Complete List of Skills

Character creation process, galactic information/maps, and RULES are located here.

Moderators: Game Masters, AGMs

Complete List of Skills

Postby Augur » Sun Aug 02, 2009 1:41 pm

Basic Skills
The following are skills known to all personnel in the Arismal Defense Force. These are already present on the character sheet template.
Language: Arismal ☞ +20%
Language: One of choice from the six major galactic Trade Languages
Literacy: Arismal ☞ +20%
Mathematics: Basic ☞ +10%
Military Etiquette ☞ +10% for Enlisted, +20% for Officers
Radio: Basic ☞ +20%

SECONDARY SKILL SELECTION
Only those skills listed below and marked with an (s) are selectable as a secondary skill.

Skill List with base percentages for Quick Reference
Skill Notes:
* These skills provide additional percentage bonuses or special skills. Full details can be found under the appropriate skill description.
+ This skill has prerequisites. See skill description for full details.
(s) Indicates the skill can be taken as a secondary skill.
Skills in green can be found in Aliens Unlimited Galaxy Guide.
Skills in blue can be found in Robotech: The Shadow Chronicles.

Communications
Barter 30%+4%
Cryptography 25%+5%
Electronic Countermeasures--(see Military/Electronic Warfare)
(s) Language 55%+5%
--Imperial Trade Tongue (Les Iban) 55%+5%
--Pilian Tongue (Liloqua) 55%+5%
--Dar' Etsch (Titrana) 55%+5%
--Roo-tahm (Titrana) 55%+5%
--Thimerian Code (Ilta) 55%+5%
--Atorian Sign Speech 55%+5%
--Any Race-Specific Language 55%+5%

Laser 30%+5%
(s) Literacy 30%+5%
* Optic Systems 30%+5%
(s) Radio: Basic 45%+5%
Radio: Scramblers--(see Military/Electronic Warfare)
Radio: Satellite 25%+5%
+ Surveillance Systems 30%+5%
(s) TV/Video 25%+4%
Read Sensory Equipment 30%+5%

Domestic Skills
(s) Cook 35%+5%
(s) Dance 30%+5%
(s) Fishing 40%+5%
(s) Play Musical Instrument 35%+5%
(s) Recycle (30%+5%)
(s) Sewing 40%+5%
(s) Sing 35%+5%

Electrical
(s) Basic Electronics 30%+5%
Computer Repair 25%+5%
+ Cyberjacking Construction and Repair 30%+5%
+ Electrical Engineer 30%+5%
+ Robot Electronics 30%+5% (-40%)

Espionage
+ * Computer Hacking 30%+5%
Detect Ambush 30%+5%
Detect Concealment 25%+5%
Disguise 25%+5%
Escape Artist 30%+5%
Forgery 20%+5%
Imitate Voices/Impersonation 36%/16%+4%
Intelligence 32%+4%
Interrogation 40%+5%
Pick Pockets 25%+5%
* Sniper
Tracking 25%+5%
(s) Wilderness Survival 35%+5%

Mechanical
Alien Technology Mechanics 20%+5% (must be selected separately for each type of propulsion system or mechanism not already covered by another skill)
Hover Vehicle Mechanics 25%+5%
Personal Propulsion Mechanics 25%+5%
Spacecraft Mechanics 30%+5% (See skill for types)
Aircraft Mechanics 25%+5%
(s) Automotive Mechanics 25%+5%
(s) Basic Mechanics 30%+5%
+ * Locksmith 25%+5%
+ * Mechanical Engineer 25%+5%
Robot Mechanics 30%+5% (-40%)
+ Weapons Engineer 25%+5%

Medical
+ Criminal Science and Forensics 35%+5%
+ Cybernetics M.D. 60%/50%+5%
(s) First Aid 45%+5%
(s) Holistic Medicine 20%+5%
Paramedic 40%+5%
+ Medical Doctor 60%/50%+5%
+ Pathology 40%+5%
+ Psychology 35%+5%

Military
* Field Armorer 40%+5%
Camouflage 20%+5%
Cyberjacking 25%+5%
Demolitions 60%+3%
Demolitions: Disposal 60%+3%
+ Electronic Warfare 30/25%+5%
Find Contraband and Illegal Weapons 26%+4%
Military Etiquette 35%+5%
Nuclear, Biological, Chemical Warfare 35%+5%
Military Parachuting 40%+5%
(s) Recognize Weapon Quality 25%+5%
* Trap/Mine Detection 20%+5%
Underwater Demolitions 56%+4%
* Zero Gravity Combat: Basic
* Zero Gravity Combat: Elite

Physical
*Acrobatics
--Sense of Balance 60%+2%
--Walk Tightrope/Highwire 60%+3%
--Climb Rope 70%+2%
--Back Flip 50%+5%
--Climb 40% (or +15% to the full skill)
--Prowl 30% (or +5% to the full skill)

(s) * Aerobic Athletics
(s) Athletics (General)
(s) * Body Building & Weight Lifting
* Boxing
(s) Climbing 40%+5%
--Rappelling 30%+5%
(s) * Depressurization Training
(s) * Fencing
* Forced March
* Gymnastics
--Sense of Balance 50%+3%
--Work Parallel Bars/Rings 60%+3%
--Climb Rope 60%+2%
--Back Flip 70%+2%
--Climb 25% (or +5% to the full skill)
--Prowl 30% (or +5% to the full skill)

(s) Hand to Hand: Basic
(s) Hand to Hand: Expert (cost varies according to the M.O.S.)
(s) Hand to Hand: Martial Arts (cost varies according to the M.O.S.)
(s) Hand to Hand: Assassin (cost varies according to the M.O.S.)
(s) Hand to Hand: Commando (cost varies according to the M.O.S.)
(s) * Kick Boxing
(s) * Physical Labor
(s) Prowl 25%+5%
(s) * Running
(s) Swimming 50%+5%
(s) + Swimming Advanced/S.C.U.B.A. 50%+5%
* Wrestling
* Zero Gravity Combat: Basic
* Zero Gravity Combat: Elite


Pilot, Basic
(s) Airplane 50%+4%
(s) Automobile 60%+2%
(s) Hover Car 60%+5%
(s) Hover Cycle 50%+5%
(s) Hover Truck 40%+5%
(s) Personal Anti-Gravity Transportation 40%+5%
(s) Boat: Sail Boat 60%+5%
(s) Boat: Motor and Hydrofoil 55%+5%
(s) Boat: Ships: Sailing/Motor 45%+5%/44%+4%
(s) * Horsemanship 50%+4%
(s) Motorcycle 60%+4%
(s) Race Car 55%+3%
(s) Truck 40%+4%
(s) Water Scooters 50%+5%

Pilot, Advanced
(s) Civilian Spacecraft: Large 60%+2%
(s) Civilian Spacecraft Medium 62%+3%
(s) Civilian Spacecraft Small 66%+3%
*Combat Driving
*Combat Flying
Helicopter 35%+5%
(s) Hyperthrusters (Civilian) 64%+3%
Jet Aircraft 40%+4%
Jet Fighter 40%+4%
Jet Pack 42%+4%
Military: Hyperthrusters 60%+3%
Military Spacecraft: Large 40%+4%
+ Military Spacecraft: Medium 50%+4%
+ Military Spacecraft: Small 56%+4%
(s) Pilot Robot 30%+5%
(s) Robot Combat: Type I Robot Combat Vehicles
(s) Robot Combat: Type III Exoskeletons
Robot Combat: Arismal War Dog
Submersibles 40%+4%
Tanks and APCs 36%+4%
Warships and Patrol Boats 40%+4%

Pilot Related
Command Structure Etiquette 25%+5%
+ Navigation: Faster Than Light 25%+5%
+ Navigation 50%+5%
+ Navigation: Space 40%+5%
Read Sensory Equipment 30%+5%
* Weapon Systems 40%+5%

Rogue
(s) * Card Sharp 24%+4%
+ * Computer Hacking 30%+5%
(s) * Concealment 20%+4%
Cyberjacking 25%+5%
Find Contraband and Illegal Weapons 26%+4%
(s) * Palming 20%+5%
(s) Pick Locks 30%+5%
(s) Pick Pockets 25%+5%
(s) Prowl 25%+5%
* + Safecracking 20%+4%
(s) * Seduction 20%+3%
(s) Streetwise 20%+4%
(s) Ventriloquism 16%+4%

Science
Anthropology 20%+5%
Anthropology: Alien 20%+5%
* Archaeology 20%+5%
Astronomy 25%+5%
+ Astrophysics 25%+5%
Biology 30%+5%
Botany 25%+5%
Chemistry 30%+5%
+ Chemistry: Analytical 25%+5%
(s) + Basic Mathematics 45%+5%
(s) + Advanced Mathematics 45%+5%
Xeno-Biology 30%+5%
Xeno-Botany 25%+5%


Technical
(s) Art 35%+5%
(s) Business and Finance 35%+5%
(s) + Computer Operation 40%+5%
(s) + Computer Programming 30%+5%
(s) General Repair/Maintenance 35%+5%
(s) Jury-Rig 25%+5%
(s) Language 55%+5%
--Imperial Trade Tongue (Les Iban) 55%+5%
--Pilian Tongue (Liloqua) 55%+5%
--Dar' Etsch (Titrana) 55%+5%
--Roo-tahm (Titrana) 55%+5%
--Thimerian Code (Ilta) 55%+5%
--Atorian Sign Speech 55%+5%
--Any Race-Specific Language 55%+5%

(s) Law (General) 25%+5%
(s) Lore: Alien 30%+5%
(s) Photography 35%+5%
(s) Research 50%+5%
(s) Salvage 35%+5%
(s) + Writing 25%+5%

Wilderness
(s) Boat Building 25%+5%
(s) * Carpentry 25%+5%
(s) * Hunting
(s) Identify Plants and Fruits 25%+5%
(s) Land Navigation 36%+4%
(s) Preserve Food 25%+5%
(s) * Skin/Prepare Animal Hides 30%+5%
(s) Track Animals 20%+5%

Ancient Weapon Proficiencies
(s) W.P. Archery & Targeting
(s) W.P. Blunt
(s) W.P. Chain
(s) W.P. Knife
(s) W.P. Paired Weapons
(s) W.P. Pole-arm
(s) W.P. Shield
(s) W.P. Spear
(s) W.P. Staff
(s) W.P. Sword
(s) W.P. Targeting
(s) W.P. Whip

Modern Weapon Proficiencies
(s) W.P. Handguns
(s) W.P. Rifles
(s) W.P. Shotgun

(s) W.P. Sub-Machinegun
W.P. Heavy (aka Heavy Military Weapons)
W.P. Energy Rifle
W.P. Heavy Energy Weapons & Rail Guns
User avatar
Augur
Admin
 
Posts: 5693
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Complete List of Skills

Postby Augur » Sat Nov 06, 2010 12:15 pm

Special skill notes:

(s) Pilot Robot 30%+5%
Pilot Robot covers all the necessary training required to pilot a robot, be it Type I Robot Combat Vehicles or Type III Exoskeletons. Included in the training is the following: Instrument reading (not the Read Sensory Equipment skill), basic maintenance, and rudimentary robot combat training. Those characters without this skill who attempt to pilot any kind of robot will have only one attack per melee round and are at -2 to strike, parry, and dodge, plus they never have initiative. Characters who have this skill receive no bonuses in combat and their number of attacks will be equal to their own hand to hand, but they do not suffer any penalties either. This skill just lets one drive the robot. Characters with the Power Armor Driver M.O.S. automatically have this skill with all types of Type I & III robots. All other M.O.S.s have to select robot piloting skills for each specific kind of robot they wish to pilot (such as the TMC Heavy Combat Robot or TGE Heavy Power Armor). Piloting rolls should be made for each stunt or trick maneuver that could result in a loss of control, whether the move is aerial, on the ground, or in space.

-------------------------------------
(s) Robot Combat: Type I Robot Combat Vehicles
This skill provides the character with training using a specific class of robot: Type I Robot Combat Vehicles.
Type I Robot Combat Vehicles
    +1 additional attack per melee round
    +1 to initiative
    +1 to strike
    +1 to dodge

-------------------------------------
(s) Robot Combat: Type III Exoskeletons
This skill provides the character with training using a specific class of robot: Type III Exoskeletons.
Type III Exoskeletons
    +2 additional attacks per melee round
    +2 to initiative
    +2 to strike
    +2 to dodge

-------------------------------------
Robot Combat: Arismal War Dog
  • Prerequisite: Robot Combat: Type III Exoskeletons
  • Exclusive to Power Armor Driver M.O.S.
  • When piloting the War Dog or any other Arismal Power Armor, the bonuses from this skill replace, but do not stack with, the bonuses from Robot Combat: Type III Exoskeletons.
    +1 attack per melee round at levels 1, 4, 8, and 12.
    +1 to initiative at levels 1, 3, 6, 9, and 12.
    +2 to strike with integrated ranged weapons at levels 1, 4, 8, and 12
    +2 to strike (hand to hand) at levels 2, 8, and 14
    +1 to strike with improvised (non-integral) weapons at levels 5, 10, and 15
    +1 to parry at levels 1, 5, 10, and 15
    +2 to dodge at levels 1, 5, 10, and 15
    +3 to disarm
    +3 to pull punch
    +2 to roll with impact

General Rules Regarding Skill Assists
A character with the same skill as another may (under certain situations; GM discretion), lend assistance to another character in the execution of a skill.
A nominally successful skill "assist" will grant a one-time bonus of +10% to a character's own skill roll, plus I.Q. bonus of the assistant, if any.
A critically successful skill "assist" will grant a one-time bonus of +25% to a character's own skill roll, plus I.Q. bonus of the assistant, if any.

    Capital Ships
    Any vehicle which requires more than one character to pilot receives only those bonuses granted by the vehicle (if any).
    Bridge crew on larger ships may perform skill "assists" by executing skills which overlap or augment those of the other bridge crew (GM discretion).
    Command Structure Etiquette is required to successfully direct a capital ship (military; 400+ tons) without penalties.

    Aerospace Fighters
    A character who is the sole pilot of a vehicle stacks his own bonuses with those granted by the vehicle (if any).
    If a character has auto-dodge, this is applicable to the vehicle only if the vehicle is incapable of being piloted by more than one character.
    HTH combat bonuses do not apply to aerospace craft. Attribute bonuses only are added to whatever bonuses are provided from the vehicle.

      Explanatory Notes for Aerospace Fighters:
      • Pilot: Military: Hyperthrusters
      • Pilot: Military Spacecraft: Small
      APM: Character base APM + bonus APM from possible powers + bonus APM from vehicle
      Bonuses: Character attribute bonuses + bonuses from powers + bonuses from vehicle
Palladium Books Internet Policy
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImage
To help support this site, use paypal.me/LloydRitchey
Medals
ImageImageImageImageImageImageImageImage
User avatar
Augur
Admin
 
Posts: 5693
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Complete List of Skills

Postby Augur » Wed Sep 07, 2016 5:31 pm

HU2 Paired Weapons Note:

Skill Description:
W.P. Paired Weapons: This skill is automatic at 7th level hand to hand Expert and Martial Arts, but it can also be taken as a separate skill. The effects are identical (see Combat Terms), but when taken as a skill, only two specific kinds of paired weapons are included. For example, the character may be skilled in paired short swords or paired axe and short sword, but not both (that would require two paired weapons skills). When the skill is acquired under hand to hand, it represents a high level of achievement and any single-handed weapon can be used in a pair. Unlike a separate selection of the skill, high level combatants do not have to specify their paired weapons, they can use any two single-handed weapons.

Combat Terms:
Characters who select the paired weapons skill under the Ancient Weapon skill program must choose which two weapons they are skilled at using paired (i.e. paired sword and knife, or paired sword and sword, or paired sword and axe, etc.), but seventh level characters skilled in hand to hand martial arts or expert and the physical training hero are able to use any two single-handed weapons in a pair (they do not have to specify) because they have taken so much time to build up their skill to that level.

Augur's shorthand run-down:
  • If you select W.P. Paired Weapons as a skill, you must note for which specific W.P. it is applicable.
  • It is not automatically applicable to all W.P.'s.
Palladium Books Internet Policy
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImage
To help support this site, use paypal.me/LloydRitchey
Medals
ImageImageImageImageImageImageImageImage
User avatar
Augur
Admin
 
Posts: 5693
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Complete List of Skills

Postby Augur » Wed Mar 21, 2018 6:10 pm

Extraordinary Intelligence

Characters with the Extraordinary Intelligence minor super power will select one skill program from the HU2 rule book.
Palladium Books Internet Policy
"The older I get the closer Lloyd comes to making sense." ~Uncle Servo
"Well, you have been Lloyd-pilled for years." ~ Bahb Silunt
ImageImage
To help support this site, use paypal.me/LloydRitchey
Medals
ImageImageImageImageImageImageImageImage
User avatar
Augur
Admin
 
Posts: 5693
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail

Re: Complete List of Skills

Postby Augur » Sat May 23, 2020 1:56 pm

Combat Flying: Similar to the skill Combat Driving, the Combat Flying skill represents a character's ability to fly in adverse weather and combat conditions. All penalties for airborne stunts and maneuvers are half, and the pilot is +2 to dodge and +3 to roll with impact/survive a crash while flying. Base Skill: There is no base skill, but every character level reduces the stunt/maneuver penalties by another point. Note: Falls under the skill category of Pilot. This skill is ONLY available to Military O.C.C.s, not civilians.
User avatar
Augur
Admin
 
Posts: 5693
Joined: Sat Aug 20, 2005 3:19 pm
Location: lloyd.ritchey at gmail


Return to HU2 Galactic: The Milky Way Galaxy

Who is online

Users browsing this forum: No registered users and 1 guest

cron