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skills.xml
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<!--An exclimation mark next to a skill name with specializations indicates that one MUST specialize-->
<!--All references to specializations (including their own name should be formatted as such: "ORIGINAL SKILL | SPECIALIZATION NAME"-->
<skillManager>
<skillList>
<entry>
<key>Accounting</key>
<value>
<name>Accounting</name>
<TL>false</TL>
<attr>IQ</attr>
<diff>Hard</diff>
<mustSpec>false</mustSpec>
<skillDefault>
<name>IQ</name>
<penalty>6</penalty>
</skillDefault>
<skillDefault>
<name>Finance</name>
<penalty>4</penalty>
</skillDefault>
<skillDefault>
<name>Mathematics | Statistics</name>
<penalty>5</penalty>
</skillDefault>
<skillDefault>
<name>Merchant</name>
<penalty>5</penalty>
</skillDefault>
<desc>This is the ability to keep books of account, to examine the condition of a business, etc. A successful Accounting roll (requires at least two hours of study, and possibly months to audit a large corporation) can tell you whether financial records are correct, and possibly reveal evidence of forgery, tampering, and similar criminal activity. Modifiers: The time modifiers under Time Spent (p. 346) often apply; the Talents (p. 89) of Business Acumen and Mathematical Ability both provide a bonus.</desc>
</value>
</entry>
<entry>
<key>Acrobatics</key>
<value>
<name>Acrobatics</name>
<TL>false</TL>
<attr>DX</attr>
<diff>Hard</diff>
<!--Gets +1 from perfect balance-->
<mustSpec>False</mustSpec>
<default>
<name>Aquabatics</name>
<penalty>4</penalty>
</default>
<default>
<name>Aerobatics</name>
<penalty>4</penalty>
</default>
<default>
<name>DX</name>
<penalty>6</penalty>
</default>
<desc>This is the ability to perform gymnastic stunts, roll, take falls, etc. This can be handy on an adventure, as tightrope walking, human pyramids, and trapeze swinging all have useful applications. Each trick requires a separate skill roll, at whatever penalties the GM sees fit. If you are performing stunts on a moving vehicle or mount, roll against the lower of Acrobatics and the appropriate Driving or Riding skill. You may substitute an Acrobatics roll for a DX roll in any attempt to jump, roll, avoid falling down, etc. As well, you may attempt an Acrobatic Dodge in combat – a jump or roll that avoids an attack in a flashy way (see Acrobatic Dodge, p. 375). Finally, a successful Acrobatics roll will reduce the effective distance of any fall by five yards (see Falling, p. 431).</desc>
</value>
</entry>
<entry>
<key>Acting</key>
<value>
<name>Acting</name>
<TL>false</TL>
<attr>IQ</attr>
<diff>Average</diff>
<mustSpec>false</mustSpec>
<skillDefault>
<name>IQ</name>
<penalty>5</penalty>
</skillDefault>
<skillDefault>
<name>Perfmance</name>
<penalty>2</penalty>
</skillDefault>
<skillDefault>
<name>Public Speaking</name>
<penalty>5</penalty>
</skillDefault>
<desc>This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time. A successful Acting roll lets you pretend to feel something that you do not. The GM may also require an Acting roll whenever you try to fool someone, play dead in combat, etc. Impersonation is a special type of acting. To impersonate someone, you must first successfully disguise yourself tims cannot see you! Note that Acting is not the same Fast-Talk (the art of the "quick con") or Performance (the skill of screen and stage acting). Modifiers: +1 for every point of IQ you have over the person you are trying to fool (or the smartest one in the group), or -1 for every point of difference if your victim is smarter than you; for Shyness (p. 154); -5 for Truthfulness deceive someone. For impersonation only: -5 if you are not well acquainted with your subject; -5 if those you wish to fool are acquaintances of the subject</desc>
</value>
</entry>
<entry>
<key>Administration</key>
<value>
<name>Administration</name>
<TL>false</TL>
<attr>IQ</attr>
<diff>Average</diff>
<mustSpec>false</mustSpec>
<skillDefault>
<name>IQ</name>
<penalty>5</penalty>
</skillDefault>
<skillDefault>
<name>Merchant</name>
<penalty>3</penalty>
</skillDefault>
<desc>This is the skill of running a large organization. It is often a prerequisite for high Rank (p. 29). A successful Administration roll gives you a +2 reaction bonus when dealing with a bureaucrat, and allows you to predict the best way to go about dealing with a bureaucracy.</desc>
</value>
</entry>
<entry>
<key>Aerobatics</key>
<value>
<name>Aerobatics</name>
<!--Gets +1 from perfect balance-->
<TL>false</TL>
<attr>DX</attr>
<diff>Hard</diff>
<mustSpec>false</mustSpec>
<desc>The ability to execute tight turns, loops, power dives, etc. in flight. You must be able to fly to learn this skill – although how you fly (magic, wings, jet pack, etc.) is irrelevant. Natural fliers might find flight to be as effortless as humans find walking, but they must still learn Aerobatics in order to engage in complex acrobatics. Add +2 to skill if you have 3D Spatial Sense (p. 34).</desc>
<default>
<name>Acrobatics</name>
<penalty>4</penalty>
</default>
<default>
<name>Aquabatics</name>
<penalty>4</penalty>
</default>
<default>
<name>DX</name>
<penalty>6</penalty>
</default>
</value>
</entry>
<entry>
<key>Airshipman/TL</key>
<value>
<ref>see Crewman, p. 185</ref>
</value>
</entry>
<entry>
<key>Alchemy</key>
<value>
<name>Alchemy</name>
<TL>true</TL>
<attr>IQ</attr>
<diff>Very Hard</diff>
<mustSpec>False</mustSpec>
<desc>This is the study of magical transformations and transmutations. In a magical game world, an alchemist would be able to identify concoctions with magical effects ("elixirs"), such as love potions and healing unguents, and prepare them from suitable ingredients. This is a mechanical process, using the mana inherent in certain things; therefore, those without Magery can learn and use Alchemy, and Magery confers no benefit.</desc>
</value>
</entry>
<entry>
<key>Animal Handling</key>
<value>
<name>Animal Handling</name>
<TL>false</TL>
<attr>IQ</attr>
<diff>Average</diff>
<mustSpec>true</mustSpec>
<skillDefault>
<name>IQ</name>
<penalty>5</penalty>
</skillDefault>
<skillSpecialty>
<name>Big Cats</name>
</skillSpecialty>
<skillSpecialty>
<name>Dogs</name>
</skillSpecialty>
<skillSpecialty>
<name>Equines</name>
</skillSpecialty>
<skillSpecialty>
<name>Raptors</name>
</skillSpecialty>
<desc>This is the ability to train and work with animals. You must specialize in a category of animals – the more intelligent the animals, the narrower the category. Examples of interest to adventurers: Big Cats (jaguars, lions, tigers, etc.), Dogs, Equines (horses and donkeys), and Raptors (eagles, falcons, and hawks). The default between specialties is -2 within the same order (e.g., Dogs to Big Cats), -4 across orders (e.g., Dogs to Equines), and -6 for larger differences (e.g., Dogs to Raptors). To train an animal, make an Animal Handling roll once per day of training. A failed roll means the animal learned nothing; a badly failed roll means you are attacked. The time it takes to train an animal depends on the beast's intelligence and tractability When working with a trained animal, roll against skill for each task you set the animal. This roll is at -5 if the animal is not familiar with you, -5 if the circumstances are stressful to the animal, and -3 or more if the task is a complex one. To put on an entertaining circus act, snake-charming show, etc., you must make a separate Performance roll! This skill can also (sometimes) be used to quiet a wild, dangerous, or untrained animal. This roll is at -5 if the creature is wild or very frightened, or -10 if it is a man-eater or man-killer. Finally, this skill gives an advantage in combat against animals within your specialty. If you have Animal Handling at level 15, an animal's attack and defense rolls are at -1 against you, because you can predict its behavior. At skill 20, the animal's rolls are at -2.</desc>
</value>
</entry>
<entry>
<key>Animal Handling | Big Cats</key>
<value>
<name>Animal Handling | Big Cats</name>
<default>
<name>Animal Handling | Dogs</name>
<penalty>2</penalty>
</default>
<default>
<name>Animal Handling | Equines</name>
<penalty>4</penalty>
</default>
<default>
<name>Animal Handling | Raptors</name>
<penalty>6</penalty>
</default>
</value>
</entry>
<entry>
<key>Animal Handling | Dogs</key>
<value>
<name>Animal Handling | Dogs</name>
<default>
<name>Animal Handling | Big Cats</name>
<penalty>2</penalty>
</default>
<default>
<name>Animal Handling | Equines</name>
<penalty>4</penalty>
</default>
<default>
<name>Animal Handling | Raptors</name>
<penalty>6</penalty>
</default>
</value>
</entry>
<entry>
<key>Animal Handling | Equines</key>
<value>
<name>Animal Handling | Equines</name>
<default>
<name>Animal Handling | Dogs</name>
<penalty>4</penalty>
</default>
<default>
<name>Animal Handling | Big Cats</name>
<penalty>4</penalty>
</default>
<default>
<name>Animal Handling | Raptors</name>
<penalty>6</penalty>
</default>
</value>
</entry>
<entry>
<key>Animal Handling | Raptors</key>
<value>
<name>Animal Handling | Raptors</name>
<default>
<name>Animal Handling | Dogs</name>
<penalty>6</penalty>
</default>
<default>
<name>Animal Handling | Equines</name>
<penalty>6</penalty>
</default>
<default>
<name>Animal Handling | Big Cats</name>
<penalty>6</penalty>
</default>
</value>
</entry>
<!--Specs are weird-->
<entry>
<key>Anthropology</key>
<value>
<name>Anthropology</name>
<TL>false</TL>
<attr>IQ</attr>
<diff>Hard</diff>
<skillDefault>
<name>IQ</name>
<penalty>6</penalty>
</skillDefault>
<skillDefault>
<name>Paleontology | Paleoanthropology</name>
<penalty>2</penalty>
</skillDefault>
<skillDefault>
<name>Sociology</name>
<penalty>3</penalty>
</skillDefault>
<desc>This is the science of evolution and culture. An anthropologist is knowl- edgeable in the ways of primitive (and not-so-primitive) societies. An Anthropology roll might explain, or even predict, unusual rituals and folk customs. This skill requires specialization by species (if left unspecified, assume the anthropologist’s own species). Specialties usually default to one another at -2 to -5, although there may be no default for completely alien species.</desc>
</value>
</entry>
<entry>
<key>Aquabatics</key>
<value>
<name>Aquabatics</name>
<!--Gets +1 from perfect balance-->
<TL>false</TL>
<attr>DX</attr>
<diff>Hard</diff>
<desc>The ability to engage in underwater acrobatics.</desc>
<skillPrerequisite>
<name>Swimming</name>
<minimum>0</minimum>
</skillPrerequisite>
<skillPrerequisite>
<name>Amphibious</name>
<minimum>0</minimum>
</skillPrerequisite>
<skillPrerequisite>
<name>Aquatic</name>
<minimum>0</minimum>
</skillPrerequisite>
<default>
<name>Acrobatics</name>
<penalty>4</penalty>
</default>
<default>
<name>Aerobatics</name>
<penalty>4</penalty>
</default>
<default>
<name>DX</name>
<penalty>6</penalty>
</default>
<!--OR Amphibious Advantage or Aquatic Disadvantage-->
</value>
</entry>
<entry>
<key>Archaeology</key>
<value>
<name>Archaeology</name>
<TL>false</TL>
<attr>IQ</attr>
<diff>Hard</diff>
<mustSpec>False</mustSpec>
<skillDefault>
<name>IQ</name>
<penalty>6</penalty>
</skillDefault>
<desc>This is the study of ancient civilizations. An archaeologist is at home with excavations, old potsherds, inscriptions, etc. An Archaeology roll lets you answer questions about ancient history, or identify artifacts and dead languages. It might even reveal information relating to the occult; e.g., Ancient Secrets and Things Man Was Not Meant To Know . . .</desc>
</value>
</entry>
<entry>
<key>Architecture</key>
<value>
<name>Architecture</name>
<TL>true</TL>
<attr>IQ</attr>
<diff>Average</diff>
<mustSpec>False</mustSpec>
<skillDefault>
<name>IQ</name>
<penalty>5</penalty>
</skillDefault>
<skillDefault>
<name>Engineer (Civil)</name>
<penalty>4</penalty>
</skillDefault>
<desc>This is the ability to design buildings, and to deduce the design of buildings from their function (and vice versa). A successful Architecture roll lets you learn things about a strange building, find a secret room or door, etc. Modifiers: -2 if the building is of a strange type; -5 if it is alien.</desc>
</value>
</entry>
<entry>
<key>Area Knowledge</key>
<value>
<name>Area Knowledge</name>
<TL>false</TL>
<attr>IQ</attr>
<diff>Easy</diff>
<skillDefault>
<name>IQ</name>
<penalty>4</penalty>
</skillDefault>
<!--You have an IQ default only for Area Knowledge of a place where you live or once lived. Geography only gives a default for Area Knowledge of the specialty region. -->
<skillDefault>
<name>Geography (Regional)</name>
<penalty>3</penalty>
</skillDefault>
<desc>This skill represents familiarity with the people, places, and politics of a given region. You usually have Area Knowledge only for the area you con- sider your “home base,” whether that’s a single farm or a solar system. If information about other areas is avail- able, the GM may allow you to learn additional Area Knowledge skills. The GM should not require Area Knowledge rolls for ordinary situa- tions; e.g., to find the blacksmith, tav- ern, or your own home. But he could require a roll to locate a smith to shoe your horse at 3 a.m., or to find the best ambush spot along a stretch of road. “Secret” or obscure information might give a penalty, require a Hidden Lore skill (p. 199), or simply be unavailable – GM’s decision. For instance, Area Knowledge of Washington, D.C. gives you the location of the Russian Embassy, but not the KGB’s current safe house. The information covered by Area Knowledge often overlaps such skills as Current Affairs, Geography, Naturalist, and Streetwise. The differ- ence is that Area Knowledge works for a single area: you know the habits of this tiger or gang boss, but have no special insight into tigers or gangs in general. You can learn Area Knowledge for any sort of area. The larger the territo- ry, the less “personal” and more gener- al your knowledge becomes. Almost everyone will have Area Knowledge of some type. The “canonical” area classes are: Neighborhood: For an urban area: the residents and buildings of a few city blocks. For a rural area: the inhab- itants, trails, streams, hiding places, ambush sites, flora, and fauna of a few hundred acres. Village or Town: All important citi- zens and businesses, and most unim- portant ones; all public buildings and most houses. City: All important businesses, streets, citizens, leaders, etc. Barony, County, Duchy, or Small Nation: General nature of its settle- ments and towns, political allegiances, leaders, and most citizens of Status 5+. Large Nation: Location of its major cities and important sites; awareness of its major customs, ethnic groups, and languages (but not necessarily expertise); names of folk of Status 6+; and a general understanding of the economic and political situation. Planet: As for a large nation, but more general; knowledge of people of Status 7+ only. Interplanetary State: Location of major planets; familiarity with all known races (but not necessarily expertise); knowledge of people of Status 7+; general understanding of the economic and political situation. Galaxy: Location of the capitals of interplanetary states and the homeworlds of major races; general awareness of all major races; knowl- edge of individuals of Status 8; gener- al understanding of relations between interplanetary states. Area Knowledge for anything larg- er than a galaxy would be meaning- lessly vague. Your IQ-4 default applies to any of these classes, as long as you have lived in the area. Defaults are limited by “common knowledge” at your tech level! A TL0 hunter would have a default for every level up to “Village or Town,” while a TL8 student would have defaults up to “Planet” level. You must live in an interplanetary or inter- stellar state to have defaults for levels above “Planet.” In some game worlds, Area Knowledge specialties may exist for parallel realities and other dimensions – Area Knowledge (Cyberspace), Area Knowledge (Dream Realms), etc. The knowledge such skills provide is left to the GM’s judgment.</desc>
</value>
</entry>
<entry>
<key>Armoury</key>
<value>
<name>Armoury</name>
<TL>true</TL>
<attr>IQ</attr>
<diff>Average</diff>
<mustSpec>true</mustSpec>
<skillDefault>
<name>IQ</name>
<penalty>5</penalty>
</skillDefault>
<skillDefault>
<name>Engineer (same)</name>
<penalty>4</penalty>
</skillDefault>
<skillSpecialty>
<name>Battlesuits</name>
</skillSpecialty>
<skillSpecialty>
<name>Body Armor</name>
</skillSpecialty>
<skillSpecialty>
<name>Force Shields</name>
</skillSpecialty>
<skillSpecialty>
<name>Heavy Weapons</name>
</skillSpecialty>
<skillSpecialty>
<name>Missile Weapons</name>
</skillSpecialty>
<skillSpecialty>
<name>Small Arms</name>
</skillSpecialty>
<skillSpecialty>
<name>Vehicular Armor</name>
</skillSpecialty>
<desc>This is the ability to build, modify, and repair a specific class of weapons or armor. (It does not include skill at design; for that, see Engineer, p. 190.) A successful roll lets you find a problem, if it isn't obvious; a second roll lets you repair it. Time required is up to the GM. You must specialize. The technologies covered by each specialty vary with TL. For instance, Armoury small arms at TL4, repeating small arms that fire cartridges at TL6, portable beam weapons at TL10. The GM should strictly enforce penalties for unfamiliarity. Armoury/TL10 (Small Arms) might cover both beam weapons and portable railguns, but going from one to the other gives you -2 to skill until you familiarize yourself with all the differences. Modifiers: -2 for an unfamiliar item within your specialty (e.g., plate armor when you're used to mail); equipment modifiers (p. 345).</desc>
</value>
</entry>
<entry>
<key>Armoury | Battlesuits</key>
<value>
<name>Armoury | Battlesuits</name>
<default>
<name>Armoury | Body Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Force Shields</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Vehicular Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Heavy Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Melee Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Missile Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Small Arms</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<desc>All kinds of powered armor, along with any built-in weaponry.</desc>
</value>
</entry>
<entry>
<key>Armoury | Body Armor</key>
<value>
<name>Armoury | Body Armor</name>
<desc>Any kind of unpowered personal armor (but not shields).</desc>
<default>
<name>Smith | Bronze</name>
<penalty>3</penalty>
<TLMin>1</TLMin>
<TLMax>1</TLMax>
</default>
<default>
<name>Smith | Iron</name>
<penalty>3</penalty>
<TLMin>2</TLMin>
<TLMax>4</TLMax>
</default>
<default>
<name>Mechanist</name>
<penalty>3</penalty>
<TLMin>5</TLMin>
</default>
<default>
<name>Armoury | Battlesuits</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Force Shields</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Vehicular Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Heavy Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Melee Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Missile Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Small Arms</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
</value>
</entry>
<entry>
<key>Armoury | Force Shields</key>
<value>
<name>Armoury | Force Shields</name>
<default>
<name>Armoury | Battlesuits</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Body Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Vehicular Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Heavy Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Melee Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Missile Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Small Arms</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<desc>Any kind of force screen or deflector – be it personal or vehicular.</desc>
</value>
</entry>
<entry>
<key>Armoury | Heavy Weapons</key>
<value>
<name>Armoury | Heavy Weapons</name>
<default>
<name>Armoury | Battlesuits</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Force Shields</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Vehicular Armor</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Body Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Melee Weapons</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Missile Weapons</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Small Arms</name>
<penalty>4</penalty>
</default>
<desc>All weapons used with the Artillery and Gunner skills.</desc>
</value>
</entry>
<entry>
<key>Armoury | Melee Weapons</key>
<value>
<name>Armoury | Melee Weapons</name>
<default>
<name>Smith | Bronze</name>
<penalty>3</penalty>
<TLMin>1</TLMin>
<TLMax>1</TLMax>
</default>
<default>
<name>Smith | Iron</name>
<penalty>3</penalty>
<TLMin>2</TLMin>
<TLMax>4</TLMax>
</default>
<default>
<name>Mechanist</name>
<penalty>3</penalty>
<TLMin>5</TLMin>
</default>
<default>
<name>Armoury | Battlesuits</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Force Shields</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Vehicular Armor</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Body Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Heavy Weapons</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Missile Weapons</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Small Arms</name>
<penalty>4</penalty>
</default>
<desc>Any weapon used with a Melee Weapon or Thrown Weapon skill, as well as all kinds of shields.</desc>
</value>
</entry>
<entry>
<key>Armoury | Missile Weapons</key>
<value>
<name>Armoury | Missile Weapons</name>
<default>
<name>Armoury | Battlesuits</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Force Shields</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Vehicular Armor</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Body Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Melee Weapons</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Heavy Weapons</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Small Arms</name>
<penalty>4</penalty>
</default>
<desc>Man-portable, pre-gunpowder projectile weapons of all kinds – bows, crossbows, slings, etc.</desc>
</value>
</entry>
<entry>
<key>Armoury | Small Arms</key>
<value>
<name>Armoury | Small Arms</name>
<default>
<name>Mechanist</name>
<penalty>5</penalty>
<TLMin>5</TLMin>
</default>
<default>
<name>Armoury | Battlesuits</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Force Shields</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Vehicular Armor</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Body Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Melee Weapons</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Missile Weapons</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Heavy Weapons</name>
<penalty>4</penalty>
</default>
<desc>Arms: All weapons used with the Beam Weapons and Guns skills.</desc>
</value>
</entry>
<entry>
<key>Armoury | Vehicular Armor</key>
<value>
<name>Armoury | Vehicular Armor</name>
<default>
<name>Armoury | Battlesuits</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Force Shields</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Small Arms</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Body Armor</name>
<penalty>4</penalty>
</default>
<default>
<name>Armoury | Melee Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Missile Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<default>
<name>Armoury | Heavy Weapons</name>
<penalty>4</penalty>
<TLMax>4</TLMax>
</default>
<desc>All kinds of armored vehicle hulls.</desc>
</value>
</entry>
<entry>
<key>Artillery</key>
<value>
<name>Artillery</name>
<TL>true</TL>
<attr>IQ</attr>
<diff>Average</diff>
<mustSpec>true</mustSpec>
<skillDefault>
<name>IQ</name>
<penalty>5</penalty>
</skillDefault>
<desc>This is the ability to use a heavy weapon, such as a trebuchet or a howitzer, for indirect fire – that is, to put fire onto a target area via a high ballistic arc or similar path. For direct fire, use Gunner skill (p. 198). Roll against Artillery skill to bombard the target. Loaders can make ST-based Artillery rolls to improve the rate of fire of certain crew-served heavy weapons. See the appropriate weapon description for details. You must specialize by weapon type. Artillery is a single skill only because all the weapons it covers use the same rules. The weapons covered by each specialty will vary by TL. For instance, Artillery (Cannon) would cover primitive bombards at TL3, brass cannon at TL4, breech-loading howitzers at TL6, and orbital railguns at TL9+. Familiarity is crucial here! Artillery mortars and 406mm naval guns, but going from one to the other will give -2 for weapon type (81mm vs. 406mm), fire-direction center), and -2 for mount (bipod vs. naval turret), for a total of -6 to skill until you familiarize yourself with all the differences. Note that Forward Observer skill nate targets for Artillery skill. Modifiers: All relevant combat modifiers; -2 for an unfamiliar firecontrol system (e.g., map coordinates when you're used to satellite imagery) or mount (e.g., a naval turret when you're used to emplaced guns), or for an unfamiliar weapon of a known type 203mm); -4 or more for a weapon in bad repair.</desc>
</value>
</entry>
<entry>
<key>Artillery | Beams</key>
<value>
<desc>Any kind of heavy energy weapon that is fired from orbit, bounced off a mirror, or otherwise used against target you cannot see.</desc>
</value>
</entry>
<entry>
<key>Artillery | Bombs</key>
<value>
<desc>All kinds of unpowered, free-falling munitions.</desc>
</value>
</entry>
<entry>
<key>Artillery | Cannon</key>
<value>
<desc>Any kind of heavy projec- tile weapon – bombard, howitzer, naval gun, etc.</desc>
</value>
</entry>
<entry>
<key>Artillery | Catapult</key>
<value>
<desc>Any kind of indirect-fire mechanical siege engine, such as a tre- buchet.</desc>
</value>
</entry>
<entry>
<key>Artillery | Guided Missile</key>
<value>
<desc>Any kind of seeking or remotely piloted missile.</desc>
</value>
</entry>
<entry>
<key>Artillery | Torpedoes</key>
<value>
<desc>Any kind of powered underwater projectile.</desc>
</value>
</entry>
<entry>
<key>Artist</key>
<value>
<name>Artist</name>
<TL>false</TL>
<attr>IQ</attr>
<diff>Hard</diff>
<mustSpec>true</mustSpec>
<skillDefault>
<name>IQ</name>
<penalty>6</penalty>
</skillDefault>
<desc>This skill represents talent at a visual art. A successful roll might let you create a recognizable likeness of a person or an object, or a work beautiful enough to sell (the GM should not allow a default roll for this use!). Time required is up to the GM. Artist is based on IQ, but there are many situations in which the GM could logically ask for a DX-based roll, in which case modifiers for High Manual Dexterity (p. 59) or HamFisted (p. 138) would apply. In rare cases, even a ST-based Artist roll might make sense – for instance, to work with a physically tough material. You must specialize in an art form. An artist of any kind can take a further optional specialty (p. 169) in a particular medium or technique. Many Artist specialties are used to earn a living rather than to create fine art, and some people regard them as you whether you focus on beauty, realism, or functionality. Modifiers: Equipment modifiers (p. 345); -2 if the medium is unfamiliar oils); -5 if the medium is difficult (e.g., marble, for a sculptor).</desc>
</value>
</entry>
<entry>
<key>Artist | Body Art</key>
<value>
<name>Artist | Body Art</name>
<desc>Tattooing, piercing, and scarification. Both this specialty and Painting suffice for henna or temporary tattoos, but cosmetic surgery requires Surgery skill (p. 223).</desc>
<default>
<name>Artist | Drawing</name>
<penalty>4</penalty>
</default>
<default>
<name>Artist | Illumination</name>
<penalty>4</penalty>
</default>
<default>
<name>Artist | Calligraphy</name>
<penalty>4</penalty>
</default>
<default>
<name>Artist | Illumination</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Illusion</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Interior Decorating</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Potery</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Scene Design</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Sculpting</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Woodworking</name>
<penalty>6</penalty>
</default>
</value>
</entry>
<entry>
<key>Artist | Calligraphy</key>
<value>
<name>Artist | Calligraphy</name>
<desc>Beautiful and decora- tive handwriting. You need not be lit- erate!</desc>
<default>
<name>Artist | Drawing</name>
<penalty>2</penalty>
</default>
<default>
<name>Artist | Illumination</name>
<penalty>2</penalty>
</default>
<default>
<name>Artist | Painting</name>
<penalty>2</penalty>
</default>
<default>
<name>Artist | Body Art</name>
<penalty>4</penalty>
</default>
<default>
<name>Artist | Illumination</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Illusion</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Interior Decorating</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Potery</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Scene Design</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Sculpting</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Woodworking</name>
<penalty>6</penalty>
</default>
</value>
</entry>
<entry>
<key>Artist | Drawing</key>
<value>
<name>Artist | Drawing</name>
<desc>All forms of charcoal, ink, pastel, and pencil work.</desc>
<default>
<name>Artist | Calligraphy</name>
<penalty>2</penalty>
</default>
<default>
<name>Artist | Illumination</name>
<penalty>2</penalty>
</default>
<default>
<name>Artist | Painting</name>
<penalty>2</penalty>
</default>
<default>
<name>Artist | Body Art</name>
<penalty>4</penalty>
</default>
<default>
<name>Artist | Illumination</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Illusion</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Interior Decorating</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Potery</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Scene Design</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Sculpting</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Woodworking</name>
<penalty>6</penalty>
</default>
</value>
</entry>
<entry>
<key>Artist | Illumination</key>
<value>
<name>Artist | Illumination</name>
<desc>Decorating written text with miniature paintings and pic- tures.</desc>
<default>
<name>Artist | Drawing</name>
<penalty>2</penalty>
</default>
<default>
<name>Artist | Calligraphy</name>
<penalty>2</penalty>
</default>
<default>
<name>Artist | Painting</name>
<penalty>2</penalty>
</default>
<default>
<name>Artist | Body Art</name>
<penalty>4</penalty>
</default>
<default>
<name>Artist | Illusion</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Interior Decorating</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Potery</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Scene Design</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Sculpting</name>
<penalty>6</penalty>
</default>
<default>
<name>Artist | Woodworking</name>
<penalty>6</penalty>
</default>
</value>
</entry>
<entry>
<key>Artist | Illusion</key>