Alpha Dawn
        Alpha Dawn
Campaign Info\Skills\Alpha Cat Skills

NameDescription
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TechnicianThere are five Technician subskills: Operate Machinery. Repair, Detect Alarm/ Defense, Deactivate Alarm/ Defense and Open Locks. A techkit is needed for all these subskills except Operate Machinery. OPERATING MACHINERY AND VEHICLES
Success Rate: (LOG / 2) + 15 + skill level Operating a vehicle includes starting it, driving it and using it to do anything it was designed to do. The chance to succeed includes the possibility that the technician may need to bypass a locked ignition to start the veh
TheologyThis skill gives a character detailed information on one of the thousands of religions and beliefs practiced in the federation and on the frontier. This includes knowledge of gods and pantheons, taboos, clerical organizations, and the type of structures they use for worship, if any. This skill might add a positive modifier to an attempt to bluff. GENERAL KNOWLEDGE
Success Rate: (INT / 2) + 10 + skill level
TrackingThis skill gives a character the chance to follow a creature, person, or machine by watching for its trail. This skill works only in undeveloped areas (forests, jungles, etc.). Following a character in a developed area requires the Stealth skill. The referee should modify this skill as he sees fit due to weather and terrain modifications (rain washing out tracks, rocky ground, show covering tracks, etc.). This skill can also be used by a character to hide his own tracks. TRACKING
Success Rate:
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