CPS:Skills

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NOTICE

The CPS system is not currently in use by the VEN or STC.


General Skills

General skills represent those things a character is likely to know straight out of the Academy or is likely to need in day-to-day life in the Vast Empire.

Bureaucracy

Description
Knowledge of how to manipulate networks of forms and records. Bureaucracy includes the ability to cut through red tape, or, conversely, to cover your tracks through an endless maze of paperwork.
Metiers
Document Forgery, Expedite Requests, Paper Trail
Complementary Skill(s)
None
 
 









Communications

Description
Knowledge of how to use communications equipment to scan frequencies, jury-rig broadcasting equipment, jamming enemies, and more .
Metiers
Jamming, Scanning/De-scrambling, Emergency Communications, Low-tech Communications.
Complementary Skill(s)
Console Systems
 
 









Console Systems

Description
The ability to understand Consoles (computers) and make them perform tasks. Also includes droid programming.
Metiers
Hacking, Programming, Security, or by programming language - Turing, Link, Suprema, etc
Complementary Skill(s)
Communications
 
 









Dodge

Description
This skill helps a character avoid an attack.
Metiers
Close Combat, Ranged Combat
Complementary Skill(s)
None
 
 









Drive (Craft)

Description
The ability to drive a type of non-space vehicle, such as a beast-drawn cart or even a hovercraft. This skill must be learned separately for each class. It includes knoweledge of common traffic rules, and the most basic understanding of how to temporarily repair common problems. Metiers cover specific vehicles within a class.
The classes are: Aircraft, Beastcraft, Landcraft, and Watercraft
Metiers
Specific Type of craft
Complementary Skill(s)
None
 
 









Fight

Description
Fight represents a character's ability in unarmed combat. Low levels indicate the character is little more than a brawler; higher levels imply some combat training.
Metiers
Pugilism, Street Fighting (dirty tricks), or a specific martial art (like Shaidan, Koto, Iron Heel, Jox Boxing, Mayhem, etc)
Complementary Skill(s)
None
 
 









Inquiry

Description
Inquiry is the ability to obtain and correctly interpret information from others, including knowledge of what questions to ask a suspect, as well as how to interpret what he does (and doesn't) tell you.
Metiers
Cross-Examination (reveals a person's lies), Deduction, Interrogation
Complementary Skill(s)
Empathy
 
 









Medical

Description
Medical covers a range of healing techniques, including anatomy, surgery, diseases, and preventive medicine. This may also include the implantation of cybernetic devices.
Metiers
Disease, Surgery, High-Tech Medicine, Cybernetics, or specific body systems or organs (cardiology, immunology, etc)
Complementary Skill(s)
Science (Medicine)
 
 









Melee

Description
While Fight deals with unarmed combat, Melee involves hand-to-hand weapons like clubs, vibroblades, rapiers, or poisoned daggers.
Metiers
Specific Weapon Class - Knife, Light Sword, (rapiers, scimitars), Heavy Sword (broadsword, two-handed sword), Polearm, Club (includes maces), Lightsabers (DJO only)
Complementary Skill(s)
{{{CompSkills}}}
 
 









Observe

Description
Some people are constantly stay aware of the world around them. The observe skill reflects a person's trained sensitivity to the world, and represents active observation (more passive awareness uses the Perception characteristic)
Characteristic Default
Mind
Metiers
Aim, Scrutinize (scan a person, place, or thing), Search (discover concealed doors, hidden pockets when frisking someone, etc)
 
 









Remedy

Description
Remedy covers the all-important first aid that is usually necessary to sustain a character until help arrives.
Metiers
EMS (emergency medicine, with makeshift or improvised tools), Herbalism
Complementary Skill(s)
None
 
 









Shoot

Description
Shoot covers any portable, direct-fire missile or blaster weapon that does not rely on muscle power. It does not cover indirect-fire weapons, such as artillery or most vehicle mounted guns (see the Warfare skill).
Metiers
Specific Weapon Class - Energy Pistol, Energy Rifle, Projectile Pistol, Projectile Rifle
Complementary Skill(s)
None
 
 









Sneak

Description
Sneak applies to any actions where you want to move stealthily or stay hidden.
Metiers
Camouflage, Hide, Move Quietly
Complementary Skill(s)
None
 
 









Survival

Description
The character is skilled at surviving in adverse conditions. This includes knowledge of how to improvise makeshift shelters, identify edible plants, and trapping and fishing.
Metiers
Arctic, Desert, Jungle, Scavenging, Shelter, Tundra
Complementary Skill(s)
None
 
 









Tech Repair (Topic)

Description
Tech Repair is the repair of broken devices. Those who can work with technology are usually in high demand in this society. A character must choose a particular topic. Metiers cover specific devices within a topic.
Sample Topics: Jury-Rig (temporarily fix any device), Mechanical Repair, Electrical Repair
Metiers
Choose a specific type of device or object associated with your topic (landcraft, security systems, etc)
Complementary Skill(s)
None
 
 









Naval Skills

These skills are part and parcel of being in the Navy. Every pilot will need at least some of them in order to be successful. For Navy members they are considered Basic Skills. For Army members, they are considered Background Skills.

The métiers within this area of skill focus on specific classes of ships. Therefore those métiers measure basic understanding of that class. Having a lower level means that character will have difficulty switching from one ship to another within that class, taking a while to learn the specifics of the new ship, while higher levels mean that the character can switch with much greater efficiency. Remember that you may direct any questions to VENA personnel.

Pilot (Class)

Description
The ability to drive a type of space craft, such as a combat fighter or even a freighter. Although Capitol Ship is listed, that is for participating in the bridge crew. This skill must be learned separately for each class. It includes knowledge of common traffic rules, and the most basic understanding of how to temporarily repair common problems.
Metiers
Starfighter (Fighter), Starfighter (Bomber), Capitol Ship, Cargo/Freighter, Small Warship, Shuttle, Yacht.
Complementary Skill(s)
Command (Class), Primary Combat (Class), Secondary Combat (Class), Naval Tactics (Class)
 
 









Command (Class)

Description
The ability to effectively command a given spacecraft. This skill is required for all ship commanders and must be learned separately for each class. It includes knowledge of common traffic rules and the ability to deal with the various needs and problems attendant to running a ship and the personnel and equipment on it.
Metiers
Capitol Ship, Cargo/Freighter, Small Warship, Shuttle, Yacht.
Complementary Skill(s)
Pilot (Class), Primary Combat (Class), Secondary Combat (Class), Naval Tactics (Class)
 
 









Primary Combat (Class)

Description
The chosen metier in this skill, shown in parentheses, is the primary class the character uses in combat. This skill governs the pilot’s knowledge of his ship’s strengths and weaknesses, armaments, mechanics, etc. High levels also increase accuracy and the effectiveness of maneuvers, as well as the complexity of maneuvers.
Metiers
Starfighter (Fighter), Starfighter (Bomber), Capitol Ship, Cargo/Freighter, Small Warship, Shuttle, Yacht.
Complementary Skill(s)
Pilot (Class), Command (Class), Secondary Combat (Class), Naval Tactics (Class)
 
 









Secondary Combat (Class)

Description
The chosen metier in this skill, shown in parentheses, is the secondary class the character uses in combat. This skill governs the pilot’s knowledge of his ship’s strengths and weaknesses, armaments, mechanics, etc. High levels also increase accuracy and the effectiveness of maneuvers, as well as the complexity of maneuvers.
Metiers
Starfighter (Fighter), Starfighter (Bomber), Capitol Ship, Cargo/Freighter, Small Warship, Shuttle, Yacht.
Complementary Skill(s)
Pilot (Class), Command (Class), Primary Combat (Class), Naval Tactics (Class)
 
 









Naval Warfare (Class)

Description
This measure’s the character’s knowledge and experience with the tactics and strategies associated with the given class of spacecraft. The better the tactician, the greater the risks that can be taken. The more experienced the strategist, the less damage is taken during battle.
Metiers
Starfighter (Fighter), Starfighter (Bomber), Capitol Ship, Small Warship, Shuttle, Yacht.
Complementary Skill(s)
Pilot (Class), Command (Class), Primary Combat (Class), Secondary Combat (Class)
 
 









Army Skills

These skills are part and parcel of being in the Army. Every trooper will need at least some of them in order to be successful. For Army members they are considered Basic Skills. For Navy members, they are considered Background Skills.

Beast Mastery

Description
Beast Mastery allows the training of animals and an understanding of how they will react. Characters will high scores in Beast Mastery might be more at home with animals than they are with their own race.
Metiers
Identify Animals, Train Animals, Exotic Animals
Complementary Skill(s)
None
 
 









Demolitions

Description
The understanding of and the ability to implement explosive devices. A character can build, place, detonate, or defuse a bomb, A risky undertaking however, for failure usually means death or dismemberment.
Metiers
Defusing, Emplacement, Manufacture, or by bomb type (grenade, pastique, fusion, etc)
Complementary Skill(s)
None
 
 









Ground Warfare (Type)

Description
This measures the character’s skill at commanding troops and units on the ground. Each métier is a type of operation and its level measures the tactical and strategic ability within that environment.
Metiers
Urban, Forest, Artic, Desert, Plains, Underground, Mountains, Sea.
Complementary Skill(s)
 
 









Throwing

Description
Knives, throwing stars, darts and even rocks fall into the category of thrown weapons, and only characters experienced with them will have much luck in hitting their targets. Most folks can fling a rock at someone, but to throw an object with an edge requires Throwing skill. Otherwise, the target may get hit with the butt of the handle or the flat of the blade, delivering negligible damage if any.
Metiers
Choose a specific type of throwing weapon.
Complementary Skill(s)
None
 
 









Tracking

Description
Hunters can track prey by following tell-tale signs of its passing.
Metiers
Urban (unreliable), Wilderness, or by prey type (Banthas, Humans, Numas, etc)
Complementary Skill(s)
None
 
 









Background Skills

These are the nonessential skills any member, aside from those on their first two missions, may choose to develop. Remember that Naval and Army skills fall under this category when used by a member of the other Division.

Academia

Description
This skill allows the character to locate information on a particular topic. This includes knowledge of libraries, data archives and the holonet.
Metiers
General Research, Technological Research
Complementary Skill(s)
Lores, Read Languages, Sciences
 
 









Acrobatics

Description
Acrobatics is the study and practice of complex movements of the body, such as flips, cartwheels, etc. This skill also provides working knowledge of acrobatic actions involving equipment, such as parallel bars and horses. The character also has a superior sense of balance, useful in situations such as tightrope-walking.
Metiers
Balance, Breakfall (landing from a fall without injuring yourself), Leaping Dodge
Complementary Skill(s)
None
 
 









Alchemy

Description
Alchemy involves knowledge and understanding of substances and the relation it has with other substances - in other words the chemical reactions two (or more) substances will have when combined.
Metiers
Identify Substance, Poisons
Complementary Skill(s)
Science (Chemistry)
 
 









Archery

Description
Archery is the study of marksmanship with a bow (or crossbow). While bows are considered primarily only used for hunting, they are the ranged weapon of choice on some backwater worlds.
Metiers
Target Shooting, or a specific bow type (hunting, longbow, crossbow)
Complementary Skill(s)
None
 
 









Artisan

Description
The character is skilled in a particular craft and its associated profession. He can evaluate work from familiar crafts to determine its quality.
Metiers
Architect, Blacksmith, Carpenter, Cartographer, Cook, Jeweler, Locksmith, Mason, Tailor, etc.
Complementary Skill(s)
None
 
 









Arts

Description
The character is skilled in the creation of a non-performance art form. he can evaluate artwork from familiar mediums to determine its quality.
Metiers
Calligraphy, Collector, Drawing, Music Composition, Painting, Poetry, Rhetoric (writing), Sculpting
Complementary Skill(s)
None
 
 









Charm

Description
The ability to sway someone to your point of view. This skill only works on individuals; swaying larger groups requires Oratory or Leadership.
Metiers
Diplomacy, Haggle, Negotiate, Seduce
Complementary Skill(s)
None
 
 









Disguise

Description
A character can use makeup and other props to change his appearance and even adapt another's appearance. Those familiar with the person mimicked, however, might see through the disguise.
Metiers
Alien Disguise, FX Makeup, Voice Mimicry
Complementary Skill(s)
Etiquette, Performance, Medical, Social
 
 









Empathy

Description
Empathy is the ability to sense what another person is feeling by “reading” him for non-verbal cues. A person’s stance, mannerisms and other body language can indicate his emotional state, and may help a character to determine if a subject is lying.
Metiers
Console, Detect Lie
Complementary Skill(s)
Inquiry
 
 









Etiquette

Description
Every social group has unwritten rules of behavior; this skill allows a character to navigate the ins and outs of high society (and most formal occasions).
Metiers
Church, Officer, High Society, Presentation
Complementary Skill(s)
Charm, Lores, Knavery, Science (Anthropology)
 
 









Gambling

Description
Knowledge of the Gambling skill includes rules of play for the most popular games of chance and the most common means of cheating at them.
Metiers
Cheat, Detect Cheating, or a specific game (Chance Cube, Holochess, Sabacc, etc)
Complementary Skill(s)
None
 
 









Impress

Description
This skill can have a number of effects on its target. It might be used to scare someone, gain his respect, or browbeat him into submission. This can be a useful skill for getting information out of people.
Metiers
Command, Intimidate, Show Off
Complementary Skill(s)
None
 
 









Knowledge (Topic)

Description
Knowledge is knowing information about a certain topic. A character must choose a particular topic. Metiers are specialties associated with that particular topic.
Sample Topics: History (choose a period, people, place, or thing), Hyperspace (this represents knowledge of hyperspace routes), Object (choose a thing like weapons or starships), Planet (choose a planet), Xeno (choose an alien race)
Metiers
Choose a specialty for your topic (Common Smuggling Routes for Hyperspace knowledge for example)
Complementary Skill(s)
None
 
 









Knavery

Description
The art of fast-talking one's way into (or out of) a situation, or simply flat-out lying in a convincing manner.
Metiers
Deceit, Detect Lies, Mockery
Complementary Skill(s)
Charm
 
 









Lockpicking

Description
The ability to open locks with the proper tools, from simple crowbars to high-tech computer scrambler pads.
Metiers
Mechanical Locks, High-Tech Locks
Complementary Skill(s)
Artisan (Locksmith)
 
 









Science (Topic)

Description
The study of science is not a common practice among soldiers, but some do pursue it as an intellectual pursuit. A character must choose a particular topic. Metiers are specialties associated with that topic.
Suggested Topics:Anthropology, Archaeology, Astronomy, Biology, Chemistry, Engineering, Genetics, Geology, Meteorology, Physics, Terraforming, Xeno Biology.
Metiers
Choose a specialty for your topic (Mando'a Archaeology, Desert Planet Terraforming, etc)
Complementary Skill(s)
None
 
 









Sleight of Hand

Description
This skill is useful for anyone wishing to conceal small objects, such as purloined letters or derringers. It can be used to remove small objects from another individual without his notice.
Metiers
Conceal, Pick Pockets, Misdirection (includes stage magic)
Complementary Skill(s)
None
 
 









Social

Description
This skill deals with one's ability to influence groups. Even an introverted person with the right amount of Social can sway a crowd.
Metiers
Acting, Debate, Leadership, Teaching, Oratory
Complementary Skill(s)
Disguise, Performance
 
 









Speak (Language)

(1-3 levels)
A character must choose a specific language with this skills: Galactic Basic, High Galactic, a planetary dialect, alien tongues, or other languages that may exist. The scale on this is 1-3 rather than 1-5.
1 Point = Knowledge of Common Phrases
2 Points = Basic Ability (You may stumble over some words or miss clever jokes)
3 Points = Fluent
 
 









Read (Language)

(1-3 levels)
A character must choose a specific language with this skill [as with Speak (Language)].The scale on this is 1-3 rather than 1-5.
1 Point = Knowledge of Common Phrases
2 Points = Basic Comprehension
3 Points = Fluent
 
 









Streetwise

Description
Familiarity with the underworld and criminal activities. This skill may be used to contact criminal networks or aquire illegal goods or services on the black market.
Metiers
Black Market (selling stolen goods or finding illegal items), Gossip
Complementary Skill(s)
None
 
 









Torture

Description
A means of extracting information (or confession) from an individual by causing pain and discomfort.
Metiers
Mind Games, Threats, or by method (the rack, whips, hot irons, electrodes, etc)
Complementary Skill(s)
None