Basic Skills

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[edit] Using Skills

As mentioned under Mechanics, a skill roll will be 2d6 + Bonuses vs. Challenge Rating (CR). The three kinds of challenges are Simple Challenge, Degree Challenge and Complex Challenge. The ratings for these challenge types may be seen abbreviated. Simple Challenge Rating is abbreviated as S.CR. Degree as D.CR and Complex as C.CR.

Skills can be used Actively or Passively.

When used Passively the Game Master will usually roll against your Skill Bonus with or without a Standard/High Defense Bonus, using your Skill bonus as the CR for another character's skill roll. Other times it will be a straight numerical comparison between the Skill Bonus and a CR. There will never be opposed rolls using this system in order to speed up gameplay; all checks will be a single roll by either the player or the GM.

Skills used passively are generally only used Low, meaning by comparing only the Skill Bonus with the CR. Occasionally a passive use may be used at a Standard Level, adding 3, or a High Level adding 6. As a general rule, the only time a High bonus may be added is when defending.

A player may only take a Standard or High bonus to a passive skill when there is cause for a heightened state of readiness. As many Standard bonuses as desired may be active at a time but only a single High Bonus may ever be active at any given time.

In order to actively use a skill the player must declare that he is performing some action. A GM will never call for a skill roll without the player initiating it - the GM will simply force a Passive skill use instead.

[edit] Concentration

Some skills which take time require Concentration to be used effectively. Concentration can either be Minor or Total.

Minor Concentration means it takes some of a character's mind devoted to a task. The character can perform any other task as normal but will not be able to take any High defenses or concentrate on any other task.

Total Concentration means it takes all of the character's resources to perform a task. The character may not perform any other task and all defenses are effectively Low while concentrating.

Concentration may be broken either by the concentrating character voluntarily ceasing to concentrate or by another character attempting to distract the concentrating character with any applicable skill as a S.CR 4 challenge vs Resolve.

[edit] Note on Specializations

Occasionally one may come across a situation where more than one specialization bonuses may apply. In such a situation one may add together all applicable specialization bonuses UP TO the character's Base Skill. For example, if someone had Diplomacy 3, Seduction 2 and Bars/Clubs 2, that person can use +6 when attempting to seduce a person in a bar atmosphere.

[edit] Non-Combat

There are six Espionage skills whose usages all vary greatly. They will be described here.

[edit] Stealth

It is important for a scout or spy to be able to pass undetected through dangerous areas. The art of Stealth allows this to happen.

A Stealth roll has a D.CR of 0. The result indicates the scout's Concealment Value, which is used as the base CR for any Observation checks performed to detect the scout. For example, if the resulting roll were a 13 then the base CR to detect the scout would be 4.

A Stealth roll can also be performed on an object to give it a Concealment Value instead.

If the scout is trying to hide from specific people whose locations are known then the scout may add a Standard Defense bonus (+3) to the Concealment Value (after the roll). If the scout is only trying to hide from a single person and is not performing any actions other than walking then a High Defense bonus (+6) may be added to the scout's Concealment Value. Standard and High defenses can only apply to objects when they are concealed on the scout's person.

Certain conditions, actions or specializations may grant a bonus or penalty to Stealth affecting only a single sense. For example, trying to hide in a very noisy room will grant a +3 the Stealth (Silence). If this happens then still make a single roll and note that the Concealment Value is +3 vs. Observation (Hearing). This will be dealt with further under the Observation Skill.

The CR for Stealth rolls is increased while moving. If moving at a Creeping Pace the CR is increased by 1. If moving at a Walking Pace the CR is increased by 2. If running the CR is increased by 3.

A Scout who attacks from concealment gains a temporary -5 Concealment for the next round. If anybody detects the scout in that round then the scout will not be considered concealed with respect to that target until a new Stealth roll is made.

Hiding while being observed is extremely difficult. Anybody observing the scout while a Stealth roll is being made automatically gains +5 to detect the scout.

The Stealth skill can also be used to disguise oneself. The method is the same as for Stealth except that the D.CR is 4 and no penalties for movement are accrued. The CR will be increased by an additional 4 if the scout is attempting to pass of as a specific person and the CR may be increased further if the specific person appears very different from the scout.

Stealth is generally opposed by the Observation skill.

[edit] Specializations

Can be a specific use of a skill: Hiding (using Stealth while motionless), Sneaking (using Stealth while moving), Smuggling Objects (concealing objects on one's person), Hiding Objects (concealing objects not on one's person), Disguising (any Disguise roll).

It can also be situational. Any use of the Stealth skill will gain these bonusses in such a situation: In a Crowd, in the Woods, in the Desert, etc.

There are three special Specializations which grant a Concealment Bonus is a specific situation instead of a Skill Bonus. They are: Tailing (grants a bonus against the person(s) being tailed only), Hiding under Observation, in Combat (reduces the temporary penalty after attacking from concealment).

Other specializations may also exist.

[edit] Diplomacy

Some scouts specialize in social espionage; gathering information from other individuals or groups or scouting out areas within social situations. Even scouts specializing in Stealth, however, may still need to know how to bluff out of a situation if ever caught.

There are three different types of checks that can be made using the Diplomacy skill. The are: Convincing, Influencing and Attacking.

Convince rolls are made to get another person to act in a certain way. This can be Bluffing to get another person to momentarily react in a specific way, Interrogating to get a certain piece of information out of a person or simply convincing a person to do a favour.

Successfully bluffing can cause another person to perform a desired action in the next round All bluffs performed in this way also cause the other person to have their defenses all drop to Low against the bluffer's next action. Successfully interrogating will garner a piece of information.

Convince rolls have a base S.CR of 4. The CR can vary dramatically based on the severity of deception (if any), the severity of the request and the target's level of suspicion.

Influence Rolls are made to increase one's standing with another individual or group. An influence roll has a base D.CR of 4. There are numerous factors which can alter this CR based on how one is attempting to gain influence. Every success can be added as a bonus to all other Diplomacy rolls targeting the individual who was influenced. Another Influence roll may be made including the bonus gained from a previous Influence roll. The new roll's result becomes the Influence Bonus, whether higher or lower.

An Influence roll may also be made on another's behalf by increasing the CR by 2 if the other person is present or 4 if the other person is not present.

Influence bonuses are permanent unless something happens which would reduce it (like the person finding out you're not really the Baron of Humperdink).

Methods for influencing others vary greatly. Examples are: Smalltalk, Intimidation, Seduction, Storytelling, etc.

Attack Rolls are made to decrease a person's Resolve. This is done through jeering, insulting, intimidating, scorning or otherwise attacking an individual's self-esteem. A basic attack roll is a C.CR 4, targetting the opponent's Resolve. Any bonuses gained through Influence.

Diplomacy rolls are always made against other people or animals. It is generally opposed by the target's Diplomacy Skill + the Astuteness Specialization.

[edit] Specializations

Specializations in Diplomacy are either the use of a specific tactic, or using Diplomacy in specific social settings or with certain social groups.

Examples are as follows:

Tactics: Seduction, Intimidation, Torture, Brown-Nosing, Inspiration, Tale-Weaving, Fast-Talking, etc.

Situations/Groups: Slums, Hotels, Bars/Clubs, High-Class, Businessmen, Vampires, Animals, Reporters, etc.

There is also a special specialization called Astuteness. This indicates one's defenses against all diplomatic actions.

[edit] Observation

This skill includes all of an individual's abilities to observe. This skill is generally only used passively to see if the character detects something but it can also be used actively to search specific areas. Observation can be used to detect concealed objects or people, notice details or observe behaviour.

All uses of an observe skill can be used Passively or Actively.

A person is always passively aware of everything in the area. Even when a scout's guard is down a straight comparison is always made between any concealed objects/people/details and the scout's Observation skill level, plus any applicable specializations. If the scout has any reason to be extra vigilant, for example if informed that something may be worth observing in the area, then +3 may be added to the passive skill level as if taking a Standard Defense.

If a scout wishes, an active skill roll may be made at any time in order to search or examine a specific area or target. Doing this counts as a standard action.

Sometimes there will be a simple concealment value for an object and sometimes there will be separate value for each sense. In such a case a single roll should be made and the various bonuses for the various senses should be added onto that roll when relating to the various sensory challenge ratings. For example, if a person with Stealth 3 and Silence 2 rolled a 10 then that person's concealment rating would be 5 (13 vs 0 = 5 degrees) with a silent concealment rating of 6 (15 vs 0 = 6). A Scout with Observation 1 and Search 1 who rolls a 3 would not be able to hear the hiding person (3+1 = 4 vs 6) but would be able to see the person (3+1+1 = 5 vs 5).

[edit] Specializations

Specializations in Observation can be any of the five senses. If the chosen sense is Sight then the scout must choose between Spot and Search which apply as a bonus either to Passive or Active uses of the skill in association with sight. The remaining four senses (Hearing, Touch, Smell, Taste) apply to both passive and active uses of the observation skill.

A scout can also specialize in Behaviour to grant a Specialization bonus to all checks to determine a target's mood or intentions, including whether or not he is lying.

Lip-Reading is a specialty skill that can be used to determine what a person is saying by sight. This test has a base S.CR of 10.

[edit] Tactics

The Tactics skill refers to general and specific knowledge relating to organizing and managing a group in difficult or dangerous situations and knowledge of what should be done in difficult or dangerous situations. There are two general uses of this skill. The first is organizing groups to work as a team, usually in combat, and the second is knowledge of how to survive in harsh environments.

The tactics skill firstly represents an individual's leadership capabilities and level of discipline. Only a soldier with a high level of Tactics will be entrusted with a command position. If a commander devises a plan he rolls a D.CR 10 Planning Check. The result is granted as a competence bonus to anyone included in the commander's plan as long as that person follows it. If the commander wishes to alter the plan in the middle of its engagement a new D.CR 13 test must be made and the result is the new competence bonus for anyone who hears the new plan. A Soldier may only be involved in 1 plan at a time.

The tactics skill may also be used as a defense against intimidation, torture and bluffing in combat instead of Diplomatic Astuteness, due to the military discipline that tactics affords.

Whenever a soldier is surprised, a Tactics roll can be made at S.CR 13. If successful, the soldier may react with any or all Standard Defenses as if not surprised.

Whenever a soldier is in the wilderness a Survival Check must be made to be able to properly forage for food, hunt game, acquire the materials for and build the proper form of shelter, start a fire, etc. The CR for such a check varies depending on the wilderness type and the activity being performed. This check is made using the soldier's Tactic skill.

Whenever leading others is such a situation a commander may show others the proper way to perform a certain survival task. As long as instructed and supervised then the other person gains a temporary tactics skill at the Commander's level while performing this task.

[edit] Specializations

There are three types of specializations: Tactical Situations, Survival and Discipline.

Tactical Situations can be any situation in which a commander can be helpful. The Commander adds the specialization bonus whenever making Planning checks in that type of situation.

Examples: Storming a Building, Naval Combat, Ambushes, Rugby, etc.

Survival indicates a specialization in surviving within a certain harsh environment.

Examples: Forests, Deserts, Arctic Tundras, etc.

Discipline is a single specialization and can this score can be added to the soldier's defense against Intimidation, Torture and Bluffs in Combat. It can also be added to the soldier's Reaction test when being surprised.

[edit] Security

This skill indicates an individual's knowledge of security systems, including how to run them and how to bypass them.

The first use of this skill is setting up a security system. A guard with a high Security skill will know the best places to place cameras, sensors, alarms and traps. This use of the skill is abstracted and not represented numerically.

The second use of this skill is running security systems. This entails being at a security monitor with access to all cameras and sensors in the area. Such a person may use the Security skill instead of any observation checks in order to detect a concealed person. If the specific security system and building is familiar to the guard then an +1 familiarity bonus is added to this check.

The third use of this skill is knowing how to break into a secure facility. A scout attempting to pick a lock or disable a security device may use the Security skill instead of the appropriate Technician skill. The Security skill may also be used instead of the Observation skill in order to detect cameras or traps. The observation bonus increases by +1 if the scout has studied layout plans for the building being broken into even if the cameras or traps are not indicated on the plans.

[edit] Specializations

A Scout can specialize in Running Systems, Disabling Devices or Detecting Traps. The applicability of these specializations should be obvious.

[edit] Acrobatics

The acrobatics skill indicates a scout's ability to perform delicate feats of physical prowess. This includes any activities which require agility, flexibility and/or precision.

Specific actions include flips or cartwheels, swinging from ropes or branches, balancing on narrow ledges or ropes, falling without taking damage, escaping from tight bonds, fitting through tight spaces and more.

Most of the activities performed by an acrobat are not combat based. An acrobat may, however, perform flips and rolls in order to be made into a more difficult target for attackers. Attempting this is a D.CR 7 challenge. Whether or not successful, attempting an Acrobatic Dodge grants a Standard (or High) defense against ranged attacks. If successful, the number of degrees indicates the bonus added on to the Standard or High Defense. The acrobat must be moving in order to do this and must have sufficient space in order to perform the necessary flips and rolls.

[edit] Specializations

Can be any single type of acrobatic maneuver. The bonus applies to all situations in which such a maneuver is used.

[edit] Athletics

The Athletics skill indicates a soldier's ability to perform physical feats which require strength and/or endurance.

Specific actions include running, swimming, climbing, jumping, lifting and more.

Specializations in Athletics can be any of these and the bonuses apply to all situations in which such a use is made.

[edit] Combat

The most complicated situations that will be encountered will be Combat situations. These situations are not, however, all that complicated.

In combat every person involved is given a turn to act. Every group involved in the combat will act at around the same turn in order to ease play. This means that all the players will declare their actions together, then all the GM's characters will act, and so on. The actual order in which individual characters act is not usually important, but when it becomes an issue the one with the highest Tactics score gets to act first.

Every round of combat each character gets to make a single action. That character may move in addition to the action but all actions which do not depend on movement will take a -2 penalty.

Whenever one character takes action against another a roll must be made to determine whether the action is successful. The initiator rolls, adds any bonuses from skills or otherwise and compares it to the CR of the task plus any bonuses gained by the opponent from skills or otherwise plus any applicable Defense Bonuses.

A character may have as many Standard Defenses active as desired. These Standard Defenses will only apply to known threats. Any concealed opponents or traps will act upon a Low Defense instead. If a character chooses, a High Defense may be activated instead. If a High Defense is activated the that character loses all Standard Bonuses and only has a single High Defense type applicable against a single target.

[edit] Attacking

A character performing an attack makes a single roll, adding the appropriate skill bonus for the weapon type used plus any applicable tool bonuses granted by the weapon. The C.CR for all attacks defaults to 4.

The skill used by the defender depends on what kind of attack is being made.

If it is a melee attack, the defender adds the skill bonus granted by the type of weapon that the defender is wielding. For example, if the attacker attacks with a Longsword (One-Handed Weapon) and the defender defends with Fists (unarmed), the defender's defensive skill will be unarmed. If the defender is not wielding a weapon then Unarmed is always used.

If the attack is a Ranged Attack then the defender does not normally get a defense. Instead, only bonuses from cover and concealment apply. If the defender has the Acrobatics skill at least at level 1 and the defender attempts to perform flips and rolls then even if the roll fails a standard or high defense can be made.

[edit] Attack for Effect

Occasionally a person will want to perform a specific effect instead of killing an opponent. If a person wishes, an Effect can be declared before an attack is made. If the attack's degrees of damage then exceeds the opponent's total remaining Hit Points of the appropriate type (eg. Health for physical attacks) the effect takes place and no additional damage is accrued. Otherwise the amount of damage dealt is only equal to 1, of the weapon's default damage type. Examples of effects are: Render Unconscious, Sever Limb, Shatter Organ, Kill, etc.

[edit] Special Attacks

There are also several Special Attacks that can be performed besides a basic damaging attack. A few of these are: Pushing, Tripping, Throwing, Grappling or Stunning.

Pushing means forcing an opponent backwards. This is a D.CR 7 challenge using the character's Unarmed skill. Degrees indicate how far the opponent was pushed.

Tripping means causing an opponent to fall to the ground. This is a S.CR 7 challenge using the character's Unarmed skill. Certain weapons designed to be used as Tripping weapons may be used with the appropriate weapon skill instead. Success indicates the opponent is knocked into a Prone position and cannot take any Standard Defenses. The opponent may stand as the next action taken.

Throwing is a combination of Pushing and Tripping. This is a D.CR 10 challenge using the character's Unarmed skill. Success indicates the opponent is knocked into a Prone position and degrees indicate how for the opponent was thrown.

Grappling means getting in close and grabbing one's opponent. This is a D.CR 7 challenge using the character's Unarmed skill or an appropriately designed weapon. Success indicates the two characters (or the attacker's weapon and the defender) are engaged in a grapple. Degrees indicate the difficulty to escape from the grapple. While grappling one of the two characters is considered to have the Upper Hand. The one with the Upper Hand may make any attack rolls (including Pushing, Tripping, Throwing or Grappling attempts) at +2. The other character may make any of these attempts at -2, or attempt to Escape from or Reverse the Grapple. Attempting to escape uses the Acrobatics skill vs. the Grappling Difficulty and any applicable defense bonuses but no skill bonuses. This is a Simple Challenge and success indicates the grapple is broken. Attempting to reverse the grapple is the same thing except using the wrestler's Unarmed skill bonus. This is a degree challenge and success indicates that the Upper Hand has changed and the new grappling difficulty is equal to the number of degrees.

Stunning is an attempt to only stun but not injure an opponent. This is a D.CR 4 challenge when unarmed. If using a blunt weapon it is a D.CR 7 challenge and if using an edged weapon it is D.CR 10. Stunning may not be performed with ranged weapons unless specially designed to do so. Degrees indicate the amount of Stunning Damage caused.

[edit] Weapon Skills

There are five Weapon Skills: Unarmed, Light Melee, Heavy Melee, Light Ranged and Heavy Ranged.

These indicate skill with the appropriate type of weapon. Light Melee refers to any weapon that can be easily wielded with one hand. Heavy Melee refers to any weapon that is large enough to require two hands to wield it effectively. Light Ranged refers to any portable weapon that can be easily carried. Heavy Ranged refers to weapons that are extremely cumbersome, immobile turrets and ranged weapons built into vehicles.

[edit] Specializations

In all cases, specializations indicate a specific class of weapon. For example: Daggers, Pistols, Rifles, Tank Cannons, etc. This specialization grants a bonus only to normal attacks while wielding a weapon from the specialized class.

The Unarmed, Light and Heavy Melee Skills also have the 'defense' specialization which grants a bonus to defense while wielding any weapon which falls under the general skill.

A fighter may also specialize in any of the Special Attack types. If so, then this applies to special attacks of that type using any appropriate weapon which falls under the general skill.

[edit] Technical Skills

There are three parts to all six Technical Skills. They are Knowledge, Application and Operations. The knowledge component is a measure of everything a technician knows in his particular field and can be used to identify things that apply to his field or in discertations and debates. Application generally means using a skill in order to craft an object, but it can also be to perform a musical peace (using the Art skill) or a magic ritual (using a specialization of the Humanities skill). Operations means using a complicated object from your field. A person specializing in a Technical Skill, can either select an area of study for Application or a person can specialize in Knowledge or Operations. Specializing in Knowledge means knowledge in all sub-fields, but this knowledge is purely theoretical and cannot be applied or used in operations. Likewise, Operations means an ability to use any extremely complicated object or system in your field but sacrifices general knowledge and application.

[edit] Physics

Knowledge of the fabric of the universe and how it all operates. Specialized fields include Mechanical Engineering, Civil Engineering, Quantum Physics, Electronic Engineering, etc.

[edit] Chemistry

Knowledge of the combination of particles in order to maximize the potential of creation. Specialized fields include Smelting, Explosives, Materials, etc.

[edit] Biology

Knowledge of living organisms and how they function. Specialized fields include Genetics, Medicine, Microbiology, Botany, Husbandry, etc.

[edit] Information Technology

Knowledge of computer-based information systems, including software and hardware. Specialized fields include Programming, Hacking, Electronics, etc.

[edit] The Arts

Knowledge of beauty and creative expression. Specialized fields include Painting, Architecture, Music (specify instrument), Literature, Theatre, etc.

[edit] Humanities

Knowledge of the underlying nature of humanity and the spiritual side of the universe. Humanities operates slightly differently than the other technical skills. Firstly, there is no generic 'Knowledge' specialization in Humanities. This means the various subjects (psychology, linguistics, history, geography, etc.) need to be taken seperately. Secondly, a character may take a specific religion or spiritual practice as a Specialty Skill in order to perform magical rituals belonging to that religion, or to craft magic items specific to that religion. Thirdly, Humanities has a set of 'Metaphysical Application' cross-specializations which indicate an ability to apply metaphysical theory to another skill-set. For example, a person can specialize in 'Metaphysical Chemistry' and be able to craft materials that block psychic attacks or 'Metaphysical IT' and be able to write software that can hack into the spiritual makeup of the universe. Clever players will be able to apply metaphysics to other non-technical skills as well.

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