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Chapter 6: Skills


[ | Rolling Skills | Expert Skills | How Weapon Skills Work | Choosing Skills | Creative | Engineering | Espionage | Mystical | Physical | Pilotry | Science | Technical | Technology | Weapons (Melee) | Weapons (Ranged) | Wilderness | ]

Engineering Skills

Armoursmith

This skill specializes in forging and repairing extremely tough plating. You know what it takes to armor a vehicle, even specializing in plastics to create durable light-weight covers. Whether the armor is to be especially resistant to fire, bullets, explosives, or other dangerous forces, you got the know-how. You should take the Blacksmithing and other related skills first.

In ancient times, you're likely designing heavy armour for both horses and knights. In the future, this skill determines your ability to repair the hull of a starship.

    Talents
    • Light personal armour (such as ringmail).
    • Heavy personal armour (half-plate and full-plate suits).
    • Light vehicle armour.
    • Heavy vehicle armour.
    • Designing armour against a specific type of damage (choose the attack or damage you wish to specialize in).

    Perks
    • +1 Soak to any armour made.
    • +5 Prevent to any armour made.
    • +1 Prevent.

    Expert Performance
    • Light Personal Armour created has +X/2 Prevent, +X/3 Soak.
    • Heavy Personal Armour has +X Prevent, +X/2 Soak.
    • Light Vehicle Armour has +X*3 Prevent and +X Soak.
    • Heavy Vehicle Armour has +X*4 Prevent and +X*2 Soak.

Demolitions

You can create, detect, disarm, and safely dispose many types of bombs. At higher levels, you are experienced with depth charges and land mines. Bombs that are wired to explode requires an electrical background. Complex chemicals will require a combined roll with Chemistry. You'll likely need many Science skills to back up this difficult discipline.

In ancient times, this is often just subtle applications of black powder and other basic chemistry. Substances like wax, gunpowder, and anything flammable can be jury-rigged to make primitive traps.

In modern times, there are many applications ranging from proximity mines to missile payloads. If it explodes, you understand it. You can measure the range, the overlap between charges, and estimate the effects on the area given the dimensions, materials, and type of explosive being used. Combined with Visual Arts, you can set the stage for a brilliant setpiece.

    Talents
    • Missiles.
    • Proximity Mines.
    • Disposal.
    • Underwater.
    • Jury Rigging.
    Perks
    • Diffusing bombs has +2 to Pace.
    • You automatically Tumble with foreseen explosions.
    • +1 Intellect.
    Expert Performance
    • Explosives have their area effect and damage increased by (X*10)%.

Fuel Cells & Engines

You design and repair engines to all sorts of vehicles. The skill is concerned with machines that run on steam, coal, oil, and other combustible sources. This requires Machinery if you want to design and build new systems using such principles. Otherwise, you're just a handy greasemonkey.

In ancient settings, fuel doesn't really exist (although steam or coal may be available.) Still, you can design aquaducts, and other large engineering marvels of the times. At the highest levels, you can design the framework for siege weapons and large moving vehicles (such as a heliopolis). Consider this skill as an advanced form of Machinery in the distant past.

    Talents
    • A particular type of machine (like an automobile.)
    Perks
    • Vehicles maintained regularly have +1 to all driving checks and +1 to combat rolls.
    • Take the one above a second time.
    • Vehicles maintained regularly have +20% to safe driving speed and maximum driving speed.
    Expert Performance
    • Modified engines are (X*5)% more efficient (mileage) and run (X*10) days longer without a tune-up.
    • Pilots get +X/2 to driving checks and +X to combat bonuses.

Gunsmith

A gunsmith isn't just about pistols, but any firearm. You can perform work that a regular blacksmith would find astounding. Your tools allow you to create special bullets, cannons, and all the working parts of a firearm. You require Blacksmithing to take this skill. You or an assistant must have the appropriate weapon skill to get bonuses to your creations. This skill covers the use of plastics in complex cutting-edge weaponry at the highest levels.

In ancient times, the best you could do is fireworks, primitive cannons, and perhaps flintlock rifles if history allows for it. In the future, weapons may rely on energy propulsion and other techniques which require a good understanding of electric systems and technology.

    Talents
    • Pistols.
    • Rifles.
    • Extended talents are for a particular design of weaponry (like pump-action shotguns.)
    Perks
    • +1 Aim.
    • Weapons created have +1 Aim and +10% metres to Range.
    • +5 metres to Range.
    Expert Performance
    • Guns created have +X/2 Aim and +X*2 metres to Range. Special clips can hold X more bullets.
    • Bullets do +X/2 points divided evenly amongst damage and pierce.
    • Special rounds (eg. incendiary) are (X*10)% more effective.

Machinery

You have a good understanding of simple machines for all sorts of functions. Levers, pulleys, clockwork, can all add up to tremendous feats of engineering. Think of the ancient siege weapons, devious traps, and other marvels of history. All of them were designed by the highest level of this skill (usually combined with supporting skills.)

Although clearly a valuable skill in ancient times, people often forget that the basics haven't changed. This skill is required before any advanced Engineering skills can be taken.

    Talents
    • Siege.
    • Clockwork.
    • Simple Machines (lever, pulley systems.)
    • Incredible (Rube Goldberg) Machines (lining up a series of events.)
    Perks
    • +1 Shock.
    • Equipment maintained or built will never critically fail.
    • +1 Pace to all successful skill rolls involving or related to machinery.
    Expert Performance
    • When a machine is maintained, it will function perfectly for X*5 days.

Metallurgy

Training in the techniques used to purify ore and combine them into powerful metals. You know how to forge particular blends for an appropriate result (heat-resistant, bendable, conductive, etc.) It's your job to get the metal used by many other skills (like advanced smithing.) You can shape steel through various processes (casting, forging, sintering, etc.) Combined with Earth Sciences or Masonry, you can analyze and mine for elements specific to the area. You also know how to sift, purify, and appraise valuable gems and other precious materials.

At the highest levels, this should include the blending of plastics and special fibres with metals. This skill wasn't very advanced in ancient times and it may be best to roll it into Masonry.

    Talents
    • Heat-Resistant Metals.
    • Conductive Metals.
    • Smelting.
    Perks
    • Your metal is lighter and produces less Armour penalties. It weighs 20% less.
    • You take 1 less Burning damage each time it affects you.
    • Thick metal produced has +8 Prevent and +4 Soak for large machines.
    Expert Performance
    • Smiths using your steel have +X/2 Quality to anything produced (ignoring limits.)
    • Large metal covers are +X Soak value against a particular attack (bashing, piercing, fire, etc.)

Warfare

This skill requires Demolitions, Gunsmith, and Fuel Cells & Engines all at Level 5 or higher. You'll also need other support skills and related Science skills for combined skill rolls involving Warfare. With this most advanced of fields, you can engineer devestating heavy weapons. Rocket launchers and other personal weapons at the low levels and weapons of mass destruction at the higher levels. And you can mount it all to the top of a van.

Missile guidance systems, nuclear bombs, satellite guided lasers, any skill can be granted a sinister edge when combined with Warfare. Even simple machinery can become torturous (like an iron maiden) or massive (firing hundreds of arrows in a single pull.) This skill elevates your capabilities to destroy the lives of thousands, perhaps even millions of others.

    Talents
    • Railguns.
    • Personal Launchers.
    • Siege Engines.
    • Missile Systems.
    • Biological.
    • Nuclear.
    Perks
    • +2 against Fear rolls.
    • +1 Intellect.
    • Weapons created have +10% to their range, area of effect, and damage.
    Expert Performance
    • The weapon created has range, area effect and damage increased by (X*5)%.
Copyright (©) 2006 by Charles Roy and Michael Vendittelli. Chaos Fantasy System created by Charles Roy and Michael Vendittelli.