Skills

Skills List:


 * Acrobatics
 * Architecture
 * Astronomy
 * Athletics
 * Barter*
 * Biology
 * Bluff*
 * Carpentry
 * Chemistry
 * Craft*
 * Driving
 * Endurance
 * First Aid*
 * Gather Information*
 * Handling*
 * History
 * Intimidate
 * Mechanics
 * Medical
 * Metalurgy*
 * Perception(sight)
 * Perception(smell)*
 * Perception(sound)*
 * Perception(taste)*
 * Perception(touch)*
 * Persuasion*
 * Physics
 * Psychology*
 * Riding*
 * Search*
 * Sleight of Hand*
 * Stealth
 * Surgery
 * Survival
 * Tactics
 * Technology
 * Use Computer*
 * = -5 in Combat

Skill Points at Level One
At Level One, you start off with skill points equal to the number of skills that exist (37). You can put as many skill points into a skill equal to your Intelligence +1.

Skill Increases
Every time you successfully use a skill, you get a "tally mark" next to that skill. Whenever you level up, there is a percent chance that that skill increases, based on the number of tally marks. Each tally mark equals (5+ Intelligence) %, max 50%.

Healing
When doing first aid, spend five seconds to make a first aid check. Cut your total result in half. This is how many hit points the target regains.

When preforming surgery, spend no less than one hour out of combat to preform surgery check. Subract 10 from your total. This how much health you heal the paitient (if you fail, this is how much damage the paitient takes).

To provide a fallen ally with CPR, spend five seconds to make a First Aid check. The DC to revive a dead ally is 15+1/round since death. On a success, they come back to life with 1 HP from death. If you succeed by 5 or more, they come back to conciousness. If you fail by five or more, increase the DC by 1 for the next check. If fail by less than five nothing happens. If fail by 10 or more, they are permanently dead. If the target is at negative HP equal to their normal total, they are permanently dead.