I want the skills to be pretty broadly defined, but in
the main they work by replacing the acting, effect or resistance stat with a
similar aspect of the skill. This means, theoretically, that skills also need
three ratings; not sure on that. But the applications of skills are pretty
simple – if you’re trying something that is covered by the skill, use the skill
instead of your stat.
I went through a designed a new list focused on what the character is trying to do, rather than necessarily how they do it, with a several different information gathering skills to go along with the combat and action skills.
New Name
|
Factor
|
used for
|
Acrobatics
|
5
|
You may replace your Dex with Acrobatics for climbing,
or your Influence to impress people with a gymnastics routine. If you choose
to dodge in combat you may replace your Dex with Acrobatics for defense. When
taking damage from falls you may replace your Body with Acrobatics to resist
being hurt.
|
Combat
|
5
|
Pick one combat technique (such as Unarmed, Medieval weapons,
Asian weapons, Firearms, Archery, etc.); you may use your AP in the skill to
replace Dex or Str (or the base weapon damage) or Body (indicating parrying,
blocking & rolling with attacks to reduce damage) each round. You may
also buy it more than once to have skill in more than one technique, or
increase the factor (by 3) to replace 2 stats a round
|
Connive
|
5
|
This is skill with deceptive thievery - it covers
picking pockets, slight of hand, disguise, impersonation, forgery, grifting
and other techniques. You may replace your Dexterity with this skill for any
slight of hand, replace Int/ Will for producing forgeries or faked documents,
and Infl/Aura when trying to disguise or impersonate. This can also be rolled
to find contacts in the fields you're skilled at.
|
Influence
|
7
|
This skill lets you change people's decisions or
behavior through social interaction. Replace your Infl/Aura with the skill
when trying to convince people to do something. This can be becauser you're
heartfelt and earnest or scary as hell (Superman v. Batman) but the mechanics
are the same. This should not be used to do a 'tell me everything' to replace
the Interview skill.
|
Interview
|
5
|
This is the skill for gathering information from
talking to people, and it replaces your Infl/Aura when you do so. It
functions a lot like Investigate but for people rather than things. It's not
just getting people to talk but getting them to say things they don't realize
they know, remember things they had thought were irrlevant, to expland upon
their prior statements, and apply their own expertise to the questions at
hand.
|
Intrusion
|
5
|
This is the ability to move about undetected and enter
places despite security systems. You may replace your Dexterity with
Intrusion when trying to avoid being spotted (normally this is Dex/Dex roll
against potential observers Int/Will). You can replace your Int and Will with
Intrusion as needed to spot and circumvent locks, traps and security systems.
You can use Thief in place for Dex/Str to fit through tight places or escape
binding.
|
Invention
|
8
|
This skill lets you invent things that mirror
super-powers (and heck, doesn't everything mirror super-powers if you look at
it hard enough?) It comes in three flavors - Gadgeteer for technological
devices, Enchanter for magical devices and Ritual for ritual magic spells
(which don't need a device but do need time). They let you replace you
Int/Will or Infl/Aura with Invention when doing that creation, or when
exploring how devices operate, and it can also be rolled to find contacts.
You can buy this more than once (magical types often do).
|
Investigate
|
5
|
This is the key skill for analyzing clues and drawing
accurate conclusions. It has several different types (Forensics for police
procedure, Science for a flavor of high tech review, Divination for a check
of magical factors) which each need to be purchased separately - science
should then be flavored a bit for your preferred science. You may replace
your Int/Will (or Infl/Aura for Divination) with Investigate when trying to figure
out what happened somewhere and how it relates to the crime/mystery - each
type will have differing situational efficacy. This Skill can also be rolled
to find contects in the fields you're skilled at.
|
Medicine
|
5
|
This skill lets you heal damage to another character,
and comes in three types - Physical, Mental and Spiritual - indicating the
difference between biology, psychology & philosophy. You start with just
one, and each you add increases the Factor by 1. This covers short term
'field' medicine, medium term 'surgery' and long term recovery, as well as
giving you contacts in the fields of medicine.
|
Profession
|
3
|
This skill lets you do a job; you get to pick the job -
reporter, soldier, truck driver, florist, insurance adjuster, lawyer,
whatever - and replace any stats needed with the Profession skill when you
use it. What Profession can't do is overlap any of the other skills, so if
you job is as a police detective you likely also need Investigate and
Interview, but those are the breaks. You may also use this skill when trying
to find contacts in your field.
|
Vehicles
|
3
|
You may replace your Dex with Vehicles for operating
one vehicle type (land, sea, air, space, animal). You may replace your Int
and Will (or Infl and Aura) with the skill when it comes to repairing and
modifying (or healing and training) the vehicles. You may add additional
vehicle types at a +1 Factor for each (having all 5 is Factor 8)
|
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