Acrobatics (DEX)
Armor Check Penalty
You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers.
Balance: A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface (see below). If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 15 Acrobatics check to catch the ledge or wire.
| Narrow Surface | Acrobatics DC |
| 8-15 cm wide | 10 |
| 5-7 cm wide | 15 |
| Less than 4 cm wide | 20 |
You are considered flat-footed while balancing, and thus lose your Dexterity bonus to your Reflex Defense (if any). If you are trained in Acrobatics, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must immediately make another Acrobatics check against the same DC to keep from falling.
Cross Difficult Terrain (Trained Only): With a successful DC 15 Acrobatics check, you can move through difficult terrain at your normal speed.
Escape Bonds: With a successful Acrobatics check, you can slip free of restraints (DC varies; see table below), wriggle through a tight space (DC 20), or escape from a grapple (DC = the grappler’s grapple check). The DC to slip free of a restraint depends on the type of restraint (see table). It takes a standard action to escape a grapple. It takes a full-round action to escape a net or to move 1 square through a tight space. It takes 1 minute to escape from ropes, binder cuffs, or manacles.
| Restraint | Acrobatics DC |
| Ropes | Opponent’s DEX check + 10 |
| Net | 15 |
| Binder cuffs | 25 |
Fall Prone (Trained Only): If you are trained in Acrobatics and succeed at a DC 15 check, you can drop to a prone position as a free action (instead of a swift action).
Reduce Falling Damage (Trained Only): With a successful DC 15 Acrobatics check, you can treat a fall as if it was 3 meters (2 squares) shorter when determining damage. For every 10 points by which you beat this DC, you can subtract an additional 3 meters from the fall for determining damage. If you make this check and take no damage from the fall, you land on your feet. If you are struck by a falling object, you can reduce the damage you take by half with a successful DC 15 Acrobatics check (see Falling Objects, page 254 SECR).
Stand Up From Prone (Trained Only): If you are trained in Acrobatics and succeed at a DC 15 check, you can stand up from a prone position as a swift action (instead of a move action).
Tumble (Trained Only): If you succeed at a DC 15 Acrobatics check, you can tumble through the threatened area or fighting space of an enemy pas part of your move action without provoking an attack of opportunity. Each threatened square or occupied square that you tumble through counts as 2 squares of movement.
Long Falls: When falling great distances, you can attempt to use your Acrobatics skill to guide your descent. Make a DC 20 Acrobatics check to land on a target near a square you would normally land in. You can adjust your target by 1 square for every 6 meters fallen. Gamemasters can give favorable or unfavorable circumstance adjustments to the check based on mitigating circumstance – for example, the amount of wind or the favorable use of equipment, such as baggy clothing.
SPECIAL: You can’t take 10 or 20 on an Acrobatics check. If you are trained in Acrobatics, you gain a +5 dodge bonus to your Reflex Defense when fighting defensively (see Fighting Defensively, SECR 152).
Climb (STR)
Armor Check Penalty
Use this skill to scale a cliff, to get to a window on the second story of a building, or to climb along the outside of your ship after being ejected out of a hatch in the atmosphere.
Climb Surface: With each successful Climb check, you can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds). A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. You can climb at one-half of your speed as a full-round action. You can move half that far – one-fourth of your speed – as a move action. A failed Climb check indicates that you make no progress, and a check that fails by 5 or more means that you fail from whatever height you have already attained. The DC of the check depends on the circumstances of the climb:
| DC | Example Wall or Surface |
| 0 | Slope too steep to walk up; knotted rope with a wall to brace against. |
| 5 | Rope with a wall to brace against or a knotted rope, but not both. |
| 10 | Surface with ledges to hold on to and stand on, such as a very rough wall. |
| 15 | Surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree; an unknotted rope. |
| 20 | Uneven surface with some narrow handholds and footholds. |
| 25 | Rough surface, such as a natural rock wall or a brick wall. |
| 25 | Overhang or ceiling with handholds but no footholds. |
| Perfectly smooth, flat, vertical surface cannot be climbed. | |
| -10* | Climbing inside an air duct or other location where one can brace against two opposite walls (reduce normal DC by 10). |
| -5* | Climbing a corner where you can brace against perpendicular walls (reduces normal DC by 5). |
| +5* | Surface is slippery (increases normal DC by 5). |
*These modifiers are cumulative; use any that apply.
Since you can’t move to avoid an attack while climbing, opponents get a +2 bonus on attack rolls against you, and you lose any Dexterity bonus to your Reflex Defense. Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage (see Falling Damage, SECR 255).
Accelerated Climbing: You try to climb more quickly than normal, but you take a -5 penalty on Climb checks. Accelerated climbing allows you to climb at your full speed as a full-round action. You can move half that far – one-half of your speed – as a move action.
Catching Yourself When Falling: It’s practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = the wall’s DC + 20) to do so. A slope is relatively easier to catch yourself on (DC = the slope’s DC + 10).
Making Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per meter. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with an ice axe or similar implement can cut handholds or footholds in an ice wall.
Climbing in Low or High Gravity: When climbing in low-gravity environments, Climb DCs are halved and movement is double. When climbing in high-gravity environments, DCs are doubled and climb speed is halved (minimum 1 square).
SPECIAL: Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use the encumbrance rues (see page 140) to determine how much weight a character can lift. You can take 10 while climbing, but you can’t take 20.
Deception (CHA)
You can make the untrue seem true, the outrageous seem plausible, and the nefarious seem ordinary. The skill encompasses conning, fast-talking, misdirection, forgery, disguise, and outright lying. Use a Deception check to sow temporary confusion, pass as someone you’re not, get someone to turn his head in the direction you point, or pass faked documents off as genuine.
Deceive: When you want to make another character believe something that is untrue, you can attempt to deceive them. You can deceive a target in one of two ways: by producing a deceptive appearance or by communicating deceptive information.
Deceptive Appearance: When you produce a deceptive appearance, such as disguising your appearance or producing forged documents, make a Deception check opposed by the Perception check of any target that sees the deception. If you succeed, the character believes that the appearance is authentic. If you fail, the target detects the deception. Creating a deceptive appearance requires at least 1 minute (10 rounds) for simple deceptions, 10 minutes for moderate deceptions, 1 hour for difficult deceptions, 1 day for incredible deceptions, or 10 days for outrageous deceptions. You can rush and create the deception in less time (treating it as if it were one step easier, to a minimum of simple), but you take a -10 penalty on your Deception check. In all cases, make a single Deception check at the time you create the deceptive appearance and compare your check result to the Perception check of any character who encounters it.
Deceptive Information: When you communicate deceptive information, such as telling a lie or distorting facts to lead the target to a false conclusion, make a Deception check against the Will Defense of any target that can understand you. If you succeed, the target believes that what you’re telling them is true. While most cases of deceptive information are either verbal or written (requiring the target to be able to understand you), you can deceive with gestures, body language, facial expressions, and so forth. Communicating deceptive information requires at least a standard action for simple deceptions, a full-round action for moderate deceptions, and 1 minute (10 rounds) or even more for difficult, incredible, or outrageous deceptions. You can rush and communicate your deception in less time (treating as if it were one step easier, to a minimum of simple), but you take a -10 penalty on your Deception check. If your deceptive information is written, recorded or otherwise preserved for later viewing, your original Deception check result is compared to the Will Defense of all targets who later read or observe your deception. In some cases, you convey both a deceptive appearance and deceptive information. For example, if you create a falsified document (such as an official report, a letter from a senator, or orders from a military commander), you have to produce something that looks authentic (deceptive appearance) while also creating believable content (deceptive information). In this case, make a single Deception check and compare it to both the target’s Perception check and Will Defense Favorable and unfavorable circumstances weigh heavily on the outcome of a deception. Two circumstances weigh against you: The deception is hard to believe, or the action that the deception requires the target to take goes against the target’s self-interest, nature, personality, or orders. If its important, the GM can distinguish between a deception that fails because the target doesn’t believe it and one that fails because it asks too much of the target. For instance, if the deception demands something risky of the target, and your Deception check fails by 10 or less, then the target didn’t so much see through the deception as prove reluctant to go along with it even if he believes its true. If your Deception check fails by 11 or more, he has seen through the deception (and would have done so even if had not placed any demand on him). A successful Deception check indicates that the target reacts as you wish, at least for a short time, or the target believes something that you want him to believe. For example, you could use a deception to put someone off guard by telling him someone was behind him. At best, such a deception would make the target glance over his shoulder. It would not cause the target to ignore you and completely turn around. Alternatively, you could use a deception to make a starship captain believe he has orders to take his vessel to Mercury. If successful, he captain would carry out his new “orders” even though that would take quite some time, but as soon as he encounters contradictory information (such as receiving contradictory orders from his real commander, or arriving at Mercury and discovering that no one has sent for him) he will realize that he has been fooled.
| Deception | Check Modifier | Description |
| Simple | +5 | A simple deception works in the target’s favor or matches the target’s expectations, and it requires nothing you don’t have on hand. Simple deceptions include convincing a junk dealer to buy some stolen equipment; disguising yourself as someone nonspecific of similar size, species, and gender; and creating a false ID that will pass casual inspection but not careful scrutiny. |
| Moderate | +0 | A moderate deception is believable and doesn’t affect the target much one way or the other, and you have most of the props you need. Moderate deceptions include convincing a suspicious guard that you’re not a thief; disguising yourself as a member of another gender; and creating a false ID good enough to pass visual scrutiny but not electronic screening. |
| Difficult | -5 | A difficult deception is a little hard to believe, puts the target at some kind of risk, or undergoes scrutiny. Examples include convincing a group of thugs that you’re willing and able to beat them in a cantina fight, forging starship transponder codes, impersonating an officer well enough to give troops orders, and creating false official documents good enough to pass electronic screening. |
| Incredible | -10 | An incredible deception is hard to believe, presents a sizable risk to the target, or requires passing intense scrutiny. Incredible deceptions include disguising yourself as a member of another similar species (human as a proximan for example), convincing a reputable starship dealer to buy a stolen Alliance shuttle, impersonating someone well enough to convince an old friend, and forging false credits. |
| Outrageous | -20 | An unlikely deception is almost too unlikely to consider or requires material you just don’t have. Outrageous deceptions include impersonating a psion without any talent yourself, claiming to be the Proximan High Suzerain in disguise and giving orders to Proximans, and forging important documents with no proper tools or examples to work with. |
Creating a Diversion to Hide: You can use Deception to help you hide. A successful Deception check that equals or exceeds the target’s Will Defense gives you the momentary diversion you need to attempt a Stealth check while the target is aware of you (see the Stealth skill).
Feint: Make a Deception check as a standard action to set the DC of your opponent’s Initiative check. If you beat your opponent’s roll, that target is treated as flat-footed against the first attack you make against him in the next round. You take a -5 penalty against non-humanoid creatures or against creatures with an Intelligence lower than 3.
Propaganda Campaign: By playing on the thoughts, hopes, and fears of the masses, you can change their way of thinking about a certain idea, person, or group through cunning suggestions and propaganda. This normally requires a large-scale media blitz within the area to be affected, including such measures as posters, commercials, net advertisements, and public speeches. Propaganda campaigns require you to travel to the targeted area or to be in contact with subordinates located in the area.
Creating and distributing a propaganda campaign can happen relatively quickly — within a week if needed — but it takes at least one month for the campaign to sink into the minds of its targeted audience. The propaganda campaign’s monthly DC and cost is determined as follows.
| Situation | DC | Cost |
| Trying to improve an unfriendly disposition or worsen a friendly disposition | 15 | 10,000 Credits |
| Trying to improve a hostile disposition or worsen a helpful disposition | 20 | 20,000 Credits |
| Trying to improve an adversarial disposition or worsen an ally disposition | 25 | 30,000 Credits |
| Affecting a single city | +0 | x1 |
| Affecting a state/province | +5 | x3 |
| Affecting an entire nation | +10 | ×10 |
| Affecting an entire continent | +15 | ×30 |
| Affecting the entire world | +20 | ×100 |
With success, the target area’s disposition toward the idea, person, or group is improved or worsened by one grade, as determined by the agent before he makes the Innuendo check. This adjustment appears one month after the Deception check is made, and lingers for one month thereafter, or until the propaganda campaign ends, whichever comes first.
Particularly important characters, must have their Will defense beaten by the check (with a +10 to +20 bonus vs the check) to be impacted by the propaganda campaign.
RETRY: Generally, a failed Deception check makes the target too suspicious for you to try another deception in the same circumstances. For feinting in combat, you may retry freely. A failed propagnada campaign can be retried, but more than one failed propaganda campaign makes the target populace more resistant to propaganda efforts. The DCs for each additional campaign involving the same idea, person, or group is increased by +2 per failed attempt.
SPECIAL: You can take 10 when making a deception (except for feinting in combat), but you can’t take 20.
TIME: A deception takes at least a standard action, but can take much longer if you try something elaborate. Disguises that require major changes to your physical outline, or forged documents with many safeguards, can take hours or even days.
Endurance (CON)
Armor Check Penalty
You can push yourself beyond your normal physical limits.
Force March: Each hour of walking after 8 hours requires you attempt a DC 10 Endurance check (+2 per hour after the first). If you fail, you move -1 persistent step along the condition track (see Conditions, SECR 148). You can only remove this persistent condition by resting for 8 hours.
Hold Breath: You can hold your breath for a number of rounds equal to your Constitution score. After this period of time, you must succeed on a DC 10 Endurance check in order to continue holding your breath. The DC increases by +2 per additional round. If you fail, you must breathe or you -1 step on the condition track (see page 149). If you reach the bottom of the condition track, you fall unconscious. If you are still unable to breathe on your next turn after falling unconscious, you die.
Ignore Hunger: You can go without food for a number of days equal to your Constitution modifier (minimum 1 day). After this time, you must succeed on an Endurance check each day or move -1 persistent step along the condition track (see SECR 149). You can only remove this persistent condition by eating a nutritious meal. The DC is 10 on the first day and increases by +2 each day thereafter.
Ignore Thirst: You can go without water, or what passes for water in your biology, for a number of hours equal to three times your Constitution score. After this time, you must succeed on an Endurance check each hour or move -1 persistent step along the condition track (see SECR 149). You may only remove this persistent condition by drinking at least 1 liter of water or what passes for water in your biology; for creatures that are not Medium size, multiply the water requires by 10 for each size category above Medium or divide it by 10 for each size category below Medium. The DC is 10 on the first day and increases by +2 each day thereafter.
Run: You can run as a full-round action. When you run, you can move up to four times your speed in a straight line (or three times your speed in a straight line if you are wearing heavy armor or carrying a heavy load). You lose any Dexterity bonus to your Reflex Defense while you’re running, since you can’t actively avoid attacks. You can run for a number of rounds equal to your Constitution score without any trouble. If you want to continue running after that, you must succeed on a DC 10 Endurance check. You must check again each round in which you continue to run, and the DC of the Endurance check increases by 1 for each previous check you made. When you fail a check, you move -1 persistent step on the condition track (see Conditions, SECR 148). You can only remove this persistent condition by resting for the same length of time that you were running. During this rest period, you can only move your speed.
Sleep in Armor: You can sleep while wearing armor by succeeding at an Endurance check (DC 10 for light armor, DC 15 for medium armor, and DC 20 for heavy armor). If you fail, you don’t sleep and move -1 persistent step along the condition track (see SECR 149). You can only remove this persistent condition by sleeping for 8 hours.
Swim/Tread Water: Each hour that you swim, you must succeed on a DC 15 Endurance check or move -1 persistent step along the condition track (see SECR 149). You can only remove this persistent condition track by resting (not swimming or treading water) for the same length of time that you were swimming. Each consecutive hour of swimming increases the DC by +2. If you are only treading water, reduce the DC by 5.
Gather Information (CHA)
Use this skill to make contacts, learn local new stories and gossip, and acquire secrets.
Learn News and Rumors: Major news stories and popular local rumors can be unearthed with a DC 10 Gather Information check. Learning the detailed, unclassified facts of a news story or determining the veracity of a rumor requires a DC 20 check and 50 credits in bribes.
Learn Secret Information: “Secret Information” includes anything unavailable to the general public. Examples includes a classified police report, a hidden location, military blueprints, installation security procedures, and computer access codes. Learning a piece of secret information typically requires a DC 25 check and 5,000 credits in bribes; however, information that’s especially difficult to obtain might require a DC 30 or higher skill check and cost 50,000 credits or more, at the GM’s discretion. If the check fails by 5 or more, someone notices that you’re asking questions and comes to investigate, arrest, or silence you.
Locate Individual: Make a Gather Information check to locate a specific individual – either someone you know by name or someone with the skill, item, or information you need. The DC of the check is 15 if the target is relatively easy to locate; if the target isn’t well known or has taken strides to conceal his or her presence and/or activities, the DC is 25 and the information costs 500 credits in bribes.
Tactical Assessment: By studying troop movements, the lay of the land, and other details of a potential combat area, a less-well-armed combatant can provide themselves with an advantage over less prepared opponents.
Using Gather Information for tactical advantage requires an uninterrupted hour (at a minimum) and a clear view of the area to be fought in. If there are known potential opponents within 20 kilometers (or 2 light minutes in space) of the area, the commander or tactical officer making the skill check must have an additional hour to observe them and learn their behavior patterns. This makes scouts and sentries extremely important and useful to a tactical assessment officer, as their reports will suffice for this requirement.
Once these conditions are met, a commander or tactical officer may make a check against a DC of 10 plus 5 for each major hazard or group of opponents (a solitary creature counts as a group, as does a ship without escorts). Major hazards would include traps, obstacles that would provide cover or concealment bonuses, or unusual ways into or out of the area (such as a balcony or underground passage). Opponent groups would be every single type of ship or unit involved in the upcoming battle. Fighter wings each count as a separate group.
A successful check provides a +1 circumstance bonus to all attack rolls, weapon damage rolls, and saving throws for the next day. This bonus is gained by the commander or tactical officer making the skill check and one of his allies (or allied unit in a military situation) for each point of Charisma bonus the commander or tactical officer (or their communications officer) possesses. Because a bonus provided by this skill only lasts 24 hours, it must be capitalized upon quickly.
This bonus is lost completely as soon as a new hazard presents itself or an unobserved group of opponents enters the fray. If the commander or tactical officer with Gather Information desires and has the uninterrupted time to do so, they may take a full-round action to re-roll the Tactical Assessment check (raising the DC to account for the new conditions) to regain the bonus. They must be able to communicate freely to their allies for them to regain the bonus.
Each additional hour spent studying the situation adds a +1 competence bonus to the skill check. If any new opponents or hazards enter the area being studied, this bonus is immediately negated until these new factors are removed somehow. A commander or tactical officer can only effectively study an area for eight hours each day. The competence bonus granted from additional study can not grow higher than twice the user’s Wisdom score in any case.
Commanders or tactical officers using vehicles or vessels may add half the vessel’s Intelligence bonus to their Gather Information checks though doing so may, at the Games Master’s discretion, make it more likely for the user to be detected while gathering data. Scout vehicles can be assumed to use mostly passive sensors, reducing or negating this risk, but other craft may be less subtle.
Active Investigation: Whenever a Player wishes to solve a mystery or investigate a hidden fact of any kind, the Gather Information skill can be used to facilitate this during game play. The GM should remain descriptive during this process, never allowing dice rolls to dominate the session. Delivering the facts uncovered during investigation without context or descriptive flavour should also be avoided, as this leaves the act of investigating bland and without any real interest to the Player or Players involved.
Tracking down suspects and discovering clues are definitely activities that allow the Aid Another action. Because a great number of Players might be able to help during investigations but only a certain amount of additional effort can be constructive, the Aid Another bonus for successfully making the DC 10 Gather Information check to help with an Active Investigation is +1 as opposed to +2. A maximum of four additional Players (or Non-Player Characters if the GM allows their help) can contribute at any given time.
As an extended action, Active Investigation can take minutes, hours or days depending on how many steps the Games Master has decided the investigation should take.
The base DC for the Gather Information check can be anywhere between 15 (for a commonly known lead in a case) to 30 or more (for clues or information that are extremely difficult to obtain).
One skill check is made for each major element in the investigation, usually defined around important clues or relevant facts, against a DC set by the GM. A successful check reveals the clue, while an unsuccessful check uses an amount of time determined by the GM and turns up nothing.
At the start of any given step, the Player(s) involved should declare how they wish to begin and any suspicions they might already have. These are taken into account in the form of modifiers on the table below. The Games Master then makes a Gather Information check secretly, applying all relevant modifiers and any circumstance penalties or bonuses that may exist.
If an Active Investigation check ever beats the Gather Information DC by 15 or more, the Players have achieved a breakthrough in the whole case (not just that one lead or clue investigated) and can immediately solve it unless there is a campaign reason why they cannot. Even if this block on their progress does occur, they at least gain one or more additional clues as a reward for their brilliant work.
If the check is failed by 5 or more, the Games Master can choose to provide a false clue but this should be a rare occurrence (no more than twice in an investigation) and only if there is a reason for such misleading evidence to exist.
If the check is failed by 10 or more the case has deadended and at least one week must pass before it can be investigated again. If a case ever dead-ends three times in a row, it is effectively impossible for the Players involved to decipher and an extensive length of time must pass before a fresh start can be made (several months to a year). When this occurs (if the Players are still interested in pursuing it again), it is a brand new investigation and must begin completely from the beginning. This involved re-investigating clues they may have already uncovered, as obviously something went utterly wrong in their case work before.
| Skill Check Modifiers | Gather Information DC Modifier |
|---|---|
| Every Player with the Skill Focus (Gather Information) or Skill Focus (Perception) feat involved (up to five) | -1 |
| Suspicions1 | |
| Inaccurate but not completely opposite of the truth | +0 |
| Slightly accurate (a single detail is correct but not a key fact) | -1 |
| Partially accurate (correct culprit but with no evidence at all) | -2 |
| Fairly accurate (limited clues discovered that indicate truth) | -3 |
| Completely accurate (truth is already guessed but needs hard evidence) | -4 |
| Slightly inaccurate (wrong culprit but no mistaken evidence to support this) | +1 |
| Partially inaccurate (right ideas but the Players are following a false lead) | +2 |
| Completely inaccurate (investigation is the true definition of ‘assumption’) | +4 |
| Prior Checks | |
| For every consecutive successful check before the current one2 | -1 |
| For every unsuccessful check made during the investigation to date2 | +1 |
| Every natural 20 rolled for an Active Investigation check | -1 |
| Every natural 1 rolled for an Active Investigation check | +2 |
| Conditions | |
| Active resistance to the success of the investigation3 | +1 to +5 |
| Each year since the objective of the investigation and the present day4 | +1 |
| Investigators have recognised legal authority in the area of the current check | -2 |
1 In the case of multiple suspicions among several Players involved in the investigation use only the suspicion voiced by the Player making the primary Gather Information check.
2 Up to a maximum of +5/–5 in total. Each bonus cancels a penalty of the same type and vice versa, leaving a single success or failure modifier of –5 to +5.
3 The DC increase is equal to the level of ability the interfering party or parties possess. If just one individual wishes to stop the investigation, that is worth +1, +2 at best. A group or environmental condition (such as erosion destroying vital evidence or a clean-up crew hired to obscure the facts) might apply a +3 to +4 penalty to checks. It would take a full government conspiracy or similar massive form of resistance to qualify for a +5.
4 This DC increase stops at +5 for five years, then progresses at an additional +1 for every five year interval after this to +10 total for a 30 year old investigation. Every ten years after this applies another +1 to a total of +20 at 130 years. Beyond this, every century increases the penalty by +1 to a maximum of +30 for 1100 years or more.
SPECIAL: You can take 10 on a Gather Information check, but you can’t take 20. A successful Persuasion check can reduce the monetary cost of a Gather Information check (see the Persuasion skill). Some information is beyond the reach of a Gather Information skill check.
RETRY: You cannot retry a Tactical Assessment until a new factor is present in the situation (some other group or hazard). You may introduce this factor yourself to gain the retry.
TIME: Each Gather Information check represents 1d6 hours of time spent talking to informants, scanning news broadcasts, or perusing information terminals.
Hackcraft (INT)
The normal citizens of the world never try to disturb the status quo of the digital world. For those attempting to alter the digital world, there is Hackcraft. Hackcraft epitomizes all the talent of the Hacker.
Check: Hackcraft is used for all Hacking Actions as well as checks to identify a specific Hack. The DCs for Hackcraft checks relating to various tasks are summarized on the table above. One must be aware they are being attacked to make a Hackcraft check.
Special: A character cannot take neither 10 nor 20 with Hack Craft
Time: Hack Craft times depend on the action being attempted (see later).
| Hackcraft DC | Task |
| 10 + 1⁄4 attack Hack DC (round up) | To identify a hack attack after the effect has passed and its presence is known. Full round action. |
| 20 | Identify a virus composition (its effects) when it has been located. Full minute action. |
| 20 + Barrier Level | Identify a Barrier difficulty and its defense. Roll for each level. Full minute action. One must penetrate one barrier to find out what is underneath. |
| 20 + 1⁄2 attack Hack DC | Identify a hack type as it is being attempted. One must be aware of the attempt. |
| 25 | Identify a computer virus, Trojan horse, or toy bomb. |
| 30 or higher | Understand a strange or unique AI or program. |
Initiative (DEX (or INT, see Wired-In))
Armor Check Penalty
Use this skill to gain the advantage in combat.
Start Battle: An Initiative check sets the order of combat when a fight starts. Each character aware of the fight makes an Initiative check and goes in order form highest to lowest. When piloting a vehicle in combat, you must apply the vehicle’s size modifier to your Initiative check (see Table 10-1: Vehicle Sizes, SECR 166).
Avoid Feint: When an opponent attempts to feint in combat, you oppose his Deception check with an Initiative check. If you meet or beat his check result, his feint attempt fails.
Wired-In: While hardwired into a computer system and using it through a neural interface, you use your Intelligence modifier instead of your Dexterity modifier to determine your initiative score. Physical augmentations to your Initiative score (for example, the Wired Reflexes nano-augmentation) do not apply to your Wired-In initiative, but magical boosts do, as does the Skill Focus feat. Using a Wirehead Neural Interface or Force Control system grants you a +4 Equipment bonus to your wired-in initiative.
SPECIAL: You can take 10 on an Initiative check, but you can’t take 20.
Jump (STR)
Armor Check Penalty
Use this skill to leap over pits, vault low fences, or jump down from a tree’s lowest branches.
Long Jump: The DC of a running long jump is equal to the distance cleared (in meters) multiplied by 3. For example, clearing a 3-meter wide (2-square-wide) it requires a successful DC 9 Jump check. If you do not get at least a 4-square running start, the DC is doubled.
High Jump: The DC of a running high jump is equal to the distance cleared (in meters) multiplied by 12. For example, landing atop a 1.5-meter-high (1-square-high) ledge requires a successful DC 18 Jump check. If you use a pole of sufficient height to help you vault he distance, the DC is halved. If you do not get at least a 4-square running start, the DC is doubled.
Jump Down: If you intentionally jump down from a height, you can attempt a DC 15 Jump check to take falling damage as if you had dropped 3 meters (2 squares) fewer than you actually did. If you succeed on this check and take no damage, you land on your feet. For every 10 points by which you beat the DC, you can subtract an additional 3 meters from the fall when determining damage.
SPECIAL: You can take 10 when making a Jump check. If there is no danger associated when failing, you can take 20. Distance covered by a long jump or high jump counts against your maximum movement in a round; distance covered by jumping down does not.
Knowledge (INT)
Knowledge encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
Each time you select Knowledge as a trained skill, you must choose a field of study from the list below:
- Arcana: Arcane lore, schools of magic, spells, spirits
- Art: Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others.
- Behavioral Sciences: Behavioral neuroscience, cognitive science, criminology, ethology, neural networks, psychology, social cognition, social neuroscience, social psychology, sociology
- Business: Business procedures, investment strategies, and corporate structures. Navigating corporate bureaucracies.
- Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes. Navigating government and military bureaucracies. Rule of law and governmental forms are usually universal enough concepts that this is not broken down by species – quirks to a given form of govenrment are covered by the Culture skill for that species.
- Culture [By Species]: Entertainment, cultural expectations and norms, societal quirks, theology, philosophy.
- History [By Species]: Events, personalities, and cultures of the past. Archaeology and antiquities.
- Life Sciences: Biochemistry, biology, botany, forensics, genetics, medicine, xenobiology.
- Physical Sciences: Astronomy, astrogation, chemistry, mathematics, physics, and engineering.
- Planetary Sciences: Atmospheric sciences, ecology, geology, geophysics, geodesy, glaciology, hydrology, planetary geology, soil science
- Tactics: Techniques and strategies for disposing and maneuvering forces in combat.
- Technology: Function and principle of technological devices, as well as knowledge of cutting edge theories and advancements.
Common Knowledge: You can answer a basic question about a subject related to your field of study with a DC 10 check. For example, a DC 10 Knowledge (life sciences) check is enough to know that Proximans are ammonia-based creatures.
Craft Poison (Life Sciences and Physical Sciences only): You may handle and prepare poisons, often improvising toxins from common household items or specific chemicals. Having access to only household items incurs a -5 penalty on this check. If you fail this check by 5 or more or roll a natural 1 on the check, you accidentally expose yourself to a combination of substances that have the effects of the toxin you were trying to make. To determine the DC of the skill check required, consult the table below. The more dangerous the poison desired, the longer it takes to produce the toxin. The time required for this check is a number of minutes equal to one-half the DC (rounded up), provided you have the materials on-hand.
| Poison Effects | DC |
| Base Poison Attack vs Fortitude Defense of +2 (Mandatory) | 10 |
| Increase Poison Attack by +3 (up to a maximum of +20) | +4 |
| Decrease Poison Attack by -3 (no minimum) | -4 |
| Delivery Method: Ingestion | +0 |
| Delivery Method: Contact/Injury | +4 |
| Delivery Method: Inhalation | +8 |
| 1d4 Damage to an Ability Score or 2d6 HP Damage (can be chosen multiple times) | +3 |
| 1d6 Damage to an Ability Score or 2d10 HP Damage (can be chosen multiple times) | +4 |
| Poison causes Temporary Blindness as a Persistent Condition | +6 |
| Poison Duration (beyond the initial round) | +1 per Round |
| Move the target -1 step on the condition track (when selected multiple times, this incurs multiple steps down each time the poison successfully attacks) | +3 |
| Spend 100 Credits on materials (this increases the time it takes to make the check at the GMs purview) | -2 per 100 Credits |
Expert Knowledge (Trained Only): You can make a Knowledge check as a swift action to answer a question within your field of study that requires some level of expertise. The DC of the check ranges from DC 15 (for simple questions) to 25 (for tough questions). The GM may adjust the DC depending on the character’s personal experience.
Practice Ettiqute (Culture [<Species>] only): You may display knowledge of the nuances of polite society — appropriate fashion, precise etiquette, local customs, and proper observances — to win over a target. Make a Knowledge [Culture (<Species>)] check vs the target’s Will defense as a move action. If the target’s disposition toward you is helpful or better, you gain a +2 circumstance bonus to your check; conversely, if the target’s disposition toward you is hostile or worse, you suffer a-2 circumstance penalty to your roll. With success, your target is thoroughly impressed by your knowledge and warms up to you, granting you a +2 circumstance bonus with all rolls to alter the target’s disposition for the duration of the current scene.
Skill Cross-Use (Trained Only): Some knowledge skills can be used in place of each other. For example, Art can be used instead of History for the purposes of art history. Business can be used in place of Civics for navigating government bureaucracies, and Civics can be used in plcae of Business for navigating corporate bureaucracies. History can be used in place of Tactics for the purpose of military history. The GM has the final say.
Knowledge [Physical Sciences] (Requires YorIna System) – Activate Force Formula: You must make a Knowledge [Physical Sciences] check to use a Force Formula. This use of the skill requires no action aside from the action to use the Formula.
Knowledge [Physical Sciences] (Requires YorIna System) – Move Light Object (Restriction: Cannot be a device user): As a move action, you can telekinetically lift and move a relatively light object within your line of sight. A successful DC10 check allows you to move an object weighing up to 5kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If your Magery check beats the target’s Reflex Defense, the object hits and deals 1d6 points of bludgeoning damage. You can use this application of the skill to catch and move a thrown object, such as a grenade, that lands within your reach, redirecting its attack against another target. The object can weigh no more than 5kg, and you must ready an action to catch the object on your turn, before the object is thrown. Moving the object requires a Magery check, with a DC equal to the attack roll of the thrown object. If you succeed on this check, you can catch the object and can immediately move the object up to 6 squares of away from you, to a point within your line of sight; otherwise, resolve the attack as normal. If the object you catch is an explosive, such as a grenade, it explodes at the end of its movement. You can use the object caught as a projectile weapon, as normal.
RETRY: No, you can’t reroll a failed Knowledge check. The roll represents what you know, and thinking about the topic a second time doesn’t let you know something you never learned in the first place.
SPECIAL: You can take 10 when making a Knowledge check, but you can’t take 20.
SPECIAL (Galactic Lore): Barring special circumstances, you cannot use Knowledge [Galactic Lore] to know things that your species has not discovered yet. For example, you cannot use it know about newly-encountered alien races, but you can use it to know your own species’ history.
Magery (WIS) – Trained Only
Requires the Mage Talent feat or a specific ability that grants training in the Magery skill.
Magery represents a given character’s magical talent, be it in raw magical power for those with natural talent such as Elementalists, skill with operating a device for Device Users, or skill with cooperating with your spirit partner for Spirit Binders.
Activate Spell: You must make a Magery check to use a Spell. This use of the skill requires no action aside from the action to use the Spell.
Move Light Object (Restriction: Cannot be a device user): As a move action, you can telekinetically lift and move a relatively light object within your line of sight. A successful DC10 check allows you to move an object weighing up to 5kg a distance of 6 squares in any direction. As a standard action, you can use the object as a projectile weapon, but the DC increases to 15. If your Magery check beats the target’s Reflex Defense, the object hits and deals 1d6 points of bludgeoning damage. You can use this application of the skill to catch and move a thrown object, such as a grenade, that lands within your reach, redirecting its attack against another target. The object can weigh no more than 5kg, and you must ready an action to catch the object on your turn, before the object is thrown. Moving the object requires a Magery check, with a DC equal to the attack roll of the thrown object. If you succeed on this check, you can catch the object and can immediately move the object up to 6 squares of away from you, to a point within your line of sight; otherwise, resolve the attack as normal. If the object you catch is an explosive, such as a grenade, it explodes at the end of its movement. You can use the object caught as a projectile weapon, as normal.
Minor Spell (Restriction: Cannot be a device user): As a standard action, with a DC10 check, any properly trained mage can produce a wide variety of minor magical effects. These can be used without spirits in the area, as they instead work off of the mage’s own inherent abilities, and as such can be used in the void of space without special preparation. For a complete listing of the effects this can generate, see the Magic section.
Search Your Feelings: As a full-round action, you can make a DC 15 Magery check to determine whether a particular action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). This works via consulting with spirits.
Story Magic: Story Magic is basically a catch-all term for “I want to do X, but there isn’t a spell/talent/incantation to do that.” If the GM feels that this is within the realm of your abilities, he sets a DC and you roll for it. Examples include Destruction contractors inhibiting nuclear reactions, Destruction contractors emitting a specific kind of radiation, Fire mages putting out fires, and the like.
SPECIAL: You can take 10 on a Magery check, but you can’t take 20.
PENALTIES: If you are unable to use your focus item while casting a spell, incantation, nanospell, or true incantation, you take a -4 penalty to your Magery check. If you are unable to speak (or choose not to), you take a -4 penalty to your Magery check. Minor spells are not subject to these penalties.
BONUSES: Using your focus item grants you a +2 bonus to your Magery check made to cast a spell, incantation, true incantation, nanospell, or to activate a minor spell.
Mechanics (INT) – Trained Only
You can bypass locks and traps, set and disarm explosives, fix malfunctioning devices, and modify and repair damaged drones.
Disable Device (requires security kit): You can use this skill to disarm a security device, defeat a lock or trap, or rig a device to fail when it is used. The effort takes a full-round action, and the DC depends on the intricacy or complexity of the item being disabled or sabotaged, as shown below:
| Device | DC | Examples |
| Simple | 15 | Sabotage a mechanical device, jam a gun, bypass a basic mechanical lock. |
| Tricky | 20 | Sabotage an electronic device, bypass a basic electronic lock. |
| Complex | 25 | Disarm an electronic security system, bypass a complex mechanical or electronic lock. |
*If you attempt to leave behind no trace of the tampering, increase the DC by 5.
If the Mechanics check fails by 5 or more, something goes wrong. If it’s a trap, you spring it. If it’s some sort of sabotage, you think the device is disabled, but it still works normally.
Handle Explosives: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device. Setting a detonator, placing an explosive device, or disarming an explosive device is a full-round action.
Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a DC 10 check. Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed. You can make an explosive difficult to disarm. To do so, you choose the disarm DC before making your check to set the detonator (it must be higher than 10). Your DC to set the detonator is equal to the disarm DC – 5. For example, you might decide to make the disarm DC 20. The DC to set the detonator and disarm the explosives becomes 15 (instead of the normal 10).
Place Explosive Device: Carefully placing an explosive against a fixed structure or vehicle (a stationary, unattended inanimate object) increases the damage dealt by exploiting weaknesses in its construction. The GM makes the check (so that you don’t know exactly how well you’ve done). On a result of 15 or higher, you ignore the damage reduction of any object to which the explosives are attached. On a result of 25 or higher, the explosive deals double damage to the structure or vehicle against which it’s placed. On a result of 35 or higher, it deals triple damage. In all cases, it deals normal damage to all the other targets within its burst radius.
Disarm Explosive Device (requires a security kit): Disarming an explosive that has been set to go off requires a check. The DC is usually 15, unless the one who set the detonator choose a higher disarm DC (see Set Detonator above). If you fail the check, you do not disarm the explosive. If you fail it by 5 or more, the explosive detonates while you are adjacent to it.
Hand Load: You may hand-load projectile ammunition to tune the force of the round for the specific weapon. This takes 4 hours. Each check produces 20 shots of ammunition. This check requires a Mechanics kit and or 100 Credits of materials (in addition to the original ammunition to be modified). A failed check wastes the 100 credits of materials. A successful check (DC 25) grants the resulting ammunition one of two possible qualities as chosen by the player:
- Hot-Load: Shooters using hot-load ammunition gain a +1 equipment bonus to all damage rolls.
- Magnum Charge: By increasing the amount or potency of the ammunition’s propellant, the power of each shot is greatly increased. A shooter using magnum charge ammunition gains a +2 equipment bonus to damage results. Unfortunately, due to the ammunition’s added power, on a natural attack roll of 1 or 2, the weapon automatically misses as if a natural 1 was rolled. If the weapon already fails on rolls other than a 1, increase the failure range by 1 (1 through 5 for prototype weaponry, for example). If the weapon has been rechambered for this increased load, than it is unaffected. Anyone attempting to notice someone firing a weapon using magnum charge ammunition gains a +2 bonus to his Perception check.
Jury-Rig: You can make temporary repairs to any disabled mechanical or electronic device, from a simple tool a complex starship component. Jury-rigging is a full-round action and requires a successful DC 25 check. If you use a tool kit, you gain +5 equipment bonus on the check. A jury-rigged device or vehicle gains +2 steps on the condition track and 1d8 hit points. At the end of the scene or encounter, the jury-rigged device moves -5 steps along the track and becomes disabled again. (See Conditions, SECR 148)
Modify Weapon: By making a Mechanics check of DC 25 + the number of the below modifications that are already applied to the weapon + the number of modifications you wish to apply to the weapon, you can apply modifications from the below list to the weapon. Each modification costs an amount of credits to apply as specified in it.
- Custom Grip (300 Credits): By molding a leather, plastic, or rubber grip especially for the weapon and character, the character receives a +2 bonus to their Reflex defense to oppose disarm attempts. However, other characters who use the weapon with the custom grip suffers a –1 penalty to their attack roll and a -2 penalty to their Reflex defense to oppose disarm attempts.
- Custom Stock (800 Credits): The firearm’s stock and grip are modified to meet the agent’s exact measurements. At the start of each combat, an agent firing a weapon with a custom-fitted stock gains a +1 bonus to his initiative total. This bonus is added only once, at the start of each combat, rather than every round. The character only receives this bonus if they are armed with the weapon or consider it their primary weapon. If a character switches to a weapon with this modification during combat, their initiative count increases by +1 and decreases by -1 when they no longer wield it. When anyone other than the character who owns the weapon uses this weapon in combat, the +1 bonus to initiative becomes a –1 penalty. This bonus/penalty may be combined with the effects of a trigger job.
- De-burred Frame (revolvers, pistols only) (Cost: 300 Credits): De-burring a firearm removes all sharp edges from the weapon, preventing it from snagging on the shooter’s clothing or holster when it is drawn. A character drawing this weapon is assumed to have the Quick Draw feat. If they already have the Quick Draw feat, they are assumed to have the Lightning Draw feat, but may only use it with this weapon.
- Ergonomic Form (melee weapons only) (Cost: 300 Credits): This modification focuses on the weapon’s sharp edges and/or bulk, reducing the chance of a snag or other mishap when drawing it. A character drawing this weapon is assumed to have the Quick Draw feat. If they already have the Quick Draw feat, they are assumed to have the Lightning Draw feat, but may only use it with this weapon.
- Floating Barrel (Cost: 600 Credits): This modification inserts a bed of fiberglass between the barrel and stock, countering the minute accuracy modifiers suffered when the stock expands or constricts under extreme temperatures. When using a firearm with a floating barrel to make a standard attack, the character gains a +1 bonus to his attack roll.
- Heavy Barrel (Autofire-capable weapons only) (Cost: 1000 Credits): This modification installs a strengthened barrel which is less likely to overheat during automatic weapons fire. This decreases the penalty applied to automatic fire by 1. However, the increased weight of the barrel makes the weapon awkward to use, incurring a -2 penalty to Initiative while armed with this weapon. This modification adds 1.5 kg to the weapon’s weight.
- Locking Slide (800 Credits): This modification adds a catch that holds the firearm’s slide in place after each shot, eliminating the sound made when a round is rechambered. It is only available for semi-automatic firearms, bolt-action firearms are considered to have it already. When this firearm is used with a silencer or flash suppressor it increases the penalty to Perception checks to discern the sound of the weapon (but not spot the flash) to -15.
- Magnum Chamber (600 Credits): This modification rechambers the firearm for ‘hot loads,’ increasing its durability and allowing it to use hand-load magnum charge shots without increasing the firearm’s failure range.
- Smoothened Well (Cost: 800 Credits): This modification polishes any minor imperfections within a firearm’s loading well, allowing magazines to be loaded quickly and with little chance of error. A weapon with this modification can be reloaded one step faster (full round->standard action->move action->swift action->free action). This modification cannot be applied to weapons with an internal magazine.
- Trigger Job (Cost: 800 Credits): This modification improves the firearm’s existing trigger action, making it crisper and more consistent. At the start of each combat, a character armed with a weapon with the trigger job modification gains a +1 bonus to his initiative total. This bonus is added only once, at the start of each combat, rather than every round. The character only receives this bonus if they are armed with the weapon or consider it their primary weapon. If a character switches to a weapon with this modification during combat, their initiative count increases by +1 and decreases by -1 when they no longer wield it. This bonus may be combined with the effects of a custom-fitted stock (see opposite).
Quick Repair (requires a nanopack): As a full-round action, you can administer field repairs a damaged drone, vehicle, or object. If you succeed on a DC 15 Mechanics check, the target regains a number of hit points equal to its character level, +1 for every point by which your check result exceeds the DC. If the skill check succeeds, the tended object cannot benefit from additional quick repairs for 24 hours.
Recharge Shields: When acting as the shield operator on a vehicle or operating a device with a shield rating, you can spend three swift actions on the same turn or on consecutive turns to make a DC 20 Mechanics check to recharge the vehicle’s shields. If successful, you restore 5 points to its shield rating, up to its normal maximum.
Regulate Power: When acting as the engineer on a vehicle or operating a device, you can spend three swift actions to make a DC 20 Mechanics check to regulate its power. If you are successful, the vehicle moves +1 step condition track (see Conditions, SECR 148).
Repair: You can repair a damaged object (including vehicles and devices). This requires at least 1 hour of work, at the end of which time you must make a Mechanics check. Only one character may repair a given drone or object at a time, but other characters may use the aid another action to assist (see SECR 151). When used via Quick Repair, this repairs an amount of damage equal to the skill check minus 10.
Repair Object: You can spend 1 hour and make a DC 20 Mechanics check to repair a damaged or disabled object, restoring 1d8 hit points and removing any persistent conditions currently affecting the device or vehicle. If you are on board a damaged vehicle while you attempt to repair it, apply any penalties from the vehicle’s position on the condition track on your Mechanics check. (Major vehicle repairs are best attempted in a garage, hangar, dry dock, or other specialized facility.)
Improvised Connection (requires tool kit): You may attempt to connect electronic devices or computers without proper cables, using improvised materials. The endeavor takes 1 hour and requires a DC 20 Mechanics check to succeed.
Build Object (Trained Only; requires tool kit): You can make a Mechanics check to construct an object from scratch and/or with manufactured parts. Building an object requires a proper tool kit, raw materials, and possibly access to an electronics or machine shop. Some objects are beyond the ability of most characters. The raw materials for an object cost the same as the completed object, though characters who have the Scavenger feat can often come up with raw materials scrounged from other equipment. Use the costs given in the Equipment section as a guide. Remote locations, rare parts, or expensive materials might raise the costs to double, triple, or even higher.
When building an object, determin the object’s final hit points by consulting the tables below. For vehicles, use the actual hit points of the completed vehicle. All objects being built in this mnner start at 0 hit points. Each hour that you work on building an object, make a Mechanics check and refer to the table below. Success indicates you build 1d8 hit points worth of the object’s total hit points. When the item reaches full hit points, it is completed and can be used as normal.
Larger items require more time to build than smaller ones. Multiply the object’s hit points based on the table below for the purpose of determining how long it takes to build the object (when completed, the object’s hit points are unchanged). For example, a Large manufactured object has 10 hit points. However, since it is a Large item, it effectively has 50 hit points for the purpose of determining how long it takes to build the object (how many hit points you must build before it is completed). When completed, the object has 10 hit points as normal.
| Manufactured Objects | Hit Points |
|---|---|
| Fine (Comlink) | 1 |
| Diminutive (Datapad) | 1 |
| Tiny (Computer) | 2 |
| Small (Storage Bin) | 3 |
| Medium (Desk) | 5 |
| Large (Bed) | 10 |
| Huge (Conference Table) | 10 |
| Gargantuan (Small Bridge) | 20 |
| Colossal (House) | 30 |
| Tools and Weapons | Hit Points |
|---|---|
| Computer Console | 5 |
| Weapon, Tiny (Hold-Out Pistol) | 2 |
| Weapon, Small (Pistol) | 5 |
| Weapon, Medium (Heavy Pistol) | 10 |
| Weapon, Large (Assault Rifle) | 10 |
| Weapon, Huge (Sniper Rifle) | 20 |
| Item Type | DC | Description |
|---|---|---|
| Simple | 10 | Item easily created from a few raw materials, using common tools and parts. |
| Moderate | 25 | Item requiring basic electronics, special materials, and/or specialized knowledge. |
| Complex | 40 | Item requiring significant design and manufacturing skills, sophisticated parts, and special facilities. |
| Circumstance | DC |
|---|---|
| Based on a well-known item | -5 |
| Detailed knowledge of specific item | -10 |
| Have detailed schematics for the object available | -10 |
| Poor quality materials | +10 |
| Size | Multiplier |
|---|---|
| Medium | x2 |
| Large | x5 |
| Huge | x10 |
| Gargantuan | x20 |
| Colossal | x50 |
| Colossal (Frigate) | x100 |
| Colossal (Cruiser) | x200 |
| Colossal (Station) | x500 |
RETRY: You can usually retry a Mechanics check. In some specific cases, however a failed Mechanics check has negative ramifications that prevent repeated checks (see Disable Device, above, for example).
SPECIAL: You can take 10 or take 20 on a Mechanics check. When making a Mechanics check to accomplish a jury-rig repair, you can’t take 20. Characters who are untrained in the Mechanics skill can still use the aid another action to assist on Mechanics checks.
Nanite Control (INT) – Trained Only
Requires NMS Implants feat
Nanite Control represents a characters ability to work with their Class V AI partner to manipulate, manage, and control the swarms of nanites that give CEC members their remarkable abilities.
Activate Nanite Power: You make a Nanite Control check to use a Nanite Power. This requires no action aside from the action required to use the Nanite Power.
Disassemble: As a standard action, with a DC10 Nanite Control check, you can disassemble up to 1 kilogram of matter, replenishing one NMS Reserve unit into either your internal reserve or a supplementary tank. More complex devices may require a higher DC, subject to the GM’s discretion. Multiple applications of this use of the Nanite Control skill can be used to disassemble larger objects.
Fast Hack: With a DC 10 Nanite Control check, you can use your implants as a Security Kit for the purpose of the Disable Device application of the Mechanics check, except that the disabling is done using a Standard Action instead of a full round action.
Materialize Armor: As a standard action and with a DC 10 Nanite Control check and the expenditure of 2 NMS Reserve Units, you may reinforce your clothes to create armor that is functionally the equivalent of Combat Jumpsuit (Light Armor, +4 Armor to Reflex Defense, Max DEX +4). An additional standard action and 2 more NMS Reserve Units gives you the equivalent of Battle Armor (Medium Armor, +8 Armor to Reflex Defense, +2 equipment to Fortitude Defense, Max DEX +2). A third standard action and 2 more NMS Reserve Units gives you the equivalent of Heavy Battle Armor (Heavy Armor, +10 Armor to Reflex Defense, +4 equipment to Fortitude Defense, Max DEX +1). This armor cannot be modified with Equipment Modifications, however, the base clothing can be modified as if it was light armor. Modifications made to the clothing that only work for medium or heavy armor only apply when you materialize that level of armor. If you have the Internal Air Tank nano-augmentation, you can add the Vacuum Seals modification to your armor for 500 credits. Alternatively, you can choose to materialize a specific segment of your armor as a standard action to give a given limb/body part protection equivalent to Heavy Battle Armor. For example, you could choose to sheathe your hands and arms in fireproof gloves in order to pull something out of a raging fire. Or you could cover your feet in Nomex to go firewalking, if you’re feeling crazy. A character trained in Nanite Control is considered proficient with the light level of armor, but for heavier armor you must have to the proper armor proficiency feats.
Multi-Function Nanites: With a DC 5 Nanite Control check, you can use your implants as a Tool Kit for any purpose.
Quick Repair: With a DC 10 Nanite Control check, you can use your implants as Tool Kit for the purpose of the Repair and Repair Object applications of the Mechanics skill, except that these repairs can be made with one Standard Action instead of taking one hour. This application of the Nanite Control skill consumes one NMS Reserve unit.
Reassemble: As a standard action, with a DC10 Nanite Control check, you can assemble up to 1 kilogram of matter into a simple object of your choice, such as a non-powered melee weapon, a non-powered tool, and the like. More complex objects can be reassembled, but require higher DC checks, subject to the GM’s discretion. Multiple applications of this use of the Nanite Control skill can be used to create larger objects.
Sense Surroundings: As a swift action, you can use some of your nanites as remote scouts, making a DC15 Nanite Control check to ignore the effects of cover and concealment when making Perception checks to detect or observe targets within 10 squares. Increase this DC by 5 if this ability is used against a target with total cover. Any effect that negates sensing via electronic means also negates this.
SPECIAL: You can take 10 on a Nanite Control check, but you can’t take 20.
Perception (WIS)
Use this skill to perceive threats as well as your surroundings.
The distance between you and whatever you’re trying to perceive affects your Perception check, as do solid barriers and concealment.
Avoid Surprise: A Perception check made at the start of a battle determines whether or not you are surprised (see Surprise, SECR 149). A Perception check made to avoid surprise is a reaction.
Eavesdrop: A DC 10 Perception check allows you to eavesdrop on a conversation. You must be able to understand the language being spoken. The DC increases to 15 in relatively noisy areas (such as a cantina) or 25 in particularly loud areas (such as a factory). Eavesdropping on a conversation is a standard action.
Hear Distant or Ambient Noises: A DC 10 Perception check allows you to detect and identify distant or ambient noises. Actively listening for distant or ambient noises is a standard action.
Notice Targets: A Perception check lets you hear or spot other targets or detect someone or something sneaking up on you from behind. If the target is actively attempting to remain undetected, your Perception check is opposed by the target’s Stealth check. If the target is not making any special effort to avoid detection, the Perception check DC is determined by the target’s size: Colossal, DC -15; Gargantuan, DC -10; Huge, DC -5; Large, DC 0; Medium, DC 5; Small, DC 10; Tiny, DC 15; Diminutive, DC 20; Fine, DC 25. For every 10 squares of distance between you and the target, you take a -5 penalty on your Perception check. You also take a -5 penalty if the target has concealment or cover, or a -5 penalty if it has total concealment or total cover. Detecting a target that enters your line of sight is a reaction. Actively looking or listening for hidden enemies (including those to whom you do not have a line of sight) is a standard action. You can also notice if a character has a concealed weapons or objects. Make a Perception check opposed by the target’s Stealth check result. If you win the opposed check by 5 or more, you can tell what kind of object is concealed.
Search: You can carefully examine a 1-square area or a 1-cubic meter volume of goods as a full-round action. A DC 15 Perception check allows you to find clues, hidden compartments, secret doors, traps, irregularities, and other details not readily apparent within that area. The GM may increase the DC for especially obscure well-hidden features. You can also search a character for concealed weapons or objects. Make a Perception check opposed by the target’s Stealth check result. If you win the opposed check, you find the concealed object. You receive a +10 circumstance bonus on your Perception check if you physically touch the target to search for concealed items; this requires a full-roudn action and can only be used on a willing, pinned, or helpless target.
Sense Deception: You can use Perception to see through deceptive appearances made using the Deception skill. If your Perception check meets or exceeds the result of the Deception check, you realize that you’re being deceived. Your Perception check to sense the deception is a reaction.
Sense Influence: Make a Perception check to determine whether someone is under the influence of a mind-affecting psionic power or other method of coercion (assuming the effect isn’t obvious). This require a full-round action and a successful DC 20 check.
Long-Range Spotter (Trained Only; requires electrobinoculars): Though anyone can use electrobinoculars to see objects at a distance, those rained in the Perception skill can glean particularly useful insights from their long-range observation You can aid another on an attack roll made by an ally or allied vehicle by making a DC 10 Perception check instead of an attack roll. You must be able to see the target of the attack through the electrobinoculars, and your target must be at least 50 squares (character scale) from both you and the ally you aid Your ally must be able to hear and understand you to use this application of the Perception skill.
RETRY: You can make a Perception check every time you have the opportunity to notice something as a reaction. As a swift action, you may attempt to see or hear something that you failed (or believe you failed) to notice previously.
SPECIAL: You can take 10 or take 20 when making a Perception check. Taking 20 means you spend 2 minutes attempting to notice something that may or may not be there. Sleeping or unconscious characters take a -10 penalty on Perception checks.
Persuasion (CHA)
You can influence others with your tact, subtlety, and social grace, or you can threaten them into being more cooperative.
Battle of Wits (5 Minutes): Select one target to humiliate. Assuming the target doesn’t ignore your attempt entirely, you and the target spend 5 minutes engaging in a back-and-forth contest of ridicule, then make opposed Persuasion checks. If the contest is primarily verbal (i.e. insults, etc.), you may each add your Charisma modifiers to this skill check. If the contest is primarily physical (i.e. arm wrestling, weight-lifting, etc.), you may each add your Strength modifiers to this skill check.
The loser of this opposed check suffers takes a –2 morale penalty with all Charisma-based skill checks made for the duration of the current encounter (which may turn into a combat encounter).
Change Attitude: As a full-round action, you can make a Persuasion check to adjust the attitude of a creature with an Intelligence of 2 or higher using words, body language, or a combination of the two. The target must be able to see you. Apply a modifier to the check based on the target’s current attitude toward you: obsessive -20, hateful -15, hostile -10, unfriendly, -5, indifferent -2, friendly or better +0 (see table below). If the check equals or exceeds the target’s Will Defense, the target’s attitude shifts one step in your favor. If the target creature cannot understand your speech, apply a -5 penalty on your Persuasion check. You may attempt to change the attitude of a given creature only once per encounter.
| Attitude | The Creature… |
| Obsessive | This NPC considers the character the lowest form of life. Obsessive NPCs go to any length to cause the character and his friends emotional, financial, and physical injury, completely without regard for their physical well-being or that of anyone who might stand in their way. Obsessive characters never trust the character and refuse to negotiate with him entirely, even choosing death over cooperation. If given the slimmest chance, an obsessive NPC initiates combat against the character, unless choosing not to do so causes the character even greater harm. Only individuals with the deepest psychological scars or the most intense abhorrence for the character fall into this category, which may include former slaves or torture victims, brainwashed maniacs, and enemies with a history of intense suffering at the character’s hands. |
| Hateful | More than adversaries, hateful characters despise the character and everything he stands for. A hateful characters’ disgust extends to the character’s allies, beliefs, causes, and family, which they see as just as corrupted as the character himself. A hateful NPC actively tries to do the character harm in all his endeavors, and isn’t above hurting the character or those people and beliefs closest to him to do it. These NPCs negotiate with the character only in the most extreme circumstances (i.e. life and death) and only cooperate as long as necessary to regain the upper hand. Characters who have long-time grudges or lifelong rivalries with the character may qualify as hateful, including radically opposed religious zealots, childhood enemies, betrayed friends, and deeply spurned lovers. |
| Hostile | A hostile NPC considers themself to be the character’s enemy, but most highly regards their own advantage and well being. They may initiate combat if they believe they will win quickly or escape punishment. Otherwise they limit themself to abusive behavior, attempting to ruin the character’s reputation. Hostile NPCs are unwilling to negotiate unless forced or promised exactly what they want at little or no cost. Even then they are likely to bend or discard the terms of the agreement if they’re able. Hostile NPCs join any on-going combat against the character, even at the risk of personal injury. If the fight appears to be life threatening, they may instead try to offer assistance to the agent’s opponents. Hostile NPCs include well-paid or highly motivated minions, professional combatants committed to fighting against the character or the character’s superiors, all henchmen who are not blindly loyal, agents of other organizations who are actively at war with the character’s group, violently adversarial family members, and most long-time ‘professional’ rivals. |
| Unfriendly | Unfriendly NPCs have a mild dislike for the character. This may be impersonal, an aversion to the character’s nationality or ethnicity or to a group or agency the character appears to be affiliated with. If personal, the NPC has some bad history with the character. Either way the NPC goes out of his way to not assist the character in any way. They are unwilling to negotiate unless given highly favorable terms, and even then may try to twist the bargain or renege if they believe they can get away with doing so. If questioned they present a poor impression of the character and may even volunteer (or fabricate) negative commentary. If the character is in combat nearby the NPC most likely withdraws, and may even provide token assistance to the character’s enemies or summon the authorities (if doing do increases his own safety or troubles the character). Still, most abuse this NPC heaps on the agent is petty in nature rather than dangerous. Poorly paid or unmotivated minions may fall into this category, as do agents of rival organizations, along with people with great troubles of their own or those whom the character deliberately antagonizes. |
| Indifferent | NPCs who are indiferent towards the character only take direction from them if it’s clearly in their best interests, or is supported by offers of reward or threats. If willing to negotiate at all, they seek to gain at least a slight advantage in the deal or decline the offer. If questioned they offer a disinterested recounting of the characters, and otherwise tend to ignore them. Neutral parties rarely become involved in the fights of others, and either actively remove themselves from the area (often alerting the authorities) or return after the fighting ends to survey the scene (and perhaps loot the fallen if less scrupulous). |
| Friendly | A Friendly NPC is mildly disposed in the character’s favor, and provides minor aid if it does not otherwise impair their own efforts. They are unwilling to risk injury unless it’s clear that heir own circumstances will worsen if they do not. Friendly NPCs are open to negotiation and accept most bargains of equivalent value to both parties. If asked they cheerfully offer up knowledge they have of the agent (if appropriate to do so) and emphasize the good, while not necessarily concealing the bad. If nearby when combat breaks out, friendly NPCs often remain nearby to help out afterwards, and may become involved in the final rounds if it is clear the character is going to win. Staff of loosely allied groups, estranged family, and casual acquaintances often fall into this category. |
| Helpful | Helpful NPCs accept bargains and deals that slightly favor you, believing it contributes to the greater good. They usually volunteer a good opinion of the character. If involved in the vicinity of a fight involving the character, helpful NPCs try to offer indirect aid (shouted advice, information about the enemy’s location), and may join the fighting if certain of the character’s cause. Co-workers, allies from other organizations, distant family members, and good friends are all likely to fall into this category. |
| Ally | There are fans and there are allies — those individuals who not only admire the character but regard him as a close personal friend, and gladly and unquestioningly risk their life to assist him. An ally regards the character as a personal idol or mentor, someone who affects his or her life on a daily, fundamental level. Allies join a combat to assist the character without question or pause, though unlike worshippers, they don’t necessarily lay down their lives for their idol. Lifelong fans, childhood friends, star-struck admirers and past pupils are fitting examples of allies. |
| Worshipper | This NPC regards the character with favor normally reserved for royalty and cult figures. Worshippers gladly risk anything they have, including their lives, if it benefit the character or help to gain the character’s favor. A worshipper goes to any length to fulfill the character’s slightest whim and asks for little if nothing in return, save a sign of his gratitude. In combat, a worshipper throws himself in the way of attacks that might bring the character even the slightest harm, and immediately attack those perceived as a threat to the character’s safety. Intensely loyal subjects, sworn guardians, and chivalrous men of honor all fit this category. |
Haggle: Whenever you use the Gather Information skill, you can make a Persuasion check as a swift action to reduce by half the amount you must pay to acquire the information you desire. Conversely, you can use this skill as a full-round action to increase or reduce the sell price of a desired item by 50%. The DC depends on the attitude of the individual (or individuals) with whom you’re dealing: unfriendly DC 30, indifferent DC 25, friendly DC 20, helpful DC 15. You can’t haggle with creatures that are hostile toward you or creatures that have an Intelligence of 2 or lower. No matter how adept you are at haggling, a creature won’t pay more for an item that can easily be obtained elsewhere for the standard listed price.
Influence Crowd: With a few choice words and a fervent delivery, you may change the opinions of others, either toward yourself or others. This requires at least five minutes of conversation, but more time may be spent if desired or if you wish to try again after a failed attempt. Only those who can hear and understand you are affected by this skill use. The Persuasion check’s base DC depends on the crowd’s disposition and attitude.
| Condition | DC |
| Crowd’s disposition toward you is ally or better | 5 |
| Crowd’s disposition toward you is helpful | 10 |
| Crowd’s disposition toward you is friendly | 15 |
| Crowd’s disposition toward you is neutral | 20 |
| Crowd’s disposition toward you is unfriendly | 25 |
| Crowd’s disposition toward you is hostile | 30 |
| Crowd’s disposition toward you is hateful | 35 |
| Crowd’s disposition toward you is obsessive | 40 |
| The crowd is panicked (angry mobs, refugees) | +5 |
| The message of the speech is objectionable to the crowd (telling the crowd to hate someone they love) | +10 |
With success, you either improve the crowd’s disposition towards yourself by one grade, improves the crowd’s disposition toward another person or group praised in the speech by one grade, or worsens the crowd’s disposition toward one person or group lambasted in the speech one grade (per your choice, decided before you make the roll). This disposition change lasts for one week. A crowd’s disposition may only be altered one level in this fashion during any 24-hour period.
This skill check may not be attempted with crowds having an initial disposition toward you of hostile or worse. Unless you roll a natural 1, this check is automatically successful with crowds having an initial disposition toward you of fanatic or worshipper.
If you fail, you can try again, but another 5 minutes of speaking is required. If the speech goes over 10 minutes in length, you suffer a –2 circumstance penalty for every 5 minutes the speech runs over the first 10 minutes.
If you are trained in Knowledge [Social Sciences], you receive a +2 bonus with all checks made to adjust a crowd’s disposition.
Intimidate: As a full-round action, you can make a Persuasion check to force a single creature with an Intelligence of 1 or higher to back down from a confrontation, surrender one of its possessions, reveal a piece of select information, or flee from you for a short time. The creature must be able to see you. Your check result must equal to exceed the target’s Will Defense for the intimidation attempt to succeed. Apply a modifier to the check based on the threat the target perceives from you:
| Situation | Modifier |
| Target is helpless or completely at your mercy. | +5 |
| Target is clearly outnumbered or disadvantaged. | +0 |
| Target is evenly matched with you. | -5 |
| You are clearly outnumbered or disadvantaged. | -10 |
| You are helpless or completely at the target’s mercy. | -15 |
You can’t force a target to obey your every command or do something that endangers its life or the lives of its allies. A creature you successfully intimidate becomes one step more hostile toward you as soon as you are no long an imminent threat.
Mediate: You may use Persuasion to mediate a dispute between two groups. This requires that you be in contact with both groups. Face-to-face mediation is usually the quickest, most efficient method, requiring only 4 hours per Persuasion check, while particularly slow forms of communication (such as messengers) drastically increase the time required.
The dispositions of both parties toward you must be no worse than neutral, and both parties must agree to at least exchange civilities before the mediation may begin.
The base DC for mediation is 10, modified by the parties’ dispositions toward one another and various conditions, as follows.
|
Each party that considers another party an adversary |
+10 |
|
Each party that’s hostile toward another party |
+5 |
|
Each party that’s unfriendly to another party |
+2 |
|
Each party that’s friendly to another party |
–2 |
|
Each party that’ helpful to another party |
–5 |
|
Each party that considers another party an ally or better |
–10 |
|
Each party that’s friendly to you |
–2 |
|
Each party that’s helpful to you |
–4 |
|
Each party that considers you an ally or better |
–8 |
|
Either you or one of the parties must use a translator |
+5 |
|
Each party is making unreasonable demands (surrender of valuable territory with no recompense, disarmament with no assurance of protection) |
+10 |
Each successful mediation check improves both parties’ dispositions toward the other by one grade. When both parties’ dispositions toward each other reach neutral, a deal is reached.
RETRY: If you fail a Persuasion check, you cannot make any further Persuasion checks against the targeted creature for 24 hours. However, when making a Persuasion check to mediate you can retry immediately, but each failed mediation attempt increases the DC of future mediation attempts between the involved groups by +2 unless a one-day break is taken between mediation sessions.
SPECIAL: You can take 10 on a Persuasion check, but you can’t take 20.
Pilot (DEX or INT)
Use this skill to operate a vehicle. Basic operation of a vehicle does not require a skill check or special training, but performing evasive maneuvers and difficult stunts does.
Whenever you make a Pilot check, you must apply the vehicle’s size modifier to your check (see Table 10-1: Vehicle Sizes, SECR 166).
SPECIAL: An AI, a jacked-in Wirehead, or a Wirehead or Neural Interface user remotely piloting a drone all use their Intelligence modifier on Pilot checks instead of its Dexterity modifier, as does a user of a Force Control interface.
Vehicle Proficiency: Rather than the Pilot skill now representing bizzare skill to control all moving vehicles, you only have the knowledge of piloting a range of vehicles. When you train the Pilot skill, you choose a number of vehicle types from the list below equal to your Intelligence modifier (minimum 1).
- Ground Vehicles (Cars, Trucks, etc)
- Hovering Vehicles (Terran Rapid Attack Vehicle)
- Air Vehicles (Aircraft, Helicopters)
- Strike Craft (Space Fighters, Swift Assault Craft)
- Colossal Spacecraft
- Colossal (Frigate) Spacecraft
- Colossal (Cruiser) Spacecraft
- Colossal (Station) Spacecraft
If you are trying to control a vehicle not on your chosen list of vehicles, you take an increasing penalty for each step away that vehicle is from the closest vehicle you have. One step is a -1 penalty, two steps is -3, three steps is -6, four steps is -10, five steps is -15, six steps is -21, and seven steps is -28. For example, if you have chosen Strike Craft and are trying to pilot a Cruiser, you would take a -9 penalty to Pilot checks. Note that this does allow for ‘strategic selection’ of vehicle types. Choosing Air Vehicles and Colossal (Frigate) does mean that the highest penalty you will suffer is a -3.
If you are attempting to control a vehicle who’s controls and displays are in a language you are not fluent in, you may make a DC 25 Pilot check to attempt to work out the controls. Success on this check means you suffer a -4 penalty to control that vehicle, otherwise you suffer a -8 penalty. If the vehicle was made for your species then you gain a +5 bonus on the check to see if you can figure out the controls. Be warned, failing this check and continuing to attempt to use the vehicle can have…(•_•) / ( •_•)>⌐■-■ / (⌐■_■)…explosive results. YEEEEEEEEAAAAAAHHHHHHH!!!!!!
If you are attempting to control a vehicle made for a species with a different body layout than you have, you suffer an automatic -10 penalty to Pilot checks to use that vehicle. For reference, this penalty applies to humans when they are piloting any vehicle that was constructed by a non-humanoid creature. The GM may institute penalties based on minor things like differing numbers of fingers, but these should be at most a -3 penalty.
Avoid Collision: You can make a DC 15 Pilot check as a reaction to reduce or negate the damage from a collision (see Avoid Collision, SECR 173).
Dogfight: When operating a flying vehicle, you can make a Pilot check as a standard action to engage in a dogfight (see Dogfight, SECR 171).
Engage the Enemy (Trained Only): When piloting a vehicle in combat, you can choose to make a Pilot check instead of an Initiative check to determine your place in the initiative order.
Increase Vehicle Speed (Trained Only): You may make a DC 20 Pilot check as a swift action to make your vehicle perform beyond its normal limits. (You can’t take 10 on this check.) If the check fails, your vehicle’s speed does not increase, and your vehicle moves -1 step on the condition track (see Conditions, SECR 148). If you succeed, your vehicle’s speed increases by 1 square until the start of your next turn. For every 5 points by which you exceed the DC, your vehicle’s speed increases by an additional 1 square.
Ram: You can make a Pilot check as part of a full-round action to collide intentionally with a target (see Ram, SECR 172).
SPECIAL: You can take 10 when making a Pilot check except when attempting to increase a vehicle’s speed. You can’t take 20 on a pilot check.
Profession (WIS) – Trained Only
You may make use of your trade to earn an income (your skill check result × 35 credits per full week of work). In addition, you know how to use the tools of your trade, and can perform tasks common to your profession. You are also capable of supervising any unskilled laborers that normally assist members of your profession, and can solve problems that crop up in the day-to-day completion of your tasks. For instance, a dentist can fill cavities, supervise dental assistants, fill out insurance forms, take tooth x-rays, and soothe a patient in pain, among other things. Your Game Master sets DCs for specific tasks.
- Profession (Military)
- Create Fortification (Extended Check, 2 Hours): With a successful extended skill check (DC 50), you may construct a camouflaged, 2-man fighting position with overhead cover that occupies a 2-square area. While up to any 2 characters are located in this location, they gain the benefits of half cover and concealment. Per the GM’s discretion, when you possess heavy gear (e.g. a bulldozer or a backhoe), the extended skill check interval is reduced to 5 minutes. Conversely, if you’re working without an entrenching tool or shovel (e.g. using a helmet and knife to improvise), you suffer a –10 circumstance penalty with each skill check made as part of this complex check.
- Improvise Fortification (2 Minutes): With a successful check (DC 15), you may scrape out a 1-man improvised fighting position that occupies a single square. While you are prone or crouched in this location, it grants you one-half cover and one-half concealment from enemy fire only — it offers no save bonuses against artillery, grenades, or other explosions, nor does it conceal you from non-visual observation.
- Know The System: You may use Profession (Military) in place of Knowledge (Civics) or Persuasion when making a skill check directly related to military personnel or a military bureaucracy.
- Profession (Veterinarian)
- As per the standard Profession skill check, you may use this skill to earn money as a veterinarian. This skill may also be used as a Knowledge (Life Sciences) skill concerning matters directly related to veterinary medicine and animal physiology. Finally, you may use Profession (Veterinarian) in place of Treat Injury when attempting to stabilize, diagnose, or treat an animal.
Psionics (CHA) – Trained Only
Requires Psionics Training feat.
Psionics represents a characters ability to interface with the collective unconscious and use it to exercise their will.
Activate Psionic Power: You must make a Psionics check to use a Psionic Power. This use of the skill requires no action aside from the action to use the Psionic Power.
Dark Corners (Full-Round Action): The strongest emotions — love, hatred, fear — all leave a mark on our minds. You can scan a target for these marks and use them to your advantage. Doing so requires one full round action and allows you to use one of the following options.
Desires: By probing your target’s strongest loves and hates, you can more effectively lure them into your clutches. Make a Psionics check. If you beat the target’s Will defense, you may add your Charisma modifier as a circumstance bonus to all seduction checks you make involving your target. This bonus lasts until the end of the encounter if used in combat, or until the end of the four-hour downtime block you are currently in if used outside of combat.
Dreams: You find the target’s greatest aspirations, and use them to get closer to the target. Make a Psionics check. If you beat the target’s Will defense, you may add your Charisma modifier as a circumstance bonus to all Deception and Presence checks involving your target. This bonus lasts until the end of the encounter if used in combat, or until the end of the four-hour downtime block you are currently in if used outside of combat.
Fears: You pick up on the traumatic moments of your target’s life, and can twist them to your own ends. Make a Psionics check. If you beat the target’s Will defense, you may add your Charisma modifier as a circumstance bonus to all Persuasion checks made to intimidate the target. This bonus lasts until the end of the encounter if used in combat, or until the end of the four-hour downtime block you are currently in if used outside of combat.
All of these options are much more difficult to manifest if your target knows you can read their mind. If the target is aware that you are psionically-capable, they may attempt to actively resist your scan, doing so adds +5 to their Will defense versus theses abilities.
Enter Trance: As a full-round action, you can enter a trance with a DC10 Psionics check. In this state, you remain fully aware of your surroundings. Each hour you remain in the trance, you regain a number of hit points equal to your character level. You can emerge from the trance as a swift action. If you remain in the trance for 4 consecutive hours, you emerge from the trance fully rested (as though you rested for 8 hours). While you’re in the trance, you can go ten times as long as normal without food or water.
Place Other in Trance: As a full-round action, you can place an adjacent willing ally that you touch into a trance with a DC15 Psionics check. In this state, the target ally rests as though in a deep coma and is considered helpless. Each hour the target remains in the trance, it regains a number of hit points equal to its character level. You can bring an adjacent ally you touch out of a trance as a swift action, but the target cannot otherwise emerge from the trance on their own. If the target remains in the trance for 4 consecutive hours, the target emerges from the trance fully rested (as though they had rested for 8 hours). While the target ally is in the trance, it can go ten times as long as normal without air, food, or water. Unwilling targets cannot be placed into a trance.
Focus the Mind (Full-Round Action): You may enter a meditative trance that focuses your mind completely on a single problem, giving you a much better chance of coming up with a solution. Doing so requires a full-round action and lets you add your Charisma modifier to your Intelligence checks, Wisdom checks, Knowledge skill checks, and Profession skill checks for 1 minute per character level. This cannot be used to boost Profession checks which take longer than the duration the bonus lasts for.
Search Your Feelings: As a full-round action, you can make a DC 15 Psionics check to determine whether a particular action will yield favorable or unfavorable results to you in the immediate future (10 minutes or less). This works via accessing the collective unconscious and reaching a consensus.
Sense Psionics: You automatically sense psionic disturbances. As a full-round action, you can use this ability too sense psionic users, out to a range of 100 kilometers. If you succeed on a DC 15 Psionics check, you know how many psionics users are within range, their approximate distance and direction from you, and whether you’ve met them before or not. Another psionics user within range can try to conceal their presence from you by making an opposed Psionics check. If they equal or exceed your Psionics check, you don’t sense their presence at all.
Sense Surroundings: As a swift action, you can sense your surroundings, making a DC15 Psionics check to ignore the effects of cover and concealment when making Perception checks to detect or observe living creatures.
Telepathy: As a standard action, you can establish a telepathic link with a distant creature. Through the link, you can exchange emotions or a single thought, such as “Go!”, “Help!”, or “Danger!” The target must have an Intelligence of 2 or higher, and the distance between you and the target determines the DC (see below). Against an unwilling target, you must make a Psionics check against the target’s Will Defense; if the check fails, you cannot establish a telepathic link or attempt to telepathically contact the target for 24 hours unless the target becomes a willing one.
| Telepathy Distance | DC |
| Same Planet | 15 |
| Same System | 20 |
| Different Star System | 25 |
| Different Galaxy | 30 |
| Target In Flux Space | Impossible. Psionic collective unconscious does not cross dimensional boundaries. If both you and your target are in Flux Space, telepathy (and psionics) can still be done, but it requires direct touch to the target. |
SPECIAL: You can take 10 on a Psionics check, but you can’t take 20.
Ride (DEX)
Armor Check Penalty
Use this skill to ride any kind of mount, such as horse, mule, or the like.
Ride Mount: Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount without a problem. Mounting or dismounting an animal is a move action. Some tasks, such as those undertaken in combat or other extreme circumstances, require checks. In addition, attempting trick riding or convincing the animal to do something unusual also requires a check.
| Riding Task | DC |
| Guide with knees | 10 |
| Stay in saddle | 10 |
| Cover | 15 |
| Soft fall | 15 |
| Leap | 15 |
| Control mount in battle | 20 |
| Fast mount or dismount | 20 |
*Armor check penalty applies.
Control Mount in Battle: As a move action, you can attempt to control a mount while in combat. If you fail, you can do nothing else that round. You do not need to roll for riding animals specifically trained for battle.
Fast Mount or Dismount: You can mount or dismount as a swift action. If you fail the check, mounting or dismounting is a move action. (You can’t attempt a fast mount or dismount unless you can perform the mount or dismount as a move action this round, should the check fail.)
Guide With Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat or to perform some other action. Make the check at the start of your round. If you fail, you can only use one hand this round because you need to use the other to control your mount.
Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride skill modifier or the mount’s Jump skill modifier, whichever is lower, to see how far the mount can jump (see the Jump skill, SECR 68). A DC 15 Ride check is required to stay on the mount when it leaps.
Soft Fall: You react instantly when you fall off a mount, such as when it is killed or when it falls, to try to avoid taking damage. If you fail, you take 1d6 points of falling damage (see Falling Damage, SECR 255).
Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage.
Use Mount as Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. You can’t attack while using your mount as cover. If you fail, you don’t get the cover benefit.
SPECIAL: You can take 10 when making a Ride check, but you can’t take 20.
TIME: Ride is a move action, except when otherwise noted for the special tasks listed above.
Stealth (DEX)
Armor Check Penalty
Use this skill to slink past a sentry without being heard, catch your enemy off-guard, snipe from a concealed location, or perform sleight of hand.
Sneak: Your Stealth check sets the DC for Perception checks made to notice you. If an opponent’s Perception check equals or exceeds your Stealth check, your opponent notices you. Any circumstance that hampers your ability to sneak imposes a -2 penalty on your check, while favorable circumstances grant a +2 bonus. For example, sneaking across a surface littered with debris imposes a -2 penalty on your Stealth check, while a room filled with abundant hiding places grants a +2 bonus on your check. If you move more than your speed in any given round, you take a -5 penalty on your Stealth check. If you move more than twice your speed in any given round, you take a -10 penalty on your Stealth check. Your size provides a modifier to your Stealth checks: Fine, +20; Diminutive, +15; Tiny, +10; Small, +5; Medium, +0; Large, -5; Huge, -10; Gargantuan, -15; Colossal, -20.
Conceal Item: As a standard action, you can attempt to conceal an item (such as a weapon) on your person. The concealed object must be at least one size smaller than you, and you get a modifier on your skill check based on the object’s relative size: One size smaller, -5; two sizes smaller, +0; three sizes smaller, +5; four sizes smaller, +10. Other characters may notice a concealed object with a successful Perception check (opposed by your Stealth check result), but only if you do not have total concealment. A character gains a +10 circumstance bonus on his Perception check if he physically touches you to search for concealed items; this requires a full-round action that can only be performed if you’re a willing, pinned, or helpless target. Drawing a concealed item is standard action.
Create a Diversion to Hide: You can use the Deception skill to help you be stealthy. A successful Deception gives you the monetary diversion you need to attempt a Stealth check even though people are aware of you. While the others turn their attention from you, you can make a Stealth check (as normal, and at no penalty) if you can reach a hiding place of some kind of move action.
Pick Pocket: With a successful Stealth check, you can pilfer a small, hand-sized object from a target within your reach. Your Stealth check is opposed by the target’s Perception check, and the target gains a +5 bonus. If you fail by 4 or less, you are unable to take the item, but the target does not notice the effort. If you fail by 5 or more, you are unable to take the item and the target catches you in the act.
Sleight of Hand: You can palm hand-sized objects, perform minor feats of legerdemain, or attempt to perform a minor action without being noticed (such as flipping a switch, pulling out a thermal detonator, or drawing a pistol under the cover of a table). All such efforts are opposed by observer’s Perception check. Any observer that beats your Stealth check notices the action you attempted, and knows how you did it.
Snipe: After making a ranged attack from hiding, you can try to hide again. You must be at least 2 squares from the target, and you must already have successfully used Stealth to hide from the target. Make a new Stealth check (as normal, but with a -10 penalty) as a move action. If you succeed, you remain hidden; otherwise, your location is revealed.
SPECIAL: You can take 10 when making a Stealth check, but you can’t take 20.
Survival (WIS)
Use this skill to hunt and forage, guide a party safely through arid wastelands, identify signs that animals live nearby, or avoid quicksand and other natural hazards.
Basic Survival: Once per day, you can make a DC 15 Survival check to avoid natural hazards and keep yourself safe and fed in the wild for the next 24 hours. You can provide food and water for one additional person for every 2 points by which your check exceeds 10.
Endure Extreme Temperatures (requires field kit): Once per day, you can make a DC 20 Survival check to ignore the effects of extreme cold or extreme heat for the next 24 hours (see Extreme Temperatures, SECR 254).
Know Direction: As a full-round action, you can ascertain which direction is north by succeeding on a DC 10 Survival check (assuming you’re somewhere cardinal directions matter).
Track (Trained Only): To find tracks or to follow them requires a full-round action and a successful Survival check. The DC of the check depends on the surface and the prevailing circumstances, as given below. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the terrain or prevailing circumstances change. You move at half normal speed while tracking. You can choose to move your normal speed instead, but you take -5 penalty on Survival checks made to follow tracks.
| Surface | DC |
| Soft ground | 10 |
| Firm ground | 20 |
| Hard ground | 30 |
Soft Ground: Any surface (fresh snow, thick ash, wet mud) that holds clear impressions of footprints.
Firm Ground: Any outdoor surface (lawns, fields, woods) or exceptionally soft or dirty indoor surface (dusty floors, thick carpets) that can capture footprints of a creature’s passage.
Hard Ground: Any surface that doesn’t hold footprints at all (bare rock, concrete, metal deck plates).
| Circumstance | DC Modifier |
| Every 3 creatures in the group being tracked | -1 |
| Every day since the trail was made | +1 |
| Every hour of rain since the trail was made | +1 |
| Fresh snow cover since the trail was made | +5 |
| Poor visibility | +5 |
| Tracked target hides trail (and moves at half speed) | +5 |
| Largest creature being tracked | |
| Huge or bigger | -10 |
| Large | -5 |
| Medium | +0 |
| Small | +5 |
| Tiny or smaller | +10 |
Create Defensive Position (Trained Only): A character trained in the Survival skill can make camp in a defensible position, digging trenches or otherwise preparing in the encampment to defend against an attack. When you stop to rest (even in urban or otherwise civilized environments), you can take 10 minutes to prepare the place where you and your allies are resting as a defensive position. At the end of the 10 minutes, if you succeed on a DC 20 Survival check, you prepare an area no bigger than 20×20 squares as a defensive position. While you and your allies sleep within that area, you take no penalty to Perception checks to notice targets. Furthermore, all creatures take a -5 penalty on Stealth checks made within the prepared area. Lastly, you and all your allies gain a +2 circumstance bonus to Reflex Defense while within the area. If you and your allies abandon the defensive position, the effect ends.
SPECIAL: You can take 10 when making a Survival check. You can take 20 if there is no danger or penalty for failure, but it takes twenty times as long as normal to do so.
Swim (STR)
Armor Check Penalty
Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on.
Swim: A successful Swim check allows you to swim one-quarter your speed as a move action or one-half your speed as a full-round action. Roll once per round. If you fail, you make no progress through the water. If you fail by 5 or more, you go underwater and must hold your breath (see the Endurance skill) until you reach the surface by succeeding on a Swim check. The DC for the Swim check depends on the situation:
| Situation | DC |
| Calm water | 10 |
| Rough water | 15 |
| Stormy water | 20 |
RETRY: A new check is allowed the round after a check is failed.
SPECIAL: You can take 10 when making a Swim check, but you can’t take 20.
Treat Injury (WIS)
Use this skill to keep a badly wounded friend from dying, to heal the injured, or to treat a diseased or poisoned character.
First Aid (requires a medpac): As a full-round action, you can administer first aid to an unconscious or wounded creature. If you succeed on a DC 15 Treat Injury check, the creature regains a number of hit points equal to its character level, +1 for every point by which your check result exceeds the DC. Using a medical kit grants a +2 equipment bonus on your skill check. If the skill check succeeds, the tended creature cannot benefit from additional first aid for 24 hours. You can administer first aid yourself, but you take a -5 penalty on your Treat Injury check.
Long-Term Care: If you tend to a creature for 8 consecutive hours, that creature regains hit points equal to its character level in addition to those recovered from natural healing (see Natural Healing, SECR 148). A creature can only benefit form long-term care once in a 24-hour period. You can tend one creature at a time if untrained, or up to six simultaneously if trained. You can’t give long-term care to yourself.
Perform Surgery (Trained Only; requires a surgery kit): You can perform surgery to heal damage to a wounded creature, remove a persistent condition, or install a cybernetic prosthesis. Any of these operations requires 1 hour of uninterrupted work, at the end of which time you must make a Treat Injury check, the DC of which varies depending on what you are trying to do. If you fail your check, the surgery does not yield any benefit (but any resources used are still lost). In addition, if you fail your check by 5 or more, the creature takes damage equal to its damage threshold. If this damage reduces the creature to 0 hit points, it dies (see 0 Hit Points, SECR 146).
Heal Damage: You can make a DC 20 Treat Injury check to perform surgery on a wounded creature, healing an amount of damage equal to creature’s Constitution bonus (minimum 1) x the creature’s level. If you fail the check, the creature instead takes damage equal to its damage threshold. If you fail the check, the creature instead takes damage equal to its damage threshold. If the creature was already at 0 hit points, it dies unless it can spend a Hero Point to save itself (see SECR 93). You can perform surgery on yourself to heal damage, but you take a -5 penalty on your skill check. Performing surgery to heal damage also removes any persistent conditions afflicting the target.
Install a Cybernetic Prosthesis: You must have the Cybernetic Surgery feat to install a cybernetic prosthesis on a living being. At the end of the procedure, make a DC 20 Treat Injury check. If the check succeeds, the prosthesis is installed properly. If the check fails, the prosthesis is not properly installed; however, you can try again after another uninterrupted hour of surgery. You can install a cybernetic prosthesis on yourself, but you take a -5 penalty on your skill check.
Revivify (Trained Only; requires a medical kit): As a full-round action, you can revive a creature that has just died. You must reach the creature within 1 round of its death to revive it, and you must succeed on a DC 25 Treat Injury check. Using a medpac grants a +2 equipment bonus on the skill check. If the check succeeds, the creature is unconscious instead of dead. If the check fails, you are unable to revive the creature.
Treat Disease (Trained Only; requires a medical kit): Treating a diseased character requires 8 hours. At the end of that time, make a Treat Injury check against the diseases DC (see Disease, SECR 254). If the check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the disease). You can treat one creature at a time if untrained, or up to six simultaneously if trained.
Treat Poison (Trained Only; requires a medical kit): As a full-round action, you can treat a poisoned character. Make a Treat Injury check; if the result equals or exceeds the poison’s DC (see Poison, SECR 255), you successfully detoxify the poison in the character’s system and the patient no longer suffers any ill effects (including persistent conditions caused by the poison).
Treat Radiation (Trained Only; requires a medical kit): Treating an irradiated character requires 8 hours. At the end of that time, make a Treat Injury check against the radiation’s DC (see Radiation, SECR 255). If the check succeeds, the patient is cured and no longer suffers any ill effects (including persistent conditions caused by the radiation). You can treat one creature at a time if untrained, or up to six simultaneously if trained.
SPECIAL: You can take 10 when making a Treat Injury check, but you can’t take 20.
MEDICAL SPECIALITIES: Characters with medical training beyond basic first aid skills tend to be professionals in the field with a leaning towards certain kinds of medicine and a preference for practicing one kind of treatment over another. Assuming that a character’s background permits the choice of a speciality and they meet the prerequisites required for one, the character may select one of the following specialities as an indication of this preference. Note that even characters with a speciality understand basic medicine and can always take full advantage of their skill trainings, even if their specialisation is far removed from the task at hand.
- Pediatrics/Geriatrics (Gather Information trained, Persuasion trained, Treat Injury trained):
A specialist in these field is an expert at dealing with either children or the elderly and picking up on their less intelligible clues for what ails them. This kind of specialist gains a + 1 circumstance bonus on all Gather Information, Persuasion, or Treat Injury checks made with their preferred type of patient. - Pharmacology (Knowledge [Physical Sciences] trained, Treat Injury trained):
The study of drugs, especially biological derivatives, allows a Pharmacologist to get the most from any medical chemical he creates or administers himself. As long as a Pharmacologist can take ten full minutes to tailor and refine a drug, it will always have its maximum listed effect and/or work in the shortest amount of time possible. - Toxicology (Knowledge [Life Sciences] trained, Knowledge [Physical Sciences] trained, Treat Injury trained):
When a toxicology specialist makes a Treat Injury check to treat any kind of disease or poison, he gains a +2 circumstance bonus to the roll and can heal one point of ability score loss associated with the condition with an hour’s treatment even if the check fails. Poisons and diseases made by a toxicologist always inflict +1 point of attribute damage whenever they deal damage or reach their incubation period. - Trauma Care (Survival trained, Treat Injury trained):
A trauma specialist is adept at working on emergency cases with very little time and minimal equipment when necessary. A specialist in this field does not need a medpac to administer first aid and if a medpac is available, they gain a +1 equipment bonus to their Treat Injury checks. - Veterinary (Knowledge [Life sciences] trained, Perception trained, Profession [Veterinarian] trained, Treat Injury trained):
A veterinarian can treat animals and nonsentient lifeforms as effectively as a medical doctor treats communicative patients. They gain the ability to make Persuasion checks without penalty when attempting to change the attitude of non-sentient creatures with intelligence 2 or less, and non-sentient creatures are automatically 1 disposition step better towards the veterinarian unless their disposition is hostile or worse. - Xenobiology (Knowledge [Life Sciences] trained, Skill Focus [Knowledge (Life Sciences), Treat Injury trained):
A xenbiologist has expanded their medical knowledge beyond their own species to include that over other species as well. A xenbiologist suffers no penalty for working on species other than their own, and if a species would normally be difficult to treat with medical gear designed for the xenobiologist’s species then the difficulty is removed (example: a Xenobiologist can prevent a Proximan from exploding with a DC 25 Treat Injury check using a Terran medkit instead of a DC 35)
Use Computer (INT)
Use the skill to access secured files and defeat security systems.
Access Information (requires computer attitude of indifferent or better): Getting information through a computer requires you to connect to the appropriate network and locate the files you seek. Connecting to a network (a full-round action if you are in comm range) doesn’t require a skill check if you use a computer that’s already linked to it. However, establishing a connection to a network using a remote computer requires a DC 10 Use Computer check. You can also get information without connecting to a network if you use a computer whose memory contains that information; the GM decides what information a computer’s memory actually holds. Finding information on a single topic requires a set amount of time (see below); at the end of this time, you must make a Use Computer check. The time required and the check DC are by the type of information sought. For example, locating general information sought. For example, locating general information about a senator is easier than locating specific information (such as the senator’s date of birth), which is easier than finding private information (such as the senator’s private comm channel cold), which is easier than uncovering secret information (such as the senator’s cred stick code).
| Information | DC | Time Required |
| General | 15 | 1 minute (10 rounds) |
| Specific | 20 | 10 minutes |
| Private | 25 | 1 hour |
| Secret* | 30 | 1 day (8 hours) |
*Secret information can only be accessed on a computer that is helpful toward you. Astrogate (Trained Only): You can plot a safe course for an FTL drive. Doing so usually requires 1 minute, at the end of which time you must succeed on a Use Computer check. Various factors influence the DC of the check (see Astrogation, SECR 237). For Terran vessels using the standard Terran FTL systems, this can only be done by a trained Wirehead pilot. Proximan vessels utilizing a flux space drive can be astrogated by any trained user.
Disable or Erase Program (Trained Only; requires computer attitude of helpful): You can disable or erase a program on a computer that is helpful toward you (see table below). Disabling or erasing a program takes 10 minutes and requires a DC 15 Use Computer check.
| Attitude | The Computer… |
| Hostile | Treats you as a hostile intruder and attempts to trace your location and isolate your connection. |
| Unfriendly | Treats you as an unauthorized user and blocks your access to its programs and information. |
| Indifferent | Treats you as a guest or visitor and grants you access to non-secret programs and information (as long as this does not conflict with previous commands). |
| Friendly | Treats you as an authorized user and grants you access to any programs and non-secret information (as long as this does not conflict with previous commands). You may add any equipment bonus provided by the computer to your Use Computer checks. |
| Helpful | Treats you as if you are its owner or administrator, granting access to all of its programs and information (even if doing so overrides previous commands). You may add any equipment bonus provided by the computer to your Use Computer checks. |
Improve Access (Trained Only): As a full-round action, you can make a Use Computer check to adjust the attitude of a computer in order to gain access to its programs and information. You must be able to communicate directly with the computer either through a direct interface or by connecting to it through an appropriate network. Apply a modifier on the check based on the computer’s current attitude toward you: hostile -10, unfriendly -5, indifferent -2, friendly +0. If the check equals or exceeds the computer’s Will Defense, the computer’s attitude shifts one step in your favor. If you fail, the computer’s attitude does not change. If you fail by 5 or more, the computer’s becomes one step worse (for example, indifferent to unfriendly) and the computer notifies the computer’s administrator of the access attempt. A hostile computer can be dangerous. If a computer becomes hostile or if you fail any Use Computer check made to improve access to a hostile computer, it traces your exact location and notifies the nearest security personnel. In addition, if you fail by 5 or more when attempting to improve access to a hostile computer, it isolates your connection and rejects any further attempts you make to access it for 24 hours
Issue Routine Command (requires computer attitude of friendly or better): As a standard action, you can issue a routine command to a computer. Examples include turning a computer on or off, viewing and editing documents or recordings in its memory, printing a hard copy of a document or image, opening or closing doors that the computer controls, and the like. Issuing routine commands doesn’t normally require a Use Computer check. However, if another character issues a contradictory command, the computer follows the command of the character toward whom it has a better attitude (for example, it follows a command from someone toward whom it is helpful over someone toward whom it is friendly). If the computer has the same attitude toward both characters, make an opposed Use Computer check against the competing character. If you succeed, your command takes effect. If you fail, the opposing character’s command takes effect.
Access and Reprogram Electronic Device: To access information contained with an electronic device, you must first connect it to an indifferent, friendly, or helpful computer ( a full-round action) via a wireless or wired system. Connecting wirelessly requires you to establish a connection as you would with a network (see SECR 75). A wired connection may be as simple as obtaining the correct cable or making an improvised connection (see Mechanics skill). The same attitude and DCs used to Access Information from a computer are also used for devices, although most self-contained devices will not set off alarms or attempt to isolate your location.
Copy or Reprogram Code Cylinder or Access Card: You can make a Use Computer check to reprogram a code cylinder or access card to accept new codes, or copy the existing codes to another cylinder or card. The DC for these actions depends on the level of security (see below). The device must be physically connected to an indifferent, friendly, or helpful computer before it can be copied or reprogrammed. Copying or reprogramming a code cylinder or access card takes 10 minutes.
| Security Level | Use Computer DC |
| Administrative (civilian) | 20 |
| Encrypted military | 30 |
SPECIAL: You can take 10 on Use Computer checks. You can take 20 on a Use Computer check except when attempting to improve access. When a computer is friendly or helpful toward you, you gain an equipment bonus on all Use Computer checks made with that computer equal to its Intelligence bonus.