Difference between revisions of "Skills"
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'''{{Anchor|Diplomacy}}:''' Hit things off right, or persuade someone who's ambivalent. | '''{{Anchor|Diplomacy}}:''' Hit things off right, or persuade someone who's ambivalent. | ||
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'''{{Anchor|History}}:''' Remember past events, and the locations thereof. | '''{{Anchor|History}}:''' Remember past events, and the locations thereof. |
Revision as of 17:31, 26 May 2013
When making a skill check, roll a d10, add the number of skill points you've invested in the skill, and compare to a DC. The DC for a skill check ranges from 3, for almost trivial actions, to 15, for almost superhuman actions. Unlike most other actions, a roll of 1 doesn't necessarily fail, and a roll of 10 doesn't necessarily succeed.
Acrobatics: Do stunts, like walking on tightropes, sliding down bannisters, or jumping through hoops.
Arcana: Understand magical effects.
Bluff: Tell lies by rolling equal to or higher than any observer’s Insight. You can also be Frightening with a Frightening value equal to your Bluff check -10 as a standard action, affecting any number of creatures within 8 meters, or any one creature who can hear you.
Diplomacy: Hit things off right, or persuade someone who's ambivalent.
History: Remember past events, and the locations thereof.
Insight: Detect lies by rolling higher than the target's Bluff. Detect disguises by rolling higher than the target's Disguise. Either of these things is a minor action, but can only be attempted once per statement or disguise.
Items: Identify items, or repair them.
Legerdemain: Conceal actions with an effective Stealth value equal to one third of your roll. cheap actions have no penalty, immediate actions and minor actions have a -3 penalty, move actions have a -9 penalty, and standard actions have a -15 penalty.
Nature: Identify plants and animals, predict the weather, forage for food.
Scripts: Understand ancient or damaged writings. Make forgeries, which can only be seen as such with an equal or higher Scripts check.
Strongman: Break iron bars, smash doors, climb. Climbing at half your non-run land speed is DC 5 for surfaces with consistent footholds, or DC 9 without. Climbing at full speed increases the DC by 3. Climbing while running increases the DC by 3.