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:Key Ability: The abbreviation for the ability whose modifier applies to the skill check. | :Key Ability: The abbreviation for the ability whose modifier applies to the skill check. | ||
:Trained Only: If "Trained Only" appears on the line beneath the skill name, you must be trained in that skill to use it. If "Trained Only" is omitted, the skill can be used untrained except for some uses. If any special notes apply to trained or untrained use, they are covered in the Special section. | :Trained Only: If "Trained Only" appears on the line beneath the skill name, you must be trained in that skill to use it. If "Trained Only" is omitted, the skill can be used untrained except for some uses. If any special notes apply to trained or untrained use, they are covered in the Special section. | ||
− | :Skill Check Penalty: If "Skill Check Penalty" appears on the line beneath the skill name, a character takes a penalty on skill checks made with this skill if he's wearing armor with which he is not proficient. The size of the armor check penalty depends on the type of armor: light, -2; medium, -5; or heavy, -10. For example, Woody the Earth Pony scout is proficient with light armor only. If he attempts to swim in medium armor, he takes a -5 armor check penalty on his Swim check. | + | :Skill Check Penalty: If "Skill Check Penalty" appears on the line beneath the skill name, a character takes a penalty on skill checks made with this skill if he's wearing armor with which he is not proficient. The size of the armor check penalty depends on the type of armor: light, -2; medium, -5; or heavy, -10. For example, Woody the Earth Pony scout is proficient with light armor only. If he attempts to swim in medium armor, he takes a -5 armor |
− | + | check penalty on his Swim check. | |
:Retry: Any circumstances that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the skill check can be tried again without any inherent penalty other than consuming additional time. | :Retry: Any circumstances that apply to successive attempts to use the skill successfully. If this paragraph is omitted, the skill check can be tried again without any inherent penalty other than consuming additional time. | ||
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:Special: Any special notes that apply, such as rules regarding untrained use and whether or not you can take 10 or take 20 when using the skill. | :Special: Any special notes that apply, such as rules regarding untrained use and whether or not you can take 10 or take 20 when using the skill. | ||
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:Time: How much time it takes to make a check with this skill, if that information hasn't already been covered elsewhere. | :Time: How much time it takes to make a check with this skill, if that information hasn't already been covered elsewhere. | ||
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Armor Check Penalty | Armor Check Penalty | ||
− | + | You can move at normal speed across difficult terrain, keep your balance while walking on a narrow surface, take less damage from a fall, slip free of restraints or a grappling foe, and get up from prone safely. In addition to the specific options listed below, you can use Acrobatics to perform typical tumbling, flipping, or gymnastic maneuvers. | |
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* Balance: A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface (see below). If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 25 Reflex save to catch the ledge or wire. | * Balance: A successful Acrobatics check allows you to move at half speed along a narrow surface such as a ledge or wire. The DC of the Acrobatics check varies with the width of the surface (see below). If the surface is slippery or unstable, increase the DC by 5. A failed check means you fall prone and must make a DC 25 Reflex save to catch the ledge or wire. | ||
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Special: You can take 10 when making a Jump check. If there is no danger associated with failing, you can take 20. Distance covered by a long jump or high jump counts against your maximum movement in a round; distance covered by jumping down does not. | Special: You can take 10 when making a Jump check. If there is no danger associated with failing, you can take 20. Distance covered by a long jump or high jump counts against your maximum movement in a round; distance covered by jumping down does not. | ||
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+ | ----- | ||
====Melee (Str)==== | ====Melee (Str)==== | ||
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====Stealth (Dex)==== | ====Stealth (Dex)==== | ||
Armor Check Penalty | Armor Check Penalty | ||
− | + | Use th is skill to slink past a sentry without being heard, catch your enemy | |
− | Use | + | off-guard, snipe from a concealed location, or perform sleight of hand. |
− | + | Sneak: Your Stealth check sets the DC for Perception checks made to | |
− | + | notice you. If an opponent's Perception check equals or exceeds your Stealth | |
− | + | check, your opponent notices you. | |
− | + | Any circumstance that hampers your ability to sneak imposes a -2 penalty | |
− | + | on your check, while favorable circumstances grant a +2 bonus. For example, | |
− | + | sneaking across a surface littered with debris imposes a -2 penalty on your | |
− | + | Stealth check, while a room filled with abundant hiding places grants a +2 | |
− | + | bonus on your check. | |
− | + | If you move more than your speed in any given round, you take a -5 | |
− | + | penalty on your Stealth check. If you move more than twice your speed in | |
− | + | any given round, you take a -10 penalty on your Stealth check. | |
− | + | Your size provides a modifier to your Stealth checks: Fine, +20; Diminutive, | |
− | + | +15; Tiny, +10; Small, +5; Medium, +0; Large, -5; Huge, -10; Gargantuan, | |
− | Special: You can take 10 when making a Stealth check | + | -15; Colossal, -20. |
+ | Conceal Item: As a standard action, you can attempt to conceal an item | ||
+ | (such as a weapon) on your person. The concealed object must be at least | ||
+ | one size smaller than you, and you get a modifier on your skill check based | ||
+ | on the object's relative size: One size smaller, -5; two sizes smaller, +0; three | ||
+ | sizes smaller, +5; four or more sizes smaller, + 10. | ||
+ | Other characters may notice a concealed object with a successful Perception | ||
+ | check (opposed by your Stealth check result), but only if you do not | ||
+ | have total concealment. A character gains a +10 circumstance bonus on | ||
+ | his Perception check if he physically touches you to search for concealed | ||
+ | items; this requires a full-round action that can only be performed if you're | ||
+ | a willing, pinned, or helpless target. | ||
+ | Drawing a concealed item is a move action. | ||
+ | Create a Diversion to Hide: You can use the Deception skill (page 64) | ||
+ | to help you be stealthy. A successful Deception gives you the momentary | ||
+ | diversion you need to attempt a Stealth check even though people are aware | ||
+ | of you. While the others turn their attention from you, you can make a Stealth | ||
+ | check (as normal, and at no penalty) if you can reach a hiding place of some | ||
+ | kind as a move action. | ||
+ | Pick Pocket: With a successful Stealth check, you can pilfer a small, | ||
+ | hand-sized object from a target within reach. Your Stealth check is opposed | ||
+ | by the target's Perception check, and the target gains a +5 bonus. If you fail | ||
+ | by 4 or less, you are unable to take the item, but the target does not notice | ||
+ | the effort. If you fail by 5 or more, you are unable to take the item and the | ||
+ | target catches you in the act. | ||
+ | Sleight of Hand: You can palm hand-sized objects, perform minor feats | ||
+ | of legerdemain, or attempt to perform a minor action without being noticed | ||
+ | (such as flipping a switch, pulling out a thermal detonator, or drawing a | ||
+ | pistol under the cover of a table). All such efforts are opposed by observer's | ||
+ | Perception check. Any observer that beats your Stealth check notices the | ||
+ | action you attempted, and knows how you did it. | ||
+ | Snipe: After making a ranged attack from hiding, you can try to hide | ||
+ | again. You must be at least 2 squares from the target, and you must already | ||
+ | have successfully used Stealth to hide from the target. Make a new Stealth | ||
+ | check (as normal, but with a -10 penalty) as a move action. If you succeed, | ||
+ | you remain hidden; otherwise, your location is revealed. | ||
+ | Special: You can take 10 when making a Stealth check, but you can't | ||
+ | take 20. | ||
====Swim (Str)==== | ====Swim (Str)==== | ||
Armor Check Penalty | Armor Check Penalty | ||
− | + | Using this skill, a land-based creature can swim, dive, navigate underwater | |
− | Using this skill, a land-based creature can swim, dive, navigate underwater obstacles, and so on. | + | obstacles, and so on. |
− | + | Swim: A successful Swim check allows you to swim one-quarter your | |
− | + | speed as a move action or one-half your speed as a full-round action. Roll | |
− | + | once per round. If you fail, you make no progress through the water. If you | |
+ | fail by 5 or more, you go underwater and must hold your breath (see the | ||
+ | Endurance skill, page 66) until you reach the surface by succeeding on a | ||
+ | Swim check. | ||
The DC for the Swim check depends on the situation: | The DC for the Swim check depends on the situation: | ||
− | + | SITUATION DC | |
− | + | Calm water 10 | |
− | + | Rough water | |
− | + | Stormy water | |
− | + | 15 | |
− | + | 20 | |
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Retry: A new check is allowed the round after a check is failed. | Retry: A new check is allowed the round after a check is failed. | ||
− | + | Special: You can take 10 when making a Swim check, but you can't take | |
− | Special: You can take 10 when making a Swim check, but you can't take 20. | + | 20. |
===Mental Skills=== | ===Mental Skills=== | ||
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− | Jury-Rig: You can make temporary repairs to any disabled mechanical or electronic device, from a simple tool to a complex starship component. Jury-rigging is a full-round action and requires a successful DC 25 check. If you use a tool kit, you gain a +5 equipment bonus on the check. A juryrigged | + | Jury-Rig: You can make temporary repairs to any disabled mechanical |
− | device gains +2 steps on the condition track. At the end of the scene or encounter, the jury-rigged device moves -5 steps along the track and | + | or electronic device, from a simple tool to a complex starship component. |
− | becomes disabled again. (See Conditions, page | + | Jury-rigging is a full-round action and requires a successful DC 25 check. |
+ | If you use a tool kit, you gain a +5 equipment bonus on the check. A juryrigged | ||
+ | device gains +2 steps on the condition track. At the end of the scene | ||
+ | or encounter, the jury-rigged device moves -5 steps along the track and | ||
+ | becomes disabled again . (See Conditions, page 14B.) | ||
− | Repair Device (requires tool kit) : You can repair a damaged or disabled droid or object (including devices and vehicles). This requires at least 1 hour of work, at the end of which time you must make a Mechanics check. Only one character may repair a given droid or object at a time, but other characters may use the aid another action to assist (see page 151) . | + | Repair Device (requires tool kit) : You can repair a damaged or disabled droid |
+ | or object (including devices and vehicles). This requires at least 1 hour of | ||
+ | work, at the end of which time you must make a Mechanics check. Only one | ||
+ | character may repair a given droid or object at a time, but other characters | ||
+ | may use the aid another action to assist (see page 151) . | ||
− | Repair Object: You can spend 1 hour and make a DC 20 Mechanics check to repair a damaged or disabled object, restoring 1dB hit points and removing any persistent conditions currently affecting the device or vehicle. If you are on boa rd a damaged vehicle while you attempt to repair it, apply any penalties from the vehicle's position on the condition track on your Mechanics check. | + | Repair Object: You can spend 1 hour and make a DC 20 Mechanics check |
− | (Major vehicle repairs are best attempted in a garage, hangar, dry dock, or other specialized facility.) | + | to repair a damaged or disabled object, restoring 1dB hit points and removing |
− | + | any persistent conditions currently affecting the device or vehicle. If you are | |
− | Retry : You can usually retry a Mechanics check. In some specific cases, however, a failed Mechanics check has negative ramifications that prevent repeated checks (see Disable Device, above, for example). | + | on boa rd a damaged vehicle while you attempt to repair it, apply any penalties |
− | + | from the vehicle's position on the condition track on your Mechanics check. | |
− | Special : You can take 10 or take 20 on a Mechanics check. When making a Mechanics check to accomplish a jury-rig repair, you can't take 20. | + | (Major vehicle repairs are best attempted in a garage, hangar, dry dock, or |
+ | other specialized facility.) | ||
+ | Retry : You can usually retry a Mechanics check. In some specific cases, | ||
+ | however, a failed Mechanics check has negative ramifications that prevent | ||
+ | repeated checks (see Disable Device, above, for example). | ||
+ | Special : You can take 10 or take 20 on a Mechanics check. When making | ||
+ | a Mechanics check to accomplish a jury-rig repair, you can't take 20. | ||
* Drafting Designs | * Drafting Designs | ||
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* Deceive: When you want to make another character believe something that is untrue, you can attempt to deceive them. You can deceive a target in one of two ways: by producing a deceptive appearance or by communicating deceptive information. | * Deceive: When you want to make another character believe something that is untrue, you can attempt to deceive them. You can deceive a target in one of two ways: by producing a deceptive appearance or by communicating deceptive information. | ||
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− | + | * Deceptive Appearance: When you produce a deceptive appearance, such as disguising your appearance or producing forged documents, make a Deception check opposed by the Wits Defence of any target that sees the deception. If you succeed, that character believes that the appearance is authentic. If you fail, the target detects the deception. Creating a deceptive appearance requires at least 1 minute (10 rounds) for simple deceptions, 10 minutes for moderate deceptions, 1 hour for difficult deceptions, 1 day for incredible deceptions, or 2 weeks (10 days) for outrageous deceptions. You can rush and create the deception in less time (treating it as if it were one step easier, to a minimum of simple), but you take a -10 penalty on your Deception check. In all cases, make a single Deception check at the time you create the deceptive appearance and compare your check result to the Perception check of any character who encounters it. | |
+ | |||
+ | * Deceptive Information: When you communicate deceptive information, such as telling a lie or distorting facts to lead the target to a false conclusion, make a Deception check against the Will Defense of any target that can understand you. If you succeed, the target believes that what you're telling them is true. While most cases of deceptive information are either verbal or written (requiring the target to be able to understand you), you can deceive with gestures, body language, facial expressions, and so forth. Communicating deceptive information requires at least a standard action for small deceptions, a full-round action for moderate deceptions, and 1 minute (10 rounds) or even more for difficult (Large), incredible (Huge), or outrageous (Gargantuan) deceptions. | ||
You can rush and communicate your deception in less time (treating as if it were one step easier, to a minimum of small), but you take a -10 penalty on your Deception check. If your deceptive information is written, recorded, or otherwise preserved for later viewing, your original Deception check result is compared to the Wits Defense of all targets who later read or observe your deception. | You can rush and communicate your deception in less time (treating as if it were one step easier, to a minimum of small), but you take a -10 penalty on your Deception check. If your deceptive information is written, recorded, or otherwise preserved for later viewing, your original Deception check result is compared to the Wits Defense of all targets who later read or observe your deception. | ||
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In some cases, you convey both a deceptive appearance and deceptive information. For example, if you create a falsified document (such as an official report, a letter from a mayor, or orders from the Royal Guard), you have to produce something that looks authentic (deceptive appearance) while also creating believable content (deceptive information). In this case, make a single Deception check and compare it to the target's Wits Defense. | In some cases, you convey both a deceptive appearance and deceptive information. For example, if you create a falsified document (such as an official report, a letter from a mayor, or orders from the Royal Guard), you have to produce something that looks authentic (deceptive appearance) while also creating believable content (deceptive information). In this case, make a single Deception check and compare it to the target's Wits Defense. | ||
Similarly, you might disguise yourself as an Officer from the Royal Guard (deceptive appearance) and then give fake orders to other Royal Guards (deceptive information). In this example, you make one Deception check ahead of time to create the disguise and another Deception check at the | Similarly, you might disguise yourself as an Officer from the Royal Guard (deceptive appearance) and then give fake orders to other Royal Guards (deceptive information). In this example, you make one Deception check ahead of time to create the disguise and another Deception check at the | ||
time you give the Guards his new orders. | time you give the Guards his new orders. | ||
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Favorable and unfavorable circumstances weigh heavily on the outcome of a deception. Two circumstances can weigh against you: The deception is hard to believe, or the action that the deception requires the target to take goes against the target's self-interest, nature, personality, or orders. | Favorable and unfavorable circumstances weigh heavily on the outcome of a deception. Two circumstances can weigh against you: The deception is hard to believe, or the action that the deception requires the target to take goes against the target's self-interest, nature, personality, or orders. | ||
If it's important, the Stablemaster can distinguish between a deception that fails because the target doesn't believe it and one that fails because it just asks too much of the target. For instance, if the deception demands something risky of the target, and your Deception check fails by 10 or less, then the target didn't so much see through the deception as prove reluctant to go along with it even if he believes it's true. In this case the Deceptive argument is used for Social Combat (see xxx). | If it's important, the Stablemaster can distinguish between a deception that fails because the target doesn't believe it and one that fails because it just asks too much of the target. For instance, if the deception demands something risky of the target, and your Deception check fails by 10 or less, then the target didn't so much see through the deception as prove reluctant to go along with it even if he believes it's true. In this case the Deceptive argument is used for Social Combat (see xxx). | ||
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<tr bgcolor=#999999><td><b>Deception Size</b></td><td><b>Skill Modifier</b></td></tr> | <tr bgcolor=#999999><td><b>Deception Size</b></td><td><b>Skill Modifier</b></td></tr> | ||
<tr><td>Small</td><td>+5</td></tr> | <tr><td>Small</td><td>+5</td></tr> | ||
− | <tr><td> | + | <tr><td>Moderate</td><td>0</td></tr> |
<tr><td>Large</td><td>-5</td></tr> | <tr><td>Large</td><td>-5</td></tr> | ||
<tr><td>Huge</td><td>-10</td></tr> | <tr><td>Huge</td><td>-10</td></tr> | ||
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</table> | </table> | ||
− | Small deceptions include convincing a | + | Small deceptions include convincing a Blackmarket Trader to buy some stolen artifacts; disguising yourself as someone nonspecific of similar size, species, and gender; and creating a false Document that will pass casual inspection but not careful scrutiny. |
− | A | + | A moderate deception is believable and doesn't affect the target much one way or the other, and you have most of the props you |
+ | need. Moderate deceptions include convincing a suspicious guard that you're not a thief; disguising yourself as a member of another species or gender; and creating a false Document good enough to pass visual scrutiny but not magical screening. | ||
− | A | + | A Large deception is a little hard to believe, puts the target at some kind of risk, or undergoes scrutiny. Examples include convincing a group of thugs that you're willing and able to beat them in a fight, forging Military Documents, impersonating an officer well enough to give troops orders, and creating false official documents good enough to pass simple magical screening. |
− | A | + | A Huge deception is hard to believe, presents a sizable risk to the target, or requires passing intense scrutiny. Incredible |
+ | deceptions include convincing a reputable dealer to buy obvious stolen goods, impersonating someone well enough to | ||
+ | convince an old friend, and forging false Bits. | ||
− | A | + | A Gargantuan deceptions include impersonating a Alicorn well enough to fool another Princess, claiming to be the Celestria in disguise and giving orders to Guards, and forging important documents with no proper tools or examples to work with. |
====Empathy (Wis)==== | ====Empathy (Wis)==== | ||
Use this skill to to realize that a friend has a problem, to help someone to deal with his mental problems, to see through deceptions, or to to find out that someone is under the influence of someone else. | Use this skill to to realize that a friend has a problem, to help someone to deal with his mental problems, to see through deceptions, or to to find out that someone is under the influence of someone else. | ||
− | * Sense Deception : You can use Empathy to see through deceptive appearances made using the Deception skill | + | * Sense Deception : You can use Empathy to see through deceptive appearances made using the Deception skill. If your Empathy check meets or exceeds the result of the Deception check, you realize that you're being deceived. Your Empathy check to sense the deception is a reaction. |
− | * Sense Influence: Make an Empathy check to determine whether someone is under the influence of a mind-affecting | + | * Sense Influence: Make an Empathy check to determine whether someone is under the influence of a mind-affecting Spell or other method of coercion (assuming the effect isn't obvious). This requires a full-round action and a successful DC 20 check. |
− | + | * Soothe : As a full-round action, you can analyze an creature to learn how to calm it. If you succeed on a Empathy check against the Wits Defense of the target (-5 if it is an ally), you gain the opportunity to make a persuasion check against the Will Defense of the target (again -5 if it is an ally) to calm it down. The creature regains a number of fatigue points equal to its character level, + 1 for every point by which your check result exceeds the Will Defense. If you score both the Will and the Wits Defense +5 on your checks, you can step down the mental condition track of your target by a level. Using an applicable statement of at leased Medium Size (see page xxx) normally grants a +2 equipment bonus on your skill check. Bigger statement could have a better bonus (Stablemaster's decision). If the skill checks succeeds, no further attempt can be made if no new mental damage occurs. You can't administer this skill application to yourself. | |
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− | * Soothe: As a full-round action, you can analyze an creature to learn how to calm it. If you succeed on a Empathy check against the Wits Defense of the target (-5 if it is an ally), you gain the opportunity to make a persuasion check against the Will Defense of the target (again -5 if it is an ally) to calm it down. The creature regains a number of fatigue points equal to its character level, + 1 for every point by which your check result exceeds the Will Defense. If you score both the Will and the Wits Defense +5 on your checks, you can step down | ||
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====Gather Information (Cha)==== | ====Gather Information (Cha)==== | ||
− | Use this skill to make contacts, learn local new stories and gossip, | + | Use this skill to make contacts, learn local new stories and gossip, and acquire secrets. |
− | * Learn News and Rumors: Major news stories and popular local rumors can be unearthed with a DC 10 Gather Information check. Learning the detailed, unclassified facts of a news story or determining the veracity of a rumor requires a DC 20 check and maybe some | + | * Learn News and Rumors: Major news stories and popular local rumors can be unearthed with a DC 10 Gather Information check. Learning the detailed, unclassified facts of a news story or determining the veracity of a rumor requires a DC 20 check and maybe some lesser Gifts or services in order to convince the source to reveal the information. To gain hoofs on irrefutable evidence for the Argument it requires a DC 25 check and some mayor Gifts or services to gain the evidence. An unconfirmed rumor is an Argument of maximum medium size, but if the Argument is Confirmed the Size can be Large. If you have irrefutable evidence the Size of the Argument can be Huge. |
− | * Learn Secret Information: "Secret information" includes anything unavailable to the general public. Examples include a classified guard report, a hidden location, secret plans of a new invention, secret call- | + | * Learn Secret Information: "Secret information" includes anything unavailable to the general public. Examples include a classified guard report, a hidden location, secret plans of a new invention, secret call-sign, and maybe even forbidden Magic Spells. Learning a piece of secret information typically requires a DC 25 check and some mayor Gifts or services to gain the information.; however, information that's especially difficult to obtain (such as a banished Magic Spells) might require a DC 30 or higher skill check and cost a some present of great importance or more, at the Stablemaster's discretion. If the check fails by 5 or more, someone notices that you're asking questions and comes to investigate or arrest you. |
− | * Locate Individual: Make a Gather Information check to locate a specific individual - either someone you know by name or someone with the skill, item, or information you need. The DC of the check is 15 if the target is relatively easy to locate; if the target isn't well known or has taken strides to conceal his or her presence and/or activities, the DC is 25 and the information costs something nice to convince a informant. | + | * Locate Individual : Make a Gather Information check to locate a specific individual-either someone you know by name or someone with the skill, item, or information you need. The DC of the check is 15 if the target is relatively easy to locate; if the target isn't well known or has taken strides to conceal his or her presence and/or activities, the DC is 25 and the information costs something nice to convince a informant. |
Special: You can take 10 on a Gather Information check, but you can't take 20. A successful Persuasion check can reduce the cost of a Gather Information check (see the Persuasion skill, page xxx). Some information is beyond the reach of a Gather Information skill check. | Special: You can take 10 on a Gather Information check, but you can't take 20. A successful Persuasion check can reduce the cost of a Gather Information check (see the Persuasion skill, page xxx). Some information is beyond the reach of a Gather Information skill check. | ||
− | Time: Each Gather Information check represents | + | Time: Each Gather Information check represents 1 d6 hours of time spent talking to informants, interview local Trader, or perusing information boards. |
+ | |||
+ | ====Handle Critter (Cha)==== | ||
====Heal (Wis)==== | ====Heal (Wis)==== | ||
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* First Aid (requires medical equipment): As a full-round action, you can administer first aid to an unconscious or wounded creature. If you succeed on a DC 15 Heal check, the creature regains a number of fatigue points equal to its character level, + 1 for every point by which your check result exceeds the DC. If you reach DC 20 on your Heal check you can step the condition Track down one Level of your patient. Using a medical equipment normally grants a +2 equipment bonus on your skill check. If the skill check succeeds, then no further attempt can be made when no new injuries occurring. You can administer first aid on yourself, but you take a -5 penalty on your Heal check. | * First Aid (requires medical equipment): As a full-round action, you can administer first aid to an unconscious or wounded creature. If you succeed on a DC 15 Heal check, the creature regains a number of fatigue points equal to its character level, + 1 for every point by which your check result exceeds the DC. If you reach DC 20 on your Heal check you can step the condition Track down one Level of your patient. Using a medical equipment normally grants a +2 equipment bonus on your skill check. If the skill check succeeds, then no further attempt can be made when no new injuries occurring. You can administer first aid on yourself, but you take a -5 penalty on your Heal check. | ||
− | * Long-Term Care: If you tend to a creature for | + | * Long-Term Care: If you tend to a creature for 8 consecutive hours, that creature regains the maximum on usable fatigue points and the recovery rate of the Damage Threshold is doubled. A creature can only benefit from long-term care once in a 24-hour period. You can tend one creature at a time if untrained, or up to six simultaneously if trained. You can't give long-term care to yourself. |
− | * Perform Surgery (Trained Only; requires surgery equipment): You can perform surgery to heal damage to a wounded creature, | + | * Perform Surgery (Trained Only; requires a surgery equipment): You can perform surgery to heal damage to a wounded creature, remove a crippling condition (if possible), or install a prosthesis for lost Limbs. Any of these operations requires 1 hour of uninterrupted work, at the end of which time you must make a Heal check. If you fail your check, the surgery does not yield any benefit (but any resources used are still lost). In addition, if you fail your check by 5 or more, the creature move persistent down on the condition track by one step. |
* Heal Damage: You can make a DC 20 Heal check to perform surgery on a wounded creature, healing an amount of fatigue equal to the creature's Constitution bonus (minimum 1) x the creature's level and move one step up on the condition track. If you fail the check, the creature instead step down on the condition track. If the creature was already at the bottom of the condition track, it dies. You can perform surgery on yourself to heal damage, but you take a -5 penalty on your skill check. Performing surgery to heal damage also removes most persistent conditions afflicting the target. | * Heal Damage: You can make a DC 20 Heal check to perform surgery on a wounded creature, healing an amount of fatigue equal to the creature's Constitution bonus (minimum 1) x the creature's level and move one step up on the condition track. If you fail the check, the creature instead step down on the condition track. If the creature was already at the bottom of the condition track, it dies. You can perform surgery on yourself to heal damage, but you take a -5 penalty on your skill check. Performing surgery to heal damage also removes most persistent conditions afflicting the target. | ||
− | * Revivify (Trained Only; requires medical | + | * Revivify (Trained Only; requires a medical Equipment): As a full-round action, you can revive a creature that has just died. You must reach the dead creature within 1 round of its death to revive it, and you must succeed on a DC 25 Heal check. Using medical equipment grants normally a +2 equipment bonus on the skill check. If the check succeeds, the creature is unconscious instead of dead and have no fatigue Points left. If the check fails, you are unable to revive the creature. |
− | * Treat Disease (Trained Only; requires medical equipment): Treating a diseased character requires | + | * Treat Disease (Trained Only; requires a medical equipment): Treating a diseased character requires 8 hours. At the end of that time, make a Heal check against the nonmagical disease's DC (see Disease, page xxx). If the check succeeds, the patient is cured and no longer suffers any ill effects but persistent conditions track caused by the disease are recovering in a normal rate of Time. You can treat one creature at a time if untrained, or up to six simultaneously if trained. |
− | * Treat Poison (Trained Only; requires medical equipment): As a full-round action, you can treat a poisoned character. Make a Heal check; if the result equals or exceeds the nonmagical poison's DC (see Poison, page xxx), you successfully detoxify the poison in the character's system and the patient no longer suffers any ill effects | + | * Treat Poison (Trained Only; requires a medical equipment): As a full-round action, you can treat a poisoned character. Make a Heal check; if the result equals or exceeds the nonmagical poison's DC (see Poison, page xxx), you successfully detoxify the poison in the character's system and the patient no longer suffers any ill effects but persistent conditions track caused by the disease are recovering in a normal rate of Time. |
====Knowledge (Int)==== | ====Knowledge (Int)==== | ||
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<table width=40% border=1 cellpadding=0 cellspacing=2> | <table width=40% border=1 cellpadding=0 cellspacing=2> | ||
<tr bgcolor=#999999><td><b>Subcategory</b></td><td><b>Example</b></td></tr> | <tr bgcolor=#999999><td><b>Subcategory</b></td><td><b>Example</b></td></tr> | ||
− | <tr><td>Arcana</td><td> | + | <tr><td>Arcana</td><td>Famos Magican of the Past, Spell Lore, and Knowledge about Magic hazards</td></tr> |
<tr><td>Creature Lore</td><td>feeding, habitats, behavior and special features</td></tr> | <tr><td>Creature Lore</td><td>feeding, habitats, behavior and special features</td></tr> | ||
<tr><td>Geography</td><td>travel routes, regional features and landmarks</td></tr> | <tr><td>Geography</td><td>travel routes, regional features and landmarks</td></tr> | ||
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Use this skill to perceive hidden danger as well as your surroundings. The distance between you and whatever you're trying to perceive affects your Perception check, as do solid barriers and concealment. | Use this skill to perceive hidden danger as well as your surroundings. The distance between you and whatever you're trying to perceive affects your Perception check, as do solid barriers and concealment. | ||
− | * Avoid Surprise: A Perception check made at the start of a dramatic sceen determines whether or not you are surprised (see Surprise, page | + | * Avoid Surprise : A Perception check made at the start of a dramatic sceen determines whether or not you are surprised (see Surprise, page 149). A Perception check made to avoid surprise is a reaction. |
− | * Eavesdrop: A DC 10 Perception check allows you to eavesdrop on a conversation. You must be able to understand the language being spoken. The DC increases to 15 in relatively noisy areas (such as a Market) or 25 in particularly loud areas (such as loud and well visited | + | * Eavesdrop : A DC 10 Perception check allows you to eavesdrop on a conversation. You must be able to understand the language being spoken. The DC increases to 15 in relatively noisy areas (such as a Market) or 25 in particularly loud areas (such as loud and well visited sport event). Eavesdropping on a conversation is a standard action. |
− | * Hear Distant or Ambient Noises: A DC 10 Perception check allows you to detect and identify distant or ambient noises. Actively listening for distant or ambient noises is a standard action. | + | * Hear Distant or Ambient Noises : A DC 10 Perception check allows you to detect and identify distant or ambient noises. Actively listening for distant or ambient noises is a standard action. |
− | * Notice Stalker: A Perception check lets you hear or spot other targets or detect someone or something sneaking up on you from behind. If the target is actively attempting to remain undetected, your Perception check is opposed by the target's Stealth check. If the target is not making any special effort to avoid detection, the Perception check DC is determined by the target's size: | + | * Notice Stalker : A Perception check lets you hear or spot other targets or detect someone or something sneaking up on you from behind. If the target is actively attempting to remain undetected, your Perception check is opposed by the target's Stealth check. If the target is not making any special effort to avoid detection, the Perception check DC is determined by the target's size: |
<table width=40% border=1 cellpadding=0 cellspacing=2> | <table width=40% border=1 cellpadding=0 cellspacing=2> | ||
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For every 10 squares of distance between you and the target. you take a -5 penalty on your Perception check. You also take a -5 penalty if the target has concealment or cover, or a -10 penalty if it has total concealment or total cover. Detecting a target that enters your line of sight is a reaction. Actively looking or listening for someone hidden including those to whom you do not have a line of sight) is a standard action. | For every 10 squares of distance between you and the target. you take a -5 penalty on your Perception check. You also take a -5 penalty if the target has concealment or cover, or a -10 penalty if it has total concealment or total cover. Detecting a target that enters your line of sight is a reaction. Actively looking or listening for someone hidden including those to whom you do not have a line of sight) is a standard action. | ||
− | * Search: You can carefully examine a 1-square area or a 1-cubic volume of goods as a full-round action. A DC 15 Perception check allows you to find clues, hidden compartments, secret doors, traps, irregularities, and other details not readily apparent within that area . The Stablemaster may increase the DC for especially obscure well-hidden features. You can also search a character for concealed objects. Make a Perception check opposed by the target's Stealth check result. If you win the opposed check, you find the concealed object. You receive a + 10 circumstance bonus on your Perception check if you physically check the cloak and saddlebags of the target to search for concealed items; this requires a full-round action and can only be used on a willing, pinned, or helpless target. | + | * Search : You can carefully examine a 1-square area or a 1-cubic-meter volume of goods as a full-round action. A DC 15 Perception check allows you to find clues, hidden compartments, secret doors, traps, irregularities, and other details not readily apparent within that area . The Stablemaster may increase the DC for especially obscure well-hidden features. You can also search a character for concealed objects. Make a Perception check opposed by the target's Stealth check result. If you win the opposed check, you find the concealed object. You receive a + 10 circumstance bonus on your Perception check if you physically check the cloak and saddlebags of the target to search for concealed items; this requires a full-round action and can only be used on a willing, pinned, or helpless target. |
Retry: You can make a Perception check every time you have the opportunity to notice something as a reaction. As a swift action, you may attempt to see or hear something that you failed (or believe you failed) to notice previously. | Retry: You can make a Perception check every time you have the opportunity to notice something as a reaction. As a swift action, you may attempt to see or hear something that you failed (or believe you failed) to notice previously. | ||
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====Perform (Cha)==== | ====Perform (Cha)==== | ||
− | You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills if you wish | + | You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills if you wish. |
Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small sample of which is provided for each category below. | Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small sample of which is provided for each category below. | ||
<table width=70% border=1 cellpadding=0 cellspacing=2> | <table width=70% border=1 cellpadding=0 cellspacing=2> | ||
− | <tr bgcolor=#999999><td><b>Perform DC</b></td><td><b>Size</b></td><td><b>Example | + | <tr bgcolor=#999999><td><b>Perform DC</b></td><td><b>Size</b></td><td><b>Example</b></td><td><b>Harmonic Aura Level</b></td><</tr> |
− | <tr><td>+0</td><td>Small performance</td><td>Spontaneous performance | + | <tr><td>+0</td><td>Small performance</td><td>Spontaneous performance</td><td>maximum harmonic aura is one</td></tr> |
− | <tr><td>+5</td><td>Normal performance</td><td>Normal sideshow | + | <tr><td>+5</td><td>Normal performance</td><td>Normal sideshow</td><td>maximum harmonic aura is one</td></tr> |
− | <tr><td>+10</td><td>Large performance</td><td>Main performance | + | <tr><td>+10</td><td>Large performance</td><td>Main performance</td><td>maximum harmonic aura is two</td></tr> |
− | <tr><td>+15</td><td>Huge performance</td><td>Great presentation of Art | + | <tr><td>+15</td><td>Huge performance</td><td>Great presentation of Art</td><td>maximum harmonic aura is two</td></tr> |
− | <tr><td>+20</td><td>Gargantuan performance</td><td>Unforgettable experience | + | <tr><td>+20</td><td>Gargantuan performance</td><td>Unforgettable experience</td><td>maximum harmonic aura is three</td></tr> |
</table> | </table> | ||
− | * | + | * Act (comedy, drama, pantomime) |
* Comedy (buffoonery, limericks, joke-telling) | * Comedy (buffoonery, limericks, joke-telling) | ||
* Dance (ballet, waltz, jig) | * Dance (ballet, waltz, jig) | ||
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* String instruments (fiddle, harp, lute, mandolin) | * String instruments (fiddle, harp, lute, mandolin) | ||
* Wind instruments (flute, pan pipes, trumpet) | * Wind instruments (flute, pan pipes, trumpet) | ||
− | * | + | * Sing (ballad, chant, melody) |
− | Check: You can impress audiences with your talent and skill in your chosen performance type. The base DC of the performance check is equal to the | + | Check: You can impress audiences with your talent and skill in your chosen performance type. The base DC of the performance check is equal to the social event Rating, it is modified by the quality of target performance (see table). |
A masterwork musical instrument gives you a +2 circumstance bonus on all Perform checks that involve its use. Decorations can provide additional bonuses. | A masterwork musical instrument gives you a +2 circumstance bonus on all Perform checks that involve its use. Decorations can provide additional bonuses. | ||
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====Persuasion (Cha)==== | ====Persuasion (Cha)==== | ||
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<table width=40% border=1 cellpadding=0 cellspacing=2> | <table width=40% border=1 cellpadding=0 cellspacing=2> | ||
− | <tr bgcolor=#999999><td><b> | + | <tr bgcolor=#999999><td><b>Atittude</b></td><td><b>Creatures Reaction</b></td></tr> |
− | <tr><td> | + | <tr><td>Hostile</td><td>Takes risks to harm you, usually attacking on sight</td></tr> |
− | <tr><td> | + | <tr><td>Unfriendly</td><td>Wishes you ill but won't go out of its way to harm you</td></tr> |
− | <tr><td> | + | <tr><td>Indifferent</td><td>Regard you as neither a threat nor an ally and probably doesn't attack you</td></tr> |
− | <tr><td> | + | <tr><td>Friendly</td><td>Wishes you well but won't take life-threatening risks on your behalf</td></tr> |
− | <tr><td> | + | <tr><td>Helpful</td><td>Take risks to help you</td></tr> |
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</table> | </table> | ||
− | Retry: If you fail a Persuasion check, you cannot make any further Persuasion checks against the targeted creature for 24 hours. | + | You can influence others with your tact, subtlety, and social grace, or you |
− | + | can threaten them into being more cooperative. | |
− | Special: You can take 10 on a Persuasion check | + | Change Attitude: As a full-round action, you can make a Persuasion |
+ | check to adjust the attitude of a creature with an Intelligence of 2 or higher | ||
+ | using words, body language, or a combination of the two. The target must be | ||
+ | able to see you. Apply a modifier to the check based on the target's current | ||
+ | attitude toward you: hostile -10, unfriendly -5, indifferent -2, friendly +0 | ||
+ | (see Table 4-4: Attitude Steps). If the check equals or exceeds the target's | ||
+ | Will Defense, the target's attitude shifts one step in your favor. If the target | ||
+ | creature cannot understand your speech, apply a -5 penalty on your Persuasion | ||
+ | check. You may attempt to change the attitude of a given creature | ||
+ | only once per encounter. | ||
+ | Haggle: Whenever you use the Gather Information skill, you can make a | ||
+ | Persuasion check as a swift action to reduce by half the amount you must | ||
+ | pay to acquire the information you desire. Conversely, you can use this skill | ||
+ | as a full-round action to increase or reduce the sell price of a desired item | ||
+ | by 50%. The DC depends on the attitude of the individual (or individuals) | ||
+ | with whom you're dealing: unfriendly DC 30, indifferent DC 25, friendly DC | ||
+ | 20, helpful DC 15, You can't haggle with creatures that are hostile toward | ||
+ | you or creatures that have an Intelligence of 2 or lower. No matter how adept | ||
+ | you are at haggling, a creature won't pay more for an item that can easily | ||
+ | be obtained elsewhere for the standard listed price. | ||
+ | Intimidate: As a full-round action, you can make a Persuasion check to | ||
+ | force a single creature with an Intelligence of 1 or higher to back down from | ||
+ | a confrontation, surrender one of its possessions, reveal a piece of secret | ||
+ | information, or flee from you for a short time. The creature must be able to | ||
+ | see you. Your check result must equal or exceed the target's Will Defense | ||
+ | for the intimidation attempt to succeed. Apply a modifier to the check based | ||
+ | on the threat the target perceives from you: | ||
+ | SITUATION | ||
+ | Target is helpless or completely at your mercy | ||
+ | Target is clearly outnumbered or disadvantaged | ||
+ | Target is evenly matched with you | ||
+ | You are clearly outnumbered or disadvantaged | ||
+ | You are helpless or completely at the target's mercy | ||
+ | MODIFIER | ||
+ | +5 | ||
+ | +0 | ||
+ | -5 | ||
+ | -10 | ||
+ | -15 | ||
+ | You can't force the target to obey your every command or do something | ||
+ | that endangers its life or the lives of its allies. A creature you successfully | ||
+ | intimidate becomes one step more hostile toward you as soon as you are no | ||
+ | longer an imminent threat (see Table 4-4: Attitude Steps). | ||
+ | Retry: If you fail a Persuasion check, you cannot make any further Persuasion | ||
+ | checks against the targeted creature for 24 hours. | ||
+ | Special: You can take 10 on a Persuasion check, but you can't take 20. | ||
====Profession (Wis)==== | ====Profession (Wis)==== | ||
− | + | for instance Astrology, Clerk, Farmer, Gambler, Instructor, Miner, Teacher, Waitor, Weather Working, ... | |
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====Survival (Wis)==== | ====Survival (Wis)==== | ||
− | Use this skill to forage, guide a party safely through arid wastelands, identify signs that | + | Use this skill to hunt and forage, guide a party safely through arid wastelands, |
− | + | identify signs that gundarks live nearby, or avoid quicksand and other | |
− | + | natural hazards. | |
− | + | Basic Survival: Once per day, you can make a DC 15 Survival check to | |
− | + | avoid natural hazards and keep yourself safe and fed in the wild for the next | |
− | + | 24 hours. You can provide food and water for one additional person for every | |
− | + | 2 points by which your check result exceeds 10. | |
− | + | Endure Extreme Temperatures (requires field kit): Once per day, you can | |
− | + | make a DC 20 Survival check to ignore the effects of extreme cold or extreme | |
− | + | heat for the next 24 hours (see Extreme Temperatures, page 254) . | |
− | + | Know Direction: As a full-round action, you can ascertain which direction | |
− | + | is north by succeeding on a DC 10 Survival check (assuming you're somewhere | |
− | + | where cardinal directions matter). | |
− | + | Track (Trained Only): To find tracks or to follow them requires a fullround | |
− | + | action and a successful Survival check. The DC of the check depends | |
− | + | on the surface and the prevailing circumstances, as given below. You must make another Survival check every time the tracks become difficult to follow, | |
− | + | such as when other tracks cross them or when the terrain or prevailing | |
− | + | circumstances change. | |
− | + | You move at half normal speed while tracking. You can choose to move | |
− | + | your normal speed instead, but you take a -5 penalty on Survival checks | |
− | + | made to follow tracks. | |
− | + | SURFACE | |
− | such as when other tracks cross them or when the terrain or prevailing circumstances change. You move at half normal speed while tracking. You can choose to move your normal speed instead, but you take a -5 penalty on Survival checks made to follow tracks. | + | Soft ground |
− | + | Firm ground | |
− | + | Hard ground | |
− | + | DC | |
− | + | 10 | |
− | + | 20 | |
− | + | 30 | |
− | + | Soft Ground: Any surface (fresh snow, thick ash, wet mud) that holds | |
− | + | clear impressions of footprints. | |
− | + | Firm Ground: Any outdoor surface (lawns, fields, woods) or exceptionally | |
− | + | soft or dirty indoor surface (dusty floors, thick carpets) that can capture | |
− | + | footprints of a creature's passage. | |
− | + | Hard Ground: Any surface that doesn't hold footprints at all (bare rock, | |
− | + | concrete, metal deck plates). | |
− | + | CIRCUMSTANCE DC MODIFIER | |
− | + | Every 3 creatures in the group being tracked -1 | |
− | + | Every day since the trail was made +1 | |
− | + | Every hour of rain since the trail was made +1 | |
− | + | Fresh snow cover since the trail was made +5 | |
− | + | Poor visibility +5 | |
− | + | Tracked target hides trail (and moves at half speed) +5 | |
− | + | Largest creature being tracked | |
− | + | Huge or bigger -10 | |
− | + | Large -5 | |
− | + | Medium +0 | |
− | Special: You can take 10 when making a Survival check. You can take 20 if there is no danger or penalty for failure, but it takes twenty times as long as normal to do so. | + | Small +5 |
+ | Tiny or smaller +10 | ||
+ | Special: You can take 10 when making a Survival check. You can take | ||
+ | 20 if there is no danger or penalty for failure, but it takes twenty times as | ||
+ | long as normal to do so. | ||
====Use Magic (Int)==== | ====Use Magic (Int)==== | ||
− | + | Requires the Force Sensitivity feat | |
− | + | You draw upon the Force to help you recover from injuries, gain special | |
− | + | insights, or perform other remarkable acts. You must have the Force Sensitivity | |
− | + | feat (page 85) to be trained in this skill. | |
− | + | Activate Force Power (Trained Only): You make a Use the Force check | |
− | + | to use a Force power (see Force Powers, page 95). This use of the skill | |
− | + | requires no action. | |
− | Use | + | Force Trance (Trained Only): As a full-round action, you can enter a |
− | + | Force trance with a DC 10 Use the Force check. In this state, you remain | |
− | You can take 10 on a Use | + | fully aware of your surroundings. Each hour you remain in the trance, you |
+ | regain a number of hit points equal to your character level. You can emerge | ||
+ | from the trance as a swift action. If you remain in a Force trance for 4 consecutive | ||
+ | hours, you emerge from the trance fully rested (as though you'd | ||
+ | rested for 8 hours). | ||
+ | While you're in a Force trance, you can go ten times as long as normal | ||
+ | without food or water (see the Endurance skill, page 66). | ||
+ | Move Light Object (Trained Only): As a move action, you can use the | ||
+ | Force to telekinetically lift and move a relatively light object within your | ||
+ | line of sight. A successful DC 10 Use the Force check allows you to move | ||
+ | an object weighing up to 5 kg a distance of 6 squares in any direction. As a | ||
+ | standard action, you can use the object as a projectile weapon, but the DC | ||
+ | increases to 15. If your Use the Force check beats the target's Reflex Defense, | ||
+ | the object hits and deals ld6 points of bludgeoning damage. | ||
+ | Search Your Feelings: As a full-round action, you can make a DC | ||
+ | 15 Use the Force check to determine whether a particular action will | ||
+ | yield favorable or unfavorable results to you in the immediate future | ||
+ | (10 minutes or less). For example, you can make the check to determine | ||
+ | whether destroying a dark side artifact will have immediate unforeseen | ||
+ | repercussions. The answer does not take into account the long-term | ||
+ | consequences of a contemplated action. Using the above example, a | ||
+ | successful check would not portend a future encounter with vengeful | ||
+ | darksiders angered by the destruction of the dark side artifact. (The GM | ||
+ | must assess the immediate consequences of the action, based on what | ||
+ | he knows about the circumstances.) | ||
+ | Sense Force (Trained Only): You automatically sense disturbances in | ||
+ | the Force. A location that is strong in the dark side of the Force can be | ||
+ | sensed out to a range of 1 kilometer. A relative, companion, or close friend | ||
+ | in mortal danger or great pain can be sensed out to a range of 10,000 light | ||
+ | years. A great disturbance, such as the destruction of an entire populated | ||
+ | "THE ABIL-ITV | ||
+ | TO DESTROV | ||
+ | A PL-ANET IS | ||
+ | INSIONIFICANT NEXT | ||
+ | TO THE POWER OF | ||
+ | THE FORCE." | ||
+ | -DARTH VADER | ||
+ | planet or the distress of a whole order of allies, can be sensed anywhere | ||
+ | in the same galaxy. As a full-round action, you can make a DC 15 Use the | ||
+ | Force check to determine the distance and general direction to the location | ||
+ | of the disturbance. | ||
+ | As a full-round action, you can use this ability to actively sense other | ||
+ | Force-users out to a range of 100 kilometers. If you succeed on a DC 15 Use | ||
+ | the Force check, you know how many Force-users are within range, their | ||
+ | approximate distance and direction from you, and whether you've met them | ||
+ | before or not. Another Force-user within range can try to conceal her presence | ||
+ | from you by making an opposed Use the Force check. If she equals or | ||
+ | exceeds your Use the Force check, you don't sense her presence at all. | ||
+ | Sense Surroundings: As a swift action, you can make a DC 15 Use the | ||
+ | Force check to ignore the effects of cover and concealment when making | ||
+ | Perception checks to detect or observe targets. Increase the DC by 5 if this | ||
+ | ability is used against targets with total cover. | ||
+ | Telepathy: As a standard action, you can establish a telepathic link | ||
+ | with a distant creature. Through the link, you can exchange emotions or a | ||
+ | single thought, such as "Go!", "Help!", or "Danger!" The target must have | ||
+ | an Intelligence of 2 or higher, and the distance between you and the target | ||
+ | determines the DC (see beloW). Against an unwilling target, you must make | ||
+ | a Use the Force check against the target's Will Defense; if the check fails, | ||
+ | you cannot establish a telepathic link or attempt to telepathically contact | ||
+ | the target for 24 hours unless the target becomes a willing one. | ||
+ | TELEPATHY DISTANCE | ||
+ | Same planet | ||
+ | Same system | ||
+ | Same region/quadrant of the galaxy | ||
+ | Different region/quadrant of the galaxy | ||
+ | DC | ||
+ | 15 | ||
+ | 20 | ||
+ | 25 | ||
+ | 30 | ||
+ | Special: You can't make Use the Force checks unless you have the Force | ||
+ | Sensitivity feat (see page 85). Use the Force is a class skill for any character | ||
+ | with the Force Sensitivity feat. | ||
+ | You can take 10 on a Use the Force check, but you can't take 20. |