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__**[[charactercreation Character Creation]]**__, __**[[Skills Skills]]**__

====__**General Skills**__====

==Acrobatics==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Str+Ag)/10;25;1:1;500ss"}}This skill reflects the character's ability to perform athletic maneuvers requiring both strength and grace. Most prominently, this includes jumping.

A character with this skill can hurdle a 3'-tall object, dive over a 5'-tall object, and leap a distance of BC4+10 feet. This does not require a skill check. At a skill value of 40, and for each 20 skill points after that, the character adds 1 foot to his hurdling and diving heights and 5 feet to his leaping distance. These values assume that the character can get a 20' running start. The values are reduced by 1/4th with a 10' running start, and by half with no running start.

Ordinarily, a diving character will land on his stomach. He may opt to take an Acrobatics check at +25 to attempt to land on his feet. If he fails, he sustains BC6 damage and lands in a prone position.

This skill also covers tumbling, flipping, and other acrobatic feats. A character with this skill can safely fall 10' with no skill check, or 20' with a skill check. Falls from greater heights are treated as 10' or 20' shorter, respectively.

==Ambidexterity==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;N/A;N/A;1000ss"}}This skill allows the player to use either hand as the primary hand. Both hands are equally strong, dexterous, etc. This is a pre-requisite for the skill Two Weapons Use.

==Animal Empathy==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;25;1:1;500ss"}}This skill allows limited communication with one group of animals, defined below. The character can pick up basic emotions and/or needs; for example, hunger, fear, sudden alertness, friendliness, etc. The character cannot speak with, or command the animal; however, small attempts to affect the basic mood or behavior are possible: urging a thirsty horse to continue on, attempting to soothe a frightened bear, etc. For every 15 points of the skill, an additional animal 'family' may be chosen.

{{table columns="2" style="background:#FFFFFF" cellpadding="1" cells="Animal Families;Examples;Aquatic;freshwater, saltwater, brackish;Bear;grizzly, black, brown, panda, polar bears;Birds;hawks, eagles, falcons, crows, jays, songbirds;Cat;cats, lions, tigers, lynx, panthers;Dog;dogs, wolves, foxes, coyotes, wolverines;Hoofed;antelope, deer, camels, llamas, pigs, cow, sheep, hippos, giraffe, horses, zebras, donkeys, rhinoceros, elephants;Insects;dragonflies, spiders, cockroaches, cicadas, grasshoppers, beetles, butterflies, moths, ants, bees, wasps;Primate;gibbons, monkeys, lemur, gorillas, chimps, orangutans, baboons;Rodent;rats, mice, squirrels, beavers, rabbits, hedgehog, shrews, bats;Reptiles&Amphibians;turtles, frogs, snakes, lizards, alligators"}}

==Appraisal==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;N/A;NA;800ss"}}Characters with this skill are able to determine the general value of an item by examining it closely. They are aware of the cost to produce such an item, and are also able to determine the worth of precious gems and jewels.

==Arts and Crafts==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;N/A;N/A;500ss"}}Projects require BC4 weeks to complete and have no automatic value. A character with the appropriate Art or Craft may undertake special projects using exotic materials found on tourney. Creation of items with specific monetary values requires an investment of money equal to the project's finished value. Standard Marketplace equipment may be created at a cost equal to 50% of the item's purchase price (note that this is equal to its resale value to the Marketplace).

==Boating==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Ag+IQ)/10;50;1:1;200ss"}}This skill allows the character to pilot small water vehicles, such as skiffs, canoes and rafts. A roll is required in the event of bad weather, storms, etc.

==Climbing==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Ag+Luck)/10;50;1:1;250ss"}}Characters with this skill may climb walls, etc. with no tools. the character also has the knowledge to set up pikes/footholds for others without this skill to follow.

==Courtier's Grace==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;30;1:1;500ss"}}This skill reflects the character's awareness of politics, etiquette, and the inner-workings of the court. A character with this skill is familiar with the Duke's ministers and never forgets to ask after their wives and children by name. He knows where the Suldathi Plains are and why peasants are revolting there. He has a good idea of who killed the Duke's mistress.

As with Streetwise, a player may request to roll in order to determine what his character knows about a given topic. This is ultimately the GM's decision, though the precise amount of knowledge gained is often influenced by the character's skill level, the margin of success or failure, and the obscurity or appropriateness of the topic in question.

==Direction Sense==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;N/A;N/A;300ss"}}Characters with this skill have the ability to determine their direction of travel in one of the following: _ Above ground _ Below ground _ Underwater Each of the above is considered a separate skill and must be purchased separately.

==Disguise==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;N/A;N/A;500ss"}}Characters with this skill have the ability to hide ones identity through the use of makeup, costumes and other props.

==Fire Building==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Ag+Will)/10;50;1:1;100ss"}}Characters with this skill can build and maintain a fire even in the most difficult of weather conditions.

==First Aid==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(IQ+Perc)/10;10;2:1;2000ss"}}Players skilled in First Aid will be able to heal themselves or others. During combat, the amount of healing depends on the time taken to perform the skill. If two rounds are used, the character heals at a rate of BC4 +1, with an additional +1 for every 20% of the Skill Stat. If one round is taken, the character heals for BC4 only. In either case, a roll on the Skill Stat is required. If First Aid is performed during non-combat, it is assumed that at least the equivalent of two rounds are taken.

The player may use this skill any number of times, even on the same person, providing new wounds are being treated. First Aid, if used on an unconscious person, will only allow the player to be healed up to one (1) Stamina points. It has no effect on players who have reached -15 to -20 stamina points.

If this skill is opened, the starting stat will be 10. Also, when opening the skill, on a failed attempt at First Aid, there will be a chance equal to the Open by percentage that the person the character is trying to heal will suffer an additional BC4 damage.

A player using First Aid must have at least one of the following, available for purchase from the Marketplace:

{{table columns="4" style="background:#FFFFFF" cellpadding="1" cells="First Aid Kit;Uses;FA Bonus;Cost;Personal;1;###;1ss;Field Pack;5;###;5ss;Triage Set;10;+5%;25ss;Crash Cart;10;+25%;100ss"}}

==Forgery==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(IQ+Perc)/10;25;2:1;1000ss"}}Characters with this skill are able to duplicate documents, passes, and charters.The original item and sufficient materials must be present. In most cases, the PGM will secretly roll on the characters skill stat. The character will not know, until it is possibly too late, whether the forgery was successful or not. Money cannot be forged with this skill.

==Gambling==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Perc+Luck)/10;20;2:1;800ss"}}Characters with this skill have the ability to influence dice rolls, read the lay of the cards, determine the outcome of a roulette wheel, etc. When two gamblers meet, the one with the highest skill adds the difference of the skills to the d100 to determine the winner.

==Language ==(Speak or Read - Culture)
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;N/A;N/A;500ss"}} This skill allows a character to gain the ability to speak or read an additional language beyond those taken at creation. The character must have raised its IQ by enough points to earn enough new Language Points to learn the desired language. This skill can be taught by one character to another character for no cost beyond what the teacher charges, assuming the IQ requirement has been met. See [[Languages Languages]].

==Lipreading==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;N/A;N/A;600ss"}}This skill allows the character to eavesdrop on conversations beyond hearing range by reading the lips of the creatures involved. The player must be able to comprehend the language in order to read lips.

==Musical Instrument==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;25;1:1;500ss"}}A character with this skill is proficient in the use of one family of musical instruments per twenty Skill Points. The families in which the character may become proficient are: Brass, Keyboards, Other (Please Specify), Percussion, Strings, Voice, and Woodwinds.

==Riding==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Ag+Will)/10;50;1:1;500ss"}}
Characters with this skill are well trained at riding all manner of mounts, from horses to griffins. If riding a trained land mount, the character will only be required to roll under particularly difficult circumstances. An ordinary, unintelligent airborne mount will typically require a skill check to begin riding, and more difficult maneuvers will be assigned a -25 penalty. This may differ greatly depending on the quality of the mount.

==Sleight of Hand==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Ag+Perc)/10;25;1:1;800ss"}}
This skill reflects the character's ability to stealthily manipulate small objects. It might be used to snatch a purse, to draw a dagger in secret, or simply to make a coin disappear.

If the object is in the immediate possession of another character, the actor must make a roll vs. his Sleight of Hand stat. The target receives a save vs. Perc/2 to spot the attempt. If both rolls fail, the item remains where it is, and the target remains oblivious.

If the item is already in the actor's possession, no skill roll is required. Instead, wary observers are allowed a Perc save, penalized by the actor's (Sleight of Hand)/5, to spot the attempt. Unwary observers are allowed an Int save to notice the actor's suspicious behavior, and, if successful, also receive a Perc save to spot the attempt. These saves are also penalized by the actor's (Sleight of Hand)/5.

==Stealth==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Ag+Per)/10;10;2:1;1000ss"}}This is the ability to move without making any discernible noise and to conceal oneself through cover and camouflage. It can be used to hide, 'shadow' someone, or move quietly over creaky floorboards. This is done by rolling a d100 under the Stealth skill (0 if the skill is not possessed) plus any situational modifiers. Such modifiers will apply in most situations, and will be applied based on exactly what feat of stealth is being attempted.

Such modifiers include, but are not necessarily limited to:

- Lighting. 'Average' lighting (no modifier) is assumed to be multiple light sources indoors.
- Availability of cover. 'Average' cover availability assumes some scattered furniture, trees, or other large objects which could be used as cover.
- Encumbrance No extra encumbrance is assumed; penalties may be assessed to a sneak wearing bulky armor, or carrying excessive amounts of equipment.
- Distance to observers. 'Average' is 50 feet (one Advance).
- Traveling surface. 'Average' is hard ground, or clear path or road. Trying to walk silently through grass, leaves, twigs, water, creaky floorboards, or what-have-you will assess a penalty.
- Size. 'Average' is human-sized. Halflings have an easier time hiding than AEsirs.

Any potential observers are allowed, if they are unwary, to roll a save versus their Intuition/2 to sense the character's presence. If they are wary or actively searching, they make a Perception save (modified by situational modifiers just like the Stealth roll) to actually spot the character. A character in combat is always assumed to be wary. A new Stealth roll must be made every time circumstances change significantly, as would new observation saves (shadowing someone back to their home would be one roll, sneaking in without being seen or heard another, and so on).

==Streetwise==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;30;1:1;600ss"}}Characters with this skill have, through experience, investigation, and luck, become more familiar with the ways of urban life, especially its secrets. They move more capably across rooftops and through alleyways. They know safehouses, abandoned buildings, and homes where the owners are absent. They can find contacts willing to look the other way or who can set them onto better deals.

Streetwise can also be used to evade most pursuers in an urban setting with a successful skill check.

In all cases with this skill, PGM discretion matters most. Cities and towns vary from place to place, and even within an area; PGMs may impose penalties in less familiar places, and may also call for rolls against the skill stat, against Perception, or against Intuition to enable a character to make use of his abilities or to notice things that would better alleviate penalties due to unfamiliar territory.

==Swimming==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;(Ag+End)/10;50;1:1;200ss"}}Characters with this skill will be able to swim fairly well, and need not fear drowning under normal circumstances. Note that if a character without this skill is in water over his head, the skill must be opened.

==Ventriloquism==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;N/A;N/A;500ss"}}Characters with this skill are able to throw their voices as to make others believe the sound came from somewhere else. It is possible to disguise the voice to sound like another creature, providing the character is familiar with the creature.

==Wilderness Lore==
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Type:;Openable:;Stat at Purchase:;DP Ratio:;Purchase Price:;General;No;25;2:1;1000ss"}}This skill represents a character's ability to fend for himself in the wilderness: foraging for edible plants, fishing, hunting and preparing small game, obtaining water, finding or constructing shelter from the elements, and tracking or evading pursuit in the wild. A character with Wilderness Lore can find and interpret tracks left by other creatures and competently conceal his own. He can find enough food and water to sustain himself, as well as one other creature per 20 points of the skill, in most environments (GM discretion for extreme climates). The character knows what basic precautions to take to avoid heatstroke or frostbite, and can mitigate some of the effects of harsh weather.
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