Difference between revisions of "Skills"

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(Choosing Skills)
(Choosing Skills)
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=== Choosing Skills ===
 
=== Choosing Skills ===
  
You get a total factor bonus to skills to distribute among the skills of all of your characters equal to your point limit. ''For example, if you had a 128 point limit and four characters, you could make one character get a +128 factor bonus to ''Acrobatics'', or each character get a +32 factor bonus to one of their skills, but not both.''
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You get a total factor bonus to skills to distribute among the skills of all of your characters equal to your point limit. ''For example, if you had a 128 point limit and four characters, you could make one character get a +128 factor bonus to ''Acrobatics'', or each character get a +32 factor bonus to one of their skills, or one character get a +32 factor bonus to each of four skills but not both.''
  
 
=== Skills ===
 
=== Skills ===

Revision as of 23:17, 25 January 2014

Choosing Skills

You get a total factor bonus to skills to distribute among the skills of all of your characters equal to your point limit. For example, if you had a 128 point limit and four characters, you could make one character get a +128 factor bonus to Acrobatics, or each character get a +32 factor bonus to one of their skills, or one character get a +32 factor bonus to each of four skills but not both.

Skills

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.

Acrobatics: Do stunts, like walking on tightropes, sliding down bannisters, jumping through hoops, or climbing. 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.

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

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 half your Bluff check as a standard action, affecting any number of creatures within 8 meters, or any one creature who can hear you. 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 you could offer them in order to get what you want from them.

Items: Identify items, or repair them.

Legerdemain: Conceal actions with an effective Stealth value equal to one half of your roll. cheap actions have no penalty, immediate actions and minor actions have a -3 penalty, move actions have a -6 penalty, and standard actions have a -9 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. 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.