Writing Distracted

Guile

Beggary
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill know how to assume the role of a panhandler, including the attire, mannerisms, and accessories, and how to make the most effective pleas. The character's ability to pass as a panhandler in a particular area is based on the number of skill points in Guile, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice can fool people in passing, while an expert is convincing in direct interactions, and an master can stand up to scrutiny. These characters understand the mindset of panhandlers and know how to speak with them, increasing NPC reactions to the character by one level, i.e. hostile to unfriendly, neutral to friendly, etc, with a successful skill check. If the skill check fails, they do not get the bonus for that particular interaction.
  • Specialization:  (Optional) A particular area, people, or culture, i.e. port city, small town, by species, etc; selecting a specialization allows the character to spot those pretending to be panhandlers with a successful skill check within their specialized domain.
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Bluff
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  A character with this skill is adept at deceiving others, usually by portraying confidence or presenting boldness, strength, and self-assuredness. Targets are allowed a Willpower or related defend skill to disbelieve, with a -1 modifier per 2 skill points in Cunning. The difficulty is based on the nature or believably of the Bluff, and may be modified by roleplaying.
  • Example of use:  Passing a suspicious guard with greeting, calling attention to a made up event as a distraction, reporting the suspicious activity of an innocent bystander, etc.
  • Specialization:  None
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Disable Device
  • Attribute:  Agility
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill is used to disarm traps, jam locks, perform mechanical sabotage, etc. With a successful skill check, the character is able to disable an activation mechanism or cause damage to physical components to keep the device from functioning correctly. Exactly what can be disabled depends on it's complexity, available access, and the character's familiarity with the device; the amount of time required varies, typically requiring multiple rounds. The difficulty is based on the complexity of the device, available tools, and materials. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again on that device until the skill rank has increased.
  • Example of use:  Attempt to remove the pin from a grenade trap, jam a stone into a keyhole, or cut most of the way into a saddle strap.
  • Specialization:  None
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Disguise
  • Attribute:  Influence
  • Type:  Defend
  • Time:  N/A
  • Description:  Those with this skill can use make-up and other props to alter their own or another’s outward appearance, including height and weight, in order to impersonate a person or role. The effectiveness is based on number of skill points in Cunning, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice disguise can fool people from a distance, while an expert one is convincing in passing, and an masterful one can stand up to some scrutiny. A skill check is required to build the disguise, assuming that the materials are available (usually in a kit); it is a defend action used to save against Observation or Search skill checks at the skill rank.
  • Specialization:  None
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Escape Artist
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  Characters can use this skill to slip bonds or other restraints, escape a maneuver, slip into a tight passage, etc. With a successful skill check, the character is able to contort their body to make an escape, wriggling free of some type of bindings or a grapple, or squeeze into and out of a tight area; while it does not provide the ability to pick a lock, this ability to contort body parts could allow the character access to be able to pick a lock or other similar action. When used as a grapple defense it takes only one action to wriggle free, but getting free of bindings can take multiple rounds depending on the type and complexity of bindings. The difficulty is based on the amount of time, quality of bonds, and the subtlety that the action requires; if the skill check fails, additional attempts to wriggle free of bindings may be made at a progressive difficult (-4) modifier, but after three fails the bonds are beyond the character's ability to escape.
  • Specialization:  None
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Interpreting
  • Attribute:  Perception
  • Type:  Utility
  • Time:  Free action
  • Description:  Those with this skill are proficient in the arts of non-verbal communication, reading and interpreting facial expressions, body language tone, and inflection to effectively determine intent, or deception. or effectively communicate with those who don't speak a common language. With a successful skill check, the character is able to negate any negative modifiers from an opponent's attempt to use the Bluff, Intimidate, and Persuasion skills. In addition, it can be used to communicate intent, emotion, and general desires with those who don't speak a common language. If the skill check fails, the modifiers are applied normally to the appropriate saves; with communication additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again with those people until the skill rank has increased.
  • Example of Use:  Convince a native to serve as a guide, determine the likelihood that a merchant is pushing a bad sale, determine if the fence is lying, etc.
  • Specializations:  None
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Intimidate
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One free action
  • Description:  Characters can use this skill to frighten, coerce, or demoralize a target through a display of menace, verbal threats, and other psychological scare tactics. With a successful skill check, an enemy morale score is reduced by one point per skill point in Guile, and a monster morale score by one point per two skill points in Guile. On a failed morale check, those who cannot flee or surrender in combat suffer a difficult (-4) modifier to all attack, defend, and move actions; for those in roleplaying situations targets become more pliant. The difficulty is based on the target's demeanor, type of manipulation, and overall situation, and may be modified by roleplaying.
  • Example of use:  In roleplay situations, take command of a reluctant group, marshal information from a foe, etc; in combat, cause an opponent to stand down, retreat, or surrender. 
  • Specialization:  None
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Open Locks
  • Attribute:  Agility
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill can attempt to pick mechanical padlocks and door locks, trick digital locks, finesse combination locks, solve puzzle locks, etc, with the use of some type of tool, i.e. pick, pry bar, gadget, etc. With a successful skill check, the lock is opened, bypassed, etc; the difficulty and amount of time required is based on the type, complexity, and quality of the lock and type of tools. If the skill check fails, additional attempts may be made at a progressive difficult (-4) modifier, but after three fails, additional attempts may not be made again on that device until the skill rank has increased.
  • Example of use:  Quickly and quietly pry a door away from the frame to overpower the lock, turn locking tumblers with a fine file, recognize the sound of puzzle lock tumblers falling into place, etc.
  • Specialization:  None
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Pick Pockets
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  A character can use this skill to lift a small item and hide it on his person, palm an unattended object, or otherwise casually take something without being noticed. With a successful skill check, the larcenous attempt is successful and all in the area have a -1 modifier per two skill points in Guile to any Search of related skill checks to notice the attempt. The difficulty is based on the general awareness of the target, type of environment, speed, and the type of plunder. If the skill check fails, the attempt fails and the modifier to notice it is lost.
  • Example of use:  Pluck the ammo from a weapon, palm a gem sitting on the jewelers table, bump into a foe and casually pull something from a pocket, etc.
  • Specialization:  None
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Search
  • Attribute:  Perception
  • Type:  Attack
  • Time:  One action
  • Description:  This skill is used to actively find a person or object that is hidden, concealed, or may otherwise be shrouded; discern a specific factor or detail; detect hidden passageways or secret doors, etc. It's an active observational skill that's initiated by the character rather than the GM to identify a person, place, or thing. In combat, it requires at least one action to survey an area, and depending on the situation, opponents may get opposed skill checks to negate detection. The difficulty is based on the level of concealment, clarity, and lighting.
  • Example of use:  Attempting to find one person in a crowd, locate the trigger mechanism of a trap, etc.
  • Specialization:  None
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Stealth
  • Attribute:  Agility
  • Type:  Move
  • Time:  N/A
  • Description:  This skill is used to move without being seen or heard, or to hide without the use of a previously established cloaking (Camouflage). It is most often used as a save against Observation or Search skill checks, and works like a save in that it does not require an action, beyond any normal movement requirement. Difficulty modifiers may be applied to the skill check based on the awareness of a target, type of ground, location and number of obstacles, how much the character stands out, speed, etc.
  • Example of use:  Use the shadows of an alley to ambush a city guard, sneak through a prison corridor, or hide behind an old stump in a wooded vale.
  • Specializations:  None
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Streetwise
  • Attribute:  Perception
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill are familiar with the shady or disreputable aspects of society and are able to identify its subtleties, the degree of which is based on number of skill points in Guile, i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice can identify criminal controlled areas and understands the mannerisms for making or avoiding contact; an expert knows where and how to directly contact members of a particular group or underground profession; masters understand the dynamics between different groups and know how to make contacts with ranking members. The difficulty is based on the familiarity with an area or group, reputation, and the overall situation.
  • Example of use:  Acquiring hidden information about a specific project, locating a fence, bribing an official, etc.
  • Specialization:  (Optional) Specific city or group; selecting a specialization allows the character to attempt to increase their expertise in a particular interaction to the next level with a difficulty modifier, i.e. novice to expert at a difficult modifier, novice to master at a very difficult modifier.
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(E) Classify Device
  • Attribute:  Agility
  • Type:  Utility
  • Time:  N/A
  • Description:  Characters with skill have a solid understanding of mechanisms and are better able to pick locks or avoid setting off traps. The device must be studied for at least one round, though the actual amount of time required may vary based on the complexity and obscurity of the device. With a successful skill check, the character gets a bonus modifier equal to the number of skills points in Guile to an Open Locks or Disable Device attempt. If the skill check fails, this bonus modifier is not available for that device until the skill rank has increased.
  • Prerequisites:  The Search skill and four skill points in Guile
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(E) Forgery
  • Attribute:  Agility
  • Type:  Utility
  • Time:  N/A
  • Description:  Those with this skill can attempt to falsify a written, pictorial, or symbolic document that is displayed in a physical or electronic form. The forger must have an understanding of the language and/or symbolism to be forged, have access to the materials and/or media, and be familiar with the display form. A skill check is required to make the forgery and it assumes the forgers skill rank; when it is used, any challenges against the validity of the document are made at this skill rank to pass it off as a genuine document. The difficulty for creating the document is based on the type, its frequency within the culture, and the likelihood of such a document being forged. If the initial skill check fails, the time and materials are wasted and a new document will need to be forged; if the save fails, its authenticity is called into question, typically leading to a more in depth investigation.
  • Example of use:  Create a message that requests false aid, fashion a symbol of a powerful magistrate to gain access to an estate, make passable orders to have a prisoner released, etc.
  • Prerequisites:  The Bluff skill and four skill points in Guile
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(E) Impersonate
  • Attribute:  Agility
  • Type:  Defend
  • Time:  N/A
  • Description:  Characters with this skill are able to take on the role of another and believably project their attitude, mannerisms, etc. This skill may be used in two ways; when challenged while pretending to be someone else, the character is allowed a save to oppose a Search or related skill check. Alternately, it can be used as a focused Bluff, giving the target a Willpower or related defend skill to disbelieve, with a -1 modifier per skill point in Impersonate. The character must have a passing resemblance to the person they are impersonating, either naturally or through a disguise, and be able to speak the same languages. The difficulty is based on the degree of difference between the character and the role, the likelihood of that person being present at that time and place, and the target's familiarity with them. If the skill check fails, the role was not believably presented.
  • Example of use:  Dress as a prison guard to reach a specific cell, pretend to be a person of authority to make a specific demand, shout instructions in passing to throw off suspicions, etc.
  • Prerequisites:  The Disguise skill and four skill points in Guile
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(E) Looting
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill knows the most common hiding places for valuables that are used in homes and businesses. With a successful skill check, the character gains a +1 modifier per skill point in Guile to a relevant Search skill check. In addition, they are able to burglarize a prone victim in a single round and a small room in under a minute, locating and taking any minimally secured valuables. A difficulty modifier may be applied based on the size of the room, lighting, and/or surrounding events. If the skill check fails, the character does not get the bonus modifier for that attempt and/or their burglary attempt fails to yield anything of value.
  • Prerequisites:  The Search skill and four skill points in Guile
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(E) Stalking
  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  This skill is used to aggressively approach or pursue a target, often in a threatening manner, to incite fear. With a successful skill check, the character is able to affect a threatening demeanor that causes feelings of apprehension or alarm in the target, giving them a -1 modifier per skill point in Guile to all actions for as long as the character maintains the demeanor and remains in visual range. Targets are allowed a Willpower save to negate the effect; those with an animal level intelligence are allowed a morale save to negate the effect. If the skill check fails or the target makes a successful defend, the attack is ineffective.
  • Example of use:  Make a menacing move toward an opponent in combat, cause quarry to panic as they flee, distract a person with a malevolent presence so they don't notice what's happening around them, etc. 
  • Prerequisites:  The Intimidate skill and four skill points in Guile
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(M) Backstab
  • Attribute:  Agility
  • Type:  Attack
  • Time:  One action
  • Description:  Characters with this skill are able to make devastating strikes against unaware foes.  With a successful skill check, the target is hit with an attack that doesn't allow for a defend action (like an Attack of Opportunity); the attack results in a critical hit causing body damage, and carries an additional stun effect, normal saves apply. The target must be unaware of the attack, typically with the use of Stealth or a blindsiding attack, though it may also be used on flanked opponents; this attack may only be used once against a particular target in a round, as the attack will make them aware of the attacker. If the skill check fails, the attack misses.
  • Prerequisites:  The Stealth skill and eight skill points in Guile
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(M) Disappear
  • Attribute:  Agility
  • Type:  Move
  • Time:  One action
  • Description:  This skill is used to simply vanish by using a distraction and moving with speed and stealth to drop out of sight.  In order to use this skill, there must be visual obstacles in the area.  With a successful skill check, the character launches a distraction, i.e. flashbang, noisemaker, etc, and drops out of the immediate field of view. Additionally, they know how to use obstacles in an area to approach a target without being seen to make a surprise attack. Targets are allowed a Search or related skill check to locate the character after the distraction, though this skill may be used as a save to negate the location attempt.
  • Example of use:  Use a smoke bomb as cover to move behind a barrier, throw sand into an opponents face to break line of sight and move to cover, use the distraction of a local even to duck out of sight, etc. 
  • Prerequisites:  The Stealth skill and eight skill points in Guile
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(M) Frightful Presence
  • Attribute:  Influence
  • Type:  Attack
  • Time:  One action
  • Description:  Those with this skill are instantly recognized as being very dangerous and carry an aura of menace that they can use to scare opponents. When a character with this skill is actively taking an ominous or sinister posture, those in the area are unnerved by his presence, losing an action each round so long as the character is present and in control. Target's are allowed a Willpower save with a -1 modifier per two skill points in Guile to resist the effect. While it's not necessary to make a new skill check each round, one action must be spent per round to maintain the posture for the duration of the encounter. Additionally, it can be used to force an opponent to flee or become more compliant, or to take command of a situation with the same save modifiers. If the skill check fails or the target makes a successful defend, the attack is ineffective.
  • Prerequisites:  The Intimidate skill and eight skill points in Guile
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