unarmed -2
You are unarmed +4
Target is a larger scale +4 per scale difference
Target is a smaller scale -4 per scale difference
Target is wounded (Wound damage) -2
Already attempted Intimidation against -4 (cumulative so the 2nd attempt
the target within 24hrs would be at -4, and the 3rd attempt at -8
etc.)
Circumstance modifier at GM discretion +/- X
On a partial success the target is forced to take at least one Forced Reaction
as soon as possible, and on a full success they are forced to take at least three
Forced Reactions. If any options are impossible for the target to perform in the next
round, it may not be selected as an option. For example, if a target is securely tied
up to a chair and cannot accomplish numbers 1, 2, 4, 5, or 7, they are forced to do
only number 3 or 6 even on only a partial success.
Forced Reactions
1. Raise their hands and back away slowly.
2. Give you something that they think that you want.
3. Tell you something that they think that you want to hear. (may or may not be
the truth)
4. Get out of your way quickly.
5. Put something solid between you and them. (A door/bodyguard etc.)
6. Spend 1 point of Psyche. (May be done more than once.)
7. Attack you at a -4 penalty. (Counts as 3 options.)
Results Result
0-2 point difference Market Price
3-8 point difference Slightly favorable price for the winner.
9-15 point difference Significantly favorable price for the winner.
16-22 point difference Highly favorable price for the winner.
23+ point difference Hugely favorable price for the winner.
What these different amounts are varies greatly depending upon the item in
question is. The more heavily an item is traded, the less the price will vary from
market price. For example, the price for iron ore will only vary a few percent even
when one party wins the roll by 23+.
On the other hand, for something as fluid as a bribe to be let into a secure
area, there is no true market price at all. However, while not quite universally true,
they say that every man has his price. The price to be let past even a mercenary
guard who is open to bribery might vary from $20 slipped to him with a friendly nod,
to several thousand dollars, with the market price being a few hundred.
Part of the price may be based upon a lie. For example, that same mercenary
would be far more likely to let you past for a small bribe if you are able to convince
them that you only want to take a look around, and if he thinks that you might harm
his employer he would need a far larger bribe, and on poor roll when he thinks that
you might harm his employer he might not let you past him no matter what you
offer him. In the latter case, you may have done something to insult him or said
something which accidently pricked his sense of honor.
Trickery: This skill involves both lying to someones face, and the ability
to explain to others how to keep a lie consistent. It is opposed by Investigation
checks.
When using Trickery, your check is modified by how complex of a tale it is and
how generally believable it is. Sometimes they may even want to believe you. The
more complex it is, the harder it is to make seem believable. See the below table
for examples.
Special: You may take at least 5 min (more depending upon the complexity) to
explain a tale to someone else, they may use your mastery level -1 to tell the lie to
someone else. They still use their own ability scores as the modifiers.
Note: If the person who hears your tale spots inconsistencies or things which they
know to be false in it but still fails their Investigation check, they do not ignore the
inconsistency. They may still believe you, but they think that you are mistaken
about the inconsistencies, or they might even think that you are insane.
Novice: 1/1
Apprentice: 5/3
Journeyman: 12/8
Master: 19/13
Maestro: 30/21
Psionics (Sharpness & Will) These skills allow you to use your psionic abilities
outside of the chaos of battle, using your abilities in a more controlled fashion.
Special: Only the psionic classes may attempt any check with the
psionics skills.
Cloaking:
Resist: You may use Cloaking to hide your mind from others psychic
senses. For one Psyche, you may resist any attempt to sense you with Sixth Sense
or Telepathy with an opposed skill check. If you equal or higher than the roll to
sense you then they sense nothing from you at all. For two Psyche you may resist
their attempt to sense anyone else, though you take a -1 penalty per square they
are away from you.
Using Resist is a passive ability and requires no Action to use.
Faceless: You can use Cloaking to make others overlook you. If you are in
a crowd, you may use Cloaking to make yourself seem unremarkable and a faceless
part of the crowd. For one Psyche, you may make a Cloaking check to oppose any
Awareness checks to spot you in a crowd.
Sixth Sense: Having a strong sixth sense allows you to get a feel of
peoples thoughts and feelings. This is not anything as strong as mind-reading,
though some psions try to give the appearance that it is.
Read Feelings
As an Action, you may make a Sixth Sense check to sense the surface
feelings of a living mind.
Sense Presences
As an Action, you may make a Sixth Sense check to sense minds around you.
This can even be used to sense creatures on the other side of a door or wall, though
physical materials can make it more difficult, and pushing out your Sixth Sense to
extreme distances can be extremely taxing.
Normally Sense Presence only works in a 90 degree arc, but it can work in a
360 degree arc for double the Psyche cost.
Normally using Sense Presences takes one full round, but you can instead
take one minute to cut the Psyche cost in half.
The most common use of Sense Presences is to find the number of living
minds within range. If you hit the base DC of 10 but dont get high enough to hit
the DC of the total number of minds within the range you chose, you simply know
that there are many minds within range.
You may also attempt to search for a specific mind which you have met
before. You must have used Read Feelings upon the target before to sense them
specifically. If you succeed then you know both that your target is within the area
and exactly where they are.
If there is any solid material between you and the minds in question, it
increases the DC by at least +5 or each centimeter of thickness, with a minimum of
+5. You may choose to not use Sense Presences through any/all solid materials to
keep from raising the DC.
Telekinesis: This is the ability to lift objects with your mind. You may
not throw them around violently with this ability, as those skills are represented in
the psionic Talents. However, it is still an extremely useful skill.
Move Object: Moving objects without damaging them is a much more difficult
than flinging them about with waves of force. The size of the object though, has
little to do with how difficult it is. Instead, the size just increases the amount of
mental strength it takes. Picking up a living creature doubles the DC and the Psyche
cost.
Telepathy Tasks DC
A one word thought 10
Each additional word +5
Each centimeter of solid material between you and -5 to
your target(s) roll
No line of sight X2
Are not familiar with the target X2
Mecha & Exo: Using jury-rig on a Mecha or Exo requires a Mecha Repair
Kit. Make a skill-check. For every 8 points you hit you repair the target 1 point up
to a maximum of half of the damage they took in the previous 10 min (rounded up)
from the start of the repair. Both the amount and the maximum healed lowers by 1
for every five minute delay. For example, if two allies are each wounded 6 wounds,
you may heal the first 3 points with Repair with a DC 12, but due to the delay you
may only heal the second one 2 points also with a DC 12.
The jury-rig itself takes one minute per point repaired for an Exo-suit. It takes
two minutes per point repaired for a Mecha.
Starships
Personal Vehicles
Fix-It: Any vehicle or mecha can be fixed by the appropriate repair sub-skill.
Novice: 1/1
Apprentice: 6/3
Journeyman: 13/6
Master: 20/13
Maestro: 30/20
Research (no stats): The Research skill represents both your chances of knowing
something off the top of your head, and your ability to find a particular bit of
knowledge when given the chance to research it.
Novice: 1
Apprentice: 4
Journeyman: 9
Master: 16
Maestro: 25
When something happens or you see something which you might know more about,
you automatically get a Research roll. If you roll half as high as you need to get any
information about it, you know that there is something more there for you to look
into when you have the time.
At any time that you have access to a computer
system you may make additional research checks GM Note: You shouldnt use
about anything that you want to. However, these the existence of the Research
checks will not allow you to know secret information or skill to play as if the PCs know
anything which isnt present in the system(s) youre nothing about the galaxy
searching, though large systems on the main starlanes which they are a part of. No
have innersystem nets which have access to vast human isnt going to know the
swaths of knowledge for those who know how to look. basics of the builders or at
least the broad strokes of
Even some secret information might be accessible with most other major species.
checks if the researcher is willing to do a bit of hacking Research should be a tool to
along the way to bypass any pesky security systems. help fill in the gaps of the
Spending 1 min researching gives you a 2 nd roll at x2 players knowledge and allow
them to research specific plot
Spending 10 minutes researching gives you a 3 rd roll at elements or enemies tactics
x3 when they have a bit of
downtime in much the same
Spending 1 hour researching gives you a 4 th roll at x4
way that you might remember
Spending 1 week researching gives you a 5 th roll at x5 something which came up in
conversation and look it up on
Note: The DCs of a bit of knowledge vary depending
upon the system that youre in. For example: knowledge about an isolated alien
species isnt so hard to come by within their own solar system.
Rarity DC Examples
Common 5-10 name of a widespread alien species/common
starlanes
Uncommon 11-30 name of an isolated alien species/general
knowledge about a widespread alien
species/common ship capabilities/names of
important leaders
Esoteric 30-45 general knowledge about an isolated alien
species/detailed knowledge about a
widespread alien species/detailed ship
capabilities/general knowledge about
important leaders
Obscure 45-100 detailed knowledge about an isolated alien
species/detailed knowledge about important
leaders
Lost 100+ Any knowledge about the lost species
beyond that they existed
Note: Many solar systems info-nets may not have the information that youre
looking for, especially anything Obscure or Lost.
To stealth successfully, you have to be able to beat the DCs of all watchers, either
electronic or organic. To be able to beat DCs without relying entirely upon luck, you
should use the modifiers listed below to boost your Stealth score.
Of course, there are other potential Stealth modifiers which are either somewhere in
between the above, or something else entirely. The GM should use their judgement
to assign a reasonable DC modifier based upon the above.
If you want to stealth, trace the total path which you want to traverse. Then roll for
stealth once. The GM should then stop you when you reach a point where your
stealth roll isnt sufficient to beat all DCs.
Blending In: You may also use Stealth to blend into a crowd. This makes it so
that you ignore the Notice DC and can only be spotted. However, if you do not
mesh well with the crowd, you become easier to Spot.
Covert Ops: Someone who is skilled enough at Stealth can help out their less
skilled crewmates remain unseen, though doing so is distracting. By rolling one
fewer 1d8 than they are normally allowed, a character may apply their roll to both
themselves and one ally within five squares (ten meters). However, the character
that they are helping still applies their own attribute scores, armor penalties, or any
other modifiers. Covert Ops may be used to help more than one ally, but doing so
reduces your roll by 1d8 for each additional ally whom you help out.
This ability represents everything from telling them how to move, to pointing out
where the floor will creak, to grabbing them and hauling them back just before they
step onto a security laser.