Available Skills

These represent the actions a character is competent at. Each skill can have a maximum of five points in it, and need not have any.
With no ranks in a skill, the character has no particular talent or training in that area, but that doesn’t mean they’re incompetent with it; following the collapse of society, any survivor has to be reasonably capable just to survive. With one rank in a skill, the character has at least a passing familiarity in that area. Whilst still an amateur, the character knows what they are doing. Two and three ranks in a skill represent a character with significant ability in that area, the result of years of practice or dedicated study. Four ranks, meanwhile, is a remarkable talent, making the character’s use of the skill seem almost effortless. An entire five ranks in the skill is the peak of human capability; at this point any improvement would require the character to be superhuman.
The skills available are the following:

Animal Handling

This skill is used when dealing with wild or domesticated animals. It allows you to understand, train and predict animals.
Avoiding spooking a flighty animal or angering an aggressive one probably has a difficulty of 2. Training animals, predicting the movements of herds or calming a panicking or aggressive animal probably has a difficulty of 5.
Animal Handling is also required in order to be able to ride horses; normally no roll is required, but some tricks such as risky jumps may require a roll.

Athletics

Athletics covers a character physical strength, fitness and speed. It is used when climbing and jumping, when chasing or being chased on foot and so forth.
Climbing a cliff-face or jumping across a gap has a difficulty of around 4- if the roll fails the character will fall taking perhaps d6-1 physical damage. It is not always necessary to make an athletics roll- anybody can climb a tree with a little time.
An injured character may need to roll Athletics just to pick themselves up and walk at all: sedate movement has a difficulty of 0, whilst more strenuous actions- anything faster than a brisk walk- probably has a difficulty of 1.
Chases on foot are often rolls of Athletics resisted by athletics. If the pursuer wins, they catch up to the target; if the target wins they successfully lose their pursuer.

Charm

Charm measures a characters charisma, ability to manipulate and social savvy. Characters with high charm skills are often good looking, but not always. Charm is used in most social situations where a character is trying to deceive or persuade somebody.
Attempting to lie to a character will probably be opposed by perception, an attempt at seduction is probably opposed by endurance and an attempt to win a debate might be opposed by another charm roll.

Combat

Combat is used in any hand-to-hand fight, with or without weapons, as well as throwing items such as knives or grenades. It is used when making attacks (not to avoid them).
Using Combat to strike blows in a fight is generally resisted by the target’s Dodge roll. Wrestling might be resisted by the victim’s own Combat roll.

Crafting

Crafting is used whenever a character wants to make an item from suitable parts. They must have access to a suitable place to work (which may be anything from a small flat surface to a smith’s forge depending on the task at hand) and suitable tools.
The difficulty of the roll varies depending on what the character wishes to make. A small knife or spear might have a difficulty of 2, whilst items such as bows, bombs and shelters might have a difficulty of 5. Truly difficult items such as a gun or engine might have a difficulty as high as 8. Generally, you can’t use crafts to work with electronic items without the Technology knowledge.

Dodge

Dodge is used to avoid blows, shots and other dangers. It includes a characters ability to parry, to use cover and to physically dodge attacks. As well as in fights, dodge would also be used to avoid a pit-trap, evade being trampled by stampeding animals or get clear of falling rocks.
Dodge is generally used to resist an attacker's Combat or Shooting roll. Avoiding collapsing masonry might have a difficulty of around 3; avoiding being trampled by stampeding cattle might have a difficulty of 6.

Driving

Drive covers a character’s ability to use motorized vehicles such as cars, wagons, motorbikes and boats.
A character with no ranks in Drive is assumed to be largely unfamiliar with the workings of such a vehicle. Simply driving from place to place generally requires no roll so long as the character has at least 1 dot in Drive.
A car chase will generally be a roll of Drive resisted by Drive, and can be handled in the same way as chases on foot. Navigating difficult terrain at speed might have a difficulty of 3 or more, whilst avoiding a pedestrian who has dived in front of you probably has a difficulty of 6.

Endurance

Endurance is a measure of a character’s physical and mental toughness. It is used to avoid suffering penalties from inhospitable environments (very hot or cold, say), shrug off the effects of poison or (non-mixi) sickness, or avoid becoming exhausted from lack of sleep. The difficulty of a constitution roll might be 5 to shrug off the effects of a poison, hold breath or resist sleep when exhausted- harder tasks will have higher difficulties. Similarly, it is used when the character’s willpower matters, such as to oppose Charm or Intimidate rolls.

Foraging

Foraging is the skill of finding food and other supplies in the wilderness. A foraging roll can be made whenever a character spends significant time in the wilderness (a few hours), or in less time if they make a concerted effort.
To find sufficient sustenance for a meal probably has a difficulty of 4, or more in conditions where food is sparse. Finding more specific things, such as poisonous plants or herbal remedies may have a higher difficulty, perhaps 5 or so depending on the location. You may need the Nature knowledge to be able to find a plant that meets specific properties beyond being edible.

Healing

Healing as a skill can be used to diagnose illnesses or heal damage. Healing is dealt with previously in the rules, in more depth.
Diagnosing a poison or illness from symptoms may require a roll with a difficulty of 5. However, without the Medicine knowledge, the character will probably know very little about the sickness or how to treat it.

Immunity

Immunity measures the robustness of a character’s immune system. In short, it is how a character avoids contracting Mixi. Avoiding contracting Mixi from corpses probably has a difficulty of about 4, whilst from a living carrier (human or feline) has a difficulty of about 6.
It’s worth noting that Immunity is only rolled to resist contracting Mixi; other sicknesses are resisted using Endurance.

Intimidate

Intimidate covers a characters ability to seem frightening and command respect. It might be used to interrogate captives, convince an enemy to back down or command minions.
Intimidate is generally resisted by an Endurance roll. Commanding minions successfully has a difficulty of around 4.

Lock Picking

Lock picking is used to open locks without possessing a key. The task takes around 2 minutes in most cases, and is fairly simple.
The difficulty to pick most locks will be 6. More complex or unusual locks (such as safe locks) will have a higher difficulty, perhaps 8 or 9.

Looting

Looting is used to find useful supplies in urban environments, in much the same way that Foraging is used in the wilderness. Looting can be used to find food, supplies and so on. It is worth noting that most items worth taking have often been stolen from abandoned buildings already- looting is used to pick over the scraps for lucky finds.
To find sufficient sustenance for a single meal has a difficulty of 4. Finding more specific things, such as mechanical parts or alcohol may have a higher difficulty, perhaps 5 or so depending on the item sought.
A looting roll’s Difficulty will be significantly raised or lowered depending on the location being looted. Old Culture is a useful knowledge when making Looting rolls to find specific items, as it can direct you to buildings likely to have what you’re looking for.

Navigation

Navigation is used to avoid becoming lost. If in familiar terrain or following an obvious route (such as an old road) there is no roll required. Otherwise, a character may need to make a navigation roll to avoid becoming lost or find a specific location. Generally this has a difficulty of 4.
Navigation covers the ability to find where you’re trying to go; the Geography knowledge may be needed to know somewhere worth going in the first place.

Perception

Perception measures how sharp a character's senses are and how much they notice about their surroundings. Perception determines how quickly a character reacts to an ambush, if they wake when their house is broken into at night and if they can spot a hidden enemy.
Perception either opposes or is opposed by a stealth roll, possibly with a significant penalty if the character is asleep or distracted or if there is poor visibility. Spotting hidden details probably has a difficulty of 4 or more.

Psychology

Psychology is used to read an individual’s behaviour, assess their mental state and understand the workings of the human mind. A psychology roll might be required to tell if a character is insane, guess at a characters motivation or judge if a person is lying.
Making a guess at a character’s honesty or emotional state is probably opposed by a charm roll, unless they are making no attempt to hide it. Understanding a character's behaviour is opposed by their Charm if they are trying to hide their motives, or else the difficulty might be somewhere between 3 and 5.

Repair

Repair covers a characters ability to make broken items function properly. It might be rolled to fix a broken down car, un-jam a gun or so forth. The difficulty for most repair rolls varies depending on the complexity of the item and how badly broken it is. Replacing the head of an axe might be difficulty 3, whilst fixing a damaged firearm might be difficulty 6.
Repairing a vehicle that has taken damage to its Structure is difficulty 3 if it’s Intact, 5 if it’s Battered, 7 if it’s Damaged and 9 if it’s wrecked. A successful roll restores the vehicle to full functionality, removing all damage from it.
Repairing broken armour has a difficulty of 4.
You probably need the Technology knowledge to be able to repair anything electronic.

Shooting

Shooting covers firearms, bows and other projectile weapons, and is used to hit a target in a fire-fight.
Like combat, shooting is generally resisted by the target’s Dodge roll. Shooting at a man-sized, inanimate target has a difficulty of around 4.

Sleight of Hand

Sleight of Hand covers a wide range of skills, most of which have criminal applications. Sleight of Hand would be used to pocket an item without being seen, slip out of handcuffs or pick pockets. It includes both knowledge of the tasks in question and manual dexterity.
Usually, a Sleight of Hand roll will be opposed by a perception roll. Slipping out of handcuffs is probably difficulty 5.

Stealth

Stealth is used to avoid detection. Hiding from pursuers, sneaking past a sentry and crossing the countryside without leaving obvious tracks are all examples of stealth.
Stealth is usually resisted by a perception roll.

Tracking

Tracking is the art of following and interpreting the marks left by an animal or person’s passing. A skilled tracker can follow tracks that are several days old to locate their quarry, and make accurate predictions about their quarry from doing so.
The difficulty for most tracking will be 4. Alternatively, you may be opposed by a stealth roll by the person you’re tracking.
Following very old tracks will be higher, maybe 6, whilst very obvious tracks (such as those left by a vehicle or herd of cattle) will be lower, maybe 2.

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