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kouri-chan_xx Vice Captain
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Posted: Sun Jul 25, 2010 11:03 pm
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Posted: Sun Jul 25, 2010 11:04 pm
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kouri-chan_xx Vice Captain
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kouri-chan_xx Vice Captain
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Posted: Sun Jul 25, 2010 11:06 pm
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Posted: Sun Jul 25, 2010 11:13 pm
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Ability and Save Check DCs
(Str, Dex, Con, Wis, Int, Cha, Chk, Fortitude, Reflex and Will)
Strength Lift 10 pounds: 12 + 2 per 5 pounds. Push/Pull 10 pounds: 12 + 2 per 5 pounds. Break bones: Opposing Str check + 10. Break free from grapples and traps: Opposing Str check or Trap DC. Break things: +2 DC per hardness of the item.
Base modifier: +2 per 5 pounds.
Dexterity Tie a knot: 10 (Knotting) One-handed: 10 + Double the DC. Escape a trap with movements alone: Trap DC.
Wearing tight/restrictive clothing: -2 Carrying Heavy Load: -10 “Example: Another person on the back”
Constitution Holding your breath: 10 + 4 Per round. “Round = 1 post” Preventing Fatigue: 10 + 2 per hour the person been running or doing any tiring activity.
Intelligence Create code: Your roll becomes the DC for deciphering it. Decipher code: code maker's Intelligence roll + 10 Detect forged documents: Opposing Craft DC Research and understand information: +2 per level of complexity. (Research) Difficult Book: 20 (Research) Easy Book: 12 If Illiterate: -20
Wisdom Remembering something: 10 + 2 per day passed. “This is a special case in the case that the character’s memory was affected by something harmful such as genjutsu.”
Charisma Tame a pet without handle animal: 10 + 2 per lvl the creature has. Dealing with another human being: 10 + 2 per lvl the person have. “Special case where the character doesn’t have any social skills”
Chakra None
Fortitude Poison: The DC for resisting poisons will be in the poisons thread. Nauseous blows or effects: 10 + half damage dealt or 25 + half damage dealt for people under heavy bad odors or extreme gore situations. Resisting cold weather: 10 + 10 per 10 grades under 35F. Resisting heat: 10 + 10 Per 10 grades past 90F Resisting pain: 10 + 2 Per 20 hp past half hp.
(Weather) Clothing: Clothing for specific weathers will grant a +4 bonus to your check and will reduce the DC by -2 for a total of a +6 bonus.
Reflex Ninjutsu: Ninjutsu DC. Falling Objects: 15 for small ones, 25 for medium ones, 35 for large ones, 50 for huge ones, 70 for colossal ones. Cover: If you can get behind an object bigger than you, you receive a +4 bonus on your DC.
Will Genjutsu: Genjutsu DC. Poisons: In Poison thread.
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kouri-chan_xx Vice Captain
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kouri-chan_xx Vice Captain
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Posted: Sun Jul 25, 2010 11:41 pm
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Skill Checks (Mundane)
Athletics (Str) Climb: +5 per 10ft. / +10 per 10 feet for rough surface, +20 for slippery surface / +30 for non-solid surface. Jump Horizontal: +4 per 5ft. Jump Vertical: +5 per 5 feet. This is limited to 20 feet. Swim in calm water: 14 Swim in rough water: 20 Swim against current: 30 Swim in stormy water: 50
Modifiers (Climbing) With rope/support as aid: +4 to roll. (Climbing) No handholds: +10 to DC. (Jumping) From Underwater: Add +10/ another +2 per 5 feet to DC. Weighed down: Add opposite strength check to the DC.
Acrobatics (Dex) Balance/walk on narrow surface (width 7-12 inches): 10 Balance/walk on narrow surface (width 2-6 inches): 15 Balance/walk on narrow surface (width less than 2 inches): 30 Jump down and tumbling from a height of 20ft: 20 + 5 per 10 feet.
Modifiers (Balance, Tumble) If surface is obstructed: +4 - 10 to DC depending on severity (Balance, Tumble) If surface is slippery: +10 to DC (Balance, Tumble) If surface is sloped: +12 to DC (Balance, Tumble) Against Strong winds: +20 to DC (Balance, Tumble) Against Storm winds: +30 to DC Wearing tight/restrictive clothing: -2 to roll. Wearing weights: +2 per 10 pounds to DC
Escape Artist: (Dex) Escape from ropes: Binder’s roll + 10 Escape from grapple: Opponent Grapple Check. Escape from net: 30 Escape from manacles: 30 or 10 + Craft Check result for custom made ones.
Sleight of Hand (Dex) Open/disable a device (eg. lock, machine, trap): 20-40 Pickpocket someone: 20 Perform sleight of hand tricks (eg. making coin disappear): 10
Modifiers (Concealing) Small object: -4 to DC. (Concealing) Wearing baggy clothing: +2 to roll. Target likes/trusts you: -8 to DC. Target is indifferent to you: +8 to DC. Target hates you/is paranoid: +12 to DC.
Stealth (Dex) Move silently: Stealth check vs Awareness check. Hide From Someone: Stealth check vs Awareness check.
Modifiers (Hide) Cover: +2 to roll per 25% of the body covered. (Hide) Camouflage: +10 to roll (Hide) Camouflage Coat: +20 to roll (Hide) Camouflage Jutsu {Meisai Gakure}: +30 to roll (Move Silently) Obstacles on floor: +4 - 10 to DC (Move Silently) Opponent is Deaf: HE CAN’T ******** HEAR YOU? (Move Silently) Running: -20 to roll RPC is Large (size): -4 to roll Opponent is dazed/drunk: -8 to DC Opponent is sleeping: -4 to DC Wearing tight/restrictive clothing: -2 to roll
Concentration: (Con) Taking damage: half damage dealt Grappled: +20 to DC
Modifiers Heavy weather: +10 - 20 to DC depending on severity
Alchemy (Int) Refer to separate Alchemy guide.
Craft (Int) Refer to separate Craft guide for actual crafting. Disguise a person: 10 + 2 per minor detail added. Forge documents: 10 + 2 per page.
Modifiers (Disguise) Different gender: +10 to DC (Disguise) Different age: +4 to DC per 10 years of difference. (Disguise) Different height: +4 to DC per inch difference. (Forgery) Reader knows what to expect (handwriting, type of document etc.): +10 to DC (Forgery) Reader doesn’t know what to expect: -10 to DC (Forgery) More than one potential reader: +4 to DC per reader. (Forgery) No handwriting sample (if applicable): +20 to DC (Forgery) Illiterate: I M P O S S I B L E biggrin .
Treat Injury (Int) Stabilise a dying person: 20 “With healer’s kit” Determine cause of death: 20 Stop bleeding: 25
Modifiers (Determine cause of death): +5 to DC per day that passed since death (Determine cause of death) Charred, broken up or otherwise damaged body: +10 to DC and another +2 per severity of the damage. Unhygienic conditions: +10 to DC Dangerous conditions (eg. jolting truck, war zone): +10 to DC
Awareness (Wis) People talking normally (when listening): 0 People whispering (when listening): 15 + 2 per 5 feet away. After 20 feet is impossible to hear. NPC moving silently (when listening): NPC's Stealth roll. Look for/spot object: 10-30 See through impersonation/disguise: opponent’s Craft roll Find trail: Refer to Survival (Wis) skill.
Modifiers (Listen) Noisy, crowded environment (eg. market, in battle): +10-20 to DC (Listen) Behind a wall: +10 to DC (Listen) Distance from the speaker: +1 to DC per 10 feet (Listen) Understanding what’s been said: +10 to DC (Spot) Distance from the spotter: +2 to DC per 10 feet (Spot) Distracted: +10 to DC (See through Disguise) Friend of impersonated person: -4 to DC (See through Disguise) Close friend of impersonated person: -8 to DC
Read Lips (Wis) Neutral (dice roll) 1: Total failure - all the information you got was 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 understood a few phrases but not the whole message 25 to 40: You managed to read a few sentences. 50: You read the message completely.
Sense Motive (Wis) Diplomacy/Seduction/Intimidate DC = Opposite check. Determine whether target is trustworthy/dangerous: 20 Interpret innuendo/conflicting body clues: opponent's Bluff roll + 4
Modifiers You trust the target: -5 to roll vs. Diplomacy/Seduction checks, +5 to roll vs. Intimidate.
Survival (Wis) Find trail: 20 Follow a trail: 25 Hunt/forage: 12 “Must fight the creature hunted if the creature is able to defend itself” Recognize natural hazards (eg. quicksand): 20 Predict weather: 20 Navigate: 30 Make camp: 12 Find shelter: 18
Modifiers (Find/Follow) Per day after trail was made: +4 to DC (Find/Follow) Soft ground: +10 to DC (Find/Follow) Hard ground: +12 to DC (Find/Follow) Tracked party covers up trail: +30 to DC (F/F) Tracked party is small: +2 to DC (F/F) Tracked party is large: -4 to DC (F/F) Tracking in water: +50 to DC Raining: +20 to DC Snow: +8 to DC Poor visibility: +10 to DC Low light, +20 Darkness
Note: Charisma based skills often involve changing NPCs' attitudes. For a list of attitudes and DCs check here. Diplomacy (Cha) DCs depend on the target's Sense Motive. In the case of the target being a NPC, the Crew, teacher or mission leader will give the DC. Haggle: Vs Sense Motive Dazzle Audience with Your Speech: Natural 20 on the dice. Comfort Someone: Vs Sense motive. Innuendo: Vs Sense motive.
Modifiers Mediate Argument: +4 to DC Target likes/trusts you: -8 to DC Target is indifferent to you: +8 to DC Target hates you/is paranoid: +12 to DC
Intimidate (Cha) DCs depend on the target's Sense Motive. In the case of the target being a NPC, the Crew, teacher or mission leader will give the DC. Intimidate a group of NPCs: Vs Sense motive “Of each separately”
Modifiers Larger than target: +4 bonus to roll Smaller than target: -4 penalty to roll Using Massive Chakra around self: +4 to roll {-20 Cp}
Seduction (Cha) Successful check: Vs. Target's Sense Motive roll. Make someone want to kiss you: Win check with over 10 difference in the result. Make someone want to sleep with you: Natural 20 or Win check with over 30 difference.
Modifiers Target does not prefer your gender: +10 to DC Target likes/trusts you: -4 to DC Target is indifferent to you: +0 to DC Target hates you/is paranoid: +10 to DC
Chakra Control (Int) DCs to extract poison can be found in the Alchemy thread. Walk up trees: 16 “Done naturally after 5/5 training is complete” Walk on water: 25 “Done naturally after 5/5 training is complete” Discover second affinity (if applicable): 30
Puppet Play Puppet Guide Will cover this.
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Posted: Sun Jul 25, 2010 11:47 pm
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kouri-chan_xx Vice Captain
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