Writing Distracted

Vigilance

Appraise
  • Attribute:  Perception
  • Type:  Utility
  • Time:  N/A
  • Description:  This skill can be used in two ways, to gauge market value of goods based on the local economy, quality, availability, etc (requires an Appraisal Kit); or to estimate the overall importance of something to an individual or group. In the former, the value is measured in coin or trade--with a successful skill check, the character gets a bonus simple (+4) modifier to a related Barter, Bluff, or Haggling skill check. For the latter, value is more subjective and based on the number of skill points in Vigilance i.e. novice 0-3 points, expert 4-7 points, master 8+ points. A novice appraisal reveals the market value, but not its importance; an expert appraisal provides both market value and to whom it is important; while a master appraisal fully discloses the market value and exactly how important it is to the target. The difficulty is based on the manner in which the skill is used, the amount of information that the character has at hand, the degree of familiarity with the goods, the demeanor of the target, and time.
  • Example of use:  Gauge the monetary value of stolen artwork to a fence, determine the value of a piece of jewelry and that the target perceives it as having a familial importance, etc.
  • Specializations:  None
Read More
Barter
  • Attribute:  Influence
  • Type:  Attack
  • Time:  N/A
  • Description:  Characters use this skill to negotiate the purchase of goods or services in bulk, to get more for less without using deception, or in trade for other goods and services rather than currency. In the former, the degree of discount is based on number of skill points in Vigilance, i.e. novice 0-3, expert 4-7, master 8+. A novice has a discount range up to 5%, an expert up to 15%, and a master up to 30%. In the latter, the character is able to convince an otherwise unwilling target to consider a fair trade of goods and services. Either way, targets are allowed a Willpower or related defend skill to resist the attempt, with a -1 modifier per 2 skill points in Vigilance.  The difficulty is based on the temperament of the target, local supply and demand, and the overall situation, and may be modified by roleplaying. Either party may refuse a deal regardless of die rolling.
  • Example of use:  Purchase several weapons or gear packs at a discount, offer to hunt down a forger in exchange for a transport, make a deal to pay a debt with a stolen vehicle, etc.
  • Specialization:  None
Read More
Care
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This is a versatile skill that covers the general maintenance required to keep weapons and armor functioning, and to make minor repairs or adjustments. Characters can repair up to one point of damage per two skill points in Vigilance, assuming tools and components are available, and are able to make temporary fixes to damaged or malfunctioning weapons, reducing a negative modifier by one per skill point in Vigilance. The difficulty is based on the type and amount of damage, the availability of tools, and the amount of time spent on the maintenance or repairs.
  • Specialization:  (Optional) Specific type of armament, i.e. heavy armor, mail, swords, bows, etc, selecting a specialization increases the repair to one point per skill point in vigilance.
Read More
Concentrate
  • Attribute:  Constitution
  • Type:  Defend
  • Time:  One free action
  • Description:  Characters with this skill are able to focus on something amid intense distraction, or split their focus among a number of different things without losing their composure. In combat, any distraction modifier, called shot modifier, or casting modifier can be reduced by one per skill point in Vigilance. A normal distraction is defined as an extreme audible, visual, olfactory, or tactile sensation. The difficulty is based on the type and severity of the distraction.
  • Specializations:  None
Read More
Dodge
  • Attribute:  Agility
  • Type:  Defend
  • Time:  One action
  • Description:  This skill is used to avoid ranged attacks, and can be used in two different ways. A character can try to avoid a ranged attack by spending an action and making a skill check, if the check succeeds the attack fails, if not it hits. When defending against multiple ranged attacks, the character can choose to make a General Dodge, wherein the character makes erratic moves or disrupts line of sight to disrupt targeting; it must be announced at the start of the round, requires two actions plus a skill check, and gives all attackers a penalty to hit equal to the number of skill points in Athletics. Any ranged attack made against the character during that round is subject to this penalty modifier; this modifier is lost if the character takes another defend action in the same round.
  • Specializations:  None
Read More
First Aide
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  This is a generic type of aide that can be used to bind wounds, stitch lacerations, or perform any basic battlefield care after combat. It can be used to treat both Health and Body damage to a limited extent. Treating Health damage has a base (-o-) difficulty and restores a number of points equal to the target's healing rate plus one per two skill points in Vigilance. There's a difficult (-4) modifier to treat body damage; and it restores a number of points equal to the target's healing rate. A character who has lost all Health and Body, but has not suffered a devastating injury, i.e. beheading, cut in half, frozen, etc, can be stabilized with a very difficult (-8) skill check, while this doesn't restore lost hit points, it extends the number of critical rounds by one per skill point in Vigilance (see Chapter 3.4: Injuries and Healing for more information). Disable damage may be treated, restoring use of the limb or appendage at a difficult (-4) modifier until it heals naturally or more advance treatment id provided. A medical kit is required to use this skill; without it there's an additional difficult (-4) modifier to any skill check. First Aide may be performed every three hours to treat Health damage; Body damage may be treated once per day; however, if the target takes additional Body damage the same day, a new skill check can be made to treat the new damage.
  • Example of use:  Use smelling salts to wake an unconscious ally; restore some degree of use to a disabled limb with a splint, treat an ally with antivenom, etc.
  • Specialization:  (Optional) Specific race or species; selecting a specialization restores a number of health points equal to that target's healing rate plus one per skill point in Vigilance.
Read More
Listening
  • Attribute:  Perception
  • Type:  Utility
  • Time:  One action
  • Description:  This is a versatile skill is used to concentrate on one or more specific sounds in the immediate area or an adjoining vicinity. It can be used to discern factors including direction, number, distance, etc or in place of a skill check to foil those using the Stealth skill (this is treated as a save, and does not cost an action). The difficulty is based on the sound quality, type of obstacles in the environment, and the amount of time taken.
  • Specialization:  None
Read More
Piloting
  • Attribute:  Perception
  • Type:  Move
  • Time:  N/A
  • Description:  This skill is used to pilot a vehicle of some type, whether on land or water, in air, or in space. It includes the basic use of all relevant systems and technologies involved with the class of vehicle, i.e. acceleration, communications, deceleration, sensors, shields, etc, as well as basic maneuvers. The difficulty is modified by obstacles, terrain, and type of maneuvers. This skill is vehicle specific and may be taken multiple times.
  • Specializations:  (Required) Class of vehicle, i.e. land, air, water, space, etc.

 

        Maneuvers        Description
         Takeoff                  Achieving flight from the ground
         Landing                 Returning to a point on the ground
         Bank                      In-flight turn of up to 45 degrees
         Ascend                  An upward climb of up to a 30 degree angle
         Descend                A downward descent at up to 10 degree angle

 

 

Read More
Reaction
  • Attribute:  Perception
  • Type:  Defend
  • Time:  N/A
  • Description:  This is one of the three character saves and is used to react quickly to an unexpected situation or circumstance outside of direct combat, typically in an attempt to avoid some type of action with a consequence, such as a trap, radius effect, or fall. The difficulty is based on the action that triggers the save, subtlety of the situation, and the character’s general awareness.
  • Specializations:  None
Read More
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
Read More
Shoot
  • Attribute:  Agility

  • Type:  Attack

  • Time:  One action

  • Description:  This skill is used to aim and fire any weapon that discharges a physical or energy type projectile, and can be held by one person. The difficulty is based on the weapon’s range, which is listed in its description. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses. While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.

  • Specializations:  (Required) Proficient weapon(s)

Read More
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 Vigilance, 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.
Read More
Survival
  • Attribute:  Knowledge
  • Type:  Utility
  • Time:  N/A
  • Description:  A character with this skill has had training in various climates and terrains, and can sustain life in these hostile environments for a period of time. This includes, knowing what gear to purchase for travel to specific environments, the amount of food or water that's required, building a shelter, how to gather food and water, etc. The amount of time the character can effectively live in a hostile environment is based on number of skill points in Vigilance, i.e. novice 0-3 points, expert 4-7 points, master 8+ points; a novice can survive for days, an expert for weeks, and a master for months, reduced by half per unskilled person they must keep alive. The difficulty is based on the type of environment and time spent.
  • Specializations:  (Optional) Specific terrain, i.e. arctic, desert, forest, jungle, etc, selecting a specialization increases the time factor by one level, i.e. a novice can survive for weeks, an expert for months, and a master for years.
Read More
Swing
  • Attribute:  Agility

  • Type:  Attack

  • Time:  One action

  • Description:  Characters with skill are able to make practiced pivoting or pitched attacks that rotate from the shoulder, with a proficient weapon. It is a balanced, undulating motion that allows for easy transition between attack and defend actions with no combat modifiers. On a successful skill check, the target is hit and may defend normally; if the skill check fails or the target makes a successful defend, the attack misses. While this skill may be advanced normally, it may not be used with any Expert or Master level combat skills.

  • Specializations:  (Required) Proficient weapon(s)

Read More
(E) Alertness
  • Attribute:  Perception
  • Type:  Defend
  • Time:  N/A
  • Description:  Characters with this skill are wary and a little paranoid, always expecting an ambush. This skill check is used in place of a Perception check for surprise situations, if it succeeds the character gets their full round of actions and may roll for initiative to act during the surprise round; if the skill check fails the character is allowed a full round of defend and/or move actions. Also, with a successful skill check, the character can reduce any defend modifiers caused by a tactic or skill by one per two ranks in Vigilance. The character must be conscious to get the save, the difficulty is based on situation and may be modified if one or more senses are impaired.
  • Prerequisites:  The Observation skill and four skill points in Vigilance
Read More
(E) Inspire
  • Attribute:  Influence
  • Type:  Utility
  • Time:  One free action
  • Description:  This skill is used to imbue confidence in allies. With a successful skill check, an ally saving throw may be increased by one per skill point in Vigilance or an NPC morale check may be increased by one per skill point in Vigilance. The effect lasts a number of rounds equal to one per two skill points in Vigilance. The inspiration can be vocal or based on an action; the difficulty is based on the situation and ability to perceive the character, and may be modified by roleplay ability.
  • Example of Use:  Provide a bonus modifier to help overcome a poison, break a mind control, etc;  strike down a powerful foe in a dramatic manner to rally NPCs in battle, etc.
  • Prerequisites:  Four skill points in Vigilance
Read More
(M) Leadership
  • Attribute:  Influence
  • Type:  Utility
  • Time:  One action
  • Description:  This skill is used to coordinate an attack or tactics in combat, instill confidence, and raise morale. When a character with this skill is leading, those around him get an additional action in the round to attack, defend, or move, but it lasts only while the character with the skill is present, in control, and can be heard. While it's not necessary to make a new skill check each round, one action must be spent per round to shout out instructions for the duration of the encounter. Additionally, it can be used to counter a failed player character fear save or an NPC morale check, as well as to take command of NPC groups. The difficulty is based on the situation and how well the character can be perceived.
  • Prerequisites:  The Intimidate and (E) Inspire skills, and eight skill points in Vigilance.
Read More