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Skills and Descriptions |
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Skills Highlighted In Bold Are Those Skills Which Require Having The Player Character To Have Trained At A School Which Provides Said Skill.
Example: Pilot-Astro, Which Is Foremost Available
Under The Aero-Space Specialization.

STRENGTH
Attack Skills represent offensive use of melee weapons
(including bare hands)
Repost Skills are specialized attacks resulting
from successfully Parrying an attack.
martial arts-attack - Any form of unarmed hand-to-hand attack.
tackling-subdual - Involves wrestling/Judo attacks. it can be used as a full body attack doing normal damage(Main body only), a non lethal wrestling/grappling hold(entangle), or as a stunning/knockout attack. Tackling/-subdual can also be used as a repost(normal damage, any location) following a successful MA parry.
edged weapon-attack - edged weapons include swords, knives, spears, axes, etc.
edged weapon-repost - A repost is a special attack available in addition to your normal action, it can only be used following a successful parry.
blunt weapons-attack - Includes clubs,staffs,maces and similar makeshift weapons.
blunt weapon-repost - A repost is a special attack available in addition to your normal action, it can only be used following a successful parry.
articulated weapons-attack - Includes flexible weapons, such as whips, chains, flails, nunchucks, etc.
articulated weapons-entangle - may be used as a repost to capture weapon, etc., after a successful articulated parry.
AGILITY
Parrying involves using a weapon(or your bare hands) to block an attack made against you, unlike dodging, which refers purely to avoiding an attack.
A successful parry allows the use of a corresponding repost attack.
martial arts-parry - use of limbs to parry an attack, a successful MA parry allows for a tackling/subdual.
edged weapon-parry - use of a blade to parry an attack, a successful parry allows for an edged repost.
blunt weapons-parry - use of a blunt weapon to parry an attack, a successful parry allows for an blunt repost.
articulated weapons-parry - use of an articulated weapon to parry an attack, a successful parry allows for an articulated entangle.
sleight of hand - legerdemain, picking pockets, etc.
stealth - refers to avoiding detection, moving unseen/unheard.
performance art - absorbs singing, dramatics, mime, etc.
athletics - includes dancing,jumping, sports, swimming, mountain climbing, acrobatics, etc. athletics can be used in combat after a successful dodge to move or set up an attack.
zero-g movement - refers to maneuvering without gravity.
arts of creation - specify-(sculpture, painting, origami, fashion, etc.)
pilot-auto - operation of a land-based vehicles.
pilot-aero - operation of a air-based vehicles.
pilot-astro - operation of a space-based vehicles.
pilot-hydro - operation of a water-based vehicles.
pilot-mech - operation of a HelTech-based Mechazoa vehicles.
small arms - use of projectile weapons up to sub-machine guns.
support weapons - use of projectile weapons above sub-machine guns (grenade launchers, bazookas, mortars, etc.)
vehicular weapons - use of larger projectile weapons integrated into starships, tanks, naval vessels, etc.
archaic ranged - includes bow& arrow, sling, spear, shuriken, throwing knives, etc.
forgery - the 'art' of duplicating signatures, official seals, etc.
INTELLECT
biomorphics (illegal-capital offence for non imperial operatives) encompases genetic engineering via Mojo.
electronics - encompasses both research, repair and development.
chemistry - encompasses both research, application and development.
med sciences - skill in medical treatment of one's own species. encompasses both research, application and development.
bionic sciences - skill in cybernetic sciences. encompasses both research, implantation and development.
xeno-med sciences - skill in medical treatment of species other than one's own. encompasses both research, application and development.
xenopathics - encompasses the understanding and integration of alien thought processes for use in settling disputes between disparate cultures.
sophontology - study of the evolution of sentience.
psychology - study of the mind. may be used for second-guessing an opponent, or counseling and treating those with mental or emotional disorders.
terrestrial navigation - The ability to plot a course from point A to point B, using tools appropriate to planetary navigation.
extraterrestrial navigation - The ability to plot a course from point A to point B, using tools appropriate to starship navigation.
applied mathematics - study of higher mathematics as they apply to the higher sciences, probabilities in a given situation, etc.
A.I. sciences - ability to diagnose, repair, and design Artificialy Intelligent computer hardware and software.
mechanics - (building construction, low tech equipment, etc.) encompasses both research, repair and development.
quantum engineering - encompases starship systems, force fields, warp fields, power systems, etc.)
star ship tactics - as it sounds, this covers skills for the command of a starship, most noteably in battle.
utilities - catch-all skill for useage of most modern systems within their basic function parameters.
law - familiarity with specific laws, as well as the ability to work within the legal system.
architecture - encompasses both research, application and development.
physics - study of the physical world. professional level knowledge could include such specialties as Quantum Physics and Nuclear Physics. encompasses both research, application and development.
botany - study of plant life. It includes everything from identification and classification to understanding what a plant needs to live. encompasses both research, application and development.
galactic history - encompasses knowledge of most important events in the history of the 24 Major Races, as well as Humonity.
regional history - (specify) encompasses knowledge of most important events in the history of the chosen region.
journalism - covers the ability to both work within the media profession, as well as objectively understand and manipulate it.
meta-sciences - encompasses theology, mythology, occult lore, etc.
bureaucratics - all skills needed for political and business offices.
WILLPOWER
iron will - used each action to save versus stamina loss due to physical exertion, harsh environments, pain. As well, can supplement saves versus outside mental manipulation. (psionics, hypnosis, etc.)
fame - all the instincts needed to make it to stardom in any given profession. (media manipulation, sense of style, oratory skill, etc.)
streetsmarts - covers a range of activities related to the darker side of urban life, from knowing who to trust and dealing with the black market to where the best dumpsters are for food.
nomadics - covers all the skills for living off the land -edible plants and animals, to making a shelter.
meditation - speeds the regaining of lost stamina, decreases need for sleep(condensed)
speculate - ability to go on instincts, gamble, "guess".also used to appraise items, but must be in one of the fields which the player has knowledge in.
Note Regarding Feats of Divination Below: the various
methods of divining future, past and present allow visions
within the scope of their medium (ie., tarot can only show
glimpses of past, present and future within the confines of
it's limited number of symbol-cards).
tarot card reading - a predominately Humon method of Divination utilizing ancient cards.
saxon wands reading - a predominately Humon method of Divination utilizing ancient inscribed sticks
tea leaves reading- a predominately Humon method of Divination utilizing the patterns left behind from a cup of tea.
entrails reading - a predominately Lithistratan method of Divination utilizing the exposed internal organs of prey.
palm reading - a predominately Humon method of Divination utilizing the features of the hand's palm.
rune cast reading - a predominately Humon method of Divination utilizing the throwing of ancient carved stones.
Psionics-Base Discipline
From this skill a BreakDown is done to gain all of the desired Talents. The Intrinsic Talents (those 3 done in Italics) MUST be chosen first (in any order). Any numbers left in theBreakDown can be used towards the remaining desired Talents.
Example: a Character with a Psionics Base Discipline of 4
must use the BreakDown's 4, 3 & 2 towards the Intrinsics.
In this case the Player chooses to have Mind Shield at Rank 4,
'The Voice' at Rank 3, and Communion at Rank 2.
With the remaining '1', the Player chooses to assign it to Telepathy, at Rank 1.
Psionic Bonuses
(non-cumulative!)
These Bonuses can supplement one's Psionic ability at any time.
A.) +1 with deprivation of one sense. (usually via any form of Caul.)
B.) +1 with physical contact with subject. (ie., contact with recipient of mind scan, personal item of subject for focused Communion, etc.)
C.) +3 when using full sensory deprivation Caul Suit.
D.) Special: +1 with a dose of the Flesh of the Green. Note that this is the only bonus which can supplement bonuses 'A' through 'C' listed above. (though eating more F.O.T.G. will not increase it's effects beyond the +1 bonus.)
Acquiring Psionics
In Ad Astra, one can gain Psionics as a solitary practitioner, or through training in the Veil at the Psionics Institute. Solitary study costs a Positive Trait, but does not require leaving one's home Star Nation, which can make others question one's loyalty to their native star nation.
Imperial Policy on Psionics
The Empire does not actively hunt down psionics, and what private citizens do in their private life is not intruded upon, but if a psionic uses their abilities in an illegal or flagrant manner (whereby it is used to gain unfair advantage over others in business, etc.) they are arrested. Psionics who are licensed, as one would a firearm, can utilize their talents openly. However, the only people allowed to be licensed are those who in some capacity are working for the Empire. There is the additional option of taking Psitox -a drug which permanently destroys the psi portion of the brain.
Psionic Talents
communion: The most basic form of psi, this is the releasing of the psionicly aware subconscious mind and allowing it to make us "daydream" visions of our reality.we are instantly aware of all that is transpiring in the universe-which is our natural state already, but this allows our conscious mind to have access to this information. Since the mind CANNOT deal with such a mass of information, the subconscious sorts out bits and pieces and gives us flashes-or visions-of events beyond the scope of our more limited senses.the content can only be controlled in the most limited sense-we can try to focus on receiving visions which only relate to one subject, but the raw abundance makes this nearly impossible to have anything but the most generalized effect on our visions content.this talent requires the deprivation of one of the senses-that sense which is deprived will be the form in which the flashes come. ie., to SEE a far off locale requires blindness, to hear a secret conversation deafness, and so forth.(use of Food of The Green will negate the need for deprivation, but during the flash, that sense which is appropriate will be nonetheless overwhelmed by the flash-ie. if a conversation is picked up, there will be a rushing in the ears and then the sounds of the conversation will almost totally drown out the sounds around the psi, etc. used in conjunction, the psi will receive far more flashes and will be able to exert more control over the content. Note that there is no stamina cost to use this ability.
the voice: This talent is a form of telepathy, but is focused on forcing one's will onto the victim's mind. The attacker pays 3 stamina points per attempt to control another person, and can expend additional points of stamina to supplement their attempt beyond their level of the Voice, on a point-per-point basis. The defender saves against the attack with their Will Power, but can NOT increase their save with Stamina. Note that those using the Voice must be heard and understood by the victim. Commands given via the Voice tend to be immediately fullfillable ('give me the key', 'forget we were here', etc.) and can't be long-term in their effect ('track her down', 'never leave this planet', etc.).
mind shield: This talent is the psionics basic ability to maintain both control over their unintentional projecting of thoughts, and the blocking out of thoughts of others, whether it be the simple background of perceived thoughts, or the deliberate intrusion into their mind by another psionic.
Chosen
chaos running: working from the Taoist method of going on instincts in seemingly hopeless situations, ('gut instinct') this talent allows the user to let the Universe guide their hand. (ie., successful useage yields private advising of the player by the GM on a course of action to escape an otherwise inescapable situation.) There is no Stamina cost for this, but it can only be used a number of times daily equal to the Player's level.
telepathy: the basic premise of psi dictates that all consciousnesses are linked already, being part of the cosmic consciousness. The user can contact another mind a number of meters equal to their Telepathy talent. As well, this range is multiplied by 10 each level. ( ie., at 1st level, a character with Telepathy of 6 would have a range of 60 meters, at 2nd level 600 meters, at 3rd level their range would be 6000 meters, and so on. The number of minds that can be linked to at one time is as well equal to level. (ie., at 3rd level the Player could maintain contact with 3 minds.)
mind probe: This talent is a form of telepathy, but is focused on forcing one's perception into the deepest recesses of the victim's mind. The user attacks at a strength equal to their Mind Probe talent, plus any additional stamina they wish to add. The base stamina cost is 5. Those defending save with their Will Power or Mind Shield.
telekinesis: by "seeing" an object with the mind one can as well feel it with the mind, and as the mind is not limited by the same physical laws as the body, objects can be moved about from a distance, and can be of a mass which the user's physical body could not lift. The weight limit of this ability is equal to the player's Telekinesis Skill times 20lbs. Stamina cost is 1 per turn of use, multiplied by the number of times greater their TK limit exceeds their Encumberance. ( ie., a player whose TK limit was 120, but whose Encumberance was 60, would pay 2 points of stamina per turn of use.
healing: Through this discipline, mental energy is converted into life-force for the regaining of Hit Points. This is done at a rate of 1 stamina point per 2 Hit Points restored -to either the user or anyone they touch.
object reading: This is a form of telekinesis, but it is focused on the analysis of the "essence" of a held object. The user can gain information as to the history, nature and useage of the object. The base chance is equal to the players level of skill, plus any additional stamina points they add. Stamina cost is 2.
precognition: This power is akin to Communion, save that it allows visions of the future. See Communion for details. Note that this psionic talent is most often not 'used' by the Player, but utilized by the GM to impart plot details to the Player.
puppet mastery: This talent is a form of telepathy, but is focused on forcing one's will onto another strictly for the purpose of controling physical actions, one action at a time.(it effects the body ONLY, not the mind.)The user attacks at a strength equal to their crown chakra, plus any additional stamina points they wish to add.The base stamina cost is 4.