1. Skills are determined by rolling 2d10 x 10 for the number of skill points available; these points can be spread through any number of skills. These points are the percentage a character has of successfully performing a certain skill, i.e. giving a character a skill level of 40 in Armed Combat means the character has a 40% chance of successfully executing an armed melee attack. The maximum a character can have in a skill is 98% (because no matter skilled someone may be, bad luck can always happen) and a minimum of 10% is required for a chosen skill.
  2. When a skill reaches 20%, a specialization (if available) can be chosen within a skill set with an initial value of 10%. Specializations can be increased at 1.5x the normal skill upgrade value.
  3. Skills are upgraded by using them. Each time a skill is successfully used, .1 point is added to it. Functionally, this means every 10 successful uses, the skill is upgraded by one point. These 1/10 points don't count towards successful skill use until 10 are reached; this means that the "skill point upgrades" are ignored until enough are accumulated to create a full point.
    Skills can also be upgraded by deliberate practice, at the rate of .1 per hour of practice. Only one skill can be practiced per hour, even if a practice session may involve several skills, e.g. building a robot kit could count towards either the computer or electronics skill but not both. Additionally, a break must be taken after every 3 hours for at least an hour.
    • Armed Combat: attacks using hand weapons
      • Blunt weapons (includes simple clubs, staffs, spring asps, etc.)
      • Edged weapons (includes knives, machetes, swords, bayonets, etc.)
      • Chain weapons (includes flails, nunchucks, motorcycle chains, etc.)
    • Unarmed Combat: attacks using the body as a weapon
      • Grappling (similar to wrestling and judo)
      • Pummeling (similar to boxing or karate-style martial arts)
      • Throttling (choke holds, sleeper holds, and "come-alongs")
    • Throwing: arm-propelled projectiles
      • Aerodynamic (shurikens, airfoil grenades, etc.)
      • Non-aerodynamic (rocks, normal grenades, etc.)
    • Small Arms: relatively lightweight personal weapons
      • Flamer
      • Pulse rifle
      • Smartgun
      • Sniper rifle
      • Pistol
    • Heavy Weapons: large portable weapons, typically used in support roles
      • PIG
      • RPG
      • SADAR
      • HIMAT
      • Remote sentry
    • Vehicle Weapons: vehicle mounted weapons; might also be found in fixed emplacements
      • Aircraft
      • Land vehicles
      • Water vehicles (includes torpedoes)
    • Combat Engineer: use of engineering techniques in combat situations
      • Underwater demolitions (includes ships)
      • Explosive ordinance disposal
      • Demolitions
      • Land structures (includes obstacle construction and removal and field fortification)
      • Vehicle use (includes mobile bridges and construction equipment)
      • Bridges (includes use of floating bridges, rafts, and assault boats for rivers and lakes)

>Skills, continued