Skill Scale, Backgrounds, and Example Sheet
- Pronouns
- He/Him
Skill Scale
1: Untrained: You either have no training or no education in this skill
2: Green: You've received basic training and maybe some sort of certification, but you don't actually know what you're doing. [100 XP]
3: Trained: The baseline competence a professional has in their occupation. A character may only take 3 skills above this level. [100 XP]
4: Adept: Whether through natural talent or early success, this pilot has proved themselves to be a cut above the rest. Upon reaching this rank, a pilot gains a new perk at Rank 0. [400 XP]
5: Veteran: A level of skill only achieved through sustained experience and grueling effort. A character may only take 2 skills above this level, and requires narrative justification to do so. [800 XP]
6: Ace: A title given to the most skilled pilots. Upon reaching this rank a pilot gains a new perk at Rank 0. [2000 XP]
7: Champion: A level of skill that marks one as a cut above the rest on an interstellar scale. A character may only take 1 skill above this level, and requires narrative justification to do so. [3200 XP]
8: Ace of Aces: You are unparalleled at this skill. You may well be the best there is, you are certainly the best in the Rubicon War. Upon reaching this rank, a pilot gains a new perk at Rank 0. [6400 XP]
Background, Perks, and Subordinates
Every character has a background, one or two pseudo-skills that represent where they came from and what skillsets they've picked up along the way. Unlike your HASE skills, Backgrounds provide 1 Perk at Rank 3. Characters generally start with 1 background and might pick up a second.
Perks are techniques, specialized skillsets, and personal augmentations that enhance a character in specific ways. They unlock specific and powerful abilities, albeit ones that are often specialized.
Subordinates are groups of people who fulfill an important roll but are too numerous to be mechanized as a character. Squads of grunt mechs, engineering teams, marine detachments, bridge crew, and diplomatic staff. They'll be sparse to begin with, but ever more important as you recover from your initial losses. Their level can be reduced by casualties, at least until those casualties are replenished.
Additionally, Backgrounds, Perks, and Subordinates use a much smaller experience scale.
Beginner: [250 XP]
Intermediate: [750 XP]
Master: [2000 XP]
As Shahid's sheet cannot be changed by XP expenditure, it is going to serve as an example:
Abdulrahman Shahid
H: 5 [MAX]
A: 7 [MAX]
S: 8 [MAX]
E: 3 [MAX]
1: Untrained: You either have no training or no education in this skill
2: Green: You've received basic training and maybe some sort of certification, but you don't actually know what you're doing. [100 XP]
3: Trained: The baseline competence a professional has in their occupation. A character may only take 3 skills above this level. [100 XP]
4: Adept: Whether through natural talent or early success, this pilot has proved themselves to be a cut above the rest. Upon reaching this rank, a pilot gains a new perk at Rank 0. [400 XP]
5: Veteran: A level of skill only achieved through sustained experience and grueling effort. A character may only take 2 skills above this level, and requires narrative justification to do so. [800 XP]
6: Ace: A title given to the most skilled pilots. Upon reaching this rank a pilot gains a new perk at Rank 0. [2000 XP]
7: Champion: A level of skill that marks one as a cut above the rest on an interstellar scale. A character may only take 1 skill above this level, and requires narrative justification to do so. [3200 XP]
8: Ace of Aces: You are unparalleled at this skill. You may well be the best there is, you are certainly the best in the Rubicon War. Upon reaching this rank, a pilot gains a new perk at Rank 0. [6400 XP]
Background, Perks, and Subordinates
Every character has a background, one or two pseudo-skills that represent where they came from and what skillsets they've picked up along the way. Unlike your HASE skills, Backgrounds provide 1 Perk at Rank 3. Characters generally start with 1 background and might pick up a second.
Perks are techniques, specialized skillsets, and personal augmentations that enhance a character in specific ways. They unlock specific and powerful abilities, albeit ones that are often specialized.
Subordinates are groups of people who fulfill an important roll but are too numerous to be mechanized as a character. Squads of grunt mechs, engineering teams, marine detachments, bridge crew, and diplomatic staff. They'll be sparse to begin with, but ever more important as you recover from your initial losses. Their level can be reduced by casualties, at least until those casualties are replenished.
Additionally, Backgrounds, Perks, and Subordinates use a much smaller experience scale.
Beginner: [250 XP]
Intermediate: [750 XP]
Master: [2000 XP]
As Shahid's sheet cannot be changed by XP expenditure, it is going to serve as an example:
Abdulrahman Shahid
H: 5 [MAX]
A: 7 [MAX]
S: 8 [MAX]
E: 3 [MAX]
War-world Supersoldier: [MAX]
The war would not end, and so to win they made a better gun. You were that gun, and the war did not end anyways. You would only learn why years later, when you met Hina Ayub, that better guns would never deal with the long-standing problems of the planet of Ain Jaloot. Still, when it comes to personal scale murder and physical excellence you are far beyond the human peak.
Commander [MAX]
You've been an officer for years now, and you're good at it. You have command experience from a single squad to an entire wing of mechs, and slot in easily to the role of mission commander aboard the Midgard Serpent. Tactical decisionmaking, managing subordinates, and human management may not have come naturally to you, but they're skills you've painstakingly trained and honed to be among the best in your field.
The war would not end, and so to win they made a better gun. You were that gun, and the war did not end anyways. You would only learn why years later, when you met Hina Ayub, that better guns would never deal with the long-standing problems of the planet of Ain Jaloot. Still, when it comes to personal scale murder and physical excellence you are far beyond the human peak.
Commander [MAX]
You've been an officer for years now, and you're good at it. You have command experience from a single squad to an entire wing of mechs, and slot in easily to the role of mission commander aboard the Midgard Serpent. Tactical decisionmaking, managing subordinates, and human management may not have come naturally to you, but they're skills you've painstakingly trained and honed to be among the best in your field.
Last Argument of Kings [MAX]
SEN 8 Perk
Electronic compromise is never a good thing for the victim. Skilled EWar specialists can futz sensors, disable guidance systems, even spoof and jam comms. You've developed a signature electronic-warfare suite to let you do more. To get you access to the innermost functions of most mechs, allowing you to force partial shutdowns, simulate overheats and, for the best EWar specialists in the galaxy, force a meltdown.
Mastery Bonus: Last Argument of Kings allows you to do the unthinkable. Against a sufficiently electro-compromised foe, you can force their reactor into meltdown resulting in a horrific and invariably lethal detonation that will consume the target mech and possibly those around it. This is bound by range, electronic compromise, and the Engineering of the target.
Dead-Zone Effect [MAX]
SEN 6 Perk
Sensors are exactly what they say they are, sensor suites, and you are the master of their manipulation. You know how they work, how they communicate with other systems, and how to exploit them. By feeding them manipulated data, you can even temporarily overload their communication and sensor systems.
Mastery Bonus: You can deploy an elaborate basilisk-hack against all sensor systems in an area around you. It disables comms and causes non-visual sensors to give their pilots junk data. Pilots and ship crew are forced to rely on eyeballs, cameras, and instinct, while smart and drone weapon systems fail entirely. Systems will overcome the hack in time, but the process makes them more vulnerable to electro-compromise.Your Ghul Drones are pre-adapted to this environment, you may control them and interact with your teammates with impunity while in any Dead-Zone or jamming area
Until you regain access to GHUL KING or can assemble replacement Ghul Drones, you cannot control Drones while the Dead-Zone Effect is active.
Hive-King [MAX]
SEN 4 Perk
Drone Warfare is no longer the king of the battlefield it once was, but it's still a potent tool. The ability to attack a foe from all directions, the ability to repair, scout, and lay ambush remotely, the ability to drop sentries over an objective or VIP while you fight. All remain useful abilities, and you are their master.
Mastery Bonus: you may remote-pilot allied Mechs who have had appropriate software installed. They are not as effective as piloted mechs, but are still lethal combatants. In addition, you can maintain control of drones outside of a mech and can use them as intensifiers for electronic warfare attacks.
You have suffered a multiple aneurysm due to involuntarily taking control of eight warmechs when the Kipling was attacked. The implantations that allowed you to remote-pilot mechs and control drones on foot has been disabled until repaired. Instead, this skill 'merely' makes you a preternaturally skilled drone controller.
The Quick and the Dead [MAX]
AGI 6 Perk
You are an inveterate skirmisher. You can squeeze speed out of a mech that lesser pilots don't even realize is there, navigate rough and hazardous terrain with ease, and control the range between you and opponents with less AGILITY.
Mastery Perk: In a standoff you always draw first, and no matter your speed or turbulence you always maintain deadly accuracy.You gain a phase-cloak, a pilot-scale maneuverability system that desynchronizes you with reality for a short period of time. You cannot see or interact with people while desynchronized, and they cannot do the same to you.
You burned out the Phase-Cloak to take the bridge of Midgard Serpent.
Titan-slayer [MAX]
AGI 4 Perk
Spacecraft, fortifications, superweapons, all fear the humble warmech. Pilots like you are why. You are intimately familiar with all the ways to kill fortifications and large spacecraft. You know where the weak-points in their armor are, where to fire to kill gunnery crews, core bridges, and down towers.
Mastery Bonus: Large fortifications and point-defense weapons cannot hit you unless you are distracted or pinned down by other forces. You are, for all intents and purposes, immune to them.
Close Quarters Energy Release [MAX]
HUL 4 Perk
Energy weapons suffer the travails of range more keenly than other projectiles. The farther they are from their target, the more energy bleeds away into the void, even in the dead of space. Rather than try and mitigate this weakness, you revel in it. Your energy weapons are tuned for near-point-blank firing and deal greatly increased damage at this range.
Mastery Bonus: Close-range energy weapon attacks disrupt an opponent's electronic defenses, making them more vulnerable to electro-compromise and Systems attacks.
Four Horsemen [MAX]
COMMANDER 3 Perk
The best commanders bring out the best in their subordinates, and merely being in your presence inspires your soldiers to greater heights. While deployed in a mech, everyone else in your Squadron gains a significant boost to combat effectiveness due to your mere presence. This only applies to your four-mech squadron..
Mastery Bonus: You may choose characters as Heralds as the story progresses. These characters double all Experience invested into them and increase the rank of non-Master subordinates they command by 1.
Over the course of the story there will be a total of three Heralds, two of which you will pick.
Bred For War [MAX]
WAR-WORLD 3 Perk
You are an impossible monster, built for battle and let loose on countless foes. You kill and kill and kill and kill and when the forces necessary to stop you are finally arrayed you reveal that you have more yet to do, and kill them too. You are fast beyond belief, and skill, speed, and incredible augmentation allow you to slaughter enemies that outnumber you by far.
Mastery Bonus: These bonuses extend even into the pilot seat. You can withstand punishment that would kill others, accelerations impossible for a normal human, and react before your sensors even recognize what's happening.
SEN 8 Perk
Electronic compromise is never a good thing for the victim. Skilled EWar specialists can futz sensors, disable guidance systems, even spoof and jam comms. You've developed a signature electronic-warfare suite to let you do more. To get you access to the innermost functions of most mechs, allowing you to force partial shutdowns, simulate overheats and, for the best EWar specialists in the galaxy, force a meltdown.
Mastery Bonus: Last Argument of Kings allows you to do the unthinkable. Against a sufficiently electro-compromised foe, you can force their reactor into meltdown resulting in a horrific and invariably lethal detonation that will consume the target mech and possibly those around it. This is bound by range, electronic compromise, and the Engineering of the target.
Dead-Zone Effect [MAX]
SEN 6 Perk
Sensors are exactly what they say they are, sensor suites, and you are the master of their manipulation. You know how they work, how they communicate with other systems, and how to exploit them. By feeding them manipulated data, you can even temporarily overload their communication and sensor systems.
Mastery Bonus: You can deploy an elaborate basilisk-hack against all sensor systems in an area around you. It disables comms and causes non-visual sensors to give their pilots junk data. Pilots and ship crew are forced to rely on eyeballs, cameras, and instinct, while smart and drone weapon systems fail entirely. Systems will overcome the hack in time, but the process makes them more vulnerable to electro-compromise.
Until you regain access to GHUL KING or can assemble replacement Ghul Drones, you cannot control Drones while the Dead-Zone Effect is active.
Hive-King [MAX]
SEN 4 Perk
Drone Warfare is no longer the king of the battlefield it once was, but it's still a potent tool. The ability to attack a foe from all directions, the ability to repair, scout, and lay ambush remotely, the ability to drop sentries over an objective or VIP while you fight. All remain useful abilities, and you are their master.
You have suffered a multiple aneurysm due to involuntarily taking control of eight warmechs when the Kipling was attacked. The implantations that allowed you to remote-pilot mechs and control drones on foot has been disabled until repaired. Instead, this skill 'merely' makes you a preternaturally skilled drone controller.
The Quick and the Dead [MAX]
AGI 6 Perk
You are an inveterate skirmisher. You can squeeze speed out of a mech that lesser pilots don't even realize is there, navigate rough and hazardous terrain with ease, and control the range between you and opponents with less AGILITY.
Mastery Perk: In a standoff you always draw first, and no matter your speed or turbulence you always maintain deadly accuracy.
You burned out the Phase-Cloak to take the bridge of Midgard Serpent.
Titan-slayer [MAX]
AGI 4 Perk
Spacecraft, fortifications, superweapons, all fear the humble warmech. Pilots like you are why. You are intimately familiar with all the ways to kill fortifications and large spacecraft. You know where the weak-points in their armor are, where to fire to kill gunnery crews, core bridges, and down towers.
Mastery Bonus: Large fortifications and point-defense weapons cannot hit you unless you are distracted or pinned down by other forces. You are, for all intents and purposes, immune to them.
Close Quarters Energy Release [MAX]
HUL 4 Perk
Energy weapons suffer the travails of range more keenly than other projectiles. The farther they are from their target, the more energy bleeds away into the void, even in the dead of space. Rather than try and mitigate this weakness, you revel in it. Your energy weapons are tuned for near-point-blank firing and deal greatly increased damage at this range.
Mastery Bonus: Close-range energy weapon attacks disrupt an opponent's electronic defenses, making them more vulnerable to electro-compromise and Systems attacks.
Four Horsemen [MAX]
COMMANDER 3 Perk
The best commanders bring out the best in their subordinates, and merely being in your presence inspires your soldiers to greater heights. While deployed in a mech, everyone else in your Squadron gains a significant boost to combat effectiveness due to your mere presence. This only applies to your four-mech squadron..
Mastery Bonus: You may choose characters as Heralds as the story progresses. These characters double all Experience invested into them and increase the rank of non-Master subordinates they command by 1.
Over the course of the story there will be a total of three Heralds, two of which you will pick.
Bred For War [MAX]
WAR-WORLD 3 Perk
You are an impossible monster, built for battle and let loose on countless foes. You kill and kill and kill and kill and when the forces necessary to stop you are finally arrayed you reveal that you have more yet to do, and kill them too. You are fast beyond belief, and skill, speed, and incredible augmentation allow you to slaughter enemies that outnumber you by far.
Mastery Bonus: These bonuses extend even into the pilot seat. You can withstand punishment that would kill others, accelerations impossible for a normal human, and react before your sensors even recognize what's happening.
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