Tuesday, April 26, 2016

After the End: Non-generic bullets

Two of the things that bothered me about After the End: Wastelanders was the reduction in available calibers and the idea that all pistol ammo, or all rifle ammo, should have the same cost.

I understand, even if I don't approve of, the simplification of ammo calibers. Real world guns come in a bewildering array of calibers, but in the end 78% of Luckygunner.com's revenue comes from just 10 calibers. Since part of the point of frameworks like After the End are to simplify GUPRS and make it more accessible, it's reasonable to simplify GURPS. But I already have access to GURPS and I like the current complexity just fine, so one of the house rules I'm using in my Nu World game is that you can find all kinds of crazy calibers and sometimes you scrounge up stuff you don't need or want.

On the second simplification, the idea that all rifle bullets - whether a .22 Long Rifle that uses barely any lead and a few grains of powder or a .308 Winchester that weighs 8 times as much - should cost the same is ridiculous. Just on material alone, the .308 should cost about 8 times as much as the .22 LR (and indeed, it does in the High-Tech ammo tables). As the system is currently set up, I think Wastelanders can make a profit by bartering away .22 LR rounds to get .308 rounds, breaking down the .308 rounds, then making new .22 LR rounds. Which is inherently ridiculous and not in an awesome way.

The other problem with the idea that all bullets cost the same is that some calibers are going to have more value than others. The component cost of .308 Winchester and 7.62x55mmR Mosin-Nagant bullets are about the same, but in the US, you're much more likely to find a gun that shoots the first than the second. So there's more demand for the first, and it should have a higher price.

My solution to these problems is the following table, which gives the net modifier to the prices from High-Tech for various calibers. It makes the rarer and less useful calibers (especially loose powder and shot) less valuable than the more common and more resource intensive rounds. Bullets maintain their status as a medium of exchange, which means they're always worth 100% of their value, regardless of the trader's skill in making the barter.

Ammo ClassCost MultiplierCalibers
Commonx4.36 Caplock, .44 Caplock, 
.38 Special,
.22 LR, 9x19mm Parabellum,, 40 S&W, .45 ACP,
12G 2.75" Shotgun,
.44-40 Winchester, .30-30 Winchester,
.223 Remington, 5.56x45mm NATO, 7.62x39mmR, .30-06 Springfield, 7.62x51mm NATO
Uncommonx3.22 Short, .25 Magnum
.45 Long Colt, .357 Magnum,
10x25mm,
12G 3" Shotgun, 20G 2.75" Shotgun,
7.62x54mmR, .50 BMG
Rarex2.5All other metallic, smokeless powder cartridges
Gunpowder catridges and caplock roundsx1All gunpowder cartridges or caplock powder and shot
Powder and Shotx0.5Any non-caplock powder and shot

Call for players! I'm starting a GURPS After the End game with my online group, and we could use one or two more players. If you're free on Wednesday nights and want to a have good time with a great bunch of people, send me a message!

Saturday, April 23, 2016

Easier Armor Design

Easier Armor Design (EAD) is an alternate take on the piecemeal armor systems presented in Pyramid v3.52 (Low-Tech Armor Design) and v3.85 (Cutting Edge Armor Design). It is intended to make armor affordable, wearable, and protective. It gives a nod towards realism, but when it doubt, it leans more toward the heritage of D&D and the like It also includes simplified scaling rules that allow tiny races to usefully wear armor.

A lot of the concepts in EAD were introduced in Better Fantasy Amor but have been repeated here in a slightly refined form. Armor costs and weights are also slightly modified from BFA to work better with standard GURPS products, especially firearms.

Basic Concept

A piece of armor is made of a material and covers one or more locations to provide a specified amount of DR. The armor's weight and cost is proportional to the DR and coverage, with different base values depending on the material. In general, lighter armors are more expensive on a per DR basis at the same tech level.

There are a limited number of base armor materials and designs, but these can be modified by additional material types and other qualities to create a very large range of armors.

Armor also has a bulk rating, which represents the thickness of the armor. Better materials are less bulky per point of DR, and smaller races can tolerate less thickness. The interaction of these factors determines how much DR a person can wear before starting to run into DX penalties or before the armor can no longer be concealed.

Armor Locations Table

Armor locations in italics are sub-locations of the previous location, and do not need to be purchased separately if the main location is purchased. Sub-locations can also be purchased separately. For example, buying head protection at 8% of the total armor weight includes the skull, face, and neck protection, but a skullcap could be bought for 3% of total armor cost.

LocationCost and 
Weight
Hit LocationNotes
Head8%3-5, 17-18
  Skull(3%)3-4
  Face(3%)5
  Neck(2%)17-18
Torso32%9-11Vitals are hit on a 1 on a d6
  Chest(11%)9-10Vitals are hit on a 1 on a d6
    Vitals((4%))-
  Abdomen(11%)10Vitals are hit on a 1 on a d6
  Pelvis(10%)11Vitals are hit on a 1 on a d6
Includes groin
    Groin((2%))11
Arms20%8, 12
  Shoulders(6%)8, 12*Roll 1d; on 1-2 this location is hit
  Upper Arms(4%)8, 12*Roll 1d; on 3 this location is hit
  Elbows(4%)8, 12*Roll 1d; on 4 this location is hit
  Forearms(6%)8, 12*Roll 1d; on 5-6 this location is hit
Hands6%15
Legs24%6-7, 13-14
  Thighs(12%)6-7, 13-14*Roll 1d; on 1-3 this location is hit
  Knees(4%)6-7, 13-14*Roll 1d; on 4 this location is hit
  Shins(8%)6-7, 13-14*Roll 1d; on 5-6 this location is hit
Feet10%16

Simplified Face Sub-Locations

There are 6 sub-locations on the face: jaw, cheek, ears, nose, eyes, and brow. Each one can be separately protected at the cost and weight of 0.5% of the base armor. Eye protection gives No Peripheral Vision. Ear protection gives either Hard of Hearing or removes -2 in penalties to target the armor gaps in the head. If the face is targeted and the target is wearing partial face protection, roll 1d: if the roll is less than the number of protected locations, the armor protects.

Voiders

Voiders are small pieces of flexible armor worn beneath the joints of low-tech rigid armor. They're intended to prevent damage from attacks to the chinks of the rigid armor.

The locations that can be protected by voiders are the shoulders, elbows, abdomen, and knees. A voider costs and weighs 1/5th of the cost and weight of a piece of armor of equivalent DR at that location. Because voiders have to be at the inside of the joint, they are effectively bulkier than their small size and nominal bulk would suggest. Increase the effective bulk of the armor by one step for every bulk category of the voider less one.

Voiders are normally attached to clothing, such as an arming doublet or gambeson, that is worn under the rigid armor. However, voiders can just as easily be attached to the rigid armor itself. Voiders can also be worn under flexible armor, though there is normally little point since flexible armor doesn't have chinks.

For easy reference, voiders for all the joints cost and weigh 5% of a suit of armor of equivalent DR.

Armor Material Table

The following table shows armor cost and weight, per point of DR, for a full suit of armor, for each of the basic materials. Armor cost and weight can be adjusted by material and other modifiers below.

Armor TypeLbs/
DR
$/
DR
Notes
Max

Thin

DR

Max

Light

DR
Max Medium
DR

Max

Heavy

DR

Max 

Jousting

DR

Max

Massive

DR
Textiles
  (Cloth, Silk, Early Polymers,
Kevlar)
16$100Flexible

123567
Hides
  (Leather, Hardened Leather)
18$60Flexible
-1 DR vs Impaling
123567
Advanced Textiles
  (Nanoweave,
Sheer Liquid)
1.5$400Flexible
x2.5 DR vs Cutting and Piercing
3710152025
Bone
  (Horn)
17$60
2346810
Plants
  (Wood, Straw, Paper, Cane)
17$60Combustible2346810
Scale
  (Lamellar, Brigantine)
10$250-1 DR vs Crushing24591113
Mail8$500Flexible
-2 DR vs Crushing
358101214
Plate
  (Segmented Plate)
8$700
357111315
Ceramic6$80Semi-Ablative101525405060
Rigid Polymer8.5$20
123567
Rigid Composite3.5$135
51015253035

Any type of armor can theoretically have any amount of DR, but see the limits on bulk below.

Using these two tables should be pretty simple: choose an armor type, an amount of DR, and coverage, and multiple them together. Make sure that the DR is less than the maximum heavy amount for SM0 wearers and see below for the limits for larger or smaller people. For instance, a long-sleeved mail hauberk that covers all of the arms and torso (55%) and provides DR7 costs ($400 * 7 * .55) $1540 and weighs (6 * 7 * .55) 23 lbs. A head to toe suit of iron plate that provides DR9 costs ($500 * 9) $4500 and weighs (7 * 9) 63 lbs. A horn helmet that covers the face and skull and provides DR4 costs ($150 * 4 * .08) $48 and weighs (12 * 4 * .08) ~4 lbs.

Armor Bulk

Thicker armor is bulkier armor, and armor that is bulky enough imposes a DX penalty. Larger creatures can tolerate more bulk; smaller creatures can tolerate less bulk. So while a pixie is strong enough to lift enough bronze to make a suit of 2mm thick plate armor, armor that thick wouldn't give him space to bend his elbows (being roughly equivalent to armor that is 12mm thick on a human). Thinner armor is also easier to conceal under or as clothing.

The maximum thickness of armor that a person can conceal and/or wear without a DX penalty depends on their SM, and is shown on the table below. Similarly, a larger creature can wear a thicker layer of armor beneath another piece of armor without having their DX penalized. The weight and cost of any armor layer is also dependent on the size of the wearer.

SMOuter
Layer
Inner
Layer
Max
Conceable
Weight/Cost
Multiplier
-6ThinNoneNonex1/100
-4LightNoneNonex1/20
-2MediumNoneThinx1/5
-1MediumNoneLightx1/2
0HeavyNoneLightx1
+1HeavyThinMediumx2
+2JoustingThinMediumx5

So an SM-6 pixie can only wear the thinnest of armors; a normal human can wear Heavy armo without penalty; and a SM+2 Ogre Barbarian isn't penalized by jousting armor and could wear a suit of thin mail under it without suffering penalties.

Each armor type has its own maximum DR for each category of bulk. The DX penalty for wearing armor that is too bulky is -1 per level of bulk: an SM-4 leprechaun wearing jousting plate is at -3 DX.

The bulk penalty only applies to locations that are at least 50% covered by armor.

Joints and Heavy Armor

As an optional house rule, anyone who wears the thickest safe armor on their joints (shoulders, elbows, knees, pelvis, and neck) suffers a -1 penalty to DX, which can be mitigated by leaving big gaps in the armor - attacks through the armor chinks in those locations get at +2 bonus. Wearing thick armor on the hands gives the Ham-Fisted 1 and Bad Grip 1 disadvantages. This rule only applies to armor made before TL7.

Armor Modifiers

Armor modifiers can define the armor's workmanship, base material, or some other characteristic of the armor. All workmanship modifiers are mutually exclusive with each other, and all base material modifiers are also mutually exclusive with each other. All other modifiers can be combined with each other except as specifically noted.

Generic

Fine: Fine armor is well-made and only fits the wearer. There is an additional -1 penalty to target armor gaps. Workmanship modifier. +3 CF, -20% to weight.
Very Fine: Very Fine armor is made by master smiths and only fits the wearer. There is an additional -1 penalty to target armor gaps. Workmanship modifier. +14 CF, -30% to weight.
Cheap: Cheap armor is either mass-produced or made by inferior craftsman or from inferior materials. There is a +2 bonus to target armor gaps. Workmanship modifier. -0.4 CF, +25% to weight.
Weak Limbs: Historically, armorers uses thinner pieces on the backs and interiors of the arms and legs, which were harder to hit and needed less protection. Any full suit can have weak limbs, which halve the DR on attacks against the legs and arms from the back. -11% to armor cost and weight.
Weak Back: Historically, armorers also used thinner armor on the back of a breastplate than the front. Any armor with full torso coverage can have a weak back, which halves the DR of the back of the torso. -8% to armor cost and weight.
Reinforced Vitals: The thickest part of any armor is usually over the heart, lungs, and kidneys - basically, the vitals in GURPS terms. Gives doubles armor DR against attacks to the vitals. +3% to armor cost and weight.

Layered Cloth and Textiles

Some of the earliest armors even designed are made by weaving fabric and then stitching, gluing, or riveting multiple layers together.
Silk: Armor made from silk is lighter and more resistance to piercing, impaling, and cutting damage. Gives +1 DR vs cu, imp, and pi damage. Material Modifier. 500% of base cost, -10% to weight.
Spider Silk: Spidersilk is stronger than normal silk, but harder to farm. Gives +1 DR vs cu, imp, and pi damage. Material Modifier. 1000% of base cost, -30% to weight.
Rubber: At TL 6, natural and synthetic rubbers are lighter than conventional fabrics and give better protection against impacts. Gives double DR against crushing attacks. Material Modifier. 65% of base cost, -10% to weight.
Elastic Poylmer: At TL 7, lightweight elastic polymers provide strong, light weight, but expansive fabrics. Reduce bulk by one category Material Modifier. 240% of base cost, -85% to weight.
Nomex: At TL 7, some polymers are extremely resistant to fire and burns. Gives quadruple DR against burning attacks but increases bulk by two categories. Material Modifier. 200% of base cost, -75% to weight.
Nylon: At TL 7, ballistic weave nylon creates a bulky but lightweight armor. High speed penetrators such as bullets are easily stopped by the interwoven threads. Increases bulk by two categories and gives quadruple DR against piercing and cutting attacks. Material Modifier. 350% of base cost.
Kevlar: At TL 7, para-amarid fibers such as kevlar are very resistant to bullets. Gives quadruple DR against piercing and cutting attacks but is also semi-ablative against piercing attacks. Material Modifier. 480% of base cost, -60% to weight.
Improved Nomex: At TL 8, Nomex reinforced with kevlar threads is cheaper and lighter than earlier Nomex blends. Gives quadruple DR against burning attacks but increases bulk by two categories. Material Modifier. 120% of base cost, -80% to weight.
Improved Kevlar: At TL 8, second and third generation para-amarid fibers such as kevlar are very resistant to bullets. Gives quadruple DR against piercing and cutting attacks and reduces bulk by one category. Material Modifier. 440% of base cost, -75% to weight.

Advanced Textiles

High tech materials science and biochemistry allows for the creation of advanced fabrics that are much lighter and more damage resistance than natural fabrics. They are optimized to defend against bullets, and have x2.5 DR against piercing and cutting attacks unless otherwise stated.
Early Ballistic Polymer: Ultrahigh molecular weight polyethylene weaves such as Spectra Shield that give improved performance over kevlar. Increase bulk by one step. Material Modifier. 85% of base cost, +50% to weight.
Arachnoweave: Made from spidersilk from genetically modified animals and further reinforced with polymer blends. Gives quadruple DR against cutting and piercing attacks. Material Modifier. +150% of base cost, +20% to weight.
Nanoweave: Advanced polymers reinforced by carbon nanotubes. Gives triple DR against cutting and piercing attacks. Reduce bulk by one category. Material Modifier. +150% of base cost.
Sheer-Thickening Liquid Reflex: Arachnoweave armor soaked in a solution of ceramic nanoparticles that instantly and temporarily harden into a solid surface upon impact. Remove the flexible quality. Triple DR aginst cutting and piercing attacks. Material Modifier. +400% of base cost.
Magnetic Liquid Reflex: Nanoweave armor soaked in a solution of magneto-rheological nanoparticles that instantly and temporarily harden into a solid surface upon impact. Remove the flexible quality. Double DR aginst cutting and piercing attacks. Reduce bulk by one category. Material Modifier. +500% of base cost, -33% to base weight.
Laser-Ablative Polymer: Ballistic polymers enhanced with metals and ceramics to disperse lasers. Quintiple DR against tight beam burning attacks and add the semi-ablative quality against such attacks. Material Modifier. +100% of base cost.

Leather and Hide

Tanned and cured animal hide makes for cheap but heavy armor.
Layered Leather/Hardened Leather: Multiple thin layers of leather are heavier but stronger than a single thicker layer. Alternately, a single thick piece of layer can be hardened by boiling. Either way, these treatments remove the DR penalty against piercing and impaling attacks as well as the Flexible quality. Material Modifier. 110% of base cost, +25% to weight.
Quality Leather: The hides of certain exotic creatures (giraffes, sharks, trigers, reptile men) are stronger than the hides of creatures normally used to make leather, and makes for better armor. Material Modifier. 300% of base cost, -30% to weight.
Quality Layered/Hardened Leather: Quality leather can be layered or hardened, for armor that is nearly as strong as steel but still organic. Quality layered/hardened leather is not flexible and has no DR penalty. Material Modifier. 330% of base cost, -15% to weight.

Bone

Horn: Armor made from sculpted animal horns, tusks, or shells is reasonable strong and cheap, but bulky. Remove the semi-ablative quality of bone armor. Material Modifier. 150% of base cost, -20% to weight.

Wood

Straw: Straw mat armor is cheap but doesn't provide much protection. Add Flexible to the armor qualities, and increase the bulk by one category. Material Modifier. 60% of base cost.
Paper or Barkcloth: Layered paper is bulky but reasonably strong. Material Modifier. 160% of base cost, -20% to weight.
Cane: Flexible cane rods can be woven into a weak protective garment. Cane armor is heavy, bulky, and tends to come apart quickly under attacks. Add semi-ablative to its qualities. Material Modifier. 70% of base cost, -10% to weight.

Iron Scale/Lamellar

Scale is made from small plates of metal that overlap each other and are riveted to a cloth or leather backing garment. Lamellar removes the backing garment and has the plates strung together. There's no real difference in the cost or weight between the two approaches.
Cloth armors with some kind of metal reinforcement such as ring mail or penny-plate are examples of cheap scale armor.
Star Scale: Making the scales in scale armor out of a star shape allows them to withstand impact better. Remove the DR penalty against crushing attacks. +0.4 CF, no change to weight.
Brigandine: Advanced scale armor puts the scales inside a cloth or leather framework and tailors and overlaps them more efficiently than standard scale. Remove the DR penalty against crushing attacks. +1.25 CF, -20% to weight.

Mail

Rings of metal can be interlaced together to create a flexible armor.
Banded: Weaving leather bands through the alternate rows of mail makes the armor less flexible and more resistant to crushing damage, in exchange for a notable increase in weight. Remove the -2 DR penalty versus cr and the flexible quality. +0.1 CF, +50% to weight.
Mail and Plates: Mail can be reinforced by small overlapping plates of metal, similar to scale. Reduce the DR penalty versus cr to -1 and remove the flexible quality. +0.2 CF, +25% to weight.

Plate

Long, solid pieces of metal can be crafted into a harness with covered joints that is fairly impregnable to damage. Before TL4 and the invention of sliding rivets, the joints have to leave big gaps that give a +2 to target armor chinks.
Spiked: As per DF1 p 27. +2 CF.
Segmented Plate: Less advanced metal workers cannot forge large plates, and must carefully construct armor from smaller pieces riveted together. Unlike scale, there is no underlying textile or hide layer. -0.2 CF, +15% to weight.
Duplex Plate: Layering plates of hardened metal over similar plates of less brittle metal can dramatically increase resistance to armor piercing weapons, but the process is extremely difficult. Gives Hardened (2) enhancement. Not compatible with Hardened Metal. +8 CF, -10% to weight.

Scale or Plate

Fluting: Carefully designed fluting, ribs, bosses, and vertical ribs can strengthen key components of armor, making it effectively stronger. +4 CF, -10% weight.

Scale, Mail, or Plate

Hardened Metal: Any metal armor can be made from hardened metal, produced by master smiths. At TL5+, this represent industrial hardening processes such as Krupp steel. Not compatible with Duplex Plate. +4 CF, -10% weight.
Industrial Steel: At TL5+, any metal armor can be made from cheaper, mass-produced steel. -80% to cost.
Aluminum: Aluminum is lighter than steel for the same protection, but less dense. Increase armor bulk by one category. -50% to cost, -20% to weight.
Titanium-Steel Alloy: Titanium-Steel alloys are stronger than steel at the same weight, but much more expensive. +100% to cost, -30% to weight.

Ceramic

Modern boron carbide or aluminum oxide ceramic plates used to reinforce flexible armor. Tends to chip and flake apart under damage, reducing it's effectiveness, which is represented by the semi-ablative quality. See the section on "Ceramic, Rigid Polymer, or Rigid Composite" for mandatory armor modifiers.
Improved Ceramic: Advanced ceramics such as silicon carbide, often coated in plastic or backed by metal to improve resistance against fragmenting. Material Modifier. +200% cost, -25% to weight.
Nanocomposite: Nanoscale assemblers create perfect crystal matrices and can optimize layers to provide better face-hardening and even more resistance to penetration and fragmenting. Reduce bulk by one step. Material Modifier. +400% cost, -50% to weight.
Titanium Nanocomposite: Adding titanium platelets to a nanoassembled structure of advanced ceramics and carbon nanotubes provides excellent resistance to penetration and armor degradation. Reduce bulk by one category and remove the Semi-Ablative category. +400% cost, -40% to weight.


Rigid Polymer

Resin bonded kelvar and glass fibers impregnated in plastic are solid materials that are nearly as strong as steel at a much lighter weight.
Plastic: Ordinary hard plastics, made from carbon polymers, are bulky and heavy. They do not make desirable armor except for their utility as transparent eye protection. Can be made transparent. Material Modifier. Increase bulk by two categories. +33% to weight.
Transparent: Some rigid polymers can be made transparent. Transparent armors provide no protection against blinding attacks, but are useful for visors. +1 CF.
Laminated Polycarbonate: Layers of advanced carbon polymer sheets provide adequate protection and can be used for transparent eye protection. Can be made transparent. Add the semi-ablative quality. Material Modifier. +400% to cost, -50% to weight.
Polymer Composite: Adding carbon fibers to standard plastics, or using advanced resins to bond paramid fibers into rigid forms, creates materials stonger than steel for the same weight. Reduce bulk by one category.  Material Modifier. +400% to cost, -50% to weight.


Rigid Composite

A strong blend of materials, based around a lightweight metal matrix reinforced by ceramic particles and polymer fibers.
Polymer Nanocomposite: Nanonassemblers can create advanced plastics reinforced by carbon nanotubes that give excellent protection for minimal weight. +400% to cost, -60% to weight.


Ceramic, Rigid Polymer, or Rigid Composite

All of these solid armor materials are normally made from solid chunks that provide no flexibility. On most living things, they need to be fashioned differently in order to provide movement for the joints. Choose one of the options below for any piece of these armors that covers anything other than the eyes, skull, or face.
Scalar: Small platelets of solid material, glued to an advanced textile backing and usually cushioned with foam. These designs are less efficient that plate but cheaper and easier to make, and the only option for some materials if the technology does not allow for the creation of large, continuous plates of that material. Mutually exclusive with Plate and Impact Absorbing. -10% to cost, +10% to weight.
Plate: Modern plate harness made from large, continuous pieces with articulated joints backed by advanced textiles. Mutually exclusive with Scalar and Impact Absorbing.+300% to cost, -20% to weight.
Impact Absorbing: Modern plate harness made from large, continuous pieces with articulated joints backed by advanced textiles, but further cushioned and padded to optimize protection against large area impacts. Double DR against crushing attacks. Mutually exclusive with Scalar and Plate.+62.5% to cost, +62.5% to weight.

Wednesday, April 20, 2016

After the End: Skill Cheat Sheet

I'm gearing up for an After the End game with the online group, and as a first step, I'm creating a single page view reference of what all the skills are used for, culled from the rules in After the End 2: The New World. This is intended for non-obvious uses: you still use Melee weapon skills to attack and defend in combat, etc. I've also added select advantages, attribute, and defense checks.

SkillUsages (page reference to ATE2:NW in parenthesis)
Advantage: Danger SenseKnow that you've entered a minefield (11)
Determine that seemingly friendly townies are hostile (17)
Automatic complementary bonus to avoid mishaps while exploring ruined buildings (34)
Advantage: EmpathyDetermine that seemingly friendly townies are hostile (17)
Advantage: SerendipityFind a perfect campsite (32)
Find cover when attempt to snipe or backstab (45)
Attribute: DXAvoid damage from a bad floor while exploring ruins(35)
Avoid a trap door (36)
Attribute: IQInterpret hazardous waste signs (10)
Attribute: PerceptionSpot toxic waste leaking from a container (10)
Detect aerosol clouds (10)
Detect alkaline mud (11)
Detect intruders into a compound (16)
Identify a non-obvious mutant (18)
Spot nanotech (22)
Spot hazards while scouting (32)
Spot concealed camps or approaching enemies (32)
Spot security systems (33)
Avoid mishaps while exploring ruined buildings (34)
Hear that a mishap has occurred while exploring ruined buildings (35)
Detect live wires hooked to a metal object or a pit trap (36)
Attribute: STWalk through alkaline mud (11)
Force locks (33)
Defense: DodgeAvoid coming into contact with toxic waste while scavenging a dump (10)
Dive for cover after failing to defuse a bomb or land mine (11)
Dodge lightning while in a hyperstorm (13)
Avoid debris from a falling ceiling while exploring ruins (35)
Dive for cover when a ruined building collapses (35)
Dodge a deadfall or conceal gun trap (36)
AcrobaticsAvoid damage when a floor or wall collapses in a ruined building (35)
Avoid a trap door (36)
ActingDistract a foe to lower their next attack of defense (44)
Play dead in combat (44)
Sustain a consistent lie over time (48)
Imitate the mannerism of a class of people (48)
Create a staged distraction (48)
Animal Handling (Appropriate Specialty)Taunt an enemy animal to attack you (44)
Animal Handling (Dogs)Use dogs to hunt game animals (31)
AnthropologyAnswer questions about society Before the End (7)
ArchitectureFind a specific room in a ruined building (32)
Target a structure's supports with explosives (34) Per-based: Avoid mishaps while exploring ruined buildings (34)
Complementary skill to give advice while exploring ruined buildings (35)
Area KnowledgeComplementary skill for gathering meals (30)
Avoid getting lost while traveling (32)
Armoury (Appropriate Specialty)Detect sabotaged weapons (36)
Salvage a concealed gun (36)
Repair a damaged weapon (41)
BicycleTravel faster on a bicycle (31)
IQ-based: Detect a sabotaged bicycle (36)
Caps combat skills while fighting while riding (45) 
BiologyAnalyze blood samples of an infected person to determine the exact disease (14)
Treat a known disease (14)
Per-based: Identify a non-obvious mutant (18)
Body LanguageDetermine that seemingly friendly townies are hostile (17)
Detect that someone you can see is lying (48)
BrainwashingConvert someone to be your follower (46)
CamouflageComplementary skill for trapping meals (30)
Hide a campsite (32)
Hide traps (36)
CartographyComplementary skill to avoid getting lost (32)
ChemistryComplementary skill to treat toxins (10)
Analyze components of toxic waste and predict its effects (10)
Improvise a disinfectant when dealing with infection victims (14)
Treat a known disease (14)
Per-based: Detect a contact toxin (36)
Fabricate parts for a pharmaceutical invention (40)
ClimbingComplementary skill for gathering meals (30)
Go over a fence (33)
Computer ProgrammingAnswer questions about nanotech software(22)
Convince nanobots not to attack (22)
Simplify treatment of nanoviruses (23)
Predict how a robot will react to stimulus (26)
Reprogram a deactivated robot (26)
Hack a computer (42)
Perform maintenance on old programs (42)
Write a new program (43)
Detect LiesDetermine that seemingly friendly townies are hostile (17)
Determine if someone is lying to you (48)
DiagnosisDetermine what toxic waste is harming someone (10)
Per-based: Notice that someone is sick upon encountering them (13)
Confirm that someone is infected and get rough details of the disease (14)
Per-based: Identify a non-obvious mutant person (18)
DiplomacyConvince a gang or mutants to talk instead of attacking (15, 18)
Get an invitation to join a Cultish gang (16)
Improve reactions when meeting someone (46)
Convert someone to be your follower (46)
Convince a non-hostile person to share information (47)
Defuse a tense situation (47)
DisguiseAlter your appearance (48)
DrivingTravel faster in a powered vehicle (31)
IQ-based: Detect a sabotaged vehicle (36)
ElectricianDisable a power supply (34)
Per-based: Detect live wires hooked to a metal object (36)
Fabricate parts for an invention (40)
Repair an appliance or power tool (41)
Electronic Operations (Security)Contest stealth when using cameras or motion detectors (34)
Eliminate an electronic security system that is accessible (34)
Bypass an exposed senor (34)
Electronic Repair (Appropriate speciality)Detect sabotaged electronics (36)
Repair a damaged electronic device (41)
Electronic Repair (Security)Open up a sensor housing (34)
Engineering (Appropriate specialty)Invent a new device (40)
Analyze an unknown device (41)
Expert Skill (Mutants)Per-based: Identify a non-obvious mutant (18)
Expert Skill (Robotics)Answer questions about nanotech (22)
Per-based: Detect nanotech from environmental clues (22)
Simplify treatment of nanoviruses (23)
Identify a robot and determine its capabilities and weak points (25)
Predict how a robot will react to stimulus (26)
Deactivate a robot disabled after a surge attack (26)
Explosives (Demolition)Determine the necessary charges to destroy something (34)
Set explosives to explode (34)
Explosives (EOD)Find an individual mine (11)
Defuse a mine (11)
Explosives (NOD)Defuse a nuclear weapon (11)
Fast-TalkTaunt an enemy to attack you (44)
Distract a foe to lower their next attack of defense (44)
Distract a non-hostile guard while friends sneak past or while you peak at sensitive information (47)
Confuse a target into believing a lie (48)

Distract a target with balderdash (48)
Defuse a lynch mob or riot (48)
First AidPer-based: Notice that someone is sick upon encountering them (13)
Bandage someone after combat (45)
Treat shock after combat (45)
Stop bleeding after combat (45)
Resuscitate a drowning, asphyxiation, or heart attack victim (45)
Forced EntryUse bolt cutters to bypass a fence quickly (33)
Freight HandlingPack a vehicle quickly (32)
Safely stash objects in a vehicle so they don't take indirect damage (32) Pack a vehicle so that items can be found quickly (32)
HazMat (Biological)Per-based: Notice that someone is sick upon encountering them (13)
Avoid exposure to infection victims (14)
Determine how to handle, neutralize, store, or transport biological weapons (15)
HazMat (Chemical)Determine how to handle, neutralize, store, or transport toxic waste (10)
Per-based: Identify toxic waste spill in water (10)
Interpret toxic waste warning signs and identify unmarked toxic waste dumps (10)
Avoid toxic waste while scavenging (10)
Determine how to handle, neutralize, store, transport, or use chemical weapons (10)
Per-based: Detect aerosols before or after entering a cloud (10)
Per-based: Detect alkaline mud on entry (11)
Per-based: Detect alkaline mud on entry (11)
Per-based: Detect irradiated heavy metals in water before drinking (11)
HazMat (Radioactive)Per-based: Detect irradiated heavy metals in water before drinking (11)
Estimate RP loss for a radioactive area (25)
Per-based: Identify nuclear reactors and nuclear waste sites (25) Determine how to handle, neutralize, store, or transport nuclear waste (25)
HikingTravel faster on foot (31)
Pack a backpack quickly (32)
Safely stash objects in a backpack so they don't take indirect damage (32) Pack a backpack so that items can be found quickly (32)
HoldoutHide a weapon so that your first strike with it is hard to defend against (45)
IntimidationForce an intelligent foe to step away from you and attack someone else (44)
Distract a foe to lower their next attack of defense (44)
Distract someone by threatening them (48)
Scare people or groups (48)
Defuse a lynch mob or riot (48)
JumpingAvoid a trap door (36)
LeadershipImprove ally's Fright Checks and self-control rolls in combat (44)
Defuse a lynch mob or riot (48)
LockpickingUnlock a mechanical or electronic lock (33)
MachinistFabricate parts for an invention (40)
Repair a hand tool (41)
Mechanics (Appropriate specialty)Repair vehicles and generators (41)
Mechanics (Robotics)Answer questions about nanotech hardware (22)
Simplify treatment of nanoviruses (23)
Identify a robot and determine its capabilities and weak points (25)
Deactivate a robot disabled after a surge attack (26)
MerchantGet a better selling price when bartering (46)
NaturalistPer-based: Identify a non-obvious mutant plant (18)
Predict how a mutant plant will attack (21)
Gather a meal (30)
Complementary skill for gathering or trapping a meal with Survival or Traps(30)
Complementary skill for tracking game animals (31)
Avoid disease or radiation tainted animal meat (31)
Make sure water isn't tainted (31)
Gather parts for a pharmaceutical invention (40)
Taunt an enemy sentient plant to attack you (44)
Navigation (Land)Avoid getting lost while traveling (32)
ObservationDetect a minefield at a distance (11)
Spot ambushes while scouting (32)
Detect oncoming enemies while in camp (32)
Spot a security system (33)
Complementary skill for an ally's defenses in combat (44)
PackingPack an animal load quickly (32)
Safely stash objects in an animal load so they don't take indirect damage (32) Pack an animal load so that items can be found quickly (32)
PharmacyComplementary skill to treat toxins (10)
Treat a known disease (14)
Invent a drug (40)
Analyze an unknown drug (41)
PhysicianTreat toxic waste damage (10)
Per-based: Notice that someone is sick upon encountering them (13)
Analyze blood samples of an infected person to determine the exact disease (14)
Bandage someone after combat (45)
Treat shock after combat (45)
Stop bleeding after combat (45)
Resuscitate a drowning, asphyxiation, or heart attack victim (45)
PoisonDetermine what toxic waste is harming someone (10)
Complementary skill to treat toxins (10)
Per-based: Detect a contact toxin (36)
PropagandaComplementary skill when gaining the attention of a crowd (46)
Complementary skill while riling up a lynch mob or riot (48)
ProspectingFind water and make sure it isn't tainted (31)
PsychologyDetermine what a gang or mutants really wants (15, 18)
Taunt an enemy to attack you (44)
Convert someone to be your follower (46)
Public SpeakingDistract a foe to lower their next attack of defense (44)
Gain the attention of a crowd (46)
Distract a crowd (48)
Encourage a lynch mob or riot (48)
Defuse a lynch mob or riot (48)
RidingTravel faster on a mount (31)
Caps combat skills while fighting while mounted (45)
ScroungingFind useful stuff in a ruin (37)
SearchFind an individual mine (11)
Find a specific item in a ruin (32)
Find a stash (38)
Sex AppealDistract a foe to lower their next attack of defense (44)
Distract or convince a guard to let you do something (47)
Distract someone who might be attracted to you (48)
SkatingUse ice skates to travel over ice (12)
DX-based: Caps combat skills while fighting while skating (45) 
SkiingUse snow skis to travel over snow (12)
DX-based: Caps combat skills while fighting while skiing (45) 
SoldierDetermine how to handle, neutralize, store, transport, or use chemical weapons (10)
Per-based: Detect a minefield at a distance (11)
Penalized: Find an individual mine (11)
Fit in with a paramilitary organization (48)
StealthSneak up on a gang (15)
Infiltrate a gang compound or occupied bunker and stay undetected (16, 33)
Sneak close to a game animal (31)
Avoid being detected while scouting (32)
Set up to snipe or backstab at the start of combat (44-45)
Disappear during combat (45)
StreetwiseFind suitable clients for illegal services (47)
Convince a single gang member not to bother you (47)
Fit in with a gang (48)
SurgeryStabilize a mortal wound (45)
Repair crippling injuries (45)
Survival (Appropriate Specialty)Detect Acid Rain at a distance or upon entry (12)
Detect oncoming hyperstorms (13)
Gather a meal (30)
Complementary skill for gathering a meal with Naturalist (30)
Trap a meal (30)
Complementary skill for trapping a meal with Traps (30)
Complementary skill for tracking game animals (31)
Avoid disease or radiation tainted animal meat (31)
Find water and make sure it isn't tainted (31)
Detect subtle natural issues while scouting (32)
Find a good campsite (32)
Survival (Arctic)HT-based: Avoid fatigue loss in extreme cold (12)
Survival (Desert)HT-based: Avoid fatigue loss in extreme heat (12)
Detect sandstorms at a distance (13)
Avoid being separated from a group while in a sandstorm (13)
Survival (Radioactive Wasteland)Estimate RP loss for a radioactive area (25)
TacticsPredict how a gang or mutants will attack in the case of hostilities (15, 18)
Predict how a mutant plant will attack (21)
TeamsterTravel faster on a wagon (31)
TrackingLocate game for hunting (31)
Complementary skill for trapping a meal with Survival (30)
TrapsTrap a meal (30)
Complementary skill for trapping a meal with Survival (30)
Per-based: Detect traps while scouting (32)
Per-based: Spot a security system (33)
Per-based: Spot a pit trap (36)
Per-based: Spot simple switches (36)
Disarm traps (36)
Salvage a concealed gun (36)
Urban SurvivalAvoid mishaps while exploring a ruined building (34)
Weather SenseDetect Acid Rain at a distance or upon entry(12)
Detect oncoming hyperstorms (13)
Per-based: Detect sandstorms at a distance (13)
VeterinaryPer-based: Notice that an animal is sick upon encountering them (13)
Per-based: Identify a non-obvious mutant animal (18)
Bandage an animal after combat (45)
Treat shock on an animal after combat (45)
Stop an animal from bleeding after combat (45)