This is the comprehensive skill list for SAVAGEPUNK. The skill name is listed first and then the linked attribute is listed in parenthesis. This has been updated for SWADE. Skills with an asterisks * are Core Skills and start at d4 for free.
This list has been updated to include any altered uses of skills for this setting.
The following skills are unavailable:
Faith
Psionics
Spellcasting
Weird Science
Academics reflects knowledge of the liberal arts, social sciences, literature, history, archaeology, and similar fields. If an explorer wants to remember when the Mayan calendar ended or cite a line from MacBeth, this is the skill to have.
Athletics combines an individuals coordination with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catch. Characters who rely on physical power more than coordination can take the Brute Edge to link this skill to Strength instead of Agility.
Large-scale mass combats don't often happen in the smaller street level battles. However, successful Battle skill checks can result in tactical knowledge, such as the best spot to stage an ambush via a GM hint. it can also be used for Tests and Support as orders for better positioning or directing allies towards weak points. And GMs may allows characters to get "The Drop" in a tactical situation.
Characters with this skill can handle most any boat or ship common to their setting. This skill is also used to use pilot aquatic drones.
Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.
Demolitions is used to properly place explosives for maximum effect and for disarming them. Timing for how long these actions take is up to the GM, but generally the minimum should be a minute for setting or disarming.
Driving allows a hero to control any powered ground vehicle common to his setting. This includes cars, motorcycles, tanks, and the like. Bikes and other self-powered transports use Athletics, beast-drawn transports use Riding. This is also the primary skill for Drone Jockeys using drones with wheels, treads, or legs.
Characters in modern settings where vehicles are ubiquitous don't need Driving for ordinary travel. Driving rolls are typically only needed in dangerous or stressful conditions, such as Chases (SWADE pg 113).
Electronics allows a hero to use complex or specialized devices that are less "user friendly" or require more skill, such as the control panels on industrial machines, hard wiring security alarms, or using sensor systems common in futuristic settings. GMs may also decide that Electronics is appropriate for navigating computer systems when Hacking isn't appropriate, such as when a user has full access to a system, but it is a complex program that is more related to a trade or requires some extensive training to use.
Consumer or electronic devices common to the setting don't require Electronics - Common Knowledge suffices if a roll is required at all. In the modern world, this applies to video recorders, cell phones, etc.
Fixing any type of broken electronic device uses the Repair skill.
Electronics is used in the >Netrunning subgame when attempting to jam or disable communications, signals, or open secure doors.
Fighting covers all hand-to-hand (melee) attacks, whether it's with fists, axes, laser swords, or martial arts. See SWADE Chapter 3 for the combat rules and the various maneuvers a warrior might attempt.
Gambling is common in the back rooms of criminal organizations, the barracks of most armies, and the flight decks of spacehips.
To simulate an hour of gambling without having to roll for every single toss of the dice or hand of cards, have everyone agree on the stakes, such as $10, 10 gold coins, etc. Everyone in the game then makes a Gambling roll. The lowest total pays the highest total the difference times the stake. The next lowest pays the second highest the difference times the stake and soon. If there's an odd man left in the middle, he breaks even.
Cheating: A character who cheats adds +2 to his roll. The GM may raise or lower this modifier depending on the particulars of the game or the method of cheating. If the cheater rolls a Critical Failure, however, he's caught. The consequences depend on the circumstances and who noticed, but are usually unpleasant.
Hacking is the skill used to create computer programs and "hack" into secured systems. This is also the primary casting Skill used by Combat Deckers and used in the Hacking subgame. Use of this skill always requires a computer or interface of some sort.
Hacking is used in the >Netrunning subgame to Hack the system, create backdoors, datamine, and securely log out.
Healing has multiple uses, from treating Wounds to diagnosing diseases and analyzing certain kinds of forensic evidence.
See SWADE pg 96 for rules on mending and treating Wounds and SWADE pg 128 for treatment of disease or poison.
Forensics: Healing can also be used to analyze evidence that relates to anatomical trauma, including cause and time of death, angle of attack, and similar matters. Success provides basic information and a raise increases the details uncovered.
Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.
Intimidation is an opposed roll resisted by the opponent's Spirit. In combat, this is a Test (see SWADE pg 108). Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself. A raise might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.
In or out of combat, a Critical Failure means the target is immune to this character's Intimidation attempts for the remainder of this encounter.
Networking: Intimidation can also be used as a "macro" skill to simulate several hours of working the streets. See Networking on SWADE pg 133.
This covers the knowledge of and fluency in basically any real life language. Everybody has fluency in their own native language. Languages should be listed as Language (Spanish), Language (American Sign Language), etc. Proficiency of a language is based on your die type in the skill.
d4 - You can read, write, and speak common words and phrases
d6 - The speaker can carry on a prolonged but occasionally halting conversation
d8 - The characters can speak fluently
d10 - The hero can mimic other dialects within the language
d12 - The speaker can masterfully recite important literary or oral works
Limited: Use whichever skill is lowest when performing an action that requires knowledge of a foreign language. Intimidation (if verbal), Persuasion, Research, Taunt, etc., are all limited by the character's Language skill. This limitation never applies to a character's native tongue.
Notice is a hero's general awareness and alertness. It's used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.
Success conveys basic information - the character hears movement in the forest, smells distant smoke, or senses someone isn't being completely truthful.
A raise grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.
Notice is used in the >Netrunning subgame to Ping the area to identify wifi signals and for operating devices such as security cameras.
A good entertainer can lift the spirits, rally a crowd to action, or simply earn a few bucks from the locals. Specifics depend on the situation, setting, and how well the character is known in the area.
Performance covers singing, acting, playing an instrument, or similar tasks that require an audience to appreciate.
Raising Funds: The amount of money a character can raise by performing is extremely subjective, but as a general rule a successful performance raises 20% of the setting's Starting Funds with a success and 30% with a raise. The GM can multiply this amount by the performer's Rank if she feel it's appropriate. These numbers work for typical performers who might be known in a small establishment or area. Larger performances can greatly boost the performer's fee, but also require more time, energy, and setup.
Deception: Performance can be used instead of Persuasion if the character is attempting to deceive, bluff, or disguise herself and the GM agrees it makes sense in the context of the situation.
Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn't mind control. It can change someone's attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.
When used to Support allies (SWADE pg 106) it's an unopposed roll. If the target is resistant, it's an opposed roll vs the target's Spirit. The GM should modify the roll as she sees fit based on roleplaying, any pertinent Edges or Hindrances that affect the conversation, and circumstances.
Reaction Level: How much a person is willing to cooperate depends largely on their attitude toward whoever's talking to them. The GM can decide how nonplayer characters feel based on the setting, or roll on the Reactions Table (SWADE pg 33) if she has no preconceived notions.
Success improves the target's attitude one level and a raise improves it two. Further increases aren't generally possible in the same encounter - it takes individuals a little time to adjust their biases.
Failure means the target won't change his mind this scene or until the situation changes in some important way. A Critical Failure also reduces the target's attitude two levels.
Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.
Networking: Characters can also use Persuasion as a "macro skill", simulating a few hours or an evening's time hobnobbing and socializing to gain favors or information. See Networking (SWADE pg 133).
Piloting allows a character to maneuver airplanes, helicopters, and jetpacks... basically anything that flies. This is also the primary skill for Drone Jockeys using drones that fly.
Repair is the ability to take apart and/or fix mechanical gadgets, vehicles, weapons, and simple electrical devices.
How long a Repair roll takes is up to the GM and the complexity of the task. Fixing a Wound on a compact car in a post-apocalyptic setting might take an hour. Fixing a Wound on the same car in the present day might take four hours if the character wants it painted, polished, etc. Success means the item is functional. A raise on the Repair roll halves the time required.
Tools: Characters suffer a minor penalty (-1 to -2) to their roll if they don't have access to basic tools, or a major penalty (-3 to -4) if the devices requires specialized equipment.
Electronics: Repair can be used to repair electronic devices, but is limited by the hero's Electronics skill. Use whichever skill is lowest.
A character skilled in Research knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information.
The amount of time this takes is up to the GM and the situation. Finding something on the internet or a specific passage in a book might be possible in a combat round. Looking through books in a library, searching the internet for a complex topic, or digging up background information on an individual usually takes about an hour.
Success finds basic information and a raise provides more detail. Failure means the researcher doesn't find what she's looking for.
A Critical Failure might mean the researcher finds plausible but incorrect information, triggers the notice of some opposed entity or faction, reads something "Humanity Was Not Meant to Know" and suffers a mental illness or some sort, or might actually destroy the source. The GM is encouraged to be creative when such mishaps occur, perhaps forcing the party to approach the situation in a different way.
Related Skills: If a character has a skill that relates directly to the subject he's researching, he can use that instead of Research.
Research is used in the >Netrunning subgame to identify a proper wireless signal, necessary step in wireless hacking.
Riding allows a hero to mount, control, and ride any beast or beast-drawn vehicle common to the setting. This includes horses, camels, wagons, etc. See the rules for Mounted Combat on SWADE pg 103.
Those with this skill have studied various hard sciences such as biology, xenobiology, chemistry, geology, engineering, or any other "hard" science. Science (specifically computer science) is used in Combat Decking when you Hack on the Fly.
A successful Science roll reveals basic information about a topic, and a raise grants more details.
Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use Athletics). See SWADE Chapter 3 for details on ranged combat.
Shooting is used in the >Netrunning subgame involving automatic turrets and the pilot mode of drones.
Stealth is the ability to hide and move quietly. A simple success on a Stealth roll means the character avoids detection if enemies aren't particular alert. If the character fails the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.
Once foes are alerted and active, Stealth is opposed by Notice (a group roll if there are many foes, see SWADE pg 89).
The GM should apply circumstantial penalties to Notice rolls for darkness, cover, noise, distractions, and any difference in the target's Scale (just like when attacking, see Scale on SWADE pg 106). Sneaking through dry leaves might subtract 2 from the Stealth roll, while spotting someone in the dark uses the Illumination penalty listed on SWADE pg 102 (-4). Don't apply the same modifier to both rolls, however.
Sneak Attack: Sneaking up close enough to make a melee attack always requires an opposed Stealth roll versus the target's Notice, whether the guard is actively looking for trouble or not. If successful, the victim is Vulnerable (SWADE pg 100) to the attacker, but only until the attacker's turn ends. With a raise, the attacker has The Drop (SWADE pg 100) instead.
Movement: In combat, characters roll Stealth each turn as a free action at the end of their move or any action the GM thinks might draw attention. Out of combat, the distance moved depends entirely on the situation.
Survival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren't, and so on.
A successful Survival roll provides enough food and water for one person for one day; or five people with a raise.
More detailed information on Hunger and Thirst can be found under Hazards on SWADE pg 125.
Tracking: Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances.
The GM should also assign a bonus or penalty based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a -4 penalty.
Taunt attacks a person's pride through ridicule, cruel jests, and one-upmanship.
Taunt is an opposed roll resisted by the opponent's Smarts. In combat, this is a Test (see SWADE pg 108).
Out of combat, success means the defender backs down, slinks away, or starts a fight. A raise might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a Wild Attack on the first round of combat).
A Critical Failure means the target is immune to this character's Taunts for the remainder of the encounter.
Lockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery.
If used to pick a lock, crack a safe, disable a trap, or perform a simple unopposed action, success opens or disables the device, and a raise does it in less time, without tripping alarms, or whatever else the GM feels is appropriate.
Sleight of hand, hiding or planting an item, or picking a pocket requires a simple success. If foes are actively watching the character, Thievery is opposed by Notice.
The GM should assign penalties for particularly difficult circumstances. Picking a heavy padlock might have a -4 penalty, while hiding a revolver in bulky winter clothing might grant a +1 bonus. Failure typically means the character is spotted or it takes too much time (after which the character can try again). A Critical Failure typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way.
Limited: Using Thievery on an electronic device, such as a keypad, is limited by the thief's Electronics skill. Use the lowest of the two skills.