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Alphabetical Skill List

In document Basic RolePlaying (4th Edition) (Page 53-58)

For ease of reference, an alphabetized list of all skills in this section follows. Each entry lists the category of the skill, its base chance, as well as a page reference.

Skill Category Base % Page

Appraise . . . Mental . . . 15% . . . 50 Art (various) . . . Manipulation . . . 05% . . . 50 Artillery (various) . . . Combat . . . per weapon specialty . . 52 Bargain . . . Communication . . . 05% . . . 52 Brawl . . . Combat . . . 25% . . . 52 Climb . . . Physical . . . 40% . . . 52 Command . . . Communication . . . 05% . . . 53 Craft (various) . . . Manipulation . . . 05% . . . 54 Demolition . . . Manipulation . . . 01% . . . 54 Disguise . . . Communication . . . 01% . . . 55 Dodge . . . Physical . . . DEX x 2 . . . 55 Drive (various) . . . Physical . . . 20% or 01% . . . 55 Energy Weapon (var.) . . . Combat . . . per weapon specialty . . 56 Etiquette (various) . . Communication . . . 05% . . . 56 Fast Talk . . . Communication . . . 05% . . . 57 Fine Manipulation . . . . Manipulation . . . .05% . . . 57 Firearm (various) . . . Combat . . . per weapon specialty . . 58 First Aid . . . Mental . . . .30% or INT x 1 . . . . 58 Fly . . . Physical . . . .1/2 DEX or DEX x 4 . . 59 Gaming . . . Mental . . . INT + POW . . . 60 Grapple . . . Combat . . . 25% . . . 60 Heavy Machine (var.) . Manipulation . . . 01% . . . 62 Heavy Weapon (var.) . . . Combat . . . per weapon specialty . . 62 Hide . . . Physical . . . 10% . . . 62 Insight . . . Perception . . . 05% . . . 63 Jump . . . Physical . . . 25% . . . 63

Knowledge (various) . . . . Mental . . . 05% or 01% . . . 64 Language (specific) Communication Own INT (or EDU) x 5 . 66

Other 00%

Listen . . . Perception . . . 25% . . . 66 Literacy (optional) . . . Mental . . . 00% . . . 67 Martial Arts . . . Combat . . . 01% . . . 68 Medicine . . . Mental . . . 05% or 00% . . . 69 Melee Weapon (var.) . . . . Combat . . . per weapon specialty . . 69 Missile Weapon (var.) . . . Combat . . . per weapon specialty . . 70 Navigate . . . Perception . . . 10% . . . 70 Parry (various) . . . .Combat . . . .per weapon specialty . . 70 Perform . . . Communication . . . 05% . . . 71 Persuade . . . Communication . . . 15% . . . 71 Pilot (various) . . . Physical . . . 01% . . . 72 Projection . . . Physical . . . DEX x 2 . . . 72 Psychotherapy . . . Mental . . . 01% or 00% . . . 72 Repair (various) . . . Manipulation . . . 15% . . . 73 Research . . . Perception . . . 25% . . . 74 Ride (various) . . . Physical . . . 05% . . . 75 Science (various) . . . Mental . . . 01% . . . 75 Sense . . . Perception . . . 10% . . . 77 Shield . . . Combat . . . per shield . . . 78 Sleight of Hand . . . Manipulation . . . 05% . . . 78 Spot . . . Perception . . . 25% . . . .78 Status . . . Communication . . . 15% or various . . . .79 Stealth . . . Physical . . . 10% . . . .80 Strategy . . . Mental . . . 01% . . . .80 Swim . . . Physical . . . 25% . . . .81 Teach . . . Communication . . . 10% . . . .82 Technical Skill (various) . . Mental . . . 00%, 01%, or 05% . . .82 Throw . . . Physical . . . 25% . . . .83 Track . . . Perception . . . 10% . . . .83

Artillery (various)

Base Chance: As per weapon specialty (see “Weapon Classes” on page 268)

Category: Combat

Any weapon too large for a single person to move or use falls under the purview of this skill. Use the Artillery skill to fire massive field pieces and heavy vehicular weapons.

Specialties: Specialties are equivalent to weapon types.

See page 265 in Chapter Eight: Equipment for a list of Artillery weapon types.

Effects: See the “Attack and Defense Matrix” on page 193 and the “Missile Weapon Fumble Table” on page 194 for specific effects. The type of artillery round being used will determine what the appropriate special effect is, though bleeding, crushing, impaling, and knockback are all possible. See page 268 for details.

Setting Notes: This skill is suitable for many settings, ranging from siege engines of historical or fantasy set-tings to modern or futuristic artillery and vehicular weapons. In most settings, a military background is required to learn this skill.

System Notes: Many large weapons require a crew to operate; attempting to man one alone is a Difficult action, or may be impossible at the gamemaster’s discre-tion. It may take multiple rounds or even turns to load and prepare a weapon system between shots. Many large weapons employ automatic fire, or shoot explosive ordi-nance. See the “Autofire” spot rules on page 214, and

“Explosions” on page 222. All shots go somewhere; the gamemaster should decide where missed explosive or energy shots impact.

Bargain

Base Chance: 05%

Category: Communication

This skill governs negotiation and compromise. Bargain is often (but not always) used to haggle over prices, but can be used whenever opposing opinions meet in nego-tiation. Use opposed skill rolls to decide important negotiations, and simple skill rolls for trivial attempts (saving money on equipment or lodgings, for example).

Bargaining is about compromise: use Fast Talk or Persuade to resolve arguments that are absolutely won or lost.

Effects: Following are the results for different degrees of success:

FUMBLE: Your character gets nothing out of the bargain, and blunders so badly that he or she suffers an additional complication—being thrown out of a store or arrested, or earning the enmity of the other party. Items are bought or

sold at up to 50% loss (50% cost if the seller fumbles, 150% cost if the buyer fumbles).

FAILURE: Your character gets very little out of the bar-gain, and is forced to yield most of his or her desired points. Items are bought or sold at up to 25% loss (75%

cost if the seller fails, 125% cost if the buyer fails).

SUCCESS: Your character gets everything he or she wants from the bargain, without having to give up anything he or she wasn’t prepared to part with. Items are bought or sold at the standard price.

SPECIAL: Your character gets everything he or she wants from the bargain, without having to give up anything at all. Items are bought or sold at up to 25% profit (75% cost if the buyer wins, 125% cost if the seller wins).

CRITICAL: Your character gets more than what he or she wanted or expected from the bargain, and gains some other unexpected benefit; perhaps a close friendship with the other party or a recurring discount. Items are bought or sold at up to 50% profit (50% cost if the buyer wins, 150%

cost if the seller wins).

Setting Notes: This skill is universal to all settings, though bargaining may be inappropriate in some cul-tures or circumstances. Note that in most modern set-tings, prices are strictly set and bargaining is not possi-ble: getting a refund or discount after the fact requires the Fast Talk or Persuade skill.

Brawl

Base Chance: 25%

Category: Combat

Use this skill for unarmed combat: kicks, punches, head butts, etc.

Effects: See the “Attack and Defense Matrix” on page 193 and the “Natural Weapon Attack and Parry Fumble Table” on page 195 for specific effects.

Setting Notes: This skill is prevalent in almost any set-ting or era.

System Notes: Brawling can be used to parry (see

“Parry” on page 191 for more information), but a suc-cessful parry inflicts minimum weapon damage on the parrying arm or leg, as appropriate. Using Brawl against a foe that has grappled your character (see the Grapple skill on page 60) is an Easy action. This skill is also used in conjunction with the Martial Arts skill on page 68 and can be used in with the Natural Weapon and Unarmed Combat powers from Chapter Four: Powers.

Climb

Base Chance: 40%

Category: Physical

Your character will use this skill to climb up or down walls, trees, cliffs, or any other surface. Ample hand and

footholds are assumed to be present: gamemasters can modify the difficulty of the skill roll based on the sur-face being climbed, or conditions.

Effects: Following are the results for different degrees of success:

FUMBLE: Your character falls, taking damage based on the distance fallen as described in “Falling” on page 223.

FAILURE: Your character is unable to find sufficient hand or footholds. He or she keeps the current position, but can climb no further this round.

SUCCESS: Your character climbs two meters upwards this round. Your character can climb faster, taking a –10%

penalty to his or her skill rating for each additional meter climbed, to a maximum of 1/3 SIZ in meters. Climbing costs 5 DEX ranks.

SPECIAL: Your character climbs three meters in the com-bat round. Your next Climb roll is at +10%.

CRITICAL: Your character climbs three meters in the combat round. If your character continues climbing next round, he or she receives a +25% bonus to his or her next Climb roll.

Setting Notes: This skill is prevalent in almost any set-ting or era.

System Notes: Climbing ladders or trees with many branches is an Easy action. Climbing without using your character’s feet is a Difficult action. Characters or beings whose SIZ are greater than 20 are able to climb

an additional meter per round. For extended climbs, the gamemaster should call for a skill roll once every minute, or 10 meters of climbing. Your character can take no other action while climbing, and all actions taken while clinging to a climbed surface (a cliff face, tree, etc.) are Difficult actions, with any fumble causing a fall.

Command

Base Chance: 05%

Category: Communication

Leaders use this skill to inspire, direct, and coordinate subordinates, guiding them in complex tasks and improving the effectiveness of the group as a whole.

Military officers, noblemen, politicians, and business executives are made or broken based on their ability to manage and lead. Personality, a strong voice, and an iron will are invaluable tools of command.

Effects: Following are the results for different degrees of success:

FUMBLE: Gaffes or social blunders completely demoral-ize subordinates. If they do not mutiny or rebel, the subor-dinates’ efforts are hampered by jangled nerves or conflict-ing directives. All of your subordinates’ appropriate tasks become Difficult until you can make a successful Command roll, or for 1D6+1 combat rounds.

FAILURE: Instructions are unclear, or your character’s demeanor is uninspiring. Subordinates hamper each other’s work, and make skill checks at a –5% penalty per subordi-nate (for example, five subordisubordi-nates are at a –25% penalty) for the first 1D4 combat rounds of the conflict.

SUCCESS: The subordinates are able to function as a team, using their skills to accomplish the task at hand. All skill checks are made normally.

SPECIAL: A rousing speech brings out the best in your character’s subordinates. All skill checks are made with a percentage bonus equal to your character’s POW for the first 1D4 combat rounds of the conflict.

CRITICAL: Your character’s iron will or sterling example truly inspires his or her subordinates. All appropriate tasks performed by your character’s subordinates become Easy for 1D4 the first combat rounds of the conflict. Further successes with this skill in a particular combat engagement do not gain this bonus again.

Setting Notes: This skill appears in all settings.

System Notes: This skill is used in dealing with non-player characters, not non-player characters. Player charac-ters will not receive this bonus. Your character can attempt to command a number of non-player subordi-nates equal to his or her POW. Directly commanding an additional POW multiple of subordinates (or a fraction thereof) incurs a –5% skill penalty.

Complex problems often have simple solutions:

use Bargain, Fast Talk, or Brawl.

For example, a leader with a POW of 12 could command up to 36 troops at a –10% penalty (–5% x 2 multiples of 12).

Commanding subordinates who are not in your charac-ter’s direct presence (via phone or radio, for example) is a Difficult action. This skill can also be used as an aid in making aura attacks (see “Aura Attacks” on page 214).

The gamemaster should determine what tasks are af-fected by this skill, with Artillery, Heavy Weapon, Melee Weapon, Missile Weapon, and Strategy are the most appropriate skills to receive this benefit.

Craft (various)

Base Chance: 05%

Category: Manipulation

Constructing or making anything, from a chair to a meal to a house, requires use of a specific Craft skill.

Specialized tools are often required to use this skill, and making things takes time and raw materials. The Craft skill deals with function and practicality: fashioning objects that are aesthetically pleasing falls under the Art skill. This skill can also be used to identify how an object was made, and possibly identify the craftsman who made it.

Specialties: Blacksmithing, Carpentry, Ceramics, Cooking, Leatherworking, Locksmithing, Metallurgy, Stonemasonry, and others as appropriate.

Effects: Following are the results for different degrees of success:

FUMBLE: The crafted item seems to be well-made, but breaks or fails the first time it is used. Fumbled cooking attempts make the diners sick unless they make successful Stamina rolls.

FAILURE: The object being made is obviously flawed.

Your character must start over.

SUCCESS: The object is constructed well, and will func-tion or sell for full price.

SPECIAL: The object is well made, receiving one of the following (gamemaster discretion): a bonus equal to +1 to damage or one of the item’s characteristics; a +5% to a sin-gle skill possessed by the item; or +5% to an appropriate skill chance when the item is used, as if it were a piece of good equipment. The object’s base cost increases by +50%.

CRITICAL: The object is a masterpiece: one of its char-acteristics receives one of the following (gamemaster dis-cretion): a bonus equal to +3 to damage or to one of the item’s characteristics; +15% to a single skill possessed by the item; or +15% to an appropriate skill chance when the item is used, as if it were a piece of superior equipment.

The object’s base cost is doubled.

Setting Notes: This skill is available in all eras, though specific specialties will vary based on setting. Black-smiths, though common in historic or fantasy settings,

are extremely rare in modern games, and nonexistent in future settings.

System Notes: Using Craft without the proper tools is a Difficult action. Consult Chapter Eight: Equipment for more information about making, modifying, or re-pairing equipment.

Demolition

Base Chance: 01%

Category: Manipulation

The purview of engineers, commandos, mad bombers, and safe crackers, this skill governs the storage, trans-port, and detonation of explosives, from kegs of gun-powder to dynamite, Molotov cocktails, advanced plas-tic explosives, and anti-matter bombs. Anyone can sim-ply set off a bomb: this skill allows your character to achieve a specific effect with the explosion; collapse a building safely; destroy a bridge; open a safe without harming the contents. Demolition also covers knowl-edge of appropriate accessories for explosives, including primer cord, fuses, and detonators. Use Science (Chemistry) to produce explosive compounds.

Effects: Following are the results for different degrees of success:

FUMBLE: Something goes terribly wrong: a detonator explodes in your character’s hand (2D6 damage to the appropriate arm), or the charge goes off too early (normal explosion damage to all within the radius).

FAILURE: Either the charge fails to detonate, the explo-sion fails to destroy the target, or too much damage is done and the desired effect is lost.

SUCCESS: The explosion goes off as planned, doing nor-mal damage. Your character must make a Luck roll to see if any special desired effect (harmless building collapse, door opening, etc.) happens.

SPECIAL: The explosion goes off as planned. Special desired effects happen automatically (probably the knock-back special success, see page 197 for more detail).

CRITICAL: The explosion goes off as planned, ignoring any of the target’s armor protection.

Setting Notes: Any setting more advanced than the Stone Age can use this skill, although the particular explosives available will vary from setting to setting.

System Notes: Most normal uses of this skill automat-ically succeed if the character attempting the demoli-tion has a skill of 60% or higher. If your character is using unstable explosives (sweaty dynamite or the like), gamemasters can call for a Demolition (or DEX x 1%, whichever is higher) roll any time your character even handles them, with fumbles having disastrous results.

Demolishing a massive structure (bridge, dam, bunker, or building) is a Difficult task unless your character has

access to blueprints or plans of the target. Trying to use this skill without appropriate tools (fuses, etc.), or using explosives outside your character’s normal field of expertise may be Difficult or even Impossible, at the gamemaster’s discretion.

For example, a character skilled in black powder explosives may be at a disadvantage with advanced plastique explosives.

Some types of explosives such as grenades might be used without this skill. See Chapter Eight: Equipment for explosives and their effects.

Disguise

Base Chance: 01%

Category: Communication

By using this skill, your character employs posture, cos-tume, voice, and other tricks to seem like a different person, or a different kind of person. Dim light, theatri-cal makeup, and significant facial alterations (a haircut or wig, false beards or a quick shave) can add up to a +25% bonus, at the gamemaster’s discretion. Onlookers who scrutinize your disguised character or engage him or her in conversation can make and opposed Spot or Insight skill check against your character’s Disguise to see through the ruse. Your disguised character can use his or her Fast Talk skill for the opposed check if he or she engages the onlooker in conversation.

Effects: Following are the results for different degrees of success:

FUMBLE: The disguise fails miserably. Your character fools no-one with the ruse. Even worse, casual onlookers are convinced that your character is suspicious and up to no good, and will immediately investigate, con-front the character, or call in authorities.

FAILURE: The disguise has significant flaws. Onlookers will not believe your disguised character is who or what he or she claims to be, though they may not act on their suspicions.

SUCCESS: The disguise holds, and your character passes for the person or type of person being impersonated.

SPECIAL: Your character does such a good job with the impersonation that he or she gains a +10% bonus on any opposed checks to pierce the disguise.

CRITICAL: As above, but any attempt to pierce the disguise is considered a Difficult action. The bonus to opposed checks increases to +25%.

Setting Notes: This skill appears in all settings. In modern or futur-istic settings advanced tools and

make-up may provide a bonus to the skill rating, at the gamemaster’s discretion.

System Notes: Using this skill to impersonate a par-ticular kind of person (soldier, policeman, etc.) is a standard action. Impersonating someone vastly differ-ent (differdiffer-ent species, someone much taller or shorter, member of the opposite gender) or a specific person (the King, the President, etc.), or attempting a disguise without appropriate clothing or props is a Difficult action. Gamemasters may assign additional penalties to your character’s skill if he or she must overcome cultur-al or language barriers, or if multiple Difficult conditions apply.

Dodge

Base Chance: DEX x 2 Category: Physical

The best defense in combat, as any combatant knows, is to not be there. Dodge allows your character to evade incoming attacks, using agility to avoid or minimize injury.

Effects: A successful Dodge roll modifies the result of a successful attack, turning it into a failure. A special result for a Dodge roll modifies an attack two steps (a special success becomes a failure), and a critical success on a Dodge roll modifies a successful attack three steps (a critical attack becomes a failure). See the Attack and Defense Matrix on page 193 and the “Natural Weapons Attack and Parry Fumble Table” on page 195 for specif-ic effects. A successful Dodge roll cannot reduce an incoming attack’s success lower

than “failure”.

Setting Notes: This skill is universal.

System Notes: As described in “Dodge”

on page 191, your character may either Dodge or Parry in a combat round, but cannot do both. If your character is beset by many foes, he or she may make multiple Dodge attempts in a round, but each roll after the first is made at a cumulative –30% penalty to the skill rating. Some types of missile attacks are Difficult or Impossible to dodge: see

“Dodging Missile Weapons” on page 198 for more information.

Drive (various)

Base Chance: 20% (common vehicles), 01%

(uncommon)

Category: Manipulation

Drive allows your character to steer, maneuver, and control a ground

vehi-Your character can either Parry or Dodge each round, in addition to performing one Action. Lacking armor, Dodge seems the

better choice.

cle, whether pulled by animals or powered by some kind of internal engine.

Specialties: Automobile, Carriage or Cart, Chariot, Dog Sled, Truck, Sleigh, and other vehicles as appropri-ate to setting.

Effects: Following are the results for different degrees of success:

FUMBLE: Your character loses control of the vehicle, going into a spin or swerve. Your character must make a successful Luck roll to avoid hitting an obstacle, bystander, or another vehicle. See “Chases” on pages 216-217 for details of collisions. Even if your character does not crash, his or her next Drive check is made at –20%, and he or

FUMBLE: Your character loses control of the vehicle, going into a spin or swerve. Your character must make a successful Luck roll to avoid hitting an obstacle, bystander, or another vehicle. See “Chases” on pages 216-217 for details of collisions. Even if your character does not crash, his or her next Drive check is made at –20%, and he or

In document Basic RolePlaying (4th Edition) (Page 53-58)