Welcome to Gaia! ::

The Conglomeritic Roleplayers Conglomerate

Back to Guilds

A collection of roleplays. Star Wars, Dragonball, zombies, fantasy, superheroes, or make your own. D20 or no. 

Tags: Star Wars, Dragonball, literate, role-play, dice 

Reply Emily Marneth's system thread
Skills

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit


Emily Marneth

Captain

PostPosted: Sun Feb 15, 2009 7:57 pm


Index


1. Index
2. Skills
3. Social Skills
4. Physical Skills
5. Mental Skills
6. Ninja Skills

 
PostPosted: Sun Feb 15, 2009 7:59 pm


Skills


Staring skill: When you create your character you select a number depending on your character background and customization. For example if you don't plan to have an animal then there is no point in having handle animal and so on for the other skills. You might never pick more than 10 skills as a staring E-class. Skill points are won by training and gaining levels. Please read the Training and Levels thread for information.

Starting skill points: [For people starting higher than academy student] Your character starts with [int mod x level + 10] skill points. For example if you have an Intelligence of 16 and a level of 2 your starting skill points will be: 2 + 3 = 6

This might seem as very little at first but as your levels grow you will gain more.

The formula to use a skill is:

1d20 + Skill modifier

Skill modifier is:

Skill ability modifier + the ranks you have placed on the skill + miscellaneous modifiers.

 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sun Feb 15, 2009 8:03 pm


Social Skills


Bluff: (Cha)
The bluff skill allows you to make people believe what you want them to believe. This skill is especially important where trying to sabotage enemy strategies, send false information or trying to save your a** from behind discover. The counter roll for bluff is sense motive. The highest roll wins the check.

Diplomacy: (Cha)
A the name says diplomacy is a skill mostly used to convince people with kind words, negotiate peace and getting yourself out of hard situations. With diplomacy you can change the attitude of an Npc from hostile to friendly. For example if you are captured by an Npc ninja from another village you can use several diplomacy checks to make him release you .Unlike bluff you do not lie to the person. The counter skill for diplomacy is sense motive.

Also, if your teammate is in an Intimidated state you use your Diplomacy skill to release him from his panicked state. The DC is 10 + opponent's Intimidate roll.

Also, a diplomacy check DC 30 gives "inspire courage" which gives you +4 resistance against fear. That is before the intimidate though.


Disguise: (Cha)

Use this skill to change your appearance. The effort requires at least a few props and some makeup. A disguise can include an apparent change of height or weight of no more than one-tenth the original unless specially crafted prosthetics, costumes or jutsus are utilized.
You use a Spot or Sense motive to see through a Disguise.

Gather Information: (Cha)

Use this skill to make contacts in an area, find out local gossip, spread rumors, and collect general information.
This skill is only directed towards NPCs.

Type of Info/DC
General - 10
"Who�s the big cheese in this village?"
Specific - 15
"What can you tell me about the woman who always attends functions with the senator?"
Restricted - 20
"What do they make in that mysterious factory?"
Protected - 25
"When is the next test flight for that secret prototype fighter jet?"

Handle Animal: (Cha)
Use this skill to drive a team of horses pulling a wagon over rough terrain, to teach a dog to guard, to raise a wolf as a devoted pet, or to teach an elephant to "trumpet" on your command.

Task/Time/DC
Handle an animal - Move action - 10
Means to command it to something it have been thought.

"Push" an animal - Move action - 25
Means to make an animal perform a task it haven�t been thought, but is physically capable of performing.

Teach an animal a trick - 1 week - See text
Attack (DC 20)
Come (DC 15)
Defend (DC 20)
Down (DC 15)
Fetch (DC 15)
Guard (DC 20)
Heel (DC 15)
Perform (DC 15)
Seek (DC 15)
Stay (DC 15)
Track (DC 20)
Work (DC 15)

Train an animal for a purpose - See text - See text
Combat riding (DC20, 6 weeks): An animal trained to this knows Attack, Come, Defend, Down, Guard, and Heel.
Fighting (DC 20, 3 weeks): An animal trained to this knows Attack, Down, and Stay.
Guarding (DC 20, 4 weeks): An animal trained to this knows Attack, Defend, Down, and Guard.
Laboring (DC 15, 2 weeks): An animal trained to this knows Come, and Work.
Hunting (DC 20, 6 weeks): An animal trained to this knows Attack, Down, Fetch, Heel, Seek, and Track.
Performing (DC 15, 5 weeks): An animal trained to this knows Come, Fetch, Heel, Perform, and Stay.
Riding (DC 15, 3 weeks): An animal trained to this knows Come, Heel, and Stay.


Intimidate: (Cha)
Use this skill to get someone to do something he doesn�t want to do by means of verbal threat, force of will, and imposing body language. This skill can also be used to scare people with your power. People who fail a check will be placed on fear.

Character under fear receive a -4 penalty on all checks including attack, dodge and damage.
The penalty increased by + 2 by every 5 points hither in your intimidate score over the opponent sense motive check.
A neutral d20 increases the penalty to -10.
A neutral 1 in the d20 makes you automatically fail any chances of intimidation.
A neutral 1 in the sense motive check by the opponent makes the opponent go shaken or panic. People in panic are un able to move their dodge bonus is decreased to 10 and are un able to hold items.
Using Genjutsu to send fear to the opponent heart gives you a +4 bonus on your intimidate check.
The counter skill for Intimidation is Sense Motive. However if you fail your teammate can use the Diplomacy skill on you to talk you out of your state of panic. For more information check the Diplomacy skill section.

Innuendo: (Cha)
Innuendo for those who don�t know is the art of talking in code to confuse the enemy. For example in the episode Kisame and Itachi are having dango �Japanese sweet dumpling� Kakashi uses a combination of words and body language to tell Azuma and Kurenai about their presence. When talking in codes you can tell your allies something that might sound like a common talk but between you it had another meaning . Your opponent must make a sense motive check against you to decipher your innuendo.

Perform: (Cha)
This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below.
The number of Perform categories is kept purposely finite. When trying to determine what Perform skill a particular question or field of expertise falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.

Act: You are a gifted actor, capable of performing drama, comedy, or action-oriented roles with some level of skill.

Dance:
You are a gifted dancer, capable of performing rhythmic and patterned bodily movements to music.

Puppet play: (Dex) How gifted you are at controlling a puppet. You can control 1 + 1 per 5 ranks in Puppet Play puppets. This skill is a Dex-based skill instead of a Charisma-based skill because of the finger dexterity required.

Sing: You are a musician gifted with a talent for producing musical tones with your voice.

Stand-Up: You are a gifted comedian, capable of performing a stand-up routine before an audience.

Stringed Instruments: You are gifted with a talent for playing stringed musical instruments, suck as banjo, guitar, harp, lute, sitar, and violin.

Wind Instruments: You are a musician gifted with a talent for playing wind musical instruments, such as a flute, bugle, trumpet, tuba, bagpipes, and trombone.

Result/Performance:

10/ Amateur performance. Audience may appreciate your performance, but isn�t impressed.
15/ Routine performance. Audience enjoys your performance, but it isn�t exceptional.
20/ Great performance. Audience highly impressed.
25/ Memorable performance. Audience enthusiastic.
30/ Masterful performance. Audience awed.

Sense Motive: (Wis)
This skill show how much sensitivity you have when it comes to reading other people behavior and body language. Use this skill when someone is trying to bluff you, win your trust with words, seduce you, or is influenced with Genjutsu. Sense motive is mostly a counter skill, use it against someone who is trying to bluff you or anything mentioned before. The higher your skill the higher your chance to find the truth.

Read Lips: (Wis)
This skill is used to decipher what people is saying by reading their lips. To use this skill you must be able to have visual contact with the person and also be able to understand the person language. If the person is wearing a solid mask then is impossible to use this skill.

Checks:

Neutral 1 Total failure all the information you got is a messed up fake.
5 or less: Failure you got false information.
6 to 10: You managed to understand part of the message.
11 to 25: You can read a few phrases but not the whole language
25 to 40: You manage to read a few sentences.
50: You can read the message completely.


Seduction: (Cha)
As some say keen beauty is deadlier than a keen sword. Using keen beauty and suggestive moves a ninja can attract the attention of enemies and even make them fall under the ninja control. This skill can also be used to keep an enemy attention focus on you as your team mate takes care of another thing or attack the ninja from behind. Sense motive is the also the counter check for this skill. Keep in mind that this skill only works on the opposite sex.

Character under seduction receive a � 4 penalty on all checks including attack, dodge and damage.
The penalty increased by + 2 by every 5 points hither in your seduction score over the opponent sense motive check.
A neutral d20 increases the penalty to � 10.
A neutral 1 in the d20 makes you automatically fail any chances of seduction.
A neutral 1 in the sense motive check by the opponent makes the opponent awe in your beauty and unable to move or stop looking at the seducer. The seduced are even very suggestive to commands. People in awe are unable to move, their dodge bonus is decreased to 10 and are un able to hold items unless commanded by the seducer.

 
PostPosted: Sun Feb 15, 2009 8:07 pm


Physical Skills


Alchemy: (Wis)
You use Alchemy to brew poisonous concoctions as well as healing salves and the like. For more information check the Poisons and Medicines thread.

Balance: (Dex)
Your ability to Keep your balance while walking on a tightrope, a narrow beam, a slippery ledge, or an uneven floor.
If you're being attacked while using Balance, you're caught flat-footed and thereby you lose all Dex bonus to your Defense/Dodge.
A Balance check might be required in certain cases, and no matter what, you move at Half speed while balancing.
If trying to move at full speed, then you get a -10 penalty to your check.
If you at any time take damage while climbing, then you must retry and get a -10 penalty. This does not stack, but disappears under the next check if you haven't been hit again.

DC per surface.


7- 12 inches wide DC 15
2 - 6 inches wide DC 25
Less than 2 inches wide DC 35

Additional Difficulties

Lightly obstructed + 5 DC
Severely Obstructed + 10 DC
Lightly slippery +2 DC
Severely Slippery +8 DC
Sloped or Angled +2 DC

Disable Device: (Int)
Use this skill to disarm a trap jam a door lock or sabotage any kind of device. Disabling a device requires tools and trying to do so without them gives you a � 10 penalty on your check. You can examine a simple or fairly small mechanical or electronic device and disable it. You usually need appropriate tools to use Disable Device.

Device and DC

Simple �Such as a door lock� 10
Tricky �Such as a sabotaging a wheel� 15
Difficult �Such as deactivating a secret trap 25 + additional penalties�
Complex �Such as a deactivating a magic device, like for example Yukigakure spring machine� 50 +

Escape Artist: (Dex)
You use this skill to slip binders or manacles, to wiggle through tight spaces, or to escape the grip of an angry wrestler.

Restraint/DC
Ropes: Opponents Dex check +20
Net: 20
Handcuffs: 35
Tight spaces: 30
Grappler: Opponents grapple check.

Hide: (Dex)
Use this skill to sink back into the shadows and move unseen, approach a guard post under cover of local scenery, or tail someone through the streets of a busy village without being noticed. The counter skill for hide is a spot, a successful spot check reveals the location the ninja is hiding. Using smoke bombs increase your hide check by + 6

Listen: (Wis)
Use this skill to hear approaching enemies, detect someone sneaking up on you from behind, or eavesdrop on a conversation. Listen is the counter check for move silently. The difficulty class of each listen check depends on the situation:

Sound in the middle of battle -10 on your check
If your character is sleeping -10 on your check

DCs
People talking close to you 0.
Person walking behind you normally 5.
Person walking slowly behind you 10.
Person using move silently counter check. DC opponents check.
People whispering 15.

Conditions:

Person talking is behind a door +10
Behind a wooden wall +15
Behind a stone wall + 20
Per 5 feets of distance -1 on your check
If listener is distracted it receives a -5 penalty on his roll.

Move Silently: (Dex)
Moving silently and using stealth are the most important tools of the ninja. Move silently is used when you are trying to sneak up behind an enemy or slink away without being noticed. To take 10 on this skill you use double posts to move around, and you still have to roll in case of a fumble. Some situations might give you the advantage or disadvantage on this skill.

Heavy sound in the surroundings: + 5 bonus.
Listener is distracted: + 5 bonus.
Snow covered ground -5
Metal ground -10
Object covered ground � 4

Sleight of Hand: (Dex)
You can lift a wallet and hide it on your person, palm an unattended object, hide a small weapon in your clothing, or perform some feat of adroitness with an object no larger than a hat or a loaf of bread. Sleight of hand can be used to steal small items from a person without the person noticing. The counter skill for this is spot. You might receive a bonus on your check depending on the situation.

Opponent is distracted +5 bonus on your check.
Bluffing the opponent to gain his trust + 2 bonus

Survival: (Wis)
Use this skill to follow tracks, hunt wild game, guide a party safely through the wilderness, identify signs that a pack of wild dogs live nearby, or avoid quicksand and other natural hazards. Also can be used to identify poison plants and fruits as well as knowing the hour just by looking at the sun position. Also, every 10 ranks in this skill gives you +2 to your Fortitude.

Get along the wild and walk without problems on hard terrain 10
Find the north by looking at the sun 15
Identify possible weather changes by looking at the clouds 20
Identify exact weather changes by looking at the clouds 30
Follow tracks 10 + 2 per hour that have passed after the tracks were made.
This increases by + 10 in rainy days and + 20 in snow days.

Swim: (Str)
Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on. A successful check means that you are swimming normally, a failure means you are un able to move forward from your direction. Attacking under the water makes you suffer a � 2 penalty on attack and damage. Carrying a heavy load gives you a � 2 penalty per 5 pounds it weights.

Calm water swim DC: 10
Rough Water DC: 20
Stormy Water: DC 40
Swimming while holding another person � 10 penalty on your check.
Swimming against the tides of the sea DC 20 + �Depending on the weather.

Treat Injury: (Wis)
Use this skill to help characters that have been hurt by damage, poison, or disease.
All checks require some kind of medical equipment suited for the situation.

Long-Term Care (DC 15, +3hp pr day)
Restore Hit Points (DC 15, 1d4hp)
Revive Dazed, Stunned, or Unconscious (DC 15)
Stabilize Dying Character (DC 15)
Surgery (DC 25)
Treat Disease/Poison (DC 15, you must first determine what�s wrong with the character)

Tumble: (Dex)
You can dive, roll, somersault, flip, and execute other types of gymnastic moves. Many types of armor, and any excessive load of carried items, make it more difficult to use this skill. You can also use tumble to avoid damage while falling from a high height and escape attacks of opportunity only. �Example you can use a back flip to evade the attack you would have provoked by running away.

Avowing damage from a fall DC 15 + 5 per 10 feets.
Ignore an attack of opportunity from moving DC 15
Tumbling over an enemy�s head to land behind him. DC = Enemy attack roll halved.

Use Rope: (Dex)

With this skills you can make firm knots, undo tricky knots and bind prisoners with ropes.

Use ropes difficulty class:

Tide a firm knot: 10
Secure a grapping hook: 10
Tie a special knot: 20
Tie a rope around your arm one handed 15
Splice two ropes together: 20
Bind a character: The higher your check the higher the escape artist DC will be.

 


Emily Marneth

Captain



Emily Marneth

Captain

PostPosted: Sun Feb 15, 2009 8:09 pm


Mental Skills


Concentration: (Wis)
You're good at focusing your mind not matter the situation.
By making a jutsu, you make your Jutsu check. Yet, if you�re attacked, then you must make a Concentration to avoid failing your Jutsu. The DC = 10 + half Damage taken.
If you are getting continual damage by Fire or such thing, then the DC = 10 + Half the Damage taken.
If you are moving then you must make a Concentration DC = 10.
If you are using a Jutsu in a light storm the DC = 15.
Under a harsh storm, or while being Pinned/Grappled, or under an extraordinary violent motion (Earthquake) the DC = 20.

Craft: (Int)
As the name states craft is a skill to craft anything from traps to weapons. Every single craft you learn counts as a different skill. For example Craft: {Weapons} and Craft {Puppets} occupy two spots in your skill list and gain skill points separately.

Special Conditions:
-To craft an item, weapon or trap you must have the necessary equipment and materials for the job.
-Crafting takes time and that time is determined by what you are crafting, an example would be a kunai could take as much as an hour while a sword would take 2 days.

There is a craft guide created in a seperate thread. Use that as a reference to creating weapons, art, etc.

Forgery: (Int)
Make use of this skill to fake a document from a Feudal lord instructing a warden to release prisoners, to create an authentic-looking government identification, to falsify a permit or license, or to detect forgeries that others try to pass off on you.
Making a forgery is useless without the right tool.

Knowledge: (Int)
This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below.
The number of Knowledge categories is kept purposely finite. When trying to determine what Knowledge skill a particular question or field of expertise falls under, use a broad interpretation of the existing categories. Do not arbitrarily make up new categories.

Anatomy: A knowledge of the structure and weak points in the human body (when using piercing or slashing weapons, increase damage by 1 per ten points, and a point of bleeding damage every time you hit with one of these [stackable, per hit])

Art: Fine arts and graphic arts, including art history and artistic techniques. Antiques, modern art, photography, and performance art forms such as music and dance, among others.

Behavioral Science: Psychology, sociology, and criminology.

Business: Business procedures, investment strategies, and corporate structures. Bureaucratic procedures and how to navigate them.

Civics: Law, legislation, litigation, and legal rights and obligations. Political and governmental institutions and processes.

Current Events: Recent happenings in the news, sports, politics, entertainment, and foreign affairs.

Earth and Life Sciences: Biology, botany, genetics, geology, and paleontology. Medicine and forensics.

History: Events, personalities, and cultures of the past. Archaeology and antiquities.

Warrior Lore: The various Warrior sayings and rules, the true definition of Ki and any topic related to Warriors, except their history.

Popular Culture: Popular music and personalities, genre films and books, urban legends, comics, science fiction, and gaming, amongst others.

Streetwise: Street and urban culture, local underworld personalities and events.

Tactics: Techniques and strategies for disposing and maneuvering forces in combat.

Theology and Philosophy: Literal arts, ethics, philosophical concepts, and the study of religious faith, practice and experience.

Repair: (Int)
You can repair or jury-rig damaged machinery, electronics, or items such as weapons and armor.

Repair Task (Example)/DC/Time:
Simple (tool, simple weapon)/10/1 min.
Moderate (sealing scroll, mechanical or electronic component)/15/10 min.
Complex (broken exploding tags, mechanical or electronic device)/20/1 hr.
Advanced (cutting-edge, broken great sword or other advanced things)/25/10 hr.

Research: (Int)
Use this skill to learn information from books, or other standard sources. Research allows you to navigate a liberty, an office filing system, a newspaper morgue, and other similar things. It doest�t include talking to people and asking questions; that�s handled by Gather Information.

Type of Information/DC
General/10: Major corporations with offices in villages. The address of a suspect.
Specific/15: The meaning of an obscure arcane symbol. Court testimony from a trial.
*Restricted/20: The specific military units assigned to a covert operation.
*Protected/25: The information and secrets of a dead ninja. The identity of a government informer.

* = You need a source before you can get any of these information�s, and the source have to be reliable.

Search: (Int)
You can make a detailed examination of a specific area, looking for lost objects, hidden compartments, and traps, or to discern other details that aren't readily apparent at a casual glace. The search skill lets a character detect some small detail or irregularity through active effort, whereas the spot skill lets you notice something with a quick scan.

DC/Task:
10/Ransack an area to find a certainty object.
20/Notice a typical secret compartment, a simple trap, or an obscure clue.
25+/Find a complex or well-hidden secret compartment or trap: notice an extremely obscure clue.

Spot: (Wis)
This skill is used to spot hidden people or objects as well as seeing through a disguise, henge or bushin. By making a high spot check you can identify if the person in front of you is real or just a bushin, kage bushin, mitsu bushin or any kind of bushin. You can also use this skill to spot things on the afar like for example a tiger eating someone a few meters away. Spot is the counter check for the sleigh of hand and hide skills.

Penalties:

You suffer a � 5 penalty for every 10 feet the thing or person you are trying to spot is.
You suffer � 5 penalty if you are distracted.


 
PostPosted: Sun Feb 15, 2009 8:47 pm


Warrior Skills




Use technology: (Int)

This skill dictates your ability to use the technology that you encounter in your adventures. Each different planet has its own technology. So you must master each planet's technology independently. This does not cover the simple repair of a system, because that is covered by the repair skill. This skill covers the use of a wristband that shoots lasers, a Namekian spacecraft, and such. But while the wristband would possibly be governed by Use technology (Tuffle), the Namekian spacecraft would be covered by the Use technology (Namek) skill.

Ki Control: (Int)

Ki is present in your body. That is the simple fact of life. This skill is your measure of aptitude in controlling that power to do amazing things with your energy. Some forms of flight, telekinesis, and many other techniques ride on your ability to manipulate your ki in and of itself, as opposed to using it for a beam attack or putting it into your punches.

Ki techniques: (Ki)

This skills is used mainly to measure your skill as a ki technique user. For every 10 points you have on this skills you add a + 2 to the max damage you deal with any ki attack you know. Also certain ranks are necessary in this skill to learn certain techniques. Having a high Ki techniques score doesn'�t mean you learn the jutsu automatically but it might take less time to do so. Raising this skill can also increase your chance to hit with ki techniques.

Martial techniques: (Str)
This skills is used mainly to measure your skill as a Martial fighter. For every 10 points you have on this skills you add + 2 to the maximum damage you do with your martial attacks. Also certain ranks are necessary in this skill to learn certain moves. Having a higher martial score doesn�t mean you learn the jutsu automatically but it might take less time to do so and also increase the effectiveness of the jutsu.

Modification Techniques:
This skill is used only to measure your skill and aptitude with modification techniques. These include transformations and moves like the kaio-ken, which push the body farther than it normally could go.

Weapons:
This skill is used to measure your ability at using a certain weapon. This skill has NO roll use, instead is used as a damage and to strike bonus. For every 10 points you have in this skill you receive a +2 bonus on the maximum damage when dealing damage with your selected weapon and +1 on your attack roll when using such weapon. This skill must be increased independently from other weapons. If you use more than a type of weapon for example you carry a katana and combat Bow you must put Weapon (Bow) as a skill and weapon: (Katana) as a separate skill. There is no limit to how many weapons you can master.
You add your strength mod, or dexterity mod (whichever is applicable), to your allocated points in this skill.

Sneak Attack:
This skill is measure your ability to hit an opponent in a weak spot when he is not aware of your presence. You can only use a sneak attack when your enemy is not aware of your pretense. An example of this is when someone is walking down a hall and the ninja jumps in front of him stabbing a vital area with a piercing weapon or object. When you make a sneak attack you gain + 2 in your attack roll and add 1d6 damage per 10 ranks in your damage roll.
 


Emily Marneth

Captain

Reply
Emily Marneth's system thread

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum