Skills

A character’s personality will evolve over time as he takes part in missions and receives Experience Points, which may be used to acquire new skills and to raise the levels of skills the character already possesses. The use of Experience Points is explained here. The level to which you can raise a skill is limited by the characteristic(s) on which the skill is based.

## How Skills are Used in Play

Whenever your character attempts a task which falls under the domain of one of the skills, either you or the GM will resolve the attempt with a D100 dice roll. The GM will roll the dice in secret for tasks in which the information that is revealed is more than the character would have in that situation. For example, if a player rolls dice to determine the success of a Disguise task and the result is a failure, he will not play his character the same way as if the result had been success; the player knows more about the situation — that the disguise may not fool anyone — than his character. In all other circumstances where information does not need to be kept secret from the players, the dice rolls are performed by the players.

The player explains to the GM what they want their character to do, and the GM decides under which skill (or characteristic) the task falls. If the task involves several actions — for instance, firing a gun while climbing a mountain — each action is resolved as a separate task. Thus, for firing while climbing, the GM would resolve the Mountaineering task first and, if it is successful, would then resolve the Fire Combat task. A task may be interrupted by unexpected circumstances — such as an NPC firing at a character as they climb the mountain. In this case, the Mountaineering attempt has succeeded but the climb is interrupted (the GM will indicate at which point in the climb the interruption occurs) to resolve the Fire Combat; another Mountaineering attempt would have to be made if the character suffers a wound (if he is not wounded, no new roll needs to be made). If a combination of skill and characteristic is used in a task — say, carrying a body while climbing — the task would be resolved under the skill but with an Ease Factor modifier applied to account for the extra difficulty involved.

## Abilities

Abilities are equivalent to skills and are played like them, except they cannot be raised in level and always have the same Primary Chance (20). Each Player Character or Non-Player Character who is a member of an intelligence-gathering organization automatically has the three abilities of Connoisseur, First Aid and Photography.

## Skill Formulas

Each skill has its own formula (see below) which is used to determine the Primary Chance when using that skill. A skill is based on one or two characteristics, the value of which is then added to the Skill Level to determine the Primary Chance for that skill. In cases where a skill is based on two characteristics, such as Boating or Driving, add the two characteristic values together and divide by two (all fractions are rounded down).

Copy the formula for each skill, the Skill Level, and the Primary Chance onto the Character Record for easy reference. As the characteristics or Skill Levels rise over time, enter these new values on the Character Record.

## Successful Use of Skills

Each task may be attempted only once (with the exception of encoding a message using the Cryptography skill). If the dice result is a failure, that task may not be attempted again until circumstances have changed — your character has increased their Skill Level, they have obtained new equipment, and the like. If the task succeeds, the Quality Rating will determine the degree of success; each skill lists any additional effects that result due to Quality Ratings.

Your character must spend time in attempting a task, and each skill lists a Base Time, measured in minutes, hours or Action Rounds. The Base Time is modified by the Quality Ratings, so that a better Quality Rating results in less time being spent on the task and a poorer Quality Rating taking more time. If the dice roll for the task is a failure, your character has spent three times the Base Time in his unsuccessful attempt.

The Quality Rating also affects the amount of truth your character will discover when using certain skills. The better the Quality Rating, the more truth in the information the GM tells you, and the worse the Quality Rating, the less truth he gives. Each skill lists how information applies to it and how it is to be used by the GM during play.

If any equipment is used during a task and 100 is rolled, resulting in failure, the item may be damaged. Each skill also gives the repair time that must be spent to fix the equipment as applicable.

When you want to use a skill for a specific task, you can simply say you are “trying to make an Ease Factor 7 Stealth roll.” In role playing jargon, it means your character is using the Stealth skill, the GM has assigned the task an Ease Factor of 7, and you are trying to succeed at (make) the roll.

The Skill Use Chart below is used to determine the length of time a task took to complete and the amount of true information that may be obtained. These two attributes are based on the success or failure of the dice roll for a task.

### Skills and Characteristics

Your character may also attempt tasks using skills which they do not yet have. In such cases, refer back to the skill formula to learn what characteristic(s) the skill is based on. There will be no Skill Level added to the characteristic(s) value, and your GM will apply a —3 Ease Factor modifier in addition to any other modifiers which would normally apply.

Whenever your character is attempting a task that cannot be logically applied to the domain of any particular skill, your GM will decide which characteristic would most apply to the task. The characteristic value then becomes the Primary Chance. The Ease Factor begins at 5 and is modified normally by the GM as appropriate.

When characteristics are used in this way, you can say you are “trying to make an Ease Factor 5 Perception roll.” That is, you multiply your character’s characteristic value for Perception by the Ease Factor of 5, which is given by the GM, to find the Success Chance; the dice are then rolled to determine the success or failure of the task.

## Skills List

Each of the skills a character may possess is described in detail below. The description also explains how and when the skill will be called into play. For all skills, the attributes of Base Time, Success and Information are given at the beginning of the listing along with the Repair information. The Repair attribute tells you what the Base Time will be to repair any equipment that was used with that skill.

### Boating

BASE TIME: When used during chases, the time is always one Action Round. Otherwise, it depends on travel time.

SUCCESS: For chases, see rules in Chapter 5; otherwise, variable depending on the situation.

INFORMATION: Does not apply to this skill.

REPAIR: 24 hours.

Tasks using this skill involve the control and manipulation of a vessel on water or underwater (inside enclosed vessels). It is used during chases while controlling a boat. Your GM may also call this skill into play if your character is attempting a task involving a boat that he feels is complex enough to merit a dice roll.

### Charisma

BASE TIME: 10 minutes. SUCCESS: Varies with the Quality Rating.

INFORMATION: The GM bases their role-play on the Reaction Chart.

REPAIR: Does not apply to this skill.

These tasks involve making good impressions upon the Non-Player Characters your character encounters and convincing them that he is a great human being and deserving of their respect, love and admiration. It is used to determine an NPCs Reaction to your character and also any attempts by your character to Persuade an NPC. Look here for more information.

### Cryptography

BASE TIME: 1 hour.

SUCCESS: Determined by the amount of information obtained. INFORMATION: As indicated by the Skill Use Chart.

REPAIR: 12 hours.

These tasks cover the art of writing and reading encoded messages. Messages may be sent to and received from Kingsman, and breaking unknown codes may be attempted.

To write (encode) a message, your character picks a degree of security (ranging from 2 being the most secure to 8 being the least secure). The degree of security equals the Ease Factor for the task. You must roll a Quality Rating of 3 or better to successfully encode the message. If your character is unsuccessful in an attempt to write the message, they can try again immediately. You may state after any unsuccessful attempt that your character is changing the degree of security. Note that this is the only time a task may be attempted again if the first try failed. Each unsuccessful attempt has a Base Time of one hour, It is always assumed that messages sent by your character to Kingsman will be decoded successfully . . . if they reach Kingsman HQ, that is.

To read (decode) a message written by Kingsman, your character gets one attempt only. A failure indicates your character cannot decode the message, while any Quality Rating indicates the message has been decoded in its entirety.

To decode a message written by someone else, only one attempt is allowed. The Skill Use Chart indicates the percentage of true information the GM will tell you, based on the Quality Rating result.

### Demolitions

BASE TIME: 12 minutes.

SUCCESS: If the result is failure, the charge does not go off; on any successful roll, it blows up as desired.

INFORMATION: Does not apply to this skill.

REPAIR: If the equipment has been damaged, it cannot be repaired.

This skill covers all tasks involving the use of explosives. The job to be done must be precisely explained when the explosives are procured; it is almost impossible to use explosives in any manner except that for which they were prepared. You must tell your GM what you intend to use the explosives for. If they are used for any other purpose, there will be problems. There is no “taking a few sticks of dynamite along just in case” — demolitions does not work that way.

The type of explosives employed are, for the purpose of this game, irrelevant; it is assumed that Q Branch will provide your character with what is needed for that job. The list below indicates sample jobs and how large the explosive for each job would be.

TYPE OF JOB VOLUME OF EXPLOSIVE

OPEN LOCKED DOOR: Can be carried in the pockets of a suit (but bulging out)

BLOW HOLE IN THE WALL: Can be carried in a medium-sized shoulder bag

DEMOLISH A SMALL ITEM (CAR): Can be carried in 1 backpack

DEMOLISH A MEDIUM-SIZED ITEM (HOUSE): Can be carried in 2 backpacks

DEMOLISH A LARGE ITEM (ANY LARGER HOUSE): Can be carried in 3 backpacks

It is assumed that a character can carry only one backpack at a time because of the size and bulk of the explosives. Also note that using the guidelines above, any larger item can be demolished with more explosives.

This skill can also be used if a character attempts to fabricate an explosive from available chemicals and equipment. The Ease Factor for fabricated explosives will suffer a negative modifier if the job is done in a rush or if the character must improvise an explosive with the materials available to him.

### Disguise

BASE TIME: 2 hours when creating a specific individual; 10

minutes for a generic type (see explanation below).

SUCCESS: Affects the chances of being recognized by an observer.

INFORMATION: Does not apply to this skill.

REPAIR: Does not apply to this skill.

These tasks involve your character altering their appearance so as to fool an observer into thinking they are someone/thing other than what they are. Your character can use Disguise in two ways: to disguise themselves as a specific person or as a generic type. The dual listing for the Base Time above indicates the two different times for creating the disguise of a specific person/generic type. In either case, the GM rolls D100 in secret to determine how successful the disguise will be. If the roll results in failure, there is still a chance the disguise will fool the NPC. The better the Quality Rating, however, the less chance the NPC will have of recognizing your character. The GM performs the roll is secret and will not tell you the result of the roll. An NPC will be given a Perception roll to determine whether he has seen through the disguise or not.

Impersonating a specific person assumes a complex make-up job, including latex applications, wigs and the like. Impersonating a generic type, such as an airport security guard, street vendor, or an astronaut in a launching area, assumes the disguise will take the form of a suit of clothes hastily donned in a closet or some similarly handy place. For purposes of this skill, any time your character procures clothes in this kind of situation, they will fit.

### Diving

BASE TIME: When used during chases or in underwater combat, the time is always one Action Round. Otherwise, it depends on travel time.

SUCCESS: For chases, see Chapter 5; otherwise, variable.

INFORMATION: Does not apply to this skill.

REPAIR: 3 hours.

These tasks involve the activities your character will engage in while underwater. This skill is used instead of Hand-to-Hand or Fire Combat while submerged, and is employed during underwater chases when your character is not using an enclosed vehicle. If your character is using such a vehicle, he uses Boating instead.

A character who is swimming on the surface and is being chased will use this skill. He can also employ this skill for deep diving, using a snorkle or scuba equipment. The depth that can be reached and the amount of time the character can spend under water is based on his Skill Level with Diving.

### Driving

BASE TIME: When used during chases, the time is always one

Action Round. Otherwise, it depends on travel time.

SUCCESS: For chases, see here; otherwise, variable.

INFORMATION: Does not apply to this skill.

REPAIR: 6 hours.

These tasks involve the control and operation of all manner of wheeled land vehicles. This skill is used in chases. Otherwise, it is used when your GM feels your character is attempting something unusual in a vehicle — for example, trying to cover an extraordinary distance in a short time.

### Electronics

BASE TIME: 1 hour.

SUCCESS: Any successful roll means the task is completed;

Quality Ratings do not affect the success.

INFORMATION: Depends on what the character is attempting to do.

REPAIR: 4 hours.

These tasks involve the operation and care of all equipment of an electronic nature — radios, surveillance equipment, security systems and the like. This skill is also used when your character first examines a piece of equipment to discover what it will do. Your character will also use this skill to create a piece of equipment from its component parts, or assemble some useful electronic equipment from divers parts available to them. Computers and their operations are included under this skill.

Your character can use this skill for detecting if a room is bugged, removing a bug if it is found, planting a bug, wiretapping, electronic sabotage, identifying an esoteric piece of equipment, breaking into a computer system, using a computer system to obtain information, and operating complex equipment.

### Evasion

BASE TIME: When used during chases, the time is always one

Action Round. Otherwise, it depends on travel time.

SUCCESS: For chases, see Chapter 5; otherwise, variable.

INFORMATION: Does not apply to this skill.

REPAIR: 2 hours.

During a chase if your character does not have a vehicle, they can use this skill to elude a pursuer and to corner another character who is on foot. Your character also uses this skill when covering long distances by running, walking and the like, and to determine how well they do (that is, whether they get lost or injured, whether any vehicles or equipment being used to follow them holds out, and so on).

This skill is called into play whenever your character attempts something out of the ordinary during chases that is not covered by other skills. Such instances as trying to steal a parachute while in free fall or dodging pursuers while skiing will fall under this skill. If it up to the GM to decide when the use of this skill supersedes another.

### Fire Combat

BASE TIME: One Action Round.

SUCCESS: Affects the severity of the wound.

INFORMATION: Does not apply to this skill.

REPAIR: 6 hours.

These tasks involve the use of any weapon which looses a projectile at the target — bows, guns, rifles, rockets, missiles and the like. This skill does not apply to weapons thrown during combat, which fall under Hand-to-Hand Combat. Weapons mounted on a vehicle use the skill (Boating, Driving, and so forth) appropriate to that vehicle when resolving any fire. Read the rules on Fire Combat in Chapter 4 for details.

Note that weapons have Jam ranges. Any dice result that falls within the weapon’s Jam range supersedes a Quality Rating 4 result.

### Gambling

BASE TIME: Does not apply to this skill.

SUCCESS: Allows the character to win more easily at games of chance.

INFORMATION: Does not apply to this skill.

REPAIR: Does not apply to this skill.

These tasks allow characters to play casino games, but without the players actually needing cards, roulette wheels, and the other paraphernalia of casinos. See Gambling for details on how to use these games.

### Hand-to-Hand

BASE TIME: One Action Round.

SUCCESS: Affects the severity of the wound.

INFORMATION: Does not apply to this skill.

REPAIR: 1 hour.

These tasks involve combat using fists, swords, knives, or any weapon that is not a projectile weapon. All thrown weapons are included under this skill. If your character wishes to use a weapon that is not included among those described here, the GM will assign it a Damage Class and a Range, and your character may then throw it. See Combat for the details of Hand-to- Hand Combat.

### Interrogation

BASE TIME: 18 hours.

SUCCESS: Determined by the amount of information obtained.

INFORMATION: As indicated by the Skill Use Chart.

REPAIR: If any equipment is used, repair time is 2 hours.

These tasks involve intensively questioning a victim to force them to reveal information against their will. The Interrogation Chart is used to learn the amount of information revealed. An interrogator may not use physical abuse against their victim since it will not gain them any additional information.

BASE TIME: Does not apply to this skill.

SUCCESS: Based on the amount of information received or the ability to “blend in.” A failure indicates a character sticks out like a sore thumb.

INFORMATION: When using this skill to obtain information from local residents, refer to the Skill Use Chart.

REPAIR: Does not apply to this skill.

These tasks involve your character’s ability to pass themselves off as a local resident wherever he may be — in short, “when in Rome...” This skill will frequently be used in conjunction with the Disguise skill if the character is to be convincing. It is also used to indicate overall the knowledge the character has about the city — where to go to find someone or something, their street savvy, shady contacts they know, and so on. Certain cities are given Ease Factors which are used when your character attempts to get equipment in those cities; a successful roll means your character gets the equipment. This skill can affect your character’s Reaction rolls involving local residents.

### Lockpicking and Safecracking

BASE TIME: 3 minutes for lockpicking; 15 minutes for safecracking.

SUCCESS: A failure indicates the lock or safe was unopenable; any successful result indicates it is open.

INFORMATION: If the Quality Rating is 1, then all other locks or safes in that particular structure have a +1 Ease Factor modifier applied.

REPAIR: 10 minutes for lockpick equipment; 2 hours for safecracking equipment.

These tasks involve attempts to open locked doors or safes with tools designed for that purpose. Certain equipment provided by Q Branch give positive modifiers for these tasks. Your character cannot open locks without lockpicks.

### Mountaineering

BASE TIME: 30 minutes for each 200 feet climbed.

SUCCESS: A failure indicates your character falls (but he may save himself); any Quality Rating indicates total success.

INFORMATION: Does not apply to this skill.

REPAIR: 2 hours.

These tasks involve the scaling of vertical surfaces with or without typical mountain-climbing equipment — ropes, pitons, and soon. Your GM will inform you if the climb will require any specific equipment. Once you have announced that your character is attempting the task, they are considered to be underway and partially into the climb.

Any result of Quality Rating 4 or better indicates the climb is a success, but the climb may take longer than anticipated (as based on the Skill Use Chart). If you state the climb will be done very carefully, you will get a +2 Ease Factor modifier, but the Base Time is doubled. A character with equipment can descend at half the Base Time by rappeling.

If the dice result is failure, your character may fall if they are not using equipment. You must make an Ease Factor 2 Dexterity roll to save him. If the roll succeeds, the character has grabbed onto a branch or outcropping and saved himself. A character with equipment will not fall, but they lose 50% of the distance climbed.

If your character falls, they will incur damage based on the length of the fall: from 0 to 10 feet, no damage; 11-20 feet, your character receives a Light Wound; 21-60 feet, they get a Medium Wound; 61-150 feet, they get a Heavy Wound, 151-250 feet, they are Incapacitated; and over 250 feet, they meet their Maker. The effects of wounds are covered in Combat.

### Pickpocket

BASE TIME: Does not apply to this skill.

SUCCESS: Total success or total failure; if failure, the victim receives a chance to detect the attempt.

INFORMATION: Does not apply to this skill.

REPAIR: Does not apply to this skill.

These tasks involve your character removing an item from another character without the victim being aware anything has been taken. The item removed cannot be bigger than a large hand- gun. Your GM will assign positive modifiers for planned actions such as teamwork, diversions and the like. If the victim’s Perception is high, a negative modifier will be applied.

### Piloting

BASE TIME: When used during chases, the time is always one Action Round. Otherwise, it depends on travel time.

SUCCESS: For chases, see this; otherwise, variable depending on the situation.

INFORMATION: Does not apply to this skill.

REPAIR: 1 day.

These tasks involve the control and flight of all forms of aircraft. This skill is used during chases. Otherwise, this skill will be called into play if the GM feels that what is being attempted by your character is out of the ordinary and deserves a dice roll.

### Riding

BASE TIME: When used during chases, the time is always one Action Round. Otherwise, it depends on travel time.

SUCCESS: For chases, look here; otherwise, variable depending on the situation.

INFORMATION: Does not apply to this skill.

REPAIR: The equivalent of First Aid for animals; see Healing.

These tasks involve the control, direction and speed of any animal your character rides during a chase. Also it may be used to calm down any excited animal your character encounters. Your GM may call this skill into play if your character is attempting something while riding an animal that he feels needs a dice roll to resolve.

### Science

BASE TIME: 1 hour.

SUCCESS: Variable depending on the information obtained.

INFORMATION: AS indicated by the Skill Use Chart.

REPAIR: 18 hours.

These tasks involve your character’s ability to process scientific data and arrive at conclusions from the information. It is assumed that to use this skill your character has received general science training in such areas as laboratory procedures, scientific methods, and so on.

When this skill is used by your character to answer a question, several factors must be taken into account. First, does your character need a lab or other equipment to find the answer? Second, if a lab is needed, is it of such sophistication that it is not portable and will be available only at Kingsman headquarters or, at least, a very up-to- date Station House? Third, if a lab is not needed or not accessible to the character, can the answer be obtained by the simple examination of the clues at hand? The GM will tell you whether or not the character will be able to answer a question and if special equipment is needed; for example, it would be impossible for a character to know that some material is radioactive if he does not have a Geiger counter.

### Seduction

BASE TIME: Anywhere from 5 minutes to a lifetime.

SUCCESS: Variable; this task may be used for a number of reasons.

INFORMATION: It depends on whether or not information was desired from the character.

REPAIR: Does not apply to this skill.

Such a task involves your character attempting to form an intimate romantic relationship with a Non-Player Character. A successful attempt may alter the NPC’s Reaction to your character, possibly resulting in a more beneficial working relationship. The GM will secretly determine the reaction of the NPC to a Seduction attempt and will role-play the result. The use of a character’s Connoisseur ability gains a positive Ease Factor modifier. See here for details on using this skill.

### Sixth Sense

BASE TIME: Does not apply to this skill.

SUCCESS: Determined by what information the character receives.

INFORMATION: As indicated by the Skill Use Chart.

REPAIR: Does not apply to this skill.

These tasks center on your character’s ability to be acutely aware of any suspicious behaviour or situations around them and to react instinctively to protect themselves and/or their companions. A fully developed Sixth Sense is one major distinction between a recruit agent and a seasoned veteran.

Often during a game, a situation will develop that places a character’s well being in danger, and only the GM will be aware of this situation. They will perform a hidden Sixth Sense roll for your character, and if the roll is successful, they will inform you of what has been “sensed” by your character. As a result, you might suspect something is amiss. What your character does about the situation is up to you and will be influenced by the environment your character finds themselves in.

The players may never request a Sixth Sense roll. The GM will make such a roll only when there is unknown danger somewhere around the characters.

### Stealth

BASE TIME: 1 minute per 50 feet travelled.

SUCCESS: Determines the chance of an observer seeing and/or hearing your character.

INFORMATION: Does not apply to this skill.

REPAIR: Does not apply to this skill.

These tasks involve attempts by your character to move silently and in a fashion designed to make them as visually inconspicuous as possible. As they move, your character will not always be aware whether or not their movements have been noticed until an observer reacts to them.

This skill does not allow your character to move as if he were invisible. Rather, it allows movement to and from concealable positions. If your character moves directly into the line of sight of an observer, they will be seen even if you do make the roll. By using cover, your character can time their moves for when the observer is distracted or looking in another direction.

### Torture

BASE TIME: 10 hours.

SUCCESS: Determined by the amount of information obtained.

INFORMATION: As indicated by the Skill Use Chart.

REPAIR: If any equipment is used, repair time is 6 hours.

These tasks involve physically abusing a victim to force them to reveal information. This skill may be used by Non-Player Characters only; a Player Character may never acquire or use this skill. The Torture Chart is used to determine how much information is revealed.

The torturer can choose whether or not to scar the victim. If the choice is made to cause a scar, the torturer chooses where the scar will be located.

## Abilities List

### Connoisseur

BASE TIME: Does not apply.

SUCCESS: Determines whether a character is knowledgeable about subject or not.

INFORMATION: Explained below.

REPAIR: Does not apply.

The character has the ability to assess the quality, place of origin, and/or point of information concerning any item of food, drink or etiquette. This ability is not used to gather clues, but is included as a social nicety to help players capture the flavor of the world of Kingsman.

If this ability is used successfully when the character is trying to impress a member of the same or similar sexual identity, they will receive a +1 Ease Factor modifier if they should later attempt a Seduction task with that character.

### First Aid

BASE TIME: 10 minutes.

SUCCESS: Determines if the character can help heal a wound.

INFORMATION: Does not apply.

REPAIR: If 100 is rolled, no additional damage is done to the victim.

These tasks involve the character’s ability to lessen the pain of any wounds received and to speed the recovery from those wounds. See the rules on Healing here. To use this ability, the character must have access to some form of reasonably sterile bandages.

### Photography

BASE TIME: 5 minutes.

SUCCESS: Determines success of photographing something.

INFORMATION: Does not apply.

REPAIR: 10 hours.

To use this ability, your character must have a device for recording and storing photographic images. The GM performs any roll for a Photography task, since the success will not be known until the character looks at the picture. One dice roll per picture is needed.