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Skill List

In document The Swing Reality Guide (Page 63-76)

Academics

This skill covers a variety of learned topics such as History, Sciences, Literature and Philosophy. Academic skills are useful as sources of information. When determining whether or not a character has any knowledge regarding the subject, the player rolls their

Intelligence + Perception + Academics.

Success means the character does have useful information regarding the subject. Failure means, either the character does not know anything or can not remember it at this time.

Subskills: Literature, Anthropology, History,

Philosophy, Geography, Government, Sociology, Foreign Cultures (Such as Iraq, Poland, China, etc.) Economics Acrobatics

This skill allows a character to move his body quickly and gracefully through complicated maneuvers. The Acrobatics skill covers Sports Acrobatics, Gymnastics, Rhythmic Gymnastics, Circus Acrobatics, Tumbling, Acrobatic Dance, Aerial Ballet, High Wire, Flying Trapeze, Balancing Acts, Adagio, and Trampoline. Acting

Skilled actors can imitate particular people, summon emotional responses at will and convince their audience they are telling the truth when they are in fact lying, as well as, for pure entertainment purposes.

Acting and Disguise are not the same skill, however, they are frequently used in combination. Successful use of the Disguise skill grants a +1 Step Bonus for Acting.

Administration

This is the skill of managing an organization (business, army, charity). This skill covers the organization, coordination and execution of all administrative functions supporting an organization and any of its tasks. Animal Handling

This skill covers all facets of animal care, from feeding and grooming to breeding and training. Characters will be able to use this skill to train animals to help them on their adventures (such as, pack mules).

To train an animal, the Player rolls Charisma + Attitude

+ Animal Handling. This starting difficulty depends on

whether the animal is of domesticated stock (cats, dogs, etc.) or wild. Starting difficulties for domesticated animals is 16 (Normal) and for wild animals 24 (Hard).

Animal Handling can also be used to calm animals that have become agitated. To calm an agitated animal, the Player rolls Charisma + Attitude + Animal Handling with a starting difficulty of 20 (Extended). If the Player succeeds the animal completely calms down. Failure means that the animal did not calm down. Two failed attempts to calm down an animal will cause the animal to switch their attention towards the trainer.

Add a +1 Step Bonus for any use of the Animal Handling skills, if the animal is familiar with the trainer.

Subskills: Mammal, Reptile, Avian, Aquatic, Amphibian

Parent Skill Name

Skill description: A character must choose a sub- skill for any skill that lists them. They must choose from any subskill listed or any agreed upon with the Sage.

Subskills: Subskill Example #1, Subskill Example #2,

Appraisal

This skill enables characters to appraise the value of an item. Since some items are more easily appraised than others, modifiers should be applied to checks based on how common or rare the item is.

To use the Appraisal skill the character rolls their

Intelligence + Perception + Appraisal. If successful

the character can approximate the value of an item to within 95% of its true value. If the character failed in the Appraisal attempt, roll D100, the result is the percentage of the true value the character beliefs the item is worth. Unless some new information comes forth the character may not attempt to reappraise.

Starting Difficulty, based on the rarity of the item

Common Items = Easy Uncommon Items = Normal Rare Items = Extended Unique Items = Hard

Subskills: Gems, Comic Books, Toys, Books, Jewelry,

Buildings/Property, Guns, Art, Buildings, Antiques,

Example

Item is a Medieval Painting worth $100,000 US.

On a successful Appraisal attempt the character appraises the value of the painting at $95,000 US.

On a failed Appraisal attempt the character appraises the value of the painting based on a percentile dice roll. If the D100 result was 55, then the character would appraise the value of the painting at only $55,000 US.

Archery

Through practice you have gained knowledge of Bows. This includes how they react when they are fired, proper stance to assume when aiming them, how to reload them, how to maintain them and how to fire them.

Subskills: Long Bow, Crossbow, Compound Bow, Sling

Shot Artillery

This weapon skill is used to fire and spot for all kinds of artillery weapons, from field artillery to artillery mounted on vehicles. "Artillery" is a general term covering several varieties of large-caliber weapons. Currently these fire an explosive shell or rocket and are of such a size and weight as to require a specialized mount for firing and transport.

Weapons covered by the Artillery Skill in the modern era include "tube" artillery such as the howitzer, cannon, mortar, and field gun and "rocket" artillery. Older engines like the catapult, trebuchet and ballista are also covered under the Artillery skill.

Artillery does not suffer from an Indirect Fire penalty; however, the use of a spotter, stills adds a +1 Step Bonus to artillery attacks.

Arts

Sub skills of the Arts skill can include any area of artistic expression, from music to painting. "Pure" art is aesthetic rather than utilitarian. In contrast, design is the process of making utilitarian objects more beautiful. Clothes, parks, and cool-looking automobiles are designed; paintings and sculpture are art. There is, however, considerable grey area; architecture, for instance, falls somewhere in between, depending on the nature of the undertaking. In addition, purely aesthetic objects can be said to have, at the very least, entertainment value, which can be considered useful.

Art doesn't have to be solely for aesthetic purposes. Commercial art uses artistic methods to convey information such as advertising.

When creating a work of art, there is no success of failure attach to it like other skills. Instead, the creator rolls their

Wits + Dexterity + Arts, the results total indicates how

well the art is received by others. Unlike other skills, increasing the time necessary to complete the art does not lower the any difficulty, nor are the any other

Note: Characters with high levels in a particular

Subskill should have other related Subskills. It is hard, if not impossible, for someone to become an expert in Chemistry without learning a little Biology, Math and Physics. Sages, remember there are ways to influence this growth to reflect a more realistic skill progression. One method could be alternating which skills the character uses, even for creating pharmaceutical formulas; you could force a Math skill check during the creation process.

modifiers to apply. The use of the Arts skill is used only to compare with the following chart. This chart is just an example; please feel free to develop your own.

Arts Skill

Roll Total Results

0-8 Dismal failure. No value.

9-16 Acceptable in only certain circled, but

generally ignored by mainstream art. Estimated value at $10 US.

17-21 Starving artist quality work. While this will

not make you famous, it does pay the bills. Estimated value at $100 US.

21-24 This work is seen by many as creative,

intriguing and original. Estimated value at $1000 US.

25-28 This work is seen by many as creative,

intriguing and original. Estimated value at $10,000 US.

29-36 One of the best examples from the style

of Arts chosen. Considered a true work of art by many in the artistic community. Estimated value at $1 Million US.

37-41+ This work will immortalize you in the

annuals of history. Estimated value at $10 Million US.

Subskills: Dance, Painting, Drawing, Music, Poetry,

Sculpture, Video, Commercial Athletics

Athletic activity consists of an everyday activity carried out with a purpose and in an environment different from everyday: for competition, enjoyment, to attain excellence, for the development of skill, or some combination of these. The difference of purpose is what characterizes Athletic activities, combined with the notion of individual (or team) skill or prowess. Therefore jumping over a hurdle in front of thousands in an indoor arena is a sport, whereas jumping a stream during a country walk is simply an attempt to keep one's feet dry. This skill represents a both a character’s knowledge and physical ability in a particular sport. What constitutes a foul ball and how to hit a foul ball? When using this skill, if it is knowledge based use Intelligence + Wits +

Athletics or if it's about physical ability, use Strength + Dexterity + Athletics.

Subskills: Football, Baseball, Volleyball, Diving,

Swimming, Track, Bowling, Basketball Brawl

Brawl is the most very basic hand-to-hand combat attack one can perform. It is punching, kicking, biting, hair pulling and all other non-graceful acts of violence. Brawling encompasses all fighting styles that do not adhere to rules, codec or a formalized method of

practice. It is not that those who brawl can not fight; it is that there is no classification to their style of fighting. It is merely a "what works" method. Nothing is against the rules, there are no holds barred, its anything goes. Bureaucracy

A character with this skill is trained to operate within the framework of an organizational structure characterized by regularized procedure, division of responsibility, hierarchy, and impersonal relationships. This skill can be used for either governmental or nongovernmental organizations.

Career

This is a catchall category for an infinite number of special skills related to professions. This skill allows the character knowledge of how a particular profession functions. It does not grant the character the ability to be a lawyer; he would still need law skills. But it would give him the knowledge of the other facets of the law practice; such as getting licensed, how to become a partner, the different specialties, how to file a case, etc.

This skill can also be used in Deception and Deception Detection. Anytime someone wants to deceive another about information, a procedure, or facet of a particular career field, they would need to use this skill.

Subskills: Law Enforcement, Retail, Government,

Financial, Personal Assistant, Construction, Education, Shipping

Climb

This is the ability to climb mountains, rock walls, trees, the sides of buildings, and anything else that may get in your way. This includes climbing with and without climbing equipment. This skill gives the character knowledge about the equipment, techniques and safety practices of climbing.

This skill does not include the use of ladders, ropes, or other instruments of casual climbing.

Combat Skills

Combat skills are skills that are used during combat only. A good example would be target recognition. When attempting to attack a ranged target that is beyond normal vision, with a scoped weapon, a player must make a successful Target Recognition check or fail to find the target.

See Chapter 5and 8 for more information on Combat Skills.

Subskills:

• Initiative: (add skill level to Initiative Roll) • Target Recognition: Perception + Intuition

• Dodge: Perception + Dexterity

• Mechanical Traps: Intelligence + Perception • Electrical Traps: Perception + Intelligence • Explosive Traps: Intelligence + Perception Communications Systems

This skill allows a character the ability to operate communication equipment. This could be for functional use or for unconventional uses; such as jamming. To operate communication systems the character does not need a skill roll, only knowledge of the skill. When the character is trying to jam, encrypt, eavesdrop, etc. is when the character would be require making a skill check.

Subskills: Military Radios, Ham Radio, CB, Cellular,

Satellite

Computer Use

This skill allows a character the ability to operate computer equipment. This could be for functional use or for unconventional uses; such as hacking.

To operate most computer systems the character does not need a skill roll, only knowledge of the particular operating system. However, searching an unfamiliar network for a particular file, writing computer programs, altering existing programs to perform differently (for better or worse), and breaking through computer security are all relatively difficult and will require skill checks.

See Chapter 5and 8 for more information on Computer Use.

Subskills: Windows, Macintosh, Linux, UNIX, BSD,

DOS, Solaris, Novell Crafts

The skill Crafts, is about creating and fixing handmade items. Generally this is considered a hobby but some of the items created with Crafts can be quite useful. Crafts can be self taught or instructor presented. Unlike Arts, items produced using the Craft skill do not necessary carry a value with them. Generally the value is unique to the owner and the individual purpose of the item itself.

Subskills: Weaving, Carving, Knitting, Sewing, Quilting,

Croquet, Stamping, Child Crafts, Paper Mache, Puppets Cryptography

Cryptography is the use of the principles and techniques for the rendering of information in an encrypted guise from which it is difficult for an unauthorized person to recover any of the original, while still allowing the intended reader to do so.

To encrypt a message, the character rolls Wits +

Perception + Cryptography. To decrypt (decode) the

encrypted message, characters must make a contested Cryptography skill check versus the skill roll used to encrypt the message. Characters must wait 1 hour in- between decryption attempts.

Example

Bob tries to encrypt a letter to the President. His starting difficulty is 16 (Normal). His skill roll total is 21.

Sally intercepts Bob’s message and attempts to decrypt it. She rolls Perception + Wits + Cryptography against Bob’s 21. She rolls an 18, and fails to decrypt the message. After an hour she tries again. This time she rolls 26 and decrypts Bob’s message.

Subskills: Verbal, Pictorial, Electronic, Written

Debate

Use this skill to present your argument to others in order to convince them of your opinions.

To use Debate, characters roll Wits + Perception +

Debate. Successful use of this skill causes an audience

(even if it’s only one (1) person) to agree with the characters argument. However, it does not directly influence any action on the audience’s part. What it can do, is lower the difficulty for Leadership when trying to convince others to action.

Successful use of Debate, grants a +2 Step Bonus when using Leadership to influence actions from an audience. The Leadership bonus is only granted to the character or another who the character dictates and was present at the debate. Starting difficulty is the average Attitude Die Code of the audience.

Attitude

Die Code Starting Difficulty

D4 Auto D6 Very Easy D8 Easy 2D4 Normal D10 Extended D12 Hard 2D6 Very Hard 2D8 Difficult D20 Very Difficult 2D10 Impossible

For quick instances:

Friendly Audiences = D8 Neutral Audiences = D10 Hostile Audiences = 2D6

Demolitions

A character with this skill can arm and disarm explosives. Preparing a normal charge for detonation does not require a skill roll, only knowledge of the skill.

A skill roll is required for more complicated actions; such as to manufacture field expedient (improvised) explosives, to determine the best location to place explosives and to determine whether or not explosives are or have been used.

Subskills: Dynamite, Nitroglycerine, TNT, C4, Mines,

Improvised Disguise

A character with this skill can conceal their appearance and even make them look like specific people. This skill is both for visual, attitude, voice and mannerisms. The starting difficulty for Disguise depends on how much time, the character wishes to devote to applying the disguise. The character rolls Wits + Charisma +

Disguise. Time Starting Difficulty 10 Min Hard 30 Min Extended 1 Hour Normal 3 Hours Easy

However, even if the disguise is successful, all characters (Player and NPC) will still have a chance to spot the disguise. Upon initial contact with the disguised, everyone can make a Sensory Attribute contested check versus the skill roll total of the Disguise attempt. For every thirty (30) minutes in the disguised characters presence, another chance for detection is allowed, again at the same difficulty.

Example

Bob spends 1 hour setting up his disguise. His starting difficulty is 16 (Normal). His skill roll total is 22.

When Sally meets Bob she can roll to detect the disguise. She rolls Perception + Intuition against Bob’s 22. She rolls an 18, and fails to detect the disguise.

After 30 minutes of talking to Bob, she attempts another Sensory Attribute Check against Bob’s 22. This time she rolls 25, detecting Bob’s disguise.

Subskills: Camouflage, Vocal, Makeup, Clothing

Drive

This skill grants the user the ability to drive the specified vehicle. Without this skill the user does not have a valid driver's license and is generally a hazard to the community.

Drive cannot be bought before Stage 3 of the Life Paths.

Subskills: Car, Truck, CDL, Heavy Equipment

Endurance

This is the ability to withstand pain and suffering. The use of this skill will vary from withstanding torture to being able to sit still for an extended period of time. All consciousness checks are made using this skill. It will become necessary to regain ones composure during the course of interacting with others. Everyone needs to recharge their batteries after performing extended actions.

Normally, a person will regain a number of Fatigue Points equal to their Skill Level of Endurance every 15 minutes of rest or mild activity. In combat, though, you may not have 15 minutes. To regain Fatigue Points in combat, a person rolls their Strength + Attitude +

Endurance against a final difficulty of 12 (no other

modifiers are applied). Success means that the person gains a number of Fatigue Points equal to their Endurance Skill Level.

The use of this skill costs 5 CP per attempt and can only be attempted once per combat round

Engineering

Engineering is the application of scientific and mathematical principles for practical purposes; such as the design, manufacture, and operation of efficient and economical structures, machines, processes, and systems.

Subskills: Mechanical, Electrical, Drafting, Aeronautical,

Escape

This is the art of removing oneself from a captive situation. Whether it is handcuffs, straight jacket or an inopportune moment, this skill will get you out of it. To attempt an escape, the character rolls Dexterity +

Strength + Escape. Success means that they have freed

themselves. Failure means they are still restrained. Failure by more than 15 less than the difficulty has caused the character to overexert themselves and causes 1 wound to the area which is restrained. The starting difficulty depends on the material the character is attempting to escape from.

Material Starting Difficulty

Rope Normal

Handcuffs Extended

Plastic Tie Wraps Hard

Straight Jacket Very Hard

Characters must make an Escape attempt for each method of restraint (i.e.; if they are bound at their hands and their feet, then they need two successful attempts to free themselves).

Subskills: Casual (leaving whilst others are distracted),

Restraints Etiquette

Etiquette is the code of expectations that governs social behavior. It usually reflects a theory of conduct that society or tradition has invested heavily in. Etiquette is concerned with the way in which people interact with each other, and show their respect for other people by conforming to the norms of society. Social norms differ from one culture to the next, so what might be acceptable on the streets might cause World Wars in politics.

Subskills: Street, Political, Royal, Corporate, Legal

Expression

This skill is about conveying some idea or thoughts to an audience in either clear language or metaphorical speech. This could be about fictitious or actual information. Expression is somewhere between Arts and Debate. Expression does not necessarily create a lasting work of art and also does not influence others to actions. However, it conveys both types of emotions.

To use Expression, characters roll their Charisma +

In document The Swing Reality Guide (Page 63-76)