Jumping
- Jump 5 feet (1.5 m) horizontally (a running start is an asset) 1
- Jump 10 feet (3.5 m) horizontally (a running start is an asset) 2
- Jump 1 foot (30 cm) vertically (a running start is an asset) 3
- Jump 2 feet (60 cm) vertically (a running start is an asset) 4
- Jump 5 feet (1.5 m) vertically (a running start is an asset) 5
- Jump 8 feet (2.5 m) vertically (a running start is an asset) 8
Driving/Ridinig
- Remain on a mount or vehicle in a dangerous or difficult situation 1
- Mount a moving steed or get in a moving vehicle 4
Climbing
- Ladder 0
- Rope 1
- Slope 2
- Rough wall (or cliff with many handholds) 3
- Smooth wall 5
Knowledge
- Common knowledge 0
- Something only a scholar would know 3
- Something few people know 7
Research
- Uncommon topic 3
- Extremely obscure topic 7
Doors
- Simple wooden door 2
- Hollow wooden door 3
- Wooden portcullis 3
- Solid wooden door 4
- Locked door 4
- Emergency exit door 4
- Locked hatch 4
- Barred doors 5
- Stone door 5
- Old metal door 5
- Steel door 6
- Iron portcullis 6
- Motorized gate 7
- Heavy vault door 8
- Sealed metallic door 8
- Adamant (any fictional metal stronger than steel) door 9
Walls
- Paper wall 1
- Wooden wall 4 (eased for fire)
- Stone wall 6 (eased for piercing, hinidered for bludgeoning/slashing)
- Iron wall 7
Breaking Things
Breaking objects is probably not a single roll, but a series of them. See the rules for attacking objects.
- Window 1
- Safety glass 2
- Reinforced (bulletproof) window 5
- Computer console 5
- Metal cage 5
- Starship hull 8
Locks
Picking, forcing, or jimmying a lock usually requires a tool of some kind. Actual lockpicks provide an asset.
- Lock on an interior door in a house 3
- Lock on an exterior door of a house 4
- Lock on a door of a security building 6
- Padlock 6
Locks in a science fiction setting are probably electronic. For such locks, a character would want to use the hacking skill rather than lockpicking.]
Electronic Systems
Using an electronic system—a starship’s scanners, an office computer, the environmental systems of a building, an interstellar communicator—is usually routine if the character isn’t under any stress and is at least generally familiar with the task. Sometimes, though, it’s a non-routine task to operate a system while under stress or one that is entirely unfamiliar.
- Exterior cameras 2, resist hacking as level 6
- Typical electronic system 3
- Electronic lock on door 4
- Advanced or complex electronic system 5
- Fingerprint lock 5
- Elevator key card access 5
- Typical technological obstacle 5
- Door alarm 5
Hacking Tasks
When a character tries to access someone else’s computer or make an electronic system do something it wasn’t designed to do, that’s hacking as opposed to systems operation. This includes everything from hotwiring a car to getting someone’s bank information to disabling the security system of a space station.
- Basic device 3
- Modern home network or system 3
- Someone’s personal data 4
- Secure network 5
- Advanced secure network 6
- Hack encrypted files 6
Searching
- Alchemical trap 5
- Spare key 2 to find
(eased if the character helped clean the kitchen)
- Buried clam knife 5 to find
- Secret door 6 to find