Skill Name | Applications | Potential failures | Focus Abilities |
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Animals | Skill working socially with animals and making animals obey commands, including mounting and riding animals. Used for pet attack rolls and mounted maneuvers. This skill also covers animal-like aliens or bestial monsters, if they exist. | The animals run away, attack, are harmed, or learn the wrong thing. |
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Art | Skill and speed in drawing, painting, tailoring, weaving, sculpting, as well as art history, lore, investigation, understanding and identification of visual art, art tools and methods. Also applies to architecture. | It takes longer, or is worth less to other people, or offends the audience. |
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Athletics | Add this skill to your Initiative and HP. Carry capacity is 10+5*skill. Used for climbing, jumping, swimming, lifting, throwing things with your own muscle power. You can use it for thrown weapons such as grenades and javelins. Some minimum amounts are required for heavy weapons and armor. | Generally when you fail it means you can't do the thing without either hurting/fatiguing yourself, breaking something, or simply can't do it this way. |
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Computers | Efficient computer programming, maintenance, hacking and rapid data analysis. See the Hacking Actions table under skill checks. Computer skill can also be rolled to use and attack with remote controlled drones. Learning new computer lanuages usually takes 1d4 days of study, but a skill of 1 means you know all common programming languages.
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Your intrustion is detected, your account is locked out, your credentials are banned from the network, your device is fried. Your program is less effective, slow or has unintended results. |
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Crafting | Construction, modification, repair and lore of all tools, machines, weapons, vehicles and buildings. Good crafting results require time, space, materials, and skill. Can also be used to pick locks. See the Crafting Actions table below for specific usages. | When you are crafting with quiet and focus, you should generally not roll but just get results based on your skill level. If you fail while crafting under pressure, however: your project may take longer, be less effective, be fragile and prone to backfire, or have intended consequences. |
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History | Ability to recall historical and social facts and trivia about your world. You need not always roll this skill, often just having a certain level will ensure you know things. | You recall vague hints or false information. |
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Medicine |
Your medical efforts get less information, are less effective, cannot help, or make the problem worse. |
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Music | Ability to play music with voice and any instrument, as well as music history, lore and ability to identify audio instruments, tools and methods, as well as sounds in general. High rolls will impress more people. | Regardless of its true value, others find your music forgettable, offensive, or irritating. |
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Navigation | Recognize tracks and trails, navigate from place to place, know directions. Works in all environments and can represent your understanding of various environments. Applies to any vehicle or mount as well as on foot. Can be used to help find crafting ingredients. | You get less information or go a more perilous way or get lost. |
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Perception |
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Though you will never fail to find critically important items and information, you may find less information, accidentally destroy valuable items, or something bad happens when you find what you seek. |
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Pilot | Ability to pilot all types of constructed vehicles, including trucks, hovercraft, aircraft, ships, starships and remote controlled drones, but not riding or driving animals. Applies equally to all such vehicles, and mostly to speed, safety and maneuvering. Can be used for vehicle jumps, rolls, ramming or sideswiping attacks as well. | You crash, damage the vehicle, or waste fuel, or take longer to your destination. |
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Plants | Knowledge of useful herbs, ability to find useful plant-related crafting materials, and knowledge of biomes defined by plants. Can also be rolled to improve any plant-related action such as climbing trees, cutting through hedges, swinging on vines, etc. | You recall only vague hints or partially incorrect info about plants, or use them in a dangerous or wasteful way. |
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Science |
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The drug or potion you brewed takes longer, requires more ingredients, is less effective, or has an unintended and unknown effect, or the ingredients are ruined and you get no result. |
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Stealth |
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When stealth fails, enemies' alertness increases. This may be from 0 to 100, or from yellow to orange, or something else. If picking locks, your tools may break or the lock may jam. |
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CPA: Skills List
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A skill in CPA is a type of player character attribute that symbolizes their knowledge, ability, and intuition with all aspects of a certain craft, trade, vocation, or hobby.
Skills are used to accomplish most things in a typical adventure, such as navigating, negotiating, investigating or fighting.
When skills are used in uncertain situations where success or failure could be interesting, a skill check might be rolled to see how it goes. This is generally rolled as 2d8 + skill level.
Players gain their first skills in character generation, and then may increase their skill levels higher during the game using experience points in advancement.
Focus skills: Player characters in CPA have 2 Focus Skills. These work like normal skills except they come with powerful Focus Abilities. They represent your character's signature style of adventuring.
- For each of your 2 focus skills you get ALL of the Focus Abilities.
- Professional Skills are broad areas of employable competencency.
- Social Skills represent your ability to engage positively with other people.
- Defensive Skills help protect your character from harm.
- Combat skills represent your ability to do violence.
- Arcane Skills are supernatural powers. They can only be used if selected as focus skills.
Skill Name | Applications | Potential failures | Focus Abilities |
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Insight | Use this social skill to sense when a person is lying, hiding something, stressed, afraid, or any other nonverbal cues they might be hiding. | You learn less, nothing, or are perceived as staring rudely. |
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Leadership |
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Your speech causes your audience to become bored, nervous, discouraged, offended or angered. |
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Linguistics | Ranks in this skill represent how many extra foreign languages you know. Roll it to converse and translate rare languages, as well as to represent your speed and skill in reading and writing. | You use the wrong words or translate improperly or partially. |
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Negotiate | Use this social skill when you need to get a good deal on a simple purchase or a big contract or treaty. | You are rejected; viewed as greedy, selfish and cold. The target might agree but regret their decision or resent being outfoxed. |
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Talk | Use this social skill when you want to build relationships, get people to like you, and ask for favors using casual, friendly conversation. | You are viewed as overly needy or ungenuine. The target might agree to a favor but at the cost of respect or trust. |
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Defensive skills help to protect your character in and out of combat, as well as other benefits.
Defensive Skill Name | Applications | Degrees of Success/Fail | Focus Abilities |
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Dodge |
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Meditation |
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Resilience |
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Arcane skills are psionic or magical skills used to attempt supernatural powers called spells. These powers are not meant for mortal hands, and each attempt with them is a privilege and a danger.
Rules:
- Because they are privileged and powerful, arcane skills cannot be learned at all without at least one arcane focus skill.
- One arcane focus skill allows learning that skill, while a second allows future investment in any arcane skill.
Arcane Skill Name | Applications | Potential Failures | Focus Abilities |
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Chronomancy | Viewing of the past, future, and alternate realities. Modifying these, changing the flow of time. | You may be charged more SP, you may be subjected to unwanted time-effects, change the timeline irreparably, or see visions of inevitable doom. |
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Cryomancy | The use of arcane water, ice and cold primarily to destroy enemies, but also as a tool. | Failed cold spells may be less effective against targets, cost more sp, harm allies, or work entirely too well, or invite an unwanted elemental being. |
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Electromancy | The use of arcane lightning primarily to destroy enemies, but also as a tool. | You may accidentally shock yourself, your friends, erase important data, lose additional EP, or start a fire. |
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Illusion | Creating sensory illusions to deceive other beings. | The illusion may be less effective, cost more sp, or may be too real. |
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Metaphysics | Detecting & dispelling magical effects, modifying and upgrading other spells, combining and triggering spells. | Failed metaphysical manipulations may cost more EP, result in magical explosions, chaos magic effects, dimensional rifts, or anger deities. |
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Necromancy | Spells that primarily create undead minions but also provide weapons and tools related to death, bone, and poison. | Losing control of one's undead minions is a constant danger to students of this school, as well as the standard risks. |
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Pyromancy | The use of arcane fire, heat, and smoke primarily to destroy enemies, but also as a tool. | Stories of foolish firemages are legendary for causing disasters in many societies. You may accidentally blow up your city or summon greater fiends. |
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Telekinetics | Moving objects without touching them, and transforming or changing things on a molecular level. | You may accidentally damage objects, have less control over objects, or move things entirely too quickly. |
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Telepathy | Reading minds, mental communication, mental harm, and mind control. | You may accidentally give away your own thoughts and intentions, cause unintended harm or nightmares, summon thought-demons, or engender unintended hostility. |
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Teleportation | Near-instant translocation of yourself and other things, with some restrictions, by use of trans-dimensional shortcuts. | Failed teleportations can lead to missing cargo, lost passengers, twisted duplicates, and unfortunate rearrangements. |
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Vivithurgy | Healing, reshaping and otherwise modifying living biological entities. | Failed vivithurgy spells often cause unintended mutations or undesired homunculi. |
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Combat skills help the user both attack with and defend from weapons. Levels in combat skills increase your accuracy, damage, Initiative, and health.
In combat, you roll your combat skill to try to hit an enemy's defense target number, which the GM will tell you. If you hit, you apply damage, with some skills giving lower "graze" damage on a miss as well.
Having a weapon skill as a Focus Skill allows a player to apply a special attack effect on a hit, such as a shove, cleave or grapple. To gain more benefits, check out the combat talents.
Combat Skill Name | Applications | Statistics | Focus Abilities |
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Shoot |
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Melee |
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Brawl skill |
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