Difference between revisions of "Skills"

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(Skills)
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When making a skill check, roll a d10, add your current bonus 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.
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When making a skill check, roll a d10, add your current bonus 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 only counts as 10.
 
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'''{{Anchor|Acrobatics}}:''' Do stunts, like walking on tightropes, sliding down bannisters, jumping through hoops, flying through tunnels, teleporting into precise holes, or 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.
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'''{{Anchor|Arcana}}:''' Understand magical effects. Determining which spell is attuned to a gem is DC 5, or DC 8 if the spell is multicolored.
 
'''{{Anchor|Arcana}}:''' Understand magical effects. Determining which spell is attuned to a gem is DC 5, or DC 8 if the spell is multicolored.

Revision as of 02:33, 25 September 2014

Choosing Skills

You get a number of skill points to distribute among the skills of all of your characters equal to your point limit. The cost, in skill points, for various levels of bonus in a skill is as follows:

Buying Skills

Bonus Total Skill Point Cost
+1 2
+2 4
+3 8
+4 16
+5 32
+6 64
+7 128
Another +1 As above, ×2

Skills

Vertical alt2 upside down.png

When making a skill check, roll a d10, add your current bonus 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 only counts as 10.

Arcana: Understand magical effects. Determining which spell is attuned to a gem is DC 5, or DC 8 if the spell is multicolored.

Bluff: When lying, roll a bluff check to determine how hard it is to detect with Insight. You can also be Frightening as a standard action, affecting any number of creatures within 8 meters, or any one creature who can hear you; roll a Bluff check, and creatures with Insight greater than the check minus 5 are unaffected. If multiple creatures attempt bluffs to scare against the same target, that target is only affected by the highest roll of any such creature in the time since its last turn.

History: Remember past events, and the locations thereof.

Insight: Detect lies or attempts to impersonate others by rolling higher than the target's Bluff. Either of these things is a minor action, but can only be attempted once per statement or disguise. You can also use Insight to determine the best way to talk to someone, or to figure out what sort of offers they would appreciate.

Items: Identify, create, and repair items. You can detect when an object that malfunctions was sabotaged with a DC 8 Items check.

Legerdemain: Disguise sounds and motions you make as innocuous things by rolling at least equal to a target's Insight, if their Perception wasn't high enough to notice the action immediately. Also, use the Foil Search action.

Nature: Identify plants and animals, predict the weather, forage for food, cure the wounded. A keen knowledge of geography helps you estimate where things should be; find caves, figure out how the sewer system in the city would be arranged, and so on. You can recognize when a creature has been killed by poison or disease with a DC 8 Nature check. You can make the DC or GD Attack 2 points lower for a save against a poison or disease by caring for them for the Repeat Time of the disease and succeeding on a DC 5 Nature check.

People: Recognize important and powerful figures, and keep track of less powerful, but more personally relevant ones. Figure out how best to contact or locate individuals.

Scripts: Understand ancient or damaged writings. Make forgeries, which can only be seen as such with an equal or higher Scripts check. Make codes, which take a Scripts check 1.5 times higher (rounded up) than your check to decode without instructions; each check to attempt decoding takes as long as you choose to have it take a reader who does have the instructions.

Making Up Skill Checks

When attempting to perform some task not covered by the rules, it most likely should involve some number of skill checks. The DM is obliged to choose which skills and make up appropriate DCs and action costs as necessary. The DC(s) should be known to the players before they decide whether to actually attempt the action.