Wednesday, 14 January 2026

Intergalactic Skills

Oh, you thought your job on the ship would give you skills?

As if. Only life can give you skills, and that's something you don't get much choice in.

When rolling an Intergalactic character, roll d12 and d6 and consult the list of systems (the d12) and worlds (d6 in that system). This will give you three most important worlds to you.

The first is where you were born, and what sort of... being you are.

The second is where you were made. The world where you fully established yourself.

The third is where you were broken. How it all went wrong.

Each of these grants you a Skill and some extra stuff. Roll d6+d12 for each Skill to get its rating, working very must like an Electric Ability Score or a Mythic Virtue.

So let's do an example, limiting ourselves to the first few worlds because they're the most fleshed out right now.

Born [1 / 3] - Heap

You grew up in the crannies of the salvage heaps. Sometimes working, sometimes hiding.
Skill: Salvage.
You can smell and identify most non-organic materials as if they were hot food.

Made [1 / 1] - Ziggurat Works

You roved the neon jungle, managing populations of the most dangerous life.
Skill: Creatures.
Nano Rifle (2d6 erode, long), machete (d6 pierce)

Broken [1 / 2] - Wolf Pit

You did bookkeeping for a cybersurgeon before stealing their mistreated pet.
Skill: Administration.
Cyber Critter (Electronics 12, Scuttering 7, 4gd, d6 burn electo-bite)

So our character has their three skills, and we roll d6+d12 for each and of course d6 Guard, giving us:

Salvage 8, Creatures 8, Administration 17, 2gd
Can smell and identify non-organic materials.
Nano Rifle (2d6 erode, long), machete (d6 pierce)
Cyber Critter (Electronics 12, Scuttering 7, 4gd, d6 burn electro-bite)

Using Skills

Although similar to Ability Scores/Virtues in other Bastionland games, there are a few subtle differences.

  • Because everyone has their own unique skills, sometimes just having a skill is enough to do the job. Got Surgery 5? You can do surgery under normal circumstances, but you'll need to roll if you're doing it under some sort of pressure. These are still called Saves, not Skill Rolls, after all.

  • Skills can give you +d6 to an attack when relevant. Got Explosives 10 and you're throwing a grenade? Take an extra d6.

  • Skills generally don't get reduced and restored. Injuries and other long-term harm are handled slightly differently here.

And what if you don't have a useful skill at all? Roll using the closest skill at half it's normal value. If none of them fit at all then use the lowest.

Need to fly a shuttle through an asteroid field and your skills are Dancing 12, Intimidation 14, and Burning 5? I'd be making the argument that my Dancing skill lets me focus on spatial awareness and control... rolling with a score of 6. If that doesn't feel right, I'd be halving that Burning 5 down to 2 I guess. Look, is there really nobody else who can fly this thing?

Scary, I know, and my alarm bells also start ringing, imagining the game deteriorating into debates about how applicable the Horticulture skill is when fighting a cactus beast, but I'd like to give it a try and see if I can give enough guidance to make it work.

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7 comments:

  1. Rolling the Wolf Pit during different "stages" (born, work, broken) will lead to different skills/abilities/equipment?

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    Replies
    1. Yeah each world has a different entry for born/made/broken, so you could get a fully formed character by hitting the same world three times.

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  2. Please, do not listen to your alarm bells. The potential of unclarity about which skill/ability score applies in a situation was already there with Willpower in Into the Odd and it worked out perfectly fine. I think, whether such a question deteriorates a session is less dependend on the system and more on the communication within the group. The more open approach to skills worked very well in Jason's 2400 and will be a nice twist for Mark of the Odd as well. Linking the skills to different planets / lifestages of the PC is a fun way to give the character creation this emergent feeling of Travellers Lifepath system, but without overcomplicating things. I've experimented with something similar in a few 24XX modules and it always gave us a lot of ideas for the characters with just a few words. Keep it going! I'm already hyped for Intergalactic Bastionland!

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  3. Wow, this is a *really* cool character creation system!
    I love how it's so quick and simple, and yet it gives you a really specific character with a strong backstory. Life-path systems are fantastic, since they turn character creation into a way to onboard the players to the universe, but they can easily become tedious as filing taxes. They're also great because they just break past the creative block for players trying to make the perfect character for the game's setting.

    Speaking of, based on the d12 + d6 worlds, it sounds like the game has a given universe to play in? Ambitious GM's can always make their own, but it's still nice to have a setting ready to go as soon as you have the book in your hands.

    One note on "negotiating" the use of different skills: It may turn out to be a good thing, since the GM can ask the player to describe exactly how they're using that skill to make the save. That would encourage the players to be creative and specific about how their character is engaging with the game world.

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  4. Not sure about this one. d6 + d12 gives an average of 10. The majority of the time skills this specific would not be directly relevant (the example character ends up with no combat skills for example.) So you’ll be rolling for half your skill, which means you’ll be failing about 15/20 or 75% of the time, which seems frustrating. I get you’re only supposed to roll in situations where you’re under some sort of pressure. But still, the experience of playing this would be:
    1. Something bad is about to happen to me, e.g., getting shot.
    2. I have to humiliate myself by begging for my dancing skill to be considered correlated enough with taking cover to be used here
    3. I fucking fail anyway, the vast majority of the time
    Having exactly 3 discrete verbs that you’re good at just sounds brutal. I would hate it as a player, and I would hate it as a GM because it would encourage players to constantly test me and see how tweely I’ll let them get away with using their Dancing skill.

    Maybe the skills could be added to your base stats when relevant like in (shudder) 5e. Or could just have the other benefits you listed instead being the only way you make saves.

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  5. Does each world have unique skills for each of the three stages? I.e., players will have three of 216 possible skills. Or is there a smaller list of skills distributed among the possible results?

    If you are having some skills shared between different planets, how are you dealing with the possibility of players getting duplicate skills - rolling a world that gives Salvage for Made AND Broken, for example. Would you just add the ratings, or get to choose a third skill? You could mitigate that somewhat by having skills only shared between worlds in the same life stage, I suppose (so you can only learn Medicine from the world the Made you, even if there are multiple worlds that do so).

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  6. @Patrick R each world has 3 unique skills, so yeah that's 216 total and it avoids the possibility of duplicates for one character.

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