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23:58, 2nd May 2024 (GMT+0)

11. Skills.

Posted by StarMasterFor group 0
StarMaster
GM, 4 posts
Mon 19 Sep 2022
at 18:03
  • msg #1

11. Skills

~~~~~~~~~~~~~~~~~~~~~~~~~ SKILL SYSTEM ~~~~~~~~~~~~~~~~~~~~~~~~~
Gamma World (1st Edition) Skill System by John Raner with additional tweaking by StarMaster.


While they weren't part of the original Gamma World 1st Edition rules, they were 'shoe-horned' in later by an enterprising fan.

The term 'Proficiency' always seemed a bit awkward and over-complicated to me; why not just call them Skills and be done with it? So that's what I'm doing--calling them Skills.

Skills fall into three categories:  melee weapons, ranged weapons, and regular skills.

Starting characters get:
---one Melee Weapon skill plus 1 additional Melee Weapon skill per Strength modifier (always a minimum of 1 regardless of modifier); each at Rank 1.
---one Ranged Weapon skill plus 1 additional Ranged Weapon skill per Dexterity modifier (always a minimum of 1 regardless of modifier); each at Rank 1.
---two regular Skills plus 1 additional Skill per Intelligence modifier (always a minimum of 1 regardless of modifier); each at Rank 1.

If you are from Far-Go, you can only choose those skills indicated by an *. While it's possible for you to have some other skill, you can only acquire it with the GM's approval.

Weapons Skills can only be of Tech I or Tech II.

FLIST OF SKILLS
*Agriculture
 Animal Lore
*Area Lore (local area only)
*Armoring
*Bartering
*Blacksmithing
*Builder
 Circumvent
 Computer Use
*Crafting
 Cryptic Alliance Lore
 Culture and History
 Driving
 Extraction/Curing
*First Aid
*Fishing
 Gambling
 Healing
*Herbalism
*Hunting/Gathering
 Identify Mental Power
*Laboring
 Language, Ancient
 Language, Modern
*Musical Instrument
 Navigating
 Perception
 Piloting
 Reading & Writing
*Repairing
 Riding
*Rope Use
*Scrounging
*Singing
 Stealth
 Survival
 Swimming
 Tracking
*Weaponsmithing
*Woodworking


 
~~~~~~~~~~~~~~~~~~~~~~~~~ SKILL DESCRIPTIONS ~~~~~~~~~~~~~~~~~~~~~~~~~
 


~~~~~ AGRICULTUREINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You have the training, experience, knowledge and skills of the basics of farming. This includes planting, harvesting, storing crops, tending animals, butchering, and other typical farming chores. It covers dairy farming, orchard farming, truck farming and even ranching.


~~~~~ ANIMAL LOREMST~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You may observe the actions or habitat of a non-intelligent animal and determine the animal’s reasons for following that behavior. Successful use of this Skill allows you to determine any abilities and/or mutations possessed by the animal.
HANDLE ANIMAL:You are able to calm down potentially dangerous animals through the use of hand gestures, sound mimicry and even body posture. This Skill may be used when an encounter reaction turns hostile. Difficulty is based on the intelligence of the creature encountered (Easy for Animal, Hard for Semi, Very Hard for low, and Nearly Impossible for non, and average or better). If the roll succeeds, it allows a re-roll of the reaction. If it fails a second time, the creature encountered attacks, and the skill cannot be used again.
IDENTIFY ANIMAL:You can also attempt to identify creatures that you encounter but have not necessarily seen before. On a successful skill check you can correctly identify the creature encountered, including strength, weaknesses, and mutations. Failure will incorrectly identify the creature's mutations and/or strengths and weaknesses. The extent of the failure determines the misinformation provided by the GM.
TRAIN ANIMAL:You are able to domesticate wild animals to be mounts, pets or work animals. Only certain animal species or mutants, as determined by the GM, are eligible for this training. This Skill also includes animal husbandry. You may attempt to breed domesticated animals and domesticate new ones from birth, making them much tamer and usually showing more loyalty to their masters.


~~~~~ AREA LOREINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___Use of this Skill allows you detailed local knowledge of one geographical area. This includes knowledge of all races living in that area and/or their social/political/economic composition.


~~~~~ ARMORINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You can make and repair armor of your tech level. You must also have the Blacksmithing Skill and/or the proper tools/machine shop. When making armor, the Skill check is made at the end of the normal construction time.
___The time required to make armor is equal to two weeks per level of Armor Class. For example, a shield would require two weeks, whereas a suit of plant fiber armor (Armor Class 5) would require 10 weeks of work. If the Skill check indicates failure but is within 4 of the amount needed for success, the armorer has created usable, but flawed armor. Such armor functions as 1 Armor Class worse than usual, although it looks like the armor it was intended to be. Only someone with Armoring Skill can detect the flaws, and this requires careful and detailed inspection. If the flawed armor is struck in melee combat with a natural die roll of 19 or 20, it breaks. Your Armor Class immediately worsens by 4 additional classes (although never below 10), and the broken armor hampers your movement. Until you can remove the broken armor (a process requiring 1d4 rounds), you move at half of your normal rate and suffer a -4 penalty to all of your attack rolls.
Piecemeal Armor:
Makeshift Armor:


~~~~~ BARTERINGCHA~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___Successful use of this Skill allows you to get a "good deal" when bargaining with merchants. This "good deal" will lower the price of the goods in question by 1% per margin of success of the original cost. Possession of this Skill by the merchant, however, allows for an opposed skill check against the barterer's Skill level. Normal success means the merchant convinces you to purchase the item at his original asking price. Critical success by the merchant means he's convinced you to pay more.


~~~~~ BLACKSMITHINGPST~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You have a working knowledge of reshaping, forging, and casting hard metals. You may make simple, heavy metal non-weapon or non-armor items of your tech level. You may also repair simple non-electrical or non-mechanical items.


~~~~~ BUILDERPST~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You have a working knowledge of how to build structures such as houses, shops, barns and churches. You can build with wood, stone and brick. You also know how to make thatched roofs, hang doors and install windows. You can draw and read crude plans but most architectural plans are beyond your ability to understand except at a general level.


~~~~~ CIRCUMVENTDEX~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You may try to circumvent alarms, locks and traps (of your tech level or lower). Circumventing (picking) locks requires tools. Using lock picking tools grants normal chances for success. Using improvised tools (a bit of wire, a thin dirk, a stick, etc.) imposes a penalty on your chance for success. The GM sets the penalty based on the situation; penalties range from -1 for an improvised but suitable tool, to -10 for an awkward and unsuitable item (like a stick). The amount of time required to pick a lock is 1d10 rounds. You may try to pick a particular lock only once per experience level. If the attempt fails, the lock is simply too difficult for you until you learn more about picking locks. When attempting to pick a lock of a tech level other then yours, there is an additional modifier of -5 for every tech level above or below you.


~~~~~ COMPUTER USEINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You can operate a computer of your tech level (which may only be an abacus or a differential engine). When attempting to operate a computer of a tech level other than your own, there is an additional modifier of -3 for every tech level above or below yours.
___You can also program a computer of your tech level. When attempting to program a computer of a tech level other than yours, there is an additional modifier of -5 for every tech level above or below yours.


~~~~~ CRAFTINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You know how to craft a number of different items such as clothes, shoes, candles, and similar personal and household items. No roll is needed to make common, ordinary, or day-t0-day items... it just takes time. To craft a fancy or quality item requires a successful skill check. Success by more than 5 indicates you've crafted a superior or masterwork item. For example, a shirt might not rip easily due to the cross-weave, a candle might burn a bit brighter or last twice as long, a pair of shoes might give you better traction, etc.


~~~~~ CRYPTIC ALLIANCE LOREINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You know and can make use of the information in the rulebook concerning one Cryptic Alliance. This information is generally secret and jealously guarded by the respective Cryptic Alliances, so there is no way that you could have learned any of it prior to the beginning of the campaign, although you might know the names and the general aims of some of the Cryptic Alliances. Possession of this Skill assumes that you were once recruited or captured by the Cryptic Alliance in question (which one could be determined by excluding one ---- say, the Created ---- and rolling a d12). You, therefore, have been inside a Cryptic Alliance base (which may or may not be near where you are currently adventuring) and may know something about their forces and resources, including the signs, signals and passwords of the organization. The GM may reasonably assume that you left some enemies behind at that base.


~~~~~ CULTURE AND HISTORYINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You have knowledge concerning United America during the Shadow years and before the Apocalypse. This knowledge involves knowledge of technology, lifestyles, and important events. You will understand what vehicles, guns, robots, etc, were, what they were used for, and (in very general terms) how they worked. You may never have seen an artifact up close, and must still roll dice to figure out any artifact (except for batteries and ID cards); but (with a successful Skill check) you may subtract 5 from your roll due to knowing in general what the artifact is supposed to do in the first place. It is a great help in figuring out a vehicle, for example, to know that it must be operated from inside and that it is supposed to go from place to place with controls to start it, stop it, steer it, etc. The GM may, of course, modify this bonus for some artifacts. You understand concepts that seem self obvious to us but that would never occur to you, such as the fact that guns, vehicles, etc., are powered by batteries or other fuel sources that can be replenished or replaced----they do not work by magic, and they are not necessarily used up (and worthless) when they stop working. You understand most kinds of installations as well ---- what they were and how they worked. You recognize elevators, light switches, security cameras, etc, after at least a moment’s thought, and should be able to figure out push button type systems like elevators with little difficulty.


~~~~~ DRIVINGDEX~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___This Skill allows you to operate a ground vehicle of your tech level. No Skill check is required while driving under normal conditions. A Skill check is always required If you attempt to operate a vehicle not of your tech level. The check is made at -3. When attempting to operate a ground vehicle not of your tech level, a critical success roll indicates that you have made great progress in understanding the inner workings of the vehicle and may now operate that particular type of vehicle as if it were of your tech level. A critical failure indicates that you have crashed the vehicle.


~~~~~ EXTRACTION/CURINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___This Skill allows you to remove harmful chemicals (such as poisons, radioactive material, acids and the like) or fragile organs for use by you. Easy tasks would be removal of poisoned feathers or sharp teeth. A very hard task would be the removal of highly toxic poisons, delicate organs or the like. All the way up too nearly impossible for things like the radiation emitting organ of the Blaash. This skill also allows you to preserve the removed item so it can be used as a weapon or what have you. You will know how to store, prepare, and purify the item. Most chemicals can be stored almost indefinitely this way.


~~~~~ FIRST AIDMST or INT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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With this Skill and a little medical equipment (clean rags, grease, certain herbs, etc.), you can immediately heal 1d8 points of damage taken from any given hit. However, some kinds of damage, such as that from sonic blast and radiation eyes, will not yield to such treatment. You can also remove five intensity levels from poison inflicted by bite or sting by cutting open the wound and sucking out the poison. With contact poison or gas, however, it requires a First Aid check to reduce poison intensity of those by only 3.


~~~~~ FISHINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You know about locating fish, using the right lures and baits and the right craft. To land crafty or really big fish has a -4 penalty. On a natural roll of 1 (critical failure) you have landed a monster (or has it landed you?).


~~~~~ GAMBLINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You are able to win more easily at games of chance. A successful Skill check means that you have won the game. Critical failure means that you will be accused of cheating. Whenever the opportunity presents itself to you to gamble for money, a successful Gambling skill check means you've won a number of domars equal to your success roll. NOTE: This is often an opposed skill check against anyone else that is gambling with you--only highest roll wins. Failure means you lost half of the die roll.


~~~~~ HEALINGINT or MST~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You may help patients double their natural healing rates by making a successful Healing skill check. You may also attempt to revive an unconscious creature with a successful Skill check; revived creatures are considered incapacitated. You are also skilled at rescuing and transporting incapacitated or unconscious creatures. Transporting incapacitated creatures without the assistance of the Healing Skill will require them to make a Constitution check every minute (assuming they have been bandaged, every round, if not) or fall unconscious. While unconscious they must make a Constitution check every 5 minutes or die. With the Healing Skill, you will automatically recognize the following artifact medicines: Accelera Tab, Anti-Radiation Serum, Cur-in Dose, Pain Reducer and the standard symbols which appear on other medical artifacts (red or white cross, caduceus, etc.). With a successful Skill check you may add 5 from all medical artifact die rolls due to knowing in general what the artifact is supposed to do in the first place. If you also have the Herbalism Skill, you gain a +2 to all Healing Skill checks (that do not involve medical artifact recognition).


~~~~~ HERBALISMMST or INT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___Through training and experience, you can now identify plants and fungus and prepare potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical use. You can also prepare natural plant poisons and purgatives. Generally, the Toxicity of the poison represents the difficulty of making it.


~~~~~ HUNTING/GATHERINGMST~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___This skill is strictly related to finding food and water. If successful, you have found enough food to feed five people for a day. Hunting usually takes 1-4 hours. It is also the skill used for identifying edible plants and animals. On a natural roll of 1 (critical failure) you have found a monster (or has it found you?).


~~~~~ IDENTIFY MENTAL POWERINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___By concentrating and putting together small clues, you can identify the exact mutational power that caused a particular result. Unsuccessful mental attacks cannot be identified, since there isn't enough information. The mental attack can have affected another creature; it does not have to have affected you.


~~~~~ LABORINGPST or CON~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You are a physically active person--you need to keep active doing something, particularly if it involves some physical activity. You may not exactly be happy laboring, but you are usually satisfied. Whether it is chopping wood, digging a ditch, hauling stones or lumber, laying bricks, mending a fence, painting a building, or something similar, it's right up your alley. You do it with vim and vigor and usually accomplish the task in half the time others would take.


~~~~~ LANGUAGE, ANCIENTINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You may speak one of the languages spoken before the Apocalypse. While this could be just about any language depending on the setting, the standard 'known' ones are: Anglish, Frankish, Spanglish and Viamese.


~~~~~ LANGUAGE, MODERNINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___Everyone speaks the Common Trade language at the start of the game (sometimes just called Common or Trade). This is a mishmash of several other local languages as well as a blended pidgin. You start with 3 ranks in Language: Trade.
However, you may speak one of the languages spoken in modern Gamma Terra. These are generally languages independently developed by Mutated Animals or Mutated Plants.


~~~~~ MUSICAL INSTRUMENTCHA or DEX~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___You can play a specific musical instrument. An additional instrument can be added for every extra Rank you gain in this Skill. You play quite well, and no Skill check is normally required. The GM may direct you to make a Skill check in what he feels are extraordinary circumstances. Dexterity represents your technical expertise with the instrument while Charisma reflects your showmanship—Charisma is irrelevant if no one is listening or watching.


~~~~~ NAVIGATINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You are able to tell which way is north and identify the direction and distance to major landmarks with this skill. The stars are only one method of determining position. There are a host of other signs and tricks that can also be used. Even without some of these, you will tend to have a good feeling for how far you have come and where you may be. A Navigation Skill check needs to be made whenever you lose sight of an important landmark (building, mountain, etc.) or your have a clear choice of directions. The check is never made more than once in three hours and usually only once a day.


~~~~~ PERCEPTIONINT or MST~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___This Skill allows you to identify traps and ambushes in the wilderness as well as in ruins, buildings and villages. If your check is successful, you detect a potential ambush or trap situation. The GM should throw in a few "looks like an ambush to me" situations to keep you on your toes. Remember that this skill does not detect the absence of an ambush or trap, only the presence of it.
___Other uses of this skill include noticing things, searching an area, and (sometimes) investigating.


~~~~~ PILOTINGDEX~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___This Skill allows you to operate a flying machine of his tech level. No Skill check is required under normal circumstances. If you attempts to operate a vehicle not of his tech level a Skill check is always required. The check is made at -5. When attempting to operate a flying machine not of you's tech level, a critical success roll indicates that You have made great progress in understanding the inner workings of the machine and may now operate that particular type of flying machine as if it were of his tech level. A critical failure indicates that you have crashed the machine.


~~~~~ READING & WRITINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___Because reading materials aren't very plentiful (most of them didn't survive the Cataclysm), teaching people to read and write does not happen very often. This skill lets you read and write a language known to you. You must take this Skill separately for each known language that you wish to be able to read and write.


~~~~~ REPAIRINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___This Skill allows you to attempt proper repair of non-weapon artifacts. You may repair items of your tech level. The GM must determine whether or not the appropriate tools and spare parts are available to you. The difficulty of success for this Skill is determined by the condition of the artifact (see below). Even then, the GM may decide that it takes a long time to accomplish the repairs. How long it takes will depend on how badly damaged the device is and whether replacement parts (when needed) can be made or scrounged.
 ARTIFACT CONDITIONDIFFICULTYDIFFICULTY MODIFIER 
 Obviously BrokenNearly Impossible-9 
 PoorVery Hard-6 
 FairHard-3 
 GoodAverage+0 
 ExcellentEasy+3 
 PerfectVery Easy+6 
___When attempting to repair an item of a tech level other then you there is an additional modifier of -5 for every tech level above or below you’s. A critical success roll when attempting to repair an item not of you tech level, indicates that You have made great progress in understanding the inner workings of the item and may now repair that particular item as if it were of his tech level. A critical failure when attempting to repair an item of his tech level or otherwise indicates that You have permanently broken the item.
___You are also able to Jury rig items—getting them to work with limited tools/parts. You may only jury rig items from your tech level without difficulty. When attempting to jury rig an item of a tech level other than yours, there is an additional modifier of -5 for every tech level above or below yours. This skill calls for a lot of control by the GM. The GM will have to determine if the attempt is even possible given the materials at hand and how long it takes. For example, it is not possible to build a car in the desert. To build a primitive car in an abandoned factory full of appropriate parts would be possible, but might take months.


~~~~~ RIDINGDEX or MST~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___This is your ability to tame, ride, and control domesticated mounts. As there are many different mounts in Gamma World, you must choose one to be proficient with at the time of learning this Skill. While you may attempt to ride other mounts, all Skill checks are made at half of your Ride score. You can fight with most weapons while riding a Brutorz or a well-trained Podog; all other mounts require the full attention of the rider. Without the ride Skill, you have no chance to tame or ride untamed mount beasts, and if you insist on trying you will be thrown for 1d6 damage and possibly trampled as well unless you roll a Critical success. You may be able to hold on to a trained mount for some time, but you have a 30% chance of falling off for 1d6 damage every two rounds; the chance is 40% for riding Hoppers, and it is doubled for any mount beast which you are riding for the first time. Unskilled, you can ride cooperative Brutorz and other intelligent mounts, but may require a Dexterity check to stay on if you move rapidly through difficult terrain. Under no circumstances can you ride without the Riding Skill and make a weapon attack while mounted, unless you are controlling the mount. You also know the value and use of stirrups, reins, and similar gear, though you may not be able to manufacture them.


~~~~~ ROPE USEDEX~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___This Skill enables you to accomplish amazing feats with rope. You are familiar with all sorts of knots and can tie knots that slip, hold tightly, slide slowly, or loosen with a quick tug. You always know the right knot to tie for the given circumstance. If your hands are bound and held with a knot, you can roll a Skill check (difficulty: very hard, -4) to escape the bonds. You also gain a +2 bonus to all attacks made with a lasso. You also receive a +5 bonus to all climbing checks made when you are using a rope, including attempts to belay (secure the end of a climbing rope) companions. You are also capable of making a rope ladder or a rope bridge. You are also adept at making macrame.


~~~~~ SCROUNGINGMST or INT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___Scrounging is the ability to find useful items in any locale (if, of course, there are any useful items to be found there). If what you are looking for is fairly mundane and reasonable for that location, you do not need to make a roll—you will find it. Otherwise, if you are just making a generalized scrounging effort, you will find one useful item for every two points above 15 you succeed by.


~~~~~ SINGINGCHA~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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___You are an accomplished singer and can use this ability to entertain others and perhaps earn a small living. You can also create choral works on a successful Skill check. This Skill also covers chanting, humming and whistling.


~~~~~ STEALTHDEX~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___You may try to move silently at any time simply by announcing that you are attempting to do so. While moving silently, you movement rate is reduced to 1/3 normal. The GM makes the Skill check to determine whether you are moving silently; you always thinks you are being quiet. Successful silent movement improves your chance to surprise a victim, avoid discovery, or move into position to stab an enemy in the back. Obviously, your moving silently but in plain view of your enemies is wasting your time… unless you are also trying to hide. Normally, hiding involves not moving, but you can attempt to remain unnoticed or unseen while moving silently. This gives you a -2 penalty to your Stealth check.


~~~~~ SURVIVALMST or INT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___This Skill allows you to survive in a hostile environment (i.e. find adequate shelter; avoid environmental hazards such as floods, forest fires, avalanches, etc.). This skill is broken down by terrain type (forest, jungle, desert, arctic, etc.). You should decide what type of terrains you know how to survive in. You may choose one per INT modifier (though always a minimum of 1).


~~~~~ SWIMMINGPST or DEX~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___This is the ability to swim and dive. No check required unless you are attempting to swim under adverse conditions (against a strong current) or special circumstances (speed swimming, marathon swimming, cliff diving, etc.).


~~~~~ TRACKINGMST or INT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___Creatures can only be tracked in natural terrain. Tracking is no good in a town or village full of people; there are too many tracks and signs of other creatures around. However, it will work in an abandoned urban or man-made environment where the spoor and tracks remain fresh and undisturbed. The GM might determine that adverse conditions (rain, crossing trails, age of the spore, etc.) make it more difficult to track. Tracking over stone or down a waterway is also more difficult. Roll once an hour to see if the trail is lost.


~~~~~ WEAPONSMITHINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___You can make and repair weapons of your tech level. You must also have the Blacksmithing Skill and/or the proper tools/machine shop. The GM must roll for you when using this Skill. A failed check indicates the weapon will break in the first d10 rounds of combat. A Skill check roll of 1 (critical success) indicates a high quality weapon (+2 damage, 2x value) has been made. You with genius capability (scientific) who make a successful Skill check have made a weapon that does an additional 4 points of damage, but this still takes triple the usual time (as per the mutation). A critical success would indicate that the scientific genius has created a weapon that does an additional 6 points of damage and is 3x its normal value. The GM must decide how long each weapon will take; a rule of thumb would be one hour per gold piece cost, variable by circumstances (exception: a sling can be cut out of leather in fifteen minutes, and sling bullets can be forged in ten minutes ---- sling stones, of course, are simply gathered).


~~~~~ WOODWORKINGINT~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
________________________________________________________________________________
___You are knowledgeable and skilled at working with wood, from cutting down the trees (lumberjacking) to cutting it into lumber (sawyer) to building furniture with it. You generally know various types of wood and can identify the trees that they come from.

This message was last edited by the GM at 13:44, Wed 25 Jan 2023.
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