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Setting Plug-Ins:

In document Synapse RPG (Page 126-143)

Setting Plug-Ins are chosen by the GM before play. They are broken down in such a way that they can be combined to form a variety of settings. You can use the books for other RPGs as source material for playing Synapse games using their setting. For equipment, simply define a currency conversion ratio to the units in the Possessions

chapter. For example, you could take a mainstream medieval fantasy book, assign a conversion ratio from Synapse’s currency units into gold pieces, and then use the equipment from that book in your setting. Then choose your skill specializations from the weapons and items in that game as well.

Each Skill Plug-In contains a set of skills that your GM is typically including

completely, though they might still prohibit a few individual skills. For example, your GM might include the Energy plug-in but prohibit the Energy Sword skill because she does not want that weapon in her game.

The key objective of this chapter is to provide a toolkit for the GM to design a gameworld that meets her specifications without having to go to a supplement book.

Skill Plug-Ins Medieval Age of Sail Modern Energy Ballistics Spacecraft Powered Armor Mechs Hovercraft Robotics Cybernetics Biotech

Skill Description Format

The below text appears at the top of every skill description.

Skill Name:

Action Type: Talent

It tells you the type of action that is used for that skill, and the talent which that skill is based on. You will probably want to focus on acquiring a lot of skills which you have the talent for. You cannot take skills you lack the talent for.

You may also see this text: Add Strength. It is a note to add a number

of dice equal to yourstrength as a bonus to rolls using that skill.

Type Talent & Attribute

Intimidation CON Presence HER

Jumping ENV Balance SPA

Language REF Knowledge COG Lip Reading ENV Awareness FOC

Listen REF Awareness FOC

Lockpicking ENV Dexterity SPA Meditation ENV Willpower STA Move Silently ENV Precision FOC Naturalism ENV Knowledge COG Navigation ENV Awareness FOC Negotiation CON Persuasion EMP Observation ENV Awareness FOC Performance ENV Presence HER Pickpocket ENV Dexterity SPA

Pleading CON Persuasion EMP

Poisons ENV Precision FOC

Probe CON Deception SYN

Propaganda ENV Deception SYN Public Speaking CON Presence HER Quick Draw ENV Dexterity SPA

Research ENV Deduction COG

Riding MAN Balance SPA

Running ENV Toughness STA

Seduction CON Seduction EMP

Search ENV Awareness FOC

Shadowing ENV Deception SYN Smuggling ENV Precision COG Socialization CON Persuasion EMP

Soldier ENV Knowledge COG

Sport COM Balance SPA

Spot REF Awareness FOC

Steal ENV Dexterity SPA

Suggestion CON Deception SYN Survival ENV Deduction COG Swimming ENV Toughness STA

Teamster ENV Motivation HER Throwing ENV Trajectory SPA

Torture ENV Persuasion EMP Tracking ENV Deduction COG

Traps ENV Precision FOC

Unarmed COM Balance SPA

Universal Type Talent & Attribute

Acrobatics REF Balance SPA Altruism REF Sacrifice HER

Analysis ENV Deduction COG Appraisal ENV Deduction COG Area Knowledge ENV Knowledge COG Assassination ENV Precision FOC Barter CON Persuasion EMP

Beast COM Balance SPA

Block COM Reaction SYN

Bluff CON Deception SYN

Body Control REF Toughness STA Body Language REF Awareness FOC

Body Sense REF Balance SPA Camouflage ENV Innovation COG

Catching ENV Trajectory SPA

Climbing ENV Balance SPA

Command CON Presence HER

Connoisseur ENV Deduction COG Counterfeiting ENV Precision FOC

Courage REF Bravery STA

Diplomacy CON Persuasion EMP Disguise ENV Innovation COG

Diving ENV Balance SPA

Dodge COM Reaction SYN

Etiquette REF Knowledge COG Explosives ENV Precision FOC Falconry ENV Motivation HER

Farming ENV Knowledge COG

Fishing ENV Knowledge COG

First Aid ENV Knowledge COG Force Entry ENV Precision FOC

Forgery ENV Precision FOC

Gambling ENV Reaction SYN

Gesture ENV Persuasion EMP Haggling CON Persuasion EMP Heraldry ENV Knowledge COG

Herding ENV Knowledge COG

Hide ENV Precision FOC

Hiking ENV Toughness STA

Holdout ENV Precision FOC

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Medieval Type Talent & Attribute

Archery COM Trajectory SPA Artillery ENV Trajectory SPA

Boating MAN Judgment SYN

Brewing ENV Innovation COG Cartography ENV Precision FOC Crafting ENV Precision FOC Herbalism ENV Innovation COG Melee Weapon COM Balance SPA

Repair ENV Precision FOC

Siege ENV Deduction COG

Sling COM Trajectory SPA

Thrown Weapon COM Trajectory SPA Age of Sail Type Talent & Attribute

Academics ENV Knowledge COG Knot-Tying ENV Precision FOC Musket COM Trajectory SPA Physician ENV Precision FOC

Pistol COM Trajectory SPA Sea Navigation ENV Judgment SYN Ship Piloting MAN Judgment SYN Modern Type Talent & Attribute

Aircraft Piloting MAN Reaction SYN Computers ENV Knowledge COG

Driving MAN Reaction SYN

Electronics ENV Knowledge COG Flame Thrower COM Trajectory SPA

Grenade COM Trajectory SPA Machinist ENV Precision FOC Missile Launcher COM Trajectory SPA

Pharmacy ENV Innovation COG Slugthrower COM Trajectory SPA Vehicle Mechanic ENV Knowledge COG

Vehicle Weapon COM Trajectory SPA Energy Type Talent & Attribute

Energy Shields REF Knowledge COG Energy Projectiles COM Trajectory SPA

Energy Sword COM Balance SPA

Ballistics Type Talent & Attribute

Gauss Projectiles COM Trajectory SPA Recoilless Guns COM Trajectory SPA Space Rocketry COM Precision FOC Spacecraft Type Talent & Attribute

AeroSp Mechanic ENV Knowledge COG AeroSp Piloting MAN Reaction SYN

Astrogation ENV Judgment SYN CapSh Mechanic ENV Knowledge COG

CapSh Piloting MAN Judgment SYN Sensor Mgmt REF Knowledge COG Weightlessness ENV Balance SPA Pwd Armor Type Talent & Attribute

P.A. Mechanic ENV Knowledge COG P.A. Operation MAN Reaction SYN Mech Type Talent & Attribute

Mech Mechanic ENV Knowledge COG Mech Operation MAN Reaction SYN Hovercraft Type Talent & Attribute

Hover Mechanic ENV Knowledge COG Hover Operation MAN Reaction SYN Robotics Type Talent & Attribute

A.I. Programming ENV Knowledge COG Robot Mechanic ENV Knowledge COG Cybernetics Type Talent & Attribute

Cybernetic Dsgn ENV Innovation COG Cybernetic Surg ENV Precision FOC Biotech Type Talent & Attribute

Biotech Design ENV Innovation COG Biotech Surgery ENV Precision FOC Psionics Type Talent & Attribute

Alter ENV Trajectory SPA

Control ENV Balance SPA

Sense ENV Awareness FOC

Acrobatics:

Reflexive: Balance

Used whenever you are trying to maintain your balance. This may be because you are trying to move across unusual terrain or because you are trying to stay stable while the terrain is moving. Alternatively, it might be because you are trying to accomplish actual acrobatic feats like tightrope walking, rolling, cartwheeling, backflips, etc. If you are hit with a powerful weapon or object, the GM may call upon an Acrobatics roll to determine if you stay on your feet.

Altruism:

Reflexive: Sacrifuce

Used any time you attempt to act in a way that is clearly not in your self-interest, such as giving money to a homeless person or falsely confessing to protect someone. If you attempt such a feat, the GM will call for an Altruism roll. She rolls a number of dice against you based on the degree to which you are personally impacted by the loss. Note that this does not cover the act of placing yourself in physical danger on behalf of someone else, that would be an issue of Courage or Dramatic Heroism. You must have exceptional Sacrifice to start with this skill at any level other than untrained.

Analysis:

Environmental: Deduction

Used whenever you are actively looking at data and trying to reach a conclusion. This may be used to solve puzzles, like the Riddle of the Sphynx or how could you reach a ledge based on the tools you have. Analysis can also be used to try and use the Academic skill untrained but with a reference material, such as trying to answer an Archeology question by looking at an Archeology reference book. The GM will assign the difficulty value and make the roll in secret and tell you what you think the answer should be or if you cannot come up with an answer. If you get no successes, the GM is encouraged to give you false information instead.

Appraisal:

Environmental: Deduction

Used whenever you are trying to assess the market price of a good or service based on its intrinsic value (for artistic value, see Connoisseur). If you have time to study the object, you can add an extra die to your roll.

Appraisal can be used before a Barter or Haggling action. The GM will assign the difficulty value and make the roll in secret, then tell you what you believe the market price to be. This may or may not be accurate and the GM is free to use her judgement to grant a bonus or penalty to the subsequent Barter or Haggling action.

Area Knowledge:

Environmental: Knowledge: Specialized

Used to remember where something is located, such as “the old mill is on the north bank of the river near the forest.” This does not enable you to determine which direction the river is from your current location (see

Navigation for that skill), but successful Area Knowledge actions will grant bonuses to your Navigation actions if made first (size of bonus based on GM judgment). Area Knowledge can help you remember the locations of people, structures, streets, shops, landmarks, and similar places. There are no typical specializations; you must consult your GM for possible areas to know. You cannot use this skill outside of your specialization, though you can take it multiple times for different areas. Using a map to find a location is not an issue for Area Knowledge, but covered under Analysis instead.

This skill should be used to represent familiarity with particular areas. Perhaps a place where you spent a lot of time, grew up, went to school, or used to visit on business trips. Regardless of the reason, you have a good sense of the layout of the area and even if you do not know the specific location you are looking for in some instance, you may have a good idea where to start looking.

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Assassination:

Environmental: Precision

Used whenever you are trying to kill someone who is completely unaware of your existence. This skill represents knowledge of how to kill something in a single devastating blow. The GM will assign a difficulty value based on the range to the target, obstructions, complicating factors, and your familiar with the species you are targeting. If you succeed, the target is killed. If you fail but still had some successes, you severely wound them. Otherwise, you miss the target. Assassination can be used with any small hand-held weapon (ex. Knife) or a ranged weapon if you are concealed, however you must be able to use that weapon at the Trained or Professional level.

Barter:

Conversational: Persuasion

Used whenever you are trying to negotiate the trading of goods and/or services for different goods and/or services. You are not using currency as the primary medium of exchange. It is possible that you may be using some currency as a way to smooth out the edges; such as trading a goat for two chickens and three silver coins. However, neither side of the transaction is only using currency. If the economy uses a commodity as a standard of exchange (e.g. salt), treat that commodity as currency. By default, you are assumed to be using Acquisition as the motivation you are appealing to in your target.

Beast:

Combat: Balance: Specialized: Add Strength

Used whenever you are trying to hit someone using a non-human aspect of your body in combat. Choose a specialization from the choices under Race, such as Mandibles or Claws. Obviously, you must possess the non-human body part to use the skill. Specializations are by body part. You cannot use this skill outside of your specialization, though you can take it multiple times for different body parts. You can only use this skill untrained if your body has been manipulated in some way, such as through Polymorph.

Block:

Combat: Reaction

Used whenever you are trying to deflect a weapon in combat using some kind of object, like a shield or your own weapon. If you use your own weapon, you get a penalty equal to - dice per size level difference. If your weapon is the same size as opponents, there is no penalty. For example, if you try to block a Polearm (Large) with a Dagger (Small), you do so at a -4 dice penalty (good luck). You must have either Warfare exposure or Combat training life experience to start with this skill at the Trained or Professional level.

Bluff:

Conversational: Deception

Used whenever you are trying to directly lie to someone. This represents your ability to lie with a straight face. If you fail using this skill, the target knows you are lying to them. There is no default motivation assumption, you must choose a reasonable motivation to appeal to in your target. Your appeal represents how you are framing the lie and it should correspond to nature of your lie. If you are telling someone that their rival was spreading rumors about them, you should be appealing to Revenge. Your GM may add or subtract resistance dice to the target’s roll based on the believability of your lie. Someone who is trained or professional in this skill can make simple lies without a roll. This skill can be used under polygraph or other truth-detecting technology, but at a severe penalty imposed by the GM.

Body Control:

Reflexive: Toughness

Used whenever you are trying to maintain control over your body when it is under physical duress. Normally, characters that are severely wounded, exhausted, or sick are immobilized in some way. Body Control allows you to bypass these restrictions. If you would normally be unable to take action due to a low strength, endurance, or resilience; you can call upon Body Control to try to act anyway. The GM rolls dice against you based on the severity of your wounds.

Body Language:

Reflexive: Awareness

Body Language is used whenever you are looking at someone and interpreting their emotional state. This skill is not used for obvious emotional cues like crossed arms, scowls, crying, and so on. You can request to check this skill before attempting a Conversational action to try and help you choose a motivational appeal. The GM will roll dice against you based on the emotional composure of NPC.

Body Sense:

Reflexive: Balance

Used whenever you are trying to act despite disorientation. Your body must be capable of performing the action, your mind is the problem. This could be disorientation from biochemical effects like drunkeness, dehydration, or poison. It could also be disorientation from injury, falling, spinning, or erratic vehicle movement. Alternatively, it could be disorientation from magic or supernatural powers (if your setting supports that).

Camouflage:

Environmental: Innovation

Used whenever you are trying to conceal an immobile object in the environment, like a vehicle, structure, or a body (for your body, use Hide instead). The GM will assign a difficulty value based on the shape of the object and the exposure of the area in which you are trying to conceal it. The number of successes rolled will be come the difficulty value for anyone trying to detect the object using Observation. or be directly compared to someone’s Spot skill. You must have the Wilderness training life experience to start with this skill at the Trained or Professional level.

Catching:

Environmental: Trajectory

Used whenever you are trying to catch an object that is flying through space towards or near you. You must be able to see the object moving through the air to catch it and it must be moving at a reasonable velocity (e.g. you cannot catch a bullet because it is moving too fast). You cannot catch an object you cannot see, whether it is because the object itself is invisible, invisible to you because of your vision limitations, or because your vision is obstructed. If you are prepared to catch the object and aware that it is coming, roll an extra die.

Climbing:

Environmental: Balance: Add Strength

Used whenever you are trying to climb up or over an obstacle like a wall or cliff face. Equipment like pitons may be simply useful for some climbs, but essential for others. If it is a particularly large distance to climb, your GM may divide the climb into multiple sections and have you roll for each section traversed. If you succeed, you successfully climb the section. If you fail, you fall off the object. If you are using equipment that tethers you to the climbing surface, you only fall down a short distance and can continue your attempt with successive rolls. Otherwise, you may take impact damage or die, depending on the height from which you fall.



Command:

Conversational: Presence

Used whenever you are trying to order someone to do something. This represents your ability to project

authority and compel others to follow you. It does not exclusively apply to military orders, but could be used any time that you try to tell someone else to do something. By default, you are assumed to be using Deference as the motivation you are appealing to in your target. Your GM may add or subtract resistance dice to the target’s roll based on the amount of power you have. A General should have an easier time ordering soldiers compared to a Corporal, simply due to having more power. This skill can be used on a unit of soldiers. In such a case, the GM assumes an average Deference for the entire unit and successes on the roll determine combat performance.

Connoisseur:

Environmental: Deduction: Specialized

Used whenever you are trying to assess the market price of piece of art or an item whose value is enhanced by it’s aesthetic appeal. Connoisseur can be used before a Barter or Haggling action. The GM will assign the difficulty value and make the roll in secret, then tell you what you believe the market price to be. This may or may not be accurate and the GM is free to use her judgement to grant a bonus or penalty to the subsequent

Barter or Haggling action. Specializations are by type, such as Paintings or Wine. You cannot use this skill outside of your specialization, though you can take it multiple times for different types.

Counterfeiting:

Environmental: Precision

Used whenever you are trying to create false currency. This process always requires specialized equipment (varies by form of currency). The GM will assign a difficulty value based on the sophistication of the currency being duplicated and the quality of the tools you are using. The number of successes rolled will become the difficulty value for anyone trying to determine the authenticity of the currency using Observation. Some tools can give

In document Synapse RPG (Page 126-143)