Table of
Contents Attributes
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IV. ATTRIBUTES
AND SKILLS
Many of the skills that are used in Appleseed D6 are exactly the same as those used in West End Games' old Star Wars game, or the new DC Universe. However, I have made a few changes. The links below lead to each Attribute and explanations of the skills they control (many of the skills are more completely explained in the West End Games rulebooks). Attributes: StrengthSkills are listed under each Attribute. Terms:
If a skill is listed by not given any other information, assume that it is available in one of West End Games' products (probably the Star Wars books, 3rd Edition). |
Brawling
Time Taken: One action.
Specializations: none.
Difficulty: Easy (2)
Brawling covers basic hand-to-hand combat.
It is less graceful than Martial Arts, but can be equally effective.
A character will do an amount of damage equal to his Strength + 1D per
Effect Value.
Note: Brawling and Martial Arts is handled differently in this D6 Legend game than it is in the DC Universe. As always, GM's and players should go with whichever system they think is best.
Climbing
Time Take: One action (but GM's may decide to have characters
just roll once for an entire "pitch")
Specializations: Different things climbed: buildings,
trees, rock faces.
Difficulty: Moderate (3)
While Climbing covers the actual act of scampering
up something, it may also be used when a character tries to do things like
hold on to the hood of a speeding car (the "TJ Hooker maneuver") or grab
on to the struts of a helicopter as it takes off, etc. The difficulty
may be increased if the character is burdened or wearing armor.
Jumping
Time of Use: 1 action. Note that "big" jumps may require
a certain amount of "hang time." GM's should consider this in modifing
difficulties for other actions that are attempted while the character is
in the air.
Specializations: None.
Difficulty: A die result of 3 or higher is a Success.
The distance covered depends on the number of successed gained. See
below
Jumping is not really an "academic" skill,
but it is a talent that may be cultured nonetheless. You may notice
a somewhat strange progression in the distance covered and the number of
successes. This is because almost anyone can jump at least a little,
but only a few people can really jump far. 9 Successes are about the maximum
that an Olympic jumper could get (assuming they didn't use Wild Dice, Chi
or Character Points--all of which, I think, are illegal at the Olympics)--this
assumes a Strength of 4 + Jumping skill of 6 (World Class) and a getting
successes on nearly all the dice. After 9 successes, the distance
increases dramatically. This is because the jumper will only get
this far if aided by technology (cybernetics) or some other "superhuman"
means (Chi or Character Points).
I would recommend to GM's that 9 successes be the
"maximum" allowed any non-augmented jumper (this includes the use of Chi
and CP's) because the laws of physics and gravity have to apply somewhere.
There is simply no way for a "normal" human to jump 50 feet horizontally!
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Horizontal: about 1 foot.
Vertical: about 1 foot. |
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Horitzontal: about 2.5 feet.
Vertical: about 3 feet. |
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Horizontal: about 4 feet.
Vertical: about 4 feet. |
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Horizontal: about 6 feet.
Vetical: about 5.5 feet. |
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Horizontal: about 10 feet
Vertical: about 6 feet |
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Horizontal: about 15 feet.
Vertical: about 7 feet |
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Horizontal: about 20 feet.
Vertical: about 8 feet |
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Horizontal: about 25 feet.
Vertical: about 10 feet. |
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Horizontal: about 30 feet (this is about the current world record).
Vertical: about 12 feet. |
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Horizontal: about 40 feet.
Vertical: about 15 feet. |
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Beyond 10 Succeses, a jumper may only achieve these distances if aided by technology. Even Chi and CP's should not be permitted to carry a jumper this far. | ||
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Horizontal: about 75 feet
Vertical: about 35 feet. |
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Horizontal: about 100 feet.
Vertical: about 50 feet. |
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Horizontal: about 125 feet.
Vertical: about 75 feet. |
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For each additional success, add about 25 feet to the result. |
Lifting
Time Taken: 1 action
Specializations: none
Difficulty: Depends upon the weight and bulkiness of the
item.
Lifting represents more an innate ability
than a learned skill (though you can certainly learn the "correct" way
to lift heavy objects). Difficulty depends on the weight of the object.
The table below indicates the difficulty of lifting a common object of
about the provided weight. Characters will be able to life much more
than this amount if they bench press (approximately 3 x the amount)
or do a dead lift (approximately 4x this amount)
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Acrobatics
Time Taken: One round
Specializations:Tumbling, Balancing, Swinging
Acrobatics is used whenever a character
attempts to make an unusual or difficult maneuver with her body. A character
may attempt an Acrobatics check if they fall or are thrown to the ground
to roll to her feet or avoid damage (roll Acrobatics versus the damage.
If the Acrobatics roll is higher, subtract the difference from the damage
taken).
Acrobatics may also be used in combat. If
a character uses Acrobatics during combat they can potentially reap one
of the following benefits:
Note: Brawling and Martial Arts is handled differently in this D6 Legend game than it is in the DC Universe. As always, GM's and players should go with whichever system they think is best.
Dodge
Time Taken: One round.
Specializations: None.
Dodge is the art of getting out of the way.
A character need only make one Dodge roll per round. The result becomes
the base difficulty for anyone shooting or throwing anything at the character.
Thus, if a character makes a Dodge roll and has 4 successes, enemies will
need at least 4 successes to hit the character. The Dodge result
replaces
the base difficulty, thus a bad Dodge result can put the character in a
worse position than if he had just stood still. Dodge may also be
used to get out of the way of other objects that are not purposely aimed
at the character, such as falling boulders, careening busses or out-of-control
skateboarders.
Drive
Time Taken: One round.
Specializations: Particular types of vehicles, such as
Motorcyles, Sports cars, Limosines, etc.
Drive applies to the conduction of commonplace passenger
vehicles. It won't do you a lick of good in a tank...
Fire Weapons [Archaic Weapons/Firearms (Pistols and
Rifles)/Light Artillery/Heavy Artillery/Vehicle Weapons/Remote Weapons]
Time Taken: One round.
Specializations: Particular weapons types. For example,
Firearms: Assault Rifle.
When choosing the Fire Weapons skill, the player
must choose one of the categories listed above. The character is
considered unskills in all the other categories unless they too are selected.
Martial Arts
Time Taken: One round.
Specializations: none.
Martial Arts covers the study of unarmed
hand-to-hand combat. Many of the Resuscitated use programs to train in
an amalgam of styles. At character creation, the character receives
one special maneuver for each die they place in the skill.
When the character advances with experience, each special move costs an
additional 8 CP's (a character can buy as many as he would like).
Example: Ishu has a Dexterity of 3D and at character creation adds an additional die into Martial Arts (giving him a total of 4D in Martial Arts). He chooses Disarm, Elbow Smash, Multiple Strikes, and Power Block. Later, he increases the Martial Arts skill from 4D to 5D (costing 12 CP's) and decides to purchase Spinning Kick for an additional 8 CP's.A character who strikes with Martial Arts, but without a Special Move, does damage equal to her Strength +1D per EV. The base to hit with Martial Arts is Moderate (3 Successes).
Note: Brawling and Martial Arts is handled differently in this D6 Legend game than it is in the DC Universe. As always, GM's and players should go with whichever system they think is best.
SPECIAL MOVES
The standard Difficulty for each move is given in parenthesis.
Ride horse
Time of Use: One round.
Difficulty: Easy for simple manuevers on well-trained
steeds. Difficulty increases for the orneriness of the beast, complexity
of actions attempted, and conditions (weather, speed traveled, burdens,
etc.).
Specialzations: Particular riding styles (Wester, English,
Bareback, etc.).
Ride horse includes all the knowledge one
needs to train or ride a horse, perform simple animal husbandry, and prepare
and maintain the appropriate tackle.
Running
Time of Use: 1 action.
Specializations: none
Difficulty: Easy. May be increased if there are
obstacles or the character is burdened.
Running includes not only the ability to
move your feet rapidly, but also of avoiding objects and stumbling while
you are doing so. This skill is essential for all those characters
who hope to be cops and spend their days chasing down perpetrators though
dim alleys and over chain link fences.
Throwing
Time of Use: 1 action.
Specializations: Particular objects: grenades, spears,
shoes.
This covers the hand-eye coordination required to
pick something up and hit a target. Difficulty depends on whether
the object was designed to be thrown and range (see Equipment).
Resistance:
Time of Use: 1 round.
Specializations: Particular forms of duress: Drugs,
Pain, Gravitational forces (good for pilots), etc.
Resistance indicates the character's physical
resiliency against outside duress, such as pain or drugs. Furthermore,
for when a character rolls to establish his Hit Points, he may roll Resistance
if it is higher than his Constitution. Also, as he may roll an additional
die each time he increases his Resistance skill level (only to the general
skill, not Specializations).
Swimming:
Time of Use: 1 action.
Specializations: None.
When you know how to
swim, you generally won't drown. This is a good thing.
Willpower:
Time of Use: 1 action.
Specializations: None.
Willpower represents the strength of the
character's mind and ability to resist outside influences. Characters
must make Willpower checks to avoid temptations, fight the powers of suggestive
drugs, and remain conscious when physically weak or in extreme pain.
Bureaucracy
Time of Use: 1 round to several hours.
Difficulty: Easy. May be increased for particularly obscure
or secret bureaucratic information.
This character has an unfortunately advanced
knowledge of how bureaucracies work. They will know who is in charge
of what duties, where paperwork is kept, and what processes must be followed
to get something done in a bureaucratic chain of command. Every species
has its own kind on bureaucracy, and a smart individual can learn how to
use it to his advantage. The nature of the Machines lend them to
an almost supremely bureaucratic structure and division of labor.
In the Realworld, characters may use this skill to discren the various
functions, access, security and, perhaps, weaknesses, of the various robotic
castes.
Business
Time of Use: usually ongoing.
Difficulty: Moderate for most matters.
This character knows how economic principles
can be best applied to a given situation. They can organize profit-making
ventures, find appropriate contacts, and recognize needed resources.
Computer Operations and Programming
Time of Use: 1 round to several hours depending on the action
attempted.
Specializations: Particular actions: Hacking,
Decryption, etc.
Difficulty: Easy for accessing basic information and running
programs. Increased for complex actions like Hacking (Difficult to
Ex. Difficult) and breaking encryptions (depending on the strength of the
cipher).
Computers represents an overall ability to
use and manipulate computers. The character not only knows how to
access files, but can break through security, program, and do all sorts
of other fun things. It may also be used to diagnosis problems or
propose improvements, though the actual work requires Computer Repair.
Craftsmanship [Carpentry, Masonry, Ceramics, Sewing,
etc.]
Time of Use: 1 round to several hours, to several days
to finish a project.
Specializations: Particular areas within the area of craftsmanship.
For example, a character may choose Carpentry: Furniture making.
When a player choose Craftsmanship for a
character, he should also choose a particular category. The character
is considered unskilled in all other areas of that category.
Cybernetics (A) or (S)
Prerequisistes: Engineering 3D, Medicine 3D, Education
5D
Special: A character with cybernetic implants can take
this skill as a regular (non-advanced) skill to work on his implants only.
This represents a basic understanding of the equipment that has been put
into the character's body (to do basic repairs and upkeep). The character
does not need to meet any prerequisites (except to have at least one implant).
Time of Use: 1 round to several hours or days. GM's
disrection.
Difficulty: Easy to perform basic repairs and diagnostics.
Moderate to peform modest upgrades or to repair lightly damage systems.
Difficult to repair heavily damage systems (1/4-1/2 structural points).
Very difficult to repair trashed systems (0 structural points) or to come
up with novel cybernetics.
Cybernetics includes the development,
maintenance and upgrading of cybernetic systems, including how they can
be integrated into the body. When operating on a cyborg to repair
or implant cybernetic systems, the surgeon must make an appropriate Cybernetics
and a Medicine: Surgery roll.
Education
Time of Use: 1 round to several hours.
Specializations: Particular areas of study.
Education indicates the depth of the character's
academic background. Characters may make Education checks in areas
that require general knowledge, such as Geography, History, Greek mythology,
basic mathematics, etc. This differs from Social Sciences, Life Sciences
and Physical Sciences in that the knowledge is not generally applicable
to real problems in front of the character--it only indicates that the
character has a very general knowledge ("Switzerland is next to Germany,
I think. Or is that Sweden...?").
The table below gives a rough idea of what each
level in Education represents. Note that it is not necessary to go to college
to have a level 3 or 4 Education, it just means that the character has
invested time in learning on his own (in fact, lots of people who
graduate from college never paid much attention and might only have a level
2 Education).
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Elementary School |
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High School |
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College |
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Post-graduate studies |
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Advanced studies |
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World reknowned scholar |
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Revolutionary scholar |
Electronics
Time of Use: 1 round to several hours.
Specializations: Particular electronic items: Computers,
Landmate electrical systems, domestic wiring, Cybernetic wiring, etc.
With Electronics, a character can attempt
to understand and repair electrical systems of all sorts. This includes
computers, cybernetics, communications equipment and most optical equipment.
Difficulties may be modified if the character is very familiar with the
particular device of depending on the size (generally, smaller things are
more difficult to fix).
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Fixing an alarm clock | Very Easy |
Installing RAM in a computer | Easy |
Fixing burned-out wiring in a pair of thermal goggles. | Moderate |
Re-wiring a standard security system | Difficult |
Physical interfacing a computer with a secured computer system (physical hacking) | Very Difficult |
Engineering (A)
Prerequisites: Mechanics 4D, Electronics 4D, Education
4D, Physical Sciences 4D
Demolitions
Time of Use: 1 round to several minutes.
Specializations: Particular explosives.
Difficulty: Moderate or higher (generally).
A character skilled in Demolitions is able to recognize,
build and disarm bombs of all sorts. It's a very dangerous skill
to employ, since failure often results in detonation. Regardless,
it's usually better to attempt to disarm a bomb than just let it
sit and go off by itself!
First Aid
Time of Use: 1 round for each Wound Level suffered by patient
(it is more difficulty to help people who are more hurt).
Difficulty: Varies greatly. See
Actions & Combat: Healing (First Aid).
Specializations: Tending to various kinds of injuries:
bullet wounds; broken bones; poisoning, etc.
First Aid training gives a character
the knowledge to tend to injuries and minor illnesses (such as nausea and
headaches). The character will be familar with using basic medical
supplies, such as bandages and antiseptic, but will not be able to perform
surgery or other complex procedures.
Jury Rig
Time of Use: 1 round to several minutes.
Specializations: Jury-rigging particular objects such
as cars, weapons, or computers.
Someone with Jury Rig can fix almost anything, at
least for a few minutes. This is the quick-fix, the hack, that gets something
working when it needs to be working. But without more time and better
parts, it won't last long. A Jury-rigged item will continue to function
for 1 hour per Effect Value point. The GM may alter this time table
as he sees fit. Some very broad examples of Jury-rigging and the
associated difficulties are given below:
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Getting a decent, but malfunctioning, car started | Easy |
Fixing the heat sinks on an old computer so it will run without overheating. | Moderate |
Working out the kinks in an old elevator that won't budge. | Difficult |
Re-attaching a wing to a busted up airplane | Very Difficult |
Re-wiring a cybernetic limb that's been busted up | Heroic |
Language (Special) [Particular Language]
Time of Use: 1 action to speak, 1 round to translate.
Difficulty: Easy for common languages (English, Chinese,
Farsi). Difficulty increases with more rare languages or dialects.
Specializations: Any Language skill is considered a Specialization.
See below.
When a character selects Lanuguage, he must choose
a particular language in which he is skilled. All characters are
considered to have a Languages skill of 3D in their native language.
Law
Time of Use: 1 round.
Difficulty: Easy for knowing basic information.
Difficulty increases for understanding more complex legal regimes or employing
legal knowledge ni a professional manner (trying a case, etc.).
Specializations: Particular areas of the law: Enforcement;
Torts, Criminal Law, Constitutional Law, etc.
With Law, a character understands how legal
regimes work and what must be done in order to comply with those laws.
Skilled characters may attempt to use the law to defend themselves (or
others), gain access to information, or have the weight of authority brought
done upon another person (i.e., charging them with a crime). Different
countries and subcultures have different laws. Thus, a character
may be very familiar with the laws of one country and completely ignorant
regarding others.
Mechanics
Time of Use: 1 round to several hours.
Specializations: Particular machines: Automobiles,
Landmates, Aircraft, etc.
Difficulty: Easy to Moderate for simple, common machines
and basic problems. Increases if the character has never worked on
a machine of this type or the machine is very complex. Difficulty
may also increase if the mechanic lacks the proper tools, manuals, etc.
Mechanics is a catch-all skill that represents
a character's ability to understand and repair mechanical engines and moving
parts.
Medicine (A)
Time of Use: 1 round to several hours or days.
Prerequisites: Life Sciences 4D, First Aid 5D, Education
4D
Specializations: Particular areas: Cybernetic medicine,
cardiology, optomology, etc.
Difficulty: Depends on action attempted. 1 to render
basic aid. 2 to peform advanced aid (patient has fewer than 1/2 hp's).
3 to perform light surgery. 4 for basic surgery. 5 for invasive
surgery (cybernetic implants, etc.) or to diagnosis a rare disorder.
6 for experimental or novel work.
Special: Though Medicine is under Knowledge, when the
skill is taken, it is at 1D (not the character's Knowledge skill). At 1D
will be considered a medic or med student. At 2D, a registered Nurse
or an intern. At 3D, a doctor. At 4D, a specialist or experienced
doctor. At 5D and above, the doctor will have a good reputation in
the field, perhaps even be world reknowned.
Medicine represents the whole of medical
sciences, from advanced medic procedures, to surgery, to experimentation
and development. When a character uses the Medicine skill to perform
first aid and basic field/emergency procedures (including light surgery),
it is added to the character's First Aid skill. Furthermore, it may
be added to Physical Sciences rolls when performing biological experiments.
Finally, it may be added to Investigation skills when doing a medical research
in libraries or with a computer.
When working on cybernetics implanted in a
patient, the doctor must have the Cybernetics skill and make a successful
Moderate test for the surgery to be successful.
Navigation
Time of Use: One to several rounds, depending on the length
and complexity of the course charted.
Difficulty: Easy to Moderate, depending on the information
available to the navigator (charts, compass, current location, etc.).
Specializations: Particular environments: Terrestrial,
Acquatic, Subterranean, Outer Space, etc.
A character skilled in Navigation may use
any available information to discren her current whereabouts and plot the
best course to arrive at another location. She can read maps, instruments,
perform necessary calculations, correct for errors, and generally avoid
getting lost. Even without charts and gear, this character may use
local cues (such as the sun or stars) to figure out their location and
plot a course of travel.
News
Time of Use: 1 round.
Difficulty: Easy. Difficulty may be increased if
the news items is particularly obscure.
News represents the character's knowledge of current
events. Though it may not seem apparent at first, News is an important
skill in the world of Appleseed. Political alliances and conflicts
are regularly springing up, shifting and posing threats to Olympus (and
probably the characters). GM's should ask for News rolls if the character's
are trying to find out information about what's going on in politics or
the world for the past 5 or so years. GM's should be encouraged to
mix in changing social and political situations with the game campaign.
It's one of the things that makes Shirow's work stand out so much from
other manga.
At level 1, the character is pretty oblivious or
gets most of her news from tabloids. At 2, she has an average grasp
of newsworthy events (taxes up, war in the Middle East, it's raining, etc.).
At 3, the person at least listens to the nightly news and files the information
away in their head. At 4, they read the paper every day and talk
about current events. At higher levels, the character makes an effor
to be on top of any and all current events in the world.
Robotics (A)
Time of Use: 1 round to several hours or days.
Difficulty: Moderate (generally), but highly variable
depending on the action attempted (fine tuning of motor skills is much
more difficult than simply changing a battery).
Prerequisites: Physical Sciences 4D, Electronics 4D, Mechanics
3D
Robotics covers all the skills required to design,
build, and program robots. In Olympus, there are numerous kinds of
robots of varying sophistication. Very simple robots may perform
household chores, provide basic security, or serve to perform simple, hard
labor. More complex robots may have fully functional programs for
self-sufficiency and determination, developing personalities and a sense
of self.
Sciences
Time of Use: 1 action (to several hours, depending on the action).
Specializations: Particular fields of study: Physics,
Chemistry, Biology, etc.
Difficulty: Easy, but increased for more complex or obscure
scientific theories.
Sciences represents knowledge in fields
such as physics, mathematics, chemistry and biology.
Streetwise
Time of Use: 1 round.
Difficulty: Easy. Difficulty may be increased if
used in a city unfamiliar to the character.
Streetwise represents a character's ability to
tap into the resources of the darker side of society. This skill
may be used to procure stolen items, contact assassins, or score some drugs.
It may also be used to find more unsavory and supernatural creatures and
items.
Tactics
Time of Use: 1 round.
Specializations: Particular types of forces: Police squads,
Commando teams, Freedom Fighters (Terrorists), etc.
Difficulty: Dependent upon the situation, often as an
opposed roll against the leader of the enemy force.
Tactics is used whenever a commander attempts
to guide his troops into battle. It may also be used to second-guess
an opponent and predict means of attack.
Weapons Technology:
Time of Use: 1 round to several hours depending on the action
taken.
Specializations:
Weapons Tech refers to one's knowledge of
various forms of weaponry and how to build and/or repair them.
Value
Time of Use: 1 round to several if the
character must research the item.
Specializations: particular types of items (jewelry, weapons,
technology, texts, etc.)
Difficulty: Easy. GM's should freely modify this
difficulty, depnding on the obscurity of the item.
Value represents the a familiarity with the
economic value of things--books, real estate, collectibles, etc.
Gambling
Time of Use: 1 round. Can roll for whole "games" or gambling
events.
Specializations: Particular games: Poker, Blackjack, etc.
Difficulty: Depends on the game. Generally, Easy
for simple games up to Very Difficult for very complex ones. Can
be used as an Opposing Action against other gamblers.
Gambling is quite common in Olympus and the
rest of the world. A skill gambler may make his living just about
anywhere with a deck of cards or the roll of the dice.
Profile
Time of Use: Depends on difficulty (See below).
Specializations: Detecting certain behavioral patterns
such as lying, worry, anger, apprehension, guilt etc.
With Profile, a character can attempt to
size up a target, making educated estimates of the target's emotional and
mental state. The longer the skill user studies her subject, the
greater chance she will draw the appropriate conclusions. The base
difficulty is the target's opposing Willpower check. Additional difficulty
modifiers are as follows:
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Surface emotions | + 0 |
Emotions or thoughts the target actively attempting to hide | + 1 |
Emotions or thoughts that the target is in denial about | +2 |
Emotions or thoughts that the target doesn't even know he's having (secretly in love with someone, etc.) | +3 |
Attempting to use this skill in a single round | +3 |
Spending 3 rounds to use this skill. | +2 |
Spending 5 rounds using this skill. | +1 |
Spending a full minute using this skill. | +0 |
Interviewing target (asking personal questions). | -3 |
Observing the target closely for more than one hour. | -2 |
Search
Time of Use: GM's discretion. It depends on how
large the area searched is and what is being sought.
Specializations: None.
Difficulty: Moderate (generally). Depends on local
conditions (lighting, other distracting stimuli), whether character is
purposefully paying attention, or if special equipment is used. Items
that have been purposefully camoflauged or otherwise hidden may require
an Opposed roll against the Hide of the person who concealed the item.
Search represents the character's ability
to pick up on clues, notice little details, and general alertness to her
surroundings.
Stealth
Time of Use: 1 round.
Specializations: Type of habitat in which character seeks
to be stealth: Forest, Urban, Aquatic, etc.
With Stealth, a character attempts to move
unnoticed. This skill includes walking silently as well as hiding
in shadows and blending in with a crowd. A character using stealth
moves at half-speed (walking). To move quickly while being stealthy,
the character must endure increased difficulty levels (GM's discretion).
Survival
Time of Use: One roll should represent 1 "event."
Specializations: Particular habitats: Forest, Jungle,
Urban, Aquatic, Desert, Arctic, etc.
A character with Survival may attempt to
endure the rigors of the natural world in a number of environments and
situations. The skill is used when the character must find food and
shelter or take other actions to survive in the wild. Note that
Survival
only covers what is needed for substinence. If you want to build a nice
house like they have on Gilligan's Island, you'd better learn Craftsmanship:
Carpentry or something similar...Difficulty levels increase when the character
is using Survival not only for himself but to aid others as well.
Tracking
Time of Use: 1 round.
Specializations: Tracking in particular habitats: Forest,
Jungle, Urban, Desert, Arctic, etc.
Tracking represents the skill of following
and catching "prey." This does not include the ability to kill or
trap it (those are different skills). However, the character can
pick up on small traces, estimate how long it has been since the prey was
in the area, and make educated guesses as to the condition of the animal.
Bargain
Time of Use: 1 round.
Specializations: Bargaining over certain items:
weapons, food, ships, etc.
Difficulty: Typically an opposed roll against the other
bargaining party.
Bargain represents the character's
ability to haggle over just about anything. In the the markets of
Zion, nearly everything is up for sale, and merchants tend to be shrewd.
Without this skill, characters may find themselves much more than they
should for goods and services. The table below gives general outcomes
of Bargain "battles": If the winner is the buyer, reduce the
"real price" (GM's discretion) by the Price Multiplier. If the winner is
the seller, inflate the price accordingly.
Loser's Success |
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Command
Time of Use: 1 action.
Specializations: Commanding certain types of troops:
Infantry, Battleships, Landmate troops, etc.
Difficulty: Easy to Moderate depending on the situation.
Can be easier or hardier depending on the skill and morale of the troops.
With this skill, a character can manage, direct
and mobilize others in a wide variety of endeavors. She knows how
to give clear instructions and inspire obediance and prompt response.
In the heat of battle, an able commander is essential.
Con
Time of Use: 1 action.
Specializations: Certain types of cons: disguise,
fast-talking, forgery, etc.
Difficulty: Opponants may make a Willpower or Knowledge
opposing roll to rat out a Conning player.
Con represents a character's ability to bend
the truth and slide by on fast-talking. It also includes other ways
of being less than honest--disguise, forgery, etc.
Perform
Time of Use: 1 round. Can roll for one whole performace.
Specializations: Particular performance arts: music,
acting, visual art, etc.
Difficulty: Moderate. Vary difficulty depending
on the quality and intricacy of the art attempted.
With Perform, a character can attempt just
about any art form. From song-and-dance to sculpture, the character
can express herself and perhaps make a buck or two for the effort.
Persuasion
Time of Use: 1 action.
Specializations: Particular forms of persuasive speech:
Seduction, Oration, Debate,
Difficulty: Easy. Targets may make Opposed Willpower
rolls to set a Difficulty.
Persuasion measures a character's ability
to convice others of just about anything. It does not include the
ability to bark orders (see Command), but rather to debate with logic,
appeal to sympathy, and otherwise verbally convince others to see things
the character's way.