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Pulp Skills
Page history
last edited
by Michael 9 years, 5 months ago
Summary
For convenience, all character skills are grouped into similar categories:
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Combat skills measure proficiency with specific weapons and combat maneuvers.
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Communications skills govern conversation, reading, and interpersonal exchanges. They measure abilities that can enhance influence over or communication with individuals and groups of people.
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Knowledge skills measure specific knowledge and individual judgment.
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Perception skills gather and interpret information from the environment.
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Physical skills govern feats of strength, agility, athleticism, or that require precise hand-eye coordination.
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Professional skills measure proficiency in situations that require experience and learning in order to make a living or to operate in a specific role.
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Other skills are those may not fit into the other categories.
Examples
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Combat: Block, Club, Fencing, Fist, Grapple, Handgun, Kick, Knife, Martial Arts
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Communication: Bargain, Craft, Credit Rating, Disguise, Fast Talk, Interrogation, Persuade
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Knowledge: Accounting, Archaeology, Astronomy, Biology, Concentration, Cure Disease, Diagnose, Electrical Repair, Electronics, Evaluate, Geology, History, Language, Locksmith, Medical expertise, Occult, Pharmacy, Physics, Psychology, Science, Surgery, Treat Poison
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Perception: Listen, Spot Hidden, Track, Smell, Taste
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Physical: Acrobatics, Athletics, Breakfall, Climb, Dodge, Pick Lock, Pilot, Ski, Sneak, Throw
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Professional: Accounting, Artist, Field craft, Radio Operator
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Other: Conceal, Craft, Demolitions, Disguise, Drive, Electrical Repair, Gambling, Hide, Hunting, Jump, Mechanical Repair, Motorcycle, Ride, Spot Hidden, Survival, Teach
Idea roll. Hunches, awareness, quick interpretations: INT x 5% (reduced for difficult concepts)
Know or Basic Knowledge roll. Basic information or taught knowledge that has been stored or memorized by the character: EDU x 5%
Luck roll. Avoid mishap, find a coin or a secret panel: POW x 5%
Pulp Skills
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