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Move Silently

In document Mass Effect d20 (Page 96-98)

You can use this skill to move without making noise. •  Ability: Dex

•  Load Check Penalty: Yes •  Training: No

•  Take 10 or 20: No

Check: You make Move Silently as a part of your

movement. Your check is opposed by the Listen check of anyone who might hear you. You can move up to one-half your normal speed at no penalty. When moving at a speed greater than one-half but less than your full speed, you take a –5 penalty. It’s practically impossible (–20 penalty) to move silently while running or charging.

Noisy surfaces, such as bogs or undergrowth, are tough to move silently across. When you try to sneak across such a surface, you take a penalty on your Move Silently check equal to -2 for noisy surfaces (such as scree, shallow or deep bog, undergrowth, dense rubble) and equal to -5 for very noise surfaces (such as dense undergrowth, deep snow).

Try Again: No, at least not for the same situation.

Perform

You are skilled in a type of artistic expression, which may encompass a variety of specific methods, and you know how to put on a show.

Like Knowledge, Perform is actually a number of separate skills. For instance, you could have the skill Perform (act). Your ranks in that

skill don’t affect any checks you happen to make for Perform (oratory) or Perform (string instruments). You could have several Perform skills, each with its own ranks, each purchased as a separate skill.

Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of which is provided for each category below. The GM is free to expand any of these categories with additional methods, instruments, or techniques, as

appropriate for his or her campaign. •  Act (comedy, drama, mime)

•  Comedy (buffoonery, limericks, joke-telling) •  Dance (ballet, waltz, jig)

•  Keyboard instruments (harpsichord, piano, pipe organ) •  Oratory (epic, ode, storytelling)

•  Percussion instruments (bells, chimes, drums, gong) •  String instruments (fiddle, harp, lute, mandolin)

•  Wind instruments (flute, pan pipes, recorder, trumpet) •  Sing (ballad, chant, melody)

•  Ability: Cha

•  Load Check Penalty: No •  Training: No

•  Take 10 or 20: No

Check: You can impress audiences with talent and skill.

Action: Varies. Trying to earn money by playing in public

requires anywhere from an evening’s work to a full day’s performance, at the GM’s discretion.

Try Again: Yes. Retries are allowed, but they don’t

negate previous failures, and an audience that has been unimpressed in the past is likely to be prejudiced against future performances. Increase the DC by 2 for each previous failure.

Synergy: If you have 5 or more ranks in Perform (act),

you gain a +2 bonus on your Disguise Self checks to impersonate someone.

If you have 5 or more ranks in Perform (dance), you gain a +2 bonus on your Balance checks.

If you have 5 or more ranks in Perform (oratory), you gain a +2 bonus on your Diplomacy checks.

If you have 5 or more ranks in Perform (sing), you gain a +2 bonus on your Gather Information checks.

Perform DC Performance

10 Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d3 credits/day. 15 Enjoyable performance. In a prosperous city, you can earn You can earn 1d6 credits/day

20 Great performance. In a prosperous city, you can earn 3d6 credits/day. In time, you may be invited to join a professional troupe and may develop a regional reputation.

25 Memorable performance. In a prosperous city, you can earn 5d6 credits/day. In time, you may come to the attention of noble patrons and develop a national reputation.

30 Extraordinary performance. In a prosperous city, you can earn 7d6 credits/day. In time, you may draw attention from distant potential patrons

Piloting

This skill represents your ability to pilot ships and vehicles.

•  Ability: Int

•  Load Check Penalty: No •  Training: No

•  Take 10 or 20: Only take 10

Check: Routine tasks, such as ordinary driving around

town, or when traveling through a well traveled space route, don’t require a Piloting check. Make a check only when some unusual circumstance exists (such as inclement weather, navigating without charts or radar, etc), or when you are piloting during a dramatic situation (being chased or attacked or when you are racing against the clock to reach a certain destination). A Piloting check requires one action. To learn more about vehicles and situations that require piloting checks, see the Ships chapter.

Repair

Use this skill to repair damage of mechanical creatures or objects, robots, bionics, electronic systems, etc.

•  Ability: Int

•  Load Check Penalty: No •  Training: No

•  Take 10 or 20: No

Check: Whenever you wish to repair something, you make a

Repair check and use a Repair Kit. Repairing things takes 1d6 rounds. To mechanical or bionic creatures, or to systems that suffered damage, this check heals a number of HP equal to the check’s result. This usage consumes 1 Repair Kit.

While normally you cannot use this skill without an omni-tool, you can use it to repair your own omni-tool. The GM may also determine that some hardware may be repaired without one When trying to repair other systems that are broken it is up to the GM to set the DC, which should be between 15 and 30. The more complex the system, the higher the DC. The number of Repair Kits necessary to repair the system should be equal to the DC divided by 3.

Try Again: Only when trying to Repair a broken system

Research

This skill represent’s one’s ability to use scientific knowledge and hard evidences to create theories and scientific advances.

Like Knowledge, Research is divided in several skills, all related to a different scientific knowledge.

•  Biology •  Physics •  Chemestry •  Quantum Physics •  Engineering •  Electronics •  Geology •  Ability: Int

•  Load Check Penalty: No •  Training: Yes.

•  Take 10 or 20: No

Check: Usually it takes months or even years of study, tons of data

gathering and processing and countless nights without sleep to bring forth decent scientific advances. Fully equipped labs with large teams are also common. However, this skill has proven invaluable for space explorers, adventurers and even those on a mission, where full-equipped lab might be a rarity and time is as precious as currency.

Its main usage is to allow a character to develop Squad Enhancements (see the Equipment chapter for more information

on them) and Ship Enhancements (see Ships chapter for more information on them). These can provide a tremendous

advantage to any character and party and increase the usefulness and performance of a Ship’s systems and parts.

Thus, any party should have at least one character with ranks in one or more Research skills, or should hire a researcher to

accompany them in their travels. Other useful usages are as follows:

•  Research (biology) can be used to develop countermeasures against natural poisons found in a foreign

world; or it can be used to create countermeasures against biologic weapons illegally employed by those who do not follow the Citadel Laws.

•  Research (chimestry) can be used to counter chemical weapons; or it can be used to identify valuable chemical

agents present in a foreign environment.

•  Research (engineering) can be used to determine how to bring stability to a recently found but unstable ruin; or it can be used to determine how to compensate for a

flaw in a Ship’s design.

•  Research (electronics) can be used to identify the capabilities an AI already developed for itself; or it can

be used to perfect electronic systems and software. Research (geology) can be used to identify valuable

mineral deposits if scanners aren’t powerful enough to reveal everything; or it can be used to identify the best landing site on a planet with a high seismic activity.

he time it takes to perform these actions, as well as the DC, when not already determined, is determined

by the GM.

yes. For other usages, no until new information on the subject is found.

Special: Using this skill requires a laboratory of

some kind, even if poorly equipped. Without one no Research checks may be made. For more information on ship laboratories, and the bonuses and penalties they provide on Research checks, see the Ships chapter.

Additionally, characters can hire researchers to accompany them on their travels. A researcher costs 1 credit per day for each point of modifier he possesses in one specific Research skill. A researcher with additional Research skills adds all his Research skills modifiers and multiplies them by 1,5, increasing the final result by 10% for each additional Research skill he possesses. For these calculations, round up instead of down.

Most Researchers have an Intelligence modifier between +3 and +6.

Example: a Salarian researcher with +4 Int mod, 6 ranks in Research (biology), 5 ranks in Research (Physics) and 3 ranks in Research (Geology) and no other modifiers to those skills would cost the sum of modifiers (6+4+5+4+3+4), multiplied by 1,5 which totals 39 and then would increase the price by 20% because he possesses two additional Research skills beyond one. So the total would be 46,8 credits which round to 47 credits per day.

Search

You can find secret doors, simple traps, hidden compartments and other details not readily apparent. The Spot skill lets you notice something, such as a hiding character. The Search skill lets a character discern some small detail or irregularity through active effort.

•  Ability: Int

•  Load Check Penalty: No •  Training: No

•  Take 10 or 20: Yes, and only take 10, but you must use the same result, to find everything that required a Search check, for the same room or area.

Check: A searcher must be within 10 feet of the object or surface

to be searched. It takes a full-round action that provokes attacks of opportunity to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side. The previous table gives DCs for typical tasks involving

the Search skill.

Try Again: No

Synergy: If you have 5 or more ranks in Search, you get a +2 bonus

on Survival checks to find or follow tracks.

In document Mass Effect d20 (Page 96-98)