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kouri-chan_xx Vice Captain
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Posted: Sun Jul 25, 2010 11:03 pm
DC Guide
During the course of RP you will have to make DCs over and over again, to determine whether you succeed at a certain action, whether it be landing a punch on someone, balancing on a precarious ledge or trying to seduce your childhood crush. This guide will tell you how to determine DCs as well as give you a starting chart which you can refer to.
This is mostly a guide for the Crew and advanced RPers who lead missions. If you need to determine a DC and get confused by this guide, the Crew and fellow guild members are always around to help.
Don't be limited by the DCs we have here. If the situation you want isn't in the list, feel free to PM a Crew Member for help in determining the DC. We'll then add your situation into the list if we think it necessary!
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Posted: Sun Jul 25, 2010 11:04 pm
Contents
-Difficulty of Task and Corresponding DCs -Ability and Save Check DCs -Skill Check DCs -Misc. Bonuses and Penalties to Your Roll
The DCs are the base number you need to pass to succeed in that situation, while Modifiers increase or decrease the DC based on the situation.
Ability Check Modifiers affect their respective Skill Checks most of the time. Use common sense!
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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
Difficulty of Task and Corresponding DCs
To determine the DC of an action use common sense and add points to the base DC. The base DC is 10. In other words the formula for any DC will be:
10 + X = DC.
The value of X = how hard the achievement is. For example doing mundane things like opening a door or walking over a bridge require no roll cause such things are too easy to achieve without effort. Now if we take the same task “Opening a door” and add some difficulty to it like, let’s say the door is stuck. The DC would increase to 12.
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Posted: Sun Jul 25, 2010 11:13 pm
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
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
Misc. Bonuses and Penalties to Your Roll
This post lists all the general bonuses and penalties being in a certain status would give a character.
Sleeping: -10 to all rolls “also Helpless” Drunk: -8 to all rolls Fatigued: Character suffers -2 in all checks. Seduced: Character suffers -4 on all sense motive checks. Blinded: Character suffers a -4 penalty on all non listen rolls and cannot use sight related rolls. Broken Bones: -5 Hp and Mhp per turn until treated. After splinted the area that is broken cannot be used in battle. With a broken bone, the victim loses half of their attack turns and must perform a Fortitude check of 20 to all checks that require movement to avoid a pain penalty of -10. Bleeding: Character suffers a -4Hp per massive wound per round. Intimidated: Character suffers -6 on all checks against you. You gain +4 Additional bonus on all checks against the character. Panicked: Character suffers a -12 penalty on all checks against you. You gain +4 Additional bonus on all checks against the person.
Disabled: Occurs when Character reaches 0 HP. Character allowed only one Move OR Standard action per turn and cannot use ninjutsu, genjutsu or advanced taijutsu. Character also suffers -10 to all rolls and takes -1HP damage after completing an action. Dying: Occurs when Character is at -1 to -9 HP. Character is unconscious and loses 1 HP per round. Character has a 10% chance of stabilising each round. {roll 1d10 and get 5 to be 5tabilised. rofl }
Weakened: -20 penalty to all rolls related to physical action and HP/CP are reduced to 25% of max. Helpless: Occurs when the character cannot defend himself by any means (eg. bound down with rope with a blade pressing against his neck). Character is at the mercy of any around him.
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kouri-chan_xx Vice Captain
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