Post by Nanie on Apr 19, 2011 5:57:40 GMT -5
Craft: Adds calculated statistic "Craft <something>" to your list. The total skill score is equal to half defense rounded up plus half speed rounded down. In general, 4 is the resulting quality of an average product, 6 is really good, 8 is astounding and a work of art, 9 is considered a masterpiece, and 10 is considered almost magical in nature and an artifact generally.
Filch: You can try to steal money and other objects with Calculated Skill "Filch." This is equal to your Defense score. Be careful, as it is a very difficult and tricky process. Your target rolls spot against your attempt. If caught, likely guards will be called on you and you will be pummeled into gravy. If you succeed, you gain 1d10xFilch Roll in money from the target who got ganked.
Filch EX: You may filch a target who knows you are there and can see you. Instead of a spot roll, they roll Defense against your Filch roll. You may also filch against a target any time you are allowed a Counter Bonus as a free action. On top of all this, you gain +2 on the resulting money stolen.
Hunt: Adds calculated statistic "Hunt" to your skill list. The total score is equal to half your spirit rounded up plus half your speed rounded down. You may attempt to track prey. If you see footsteps you may attempt to follow them. A difficulty of 4 would be common. Also when hunting for prey, you gain the most out of the animal you can. Instead of harvesting either the bones, meat, or other thing from the animal you may harvest every part you can imagine, desire, and carry. If you are tracking a beast which is of a race you have as a Lore, you gain +2 to tracking and no matter what gain first attack on it in combat when confronted, even if seen or completely unarmed. If you possess the proper Lore, you also deal an additional 2 damage when damage is successfully dealt.
Intimidate: You may now use Calculated Skill "Intimidate." This skill is equal to your Spirit score, and you may use it to attempt to deal damage to a target's Courage. Roll Intimidate vs target's Will, and if the result is higher deal the excess as Courage damage.
Lockpick: Adds Calculated Skill "Lockpick" to your skill list. This skill is equal to your speed stat. A resulting roll of 4 would pick an average lock, 6 would pick a good lock, 8 would pick a complex lock, and 10 would pick any lock unless it was sealed by magic or it was otherwise impossible to open anyway. Keep in mind you need lockpicking tools to do this.
Lore: Adds "Lore <race of your choice>" as a Calculated Skill equal to your Defense. This may be used to attempt to determine information about a given creature. When confronted with a certain creature, you may use Lore on the creature. Unlike most rolls, this roll is done by whoever is controlling the current creature. For each stat the creature has, the roller rolls your Lore roll. Whatever the number is, that number gets told to you. If the rolled number if higher than the actual stat, then the number revealed will be that of the actual stat. For example, if a creature had 5 in a stat and a 4 was rolled, you'd know that it had at least 4. If you rolled 7 you'd be sure it had 5. If the creature's HP and Will were both correctly identified, it's Current Health may be revealed too. The roller also rolls for each skill it has, and if the roll is 6 or above the skill is also identified.
Mighty Backhand: When you do an insulting attack, you also deal half the resulting Strength roll as health damage to the target. So long as the attack connects, damage is scored as normal. This attack will not drop the target below 1 HP and cannot KO or otherwise Kill the target.
Power Punch: Even though you still deal half damage with your fists, you deal an additional 2 damage per hit.
Power Punch EX: You deal the original extra 2 damage per hit, but you roll damage twice. [2Dx+2]
Proficiency - <weapon>: You may choose a weapon in which you are more skilled with than the average joe. You gain +1 hit with that weapon type.
Regain Composure: Instead of having to wait for a plot significant reason why you are calm again, you can use a full round of combat to heal one point of Courage damage. You suffer -1 to your dodge while doing this.
Skill Boost - <skill> : A calculated skill gains +1 on it's roll.
Skill Mastery - <skill> : Requires Skill Boost for the skill in question. On top of the original +1 on the roll, the roller may roll twice and take the better roll of the two as the final result when using said skill.
Filch: You can try to steal money and other objects with Calculated Skill "Filch." This is equal to your Defense score. Be careful, as it is a very difficult and tricky process. Your target rolls spot against your attempt. If caught, likely guards will be called on you and you will be pummeled into gravy. If you succeed, you gain 1d10xFilch Roll in money from the target who got ganked.
Filch EX: You may filch a target who knows you are there and can see you. Instead of a spot roll, they roll Defense against your Filch roll. You may also filch against a target any time you are allowed a Counter Bonus as a free action. On top of all this, you gain +2 on the resulting money stolen.
Hunt: Adds calculated statistic "Hunt" to your skill list. The total score is equal to half your spirit rounded up plus half your speed rounded down. You may attempt to track prey. If you see footsteps you may attempt to follow them. A difficulty of 4 would be common. Also when hunting for prey, you gain the most out of the animal you can. Instead of harvesting either the bones, meat, or other thing from the animal you may harvest every part you can imagine, desire, and carry. If you are tracking a beast which is of a race you have as a Lore, you gain +2 to tracking and no matter what gain first attack on it in combat when confronted, even if seen or completely unarmed. If you possess the proper Lore, you also deal an additional 2 damage when damage is successfully dealt.
Intimidate: You may now use Calculated Skill "Intimidate." This skill is equal to your Spirit score, and you may use it to attempt to deal damage to a target's Courage. Roll Intimidate vs target's Will, and if the result is higher deal the excess as Courage damage.
Lockpick: Adds Calculated Skill "Lockpick" to your skill list. This skill is equal to your speed stat. A resulting roll of 4 would pick an average lock, 6 would pick a good lock, 8 would pick a complex lock, and 10 would pick any lock unless it was sealed by magic or it was otherwise impossible to open anyway. Keep in mind you need lockpicking tools to do this.
Lore: Adds "Lore <race of your choice>" as a Calculated Skill equal to your Defense. This may be used to attempt to determine information about a given creature. When confronted with a certain creature, you may use Lore on the creature. Unlike most rolls, this roll is done by whoever is controlling the current creature. For each stat the creature has, the roller rolls your Lore roll. Whatever the number is, that number gets told to you. If the rolled number if higher than the actual stat, then the number revealed will be that of the actual stat. For example, if a creature had 5 in a stat and a 4 was rolled, you'd know that it had at least 4. If you rolled 7 you'd be sure it had 5. If the creature's HP and Will were both correctly identified, it's Current Health may be revealed too. The roller also rolls for each skill it has, and if the roll is 6 or above the skill is also identified.
Mighty Backhand: When you do an insulting attack, you also deal half the resulting Strength roll as health damage to the target. So long as the attack connects, damage is scored as normal. This attack will not drop the target below 1 HP and cannot KO or otherwise Kill the target.
Power Punch: Even though you still deal half damage with your fists, you deal an additional 2 damage per hit.
Power Punch EX: You deal the original extra 2 damage per hit, but you roll damage twice. [2Dx+2]
Proficiency - <weapon>: You may choose a weapon in which you are more skilled with than the average joe. You gain +1 hit with that weapon type.
Regain Composure: Instead of having to wait for a plot significant reason why you are calm again, you can use a full round of combat to heal one point of Courage damage. You suffer -1 to your dodge while doing this.
Skill Boost - <skill> : A calculated skill gains +1 on it's roll.
Skill Mastery - <skill> : Requires Skill Boost for the skill in question. On top of the original +1 on the roll, the roller may roll twice and take the better roll of the two as the final result when using said skill.