Date: Sun, 8 May 1994 00:25:26 EDT Sender: Mythus Fantasy Roleplaying Game List <[MYTHUS L] at [BROWNVM.brown.edu]> From: "Rodney W. Morris" <[c s c 3 r w m] at [CABELL.VCU.EDU]> Subject: ABYSS 4: K/S Areas Mental Knowledge/Skill Areas Administration The administration K/S Area allows an understanding of the inner-workings of a beauracracy and how to utilize such an organization to their best advantage. It deals with heirarchies and the delegation of authority. Knowledge of such structures can help in speeding communications through a heirarchy and cutting the "red-tape" that one usually encounters in a beauracracy. The lower the level of the beauracracy is, of course, the easiest to cut through. The mail-room clerks, front-desk secretaries and such usually call for a Moderate DR roll. The higher the level on the ladder an individual or piece of information is, the higher the DR roll. Requesting an audience with a planetary leader or corporate president would call for an Extreme DR roll, at best. In order to cut through a beauracracy, it is often necessary to make an Administration roll for each level one goes through. Needless to say, it is much easier to begin wading through the beauracracy at the middle or high level than it is to start with a front-desk secretary. Agriculture 1. Animal Husbandry 2. Crop Farming 3. Floraculture 4. Horticulture 5. Viticulture Anthropology Anthropology is the study of the development of mankind. It examines the underlying forces of cultures as a whole from the most primitive stages to the current cultural level and extrapolates upon that data to determine what they future of a society may hold. Usually, this K/S area is used in conjuction with psychology to determine the effects of an event on a society. This K/S area is useful for one race only; usually this is the race of the HP who studied anthropology, but a limited knowledge of other alien anthropologies (called Exthropology) exists, though rarely taught in most universities. Appraisal 1. Artworks 2. Furs 3. Crystal/Glasswork 4. China/Pottery 5. Rugs & Fabrics 6. Gold/Precious Metals 7. Jewelry 8. Handicrafts 9. Woodworks & Furniture 10. Garments 11. Buildings 12. General Goods/Workmanship 13. Animals 14. Land 15. Technology 16. Prospecting Architecture Divided into Sub-Areas by culture; half as many sub-areas as in other K/S areas Astrogation This K/S area involves navigation among the stars. It includes both technical knowledge of astrogration computers and knowledge of directions and distances to local star systems. This sort of skill also includes in-system navigation, including the geometry and physics surrounding entering orbits and transplanetary flights. Entering a standard orbit using this K/S area is a hard roll. Failure will usually indicate that an improper trajectory was realized in time and nothing adverse happened. If, however a critical failure is rolled, the problem is not realized until the ship is endangered. Roll on the following table for critical failure (this table is also reprinted in the Starship Operations section of this book). Crewmen that are in an area with artificial gravity sustain half the listed damage, but they get no Zero-G Environment check to save themselves. Less than 00: The ship sustains no damage and the individuals within experience only mild discomfort. 01 - 30: The ship "bounced" off of the atmosphere, sustaining only 1D6 points of damage to Non-Vital areas. Individuals inside must roll against their Zero-G Environment K/S area or sustain 1D6 of Non-Vital damage themselves from the bumpy ride off of the atmosphere. Ships with intertial compensators must roll against the compensation number with a DR of Moderate to prevent damage to its inhabitants. 31 - 50: The ship "bounced" off of the atmosphere, hard. The ship sustained 2D6 points of damage; roll on the Strike Location table for location of damage for each 1D6 of damage (thus, two rolls on that table are necessary). Individuals inside, unless protected by inertial compensators which succeed against a Hard DR, will sustain 2D6 points of damage and also must roll on the Strike Location table. A successful Zero-G Environment check will render half- damage. 51 - 70: The ship "rebounded" in the atmosphere (the ship made it through the first layer of atmosphere and bounced off of the next into the first, which bounced it back towards the planet). The ship sustained 5D6 points of damage; roll on the Strike Location table for location of damage for each 1D6 (thus, five rolls on that table must be made). Each individual inside must also make a Hard Zero-G Environment check, assuming the intertial compensators make their Very Hard DR check, to sustain half-damage; otherwise, they will sustain the full 5D6 points of damage from the rebound. The ship will be having a minor control problem and losing altitude. A Moderate Piloting check will correct the problem. 71-85: The ship descended into the atmosphere at an incorrect angle, heating up the hull at a rate it couldn't handle. The ship sustains 10D6 points of damage and not only must roll on the Strike Location Table for each D6 of damage, but on the first five rolls, all rolls that result in damage in "Non-Vital Areas" are ignored and re-rolled. The inhabitants also receive 10D6 points of damage, unless the intertial compensators make a Very Difficult DR roll or the individual succeeds in a Difficult Zero-G Environment roll for half damage. The ship will be having a moderate control problem and losing altitude. A Hard Piloting check will put the ship under the category of a minor control problem. 86 - 95: The ship was tossed through the atmosphere, heating the hull to the point that wiring may be fused and it becomes uncomfortably hot in the ship itself. The ship sustains 15D6 points of damage; re-roll all "Non-Vital" rolls. The inhabitants must succeed a Very Difficult DR roll against their Zero-G Environment or recieve 15D6 points of damage themselves (half damage if the roll succeeds). This assumes the inertial compensators fail their Extreme DR roll. The ship itself will be having a serious control problem and be falling through the atmosphere. A Difficult DR Piloting check will bring the ship down to a moderate control problem. 96 -100: The ship entered on an incorrect trajectory and rebounded through the atmosphere. The vessel sustains 20D6 points of damage; rolls on the "Stike Location" chart that result in "Non-Vital" rolls are re-rolled. The inhabitants must succeed an Extreme Zero-G check or receive the full 20D6 points of damage, also ignoring results of "Non-Vital" on the chart. The inertial compensators must succeed a Hard DR roll or the inhabitants will receive double damage and the intertial compensators will short-circuit, damaged beyond repair. The pilot, assuming the ship is still in exitence, will have one chance to make a Difficult DR roll to take the ship from major control problem to a serious control problem. If he fails, the ship will careen towards the gravity center of the mass and be destroyed by the heat and pressure (in the case of a gas giant) or have to deal with a full-speed intercept with the earth-air interface (i.e., the ship crashes and is destroyed violently). This K/S area adds 10% of its STEEP to Mathematics, Astronomy and Astrophysics, and vice versa. Computer K/S: Needless to say, most on-board computer systems are outfitted with an Astronavigation chip. The computer must have a STEEP of at least 20 in this area in order to assist in astronavigation. A navigator using the ship's computer to assist him uses the normal rules for combined effects, with the navigator as the individual who rolls and the computer adding 50% of its STEEP total to his. If the computer system has a STEEP of 50 or higher and a computer control system has been installed in the ship, it can be assisted by a human navigator, who will give 50% of his STEEP to the computer's K/S roll. A computer system with a STEEP of 75 or higher cannot be helped by the human brain, assuming it is outfitted with a computer control system. Subtract 10% of the computer's STEEP if there is no computer control system installed (of course, an artificially intelligent robot with this K/S area must be at the physical controls of a ship that doesn't contain a computer control system. Otherwise, the robot can just link into the ship's computer. Astronomy This is the study of the workings of space. It deals with the location of specific objects in space and their effects on the other objects in space around them. With the astronomy K/S area, one could identify a type of star by its color and distance, and possibly even its name. One can also tell the effects of the solar wind on in-system travel and such things. This K/S area adds 10% of its STEEP to Astronavigation and Astrophysics and vice versa. Astrophysics Prerequisite: Physics, Astronomy. This K/S area allows full knowledge of the physics of space. An astrophysicist has intimate knowledge of the atomic-level workings of a star and the movements of moons around their parent planets. This individual understands the effects of gravity and its effects on different types of masses. He also has knowledge of the effects of a Zero-G Environment on specific chemicals. The STEEP in this K/S Area is limited by the Physics or Astronomy K/S Area, whichever is higher. This K/S area adds 10% of its STEEP to Astronavigation, Astronomy, Chemistry, Mathematics, and Physics, and vice versa. Biology Botany Business Administration Chemistry Communications Ops 1. Laser 2. Microwave 3. Maser 4. Radio Computer Ops Computer Programming Criminal Activities, Mental (sub areas gained at twice norm) 1. Blackmail 2. Bribery 3. Confidence Games 4. Counterfeiting 5. Embezzling 6. Extortion 7. Fencing (of goods) 8. Forgery 9. Fraud 10. Gambling Operations 11. Racketeering 12. Vice 13. Money Laundering 14. Misappropriation Criminology Cryptography Current Events Deception Demolitions Demolitions Disposal Domestic Arts & Sciences 1. Cooking and Nutrition 2. Household Management 3. Interior Design/Decoration 4. Sewing & Tailoring Ecology/Nature Sciences Economics/Finance/Investing Education Engineering Engineering, Military Espionage 1. Gathering Information 2. Clandestine Meetings 3. Border Crossing 4. Smuggling 5. Recruiting Informants 6. Object Concealment 7. Electronic Recording Devices 8. Recon 9. Electronic Counter-Measures Exobiology Forward Observer Gambling 1. Cards 2. Dice 3. Table Games 4. Sporting Events 5. Dog/Horse Racing 6. Animal Fighting Games, Mental 1. Strategic & Table Games (Chess, Backgammon, etc. ) 2. War Games 3. Pool (Billiards, Snooker) Genetics Geology Gravitics History (by culture Influence 1. Debating 2. Persuasion 3. Salesmanship 4. Demagoguery 5. Misinformation 6. Oration 7. Propaganda Instruction Law (by culture) 1. Civil 2. Criminal 3. Government 4. Matrimonial 5. Tax 6. Probate 7. Business 8. Interstellar 9. Interplanetary 10. Colonial 11. Clan Linguistics Lip Reading & Sign Language 1. Alchemists 2. Assassins 3. Beggars 4. Deaf/Mute 6. Gypsy 7. Hunters 8. Pirates 9. Priests (by ethos and by pantheon) 10. Soldiers 11. Thieves 12. Societies (by specific Secret Society) Mathematics Medicine 1. Pharmacy 2. Surgery 3. Pathology 3. Treat Poison 4. Paramedic 5. Gynacology 6. Pediatrics 7. Cosmetic Surgery 8. Holistic 9. Cybernetics 10.Forensics Meterology (MMCap + MRCap) x 0.5 Navigation Perception (Mental) 1. Anticipation 2. Understanding 3. Detecting 4. Noticing Physics Psychology 1. Psychoanalysis Protocol (by specific society or division [i.e. military, corporate, etc.]) Repair, Electronic Systems 1. Communications 2. Computer 3. Electronics 4. Robotics 5. Gravitics 6. Television 7. Radio 8. Combustion-Driven, Balled Guns 9. Combustion-Driven, Bullet Guns 10. Combustion-Driven, Automatic Fire Guns 11. Combustion-Driven, Large Calibre Guns 12. Laser Weapons 13. Gravity Driven (Gauss) Guns 14. Particle Drivers 15. Protective Jackets (Kevlar, etc) 16. Environmental Armor 17. Combat Environment Armor 18. Battle Dress Repair, Mechanical 1. Low Tech Ground Vehicles 2. Low Tech Water Vehicles 3. Deisel Driven Ground and Watercraft 4. Nuclear Driven Water and Aircraft 5. Powered Armor Repair, Starships 1. Spacecraft 2. Spaceships 3. Capital Ships Research Robot Ops Sensor Ops 1. Radar 2. Infra-Red 3. Maser Tactics, Aeronautic Tactics, Fleet Tactics, Geocentric Tactics, Naval Tactics, Small Unit Tactics, Space MRCap Vac Suit Xenobiology (divided by race) Xenoculture (divided by race) Zoology Physical Knowledge/Skill Areas Acupuncture Acrobatics/Gymnastics 1. Tumbling 2. Jumping 3. Vaulting 4. Landing 5. Tight-rope walking 6. Swinging Arms & Armor 1. Forging Swords 2. Forging Other Edged weapons 3. Making Non-Edged Weapons 4. Making Bows and Arrows & Fletching 5. Making Crossbows and Quarrels 6. Making Plate (Fitted) Armor 7. Making Chain Mail 8. Making Lamellar Armor 9. Making Armor of All Other Sorts (Padded/Quilted, Leather/Cuir Bouille, Studded/Plated, Ring, Scale, Banded, Splinted) 10. Making Shields of All Sorts Boating Clothwork Combat, Hand-to-Hand, Lethal 1. Hands 2. Feet 3. Specific Weapon Combat, Hand-to-Hand, Non-Lethal Combat, Hand Weapons (PMCap + PNCap) x 0.5 1. Axe 2. Club/Mace 3. Dagger/Knife 4. Spear & Pole Arms (Thrusting) 5. One-Handed Swords 6. Two-Handed Swords 7. Whip/Flail 8. Pole-Arms (Cutting) 9. Shields Combat, Hand Weapons, Missile 1. Bows 2. Crossbows 3. Blowguns 4. Slings 5. Darts 6. Knives/Daggers 7. Boomerangs 8. Axes 9. Spears and Javelins 10. Throwing Stars Combat, Hand Weapons, Firearms 1. Light Pistols 2. Heavy Pistols 3. Rifles 4. Assault Rifles 5. Light Machine Guns 6. Heavy Machine Guns 7. Advanced Combat Rifle Combat, Hand Weapons, Gunnery 1. Cannons 2. Recoiless Rifle 3. Artillery 4. Grenade Launcher Combat, Hand Weapons, Energy Weapons 1. Gauss Gun 2. Gauss Rifle 3. Laser Pistol 4. Laser Rifle 5. Particle Projector Pistol 6. Particle Projector Rifle 7. Fusion Gun 8. Fusion Rifle 9. Plasma Gun 10. Plasma Rifle 11. Neural Pistol 12. Neural Rifle Combat, Ship Weapons 1. Meson Guns 2. Mass Drivers 3. Laser Cannons 4. Particle Projector Cannons 5. Mass Drivers Construction Construction, Naval Construction, Transport Construction, Spacecraft Construction, Hostile Environment Housing Criminal Activities, Physical 1. Sneaking 2. Hiding 3. Lock-Picking 4. Ambushing 5. Pick-Pocketing 6. Forced Entry 7. Safe Cracking 8. Shoplifting & Pilfering 9. Mugging & Robbery Cultured Palate 1. Foods 2. Beverages 3. Herbs/Spices 4. Wines/Winemaking 5. Beers/Brewing 6. Spirits 7. Perfumes 8. Gourmet Meal Preparation Disguise Diving 1. Snorkeling 2. S.C.U.B.A. 3. Deep Suit Diving 4. Deep Craft Diving Drawing Endurance Escape First Aid Games, Physical 1. Boxing 2. Wrestling 3. Arm Wrestling 4. Leg Wrestling Gemsmith/Lapidary 1. Engraving/Enameling 2. Gemcutting 3. Metalsmithing 4. Jewelry Handicrafts/Handiwork High-G Environment PMPow Hunting/Tracking Jack-of-All-Trades 1. Carpentry 2. Construction (All) 3. Masonry 4. Mechanics 5. Printing 6. Smithing/Welding Juggling 1. Balancing Self & Items 2. Fire "Breathing" 3. Knife (et al) Throwing 4. Sword Swallowing 5. Tossing & Catching Objects (Juggling per se) Leatherwork Legerdemain Masonry Mechanics Mines & Mining Mountain Climbing Music 1. A Cappella 2. Horns 3. Keyboard 4. Percussion 5. Stringed, Bowed 6. Stringed, Plucked 7. Woodwings & Reeds Perception (Physical) 1. Noticing 2. Hearing 3. Searching 4. Tracking Piloting, Aircraft 1. Helicopters 2. Jet-propelled Aircraft 3. Prop-driven Aircraft 4. Lighter-than-air craft Piloting, Capital Ships Piloting, Ground Vehicle 1. ATV wheeled vehicle 2. Tracked Vehicles 3. Two-wheeled vehicles 4. Small, four-wheeled vehicles 5. Large, multi-wheeled vehicles Piloting, Grav Vehicle 1. Grav Belt 2. Grav Vehicle 3. Grav Tank Piloting, Jet Packs Piloting, Offensive Driving (must take specific vehicle types as sub areas) (PMCap + PNCap) x 0.5 Piloting, Parachute Piloting, Powered Armor Piloting, Racing (most take specific vehicle types as sub areas Piloting, Spacecraft Piloting, Spaceships Piloting, Watercraft 1. Small Watercraft 2. Large Watercraft Piloting, Hovercraft Police Work 1. Stakeout 2. Shadowing 3. Interrogation 4. Evidence Analyzing Printing Riding 1. Horses, Mules and Asses 2. Camels 3. Elephants 4. Racing 5. Difficult/Unbroken Animals 6. Mounted Combat 7. Teamstering Seamanshi Smithing/Welding Speleology Sports 1. Mounted Individual Sports 2. Mounted Team Sports 3. Individual Non-Violent Sports 4. Individual Violent Sports 5. Team Sports 6. Acrobatics 7. Weight Lifting 8. Boxing 9. Gymnastics 10. Running 11. Swimming 12. Wrestling Subterranean Orientation Surveillance/Security Survival (each division is separate skill) 1. Arctic 2. Hostile 3. Temperate 4. Tropical 5. Urban 6. Vaccuum Swimming/Diving Tolerance Travel Weapons, Special Skill 1. Florentine 2. Fast-Draw 3. Specific Target 4. Bling Fighting 5. Sniping Zero-G Environ PMPow Spiritual Knowledge/Skill Areas Animal Handling Astrology Buffoonery Charismaticism Fortune Telling 1. Card Reading (includes Tarot) 2. Palmistry & Phrenology 3. Runes (includes I-Ching) 4. Tea Leaf Reading Herbalism Impersonation Jury-Rigging Leadership Magnetism Medicine, Oriental Musical Composition Mysticism Nature Attunement 1. Growing Things 2. Natural Cycles 3. Personal Relationship 4. Animal Relationship 5. Exotic Places Occultism Painting (Artistic) Pantheology Philosophy Photography Poetry/Lyrics Recruiting Religion Sculpture Street-Wise Thespianism Writing, Creative Yoga