Skills (character creation): Difference between revisions

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(Created page with "This page is part of the character rules.<br><br> On the following pages you'll find a list of all skills. Within this list you'll find a clear guideline what that skill is for, how it's used, what fitting bonuses and handicaps are as well as general explanations. You'll also find it's starting value, meaning the value with which your character starts the game, excluding all other bonuses they receive on skills. <br><br> <b>Talents:</b> Talents are...")
 
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<b>Talents:</b>
<b>Talents:</b>


Talents are the (usually) 4 skills (their number can change with [[Traits|traits]] and [[Perks|perks]]), that improve quite as fast and that receive a one time bonus of 15 points during character creation.
Talents are the (usually) 4 skills (their number can change with [[Traits|traits]] and [[Perks|perks]]), that improve twice as fast and that receive a one time bonus of 15 points during character creation.
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<b>[[Rifles (skill)|Rifles]]: </b>The skill to use shotguns and rifles, in other words, most weapons that are used two handed and have a shoulder stock This does not only apply to shooting those weapons, but also to taking care of them, cleaning them and small repairs.<br>
<b>[[Rifles (skill)|Rifles]]: </b>The skill to use shotguns and rifles, in other words, most weapons that are used two handed and have a shoulder stock. This does not only apply to shooting those weapons, but also to taking care of them, cleaning them and small repairs.<br>
The starting value is: 5 + 2 * [[Agility|A]] + [[Strength|S]] + [[Perception|P]]
The starting value is: 5 + 2 * [[Agility|A]] + [[Strength|S]] + [[Perception|P]]


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<b>[[Archery]]: </b>The skill to use [[Bows|bows]] and arrows.<br>
<b>[[Archery]]: </b>The skill to use [[Archery weapons|bows]] and arrows.<br>
The starting value is: 5 + 2 * [[Strength|S]] + [[Agility|A]]
The starting value is: 5 + 2 * [[Strength|S]] + [[Agility|A]]






<strong>Heilfertigkeiten</strong>
<strong>Healing skills:</strong>




<b>[[Arzt (Fertigkeit)|Arzt]]: </b>Ärzte kümmern sich – im Gegensatz zu Ersthelfern – um Dinge wie Krankheiten und schwierigere Operationen. Wollen Sie eine Kugel aus dem Bauch eines Freundes entfernen, so ist Arzt die Fertigkeit die Sie benötigen. Ebenso wenn Sie die richtigen Medikamente an Kranke austeilen wollen. Sie können mit Arzt aber auch einfach Verbände anbringen.<br>
<b>[[Doctor (skill)|Doctor]]: </b>Unlike medics, doctors take care of diseases and complicated surgeries. If you wish to remove a bullet from a friend's stomach, doctor is the skill that you need. Just like you need it to give sick people the right medicine. You can however apply a simple bandage with doctor, as well.<br>
Erleichterungen wären angebracht für vorherige Erfahrungen mit dieser Art Behandlung, besonders gutes Equipment, einen richtigen Operationssaal oder einen erfahrenen Assistenten.<br>
Bonuses would be applicable if there has been an earlier experience with this type of treatment, especially good equipment or an experienced assistant.<br>
Erschwernisse für den Mangel an all dem. Sollte eine Probe auf Arzt misslingen, so muss der Patient nicht zwangsweise tot sein. Er könnte auch eine Infektion bekommen, sein Zustand könnte sich nur geringfügig bessern und was man sonst noch von Doktor House und Emergency Room kennt.<br>
Handicaps for lack of all the above. If a test on doctor fails, the patient doesn't have to die. They could just as easily get an infection or their situation could improve – but only very slightly – and whatever else you know from House M.D. and Emergency Room.<br>
Der Anfangswert ist: 15 + WA + IN
The starting value is: 15 + [[Perception|P]] + [[Intelligence|I]]




<b>[[Erste Hilfe]]: </b>Ist die einfache Versorgung von Wunden. Mit Erste Hilfe kann man Verbände anbringen, Knochen schienen und simpelste Operationen (Kugel aus dem Oberarm entfernen zum Beispiel) durchführen, die jedoch leicht daneben gehen können.<br>
<b>[[First aid]]: </b>Is the simple treatment of wounds. With first aid one can apply bandages, splint broken bones and perform the most simple surgeries (extracting a bullet from an upper arm, for example), however those can easily go awry.<br>
Erleichterungen gibt es wie bei Arzt für Erfahrung und passendes Equipment. Erschwernisse für den Mangel an all dem. Versucht sich ein Charakter mit Erste Hilfe an einer kleinen Operation, so ist diese besonders erschwert.<br>
Bonuses would be applicable like with the doctor skill for experience and fitting equipment. If a character uses first aid for an operation that operation is especially handicapped.<br>
Der Anfangswert ist: 30 + WA + IN
The starting value is: 30 + [[Perception|P]] + [[Intelligence|I]]


<b>[[Empathie]]: </b>Empathie ist eine sonderbare Fertigkeit. Grob gesagt ist Empathie alles, was mit seelischer Gesundheit zusammenhängt, weshalb man sie bei den Heilfertigkeiten findet. Wenn sie ein verstörtes, flüchtendes Mädchen beruhigen wollen, benutzen sie Empathie. Wenn ein Mädchen, dass sie entführt haben, versucht zu flüchten und sie wissen wollen, wo es hinrennt, verwenden sie Empathie um sich in die Kleine hineinzuversetzen. Außerdem ist Empathie so etwas wie Ihre generelle Menschenkenntnis. Sie verwenden es um heraus zu finden, ob sie belogen werden.<br>
<b>[[Empathy]]: </b>Empathy is a strange skill. To oversimplify, empathy is everything that falls under the heading of 'psychological health', which is why it's found among the healing skills. If you want to calm a distressed, fleeing girl, you use empathy. If a girl you kidnapped ran away and you try to guess where she ran to, you use empathy to set yourself in her place. Furthermore, empathy is your general sense for people. It's also used to try and figure out if you're being lied to.<br>
Erleichterungen gibt es, um beim Beispiel mit dem kleinen Mädchen zu bleiben, wenn Ihr Charakter selbst mal in einer ähnlichen Situation war oder sie groß, stark und freundlich wirken und das Mädchen Ihnen deshalb Vertrauen schenkt, weil es glaubt, dass sie Sicherheit bieten können.<br>
Bonuses would come, to stay with the small girl example, if your character has once been in the same situation or if you appear to be big, strong and friendly and the girl will therefore trust in you to keep her safe.<br>
Der Anfangswert ist: 10 + 3 * CH + IN
The starting value is: 10 + 3 * [[Charisma|C]] + [[Intelligence|I]]






<strong>Diebesfertigkeiten</strong>
<strong>Thieving skill</strong>




<b>[[Schlösserknacken]]: </b>Schlösserknacken ist natürlich die Kunst, mit Dietrichen oder sonstigem Werkzeug ein Schloss zu öffnen, ohne es komplett zerstören zu müssen. Grundsätzlich benötigen Sie erst ein mal passendes [[Ausrüstungsliste Diebstahl-Werkzeug|Werkzeug]] um es überhaupt zu versuchen. Haben sie nur eine Haarnadel oder ein Stück nicht sehr biegsamen Drahtes, so reicht das für ein primitives Schloss durchaus.<br>  
<b>[[Lockpicking]]: </b>Lockpicking is, of course, the art to use lock picks or other tools to open a lock without destroying it. As a matter of principle you need fitting tools to even try it. If you just have a bobby pin or a piece of not very strong wire, it's already enough for a primitive lock.<br>
Es gibt natürlich Erleichterungen wenn sie mit einer Tasche High-End Dietriche an dieses Schloss herangehen. Wenn es kein nächtlicher Einbruch ist erhalten Sie vielleicht auch Erleichterungen weil sie laut und mit Licht arbeiten können. Erschwernisse gibt es wie üblich auf den Mangel an erleichternden Faktoren und vor allem die Komplexität des Schlosses.<br>
There are of course bonuses if you come up with a bag full of high end lockpicks. If it isn't a stealthy nightly burglary, maybe a bonus because you can work loudly and with good lighting.<br>
Schlösserknacken wird auch für elektronische Tür- und Behälterschlösse verwendet, doch um diese zu öffnen braucht man mehr als eine Haarnadel hierfür müssen Sie schon einen elektronischen Dietrich haben.<br>
Handicap, as usual, for a lack of easing factors and especially the complexity of the lock.<br>
Der Anfangswert ist: 10 + WA + BE
Lockpicking is also used for electronic door and container locks, but to open these you'll need more than a bobby pin for that you'll need an electronic lockpick.<br>
The starting value is: 10 + [[Perception|P]] + [[Agility|A]]


<b>[[Stehlen]]:</b> Diese Fertigkeit ist die Kunst des Taschendiebstahls oder des Ladendiebstahls. Generell gilt, Sie entwenden Gegenstände möglichst so, dass man Sie nicht dabei bemerkt. Ob das die Dollar-Scheine in der Tasche des Gegenüber sind, oder die Packung Munition auf dem Tresen des Waffenladens. Auch wenn sie jemandem unbemerkt etwas zustecken möchten, ist dies die Fertigkeit auf die getestet wird.<br>
<b>[[Pick pocketing]]:</b> This is the art of picking pockets – but also of stealing in a store. Generally, you take items in a way, that no one notices, be those the dollar bills in the pocket of those face to face with you or a pack of ammunition in the gun store. This is also the skill that gets tested when you want to give someone something without anyone noticing.<br>
Neben den zahlreichen Boni die Diebstahl vereinfachen, ist Taschendiebstahl beispielsweise am einfachsten, wenn man sich in einem großen Gedränge befindet. Erschwernisse umgekehrt, wenn man mit dem zu Bestehlenden allein ist.<br>
Apart from various bonuses that help with pick pocketing, it's usually easiest when one is in a crowd. Handicaps, on the contrary, when one is alone with the person to be pick pocketed.<br>
Bei Ladendiebstahl macht es vor allem die Blickrichtung des zu Bestehlenden aus. <br>
When stealing from a store, the line of sight of the cashier is especially important.<br>
Der Anfangswert ist: 20 + BE
The starting value is: 20 + [[Agility|A]]


<b>[[Schleichen (Fertigkeit)|Schleichen]]:</b> Das Schleichen ist wer hätte es gedacht die Fertigkeit sich unbemerkt und unentdeckt zu bewegen. Über das [[Schleichen]] finden sie drei Seiten mit Beispielen bei den [[Kampfregeln]], weshalb wir es hier mit diesem Verweis belassen wollen.<br>
<b>[[Sneaking (skill)|Sneaking]]:</b> Sneaking is who'd have thought that the skill to move unseen and unheard.<br>
Der Anfangswert ist: 5 + 3 * BE
You can find three pages full of examples for [[Sneaking|sneaking]] in the [[Combat rules|combat rules]], which is why we'll leave it at this here.<br>
The starting value is: 5 + 3 * [[Agility|A]]


<b>[[Verkleiden]]:</b> Dies ist die Fertigkeit sich einer Gruppierung im Aussehen anzupassen. Ausserdem ist es die Fertigkeit auf die getestet wird, wenn man Waffen verstecken will. Wollen sie zum Beispiel in die Innenstadt [[Vault-City|Vault-Citys]] eindringen, so bestünde eine erfolgreiche Verkleiden Probe darin, den dort üblichen Vault-Anzug anzuziehen. Verwechseln sie diese Fertigkeit nicht mit [[Sozialer Anpassungsfähigkeit]]! Letzteres dient dazu, die Manieren und das Gebaren eines Vault-City Bürgers zu imitieren. Wer gut im Verkleiden ist, bedenkt alle Details des Anzugs und kann aus einem gewöhnlichen Kleiderschrank heraus improvisieren. Wer schlecht im Verkleiden ist, sollte vielleicht lieber schleichen.<br>
<b>[[Disguising]]:</b> This is the skill to mimic the <i>appearance</i> of a group. If you want to infiltrate, for example the inner city of Vault-City, a successful disguising test would constitute pulling on one of their Vault suits. Do not confuse this skill with [[Social adaptation|social adaptation]]! The latter is used to mimic the manners and behavior of a typical [[Vault-City]] citizen. Characters that are good in disguising will think of each and every detail and can improvise a lot out of a simple cabinet. Characters that are bad in disguising might do better if they sneaked.<br>
Der Anfangswert ist: 10 + WA + BE
The starting value is: 10 + [[Perception|P]] + [[Agility|A]]






<strong>Technische Fertigkeiten:</strong>
<strong>Technical skills</strong>


<b>[[Werken]]:</b> Die Fähigkeit in einer entsprechenden Werkstatt simple und komplexe Bauteile und Ersatzteile herzustellen. Nähere Details finden sich bei [[Werkstattklassen]].<br>
<b>[[Crafting]]:</b> The skill to use a fitting workshop to create simple or complex components or replacement parts. More details can be found under [[Workshop classes|workshop classes]].<br>
Der Anfangswert ist: 15 + WA + IN + ST
The starting value is: 15 + [[Perception|P]] + [[Intelligence|I]] + [[Strength|S]]


<b>[[Reparieren (Mechanik)]]:</b> Diese Fertigkeit ist die Fertigkeit, einfache, nicht-elektrische Gerätschaften zu reparieren. Dies betrifft natürlich auch den mechanischen Teil elektrischer Geräte. Angefangen beim Hebelmechanismus des Dorfbrunnens bis zu einem Benzin-Verbrennungsmotor deckt diese Fertigkeit alles ab.<br>
<b>[[Repairing (mechanics)]]:</b> This is the skill used to repair simple, non-electric gadgets. This of course also applies to the mechanical part of electric gadgets. Starting with the lever mechanism of the village well to the gas combustion engine of a pre war car. Bonuses as usual for proper tools (or, if you're near one, for a class A workshop), handicaps for having to do without proper tools. This skill is not used to build or repair weapons.<br>
Erleichterungen wie üblich für gutes Werkzeug (oder, wenn man in der Nähe einer solchen Werkstatt ist, für eine Klasse A Werkstatt), Erschwernisse wenn man ohne adäquates Werkzeug zurecht kommen muss. Diese Fertigkeit dient nicht  dazu Waffen zu bauen oder zu reparieren.<br>
The starting value is: 20 + [[Perception|P]]
Der Anfangswert ist: 20 + WA


<b>[[Reparieren (Elektronik)]]:</b> Diese Fertigkeit ist die Fertigkeit, komplexe, elektrische oder elektronische Gerätschaften zu reparieren. Dies betrifft allein die Hardware eines Computers, nie die Software. Angefangen bei der elektrischen Zahnbürste bis hin zum  Mikro-Fusions Motor eines Chryslus Motors Highwayman kann man hiermit alles flicken.<br>
<b>[[Repairing (electronics)]]:</b> This is the skill used to repair complex, electric or electronic gadgets. This applies <b>only</b> to the <b>hardware</b> of a computer, <b>never</b> to the <b>software</b>. Starting with electric toothbrushes up to the micro fusion engine of a Chryslus Motors Highwayman, someone skilled in this skill can repair it all. Bonuses as usual for proper tools (or, if you're near one, for a class A workshop), handicaps for having to do without proper tools.<br>
Erleichterungen wie üblich für gutes Werkzeug (oder, wenn man in der Nähe einer solchen Werkstatt ist, für eine Klasse A Werkstatt), Erschwernisse wenn man ohne adäquates Werkzeug zurecht kommen muss.<br>
The starting value is: 20 + [[Intelligence|I]]
Der Anfangswert ist: 20 + IN


<b>[[Computerkenntnisse]]:</b> Die Fertigkeit die Software eines elektronischen Geräts zu nutzen, zu warten oder mit Absicht zu beschädigen (Hacken). Umfasst alles was eine Benutzeroberfläche hat, seien es auch nur 4 Knöpfe.<br>
<b>[[Computer skills]]:</b> The skill to use, repair or purposefully damage (hacking) the <b>software</b> of a gadget. This applies to everything that has a user interface, be it only four buttons. Bonuses for the simple operation of simple systems, handicaps for very complex hacks (the emperor in [[San Francisco]], for example). There are several computer viruses around, that can also help in hacking.<br>
Erleichterungen für einfaches Bedienen einfacher Systeme, Erschwernisse für komplizierteste Hacks (Der Kaiser in San Francisco, zum Beispiel). Für Hacks stehen außerdem mehrere [[Ausrüstungsliste Diebstahl-Werkzeug|Computer-Viren]] zur Auswahl, die zusätzlich erleichtern.<br>
The starting value is: 4 * [[Intelligence|I]]
Der Anfangswert ist: 4 * IN


<b>[[Büchsenmachen]]:</b> <i>Büchsenmachen</i> ist die Kunst Waffen herzustellen. In den [[Büchsenmachen|Regeln]] finden Sie mehrere Bauanleitungen für selbstbaubare Waffen und alle Informationen die sie brauchen um einen Charakter ein Gewehr wie aus der Waffenliste selbst bauen zu lassen.<br>
<b>[[Armorer]]:</b> Armorer is the skill of creating weapons. Within the [[Armorer rules|rules]] you'll find several construction guides for self built weapons and all information you need to rebuild a weapon from the weapons list.<br>
5 + WA + IN + BE
The starting value is: 5 + [[Perception|P]] + [[Intelligence|I]] + [[Agility|A]]




<strong>Wissenschaften:</strong>
<strong>Sciences:</strong>


<b>[[Naturwissenschaften]]:</b> <i>Naturwissenschaften </i>ist die Fertigkeit die Wissen und Anwendung von Chemie und Physik und zu einem großen Teil auch Biologie vereint. Sei es ein Streitgespräch darüber, was sich um was dreht, Sonne um Erde oder Erde um Sonne oder der Test des Trinkwassers aus dem Brunnen auf Strahlungswert und Verträglichkeit.<br>
<b>[[Natural sciences]]:</b> <i>Natural sciences</i> is the skill that combines use of chemistry, physics and for the most part even biology. Be it a discussion about what orbits what, sun the earth or earth the sun, or testing the drinking water you took out of the well on radiation and agreeability.<br>
Erleichterungen um bei den Beispielen zu bleiben für ein Buch, dass das Sonnensystem erklärt oder eine gute Laborausrüstung. Erschwernisse wenn die eigene Bildung eher Chemie betrifft und man daher keine Ahnung hat, wie man das Kopernikanische Weltbild erklären soll.<br>
Bonuses would be applicable to stay with the examples for a book that explains the solar system or some good lab equipment. Handicaps if your own education covers more chemistry than other things and you have no idea how to explain the Copernican system.<br>
Der Anfangswert ist: 20 + 2 * IN
The starting value is: 20 + 2 * [[Intelligence|I]]




<b>[[Geografie und Politik]]:</b> Sie sehen hier zwei eng miteinander verwandte Themen verknüpft. Ersteres grob gesagt die Lehre des Geländes, zweites die Lehre der Menschen die darauf wohnen. Diese Fertigkeit ermöglicht es dem Charakter <b>nicht</b> zu wissen, wie die Politik vor dem großen Krieg aussah, sondern solche Dinge wie: Wo liegen [[Shady Sands]] und [[Vault-City]]? Warum streiten sich die Beiden am Laufenden Meter? Wieso stört das [[Broken Hills]], aber nicht [[New Reno]]?<br>
<b>[[Geography and politics]]:</b> Here you'll find two closely connected topics. The first is, fundamentally, the lore of the land, the second the lore of the people that live on it. This skill does not enable the character to know how politics looked or worked before the Great War, but things like: Where are [[Shady Sands]] and [[Vault-City]]? Why do they keep snarling at each other all the time? Why does this bother [[Broken Hills]], but not [[New Reno]]?<br>
Erleichterungen und Erschwernisse können Sie grob gesagt an der Entfernung festmachen. Ein Charakter aus [[New Reno]] weiß sehr wohl, wie das Machtgefüge der Gangster-Metropole funktioniert und wo auf der Virgin Street das Cat's Paw liegt wird aber mit der aktuellen Lage im [[Angel's Boneyard]] im Süden der [[Die Republik Neues Kalifornien|RNK]] nicht so vertraut sein.<br>
Bonuses and handicaps can be based, roughly, on distance. A character from [[New Reno]] knows how the political power structure works in his gangster metropolis and where exactly the Cat's Paw is situated on Virgin Street but won't be that acquainted with the situation in the [[Angel's Boneyard]] in the deep south of the [[The New California Republic|NCR]].<br>
Der Anfangswert ist: 20 + 2 * IN
The starting value is: 20 + 2 * [[Intelligence|I]]


<b>[[Geschichte]]:</b> Anders als [[Geografie und Politik]] ist dies hier die Fertigkeit, die es einem Charakter erlaubt mit der jüngeren und auch der fast vergessenen Geschichte vertraut zu sein. Manch einer wird sich fragen, wozu man im post-atomaren Ödland die Geschichte des ptolomäischen Ägyptens kennen sollte ich erspare diesen Personen das Klischee das kein Wissen unnütz ist und verweise auf die Reichtümer, die ein intelligenter Sammler beispielsweise in einer verlassenen Vault finden kann, wenn aus seinem Geschichtsstudium hervorgeht, wo sich eine befindet.<br>
<b>[[History]]:</b> Unlike <i>Geography and politics</i> this is the skill that enables a character to be acquainted with younger as well as half forgotten history. Some will question why anyone in the post nuclear wasteland should be familiar with say, the history of Ptolemaic Egypt I will refrain from the cliché that says that there is no useless knowledge and will instead point to the riches an intelligent scavenger will gather in a derelict Vault, if he knows, from studying history, where to find one.<br>
Erleichterungen und Erschwernisse ähnlich wie bei <i>[[Geografie und Politik]]</i> nach zeitlicher Entfernung und ein wenig auch nach Bekanntheitsgrad der Epoche.<br>
Bonuses and handicaps similar to geography and politics – for distance in time and also for notoriety of the epoch in question.<br>
Der Anfangswert ist: 20 + 2 * IN
The starting value is: 20 + 2 * [[Intelligence|I]]


<b>[[Taktik]]:</b> Taktik ist die Fertigkeit einen Kampfplan zu entwickeln, ihn wenn er beim Feindkontakt zum Opfer wird, anzupassen und generell im Kampf sehr nützlich oder vor dem Kampf. Diese Fertigkeit umfasst nicht nur Taktik im klassischen Sinne, sondern auch den großen Bruder der Taktik: die Strategie.<br>
<b>[[Tactics]]:</b> Tactics is the skill to create a battle plan, to adjust that plan when it becomes a fatality at the  first enemy contact and generally a very useful skill in battle or before battle is joined. This skill does not only encompass tactics, but also the big brother of tactics: strategy.<br>
Erleichtert wird eine Taktik-Probe beispielsweise für Vertrautheit mit dem Schlachtfeld (in der eigenen Nachbarschaft kämpft sichs leichter) oder auch – wenn die Zeit bleibt, in dem man in einem Buch wie „Die Kunst des Krieges“ von Sun Tzu Rat sucht.<br>
Bonuses can be given for familiarity with the battle field (it's easiest to fight in your own neighborhood) or even, if there is still time, by consulting a book like Sun Tzu's “the art of war”. Handicaps for lack of time to prepare, lack of familiarity with local conditions etc.<br>
Erschwernisse für den Mangel an Zeit sich vorzubereiten, Mangel an Vertrautheit mit den örtlichen Gegebenheiten und so weiter.<br>
The starting value is: 5 + [[Perception|P]] + [[Intelligence|I]] + 2 * [[Courage|Co]]
Der Anfangswert ist: 5 + WA + IN + 2 * MT




<strong>Reiten und Fahren:</strong>
<strong>Riding and driving</strong>


<b>[[Fahren (Karren)]]:</b> Ist – wie zu erwarten war – die Fertigkeit des Lenkens eines Fahrzeugs, das von einem (oder mehreren) Nutztier angetrieben wird. Brahminkarren, Pferdekarren, Hundeschlitten, vollkommen egal.<br>
<b>[[Driving (carts)]]:</b> Is, as expected, the skill to drive a car that is moved by one (or several) useful animal. Brahmin carts, Horse drawn carts, dog sleds, details don't matter.<br>
Erleichterungen sind denkbar für besonders intelligente oder fügsame Tiere oder eine einfache Strecke. Erschwernisse dementsprechend für ein bockiges Tier und eine enge Serpentine. Was die taktische Fortbewegung mit Fahrzeugen betrifft, bitte die [[Fahrzeugkampfregeln|Fahrzeugkampfregeln]] beachten. <br>
Bonuses are conceivable for especially intelligent or docile animals or a simple trip, handicaps on the other hand for a restive animal and a narrow serpentine way.<br>
Der Anfangswert ist: 10 + 2 * AU + 2 * WA
The starting value is: 10 + 2 * [[Endurance|E]] + 2 * [[Perception|P]]


<b>[[Fahren (Motorfahrzeuge)]]:</b> Dies ist die Fertigkeit alles zu Fahren, was einen eigenen Antrieb hat – egal ob dieser Motor auf Benzin, Batterien, Methan oder Fusions-Batterien basiert.<br>
<b>[[Driving (Engines)]]:</b> This is the skill to drive anything that is self propelled. No matter if this engine is based on gas, batteries, methane or fusion-batteries.<br>
Erleichterungen und Erschwernisse zum Beispiel je nach Strecke und Vertrautheit mit einem der Systeme – oder Zustand des Fahrzeugs und „Bedien-Freundlichkeit“ des Systems. Was die taktische Fortbewegung mit Fahrzeugen betrifft, bitte die [[Fahrzeugkampfregeln|Fahrzeugkampfregeln]] beachten.<br>
Bonuses and handicaps for example due to the way, the familiarity with the system or even the condition of the vehicle and the “user friendliness” of the system. Details can also be found at [[Vehicle combat rules|vehicular combat]]<br>
Der Anfangswert ist: IN + 2 * WA + MT
The starting value is: [[Intelligence|I]] + 2 * [[Perception|P]] + [[Courage|Co]]


<b>[[Reiten]]:</b> Reiten ist die Fertigkeit schöne Bilder zu malen, die die Essenz des eigenen Seins in Kontrast zur Unendlichkeit der seelischen verarscht! Reiten ist natürlich die Fertigkeit einem Pferd durch aufsitzen seinen Willen aufzuzwingen.<br>
<b>[[Riding]]:</b> Riding is the skill used to paint beautiful pictures, that capture the essence of the self in contrast to the unendingness of got you! Riding is of course the skill to impose one's will on a horse by sitting on it.<br>
Erleichterungen und Erschwernisse je nach Pferd (sehen sie zur Erklärung in den Abschnitt „Tiere“), nach Ausrüstung (Sporen oder Reitgerte) und zu einem gewissen Teil nach der Fertigkeit Abrichten. Was die taktische Fortbewegung mit Fahrzeugen betrifft, bitte die [[Fahrzeugkampfregeln|Fahrzeugkampfregeln]] beachten (Ja, Pferde gelten in dem Fall als Fahrzeuge, zumindest wenn man sie aktiv reitet).<br>
Bonuses and handicaps depend on the [[Horses|horse]], on equipment (spurs and riding crop) and, for a small part even, for the skill training. As pertains the movement in combat, please check the [[Vehicle combat rules|vehicular combat]] rules (yes, horses count as vehicles, at least when ridden).<br>
Der Anfangswert ist: 5 + 2 * BE + 2 * MT
The starting value is: 5 + 2 * [[Agility|A]] + 2 * [[Courage|Co]]


<b>[[Abrichten (Fertigkeit)|Abrichten]]: </b>Abrichten ist, wie Sie unter den [[Tiere Abrichten|Regeln für Tiere]] sehr viel detaillierter Nachlesen können, die Fertigkeit ein Tier auszubilden. Da wir dieser Fertigkeit ein eigenes Kapitel gewidmet haben, belassen wir es hier mit dem Verweis auf die Tier-Regeln.<br>
<b>[[Training]]: </b>Training is, as one can read in detail under the [[Animal training|rules for animals]], the skill to train an animal. Since that skill depends on the animal to be trained, please check the various [[Animals|animal]] rules.<br>
Der Anfangswert ist: 2 * AU + IN + WA
The starting value is: 2 * [[Endurance|E]] + [[Intelligence|I]] + [[Perception|P]]




<strong>Wildnisleben:</strong>
<strong>Wilderness</strong>


<b>[[Naturbursche(Fertigkeit)|Naturbursche]]: </b>Dies ist die Fertigkeit im post-atomaren Ödland zu überleben. Diese Fertigkeit umschließt das Wissen darum, wie man trinkbares Wasser erkennt, wie man ein Zelt aufschlägt, welche der dort kärglich wachsenden Pflanzen essbar sind, wie man anhand von Sonne, Mond und Sternen den richtigen Weg findet, wie man Feuer macht und all das.<br>
<b>[[Survival]]: </b>This is the skill to survive in the post nuclear wasteland. This skill encompasses the knowledge on how to find potable water, how to erect a tent, which of the meager plants there are edible, how to find the right way based on sun, moon and stars, how to make fire and all that.<br>
Erleichterungen und Erschwernisse je nach Tätigkeit (nach Regen Feuer zu machen ist schwieriger als in einer dürren Zeit. Da diese Fertigkeit sehr vielschichtig ist, bleibt es bei diesem einen Beispiel.)<br>
Bonuses and handicaps depend on the specific task (starting a fire after it rained is more difficult than during a drought. Since this skill is very complex, we'll leave it at that one example.)<br>
Der Anfangswert ist: WA + BE + AU + IN
The starting value is: [[Perception|P]] + [[Agility|A]] + [[Endurance|E]] + [[Intelligence|I]]


<b>[[Jagdfallen (Fertigkeit)|Jagdfallen]]:</b> Von einfachen Schlingen über komplizierte Sprengstofffallen (man kann schließlich auch Super-Mutanten jagen), dies alles regelt diese Fertigkeit. Je nach Fertigkeitsgrad gelingt es die kompliziertesten Fallen unbemerkt anzubringen bis hin zum Vergraben und Verstecken von Minen und Claymores. Sollten sie jedoch Mienen oder Claymores Verstecken wollen, so achten sie darauf, dass das Scharfmachen, nicht durch die Jagdfallen Fertigkeit vorgenommen wird, sondern mit einer Probe auf Sprengstofffertigkeiten.<br>
<b>[[Hunting traps (skill)|Hunting traps]]:</b> From simple slings to complex explosive traps (one can, after all, hunt Super Mutants as well), all of it is ruled by this skill. Depending on the skill one can succeed in hiding the most complex traps up to and including burying mines and claymores. If you try to hide mines or claymores however, please remember that <i>priming</i> those is not handled by hunting traps but with a test on [[Explosives (skill)|explosives]].<br>
Erleichterungen und Erschwernisse richten sich nach Material, der Intelligenz der geplanten Beute und der Komplexität der Falle.<br>
Bonuses and handicaps are based on material, the intelligence of the planned prey and the complexity of the trap itself.
Der Anfangswert ist: 20 + WA + BE
The starting value is: 20 + [[Perception|P]] + [[Agility|A]]


<b>[[Fährtenlesen]]:</b> Die Fertigkeit Fußspuren zu Folgen, sie zu erkennen, sie bestimmten Personen oder Kreaturen zuzuordnen oder Schlüsse aus ihnen zu ziehen („Ein Mann, etwa 1 Meter 80, 95 Kilo schwer ...“).<br>
<b>[[Tracking]]:</b> The skill used to follow foot prints, to discover and recognize them and to be able to assign them to specific people or creatures, even to draw conclusions from what you see (“one man, about 1 Meter 80 in size, about 95 kilos of weight”).<br>
Erleichterungen und Erschwernisse am besten nach Boden, Wind und Wetter.<br>
Bonuses and handicaps due to floor, wind and weather.<br>
Der Anfangswert ist: 5 + 4 * WA
The starting value is: 5 + 4 * [[Perception|P]]


<b>[[Knotenkenntnisse]]:</b> Die Fertigkeit Schnüre, Seile und Taue zu Knoten. Sei es um jemanden zu fesseln, zwei Gegenstände miteinander zu verbinden oder ein kleines Boot festzumachen.<br>
<b>[[Knots]]:</b> The skill to knot ropes, cords and hawsers. Be it used to tie up someone, to combine two items or to make fast a small boat.<br>
Erleichterungen und Erschwernisse je nach Art des Knoten.<br>
Bonuses and handicaps depend on the skill level of the needed knot.<br>
Der Anfangswert ist: 5 + 3 * BE + WA
The starting value is: 5 + 3 * [[Agility|A]] + [[Perception|P]]






<strong>Soziale Fertigkeiten:</strong>
<strong>Social skills</strong>


<b>[[Betören/Verführen]]:</b> Dies ist, wie klar sein dürfte, die Fertigkeit die bestimmt wie leicht es dem Charakter fällt seinen Charme dazu zu verwenden um mit sexuellen Untertönen etwas zu erreichen. Ob das Ziel sexuell ist oder nicht ist dabei irrelevant.<br>
<b>[[Beguile/seduce]]:</b> This should be obvious, but this is the skill that enables a character to use his (or her) charms with sexual innuendos to reach a certain goal. It is irrelevant if that goal is sexual in nature.<br>
Erleichterungen und Erschwernisse lassen sich über Geschlecht/sexuelle Präferenz des zu verführenden Charakters am besten lösen.<br>
Bonuses and handicaps are best applied based on gender/sexual preference of the character that is to be seduced.<br>
Der Anfangswert ist: 5 + 4 * CH
The starting value is: 5 + 4 * [[Charisma|C]]


<b>[[Überreden/Überzeugen]]:</b> Hier haben wir die Fertigkeit durch Logik (oder auch Bestechung) jemanden dazu zu bringen, etwas zu tun, was er oder sie lieber nicht tun würde oder auch eine oder mehrere Personen anzuheizen. Wenn sie eine flammende Rede halten wollen, testen sie hierauf. Flammende Reden sollten allerdings auch <i>ausgespielt</i> werden.<br>
<b>[[Persuade/convince]]:</b> This is the skill to make someone do something he'd rather not do through use of sweet logic or a bribe. Or to fire up several people. If you want to hold a flaming oration, you test on this skill. Though flaming orations should also be <i>played out</i>.<br>
Erleichterungen und Erschwernisse je nach Situation. Eine korrupte Wache zu bestechen ist generell einfacher, als dieser Wache zu erklären, dass es von unglaublicher Wichtigkeit ist, dass man den gefangenen Kameraden des Charakters sofort frei lässt.<br>
Bonuses and handicaps depend on the situation. To bribe a corrupt guard is generally easier than to explain to said guard, that it is of utmost importance to immediately release the imprisoned comrade of the player character free of charge and immediately.<br>
Der Anfangswert ist: 3 * IN + 2* CH
The starting value is: 3 * [[Intelligence|I]] + 2* [[Charisma|C]]


<b>[[Unterrichten/Lehren:]]</b> Die Fertigkeit einer anderen Person etwas beizubringen, was man selbst bereits sehr gut beherrscht oder einen komplizierten Sachverhalt einfach zu erklären.<br>
<b>[[Teaching/instructing]]:</b> The skill either to teach someone some skill or knowledge that one already knows very well or to explain some complex circumstances in easy words.<br>
Erleichterungen und Erschwernisse (vor allem für den Meister interessant): Charaktere können nur 1 oder 2 Fertigkeitspunkte durch Unterricht von einem anderen Helden-Charakter verbessern. Der Lehrer muss hierfür die entsprechende Fertigkeit auf über 85 haben und eine Unterrichtseinheit dauert eine Woche.<br>
Bonuses and handicaps (especially useful for the master): characters can only raise another character's skills by one or two skill points by teaching them. The teacher must have a skill level of at least 85 in the skill that is to be taught and a lesson takes about a week.<br>
Der Anfangswert ist: 3 * IN + CH
The starting value is: 3 * [[Intelligence|I]] + [[Charisma|C]]


<b>[[Handeln/Feilschen]]:</b> Die genauen Regeln für Handeln/Feilschen entnehmen Sie bitte den [[Handelsregeln]] bei den [[Sonderregeln]].<br>
<b>[[Haggle/trade]]:</b> The exact rules for haggle/trade are in the [[Bartering rules|trading rules]] at [[Special rules|special rules]].<br>
Der Anfangswert ist: 20 + 2 * CH + WA
The starting value is: 20 + 2 * [[Charisma|C]] + [[Perception|P]]


<b>[[Soziale Anpassungsfähigkeit]]:</b> Dies ist die Fertigkeit, um beim Beispiel von Verkleiden anzuknüpfen, die es ihnen erlaubt in einer Menschenmenge wie Vault-Citys Innenstadt unterzutauchen, in dem sie das Gebaren einer Gruppe nachahmen. Verkleiden funktioniert so lange, wie sie niemand anspricht. Ab diesem Zeitpunkt übernimmt diese Fertigkeit.<br>
<b>[[Social adaptation]]:</b> This is the skill, to tie in with the example from [[Disguising|disguising]], that enables one to go into hiding in a crowd like [[Vault-City|Vault-City's]] inner city, by mimicking the behavior of a group of people. Disguising will only work as long as no one speaks to you. From that point onward, this skill takes over.<br>
Aber auch wenn ein aus armer Verhältnissen stammender Charakter zu einem Bankett der reichsten Händler des Hubs eingeladen wird, fällt dies unter <i>soziale Anpassungsfähigkeit.</i><br>
But also when a poor character is invited to a banquet hosted by the richest traders of the Hub social adaptation handles that situation.<br>
Erleichterungen und Erschwernisse richten sich am simpelsten nach der Zeit, die der Charakter hatte um die zu infiltrierende Gruppe zu studieren.<br>
Bonuses and handicaps are best applied by the time the character had, to study the group of people he's infiltrating.<br>
Der Anfangswert ist: 2 * IN + 2 * CH
The starting value is: 2 * [[Intelligence|I]] + 2 * [[Charisma|C]]






<strong>Spielen:</strong>
<strong>Games</strong>


<b>[[Glücksspiele (Fertigkeit)|Glücksspiele]]:</b> Also Spiele die wie Roulette, Crabs oder dergleichen wirklich vom Zufall abhängig sind, lassen sich in diesem Pen and Paper nicht einfach über Glückswürfe spielen, sondern über die Fertigkeit Glücksspiel. Diese Fertigkeit entscheidet ob sie im Spiel Gewinnen oder Verlieren. Da das Aufstellen von klaren Regeln für alle Spiele, wie dieser Skill funktioniert eine Lebensaufgabe wäre, wollte man es für alle Glücksspiele tun, empfehlen wir Ihnen Erleichterungen und Erschwernisse nach „Schwierigkeit“ des Spiels. Selbiges gilt auch für Einsatz und Gewinn-Verhältnis. Es gibt aber einige schon klar geregelte [[Glücksspiele]].<br>
<b>[[Gambling (skill)|Gambling]]:</b> Games like Roulette, Crabs or similar games that are based solely on luck are played not by a roll on luck, but by this skill. This skill decides if you win or loose when gambling. Since the creation of clear rules for every kind of gambling game would be a life's work, we recommend bonuses and handicaps based on “difficulty” of the game. We advise the same for stake and earnings.There are however a few, already defined rules under [[Gambling|gambling games]].<br>
Der Anfangswert ist: 4 * GL
The starting value is: 4 * [[Luck|L]]


<b>[[Brettspiele]]:</b> Schach, Mühle, Halma, Monopoly … all diese Spiele und noch mehr sind in dieser Fertigkeit enthalten. Wann immer Ihr Charakter ein Spiel mit Spielfiguren und einem Brett spielt, wird hierauf geprobt.<br>
<b>[[Board games]]:</b> Chess, Checkers, Shoots and Ladders, Monopoly … all these games are played by this skill. Basically, if the game is played with tokens and a game board, this is the skill to be tested.<br>
Erleichterungen und Erschwernisse nach Bekanntheit und Schwierigkeit des Spiels.<br>
Bonuses and handicaps for notoriety and difficulty of the game.<br>
Der Anfangswert ist: 2 * IN + 2 * GL
The starting value is: 2 * [[Intelligence|I]] + 2 * [[Luck|L]]


<b>[[Kartenspiele]]:</b> Kartenspiele wie vor allem, aber nicht nur Poker sind auch im post-atomaren Ödland noch beliebt. Dies ist die Fertigkeit diese zu spielen.<br>
<b>[[Card games]]:</b> Card games like especially but not only poker are still very much the thing in the post nuclear wasteland. This is the skill used to play them.<br>
Um beim Beispiel Poker zu bleiben: wer bluffen kann oder einen Bluff durchschaut, der hat Erleichterungen wer nicht, Erschwernisse. Dementsprechend hilft eine gute Empathie.<br>Es gibt aber einige schon klar geregelte [[Glücksspiele]]<br>.
To stay with the poker example: those who can bluff or see through a bluff, have bonuses who can't, has handicaps. A good [[Empathy|empathy]] skill might help.<br>There are however a few, already defined rules under [[Gambling|gambling games]].<br>
Der Anfangswert ist: 2 * CH + 2 * GL
The starting value is: 2 * [[Charisma|C]] + 2 * [[Luck|L]]


<b>[[Musizieren]]:</b> Die Fertigkeit zu Singen oder ein Instrument der Wahl des Spielers zu spielen. Zum Geige Spielen wird natürlich dringend eine Geige benötigt. Bedenken Sie, dass die Wahl an [[Ausrüstungsliste Musik|Musikinstrumenten]] recht begrenzt ist.<br>
<b>[[Music]]:</b> The skill to sing or to play an instrument the player chooses. Obviously you really need a violin to play the violin. Please remember that the choice of [[Equipment list musical instruments|musical instruments]] is limited.<br>
Erleichterungen und Erschwernisse nach Übung, Umständen und Qualität des Instruments.<br>
Bonuses and handicaps based on practice, situation and quality of the instrument.<br>
Der Anfangswert ist: 3 * WA + 3 * BE
The starting value is: 3 * [[Perception|P]] + 3 * [[Agility|A]]


<b>[[Gaukeln]]:</b> Die Fertigkeit kleiner und größere Kunststücke vorzuführen, sei es um zu Unterhalten oder um Abzulenken. Zu diesen Kunststücken zählen Taschenspielertricks, Jonglieren, kleine Zaubertricks, etc.<br>
<b>[[Animation]]:</b> The skill to perform smaller or bigger attractions, be it to animate or to distract. Sleight of hand, juggling, magic tricks, all of this fall under this heading.<br>
Erleichterungen und Erschwernisse zum Beispiel je nach Publikum.<br>
Bonuses and handicaps depend on the audience.<br>
Der Anfangswert ist: 5 + 3 * BE
The starting value is: 5 + 3 * [[Agility|A]]






<strong>Körperliche Fertigkeiten:</strong>
<strong>Bodily skills:</strong>


<b>[[Akrobatik]]:</b> Akrobatik ist im Gegensatz zur [[Athletik]] – die Fertigkeit eine kurze Anstrengung zu schaffen. Zum Beispiel an eine Garagenwand zu springen, sich mit einem geschickten Tritt bis an das Dach zu drücken und sich dann hoch zu ziehen.<br>
<b>[[Acrobatics]]:</b> Acrobatics is in contrast to [[Athletics|athletics]] – the skill to manage a <b>short</b> exertion. For example jumping up a car ports wall, to push up to the roof with a skilled kick and then to pull oneself all the way up.<br>
Erleichterungen und Erschwernisse um beim Beispiel zu bleiben davon abhängig ob man den Rucksack und das Maschinengewehr unten lässt oder den Sprung damit probiert. Grundsätzlich gilt, wenn es eine schnelle Aktion ist und keine langanhaltende Belastung, ist es Akrobatik.<br>
Bonuses and handicap to stay with the example are dependent on whether or not one leaves one's backpack and machine gun down or if you try that jump with. In principle, if it's a short action and not a long lasting exertion, it's acrobatics.<br>
Der Anfangswert ist: 5 + 2 * BE + 2 * MT
The starting value is: 5 + 2 * [[Agility|A]] + 2 * [[Courage|Co]]


<b>[[Athletik]]:</b> Diese Fertigkeit ist die, auf die geprüft wird, wenn es um eine <i>langanhaltende </i>Anstrengung geht, beispielsweise ein Wettbewerb im Liegestützen machen oder ein Gewaltmarsch.<br>
<b>[[Athletics]]:</b> This skill is tested whenever it's about a <b>long term</b> exertion, for example a contest in who can do the most push ups or a forced march.<br>
Erleichterungen und Erschwernisse sind natürlich von der Art der Anstrengung abhängig. Grundsätzlich gilt, wenn die Aktion ihre Zeit braucht, so testet man auf Athletik.<br>
Bonuses and handicaps are of course dependent on the kind of exertion. Not to be confused with [[Acrobatics|acrobatics]].
Der Anfangswert ist: 10 + BE + 2 * AU
In principle, if you need some time for an action, it's tested on athletics.<br>
The starting value is: 10 + [[Agility|A]] + 2 * [[Endurance|E]]


<b>[[Zechen]]:</b> Die Fertigkeit alle Arten von [[Ausrüstungsliste Drogen|Drogen]] wegzustecken. Diese Fertigkeit wird nicht nur beim Benutzen von Jet, Buffout und dergleichen verwendet, sondern auch um darüber zu entscheiden wie gut sie Alkohol vertragen. Sie müssen natürlich nicht während eines Saufabends für jeden Shot testen. Sie können zum Beispiel am Ende des Abends eine (vielleicht erschwerte) Probe auf Zechen ablegen, ob und wie stark verkatert sie aufwachen.<br>
<b>[[Carousing]]:</b> The skill to use (or abuse) any kind of drug. This skill is not only tested when using Jet, Buffout or similar, but also when deciding how well you handle your alcohol. Of course you don't have to test on every shot during a night of drinking. You can, for example, do one (maybe handicapped) test on carousing at the end of the night, to see if and how hung over you wake up.<br>
Der Anfangswert ist: 4 * AU
The starting value is: 4 * [[Endurance|E]]


<b>[[Klettern]]:</b> Die Fähigkeit mit und ohne zusätzliche Ausrüstung steile Felswände, Zäune, Bäume und Gebäude zu erklimmen. Erleichterungen und Erschwernisse zum Beispiel nach Höhe, Sichtverhältnissen und Schwierigkeit der Wand (also: wieviele Haltepunkte gibt es?).<br>
<b>[[Climbing]]:</b> The skill used to climb up – with or without further equipment – a rock face, a fence, trees or buildings. Bonuses and handicaps based on height, lighting and difficulty of the wall (are there spots to place your hands and feet?).<br>
Der Anfangswert ist: 2 * BE + 2 * AU + MT
The starting value is: 2 * [[Agility|A]] + 2 * [[Endurance|E]] + [[Courage|Co]]


<b>[[Körperbeherrschung]]:</b> Körperbeherrschung ist die Fertigkeit die irgendwo zwischen [[Athletik]] und [[Akrobatik]] liegt. Wollen Sie statt einem Wettbewerb wer zuerst 100 Liegestützen schafft lieber testen, wer am längsten in der Ausgangsstellung der Liegestütze bleibt, wäre auf Körperbeherrschung zu proben. Auch die Frage ob sie mit einem gebrochenen Bein vor Schmerzen schreien, obwohl Feinde in der Nähe sind, läuft hierauf hinaus.<br>
<b>[[Body control]]:</b> Body control is the skill that is based somewhere between athletics and acrobatics. If you wish to make a contest on who can remain the longest in the starting position of push ups, body control is what is tested upon. Also, if you need to know if you scream in pain because of your broken leg, even though it could alert nearby enemies, this would be tested.<br>
Der Anfangswert ist: 15 + 2 * AU + 2 * MT
The starting value is: 15 + 2 * [[Endurance|E]] + 2 * [[Courage|Co]]




<strong>Sonstige Fertigkeiten:</strong>
<strong>Other skills:</strong>


<b>[[Kochen]]:</b> Kochen ist die Fertigkeit [[Ausrüstungsliste Nahrungsmittel|Nahrungsmittel]] vorzubereiten. Erleichterungen und Erschwernisse gibt es für die Ausrüstung und vorhandene Zutaten.<br>
<b>[[Cooking]]:</b> Cooking is, of course, the preparation of food. Bonuses and handicaps for available equipment and ingredients.<br>
Der Anfangswert ist: 20 + IN + WA + GL
The starting value is: 20 + [[Intelligence|I]] + [[Perception|P]] + [[Luck|L]]


<b>[[Sinnesschärfe]]: </b>Die Fähigkeit Dinge wahrzunehmen, die außerhalb des besonderen sind oder besonders schwer zu erkennen. Zum Beispiel alles Versteckte, aber auch Details in der Landschaft,  die den meisten anderen entgehen würden. Erleichterungen gibt es zum Beispiel in vertrauten Umgebungen oder weil man mit etwas Verstecktem rechnet. Den Geheimgang aus der Ruine findet man viel einfacher, wenn man auch tatsächlich nach einem Geheimgang sucht.<br>
<b>[[Sensual acuity]]: </b>The skill to perceive things, that are outside the usual or especially hard to perceive. For example everything that has been hidden, but also details in the landscape that would be lost on most others. Bonuses for example in familiar terrain or because one counted on things being hidden. It's a lot easier to find the secret passage out of the ruin, if you know there is one and are actively seeking it.<br>
Der Anfangswert ist: 25 + 2 * (WA + IN)
The starting value is: 25 + 2 * ([[Perception|P]] + [[Intelligence|I]])

Latest revision as of 16:14, 20 April 2025

This page is part of the character rules.

On the following pages you'll find a list of all skills. Within this list you'll find a clear guideline what that skill is for, how it's used, what fitting bonuses and handicaps are as well as general explanations. You'll also find it's starting value, meaning the value with which your character starts the game, excluding all other bonuses they receive on skills.

Talents:

Talents are the (usually) 4 skills (their number can change with traits and perks), that improve twice as fast and that receive a one time bonus of 15 points during character creation.

Improving skills and the maximal value of skills::

Skills are improved, by the player dispersing the skill points the character has received when they reach a new experience level. In principle the rule is, that 1 distributable skill point, once invested into a skill, would raise that skill by 1. There are however three exceptions from this rule:

  • For talents, invested skill points count double.
  • Skills that are improved between 100 and 120 points, cost 2 distributable skill points to raise that skill 1 point.
  • Skills that are improved between 121 and 150 (the maximal value of any skill) cost 3 distributable skill points to raise the skill by 1.



Raising a talent from 100 to 101 is possible by either using only one distributable skill point (that would count double) or by spending two distributable skill points and improving to 102.


Combat skills:

Handguns: This is the skill to use pistols and revolvers, in principle all weapons that can be used one handed. This does not only apply to shooting those weapons, but also to taking care of them, cleaning them and small repairs.
The starting value is: 5 + 4 * A


Rifles: The skill to use shotguns and rifles, in other words, most weapons that are used two handed and have a shoulder stock. This does not only apply to shooting those weapons, but also to taking care of them, cleaning them and small repairs.
The starting value is: 5 + 2 * A + S + P


Heavy weapons: This skill regulates use and care for, up to and including small repairs of really big guns, like machine guns (up to and including Gatling guns), flame throwers, rocket launchers and so on.
The starting value is: S + E


Explosives: The attachment of explosives, the detonating of such and generally the safe handling of these dangerous substance BUT NOT the creation or hiding (creating explosive compounds would fall under natural sciences, hiding it somewhere under hunting traps)..
The starting value is: 2 * P + 2 * I


Throwing: The skill to throw items in a damaging way. Starting with stones and ending with grenades.
The starting value is: 5 + 2* A + 2* S


Unarmed: This skill regulates the use of the own body as weapon. Blows, kicks, strangle holds, throws … all of this falls under this category. But also certain weapons such as knuckle dusters, boxing gloves and so on are used with this skill.
The starting value is: 15 + 2 * (A + S)



Melee weapons: The skill of armed close combat. From knives to sickles to chainsaws.
The starting value is: 5 + 2 * (A + S)


Archery: The skill to use bows and arrows.
The starting value is: 5 + 2 * S + A


Healing skills:


Doctor: Unlike medics, doctors take care of diseases and complicated surgeries. If you wish to remove a bullet from a friend's stomach, doctor is the skill that you need. Just like you need it to give sick people the right medicine. You can however apply a simple bandage with doctor, as well.
Bonuses would be applicable if there has been an earlier experience with this type of treatment, especially good equipment or an experienced assistant.
Handicaps for lack of all the above. If a test on doctor fails, the patient doesn't have to die. They could just as easily get an infection or their situation could improve – but only very slightly – and whatever else you know from House M.D. and Emergency Room.
The starting value is: 15 + P + I


First aid: Is the simple treatment of wounds. With first aid one can apply bandages, splint broken bones and perform the most simple surgeries (extracting a bullet from an upper arm, for example), however those can easily go awry.
Bonuses would be applicable – like with the doctor skill – for experience and fitting equipment. If a character uses first aid for an operation that operation is especially handicapped.
The starting value is: 30 + P + I

Empathy: Empathy is a strange skill. To oversimplify, empathy is everything that falls under the heading of 'psychological health', which is why it's found among the healing skills. If you want to calm a distressed, fleeing girl, you use empathy. If a girl you kidnapped ran away and you try to guess where she ran to, you use empathy to set yourself in her place. Furthermore, empathy is your general sense for people. It's also used to try and figure out if you're being lied to.
Bonuses would come, to stay with the small girl example, if your character has once been in the same situation or if you appear to be big, strong and friendly and the girl will therefore trust in you to keep her safe.
The starting value is: 10 + 3 * C + I


Thieving skill


Lockpicking: Lockpicking is, of course, the art to use lock picks or other tools to open a lock without destroying it. As a matter of principle you need fitting tools to even try it. If you just have a bobby pin or a piece of not very strong wire, it's already enough for a primitive lock.
There are of course bonuses if you come up with a bag full of high end lockpicks. If it isn't a stealthy nightly burglary, maybe a bonus because you can work loudly and with good lighting.
Handicap, as usual, for a lack of easing factors and – especially – the complexity of the lock.
Lockpicking is also used for electronic door and container locks, but to open these you'll need more than a bobby pin – for that you'll need an electronic lockpick.
The starting value is: 10 + P + A

Pick pocketing: This is the art of picking pockets – but also of stealing in a store. Generally, you take items in a way, that no one notices, be those the dollar bills in the pocket of those face to face with you or a pack of ammunition in the gun store. This is also the skill that gets tested when you want to give someone something without anyone noticing.
Apart from various bonuses that help with pick pocketing, it's usually easiest when one is in a crowd. Handicaps, on the contrary, when one is alone with the person to be pick pocketed.
When stealing from a store, the line of sight of the cashier is especially important.
The starting value is: 20 + A

Sneaking: Sneaking is – who'd have thought that – the skill to move unseen and unheard.
You can find three pages full of examples for sneaking in the combat rules, which is why we'll leave it at this here.
The starting value is: 5 + 3 * A

Disguising: This is the skill to mimic the appearance of a group. If you want to infiltrate, for example the inner city of Vault-City, a successful disguising test would constitute pulling on one of their Vault suits. Do not confuse this skill with social adaptation! The latter is used to mimic the manners and behavior of a typical Vault-City citizen. Characters that are good in disguising will think of each and every detail and can improvise a lot out of a simple cabinet. Characters that are bad in disguising might do better if they sneaked.
The starting value is: 10 + P + A


Technical skills

Crafting: The skill to use a fitting workshop to create simple or complex components or replacement parts. More details can be found under workshop classes.
The starting value is: 15 + P + I + S

Repairing (mechanics): This is the skill used to repair simple, non-electric gadgets. This of course also applies to the mechanical part of electric gadgets. Starting with the lever mechanism of the village well to the gas combustion engine of a pre war car. Bonuses as usual for proper tools (or, if you're near one, for a class A workshop), handicaps for having to do without proper tools. This skill is not used to build or repair weapons.
The starting value is: 20 + P

Repairing (electronics): This is the skill used to repair complex, electric or electronic gadgets. This applies only to the hardware of a computer, never to the software. Starting with electric toothbrushes up to the micro fusion engine of a Chryslus Motors Highwayman, someone skilled in this skill can repair it all. Bonuses as usual for proper tools (or, if you're near one, for a class A workshop), handicaps for having to do without proper tools.
The starting value is: 20 + I

Computer skills: The skill to use, repair or purposefully damage (hacking) the software of a gadget. This applies to everything that has a user interface, be it only four buttons. Bonuses for the simple operation of simple systems, handicaps for very complex hacks (the emperor in San Francisco, for example). There are several computer viruses around, that can also help in hacking.
The starting value is: 4 * I

Armorer: Armorer is the skill of creating weapons. Within the rules you'll find several construction guides for self built weapons and all information you need to rebuild a weapon from the weapons list.
The starting value is: 5 + P + I + A


Sciences:

Natural sciences: Natural sciences is the skill that combines use of chemistry, physics and for the most part even biology. Be it a discussion about what orbits what, sun the earth or earth the sun, or testing the drinking water you took out of the well on radiation and agreeability.
Bonuses would be applicable – to stay with the examples – for a book that explains the solar system or some good lab equipment. Handicaps if your own education covers more chemistry than other things and you have no idea how to explain the Copernican system.
The starting value is: 20 + 2 * I


Geography and politics: Here you'll find two closely connected topics. The first is, fundamentally, the lore of the land, the second the lore of the people that live on it. This skill does not enable the character to know how politics looked or worked before the Great War, but things like: Where are Shady Sands and Vault-City? Why do they keep snarling at each other all the time? Why does this bother Broken Hills, but not New Reno?
Bonuses and handicaps can be based, roughly, on distance. A character from New Reno knows how the political power structure works in his gangster metropolis and where exactly the Cat's Paw is situated on Virgin Street – but won't be that acquainted with the situation in the Angel's Boneyard in the deep south of the NCR.
The starting value is: 20 + 2 * I

History: Unlike Geography and politics this is the skill that enables a character to be acquainted with younger as well as half forgotten history. Some will question why anyone in the post nuclear wasteland should be familiar with say, the history of Ptolemaic Egypt – I will refrain from the cliché that says that there is no useless knowledge and will instead point to the riches an intelligent scavenger will gather in a derelict Vault, if he knows, from studying history, where to find one.
Bonuses and handicaps – similar to geography and politics – for distance in time and also for notoriety of the epoch in question.
The starting value is: 20 + 2 * I

Tactics: Tactics is the skill to create a battle plan, to adjust that plan when it becomes a fatality at the first enemy contact and generally a very useful skill in battle – or before battle is joined. This skill does not only encompass tactics, but also the big brother of tactics: strategy.
Bonuses can be given for familiarity with the battle field (it's easiest to fight in your own neighborhood) or even, if there is still time, by consulting a book like Sun Tzu's “the art of war”. Handicaps for lack of time to prepare, lack of familiarity with local conditions etc.
The starting value is: 5 + P + I + 2 * Co


Riding and driving

Driving (carts): Is, as expected, the skill to drive a car that is moved by one (or several) useful animal. Brahmin carts, Horse drawn carts, dog sleds, details don't matter.
Bonuses are conceivable for especially intelligent or docile animals or a simple trip, handicaps on the other hand for a restive animal and a narrow serpentine way.
The starting value is: 10 + 2 * E + 2 * P

Driving (Engines): This is the skill to drive anything that is self propelled. No matter if this engine is based on gas, batteries, methane or fusion-batteries.
Bonuses and handicaps for example due to the way, the familiarity with the system or even the condition of the vehicle and the “user friendliness” of the system. Details can also be found at vehicular combat
The starting value is: I + 2 * P + Co

Riding: Riding is the skill used to paint beautiful pictures, that capture the essence of the self in contrast to the unendingness of – got you! Riding is of course the skill to impose one's will on a horse by sitting on it.
Bonuses and handicaps depend on the horse, on equipment (spurs and riding crop) and, for a small part even, for the skill training. As pertains the movement in combat, please check the vehicular combat rules (yes, horses count as vehicles, at least when ridden).
The starting value is: 5 + 2 * A + 2 * Co

Training: Training is, as one can read in detail under the rules for animals, the skill to train an animal. Since that skill depends on the animal to be trained, please check the various animal rules.
The starting value is: 2 * E + I + P


Wilderness

Survival: This is the skill to survive in the post nuclear wasteland. This skill encompasses the knowledge on how to find potable water, how to erect a tent, which of the meager plants there are edible, how to find the right way based on sun, moon and stars, how to make fire and all that.
Bonuses and handicaps depend on the specific task (starting a fire after it rained is more difficult than during a drought. Since this skill is very complex, we'll leave it at that one example.)
The starting value is: P + A + E + I

Hunting traps: From simple slings to complex explosive traps (one can, after all, hunt Super Mutants as well), all of it is ruled by this skill. Depending on the skill one can succeed in hiding the most complex traps – up to and including burying mines and claymores. If you try to hide mines or claymores however, please remember that priming those is not handled by hunting traps but with a test on explosives.
Bonuses and handicaps are based on material, the intelligence of the planned prey and the complexity of the trap itself. The starting value is: 20 + P + A

Tracking: The skill used to follow foot prints, to discover and recognize them and to be able to assign them to specific people or creatures, even to draw conclusions from what you see (“one man, about 1 Meter 80 in size, about 95 kilos of weight”).
Bonuses and handicaps due to floor, wind and weather.
The starting value is: 5 + 4 * P

Knots: The skill to knot ropes, cords and hawsers. Be it used to tie up someone, to combine two items or to make fast a small boat.
Bonuses and handicaps depend on the skill level of the needed knot.
The starting value is: 5 + 3 * A + P


Social skills

Beguile/seduce: This should be obvious, but this is the skill that enables a character to use his (or her) charms – with sexual innuendos – to reach a certain goal. It is irrelevant if that goal is sexual in nature.
Bonuses and handicaps are best applied based on gender/sexual preference of the character that is to be seduced.
The starting value is: 5 + 4 * C

Persuade/convince: This is the skill to make someone do something he'd rather not do through use of sweet logic – or a bribe. Or to fire up several people. If you want to hold a flaming oration, you test on this skill. Though flaming orations should also be played out.
Bonuses and handicaps depend on the situation. To bribe a corrupt guard is generally easier than to explain to said guard, that it is of utmost importance to immediately release the imprisoned comrade of the player character free of charge and immediately.
The starting value is: 3 * I + 2* C

Teaching/instructing: The skill either to teach someone some skill or knowledge that one already knows very well or to explain some complex circumstances in easy words.
Bonuses and handicaps (especially useful for the master): characters can only raise another character's skills by one or two skill points by teaching them. The teacher must have a skill level of at least 85 in the skill that is to be taught and a lesson takes about a week.
The starting value is: 3 * I + C

Haggle/trade: The exact rules for haggle/trade are in the trading rules at special rules.
The starting value is: 20 + 2 * C + P

Social adaptation: This is the skill, to tie in with the example from disguising, that enables one to go into hiding in a crowd like Vault-City's inner city, by mimicking the behavior of a group of people. Disguising will only work as long as no one speaks to you. From that point onward, this skill takes over.
But also when a poor character is invited to a banquet hosted by the richest traders of the Hub social adaptation handles that situation.
Bonuses and handicaps are best applied by the time the character had, to study the group of people he's infiltrating.
The starting value is: 2 * I + 2 * C


Games

Gambling: Games like Roulette, Crabs or similar games that are based solely on luck are played not by a roll on luck, but by this skill. This skill decides if you win or loose when gambling. Since the creation of clear rules for every kind of gambling game would be a life's work, we recommend bonuses and handicaps based on “difficulty” of the game. We advise the same for stake and earnings.There are however a few, already defined rules under gambling games.
The starting value is: 4 * L

Board games: Chess, Checkers, Shoots and Ladders, Monopoly … all these games are played by this skill. Basically, if the game is played with tokens and a game board, this is the skill to be tested.
Bonuses and handicaps for notoriety and difficulty of the game.
The starting value is: 2 * I + 2 * L

Card games: Card games like especially – but not only – poker are still very much the thing in the post nuclear wasteland. This is the skill used to play them.
To stay with the poker example: those who can bluff or see through a bluff, have bonuses – who can't, has handicaps. A good empathy skill might help.
There are however a few, already defined rules under gambling games.
The starting value is: 2 * C + 2 * L

Music: The skill to sing or to play an instrument the player chooses. Obviously you really need a violin to play the violin. Please remember that the choice of musical instruments is limited.
Bonuses and handicaps based on practice, situation and quality of the instrument.
The starting value is: 3 * P + 3 * A

Animation: The skill to perform smaller or bigger attractions, be it to animate or to distract. Sleight of hand, juggling, magic tricks, all of this fall under this heading.
Bonuses and handicaps depend on the audience.
The starting value is: 5 + 3 * A


Bodily skills:

Acrobatics: Acrobatics is – in contrast to athletics – the skill to manage a short exertion. For example jumping up a car ports wall, to push up to the roof with a skilled kick and then to pull oneself all the way up.
Bonuses and handicap – to stay with the example – are dependent on whether or not one leaves one's backpack and machine gun down or if you try that jump with. In principle, if it's a short action and not a long lasting exertion, it's acrobatics.
The starting value is: 5 + 2 * A + 2 * Co

Athletics: This skill is tested whenever it's about a long term exertion, for example a contest in who can do the most push ups or a forced march.
Bonuses and handicaps are of course dependent on the kind of exertion. Not to be confused with acrobatics. In principle, if you need some time for an action, it's tested on athletics.
The starting value is: 10 + A + 2 * E

Carousing: The skill to use (or abuse) any kind of drug. This skill is not only tested when using Jet, Buffout or similar, but also when deciding how well you handle your alcohol. Of course you don't have to test on every shot during a night of drinking. You can, for example, do one (maybe handicapped) test on carousing at the end of the night, to see if and how hung over you wake up.
The starting value is: 4 * E

Climbing: The skill used to climb up – with or without further equipment – a rock face, a fence, trees or buildings. Bonuses and handicaps based on height, lighting and difficulty of the wall (are there spots to place your hands and feet?).
The starting value is: 2 * A + 2 * E + Co

Body control: Body control is the skill that is based somewhere between athletics and acrobatics. If you wish to make a contest on who can remain the longest in the starting position of push ups, body control is what is tested upon. Also, if you need to know if you scream in pain because of your broken leg, even though it could alert nearby enemies, this would be tested.
The starting value is: 15 + 2 * E + 2 * Co


Other skills:

Cooking: Cooking is, of course, the preparation of food. Bonuses and handicaps for available equipment and ingredients.
The starting value is: 20 + I + P + L

Sensual acuity: The skill to perceive things, that are outside the usual or especially hard to perceive. For example everything that has been hidden, but also details in the landscape that would be lost on most others. Bonuses for example in familiar terrain or because one counted on things being hidden. It's a lot easier to find the secret passage out of the ruin, if you know there is one and are actively seeking it.
The starting value is: 25 + 2 * (P + I)