Sunday, June 3, 2012

Skills




Skill Descriptions

This is not everything these skills can do!

The abilities described here are simply some of the common uses for these skills, and while they do cover a broad base of actions they are by no means the only feats you can accomplish with your skills. If you think of an action that doesn't seem to have a skill assigned to it simply find an appropriate skill.

Also note that the target numbers presented are purely guidelines. The dealer should feel free to set the difficulty for any given action at what they feel is a reasonable number.

Automatic Successes and impossible tasks: Some tasks are simply impossible, even with an automatic success. A character may not attempt to jump to the moon, outrace a jet in flight or climb upside down on a smooth surface with no equipment. The Dealer simply informs the player that the task is impossible.

Clubs

Acrobatics
Move action or reaction
Specializations: Balance, Gymnastics, Jumping


Balance is typically a static challenge that is used to remain upright in various precarious situations. It can be used as part of a move action, The difficulty of the test is based on how narrow, unstable or slippery the surface is. Some examples:

Beginner (5): Large fallen tree
Intermediate (10): Gymnastics balance beam
Professional (15): Railings
Expert (20): Tightrope

Difficulty is increased by one category if the surface is either wet, unstable or otherwise unusually difficult to balance on. Difficulty is also increased by one category if the character attempts to land on the object at the end of a jump.

Gymnastics includes both tumbling and aerial gymnastics. Difficulty can vary widely by what the character ants to accomplish.

Beginner (5): Short, low vaults; somersaults
Intermediate (10): Making the transition on the uneven bars, cartwheels.
Professional (15): High-school competition level
Expert (20): Amateur competition level

Jumping is the ability to propel yourself off the ground using muscle power. A running jump can be done as part of a move action, while a standing jump can be done as a move action. A running jump's difficulty is equal to its horizontal distance plus twice it's vertical distance. A standing jump's difficulty is double what it would be for a running jump.

Dodge
Reaction
Specializations: Melee, Ranged, Hazards


Dodge is generally used as a reaction against Melee and Ranged attacks. It is also used to avoid traps and natural hazards, such as falling rocks.

When you are targeted with a physical attack or in the area of a hazard you make a dodge test against either the opponent's attack test or the hazard's target number. If you succeed the attack misses or you avoid damage from the hazard.

Stealth
Move action
Specializations: Prowling, Shadowing, Camouflage, Item Concealment


The Stealth skill has multiple functions:

Prowling is used for moving about undetected. When a character starts prowling they must be unobserved. When the Prowler enters the area of another character's Perception they engage in an opposed skill test. How much the Spotter detects depends on how much they beat the Stealth test by.

1-3: The Spotter is tipped off to the presence of someone in the area, but can't pinpoint them.
4-6: The Spotter locates the direction the Prowler is in, and will see him if he moves.
7+: The Prowler is seen clearly.

If the Prowler attacks an unaware character they are considered surprised. the defender must reveal his dodge result before the attacker plays his card. A prowler is immediately spotted if they attack another character.

Shadowing is used to follow people within eyesight without detection. It may only be used in areas with widespread cover, such as towns, forests and rocky areas. The Shadow does not have to be unobserved when he begins the test as long as he in unknown to the Spotter and in a crowd, or on a busy street.

How much the Spotter detects depends on how much they beat the Stealth test by.

1-3: The Spotter is tipped off to the presence of someone in the area, but can't pinpoint them.
4-6: The Spotter locates the direction the Shadow is in.
7+: The Shadow is seen clearly.

Camouflage is used to conceal large items or locations. Camouflaging takes a scene action at least, and may require more time for especially large locations. Camouflaging can consist of everything from hiding secret doors to making a sniper's nest to concealing large military hardware with camouflage netting. A Stealth test is made when the camouflage is complete, and that number becomes the target number for Perception tests to see the camouflaged item.

Item Concealment is used to conceal small item about one's person. Concealment takes a standard action, and you must be unobserved by those you wish to conceal the item from. The item cannot exceed 3 ft. in length, and for every foot after the first you get a -2 penalty on your test. A Stealth test is made when the concealment is complete, and that number becomes the target number for Perception tests to see the concealed item.

Survival
Scene action or free action
Specializations: Hunting, Tracking, Foraging, Pathfinding, Endurance


Hunting is used to track, stalk, kill and prepare animals for the purpose of food, product or sport. A hunting test can be made each day that a character attempts to feed themselves in the wilderness. This test is assumed to use off screen time before or after the session's play, but can also be part of the adventure if the Dealer chooses. Hunting tests are made more difficult by the absence or presence of suitable prey.

Beginner (5): Temperate forest at the peak of deer season.
Intermediate (10):  Rocky mountainside in the springtime.
Professional (15): Conifer forest in the fall.
Expert (20): The desert during the summer.

These difficulties assume that the character is suitably armed and will accept any prey that comes along. Increase the difficulty category by two if the character is unarmed and by one if they are only hunting a specific type of animal. For every 5 point the character exceeds the difficulty by they can feed one additional person for one day.

Tracking is used to follow tracks in the outdoors. A character may track as a standard action during his turn. The difficulty of tracking is determined by the terrain the target is traveling through

Beginner (5): Fresh snow
Intermediate (10): Muddy Forest
Professional (15): Rocky terrain with little vegetation
Expert (20): Sand

The target may also make an opposed Stealth test to attempt to cover their tracks. The result of this test becomes the target for the tracker's test.

Endurance is used when any other physical test is maintained over a long period of time. The frequency and severity of Endurance tests is determined by the activity.

Walking: 1/day, Beginner Difficulty
Fast Walk: 1/12 hours, Intermediate Difficulty
Running: 1/hour, Professional Difficulty
Climbing: 1/30 minutes, Professional Difficulty
Swimming: 1/30 minutes, Professional
Swimming Underwater: 1/minute, Expert

If a character fails an Endurance test they must cease the activity immediately. The must rest for a scene before trying the activity again.

Foraging is the ability to find food (typically plant, insect and fungi) in the wild. A foraging test can be made each day that a character attempts to feed themselves in the wilderness. This test is assumed to use off screen time before or after the session's play, but can also be part of the adventure if the Dealer chooses. Foraging tests are made more difficult by the absence or presence of suitable flora.

Beginner (5): Tropical Rainforest
Intermediate (10): Temperate forest in the summer
Professional (15): Tundra in the summer
Expert (20): The desert

For every 5 point the character exceeds the difficulty by they can feed one additional person for one day.

Pathfinding covers both a character's ability to intuit his direction and finding or making walkable paths in the wilderness.

Intuiting one's direction is a free action with a static target of 10. However this can be increased by traveling in darkness or on an unusually complex path.

As a scene action a character may use Pathfinding to speed overland movement. With a successful test versus a static Professional Difficulty you may ignore any penalties for moving through rough terrain.

Spades

Athletics
Move action
Specializations: Climbing, Running, Swimming, Grappling, Driving, Riding


Climbing is performed as a move action. The difficulty of a climbing test is determined by the steepness and texture of the climbing surface.

Beginner (5): A tree with low branches, a chain-link fence or typical climbing wall
Intermediate (10): Rock climbing with plentiful handholds and ledges, a free-hanging rope
Professional (15):An old brick or stone wall,
Expert (20): Icy Mountainside

A secure rope at the top of the surface decreases the category by one. Each minute spent climbing without rest requires an Endurance test.

Climbing can be done as a chase. The difficulty of the climbing test is subtracted from the participants' results. Whoever has the highest remaining gains a round of distance on the loser.

Running is always done as part of a move action. Running is typically used as an opposed check against another character, however it may also be used to avoid some hazards.

When characters are in a foot race (whether towards a specific point or one is simply chasing the other) they each make an Athletics test. The winner gains one round of distance on the loser.

With a successful Run test versus a static difficulty of 10 a character can move medium range in a single move action, gaining a round of distance on the target they are fleeing from, but cannot do anything else that turn.

Some hazards (a collapsing ceiling, a rush of water, a cinematic explosion) may have a static Running difficulty to avoid them.

Swimming is performed as a move action. The difficulty of the swimming test is based on the turbulence or current in the body.

Beginner (5): Swimming pool.
Intermediate (10): Large lake or calm sea.
Professional (15): Up a slow river.
Expert (20): Against ocean waves.

Swimming can be done as a chase. The difficulty of the swimming test is subtracted from the participants' results. Whoever has the highest remaining gains a round of distance on the loser.

Initiative
Automatic action
Specializations: Initiative


Initiative is used at the beginning of every opposed test. Each player involved plays a card face down then reveals them simultaneously and adds their initiative rating. Play proceeds from the highest to lowest result.

Melee

Standard Action
Specializations: Any Melee Weapon

Melee is used whenever a character executes a melee attack. The attacker plays a card and adds their Melee rating. The result is revealed and the Defender resists with a Dodge test result

Ranged
Standard Action
Specializations: Any Ranged Weapon

Ranged is used whenever a character executes a ranged attack. The attacker plays a card and adds their Ranged rating. The result is revealed and the Defender resists with a Dodge test result.

Hearts

Lore
Free action
Specializations: Mechanics, Medicine, History, Physics, Chemistry, Locksmithing etc.


Lore is used for a large variety of abilities, but primarily represent that the character possesses a great deal of knowledge. Lore difficulties are determined for the obscurity of the information for Academic disciplines or the difficulty of the task for more practical ones.

A character cannot succeed on a Lore test with a difficulty greater than Intermediate unless they are specialized in that usage of Lore.

Beginner (5): Changing the oil (Mechanics). First aid certification (Medicine). High School (Academic disciplines).
Intermediate (10): Disassembling and reassembling a simple motor (Mechanics). CPR certification (Medicine). Undergrad school (Academic disciplines)
Professional (15): Assembling a road-legal car from the ground up (Mechanics). Nursing certification (Medicine). Experts degree (Academic disciplines)
Expert (20): Designing and building a custom car (Mechanics). M.D. (Medicine). Ph. D. (Academic disciplines)

Presence
Reaction
Specializations: Physical appearance, gravitas, natural leader 


Presence tests are made whenever characters meet each other for the first time. The result of the Presence test determines a character's initial reaction.

Beginner (5): Cautious
Intermediate (10): Indifferent
Professional (15): Comfortable
Expert (20): Friendly
Research
Scene Action
Specializations: Research, Streetwise


Research is done as either a scene or calendar action. It represents using media to uncover information that is not readily accessible with a Lore test. The difficulty of the research is based on the obscurity of the knowledge.

A character cannot succeed on a Research test with a difficulty greater than Intermediate unless they are specialized in Research or the relevant field of Lore.

Beginner (5): The roster of the winning team of the 1954 World Series
Intermediate (10): The names of the crew that unearthed a specific archeological site.
Professional (15): Original research (conducting experiments and locating primary sources)
Expert (20): Discovering a breakthrough in a scientific field or publishing a definitive work on an humanities topic.

Streetwise is the character's ability to stay up-to-date with the things that are going on in his area of operation. A Streetwise check may be made as a free action to see if the character knows a specific bit of information or it may be used as a scene or calendar action to represent the character asking around to discover more specific information. The difficulty of the Streetwise check is based on the obscurity of the knowledge.

Beginner (5): Where the most popular bars are
Intermediate (10): Where to get common drugs, places where prostitutes hang out
Professional (15): Where to get large quantities of drugs, discreet escorts
Expert (20): Names of large operators in the underworld


Willpower
Reaction
Specializations: Skeptical (.vs Deception), Stubborn (.vs Persuasion), Concentration


Concentration is used when external events make it difficult for you to complete some delicate task. The severity of the distraction determines the difficulty of the test. If the Concentration test is failed the character also fails the task.

Beginner (5): Doing research with loud music playing
Intermediate (10): Threading a needle on a train
Professional (15): Picking a lock in the midst of a pitched battle
Expert (20): Playing an organ concerto while wearing a cage filled with angry rats over your head


Diamonds

Creation
Calendar Action
Specializations: Art, Music, Craft (specific craft), Writing

Creation is used as a calendar action to produce a work of art or functional object. The result of the Creation test is used to determine the quality of the work.

A character may not achieve a work of Professional or Expert quality unless they are specialized in that form of Creation.

Deception
Scene action or standard action
Specializations: Disguise, fast talk, bluster, misdirection

Disguise is used as a scene action to conceal one's appearance. After preparation the character makes a disguise test. The result of this test is the difficulty for observers to pierce the disguise with their Perception.

The observer gets a +2 bonus if the Disguised has radically changed their appearance (I.e. skin color or gender) and a +5 bonus if the character is trying to disguise themselves as a specific person who is known to the observer.

Fast talk is used as a scene action during a conversation. It is used to confuse and disorient its target, attempting to get them to agree to things without being entirely clear on what those things are. When a character uses Fast-talk they initiate an opposed challenges versus another character's Willpower. IF the Fast-talker succeeds at the test they play a mental damage card. If the target successfully resists the attempt to Fast-talk immediately ends and the target gets a +5 bonus to resist future fast-talk attempts by that character.

If a character reduces a target's mental health to 0 using Fast-talk the target finds themselves doing as the player desires, though they might not be exactly sure why.

The difficulty of Fast-talk can be altered if the requested action is suitably unreasonable (“Its better for everyone if you lie in front of this bulldozer”, for instance) and these requests can carry a -2 to -20 penalty to the character's Fast-talk test.

Fast talk may not be used against a Player by another player.

Bluster is used to intimidate people when you don't have the ability to back it up. It used as a scene action during a conversation to attempt to convince the target that if they don't acquiesce to your demands then bad things will happen to them. When a character uses Bluster they initiate an opposed challenge versus another character's Perception. IF the Bluster succeeds at the test they play a mental damage card. If the target successfully resists the attempt the Bluster immediately ends and the target gets a +5 bonus to resist future Bluster attempts by that character.

If a character reduces a target's mental health to 0 using Bluster the target finds themselves doing as the player desires, sufficiently cowed or simply not willing to argue the point.

The difficulty of Bluster can be altered if the requested action is suitably unreasonable (Of course I have an invitation to the White House Christmas Party!”, for instance) and these requests can carry a -2 to -20 penalty to the character's Bluster test.

Misdirection is the act of getting someone to look where you want them to.

You can make a Misdirection test opposed by a target's Perception in order to conceal an item while being observed. 
Perception
Reaction
Specializations: Vs. Stealth, Vs. Deception, Investigation

Investigation is used to uncover minor details in an area that give the character an idea of what happened there recently. The difficulty of the test is based on how visible and obviously relevant the detail is.

Beginner (5): “The puddle on the floor was a block of ice!”
Intermediate (10): “You don't stab downwards with a switchblade.”
Professional (15): “I can take this strand of hair I found back for analysis”
Expert (20): “Judging by the angle of the shot and the type of bullet and the location of the sun at the time of the shooting, I'm sure it was Fat Tony.” 

Persuasion
Scene Action or standard action
Specializations: Intimidation, Diplomacy, Haggling

Intimidation is used to convince a person of a certain point of view using force or the threat of it. This includes political and legal force as well as physical.

Intimidation is used as a scene action during a conversation to attempt to convince the target that if they don't acquiesce to your demands then bad things will happen to them. When a character uses Intimidation they initiate an opposed challenge versus another character's Willpower. If the Intimidation succeeds at the test they play a mental damage card. If the target successfully resists the attempt the Intimidation immediately ends and the target gets a +5 bonus to resist future Intimidation attempts by that character.

The difficulty of Intimidation can be altered if the requested action is suitably unreasonable (“Tell me where your family is so I can murder them”, for instance) and these requests can carry a -2 to -20 penalty to the character's Intimidation test.


No comments:

Post a Comment