Character Skills for Future Earth Text RPG


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Future Earth Skill Sets

Please see the Future Earth Characters Thread in the Community under the Future Earth Board to see what default skills your character gets.

NOTE: If the Mind stat is below average (less then 10) then there are NO bonus Skills and your Character only keeps the default Skills of his/her Class.

You may choose:

TWO skills below if your mind is 10-12,
THREE skills if between 13-15, and
FOUR skills if between 16-18

If you choose a skill your character has already by default, then you will be level two in the discipline instead of level one. Example: As a mercenary you will already have martial art as a skill, if you choose it here again then you will have martial art level two.


Mercenary Skills

Skill Type:
Description:
Slug throwers
Guns - rifles, pistols, etc
Lasers
Operate laser weapons (usually obtained blackmarket)
Archaic
Medieval and non-explosive
Cannon
Larger than man weapons
Martial Art
Hand to Hand combat
Demolitions
Bombs
Ships Guns
On ship weapons
Armor
Create and wear various types of body armor. For each level above 1 the Character gets a +1 to AC
Trapper
Set traps for enemy/disarm

 

Flyer Skills

Skill Type:
Description:
Slug throwers
Guns - rifles, pistols, etc
Vacc Suit
How to use environment suits
Small Craft Pilot
Hovercraft and planet bound craft
Large Craft
Planetary and interplanetary ships
Ship's Sensors
Navigation and sensory equipment
Asteroid Mining
Use certain ships to mine minerals

Researcher Skills

Skill Type:
Description:
Biology
Genetics research, medical
Disguise
Blend in or change identity
Trader
Be able to haggle and negotiate prices
Electronics
Fix boards and equipment that work with electricity
Survival
Hunting animals, camping, elements
Forensic
Causes of death and or history of an area
Streetwise
Figure why things are the way they are
Teach
Able to teach a skill to other characters
Linguistics
Chance to know alien and planet languages as well as use translators
Neural
Studys of the mind
Physics
Study of the laws of gravity
Robotics
Study machine operating computers
Forgery
Create and detect false documents, also includes artisan
Chemistry
Study how chemicals, gases and liquids work together
Geologist
Study of the earth
Geography
Weather and atmospheric conditions

 

Engineer Skills

Skill Type:
Description:
ATV
Drive both wheeled and tracked vehicles
Communications
Use of all kinds of comm equipment
Programmer
Operate and command computer systems
Mechanic-Wheeled
Fix ATVs that use suspension
Mechanic-Small Craft
Fix small jump ships
Mechanic-Large Craft
Fix larger ships
Mechanic - Naval
Fix waterbound vehicles
Mechanic-Spacecrafts
Fix \Ship Boats\ and other interplanetary vehicles
Electronics
Fix boards and equipment that work with electricity
Physics
Study of the laws of gravity
Robotics
Study machine operating computers
Engineer
Development and solution oriented for things

 

Merchant Skills

Skill Type:
Description:
ATV
Drive both wheeled and tracked vehicles
Communications
Use of all kinds of comm equipment
Haggle
Can attempt to lower prices
Trader
Knows where to get items and the people that sells them
Gambler
Lucky in games
Chef
Not just a good cook, but knowledgeable about preparation, poisonous foods, etc.
Artist
Create or copy visual delights
Musician
Work and create instruments of audio delight
Legal
Familiar with law
Animal Trainer
training lesser beasts to accomplish tasks

Quick Help: Are You New Here?

A. If this is the first time you are visiting this site and you do not know what RPGs are then About RPGs.
B. If you would like to see some of the rules, players and a typical RPG story for Future Earth then Future Earth Board.
C. If you want to register on the forum and introduce yourself then Join Now. (required to play)
D. If you are part of the RPG group on the forum and want to create a character for World of Medieval then Start Here.
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F. If you are looking for other RPGs then check the List

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Latest RPG Post

A Sentimental Value: Lucky Rabbit Foot

The man, with wrinkled and dark skin like old leather, smiled with a strange expression as he ruffled his hair.

- Things can always get a lot worse -he said as he laid a stuffed rabbit's foot in his hand- but we can always put luck on our side. Here. Always carry this, and you'll see that even in the worst of times, something good will turn up.

He was barely eight or nine years old, and he had just broken a small wooden sword that his father had given him before he left. It was the only toy he had, and it had been months since his father had left. He had spent quite a while pouting until the old village tinsmith, Fredrik, came over to comfort him. Since then he had often caressed the silky paw a few times. He no longer believed that luck would magically give him something good for every bad experience he had, but he was comforted by the thought that something better always comes along. From that moment when old Fredrik gave it to him, he had always carried it in his pocket.

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