Some skills are slightly modified for this setting or need additional notes. It should be noted that players should not buy skills in alien cultures unless there is a good reason, and this is especially true for Colonial characters buying Cylon skills. For example, a Colonial character should not be able to buy Gunner (Cylon Fighter Beam Weapons) without a good reason as there have not been many cases where a Cylon fighter has been captured and these skills could be learnt.
As Colonial and Cylon weapons use differing technologies, this skill must be bought for each race.
All default Colonial and Cylon weapons use the Beam weapons (Laser) skill. Consult the weapons table for more details.
This is split into the following subclasses of skill:
Gunner is split into various subclasses for spacecraft.
Large Ship skills refers to all weapons that are not mounted on a Fighter craft, so would include a large ships primary pulsar lasers and secondary turbo lasers.
Cylon and Colonial technologies and means of operation are quite different and thus if using another species ship mounted weapons, there is a -4 to the roll.
Karate should be considered the standard average martial arts of the Colonies.
The standard language of the Colonies is simply Colonial Standard. Each of the Twelve Colonies does have it is own regional dialects, but only a couple have actual separate languages in their own rights.
Each character knows Colonial Standard and their own Colony dialect for free (at IQ level) and this costs only 1 point per level to improve.
With additional Colonial languages, learning them cost the following:
The following dialects can be learnt as half the normal costs (round up):
Aeriana, Aquaria, Cancer, Caprica, Leo, Libra, Virgon, Sagitara, Taura
The following dialects are learnt at normal costs:
Gemonese, Piscera, Scorpio
Mechanic skills are split into the following classes:
Piloting is a (Physical/Average) skill with no default.
Piloting is split in to the following classes
Cylon and Colonial technologies and means of operation are quite different and thus if trying to pilot another species vessel, there is a -4 to the roll.
Pilot (Fighter craft) may be used as Pilot (Shuttle) with a -1 penalty. Trying to go the other way will result in a -3 penalty. These penalties should be applied with the ones listed above, so a Colonial shuttle pilot trying to fly a Cylon Raider is at -7.
The skill of theology is used for knowing about and identifying the various religions within the Twelve Colonies and used for knowing and the Book of the Word and the Lords of Kobol. While there is predominantly one religion within the Colonies some sects are more extreme than others.