Every character gets three tag skills to start out with. These skills could best be
described as the character’s “gifted” areas. Every character must take three tag skills, and only three, no more, no less (unless the character gets an extra tag skill because of a trait). Each tag skill gets an immediate 20% bonus, and a tag skill grows twice as fast as a normal skill. When you spend skill points on a tag skill, it grows by 2% instead of 1%.
This is a complete description of skills, andone finds the base skill percentage. Base percentage is figured before ANY other skill adjustments are made – from tag skill adjustmentsto traits, to addition of skill points. Skill points are added only after a character goes up a level (Advancement, page 37). For the sake of our examples
This skill covers the use of bows, pistols, sub-machine guns, rifles, and shotguns. The higher your Small Guns skill, the easier it will be for you to hit your target, and the longer the effective range you will have in combat. Initial level: Starting Small Guns skill is equal to 5% + (4 X AG). Average starting characters will have a 25% Small Guns skill.
This is the skill of flamethrowers, miniguns, rocket launchers, heavy machine guns, and other large support weapons. Like Small Guns, the better your skill, the easier it will be to hit your target, and the longer the range of your shot. Initial level: Starting Big Guns skill is equal to 0% + (2 X AG). Average starting characters have a 10% Big Guns skill.
Lasers and plasma weapons are covered by thEnergy Weapons skill. Basically, if it uses an energy cell or power pack, and not cartridge ammunition, it falls under this skill. Initial level: Starting Energy Weapons skill is equal to 0% + (2 AG). Average starting characters will have a 10% Energy Weapons skill.
This is the skill of beating people up with your fists and feet. The better you are at this skill, the more likely you are going to hit them in combat. Thisalso covers the use of weapons that enhance unarmed combat such as brass knuckles, spiked knuckles, and the legendary Power Fist. At higher skill levels, you will learn new techniques of fightinEveryone starts with a good Unarmed skill, sincthe basic concept is pretty simple. Initial level: Starting Unarmed skill is equal to 30% + (2 X (AG + STR)). Average starting characters will have a 50% in Unarmed Combat.
This covers the use of most melee weapons. Knives, spears, hammers, and crowbars are all melee weapons. Initial Level: 20% + (2 X (AG + STR)). Average characters will have a 40% skill.
Whenever a weapon is thrown, this skill is used. Throwing knives, small rocks, and grenades are throwing weapons. If you miss, the object still hto end up somewhere. It is possible to throw a weapon and have it end up right at your feet. If it’s a knife, no big deal. If it’s a grenade, that’s a reallydeal. The maximum distance you can throw a weapon is based on your character’s Strength, and the type of weapon thrown. Initial Level: 0% + (4 x AG). Average characters will have a 20% skill.
The skill of minor healing. You will be able to heal minor wounds, cuts, and bruises with this skill. First Aid can only be used on a target three times a day, and it takes a little while to work. You can use it on yourself, or anyone you are feeling particularly nice to at the time. Initial Level: Starting First Aid skill is equal to 0% + (2 X (PE + EN)). Average characters will have a 20% skill. At base, each use of this skill takes 1d10 minutes and heals 1d10 Hit Points. For more information, see Healing in Combat: Damage and Death, page 29.
A more advanced form of healing. You can heal serious damage and crippled limbs but not poison or radiation damage. Using this skill takes a while to perform. Every crippled limb will add to the time required to use the Doctor skill. You can play Doctor with yourself (except if you are Blind), or any other person / critter you choose to be kind to. In addition, a character can deal 2d10 hit points in 1 hour by successfully using the Doctor skill. An individual can only receive the Doctor skill twice a day. Initial Level: Starting Doctor skill is equpal to 5% + (PE + IN). Average characters will have a 15% skill.
The skill of being able to move quietly or out of sight. When you are sneaking, other people will be less likely to notice you. Successfully sneaking up on a person provides a bonus should you want to use the Steal skill. Your sneak skill is rolled when you start sneaking, and once a minute while still sneaking. Initial Level: Starting Sneak is equal to 5% + (3 x AG). Average characters will have a 20% Sneak.
If you need to open locks without the proper key, this is the skill foyou. Use it to get what you want, but other people don’t want youhave. Having an actual lockpick will improve your chances, but it is not necessary. There are twotypes of locks, normal and electronic. Lockpicks work against normal locks, but to even attempt an electronic lock, you need an electronic lockpickCertain locks can be harder to pick than others, and certain locks will require lockpick. Initial Level: Starting Lockpick skill is equal to 10% + (PE + AG). Average characters will have a 20% skill.
This is the art of pickpocket and sleight of hand. Even if you succeed, there is a chance that you may be noticed. Larger objects are more difficult to steal than smaller objects. The more objects you try to steal, the more likely you are to get noticed. You cannot steal objects a person is using (guns they are holding in their hands, armor they are wearing on their body, etc). If you try to steal from a person, it might be a good idea to stand behind them so they can’t see you as well. Initial Level: 0% + (3 x AG). The average character will have a 15% Steal skill.
The Traps skill is used to setting, disarming, handling, and discovering devices to cause harm to others. Traps covers the full gamut from simple snare traps to EMP mines. The higher your Traps skill, the less likely it is a bomb will blow up in your face, a huge rock will crush your party, and the more likely it is that the timer you just set will go off when you want it to. Initial Level: Starting Traps skill is equal to 10% + (PE + AG). Average characters will start with a 20% Traps skill.
Science is the skill of working computers, chemistry, robotics, and intuition of how the world works in an educated manner. Characters with high Science skill will notice things that others miss, and characters who actively apply their Science skill to tasks can intuit answers to problems. Science skills are used when rolling to use (or break into) computers, determine what part a vehicle might need to run properly again, or to notice a vein of silver in an otherwise unremarkabl erock. Science skill can also be used like First Aid to repair robots. Initial Level: Starting Science skill is equal to 0% + (4 x IN). Average characters will start with a 20% Science skill.
As things are constantly breaking in the wastes, aperson with a high Repair skill is always valuable. Repair covers fixing all manner of mechanical things, from guns to vehicles, and can also be useto intentionally sabotage or disable machines. The Repair skill can also be used like Doctor to repair robots. Initial Level: Starting Repair skill is equal to 0% + (3 x IN). Average characters will start with a 15% Repair skill.
Pilot is the skill of operating various kinds ovehicles, from cars to tanks to jeeps to boats, airplanes, and helicopters. Characters with high pilot skills can take vehicles places that other characters couldn’t, and just might avoid rolling thaHighwayman when they hit that pothole. Initial Level: Starting Pilot skill is equal to 0% + 2x (AG + PE). Average characters will start with a 20% skill.
This is the skill of dialogue. The better your Speech skill, the more likely you will be able to get your wawhen talking to people. When there is a chance than NPC might take your word, believe your lie, or just follow your instructions, this is the skill that is used. Initial Level: Starting Speech skill is equal to 0% + (5 x CH). Average characters will have a 35% skill.
The skill of trading. In the post-nuclear world, currency is not commonly used. Barter will allow you to get more for less when trading equipment, weapons, and other items. A high Barter skill will lower the prices you pay for items you purchase, and increase the money you get for selling excess equipment. Initial Level: Starting Barter skill is equal to 0% + (4 x CH). Average characters will have a 20% skill.
The Gambling skill covers a knowledge of and adeptness at games of chance. Someone with a high Gambling skill tends to win these games more often, or might notice if the game is dirty or rigged. Initial Level: Starting Gambling skill is equal to 0% +(5 X LK). The average character will start with a 25% Gambling skill.
This is the skill of outdoor living and survival in hostile environments. Outdoorsman has many uses, from finding food and water in the middle of a vast wasteland to avoiding hostile creatures to knowledge about what plants are medicines or poison. It’s always good to have someone in the party who’s an avid outdoorsman. Initial Level: 0% + (2 x (EN + IN )). Average Characters will start with a 20% Outdoorsman skill.
NPC’s have a 100% cap on items,
a merchant will never sell bellow base value, or purchase above base value.
NPC are a bit more wiley and thus can mark up as follows
NPC Selling Price = Base item Price X ((NPC Skill – Player Skill) +100%)
NPC Purchase Price = Base item Price X (Player Skill / NPC Skill)
Repair and crafting:
Repairing Requires either Spare Parts, or an Identical item.
Repairing with an identical item gives you a +50% bonus to repair. while parts give you a 10% bonus on repair.
All items have a 10% penalty to your Repair check for every box filled, in addition complex Items have a added difficulty DC to repair.
You can only Repair up to your (Skill% – DC) Rounded down.
So if you had a weapon a 4/10 condition it would impose a -40% to your check, at 100% skill, you could only fix this weapon to 60% of its total condition(4/10), and thus could not improve it without the use of special tools, parts or a Identical item.
With high enough skill a player could fix and maintain their gear without any special parts or tools.
Crafting works in a similar sense, if you have a 50% chance to craft something it comes into play at 5/10 condition.
Higher skills will allow you to craft items with negative condition -3/10 for instance, while this does not effect its value or stats, the item will last longer before breaking down, due to its higher then average Quality.
The item’s condition will have to count up to 0 before taking any condition damage