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A skill is an area of a character's knowledge or expertise. Each skill is measured in levels, representing how good a character's ability is in that area. Each skill includes a number of Subskills, or types of task that may be attempted using that skill. Each subskill has it's own base chance of success, modified by bonuses and penalties depending on the situation. In game terms, possessing a particular skill improves a character's chances of successfully accomplishing a task relating a subskill. The general bonus is +10% to the target number for each level of skill possessed.

In Alpha Dawn there are 13 different skills that characters can learn. These 13 skills are organized into three Primary Skill Areas, or PSAs: Military, Technological, and Biosocial. Knight Hawks adds a fourth PSA: Space.

Zebulon's Guide introduces a new task resolution mechanic, many new individual skills, and changes the arrangement of skills into new PSAs, or Professions: Enforcer, Techex, Scispec, Explorer, and Mentalist.

List of PSAs and Skills in Alpha DawnEdit

Military Edit

  • Beam Weapons
  • Gyrojet Weapons
  • Melee weapons
  • Projectile Weapons
  • Thrown Weapons
  • Demolitions
  • Martial Arts

Technological Edit

  • Computer
  • Robotics
  • Technician

Biosocial Edit

  • Environmental
  • Medical
  • Psyco-social

List of PSAs and Skills in Knight Hawks (note that each skill requires a character to already have skills from the AD skill list as noted:

Spaceship Edit

  • Piloting {requires Technician and Computer skills)
  • Astrogation (requires Computer skill)
  • Engineering (requires Technician and Robotics skills)
  • Rocket Weapons (requires Projectile and Gyrojet Weapon skills)
  • Energy Weapons (requires Beam Weapons skill)

List of PSAs/Professions in Zebulon's GuideEdit

Enforcer Edit

  • Body Speak
  • Communication Devices: Operate
  • Computers: Access & Operate
  • Cryptography
  • Endurance
  • Forgery
  • Law
  • Ride Mount
  • Robotics: Identification
  • Running
  • Security Systems: Access and Operate
  • Security Systems: Deactivate
  • Security Systems: Detect
  • Security Systems: Open Locks
  • Vehicles: Aquatic
  • Vehicles: Atmospheric
  • Vehicles: Cars
  • Vehicles: Cycles
  • Vehicles: Transports
  • Weapons: Beam
  • Weapons: Demolitions
  • Weapons: Grenades
  • Weapons: Martial Arts
  • Weapons: Projectile/Gyrojet/Spray
  • Weapons: Powered Assault Armor
  • Weapons: Repair

Techex Edit

  • Acoutstics
  • Agility
  • Computers: Access & Operate
  • Computers: Bypass Security
  • Computers: Defeat Security
  • Computers: Display Information
  • Computers: Interface Computers: Repair Bodycomp
  • Computers: Repair Mainframe
  • Computers: Repair Specialized
  • Engineer: Mechanical
  • Machinery Operation
  • Machinery Repair
  • Optics
  • Physics
  • Robotics: Activate/Deactivate
  • Robotics: Alter Functions
  • Robotics: Alter Mission
  • Robotics: Identification
  • Robotics: List Functions
  • Robotics: Modification
  • Robotics: Remove Security Locks
  • Robotics: Repair
  • Security Systems: Open Locks
  • Vehicles: Machinery
  • Vehicles: Repair
  • Weapons: P/G/S

Scispec Edit

  • Archaeology
  • Biology
  • Bionics
  • Botany
  • Chemistry
  • Computers: Access & Operate
  • Computers: Program Manipulation
  • Computers: Program Writing
  • Computers: Program Bodycomp
  • Cybernetics
  • Exobiology
  • Forensics
  • Genetics
  • Intelligence
  • Medical Devices
  • Medical Diagnosis
  • Medical Treatment: Disease
  • Medical Treatment: Infection
  • Medical Treatment: Infestation
  • Medical Treatment: Poison
  • Medical Treatment: Radiation
  • Medical Treatment: Wounds I
  • Medical Treatment: Wounds II
  • Medical Treatment: Wounds III
  • Medical Treatment: Wounds IV
  • Physics
  • Zoology

Explorer Edit

  • Analyze Animal Behavior
  • Animal Taming
  • Animal Training
  • Body Speak
  • Camouflage
  • Charisma
  • Climbing
  • Communication Devices: Operate
  • Communication Devices: Repair
  • Concealment
  • Find Directions
  • Geology
  • Geophysics
  • Haggling
  • Making Items/Structures
  • Medical Diagnosis
  • Medical Treatment: Veterinary
  • Persuasion
  • Ride Mount
  • Stable Mounts
  • Stealth
  • Survival
  • Tracking
  • Weapons: Martial Arts
  • Weapons: Melee
  • Weapons: P/G/S

Mentalist Edit

  • Non-Mentalist Skills
    • Bluff
    • Chef
    • Communication Devices: Operate
    • Computers: Access & Operate
    • Computers: Display information
    • Disguise
    • Dramatics
    • Entertaining
    • Haggling
    • Hypnosis
    • Machinery Operation
    • Making Items/Structures
    • Medical Diagnosis
    • Ride Mount
    • Running
    • Survival
    • Theology
    • Vehicles: All
    • Weapons: Martial Arts
    • Weapons: Beam
  • Mentalist skills (aka "Disciplines")
    • Analysis I
    • Analysis II
    • Beam
    • Channelling I
    • Channelling II
    • Clairaudience
    • Clairvoyance
    • Confusion
    • Cryokenesis
    • Density
    • Detection
    • Disruption
    • Electrascreen
    • Empathy
    • Fear
    • File
    • Heal Others
    • Heal Self
    • Heal Self Fully
    • Infatuation
    • Infrascreen
    • Levitation
    • Link
    • Paralyze
    • Pyrokiesis
    • Shield
    • Static
    • Suggestion
    • Telekinesis
    • Telemanipulation
    • Telepathy: Animals
    • Telepathy: Alien
    • Telepathy: Character
    • Teleportation: Limited
    • Teleportation: Unlimited
    • Timeread
    • Trance I
    • Trance II
    • Trap
    • Truesight

In addition, there are other skills not grouped into any particular profession.

Notes & ReferencesEdit

(This article contains information from the Alpha Dawn, Knight Hawks, and Zebulon's Guide rulebooks.)

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