Character Generation Help~ # Human~ Relatively new on the intergalactic scene, humans are typically treated with the same care one would extend while dealing with a rabid wild animal (and are looked on with about as much affection). Humans range in height from between 5 and 6 feet, with females typically being a half foot shorter than males. Although the entire human body surface is covered in hair (except for their palms and feet) they vociferously deny this (especially females) and claim that they only have hair on the top of their heads. Between claims of so called ESP, "psychic powers" and other abilities, such as determining the future by examining an an individuals palm, humans have convinced virtually all other races that they are completely insane. Humans are not particularly gifted at doing anything. ~ # Siliconoid~ Siliconoids are large bipeds, that stand in at a typical height of about 7 feet and a weight of over 400 pounds. They are abnormal in that they have no heads, merely a sensor cluster that looks remarkably like a clump of flowers growing from where their neck should be. Even more abnormal is the fact that siliconoids get on quite well with humans (and worse, even like them, the only known race to do so). Joint human-siliconoid missions are the rule and not the exception. Siliconoids come from a 1.3G homeworld and are both very strong and resistant to heat. They are also covered with a very tough layer of fibrous scales that help protect them from physical damage and give them their characteristic blue-black or dark purple color. Siliconoids are naturally gifted with weapons, and respected as the best shock troops in known space. One thing of note is that siliconoids are afraid of acids, probably because acids are very effective at dissolving their protective scales. ~ # Artificer~ Artificers hail from a 0.8G homeworld, and as such are physically fragile and weak. No-one is quite sure what an artificer looks (aside from the artificer itself of course) as artificers allways wear several layers of formal robes. In fact, the whole of artificer society revolves around ritual and formalized procedures, as well as political maneuvering. As a result of this all artificers have nearly perfect memory, and allways come out ahead in any dealings. (Artificers are about as welcome to treaty negotiations as used car salesmen - somehow they allways manage to come out ahead in any dealings, possibly because the resulting treaty is so complex that nobody else can understand it). ~ # Salamander~ Salamanders or "Snake-men" are large two-armed snakes. They have a vivid red coloration with black stripes. Salamanders come from a incredibly hot desert planet with a highly corrosive atmosphere, and can go weeks without water. (Although they must not like the heat much because they're just plain mean.) Salamanders are amazing "sprinters" and can strike blindingly fast but tire quickly. As a race they are almost as little liked as the humans, probably because of their somewhat pronounced homicidal tendencies. ~ # Soldier~ Solders are good at all fighting related skills. Unfortunately they're not good for much else. Most soldiers can be recognized by their two word vocabulary, "me kill". They're not much fun at parties but handy during a fight. ~ # Medic~ Medics arent too bad at combat. And they're handy to have once combat is over. Medics are good at Body psionic skills. Think of them as walking band-aids. ~ # Rogue~ Rogues are pretty good at combat. And of course they get some of the niftier skills like steal, pickpocket, picklock etc. Rogues also have an aptitude for Teleportation psionics, the better to make a quick get-away. ~ # Tech~ Techs arent too bad at combat. Techs receive telekinetic skills. Some techs even pickup some rogue-like skills. ~ # Researcher~ Researchers are very poor at combat. On the other hand they are good at psionics in general. Due to far too many thermodynamic classes they have an excellent aptitude for pyrokinetic skills in particular. ~ # Mystic~ Mystics are very poor at combat. On the other hand they are good at psionics in general, focusing on their spiritual and telepathic development. Most mystics have come to the anomaly because overcrowding has invaded their secluded mountaintop. ~ # Labtech~ Labtech are very poor at combat. On the other hand they are good at psionics in general, focusing on telekinetic skills. Most labtechs enjoy sniffing glue (or other viler substances) as a hobby. ~ # Body~ One of the psionic skill families. Body psionics involve changing metabolism or in more complex cases, the very genetic code of the target. ^rSEE ALSO: ^gAPPORTATION PYROKINESIS TELEPATHY SPIRIT TELEKINESIS ~ # Telekinesis Telekinetic~ One of the psionic skill families. Telekinetic psionics involve lifting and/or manipulating objects. ^rSEE ALSO: ^gAPPORTATION PYROKINESIS TELEPATHY SPIRIT BODY ~ # Telepathy Telepathic~ One of the psionic skill families. Telepathic psionics act on the minds of living things. Telepaths can make keeping secrets very difficult ^rSEE ALSO: ^gAPPORTATION PYROKINESIS SPIRIT TELEKINESIS BODY ~ # Pyrokinesis Pyrokinetic~ One of the psionic skill families. Pyrokinetic psionics involve lighting things on fire. Handy to have at marshmellow roasts. ^rSEE ALSO: ^gAPPORTATION TELEPATHY SPIRIT TELEKINESIS BODY ~ # Apportation~ One of the psionic skill families. Apportational psionics involve transporting things from one location to another. Generally speaking they're handy for getting home in a hurry. ^rSEE ALSO: ^gPYROKINESIS TELEPATHY SPIRIT TELEKINESIS BODY ~ # Spirit~ One of the psionic skill families. Spirit psionics involve changing the luck or aura of objects as well as out-of-body abilities. ^rSEE ALSO: ^gAPPORTATION PYROKINESIS TELEPATHY TELEKINESIS BODY ~ # Weapon-Skills~ There are several kinds of weapons skills in the game, broken down into the following categories: Melee-Weapons, Laser-Weapons, Slug-Weapons, Blaster-Weapons, Ion-Weapons, Support-Weapons and Plasma-Weapons. In each category there is an accuracy, damage and speed skill. The accuracy skill improve your tohit chance by roughly <SKILL>%. Damage will improve your damage by <SKILL>/10. Speed will give you a <SKILL>% chance of striking again in the same combat round. You can also further practice a skill with a specific weapon type. Specific weapon skills improve accuracy by <SKILL>/2, damage by <SKILL>/20, and speed by <SKILL>/3. ^rSEE ALSO: ^gMELEE LASER SLUG BLASTER ION SUPPORT PLASMA SPEED ~ # Melee Melee-Weapons~ Melee weapons are basically anything that you physically have to hit the target with. Examples range from primitive weapons like: baseball bats, clubs, swords, and maces to products of more advanced technology like chainsaws and Vibra-weapons. Most GalCiv races disdain the use of such weapons and use more sophisticated weaponry that doesnt require the user to be quite so up close and personal. The exception to this of course is the humans, (rightly considered brute savages by everyone but the siliconoids) who are never so happy as when they're engaged in close-quarters combat. ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Melee-Accuracy~ This skill increases your likelyhood of hitting with any kind of melee weapon by a percentage roughly equivalent to your <SKILL>. ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Melee-Damage~ This skill increases your damage with any kind of melee weapon by <SKILL>/10 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Melee-Speed~ This skill increases your rate of fire with any kind of melee weapon. i.e. It will increase your attacks per round. ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Melee-Knife~ This skill simultaneously increases your accuracy, damage and power with Knives. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Melee-Blade~ This skill simultaneously increases your accuracy, damage and power with Blades. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Melee-Bludgeon~ This skill simultaneously increases your accuracy, damage and power with bludgeoning weapons. One thing of note is that when you laser rifle (or whatever) runs out of ammo you will resort to using it as a club ie a bludgeoning weapon. (So this can be a handy skill to know). Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Melee-Axe~ This skill simultaneously increases your accuracy, damage and power with Axes. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Laser Laser-Weapons~ The most common form of weapon in GalCiv, lasers come in all shapes and sizes from the lowly standard issue laser pistol that seemingly comes in the bottom of every cereal box (You've heard that there so cheap, some places give them away for free) to the Military issue Pulse Laser Rifles that are capable of multiple pulse per second fire rates. Laser weapons have typically very low rates of fire, and do small amounts of damage. ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Laser-Accuracy~ This skill increases your likelyhood of hitting with any kind of laser weapon by a percentage roughly equivalent to <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Laser-Damage~ This skill increases your damage with any kind a laser weapon by <SKILL>/10 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Laser-Speed~ This skill increases your speed with any kind of laser weapon by <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Laser-Pistol~ This skill simultaneously increases your accuracy, damage and power with Laser Pistols. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Laser-Rifle~ This skill simultaneously increases your accuracy, damage and power with Laser Rifles. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Slug Slug-Weapon Slugthrower~ Mainly used by humans, who havent the tech to build anything better, slug throwers in their various forms can fire just about anything from the more standard type teflon or hollowpoint rounds to acid pellets and high explosive (HE) rounds. Slug Weapons typically have high rates of fire and low to medium damage. ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Slug-Accuracy~ This skill increases your likelyhood of hitting with any kind of slugthrowing/projectile weapon by a percentage roughly equivalent to <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Slug-Damage~ This skill increases your damage with any kind of slugthrowing/projectile weapon by <SKILL>/10 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Slug-Speed~ This skill increases your speed with any kind of slug weapon by <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Slug-Pistol~ This skill simultaneously increases your accuracy, damage and power with Slugthrowing Pistols. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Slug-Rifle~ This skill simultaneously increases your accuracy, damage and power with Slugthrowing Rifles. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Slug-MachinePistol~ This skill simultaneously increases your accuracy, damage and power with Machine-Pistols. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Blaster Blaster-Weapons~ Blaster weapons work by accelerating charged particles to over 99.9% of lightspeed and then ejecting them at the target. Typically as the particles hit the target, the target begins to heat substantially, in some very rare cases even achieving nuclear fission. (which can be bad if you are shooting at them from a less than 2 mile range) Affectionately dubbed "frisbees with handles" by humans, (a reference which so far has been too obscure to decipher) a Blaster weapons largest component is the distinctive doughnut of the particle accelerator. Blaster weapon damage is medium to high, but their fire rate is typically low. ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Blaster-Accuracy~ This skill increases your likelyhood of hitting with any kind of blaster weapon by a percentage roughly equivalent to <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Blaster-Damage~ This skill increases your damage with any kind of blaster weapon by <SKILL>/10 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Blaster-Speed~ This skill increases your speed with any kind of blaster weapon by <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Blaster-Pistol~ This skill simultaneously increases your accuracy, damage and power with Blaster Pistols. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Blaster-Rifle~ This skill simultaneously increases your accuracy, damage and power with Blaster Rifles. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Blaster-Cannon~ This skill simultaneously increases your accuracy, damage and power with Blaster Cannons. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Ion Ion-Weapons~ Ion Weapons do damage by creating a massive burst of electromagnetic radiation. Some ultra-sophisticated versions use micro-fission bombs to achieve this result, but most ion weapons function more along the lines of a REALLY high power radio station or microwave. Also called Nerve-Disruptors by some, Ion weapons burn out nerves and circuits with equal ease, normally leaving an undamaged looking corpse behind. Ion weapons usely do fairly major damage, and some Ion weapons are capable of serious rates of fire. ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Ion-Accuracy~ This skill increases your likelyhood of hitting with any kind of ion weapon by a percentage roughly equivalent to <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Ion-Damage~ This skill increases your damage with any kind of ion weapon by <SKILL>/10 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Ion-Speed~ This skill increases your speed with any kind of ion weapon by <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Ion-Rifle~ This skill simultaneously increases your accuracy, damage and power with Ion Rifles. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Ion-Cannon~ This skill simultaneously increases your accuracy, damage and power with Ion Cannons. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Support Support-Weapons~ Support weapons are typically large bulky weapons used to provide fire support in combat. Examples include: Rocket Launchers, normally with sophisticated guidance systems, Grenade launchers and Mortars. ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Support-Accuracy~ This skill increases your likelyhood of hitting with any kind of support weapon by a percentage roughly equivalent to <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Support-Damage~ This skill increases your damage with any kind of support weapon by <SKILL>10 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Support-Speed~ This skill increases your speed with any kind of support weapon by <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Support-Grenade~ This skill simultaneously increases your accuracy, damage and power with Grenade Launchers. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Support-Rocket~ This skill simultaneously increases your accuracy, damage and power with Rocket launchers. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Plasma Plasma-Weapon~ Commonly referred to as "Sun Guns", these are the ultimate in weapons technology. Unfortunately making a plasma weapon smaller than a two story building is also well outside the range of current GalCiv technology. Plasma weapons work by injecting a pellet of deuterium into the chamber of the weapon and then initiating nuclear fusion, which converts the pellet and part of the barrels lining into a trillion degree blast of high-velocity plasma. (which is normally good for both complete vaporization of the target and a substantial amount of collateral damage). Plasma weapons deliver massive amounts of damage, but are almost NEVER capable of a fire rate greater than 1/second. ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Plasma-Accuracy~ This skill increases your likelyhood of hitting with any kind of plasma weapon by a percentage roughly equivalent to <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Plasma-Damage~ This skill increases your damage with any kind of plasma weapon by <SKILL>/10 ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Plasma-Speed~ This skill increases your speed any kind of plasma weapon by <SKILL> ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Plasma-Rifle~ This skill simultaneously increases your accuracy, damage and power with Plasma Rifles. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Plasma-Cannon~ This skill simultaneously increases your accuracy, damage and power with Plasma Cannons. Accuracy is improved by <SKILL>/2, damage by <SKILL>/20 and speed by <SKILL>/3 ^rSEE ALSO: ^gWEAPON-SKILLS SPEED ~ # Cell-Repair~ This psionic ability stimulates the targets cell regrowth, effectively instantaneously healing them. The amount heal depends on your skill. ^rSEE ALSO: ^g ~ # Refresh~ This psionic ability restores the targets movement points. ^rSEE ALSO: ^g ~ # Endurance~ This psionic ability allows you to run farther without getting tired. (ie Movement costs are halved) ^rSEE ALSO: ^g ~ # Breathwater~ This psionic ability allows you to breath underwater. (Otherwise you will eventually drown). ^rSEE ALSO: ^g ~ # Strength~ This psionic ability allows you to temporarily increase the targets strength. ^rSEE ALSO: ^g ~ # Darkvision~ This psionic affect allows you to see in the dark. ^rSEE ALSO: ^g ~ # Slow-Poison~ This temporarily protects you from the poisons effects until you can locate the antidote. ^rSEE ALSO: ^g ~ # Berserk~ Increases the targets DamBonus and Speed at the cost of reduced HitBonus and making them unable to flee. While Berserked, people have been known to attack their closest friends indiscriminately.... ^rSEE ALSO: ^g ~ # Cure-Poison~ This instantly cures the target of the effects of poison. ^rSEE ALSO: ^g ~ # Heal-Minor~ This instantly heals the target (assuming its wounded). The amount healed depends on skill level. ^rSEE ALSO: ^gCELL-REPAIR HEAL-MAJOR ~ # Regeneration~ While active this increases your Hit, Move and Power Point recovery rate by 1.5X. ^rSEE ALSO: ^g ~ # Heal-Major~ This instantly heals the target (assuming its wounded). The amount healed depends on skill level. ^rSEE ALSO: ^gCELL-REPAIR HEAL-MINOR ~ # Dexterity~ This psionic ability allows you to temporarily increase the targets dexterity. ^rSEE ALSO: ^g ~ # Constitution~ This psionic ability allows you to temporarily increase the targets constitution. ^rSEE ALSO: ^g ~ # Haste~ This Body psionic allows you to temporarily increase the targets speed. Duration: 20 + <SKILL>/20 Increase: 2D10 + ( 0 - (<SKILL>/30) ) ^rSEE ALSO: ^g ~ # Forcestorm~ Pummels your target with a storm of invisible blows. ^rSEE ALSO: ^g ~ # Ghostfist~ Hits the target with a vaguely fist-shaped blow of kinetic energy. ^rSEE ALSO: ^g ~ # Kinetic-Shield~ Forms an invisible force field around you that increases your resistance to kinetic attacks. ^rSEE ALSO: ^g ~ # Immobilize~ Attempts to immobilize your opponent by surrounding them with an invisible barrier. They have a chance to dodge clear. ^rSEE ALSO: ^g ~ # Heartstop~ Attempts to instakill your opponent (Best case). In addition to having a minimum amount of damage inflicted, this will cause a % amount of damage. (based on the targets current hit points). ^rSEE ALSO: ^g ~ # Asphyxiate~ In addition to doing damage, this will sometimes prevent your opponent from taking any actions (ie psionics or fleeing etc) for a round. ^rSEE ALSO: ^g ~ # Invisibility~ Makes you invisible. Duh! Wears off when you attack somebody. ^rSEE ALSO: ^g ~ # ImprovedInvis~ Makes you invisible. Duh! Doesnt wear off when you attack somebody. ^rSEE ALSO: ^g ~ # PhantomEar~ Spy on what another character is hearing. ^rSEE ALSO: ^g ~ # PhantomEye~ Spy on what another character is seeing. ^rSEE ALSO: ^g ~ # Mindlink~ Link your mind to theirs. Although its a two way street, you do get access to all their psionic points... ^rSEE ALSO: ^g ~ # Domination~ While dominated, you can order the victim around. ^rSEE ALSO: ^g ~ # Mindcrush~ Performs a Telepathic attack on the victim. ^rSEE ALSO: ^g ~ # Mindshield~ While active MindShield increases your Telepathic-Resistance. ^rSEE ALSO: ^g ~ # Sleep~ This telepathic ability puts the victim to sleep (if they fail their WILLPOWER check). They will wake up again immediately if they are attacked. ^rSEE ALSO: ^g ~ # Teleport~ This apportation ability instantly transports you to you destination ^rSEE ALSO: ^g ~ # Succor~ This apportation psionic ability transports you to the leader of your group (assuming you have one). ^rSEE ALSO: ^g ~ # Summon~ This apportation psionic ability transports someone to you. ^rSEE ALSO: ^g ~ # MassSuccor~ This apportation psionic ability transports your entire group to its leader. ^rSEE ALSO: ^g ~ # MassSummon~ This apportation psionic ability transports your entire group to you. ^rSEE ALSO: ^g ~ # Banish~ This apportation ability teleports the victim a variable number of rooms away. Better than fleeing... ^rSEE ALSO: ^g ~ # MassTeleport~ This apportation ablitity transports the entire group to your destination ^rSEE ALSO: ^g ~ # DisruptDoor~ This Apportational ability allows you to destroy phantom doors. ^rSEE ALSO: ^g ~ # PhantomDoor~ This Apportational ability allows you to create a phantom doors. Once created this extra-dimensional portal allows instantaneous travel to the selected destination. ^rSEE ALSO: ^g ~ # PhaseWalk~ This Apportational ability transports the target slightly out of phase with the world. This allows them to travel over any terrain as though it were the easiest possible. ^rSEE ALSO: ^g ~ # SpiritWalk~ This Spirit ability allows you to project your spirit from your body. This can be quite handy since your spirit cant be damaged. (Any damage will however instantly send your spirit back to your body) ^rSEE ALSO: ^g ~ # SenseLife~ This Spirit ability allows the target to sense hidden creatures. ^rSEE ALSO: ^g ~ # SeeInvisible~ This Spirit ability allows the target to see auras and hence invisible creatures. ^rSEE ALSO: ^g ~ # LuckShield~ This Spirit ability alters the luck of the target, making them harder to hit. ^rSEE ALSO: ^g ~ # FlameStrike~ This Pyrokinetic ability tries to strikes the victim with a blast of flame. ^rSEE ALSO: ^g ~ # Incinerate~ This Pyrokinetic ability tries to actually incinerate the victim. ^rSEE ALSO: ^g ~ # Ignite~ This Pyrokinetic ability tries to actually ignite the victim. This can be quite dangerous if they are carrying anything explosive. ^rSEE ALSO: ^g ~ # Heatshield~ This Pyrokinetic ability reduces the damage you take that is heat related. ^rSEE ALSO: ^g ~ # Flee~ The higher this skill is the greater the chance that you will successfully flee from an attacker. ^rSEE ALSO: ^gPURSUE RESCUE ~ # Pursue~ The higher this skill is the greater the chance that someone trying to flee from you will fail. ^rSEE ALSO: ^gRESCUE FLEE ~ # Rescue~ This skill allows you to rescue someone else from an attacker by forcing the attacker to fight YOU instead! Note that it is modified by the PURSUE skill. The better their opponents pursue skill the harder they are to rescue. ^rSEE ALSO: ^gPURSUE FLEE ~ # Picklock~ This skill allows you to open archaic mechanical locks ^rSEE ALSO: ^gHACKING ~ # Hacking~ This skill allows you to open electronic locks. ^rSEE ALSO: ^gPICKLOCK ~ # Search~ This is your chance of finding CONCEALed objects. ^rSEE ALSO: ^gConceal ~ # Conceal~ This skill allows you to conceal objects within a room. The only way to find such an object is to actively SEARCH for it. ^rSEE ALSO: ^gSearch ~ # Hide~ This skill lets you hide yourself in a room. Once hidden you gain the capability of AMBUSHing others in the room. ^rSEE ALSO: ^gAmbush Search ~ # Dodge~ When you are hit by area affect damage, making a successfull dodge check will normally reduce your damage by half. ^rSEE ALSO: ^gWillPower ~ # WillPower~ Occasionally when you are attacked by a Telepathic psionic power you are given the chance to make a willpower check. Generally speaking, succeeding at this check is a good thing ^rSEE ALSO: ^gDodge ~ # Track~ This is your chance of tracking other people in the game. The greater your skill the farther away you can locate them. ^rSEE ALSO: ^g ~ # Sneak~ ^rSEE ALSO: ^g ~ # Disarm~ This skill lets you try and disarm your opponent. Note that regardless of whether or not you succeed in the attempt or not, you will be too tired to fight for a short while. ^rSEE ALSO: ^g ~ # Ambush~ This skill gives you the ability to inflict much more damage than normal when striking from concealment. Note that if the victim makes a PERCEPTION check they might be able to GUARD against the ambush attempt. ^rSEE ALSO: ^gHIDE PERCEPTION GUARD ~ # Speed~ This a very difficult skill to practice, increases your rate of fire / number of attacks per round with ALL skills! Basically each 100% of speed skill is worth (on average) another attack. e.g. 50% - 50% chance of a bonus attack e.g. 150% - one bonus attack + 50% chance of a second bonus attack. etc ^rSEE ALSO: ^gWEAPON-SKILLS ~ # Perception~ This skill is handy if you spend a lot of your time dealing with rogue characters. It is used to spot the use of the Pickpocket, Hide, Conceal, Steal, or Peek skills. ^rSEE ALSO: ^g ~ # Guard~ This skill is handy if you spend a lot of your time dealing with rogue characters. It is used to block the use of the Pickpocket, Steal, Ambush or Peek skills. Note that this skill is pretty much useless without the Perception skill. ^rSEE ALSO: ^g ~ # Pickpocket~ This skill gives you the ability to remove credits from the pockets of unsuspecting victims. Note that if the victim makes a PERCEPTION check they might be able to GUARD against the PICKPOCKET attempt. ^rSEE ALSO: ^g ~ # Peek~ This skill gives you the ability to peek into someone elses inventory. Note that if they have practiced the GUARD skill then it is harder for you to peek at their stuff. Also if they make a PERCEPTION check they might catch you in the act. ^rSEE ALSO: ^g ~ # Steal~ This skill gives you the ability to remove items from the inventories of unsuspecting victims. Note that if the victim makes a PERCEPTION check they might be able to GUARD against the PICKPOCKET attempt. ^rSEE ALSO: ^g ~ $