Writing Distracted

Guile

Posts tagged support specialities
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.
Read More
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
Read More
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
Read More
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
Read More
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
Read More
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
Read More