1.4: Skills and Functions

The stand-alone word, “level”, refers to the level of the skill in question. The associated ability score is listed in parentheses next to the name of the skill. This means to apply half the listed attribute and add the skill level times ten. (Level x 10 + ½ABI)

All characters possess fundamental training in computer use and in driving ground and hover cars and bikes unless their character concept, race or the GM restricts it.


To offset a skill you have levels in, you may learn a single subskill from another skill. This costs 1 DP for a non-leveling subskill, or 3 DP for a subskill that levels with the skill.

Fantasy Skills

Changed Fantasy Skills

The following skills have been updated. Changes in bold italics.

Cleric (WIL)

» Pray for Truth – once per session, you may ask the GM one question for which the GM must tell you the truth, saying, “This is what YES has said...” It may also be a riddle or prophecy as long as it is the truth. A failure means he receives no message. A critical failure means the character deceives their self and the GM gives them a wrong message that the character believes. A critical success means the GM provides no ambiguity.
» Miracles - each cleric level choose one of following spells bestowed upon you by your deity: aid, cleanse, dispel, heal (double usage), protection, or repel. May use them as their usage allows, requires holy symbol, cast spells using this skill and level, not spellcaster. If primary skill, gain 1 extra miracle at ever other level after the first. At sixth level, you may permanently lose 10 STR to perform any miracle you request of your deity (including those not listed,) according to its will, subject to GM approval.

Enchanter (LOG)

» Alchemy - create magical potions providing a specified magical effect. It takes hours to days to create potions, see pg. 37. Requires alchemist kit. Only enchanters can charge objects. They use enchanted ointments to cause additional magical damage or change the nature of the weapon. (Such as charging a sword with an entangle ointment to turn it into a bladed whip.) Any weapon can be charged (arrow, bolt, sword, fist, etc.), and the effect will be unleashed on the next successful attack (in addition to the weapon’s normal damage).
» Enchantment - imbue magic items with spells or abilities. It takes days to weeks to create enchanted items. See pg. 35. Learn one enchantment spell per level or two spells per level if primary.

Leader (WIL)

» Leader - attract followers for a specific mission. At leader level 3 attract 1D/2 followers, at leader level 4 attract 1D, at leader level 5 attract 2D, and at leader level 6 attract entire armies. Double followers attracted if primary.

Scholar (LOG)

» High Scholar - each even scholar level choose a career path and gain +10 to skill checks involving that path; jewelry, trader, librarian, fortune teller, historian, heraldry, administrator, or other paths allowed by the GM. Choose a career path every scholar level if primary.


» Navigation - know which way is north, determine location on a known map, decipher maps, create maps, etc. If primary skill, roll twice and choose which result to keep.

Spellcaster (LOG)

» Low Wizardry - allows you to perform any one of the following: Create a 5-space per level globe of light; create an audible illusion; create a small obviously magical illusory visual effect; cause small objects to perform their tasks - such as mops, brooms, dishes etc.; enhance the volume and impressiveness of your voice or the voice of another within 5 spaces per level; mend small rips/tears in common items; other simple/minor wizardry tasks the GM allows. No skill check required.

Thief (DEX)

» Sleight of Hand - pick pockets, palm objects, etc. If primary skill, roll twice and choose which result to keep.
» Stealth. ...A unit gets +5 to stealth checks for every 5 subsizes down it is from those it is hiding from, and -5 for every 5 subsizes up it is. A unit gets +5 for every 5 subsizes down it is when performing perception checks to discover larger units, or -5 for every 5 subsizes up it is when performing perception checks to discover smaller units.

Warrior (STR/DEX)

» Primary Specialization - if warrior is your primary skill, choose a weapon. You get +5 to attack and to damage when using that weapon.

New Fantasy Skills

Marksman (DEX)

Accurate and smoking fast with a ranged weapon. Add skill level to damage. Cannot be used unskilled.

» Dead eye – ranged weapons such as bows, crossbows, slings, hurled knives, spears, etc. Add skill level to damage.

    » Ranged Mastery - you increase the maximum range of your long ranged weapon shots by Warrior level in spaces.
    » Precise Shot - you are so good at placing your shots, you can target weak points in the armor of your opponent, negating their DR up to half-warrior level (minimum of 1) on a successful shot.
    » Rapid Shot - you are such a rapid shot with short ranged weapons that if you successfully hit a target in the first shot, you may immediately make a second shot on the same target or an adjacent target (no more than half skill level (round up) spaces away from original target) with no penalty and does not count toward multiple-action penalties.
    » Throwing Mastery - you are so good with hand-eye coordination that you may choose instead to disarm an opponent or otherwise inflict another condition on them (knock them prone or daze them with a head shot) when throwing objects with or without damage.
    » Winging Shot - on a critical success, you can choose to wing the target instead of doing damage, thereby inflicting a Slowed condition on the target until healed.
    » Trick Shot - shoot tiny objects, such as flipped coins, ropes, cigarettes and belt buckles with behind-the-back shots. As long as you declare a focal point, you do not have to roll for success. (It is considered automatic.) Or you may shoot a predictable moving focal point (such as a flipped coin) with an action check.

» Provoke - Through some form of character development, (feigned ineptitude, superciliousness, disrespect, obfuscation, false humility, arrogance, etc.) inspire another character to become so riled that they challenge you to a duel one-on-one. (Only possible with those who are normally willing.)
» Quick Draw - If you have at least one slinger level and wearing a holster and pistol or knife, you cannot be surprised.
» Steel Resolve - Resist intimidation and distraction.

Mystic (WIL)

Use meditation and other techniques to merge and transcend mind, body and spirit.

» Controlled Fall (ignore damage from falls of a number of spaces up to one tenth his DEX score plus Monk skill level.)
» Purity (may use his WIL score or Monk score to resist poison, environmental effects, charm, mental attack, intimidation, illusion and fear.)
» Steel Body (natural DR2 x monk level. Use of armor negates all the special abilities associated with the monk skill.)
» Swiftness (add his monk level to his MOV rate.)
» Transcendence (may use ½ his WIL score as the base ability score for actions performed under another skill.)

Industrial Age Skills

Following are skills for an industrial age setting.

Boomer (LOG)

Demolitionist, bomber, wrecker, saboteur. A roll of 99 means adios amigo. Cannot be used unskilled.

» Control Devastation - Analyze and determine the weak points, funnel points, indestructible points, maximize effectiveness, blast radius and minimum safe distance, cause no casualties, how to keep something standing after an explosion, and how to demolish it completely.
» Timing - Create and activate or deactivate any type of timing mechanism made from simple parts. Choose the precise moment to detonate explosives.
» Launch - Cause rockets to launch or launch other objects into the air with well-placed or sustained explosions.
» Pyrotechnics - Produce fireworks effects and make your destruction look more dramatic. Produce bombs and fireworks that others can use.

Artificer (LOG)

Inventor, builder, engineer. Builds fantastic clockwork contraptions and strange mechanical devices. Cannot be used unskilled.

» Build/Repair/Modify Contraption - Build clockwork contraptions. (Similar to making an enchanted object.) Alter known contraption at half cost and half the time of building a contraption.
» Identify Contraption - Identify a device's primary function, make, model or find clues to its design and maker in 1D minutes if it isn't plainly obvious.
» Jury Rig - Kit bash a one shot contraption in 1D minutes from parts on hand that can mimic any minor or moderate spell effect a similar level spell user could produce.
» Technobabble - Confuse, bluff or distract a listener. Listener may perform opposed WIL check or opposed skilled Artificer skill check. Listener is transfixed for 1D rounds per level, after which the listener gives up trying to understand.

Brute (STR)

Boxer, bruiser, brawler, bouncer, "big guy". Also wrestler. Specializes in barehanded combat and heavy lifting. Cannot be used unskilled.

» Epic Smash - Perform a devastating blow that breaks down a barrier or knocks up to 5 opponents prone.
» Epic Hoist - Lift or hold back an extremely heavy object that would crush a normal person.
» Shake it Off – Postpone one condition per encounter until the end of the encounter.
» Unarmed combat - use your body as a weapon. Add skill level to damage. You may attempt any of the following actions unarmed or with brass knuckles or fist roll.

    » Block – You may choose to use your STR, DEX or skill level to physical resistance checks against unarmed attacks.
    » Immobilize – from first level on, you may make it impossible for your opponent to move with a grapple check. Only when you fail your grapple check can the opponent make an attempt to break free. No other actions may be attempted while immobilizing except to render unconscious with 3 successful checks in a row.
    » Stunning Blow – from second level on, you may choose to do just 1 point of damage to stun your opponent. Your opponent gets -20 on all actions this turn.
    » Quick Strike – from third level on, you may sacrifice all other actions this turn to strike first unarmed. (When facing off against another opponent with quick strike, INIT still applies.)
    » Shocking Blow – from fourth level on, you may cause internal damage. Takes an extra 1D/2 days to recover.
    » Fists of Fury – from fifth level on, your extra attack penalties are reduced to cumulative -10 per attack.
    » K/O – At sixth level, you may attempt to knock your opponent out with a single punch. You cannot perform any other attacks or resistance checks that round. A roll of 00 may be a killing blow.

Shark (WIL)

Politician, grifter, gambler, salesman, fence, face, representative spokesperson, negotiator.

» Charming - Able to charm the rattle off a rattlesnake. Able to cut or heal breeches with a few carefully chosen and deftly spoken words.
» Gamble - Proficient at every form of gambling and game of chance.
» Negotiation - Able to handle and grow significant finances, negotiate contracts, and haggle with the best to their own favor. Barter for hostages, special favors, better prices, etc.
» Slippery - Fast talks out of bad messes and has an exit plan and knows where the exits are.

Martial Weapons Expert (STR)

This skill represents training or experience as a mercenary, soldier, warrior, knight, etc. Use your STR score for melee (including unarmed combat) and your DEX score for ranged weapons. Cannot be used unskilled.

» Berserk – you may get a 5% chance per level to go Berserk that turn. If successful, you can only use one type of attack that turn and you receive no penalty for your next attack and only -10 for each additional attack after that.
» Intimidate – you may use your martial weapons expert skill, WIL or STR score for a persuasion attempt.
» Melee Combat – fighting blades, crushing weapons, etc. Add skill level to damage. You may attempt one of the following actions at a time with melee weapons.

    » Parry – you get DR1 for each weapon and/or shield in hand.
    » Shield Bump – from first level on, if you have a shield in hand, you may move an opponent (your size or smaller) back 1 space and knock them prone.
    » Multi-Weapon Fighting – from second level on, you get +10 to attack for each extra weapon in hand. (One weapon per hand.)
    » Feint – from third level on, you may provoke your opponent, as a free action, to perform a resistance check. If they do, then you may perform an attack action from which they cannot defend.
    » Riposte – from fourth level on, when an opponent attacks you in your frontal region, you may attempt an attack of opportunity. (The player must describe the action.) Unless the attacker has prepared a defense against riposte, the riposte succeeds with a successful skill check as a free action. If attacked from behind, instead, you may do this, but sacrifice your first action on the next turn. You may also defend against riposte with a prepared action rolled before your attack.
    » Skewer/shatter – from fifth level on, you may attempt to run an opponent of a certain size through with a single sword strike or shatter bones with a crushing weapon, depending on the following STR requirement: Large 80, Medium 60, Diminutive 40, Small 20, Tiny 10. The weapon does full damage. Armor DR does not apply.
    » Sunder/Splatter – At sixth level, you may attempt to sunder with a blade or splatter with a crushing weapon an opponent of a certain size with a single blow, according to your STR: Large 100, Medium 80, Diminutive 60, Small 40, Tiny 20. (Weapon subject to GM approval.) This is an instant kill from which the opponent cannot recover or be resurrected by a non-deity. Situational modifiers may apply.

» Quick Recovery - You may get the +5 BP recovery once before an encounter ends or after recovering 1BP from near death, instead of after the encounter.

Modern Skills

Skills List

Use the BBF rules to create Commanders (Leaders), Scholars, Enforcers (Warriors), and Search and Rescues (Scouts). Clerics, Enchanters and Spellcasters cannot be used unless you include a fantasy element. Following are new skills and adjustments to BBF skills.

Spell-using classes cannot be used unless you include a fantasy element.

Ace (DEX)

Any character can acquire a license to drive or fly any particular vehicle, (See Licensing and Certification in the Equipment List,) but a skilled pilot specializes in performing feats of extreme skill with vehicles that no unskilled operator can. Each time you take this skill, you may certify for one of the following categories: 2- or 3-wheel/fan ground and hover vehicles; 4-wheel/fan ground and hover vehicles; ground and hover transports; non-ramjet atmospheric VTOL vehicles; prop, ramjet and Size 2 to 3 transatmospheric vehicles; Size 4 or larger space vehicles.

» Defensive Maneuvers - Avoid or minimize damage from strafing fire, collisions and missiles.
» Reverse Fortunes - Opposed check allows you to turn the tables, turning the pursuer into the pursued. A failed check generates an attack of opportunity for your opponent.
» Strafe - Unload ammunition of onboard forward firing weapons to increase attack success for dogfights and strafing.
» Stunt - Able to perform fantastic feats with the vehicle that no normal pilot could pull off.

Infiltrator (DEX)

Deceive, pick pockets, pick locks, access restricted areas, hack computers, disable security.

» Deception - lie convincingly, forge documents, disguise, impersonate, etc. May require con kit.
» Security Systems - identify or disarm security, perform small mechanical repairs, access secure networks, etc. Requires tech kit.
» Sleight of Hand - pick pockets, palm objects, etc.
» Stealth - remain unseen and unheard. Gain +5 per thief level to hit and damage if attacking from stealth.

Inquisitor (LOG)

Insurance investigator, police detective, private investigator, archaeologist.

» Deduce - Make connections that most would miss due to careful training, brilliant logic and a strong gut instinct.
» Network - Has informants and connections in high places. At level 3, acquire 1D/2 connections, at level 4, acquire 1D, at level 5, acquire 2D, and at level 6 acquire connections to organizational leaders (such as world leaders) available to the character.
» Question - Interrogate suspects, interview witnesses, ply the unwitting, torture for information, etc.
» Sharp Eye - Able to find things in places most people would not look and catch details others miss, such as body language, tells and information queues regarding unspoken details.

Doctor/Specialist (LOG)

You are able to find the answers to difficult questions and make leaps of understanding where there is limited knowledge. Use your extensive knowledge to reduce effects and correct the causes of damage. Each time you take this skill, you may choose a field: astrophysics, civil, geological, mechanical, medicine, programming, psychology, or tech (computer technology). Those of levels 1 to 2 are known as "Assistants". ("Tech assistant", "medical assistant") Those of levels 3-4 are known as "administrators". ("Mechanical administrator", "Programming administrator") For levels 5 or higher, record the field as your skill in association with "Specialist" or "Doctor of". (e.g., "tech specialist" or "Doctor of astrophysics".) You may perform minor tasks from another profession in the list only as they affect the performance of your job. You may perform the following in the order listed:

» Administer - inject solutions, apply remedies, disinfect, halt progress, decontaminate, neutralize, reduce effect, stabilize. With a science or tech kit (field of study), you may delay and ease effects until obtaining proper equipment.
» Solve - use your extensive knowledge of your field of study to figure out how to deal with a condition or anomaly, or even to create. Probe, investigate problems, perform diagnostics using devices related to your field of study, take and analyze samples, record information, explore, research, gauge, give prognosis, solve problems beyond previously known science.

    » Diagnose (Roll your skill. A success means you identify the illness. If the check fails, you may attempt Scientific Method. If a critical success, the condition is resolved easily without another roll. If a critical failure, you do not know what it is and have no idea how to approach the problem to find a solution; you may then attempt an educated guess.)
    » Scientific method (When resolving an anomaly for your field of study (such as illness or deadly space mist) that a diagnoses failed to recognize, careful study is needed. A critical success means you resolve it right away with an easily applied solution that gains you accolades in your field. A critical failure means you cannot find a cure, but you may lend your skill to another character skilled in the same science category to help find a solution. You may still perform an educated guess to try to resolve the problem.)
    » Educated guess (When all else fails, guess. If a critical failure has impeded you or time is not on your side, you may seek an answer at the risk of causing untold damage to others and you reputation. A success means that you find the solution. A critical success means that you also receive accolades in your field. A simple failure can cause deaths or set you back 1D/2 days. A critical failure can have disastrous and far-reaching consequences.)

» Contain - in the event that an anomaly cannot be immediately resolved, or to control an experiment, the character taking the lead in addressing the effect may arrest the progress of an effect as it affects your field of study with authority that supersedes all other authority, and keep it isolated from affecting any further damage or influence, such as a quarantine. (This includes ship’s head doctor ordering crew, even Captains and Admirals, to their quarters.) Problems with an inexorable, set course cannot be halted, but may be cordoned off and let run their course.)
» Generate/Repair/Alter - use known science to perform corrective procedures, invasive repair, mend damage, make alterations, bypass, or simply construct. You may do this whenever dealing with a problem for which there is a known solution within your field of study. (A known solution may present itself in the Solve process.) You have abilities equal to spells relative to your field of study. You may use them as their usage allows toward your particular field of study, one situation at a time, with proper facilities, except that 1 turn equals 1 day. (Subject to GM approval and GM modifications.)

Science Fiction Skills

Skills List

Spell-using classes cannot be used unless you include a fantasy element.

Alter Prime (LOG)

A prime (psionicist) is able to enhance the alter powers they already have. They cannot acquire alter powers they do not already possess.

» Add the skill level to the alter ability's score.


All non-A.I. of level 4 or higher get the following minor functions standard:

» Voice control