Thursday, June 2, 2016

Skill Tags

Acrobatics (Agility), Stealth (Agility), Piloting (Agility), Misdirection (Agility)
Performance (Confidence), Deception, (Confidence), Influence (Confidence),
Athletics (Strength), Brute Force (Strength)
Medicine (Insight), Mechanics (Insight), Vigilance (Insight), Lore (Insight), Survival (Insight)

[Skilled ____] Tag Cost: The first Skill Tag you choose costs 1 point. Each Skill after costs an additional 1 XP.  

No. Of Skills      Total XP Spent on all [Skilled] Tags.     Cost of Each Skill
1 Skills =                          1XP                        (@ 1 XP Cost).  
2 Skills =                          3XP                        (@ 2 XP Cost).  
3 Skills =                          6XP                        (@ 3 XP Cost).  
4 Skills =                          10XP                       (@ 4 XP Cost).  
5 Skills =                          15XP                       (@ 5 XP Cost).  


Additionally Each Skill has Three Ranks. The first rank is gained by taking the [Skilled ____] Tag. Upgrading to the Second Rank costs 2 Skill Points. Upgrading to the Third Rank costs 4 Skill Points. 
                                                    XP Cost Per [Skilled____] Rank. 
             Rank 1                                                 Rank 2                                         Rank 3
Free With Skilled Tag                                          2XP                                              4XP  

-So if a character buys their first [Skilled____] Tag, and buys Rank 2, it would cost 3XP. 1XP for the First [Skilled____] Tag, and 2 XP to acquire Rank 2.
-If a character buys their third [Skilled_____] Tag, and buys Rank 2, it would cost 8XP. 6XP for the Third [Skilled____] Tag, and 2XP for Rank 2.

All abilities from higher Ranks stack with previous Ranks.



[Skilled Acrobatics]
: Acrobatics covers feats of grace and agility. Tumbling, Jumping, Flipping, Diving, Balancing, Contortion and Slipping free of bonds.

Associated Actions: Tumble: A character may make an Acrobatics Check to Tumble through an occupied space, Slip free of bonds, leap a distance, dive into water without taking damage or squeeze through a space.

Restrictions: All bonuses from Ranks 2 and 3 of [Skilled Acrobatics] are negated by wearing Medium and Heavy Armor, paralyzed or similarly restrained. A successful Acrobatics check means a character leaped to safety, tumbled through an occupied space or managed to keep their feet when an opponent tried to trip them.

Rank 1:  +5 to Acrobatic Agility Rolls                                          
 +3% Dodge                                                   
Rank 2:  +5 to
 Acrobatic Agility Rolls                                            
 +3% Dodge.                                                          
Rank 3: +5 to Acrobatic Agility Rolls                                            
 +4% Dodge.                                                                                                                                                                                   

[Skilled Stealth]: Stealth is the ability to be entirely unperceived by others. Characters who are skilled in Stealth are adept at hiding, moving quietly and other means of avoiding detection. A successful Stealth Check means the character was never noticed.

Associated Actions: Hide, Sneak.

Restrictions: A character cannot make a Stealth Check if they have already been seen by whom they seek to use Stealth on. Bright light and lack of hiding spots may prevent ability to use Stealth. Rank 3 is unavailable to those in Heavy Armor. Rank 2 is unavailable to those in Medium Armor.

Rank 1: +5 to Stealth Agility Rolls                              
                                                            
Rank 2: +5 to Stealth Agility Rolls                                                      +2 Agility Save Checks                                                
Rank 3: 
+5 to Stealth Agility Rolls                                                      +2 Agility Save Checks                                          

 

[Skilled Piloting]: Piloting is the ability to control Jump Ships, Rovers and Boats. Characters who are skilled  in Piloting these kinds of vehicles are able to avoid hazards, make sudden corrections and mitigate damage to their crafts.

Associated Actions: Pilot Ship, Evasive Maneuvers, Overspeed, Lock On Target.

Rank 1: +5 to Piloting Agility Rolls.  
        +20% Ship Movement Speed.       
Rank 2:
+5 to Piloting Agility Rolls.    
        
+20% Damage with Ship Weapons.      
Rank 3: 
+5 to Piloting Agility Rolls.    
        
-50% Ship Damage on failed Roll.      


[Skilled Misdirection]
: Misdirection is the ability to hide movements and distract others. Slight of Hand, Ventriloquism, Picking Pockets and otherwise distracting someone physically are all forms of Misdirection.

Actions: Pickpocket, Throw Voice, Sleight Of Hand. Deceitful Strike (Successful Deception Check allows Ambush Attack regardless if target is aware of you or not).

Rank 1: +5 to Misdirection Agility Checks                
        +3% Miss Chance to enemy attacks that target you.  

Rank 2: +5 to Misdirection Agility Checks                         
        +3% Miss Chance to enemy attacks that target you.      
Rank 3: 
+5 to Misdirection Agility Checks                   
        +4% Miss Chance to enemy attacks that target you.     


[Skilled Performance]Performance is the ability to improve and change the emotional state of others through speech, music, dancing, comedy or some other means other than direct manipulation. A general giving a speech before battle to improve morale, a comedian entertaining a barroom and a diplomat charming others through song are all performing. 

Rank 1: +5 to all Performance Confidence Checks.         
        +2 Verve.                                
Rank 2: 
+5 to all Performance Confidence Checks. 
        +2 Verve                                 
Rank 3: 
+5 to all Performance Confidence Checks. 
        +2 Verve.                                


[Skilled Deception]
: Deception is the ability to lie, trick, confuse, confound, bluff, conceal motives and hide intentions. 

Rank 1: +5 to all Deception Confidence Checks.                       
Rank 2: 
+5 to all Deception Confidence Checks.                       
        +1d6 damage to your target if flanked.                       
Rank 3: 
+5 to all Deception Confidence Checks.                               
        +1d6 damage to your target if flanked.                       


[Skilled 
Influence
]: Influence is the ability to, convince, intimidate, enrage and otherwise manipulate the emotions of others to convince, persuade and provoke them. 

Rank 1: +5 to all Influence Confidence Checks.
Rank 2: 
+5 to all Influence Confidence Checks.       
        +2 Confidence Save Checks.                               

Rank 3: 
+5 to all Influence Confidence Checks.
        +2 Confidence Save Checks.            
      


[Skilled Athletics]: Athletics is the ability to run, swim, climb and otherwise engage in strenuous physical behavior not aside from acrobatics without losing endurance or becoming exhausted

Rank 1: +5 to all Athletics Strength Checks.
Rank 2: +5 to all Athletics Strength Checks.
        +2 Strength Save Checks             

Rank 3: +5 to all Athletics Strength Checks.
        +2 Strength Save Checks             



[Skilled Brute Force]: Brute Force is the ability to use muscle power to get things done. Knocking down a door, smashing open a lock, breaking chains and grappling are all examples of Brute Force. 

Rank 1: +5 to all Brute Force Strength Checks.
        +1 Melee Damage                       

Rank 2: 
+5 to all Brute Force Strength Checks.         

        +1 Melee Damage                        
Rank 3: 
+5 to all Brute Force Strength Checks. 
        +1 Melee Damage                        


[Skilled Medicine]: Medicine is the ability to suture cuts, disinfect wounds, set bones, perform surgery, treat illnesses and otherwise heal the injured and sick. 

Associated Actions: Triage, Treat Wounds. 

Rank 1: +5 to all Medicine Insight Checks.                          
        +1 HP healed when Treating Wounds or using Healing abilities.
 

Rank 2: +5 to all Medicine Insight Checks.                          
        
+2 HP healed when Treating Wounds or using Healing abilities. 

Rank 3: +5 to all Medicine Insight Checks.                                    
        +3 HP healed when Treating Wounds or using Healing abilities. 



[Skilled Mechanics]
Mechanics is the ability to understand the working of machines, both simple and complex from locks and traps to jump drives and firearms. 


Associated Actions: Pick Lock, Disarm Trap, Repair Machine, Fabricate. 


Rank 1: +5 to all Mechanics Insight Checks. 
        +1 Ranged Damage (Guns and Bows).   
Rank 2: 
+5 to all Mechanics Insight Checks.  
        +1 Ranged Damage (Guns and Bows).   
Rank 3: 
+5 to all Mechanics Insight Checks. 
        +1 Ranged Damage (Guns and Bows).   


[Skilled Vigilance]: Vigilance is the ability to maintain rigorous institutional awareness, sense motives, spot, search and remember details. 

Rank 1: +5 to all Vigilance Insight Checks. 
Rank 2: 
+5 to all Vigilance Insight Checks.         
        +2 Initiative.                      
Rank 3: 
+5 to all Vigilance Insight Checks. 
        +2 Initiative.                      


[Lore]: Lore is knowledge of history, geography, items, people and places as well as all manner of other things outside of common knowledge. 

Rank 1: +5 to all Lore Insight Checks.
        +1 Magic Damage.               

Rank 2: +5 to all Lore Insight Checks.
        +1 Magic Damage                
Rank 3: 
+5 to all Lore Insight Checks. 
        +1 Magic Damage.               

[Survival]: Survival is the ability to subsist in harsh or dangerous situations, places and environments. Finding food, water, shelter as well as general understanding of topology, geography, flora, fauna and nature in general are all related to Survival. 

Rank 1: +5 to all Survival Insight Checks.  
        +3 HP, +1 Elemental Damage Reduction.

Rank 2: 
+5 to all Survival Insight Checks.            
        +3 HP, +1 Elemental Damage Reduction. 
Rank 3: 
+5 to all Survival Insight Checks.  
        
+3 HP, +1 Elemental Damage Reduction. 

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