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Security Skill Set<br />
Escape Artist<br />
Dexterity; this skill allows a character to attempt to slip out of shackles, wriggle out of ropes or any<br />
other kind of bindings they might be tied up in.<br />
Use Explosive<br />
Intelligence; this skill allows a character to handle and set explosives with little or no risk to<br />
themselves. See the ‘Explosives’ table for Skill Checks required for different types of explosives.<br />
Forgery<br />
Intelligence; a character uses this skill to fake travel documents, create a believable report to lure<br />
enemies into a trap or even falsify identification papers. The forgery is only inspected if the person<br />
reviewing the<br />
forged documents makes a successful Perception roll (opposed to the Forgery Skill Check result) to<br />
notice that the documents are suspect. The reviewer then needs to make an opposed Forgery skill<br />
check to try and catch the forgery. If the opposed Forgery check fails the documents are believed to<br />
be valid. If it is successful the documents are automatically realized to be false.<br />
Stealth<br />
Dexterity; by making a successful Skill Check a character can sneak up on someone, avoid video<br />
detection equipment or simply make little or no noise while moving. In order to realize that the<br />
character is there a being must make an opposed Perception Skill Check and surpass the character’s<br />
Stealth result.<br />
Survival<br />
Intelligence; this skill allows the character to forage for food, find water and find shelter in inhospitable<br />
terrains and climates.<br />
HAND TO HAND COMBAT (by Type) (DEX)<br />
There are many types of hand to hand combat, a few basic types are shown in the table below. Your<br />
skill modifier in this skill is added to your attack roll.<br />
Karate<br />
Judo<br />
Boxing<br />
Kick Boxing<br />
+skill level to kick and punch attacks only<br />
+skill level to grabble and throwing attacks only<br />
+skill level to punch attacks only, + ½ skill level to<br />
damage<br />
+skill level to kick and punch attacks only<br />
GM: (This will be expanded if players do more hand to hand!) See also Combat Notes for rules on<br />
unarmed combat.<br />
Interrogation Techniques (Give and Receive) (CHA)<br />
The ability to interrogate people and to withstand interrogation.<br />
GM - may remove this as can be done with Feats - see Intelligence Operative