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Skills

Both Hero and EP have very rich skill systems. This actually makes it quite easy to establish a relationship between each. I use the specializations in EP to help inform which skills match which. This matching is only necessary for conversions... I will create a Hero specific view of this same list for character creation.

Skill Levels

Skills in EP range from 1-99, with a range of task challenges of +30 to -30, and professional level at 30-40. These comparisons really only matter when you are converting a character. 

EP    Hero   Equivalence
00     3-        No exposure or familiarity, completely unskilled
10     5-        Very rudimentary knowledge
20     8-        Basic operator’s proficiency (driver’s license, gun permit, high school diploma) - Hero = Familiarity
30     10-      Hands-on experience, some professional training - Hero = Proficient
40     11-      Basic professional certification (police driving, army rifle certified, college diploma) - Hero = Trained (full skill points)
50     12-      Experience from professional-level work, some advanced training
60     13-      Expert competence (competitive driver, marksman, PhD)
70     14-      Experience from expert-level work, has had unique innovations or insights
80     15-      Worthy of being a system-renowned authority on the subject
90     16-      Nobel/Olympic/grandmaster
99     17-      Pinnacle of current understanding and innovation

Skill Listing

Eclipse Phase Skill -- Hero Skill
  • Academics:[Field] -- Science Skill: [Field]
    • Fields: Archeology, Astrobiology, Astronomy, Astrophysics, Astrosociology, Biochemistry, Biology, Botany, Computer Science, Cryptography, Economics, Engineering, Genetics, Geology, Linguistics, Mathematics, Memetics, Nanotechnology, Old Earth History, Physics, Political Science, Psychology, Sociology, Xeno-archeology, Xenolinguistics, Zoology
  • Animal Handling -- Animal Handling
  • Art: [Field] -- Professional Skill: [Field]*
    • Fields: Architecture, Criticism, Dance, Drama, Drawing, Painting, Performance, Sculpture, Simulspace Design, Singing, Writing
    • * Art: Speech -- Oratory
  • Beam Weapons -- Weapon Familiarity: Beam Weapons (2pt category) and 5 pt Combat Skill Levels
    • Specializations: Lasers, Microwave Weapons, Particle Beam Weapons, Plasma Rifles -- 1pt subcategories / 3pt Combat Skill Levels
    • Additional skill converts by subtracting Aptitude from the skill and dividing the remainder by 10 in combat skill Levels
  • Blades -- Weapon Familiarity: Blades (2pt category) and 5 pt Combat Skill Levels
    • Specializations: Axes, Implant Blades, Knives, Swords -- 1pt subcategories / 3pt Combat Skill Levels
    • Additional skill converts by subtracting Aptitude from the skill and dividing the remainder by 10 in combat skill Levels
  • Climbing -- Climbing
  • Clubs -- Weapon Familiarity: Clubs (0pt category) and 5 pt Combat Skill Levels
    • Specializations: Batons, Hammers, Staffs -- 0pt subcategories / 3pt Combat Skill Levels
    • Additional skill converts by subtracting Aptitude from the skill and dividing the remainder by 10 in combat skill Levels
  • Control -- Power Skill (Psi Control)
  • Deception -- Acting and Persuasion
  • Demolitions -- Demolitions
  • Disguise -- Disguise 
  • Exotic Melee Weapon: [Field] -- Weapon Familiarity: Specific Weapon (1pt subcategory only) / 3pt Combat Skill Levels
    • Specific Weapons: Morning Star, Spear, Whip
  • Exotic Ranged Weapon: [Field] -- Weapon Familiarity: Specific Weapon (1pt subcategory only) / 3pt Combat Skill Levels
    • Specific Weapons: Blowgun, Crossbow, Flamethrower, Slingshot
  • Flight -- N/A use 2pt Skill Levels with Flight
  • Fray -- N/A, use DCV characteristic instead
    • Specializations can be reflected by Combat Skill Levels, Off-Hand Defense, Defensive Maneuver, Martial Arts, or even Combat Luck
  • Free Fall -- Professional Skill: Zero-G Operations; Breakfall can also be used to avoid damage from maneuvering in zero-G
  • Freerunning -- Breakfall
  • Gunnery -- Weapon Familiarity: Specific Weapon (1pt subcategory only) / 3pt Combat Skill Levels
    • Specific Weapons: Artillery, Missiles
  • Hardware: [Field] -- Varies by field / 3pt skill levels for each field
    • Aerospace (all air and space vehicles) -- Electronics, Mechanics, Science Skill: Aerospace
    • Armorer (armor and weapons) -- Armorsmith, Weaponsmith, Electronics
    • Electronics (all computerized devices) -- Electronics, Science Skill: Electrical Engineering, Science Skill: by specific equipment field usage
    • Groundcraft -- Electronics, Mechanics, Science Skill: Vehicular Engineering
    • Implants -- Electronics, Science Skill: Implants
    • Industrial (habitat, factory, and life support systems) -- Mechanics, Electronics, Security Systems: Physical, Science Skill: Civil Engineering
    • Nautical (watercraft and submarines) -- Mechanics, Electronics, Science Skill: Nautical Engineering
    • Robotics (synthetic morphs) -- Mechanics, Electronics, Science Skill: Robotics
  • Impersonation -- Mimicry
  • Infiltration -- Stealth
  • Infosec -- Security Systems: Logical
  • Interest: [Field] -- Knowledge Skill [Field]
    • Sample fields: Ancient Sports, Celebrity Gossip, Conspiracies, Factor Trivia, Gambling, Hypercorp, Politics, Lunar Habitats, Martian Beers, Old Earth, Nation-States, Reclaimer Blogs, Science Fiction, Scum, Drug Dealers, Spaceship Models, Triad Economics, Underground XP
  • Interfacing -- Systems Operation
  • Intimidation -- Interrogation and Conversation
  • Investigation -- Deduction
  • Kinesics -- Analyze: Kinesics
  • Kinetic Weapons - Weapon Familiarity: Kinetic Weapons (2pt category) and 5 pt Combat Skill Levels
    • Specializations: Assault Rifles, Machine Guns, Pistols, Sniper Rifles, Submachine Guns -- 1pt subcategories / 3pt Combat Skill Levels
  • Language:[Field] -- Language
    • EP skill rating/20 = Level (e.g. 80 = 4, which is Native); Complimented by KS: Specific Jargon or Usage 
  • Medicine:[Field] -- Paramedics and Science Skill: [Field]
    • Sample Fields: Biosculpting, Exotic Biomorphs, Gene Therapy, General Practice, Implant Surgery, Nanomedicine, Mercurials (by type), Paramedic, Pods, Psychiatry, Remote Surgery, Trauma Surgery, Veterinary
  • Navigation -- Navigation
  • Networking: [Field] -- Professional Skill: [Field], used for calling a Favor
    • Sample Fields: Autonomists (@-rep), Criminals (g-rep), Ecologists (e-rep), Firewall (i-rep), Hypercorps (c-rep), Media (f-rep), Scientists (r-rep)
  • Palming -- Sleight of Hand
  • Perception -- N/A, use Enhanced Perception power
  • Persuasion -- Persuasion and Charm
  • Pilot: [Field] -- Transport Familiarity and Combat Piloting
    • Sample Fields: Aircraft, Anthroform (walkers), Exotic Vehicle, Groundcraft (wheeled or tracked), Spacecraft, Watercraft
  • Profession: [Field] -- Professional Skill: [Field]
    • Accounting, Appraisal, Asteroid Prospecting, Banking, Cool Hunting, Con Schemes, Distribution, Forensics, Lab Technician, Mining, Police Procedures, Psychotherapy, Security Ops, Smuggling Tricks, Social Engineering, Squad Tactics, Viral Marketing, XP Production
  • Programming -- Computer Programming
  • Protocol -- High Society complimented by specific Cultural Knowledge: [Specialization]
    • Specializations: Anarchist, Brinker, Criminal, Factor, Hypercorp, Infomorph, Mercurial, Reclaimer, Preservationist, Scum, Ultimate
  • Psi Assault -- Power Skill (Psi Assault)
  • Psychosurgery -- Science Skill: Psychosurgery
  • Research -- Research
  • Scrounging -- Concealment
  • Seeker Weapons -- Weapon Familiarity: Seeker Weapons (2pt category) and 5 pt Combat Skill Levels
    • Specializations: Armband, Pistol, Rifle, Underbarrel -- 1pt subcategories / 3pt Combat Skill Levels
  • Sense -- Power Skill (Psi Sense)
  • Spray Weapons -- Weapon Familiarity: Spray Weapons (2pt category) and 5 pt Combat Skill Levels
    • Specializations: Buzzer, Freezer, Shard, Shredder, Torch -- 1pt subcategories / 3pt Combat Skill Levels
  • Swimming -- N/A, all characters begin with 0m of Swimming and can purchase additional movement, 2pt Skill Levels with Swimming to reflect facility in water or Environmental Movement: Water
  • Throwing Weapons -- Weapon Familiarity: Throwing Weapons (2pt category) and 5 pt Combat Skill Levels
    • Specializations: Grenades, Rocks -- 0pt subcategory / 2pt Combat Skill Levels
    • Specializations: Knives, Axes, Spears -- 1pt subcategories / 2pt Combat Skill Levels
  • Unarmed Combat -- Martial Arts or Combat Skill Levels with Hand to Hand or specific maneuvers
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