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Heavy Weapon

In document Mass Effect d20 (Page 90-96)

This skill indicates your expertise with heavy weapons •  Ability: Int

•  Load Check Penalty: No •  Training: Yes

•  Take 10 or 20: No

Check: This skill is essential to use Heavy Weapons. See Heavy

Weapons in the Equipment chapter to learn more about them.

Hide

Use this skill to sink back into the shadows and proceed unseen. •  Ability: Dex

•  Load Check Penalty: Yes •  Training: No

•  Take 10 or 20: No

Check: You can use this skill as part of your movement. Your check

is opposed by the Spot check of anyone who might see you. You can move up to 1/2 your normal speed and hide at no penalty. When moving at a speed greater than 1/2 but lessthan your normal speed, you take a –5 penalty. It’s practically impossible (–20 penalty) to hide while attacking, running or charging. A creature larger or smaller than Medium takes a size bonus or penalty on Hide checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4,

Huge –8, Gargantuan –12, Colossal –16.

You need cover or concealment in order to attempt a Hide check. Total cover or total concealment usually (but not

always; see below) obviates the need for a Hide check, since nothing can see you anyway.

If people are observing you, even casually, you can’t hide. You can run around a corner or behind cover so that you’re out of sight and then hide, but the others then know at least where you went. If your observers are momentarily distracted (such as by a Bluff check; see below), though, you can attempt to hide. While the others turn their attention from you, you can attempt a Hide check if you can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot per rank you have in Hide). This check, however, is made at a –10 penalty because you have to move fast. While invisible, you gain a +40 bonus on Hide checks if you are immobile, or a +20 bonus on Hide checks if you’re moving.

Sniping: If you’ve already successfully hidden at least 10

feet from your target, you can make one ranged attack, then immediately hide again, spending one action. You take a –20 penalty on your Hide check to hide yourself

after the shot.

Creating a Diversion to Hide: You can use Bluff to

help you hide. A successful Bluff check can give you the momentary diversion you need to attempt a Hide check while people are aware of you.

Blend into a Crowd: You can use the Hide skill to

blend into a crowd, but doing so conceals you only from someone scanning the area to find you.

Situation DC Time Required

Hack a door, with simple locking mechanisms, to open for 2 rounds then close and lock. 15 1d3 rounds Hack a door, with average locking mechanisms, to open for 2 rounds then close and lock. 21 1d6 rounds Hack a door, with strong locking mechanisms, to open for 2 rounds then close and lock. 28 2d6+1 rounds Hack normal security cameras to display in the terminal what they are monitoring 10 1round Hack professional security cameras to display in the terminal what they are monitoring 14 1d3 rounds Hack military security cameras to display in the terminal what they are monitoring 18 1d3+1 rounds Hack normal security cameras to replace the image they are recording with a previous record made a few

rounds ago, or that was stored in your omni-tool

15 2 rounds Hack professional security cameras to replace the image they are recording with a previous record made a few

rounds ago, or that was stored in your omni-tool

22 2d4+2 rounds Hack military-grade security cameras to replace the image they are recording with a previous recording made a

few rounds ago, or that was stored in your omni-tool

30 2d6+2 rounds Hack a simple manufacturing or stockpiling robot to move as you desire but for as long as you continue the

hack

12 1d3 rounds Hack platform and wall systems to move them as you will 14 2d4 rounds Hack bank terminal to transfer money to you. The DC is equal to 15 + the amount of money you wish to transfer divided by 500 (rounded down). The number of rounds it takes is equal to the DC divided by 3 (rounded down).

Hack normal defensive systems’ IFF and alter it 15 1d6+1 rounds

Hack professional defensive systems’ IFF and alter it 22 2d6+2 rounds Hack military-grade defensive systems’ IFF and alter it 30 3d6+3 rounds

You remain visible to everyone around you and if they happen to be hostile, they’re likely to point you out.

Move between cover: If you’re already hiding

thanks to cover or concealment, and you have at least 5 ranks in Hide, you can make a Hide check to try to move across an area that doesn’t offer cover or concealment without revealing yourself. For every 5 ranks in Hide you possess, you can move up to 5 ft between one hiding place to another. For every 5 ft of open space you must cross between hiding places, you take a -5 penalty on your Hide check. Movement speed penaltiesapply too.

Sneak up from Hiding: You can sneak up on someone

after emerging from a hiding place. For every 5 feet of open space between you and the target, you take a -5 penalty on your Hide check. If your Hide check succeeds, your target doesn’t notice you until you attack or perform some other attention-grabbing action. Such a target is treated as being flat-footed with respect to you.

Tail someone: You can try to follow someone while

remaining unseen. If you stay at least 60 ft away from your target, you must succeed on a Hide check (opposed by your target’s Spot check) once every 5 minutes. At a distance of less than 60 ft, you must make a Hide check each minute. Extraordinary actions on your part (such as using powers or attacking) may disrupt the tail even if you do not fail a check. Tailing someone requires cover or concealment, as normal for attempting a Hide check. A moderately crowded street provides sufficient cover and concealment to accomplish this goal. Alternatively, you can duck between areas of cover or concealment, as described in Move between Cover (see above).

Even if you fail a Hide check while tailing someone or you are spotted while moving too great a distance between hiding places, you can attempt a Bluff check opposed by your quarry’s Sense Motive check to look innocuous. Success means your quarry sees you but doesn’t realize you’re tailing him; failure alerts him that you’re actually following.

A modifier may apply to the Sense Motive check, depending on how suspicious your quarry is. The table below provides Sense Motive modifiers for particular situations.

Try Again: Yes. However, a failed Hide checks means that someone,

from which you are trying to hide, spots you until you try a new Hide check.

Intimidate

Use this skill to get a bully to back down, to frighten an opponent, or to make a prisoner give you the information you want. Intimidation includes

verbal threats and body language. •  Ability: Cha

•  Load Check Penalty: No •  Training: No

•  Take 10 or 20: No

•  Prerequisites: Renegate points.

Check: You can change another’s behavior with a successful check

and 1 minute of interaction. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated.That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional detail. The effect lasts as long as the target remains in your presence and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally

unfriendly, to hostile).

If you fail the check by 5 or more, the target provides youwith incorrect or useless information, or otherwise frustratesyour

efforts.

You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely,

you take a –4 penalty on your Intimidate check for every size category that you are smaller than your target.A character immune to fear can’t be intimidated, nor can non-intelligent

creatures.

Demoralize Opponent: You can also use Intimidate to

weaken an opponent’s resolve in combat, with a one action. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target

becomes shaken for 1 round. You can intimidate only an opponent that is up to 30 ft from you. You can’t make the

target more fearful of you with this.

Try Again: Optional, but retries may not work. On other

situations, however, you may need to make several Intimidate checks before the character breaks (GM’s

decision).

Prerequisites: Intimidate is a skill directly related to

those with a Renegate behavior (see Character Morality chapter). As such, you cannot buy ranks in this skill unless you have a specific number of Renegade points. The Intimidate rank limit of a character is equal to that character’s Renegade points divided by 5 (minimum of 1). Each rank costs 1 skill point.

At character creation, the character’s base rank limit in Intimidate starts at 0 but is immediately

Your Target… DC Modifier

Is sure nobody is following -5

Has no reason to suspect anybody is following +0 Is worried about being followed +10 Is worried about being followed and knows you’re an enemy +20

affected by the character’s background, which may give Renegade points.

Investigate

Use this skill to analyze a crime scene. Investigate allows you to discern patterns in clues, turn clues into evidence, and otherwise prepare a crime scene and evidence for further analyzes by a crime lab.

•  Ability: Int

•  Load Check Penalty: No •  Training: Yes

•  Take 10 or 20: only take 10

Check: You generally use Search to discover clues and

Investigate to analyze them. For example, you might find pieces of garbage and shrapnel from a bomb at a crime scene using Search. Then you could use Investigate to determine what belonged to the bomb, or to collect fingerprints from such pieces.

If you have access to a crime lab, you use the Investigate skill to collect and prepare samples for the lab. The result of your Investigate check provides

bonuses or penalties to the lab workers.

Analyze clue: You can make an

Investigate check to apply forensic knowledge to a clue. By examining a bullet hole, you might approximate the location of the shooter or at least the direction of the shot. By examining a body you might be able to tell if the dead person was restrained or not, etc.

This function of the skill does not provide new clues where none existed before. It simply allows you to extract information from a clue you have gathered.

The base DC is 15, to which the modifiers of the previous table apply, depending on the circumstance of the crime scene.

Also remember that certain evidences may decay with time (especially those in a dead body) or may be swept away by climate, if the scene is outdoors.

Analyzing a clue usually takes 1d6 rounds.

Collect Evidence: You can collect and prepare evidences to send

to the lab, such as gathering fingerprints from a weapon, collecting tissue and biological samples, filming and photographing scratch marks for 3D modeling, etc.

To collect a piece of evidence, make an Investigate check DC 15. If you succeed the sample is usable and can be used by the members of the crime lab. If you succeed by 10 or more, the members of the crime lab gain a +2 circumstance bonus on their checks to analyze the evidence. If you fail by 4 or less, the sample is usable but in

bad condition, giving the characters in the lab a -5 penalty when analyzing it. If you fail by 5 or more, the sample isn’t usable.

This function of this skill does not provide additional evidentiary material. It simply allows you to collect items you’ve found in a manner that best aids the characters in the lab when analyzing that material.

Collecting evidences usually takes 1d4 minutes per evidence collected.

Special: Investigate requires the use of an Investigate Kit. If you do not

have one, you take a -4 penalty on your check.

Try Again: Generally, analyzing the same clue again does not provide

additional insight unless other clues are introduced. Evidence can only be collected once unless there is enough material (for example,

a large blood pool) to take more samples.

Jump

Use this skill to leap over pits, vault low fences, or reach a ledge that stands above you.

•  Ability: Str

•  Load Check Penalty: Yes •  Training: No

•  Take 10 or 20: No

Check: The DC and the distance you can cover vary according

to the type of jump you are attempting (see below).Your Jump check is modified by your speed. If your speed is 30 feet, then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a –3 penalty for every 5 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +2 bonus for every 5 feet beyond 30 feet.

All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get

a running start, the DC for the jump is doubled.

Distance moved by jumping is counted against your normal maximum movement in a round. For example, Cody has a speed of 30 feet. If he moves 20 feet, then jumps across a 10-foot-wide chasm, he’s then moved 30 feet total, so that’s one of his actions for that round. But he can easily run for 20 ft then jump another 15 and run for an additional 25 ft, performing a total of 60 ft moved

in a round, the equivalent to two actions.

If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you always land

prone unless you beat the DC by 5 or more.

A Jump check is included in your movement, so it is part of one action. If you run out of movement mid-

jump, your next action (either on this turn or on your next turn) must be one to complete the jump.

Long Jump: A long jump is a horizontal jump.

Circumstances… DC Modifier

Every day since event (max modifier +10)

+2 Scene is outdoors +5 Scene slightly disturbed +2 Scene moderately disturbed +4 Scene heavily disturbed +6

Long Jump Distance Jump DC1 5 feet 6 10 feet 13 15 feet 19 20 feet 25 25 feet 31 30 feet 38

High Jump Distance2 Jump DC1

1 foot 4 2 feet 8 3 feet 12 4 feet 16 5 feet 20 6 feet 24 7 feet 28 8 feet 32

Creature Size Vertical reach

Colossal 128 feet Gargantuan 64 feet Huge 32 feet Large 16 feet Medium 8 feet Small 4 feet Tiny 2 feet Diminutive 1 foot Fine 1/2 feet

1. Requires a 20-foot running start. Without a running start, double the DC.

2. Not including vertical reach. At the midpoint of the jump, you attain a vertical

height equal to one-quarter of the horizontal distance. TheDC for the jump is equal to the distance jumped (in feet) + 1/4 the same distance (rounded normally). For example, a 10-foot-wide pit requires a DC 13 Jump check to cross (10 + 1/4 of 10). If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can

make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires one action and a DC 15 Climb check.

High Jump: A high jump is a

vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared. For example, the DC for a high jump to land atop a 3-foot-high ledge is 12 (3 × 4). If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a jump and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.

Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the

previous table. Quadrupedal creatures (such as varren), and long creatures (such as a threashermaw) don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller.

Hop Up: You can jump up onto an object as tall as your waist, such as

a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement. You do not need to get a running start to hop up.

Jumping Down: If you intentionally jump from a height, you take less

damage than you would if you just fell. The DC to jump down from a height is 15. You do not need a running start to jump down.If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did. Thus, if you jump down from a height of just 10 feet, you take no damage. If you jump down from a

height of 20 feet, you take damage as if you had fallen 10 feet.

Jump & Slide: You can attempt a Jump check DC 10, as part of your

normal movement, to slide or jump through a low obstacle, no more than 3 inches thick. Failure by 4 or less means you cannot go through the wall and stop your movement on the square adjacent to it but from your side of the obstacle. Failure by 5 or more means you pass through but fall prone on the other side. If you succeed, you consume an additional 5 ft of movement when doing this. This can be used on obstacles up to 3 ft high. For Large creatures it can be used on walls up to 6 ft high. For Small creatures it can only be used on walls up to 1.5 ft high. If the wall is higher than this limit, this usage of Jump cannot be used. If the wall is smaller then the limits, reduce the DC by 1 for each 6 inches lower (0.5 ft). If the obstacle has more than 3 inches thick and is up to 2 ft thick, the DC increases by +5. For each additional 1 ft thickness, the DC increases by an accumulative +5 (so an obstacle 4 ft thick increases the DC by +15).

Gravity: Gravity affects jumps

directly and can be as important

In document Mass Effect d20 (Page 90-96)