This page gives the Spheres, rules for skills, including how to get them, what they are and how to use them. The main parts of this page are listed to the left.

These rules require percentile (D100) and six-sided (D6) dice.

Normal rounding is assumed in all cases where rounding is used at all. That is, fractions below one-half are rounded down, while fractions one-half or above are rounded up.

No introduction to roleplaying is given here; it is assumed that anyone who has actually found these rules will be familiar enough with roleplaying and gaming to understand most concepts in the Spheres game.

Assuming that you already have a character, this character will need certain skills as they go through their life. I will not try to define what skills are here; as with the idea of roleplaying, I assume that everyone reading this has a pretty good idea what skills are in most roleplaying games.

Alternately, you may want to look at the main Spheres rules page, the main Spheres page or even -- gasp! -- my main page.

Index

Part 1: Basic Concepts

Although skills probably don't need to be defined, there are some concepts specific to this system which do require definition. These are given below.

Otherwise, you may wish to return to the top of this page, or to part 2, the skill tables themselves.

Skill Base (SB)

A character's skill base (SB) is her or his innate talent in a given skill. For example, someone may be a natural at cooking, or their particular characteristics may doom them never to become a master of musical instruments. Training is more important than innate talent, though (at least in this system); thus a character's actual ability to use a skill will rarely be equal to the SB, and will usually be more at least by one or two times.

Skill Bases are usually calculated by averaging three characteristics and rounding if required. Thus, SB should always be an integer between 0 and approximately 20. This may not be changed, unless the characteristics themselves change.

For example, the SB of the skill Recoil Longarm (which is used when firing somewhat unwieldy recoiling handweapons), as given on the main skill tables, is equal to a character's DEX, STR and TCH, averaged. A character with a DEX of 10, an STR of 12 and a TCH of 15 would therefore have an SB of (10 + 12 + 15 = 37)/3 = 12.33, rounded to 12, in Recoil Longarm.

Index

Mastery Level (ML)

As previously stated, a character's innate talent in a skill is rarely enough, but training is usually possible. Characters' real abilities to use their skills are rarely equal to their base talents. This real ability to use a skill is referred to as the Mastery Level, or ML. This will be a number between 0 and 120. ML may not exceed 120 in any case. Attempting to use a skill means a roll on D100 against a target which is based on the ML.
Opening Mastery Level (OML)

Typically, at least at the start of the game, a character's ML will be equal to a multiple of her or his skill base in that skill. This multiple is called the Opening Mastery Level, or OML , and will almost always be a number from 1 to 5. Skills that are easy to learn and be trained in will have high OML's; skills which are difficult to learn will have lower OML's, reflecting the fact that the same amount of time spent learning them will result in less effective mastery.

For example, the above character had an SB of 12 in Recoil Longarm. The OML for Recoil Longarm is 3. If this character studied Recoil Longarm at the normal starting amount (for example, if one of the character's Adult Life Options had generated one instance of the Recoil Longarm skill), the character would then have an ML of 3 x 12, or 36 -- a respectable amount, but nowhere near perfect.

Effective Mastery Level (EML)

As previously stated, any attempt to actually use a skill in the game means rolling D100 against a target based on ML. However, the actual target will be affected by things like availability of equipment, favorable winds or whatever else. Thus, the target which is finally rolled for will rarely be equal to the basic Mastery Level.

Instead, the GM will apply whatever modifiers seem appropriate to the ML. These modifiers may of course be negative or positive. These modifiers do not, of course, mean that the character's actual ability has changed. What has changed is the character's Effective Mastery Level, or EML. Therefore, things which affect the use of skills are often just called EML modifiers.

The EML may never be less than 0 or more than 95. So, then, you may ask, what is the point in having an ML higher than 95? Well, once negative modifiers have been applied (and there are usually more negative modifiers than positive), that 100+ ML may be whittled down to a fraction of its former size. If a given condition gives a -50 EML modifier, a character with a 120 ML will still have an EML of 70, while a character with an ML of 90 will be left with only a 40 EML.

The ML may be improved in the course of play. How to do so will be described below.

Index

Skill Rolls

How does a character actually use a skill? As stated before, when a character attempts to use a skill, his or her EML for that situation will be calculated. This EML will be a number from 0 to 95. Once the EML is known, roll D100. Any result equal to or less than the EML is a success; any result greater than the EML is a failure.

Thus, 96-100 are always failures. However, simple success or failure are often not descriptive enough. Therefore, all successes and failures are divided into two types each: Critical and Marginal. A Critical result is any roll that is a multiple of five, thus: 5, 10, 15, 20... 90, 95 and 100. A Marginal result is any number that is not a multiple of five. There are therefore Critical Successes, Marginal Successes, Marginal Failtures and Critical Failures. These are usually abbreviated as CS, MS, MF and CF. These four results are the possible Success Levels, or simply results, of any skill roll.

Thus, if a character had an EML of 71 and rolled a 15, the result would be a CS. If the roll were 32, the result would be an MS. If the roll were 72, the result would be an MF. If the roll were 75, the result would be a CF.

Index

Characteristic Rolls

As with skills, the basic characteristics may sometimes be tested. This is done in a slightly different way than with skills. When a characteristic is to be tested, the GM will assign a multiple based on difficulty, typically from 1 to 7 or so. A difficulty of 1 is extremely difficult, while a difficulty of 7 is quite easy.

Once the multiple is known, multiply the characteristic to be tested by this. The result should be a number between 0 and 120, unless the task is amazingly easy (in which case no roll should be necessary) or the character has amazing characteristics. The number is then treated like an EML (including the fact that it may not actually exceed 98) and tested as such.

Index

Skill Index (SI)

Occasionally, a general index (rather than the specific 0-120 ML) of a character's skills may be required. For example, when calculating a character's actual running speed in combat, the base number is her or his Speed, plus a small percent of the character's Running skill. Such a general index is called simply the Skill Index, and is equal to the skill/10, dropping fractions.

SI is also useful when characters are discussing their abilities with each other.Very few people bother to take vocational tests allowing their mastery levels to be talked about with any precision; most instead have at most a general handle on how well they are able to use the skill. If descriptive adverbs are desired, the following table gives suggested ones.

If SI is…

…then character is able to use the skill…

If SI is…

…then character is able to use the skill…

0 Not at all. 6 Quite well.
1 Barely at all. 7 Proficiently.
2 Poorly. 8 Expertly.
3 Marginally. 9 Adeptly.
4 Competently 10 Masterfully.
5 Well. 11-12 Quite masterfully.
Index

Specialization

For most skills, it is neither practical nor desirable to list all possible permutations of it. For example, Biology is a truly huge field, and to try to detail every sort of biology which exists in Known Space would be beyond the capacity of any rules system. Thus, there are Specializations.

A specialization is a specific field of endeavor within a skill that the character does particularly well. For example, a biologist may be specifically an pseudo-entomologist, studying the insect-like creatures of Ur. In fact, there are several levels of specialization possible. Thus, a scientist may be a biologist who specializes in pseudo-entomology, with a further concentration in mountain pseudo-entomology, and a specific focus on one particular species of pseudo-insects. In the same way, each skill may have several types of specialization, as well as several levels.

When a character reaches EML 50 in a skill, he or she may take a Specialization. This should still be fairly broad, though obviously no broader than the skill itself. The exact parameters of the specialization should be determined in consultation with the GM. The character then receives a +10 EML bonus in this area, and maintains the normal ML in other areas of the skill. Again at ML 70, the character receives a further specialization, and again at 90 and 110. Further specializations may be taken either to add specializations in other areas, or to deepen specialization in one area. Deepening specialization means choosing an even more discrete segment of the previous specialization, not additional knowledge over the entire specialization. Thus, the above scientist would have three specializations within Biology: one in pseudo-entomology, one further one in mountain pseudo-entomology, and a final one in the specific species. The scientist could also have chosen to study another type of biology altogether instead of one of these specializations, but could not then have known so much about that species.

Index

Part 2: Skill Tables

What follows are the actual skills themselves, as well as several other types of information for each:

The tables:

Otherwise, you might want to return to the top of this page, or to section 1, the basic skill concepts.

Index

Academic Skills

Sub-group Skill Name Abbreviation Skill Base Characteristics OML Notes
Humanities Anthropology ANT LOG INT MEM 1
Humanities Archaeology ARO LOG LOG MEM 1
Hard Sciences Astronomy AST LOG LOG MEM 1
Life Sciences Biology BIO LOG LOG MEM 1 Specialization required
Hard Sciences Chemistry CHM LOG LOG MEM 1 Specialization required
Social Science Economics ECO LOG LOG MEM 1
Social Science Forensics FOR LOG LOG MEM 1
Hard Sciences Geology GEO LOG LOG MEM 1
Humanities History HST LOG MEM MEM 1 Specialization required
Social Science Linguistics LIN LOG LOG MEM 1
Humanities Literature LIT LOG INT MEM 1 Specialization required
Hard Sciences Mathematics MTH LOG LOG MEM 1
Hard Sciences Meteorology MTR LOG LOG MEM 1
Humanities Philosophy PHL LOG LOG INT 1
Hard Sciences Physics PHY LOG LOG MEM 1 Specialization required
Social Science Psychology PSY LOG INT MEM 1
Social Science Sociology SOC LOG INT MEM 1
Humanities Theology THE LOG INT INT 1
Index

Combat Skills

Sub-Group Skill Name Abbrev. Skill Base Characteristics OML Notes
Firearms Recoil Longarm RCL DEX STR TCH 3
Firearms Recoil Shortarm RCS DEX TCH EYE 3
Firearms Recoilless Longarm RSL DEX STR EYE 4
Firearms Recoilless Shortarm RSS DEX DEX EYE 4
Restricted Support Weapons SW DEX STR EYE 2
Restricted Heavy Weapons HW DEX TCH EYE 1
Restricted Computer-Assisted Weapons CAW DEX EYE LOG 2
Restricted Demolitions DMO TCH LOG MEM 1
Restricted Tactics TAC LOG LOG INT 1
Restricted Strategy STG INT INT LOG 1
-- Thrown Weapons TRW DEX STR EYE 2 Specialization required
Archaic Sword SOR DEX DEX STR 2
Archaic Dagger/Knife DAG DEX DEX TCH 3
Archaic Axe AXE STR STR STR 2
Archaic Club CLB DEX STR STR 4
Archaic Stick STK DEX STR TCH 2
Archaic Mace MAC DEX STR STR 3
Archaic Hammer HMR DEX STR STR 3
Archaic Flail FLA DEX DEX STR 2
Archaic Polearm PLR STR STR DEX 3
Archaic Spear SPE STR DEX DEX 3
Archaic Shield SHD STR STR DEX 3
Archaic Whip WH DEX TCH STR 1
Archaic Garrote GRT DEX STR STR 2
Archaic Bow BOW STR DEX EYE 2
Archaic Crossbow XBO DEX EYE TCH 3
Archaic Blowpipe BLP END DEX EYE 1
Archaic Fast-Draw FD DEX DEX TCH 2 Specialization required
Archaic Martial Arts MA DEX AGL STR (varies) 1 Specialization required
Archaic UNARMED UNR DEX AGL STR 3 Automatic
Index

Communication Skills

Sub- Group Skill Name Abbrev- iation Skill Base Characteristics OML Notes
Illicit Erotica ERO CML AGL ELO 2
Performance Instrument INS END DEX HRG 1 Specialization required
Illicit Interrogation ITR WIL WIL ELO 2
-- LANGUAGE LAN LOG MEM ELO 5/2/1 Specialization required Automatic 5 native, 2 in same family, 1 other family
-- Lip-Reading LR EYE LOG EYE 1 Specialization required
Performance ORATORY ORT WIL ELO ELO 3 Automatic
-- RHETORIC RHT LOG WIL ELO 3 Automatic
-- Script SCP LOG WIL MEM 5/2 Specialization required OML 5 in own family, 2 in others
-- Sign-Language SL DEX LOG ELO 2/1 Specialization required
Performance SINGING SNG END ELO ELO 2 Automatic
Illicit Streetwise STW INT WIL ELO 2
Performance Ventriloquism VNT END WIL ELO 1
Index

General Skills

Sub- Group Skill Name Abbrev- iation Skill Base Characteristics OML Notes
-- Animal Handling AH DEX INT WIL 1 Specialization required
-- AWARENESS AWA EYE HRG SMT 4 Automatic
-- AREA KNOWLEDGE ARK MEM MEM LOG 2 (5) Specialization required Automatic 5 in own area; 2 in others
-- Computer Operation CO LOG INT MEM 2
Wilderness Fishing FIS STR DEX WIL 2
Illicit Forgery FRG TCH LOG WIL 1
Illicit Lockpicking LKP DEX TCH WIL 1
Illicit Poisons POI LOG MEM MEM 1
Wilderness Survival SRV END INT WIL 1 Specialization required
Illicit Torture TRT DEX INT MEM 1
Wilderness Tracking TRK EYE SMT LOG 1
Wilderness Trapping TRP DEX LOG WIL 1
Index

Physical Skills

Sub- Group Skill Name Abbrev- iation Skill Base Characteristics OML Notes
Performance Acrobatics ACR STR DEX AGL 1
Performance Dancing DNC DEX AGL AGL 1
-- DODGE DGE AGL AGL DEX 4 Automatic
Gravity High-Gravity Maneuvering HGM STR END AGL 1
-- INITIATIVE INI AGL DEX INT 5 Automatic
-- JUMPING JMP STR AGL AGL 2 Automatic
Gravity Low-Gravity Maneuvering LGM DEX AGL AGL 1
-- PHYSICAL CONDITION PHC END END WIL 5 Automatic
Illicit Pick- pocketing PPT DEX DEX TCH 1
-- RUNNING RUN END AGL AGL 3 Automatic
-- Sports SPT STR DEX AGL (varies) 2 Specialization required
Illicit STEALTH STL DEX AGL AGL 2 Automatic
-- Swimming SWM STR END AGL 2
-- THROWING THR STR STR EYE 3 Automatic
Index

Professional Skills

Sub- Group Skill Name Abbre- iation Skill Base Characteristics OML Notes
Merchant Accounting ATN LOG LOG INT 1
Performance Acting ACT WIL ELO MEM 1
Merchant Appraisal APP EYE LOG MEM 2 Specialization required
-- Architecture ARI LOG LOG INT 1
Artisan Art ART DEX INT EYE (Varies) 1 Specialization required
Administration Bureaucracy BUR LOG WIL MEM 1
Artisan Craft CRF DEX STR TCH 1 Specialization required
-- Fashion FAS INT INT ELO 2
Merchant Finance FIN LOG INT MEM 1
Administration Law LAW LOG ELO MEM 1 Specialization required
-- Physician PHY LOG INT MEM 1 Specialization required
Administration Protocol PRT MEM MEM ELO 2
-- Research RSR INT MEM WIL 2
Merchant Trading TRD INT INT WIL 1
-- Writing WRT INT ELO ELO 2
Index

Technical Skills

Sub- Group Skill Name Abbrev- Iation Skill Base Characteristics OML Notes
Technology Biotech BOT LOG INT MEM 1
Systems Computer Programming CMP LOG LOG INT 1
Technology Cybernetics CYB LOG INT MEM 1
Systems Drive systems DRV LOG INT MEM 1 K-D drives, ion drives, etc.
Systems Electronics ELC LOG INT MEM 1
Systems Enviromental systems ENV LOG INT MEM 1 Life support, air conditioning, etc
Systems High-energy systems HES LOG INT MEM 1 Fusion plants, particle accelerators, etc.)
Technology Materials MAT LOG INT MEM 1
Systems Mechanical systems MEC LOG INT MEM 1
Systems Optical systems OPT LOG INT MEM 1
-- Repair/Build BRP DEX LOG INT 2 Specialization required
Navigation Starship Navigation STN LOG LOG MEM 1
Navigation Surface Navigation SRN LOG LOG MEM 1
Systems System SYS LOG INT MEM 1 Specialization required Other system types not already mentioned
Systems Weapon systems: High-energy WSH LOG INT MEM 1 Gauss weapons, lasers, stunners, etc.
Systems Weapon systems: Low-energy WSL LOG INT MEM 1 Gunpowder weapons, spring guns, etc.
Index

Vehicle Skills

Sub-Group Skill Name Abbreviation Skill Base Characteristics OML Notes
Civilian Driving Car Driving CRD DEX DEX TCH 4
Civilian Driving Truck Driving TRD DEX STR TCH 3
Civilian Driving Hover/Aerodyne Driving HDR DEX TCH INT 3
Civilian Driving Motorcycle Driving MD DEX AGL STR 3
-- AFV Driving AFD STR DEX DEX 2
Sea Sea Piloting SEP TCH INT WIL 2
Sea Undersea Piloting USP TCH INT WIL 1
Aerospace HTOL/STOL Piloting HSP END DEX TCH 1
Aerospace VTOL Piloting VTP DEX TCH INT 1
Aerospace Lighter-Than-Air Piloting LTP TCH INT WIL 2
Aerospace Interface Piloting INP DEX TCH WIL 1
Aerospace Starship Piloting STP LOG LOG INT 1
-- Human-Powered Vehicles HPV STR END AGL 3
-- Animal Riding ANR STR AGL AGL 2 Specialization required
Index
This page (http://www.jiawen.net/ spheresrulesskills.html) designed and ©2000-2004 by Rachel Kronick. Last updated May 18, 2004.