Mission Skills

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SkillDescription
Accounting The understanding of accounting, bookkeeping, money transactions and processing.
Acquisition Art of acquiring corporations and moving up the corporate ladder.
Athletics/Climbing Ability to scale buildings, move fast, reflexes and other athletic activities.
Battle Language Understanding of Combat Language.
Bluff Ability to bluff and improvisation.
Bribery Ability to create and manipulate bribes.
Business Knowledge of business, running a business, business practices, the workplace and all that governs normal business operation.
Cartography Ability to make maps and understand terrain characteristics.
Charismatic An innate leadership quality that causes a desire to like this person.
Chemistry Knowledge of chemical composition, chemical analysis, testing practices and other general chemistry concepts
Computers Generalized skill at computers, hacking and programming.
Criminal Talents An impeccable ability to demolish stuff, stir negative emotions and generally, be criminal.
Cryptography Understanding of encryption and decryption techniques.
Data Analysis Ability to analyze, interpret and understand data.
Deductive Reasoning Excellent analytical prowess in reducing options so that only one option remains.
Demolitions Skill in using explosive devices as well as disarming them.
Diplomacy Knowledge in politics and fundamentals of government.
Disguises Skill at using disguises to mask one’s identity.
Economics Knowledge of economical studies, fluctuations, practices and attributes.
Electronics Understanding of electronics and electronic devices.
Endurance Agent is more resilient to interrogations.
Engineering Knowledge of mechanical operation, repair and maintenance. Also able to identify mechanical components and represents a general understanding of mechanical processes.
Escape Artist The agent is more likely to avoid capture.
Etiquette (Colony) Aids in infiltration of colonial government targets.
Etiquette (Federal) Aids in infiltration of federal/empire-level government targets.
Etiquette (General) Aids in infiltration of general targets.
Etiquette (Military) Aids in infiltration of military targets.
Etiquette (Worker) Aids in infiltration of production-based targets.
Forced Entry Skill at gaining access to areas not easily gotten to our secured.
Forger Agent is skilled at forging documents and duplicating signatures or handwriting.
Gather Info Ability to gather, process and store information for later use or recitation.
Geology The study and understanding of planetary rock formations, minerals and crystals. Expert knowledge of resources
Government A General understanding of government policy.
Honor Represents how resistant the agent is to doing treacherous activities.
Interrogation Bonus to interrogation tests.
Law An understanding of laws of different societies.
Law An understanding of laws of different societies.
Leadership Gives a bonus to Team Management and affects agents within the same team if this agent is leader.
Legitimate Cover Represents a legitimate reason for the agent to travel to other empires and aids in infiltration.
Master Lock Pick Agent is able to pick locks, electronic key pads, and other locking systems.
Medical Represents a knowledge for medical abilities. Allows this agent to revive or rescue an agent in the same mission ONCE per mission.
Naturally Talented The agent can substitute this skill for any other skill when doing skill tests.
Navigation Ability to navigate, read maps and understands landmarks.
Negotiation Art of negotiating to get an apparent fair circumstance to be acceptable by all parties involved.
Paranoid Agent questions everything and fears ‘the worse’. Especially useful for counter-agents.
Perceptive Attention to detail and ability to find things not obvious to others.
Persuasive Ability to persuade others to do what the agent wants.
Philosophy An Understanding of the school of Philosophy.
Physics Knowledge in the school of Physics.
Pick Pockets Ability to ‘acquire’ photo ID’s, access cards, anything and everything.
Pilot Represents the ability to pilot a ship or vehicle and modifies infiltration times.
Poisons Skill at identifying, understanding, treating and creating poisons.
Politics A very basic understanding of politics.
Psychology Knowledge in the school of Psychology.
Reconnaissance Ability to scout and determine important pieces of information for a given situation.
Safe Houses Ability to find, make, keep and dismantle good safe houses, which grants bonuses during the Preparation and Re-infiltration phases.
Science Represents a generalized scientific understanding of all science schools.
Security The Agent excels at being a Cover Agent.
Seductive The seductive qualities of the agent and the ability to seduce others.
Sense of Direction Represents an innate ability of direction which provides a bonus to Navigation and Cartography tests.
Spy Games The agent enjoys being a spy and seeing how deep into the web they can lodge themselves which aids in Infiltration tests.
Stealth Ability to move around unnoticed.
Survival Indicates survival technique understanding and general ability to survive on bare necessity.
Tactics The understanding of group/squad tactics. Also, if this agent is not filling multiple roles, agents working with this agent can fill multiple roles simultaneously.
Tiny Electronics Ability to create eavesdropping devices and other small electronic components.
Torture The skill of inflicting intense pain without fatality.
Tracking Skill at tracking down creatures or other people. Grants a bonus to discovering enemy agents when agent is a counter-agent.
Tradesman Ability to find and acquire items for low prices and sell items for high prices. Very useful for getting materials on a mission.
Treachery Understands devious natures and what causes people to begin to conflict with what they would otherwise believe.
Weapons Specialist Ability to use a large assortment of weaponry including sniping rifles and silenced weaponry.
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