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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.
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: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
 
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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.
 
 
: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.
 
 
: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
  
for instance Baseball, Basketball, Football, Golf, Soccer, Tennis, ...
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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.
Acrobatics encompasses a number of unrelated skills. Acrobatics represents your capability in certain types of sports. Each time you select Acrobatics as a trained skill, you can choose a type of sport from the example list below or create a new one. Also 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.
 
 
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Subcategory</b></td><td><b>Example</b></td></tr>
 
<tr><td>Baseball</td><td> </td></tr>
 
<tr><td>Basketball</td><td> </td></tr>
 
<tr><td>Football</td><td> </td></tr>
 
<tr><td>Golf</td><td> </td></tr>
 
<tr><td>Lacrosse</td><td> </td></tr>
 
<tr><td>Soccer</td><td> </td></tr>
 
<tr><td>Tennis</td><td> </td></tr>
 
</table>
 
  
 
* 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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====Melee (Str)====
 
====Melee (Str)====
  
The Melee skill represents your ability to strike someone or something in close combat. When you make an Melee roll and your result equals or surpasses the target's Reflex Defense modified by your size, you are able to hit and deal damage. If your skill check succeeds, you deal damage. The type of weapon used, or your size together with your Strength bonus, and bonuses from other sources if applicable, determine the amount of fatigue lost by that individual. When the fatigue loss exceeds the physical damage threshold, the target move down one step on the physical condition track. If the fatigue loss exceeds double the physical damage threshold the physical condition track is moved by two steps, but one of those is considered persistent. If it happens that the fatigue loss exceeds three times the physical damage threshold, the physical condition track is moved by three steps but one of those is considered persistent and another one is considered a crippling condition (see page xxx for more information about the condition track).
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The Melee skills represents your ability to strike someone or something in close combat. When you make an melee roll and your result equals or beats the target's Reflex Defense modified by your size, you are able to hit and dealing damage. If your skill check succeeds, you deal damage. The type of weapon used or your size together with your strength bonus and bonuses from other sources determines the amount of fatigue loss you deal. When the fatigue loss exceeds the physical damage threshold the target move down one step on the physical condition track, if the fatigue loss was exceeded twice the physical damage threshold the physical condition track is moved by two steps but one of them is moved persistent. If it happens that the fatigue loss was exceeded three times the physical damage threshold the physical condition track is moved by three steps but one of them is persistent and another one is a crippling condition (see page xxx for more information about the condition track).
  
* Damaging inanimate objects: The basic difficulty of a melee roll against an inanimate object is 10, modified according to the stablemaster, if complicating circumstances exist. When your melee roll is successful you make a normal damage roll. If the result exceeds the object's Damage Reduction, it is compared to the damage threshold of the object. If higher, the physical condition of the object moves down one persistent step on the physical condition track for every time the result exceeds the damage threshold. Most objects have no fatigue score, therefore damage that did not exceeded the damage threshold has no effect. Some objects, like clouds, plants, or gemstone caches have an equivalent to fatigue points. In that case, damage that has not exceeded the threshold can be used for a Harvest result, but the base difficulty for the melee roll is 15 instead of 10 (see page xxx).
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<table width=60% border=1 cellpadding=0 cellspacing=2>
 
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<tr bgcolor=#999999><td><b>Size</b></td><td><b>Base Damage</b></td><td><b>Melee Modifier</b></td></tr>
<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Size</b></td><td><b>Base Damage</b></td><td><b>Melee Check Modifier</b></td></tr>
 
 
<tr><td>Tiny</td><td>1D3</td><td>+2</td></tr>
 
<tr><td>Tiny</td><td>1D3</td><td>+2</td></tr>
 
<tr><td>Small</td><td>1D6</td><td>+1</td></tr>
 
<tr><td>Small</td><td>1D6</td><td>+1</td></tr>
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</table>
 
</table>
  
Special: You can take 10 on a Melee check in a non-dramatic situation, but you can't take 20.
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-----
 
 
====Ranged (Dex)====
 
 
 
The Ranged skill represents your ability to strike someone or something on Long range. Ranged is working the same way like Melee with some exceptions. With a ranged weapon or  some sport equipment, you can shoot or throw at any target that is within the items's maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons and some sport equipment, it is 10 range increments. Some ranged items have shorter maximum ranges, as specified in their descriptions. In addition it should be noted that some Range equipment not add the Strength Modifier to the Damage. Penalty through poor visibility are doubled on close range, tripled on medium range and quadrupled on long range.
 
 
 
Special: You can take 10 on a Ranged check in non-dramatic situations, but you can't take 20.
 
  
 
====Stealth (Dex)====
 
====Stealth (Dex)====
 
Armor Check Penalty
 
Armor Check Penalty
 
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Use th is skill to slink past a sentry without being heard, catch your enemy
Use this skill to hide from someone, slink past a sentry without being heard, or perform sleight of hand.
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off-guard, snipe from a concealed location, or perform sleight of hand.
 
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Sneak: Your Stealth check sets the DC for Perception checks made to
* 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, -15; Colossal, -20.
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notice you. If an opponent's Perception check equals or exceeds your Stealth
 
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check, your opponent notices you.
* Conceal Item: As a standard action, you can attempt to conceal an item 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.
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Any circumstance that hampers your ability to sneak imposes a -2 penalty
 
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on your check, while favorable circumstances grant a +2 bonus. For example,
* Create a Diversion to Hide: You can use the Deception skill 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.
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sneaking across a surface littered with debris imposes a -2 penalty on your
 
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Stealth check, while a room filled with abundant hiding places grants a +2
* 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.
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bonus on your check.
 
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If you move more than your speed in any given round, you take a -5
* 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, or pulling out a joke article without being noticed). 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.
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penalty on your Stealth check. If you move more than twice your speed in
 
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any given round, you take a -10 penalty on your Stealth check.
* 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.
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Your size provides a modifier to your Stealth checks: Fine, +20; Diminutive,
 
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+15; Tiny, +10; Small, +5; Medium, +0; Large, -5; Huge, -10; Gargantuan,
Special: You can take 10 when making a Stealth check in a non-dramatic situation, but you can't take 20.
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-15; Colossal, -20.
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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
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take 20.
  
 
====Swim (Str)====
 
====Swim (Str)====
 
Armor Check Penalty
 
Armor Check Penalty
 
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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.
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obstacles, and so on.
 
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Swim: A successful Swim check allows you to swim one-quarter your
* 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) until you reach the surface by succeeding on a Swim check.
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speed as a move action or one-half your speed as a full-round action. Roll
 
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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:
 
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SITUATION DC
<table width=30% border=1 cellpadding=0 cellspacing=2>
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Calm water 10
<tr bgcolor=#999999><td><b>Situation</b></td><td><b>DC</b></td></tr>
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Rough water
<tr><td>Calm water</td><td>15</td></tr>
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Stormy water
<tr><td>Rough water</td><td>20</td></tr>
+
15
<tr><td>Stormy water</td><td>25</td></tr>
+
20
</table>
 
 
 
 
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.
 
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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.
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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
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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
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or electronic device, from a simple tool to a complex starship component.
becomes disabled again. (See Conditions, page xxx)
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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) .
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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.
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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.)
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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).
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on boa rd a damaged vehicle while you attempt to repair it, apply any penalties
 
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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.
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(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.
 +
 
** 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 Defense 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 10 rounds for small deceptions, one scene for medium deceptions, 2 scenes for large deceptions, 3 scenes for huge deceptions, or a whole session for gargantuan deceptions. You can rush and create the deception in less time (treating it as if it were one step easier, to a minimum of small), 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 Appearance: When you produce a deceptive appearance, such as disguising your appearance or producing forged documents, make a Deception check opposed by the Wits Defense 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 10 rounds for small deceptions, one scene for medium deceptions, 2 scenes for large deceptions, 3 scenes for huge deceptions, or a whole session for gargantuan deceptions. You can rush and create the deception in less time (treating it as if it were one step easier, to a minimum of small), 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 Wits 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 medium deceptions, 10 rounds for difficult (large), a scene or even more for huge, or gargantuan deceptions.
 
** 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 Wits 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 medium deceptions, 10 rounds for difficult (large), a scene or even more for huge, or 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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* 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.
 
* 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.
  
* 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 a 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 statements could convey 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.
 
 
* Examine Psyche: Make an Empathy check, against the Wits defense of the target, to obtain information about her mental condition track. As a result a statment is generated (see table). This statement can be used to treat the problem (see Soothe). The target can use Deception in a skill challenge instead of the Wits defense.
 
 
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Mental Condition</b></td><td><b>Statement Size</b></td></tr>
 
<tr><td>-1</td><td>Small</td></tr>
 
<tr><td>-2</td><td>Medium</td></tr>
 
<tr><td>-5</td><td>Large</td></tr>
 
<tr><td>-10</td><td>Huge</td></tr>
 
<tr><td>Helpless</td><td>Gargantuan</td></tr>
 
</table>
 
 
 
* 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 a persistant 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 statements could convey 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.
 
  
 
* Therapy (Trained Only; requires a quiet location and repeated visits): You can perform therapy to heal mental damage to a despaired creature, or remove a persistent or crippling mental condition. This treatment requires up to a session (persistent), or even a whole campaign (crippling) worth of time of quietness and peace to treat the target. At the end of the time you make a Empathy check. If you fail your check, the therapy does not yield any benefit. In addition, if you fail your check by 5 or more, the creature move persistent down on the mental condition track by one step. For every 5 points that you're lying over the difficulty reduces the time required by half.
 
* Therapy (Trained Only; requires a quiet location and repeated visits): You can perform therapy to heal mental damage to a despaired creature, or remove a persistent or crippling mental condition. This treatment requires up to a session (persistent), or even a whole campaign (crippling) worth of time of quietness and peace to treat the target. At the end of the time you make a Empathy check. If you fail your check, the therapy does not yield any benefit. In addition, if you fail your check by 5 or more, the creature move persistent down on the mental condition track by one step. For every 5 points that you're lying over the difficulty reduces the time required by half.
  
 
====Gather Information (Cha)====
 
====Gather Information (Cha)====
Use this skill to make contacts, learn local new stories and gossip, or acquire secrets.
+
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 small gifts or services in order to convince  the source to reveal the information. To get your hoofs on irrefutable evidence for a Statement, it requires a DC 25 check and some larger gifts or services to gain the evidence. An unconfirmed rumor is a Statement of maximum medium size, but if the Statement is confirmed the size can be Large. If you have irrefutable evidence the size of the Statement can be Huge.
+
* 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-signs, 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 spell) might require a DC 30 or higher skill check and require some present of great importance to the pony in question, or more, at the Stablemaster's discretion. If the check fails by 5 or more, someone notices that you're asking questions you should not, and comes to investigate or arrests you.
+
* 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 a scene worth of time spent talking to informants, interview local Trader, or perusing information boards.
+
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 2 consecutive scenes, 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.
+
* 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, replace a crippling condition with a persistent one (if possible), or install a  prosthesis for lost limbs. Any of these operations requires one scene of uninterrupted work, at the end of which you 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 moves a down on the condition track by one persistent step.
+
* 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 equipment): As a full-round action, you can revive a creature that has just fallen unconscious. 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.  
+
* 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 2 scenes. 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. Persistent conditions 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 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. Persistent conditions caused by the disease are recovering in a normal rate of time.
+
* 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>Famous Magicians of the Past, Spell Lore, and Knowledge about Magic hazards</td></tr>
+
<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 xxx). A Perception check made to avoid surprise is a reaction.  
+
* 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 sports event). Eavesdropping on a conversation is a standard action.
+
* 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. The The difficulty of the Perform check is based on the Social Access Rating of the Event (see page xxx). The degree of success is determined by the DC in addition achieved after the Base difficulty (see table). The result represents the percentage of listeners that can be targeted by a Event Social Maneuver and the maximum harmonic aura of the Event.
+
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. The The difficulty of the Perform check is based on the Social Access Rating of the Event (see side xxx). The degree of success is determined by the DC in addition achieved after the Base difficulty (see table). The result is how many percent of the listeners can be targeted by a Event Social Maneuver and the maximum harmonic aura of the Event.
  
 
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.
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</table>
 
</table>
  
* Acting (comedy, drama, pantomime)
+
* 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)
* Singing (ballad, chant, melody)
+
* 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 Social Event Rating, it is modified by the quality of target performance (see table).
+
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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You can influence others with your tact, subtlety, and social grace, or you can threaten them into being more cooperative.  
 
You can influence others with your tact, subtlety, and social grace, or you can threaten them into being more cooperative.  
  
* 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
+
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 (see table). If the check equals or exceeds the target's Wits 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 without additional Maneuvers or Talents to allow you further attempts.
+
attitude toward you (see table). If the check equals or exceeds the target's Wits 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 without additional Maneuvers or Talents to allows you further attempts.
  
 
<table width=80% border=1 cellpadding=0 cellspacing=2>
 
<table width=80% border=1 cellpadding=0 cellspacing=2>
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</table>
 
</table>
  
* 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 have to pay to acquire the information you desire. Conversely, you can use this skill as a full-round action to increase or reduce the selling price of a desired item by 50%. The DC depends on the attitude of the individual (or individuals) with whom you're dealing (see table). 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.
+
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 (see table). 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 by the size of the Statement you are using (see table). 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 can become one step more hostile toward you (Stablemaster decision) as soon as you are no longer an imminent threat. In most of the cases is a intimidation a discordant action and can cause discord Points.
+
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 by the size of the argument you are using (see table). 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 can become one step more hostile toward you (Stablemaster decision) as soon as you are no longer an imminent threat. In most of the cases is a intimidation a discordant action and can cause discord Points.
  
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
<tr bgcolor=#999999><td><b>Intimidaton Statement size</b></td><td><b>DC modification</b></td></tr>
+
<tr bgcolor=#999999><td><b>Intimidaton argument size</b></td><td><b>DC modification</b></td></tr>
 
<tr><td>Colossal</td><td>+10</td></tr>
 
<tr><td>Colossal</td><td>+10</td></tr>
 
<tr><td>Gargantuan</td><td>+5</td></tr>
 
<tr><td>Gargantuan</td><td>+5</td></tr>
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<tr><td>Tiny or less</td><td>not posible</td></tr>
 
<tr><td>Tiny or less</td><td>not posible</td></tr>
 
</table>
 
</table>
 +
  
 
Retry: If you fail a Persuasion check, you cannot make any further Persuasion checks against the targeted creature for 24 hours.
 
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 in a non-dramatic situation, but you can't take 20.
+
Special: You can take 10 on a Persuasion check, but you can't take 20.
  
 
====Profession (Wis)====
 
====Profession (Wis)====
 
You are skilled at a specific job. Like Astrology, Clerk, Farmer, Gambler, Instructor, Miner, Teacher, Waitor and Weather Working, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.
 
You are skilled at a specific job. Like Astrology, Clerk, Farmer, Gambler, Instructor, Miner, Teacher, Waitor and Weather Working, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.
  
* Harvest: Most of the Professions allow a roll to gather profession-related resources. To harvest basic resources you have to make a profession check against 10 or the Reflex Defense of the target if applicable. Every 5 points over the base DC you get +1 on the following Harvest roll. The Harvest roll is handled as a damage roll and a critical success on the previous Profession roll double the outcome on the Harvest roll. The calculation of the Harvest roll is as follows:  
+
Harvest: Most of the Professions allow a roll to gather profession related ressources. To harves basic ressources you have to make a profesion check against 10 or Reflex Defense of the Target if applicable. Every 5 points over the base DC you get +1 on the following harvesting roll. The Harvesting roll is handled as a damage roll and a critical success on the previous Profession roll double the outcome on the Harvesting roll. The calculation of the harvest roll is as follows:  
  
  Basic Size or Tool damage + Strength Modifier + (Profession roll vs. 10 or Reflex Defense)/5 + other Modifications
+
  Size or Tool + Strength Modificator + (Profession roll - 10 or Ref Def.)/5 + other Modifications
  
The result can be reduced by Damage Reduction. For each point exceeding the difficulty you get the same amount of the corresponding resource. If the result is greater than 10 or the Damage Threshold of the target (if applicable) you get one Ley Material for each time your harvesting roll pass the Threshold.
+
The result can be reduced by Damage Reduction. For each point reached you get the same amount of the corresponding ressource. If the result is greater than 10 or the Damage Threshold of the Target if applicable you get one Ley Material for each time your harvesting roll pass the Threshold.
  
* Common Task: You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.  
+
Common Task: You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.  
  
Action: A single check normally represents a day of work. Harvesting is a Simple Action.  
+
Action:  
 +
A single check normally represents a day of work. Harvesting is a Simple Action.  
  
Try Again: Varies. An attempt to use a Profession skill to earn income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried. Harvest rolls normally cannot be retried.
+
Try Again
 +
Varies. An attempt to use a Profession skill to earn income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.
  
 
====Survival (Wis)====
 
====Survival (Wis)====
Use this skill to forage, guide a party safely through arid wastelands, identify signs that dangerous creatures live nearby, or avoid Poison Joke and other natural hazards.
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Use this skill to forage, guide a party safely through arid wastelands,
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identify signs that dangerous creatures live nearby, or avoid Poison Joke and other
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natural hazards.
  
* Basic Survival: Once per day, you can make a DC 15 Survival check to avoid natural hazards and keep yourself safe for the next 24 hours. You can provide shelter for one additional Pony for every 2 points by which your check result exceeds 10.
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Basic Survival: Once per day, you can make a DC 15 Survival check to avoid natural hazards and keep yourself safe for the next 24 hours. You can provide shelter for one additional pony for every 2 points by which your check result exceeds 10.
  
* Foraging: A Foraging roll works similar to a Harvest roll (see Profession side xxx). But before you can make a Survival-based Harvest roll, you have to localize a source of food or water. To find foraging resources you make a Survival check against a DC depending on the Location (Stablemaster decision). If you beat the roll by 10 or more you may be able to make some special discovery. If you miss the DC by 10 or more, it results in a critical failure. This may be resulting in a dramatic situation (Hazard, Wild Creature, etc...)
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Foraging: A Foraging roll works similar to a harvesting roll (see Profession side xxx). But before you can make a survival Based harvesting roll you have to localize a source for food or water. To find Foraging Resources you make a Survival check against a DC depending on the Location (Stablemaster decision). If you beat the roll by 10 you may be able to find some special Resource. If you miss the DC by 10 or more it results in a critical failure. This may be resulting in a dramatic situation (Hazard, Wild Creature, etc...)
  
 
<table width=80% border=1 cellpadding=0 cellspacing=2>
 
<table width=80% border=1 cellpadding=0 cellspacing=2>
<tr bgcolor=#999999><td><b>Example Location</b></td><td><b>Foraging DC</b></td><td><b>Danger</b></td><td><b>Example Special Discovery</b></td></tr>
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<tr bgcolor=#999999><td><b>Example Location</b></td><td><b>Foraging DC</b></td><td><b>Danger</b></td><td><b>Example Rare Ressorce</b></td></tr>
<tr><td>Normal Desert</td><td>20</td><td>scorpions, dessert storm, quicksand</td><td>oasis, caravan</td></tr>
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<tr><td>Normal Desert</td><td>20</td><td>scorpions, dessert storm, quicksand</td><td>Oasis, Caravan</td></tr>
 
<tr><td>Snow Desert</td><td>25</td><td>ice storm, crevasse, creatures</td><td>settlement</td></tr>
 
<tr><td>Snow Desert</td><td>25</td><td>ice storm, crevasse, creatures</td><td>settlement</td></tr>
<tr><td>Normal Wood</td><td>10</td><td>unfriendly creature, poisonous plants</td><td>logging camp, medicinal herbs</td></tr>
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<tr><td>Normal Wood</td><td>10</td><td>unfriendly creature, poisonous plants</td><td>logging camp, medicinal Herbs</td></tr>
 
<tr><td>Deep Wood</td><td>12</td><td>hostile animal, outcast</td><td>hidden hidout, glade</td></tr>
 
<tr><td>Deep Wood</td><td>12</td><td>hostile animal, outcast</td><td>hidden hidout, glade</td></tr>
 
<tr><td>Cursed Wood</td><td>15</td><td>cursed plants, macical beasts</td><td>mystic plants, place of power</td></tr>
 
<tr><td>Cursed Wood</td><td>15</td><td>cursed plants, macical beasts</td><td>mystic plants, place of power</td></tr>
<tr><td>Swamp</td><td>15</td><td>unfriendly creature, slough, swamp gas</td><td>ruins, medicinal herbs</td></tr>
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<tr><td>Swamp</td><td>15</td><td>Hydra</td><td>Ruins</td></tr>
<tr><td>Montain</td><td>20</td><td>unfriendly creature, crevasse, rock slide</td><td>crystal cave</td></tr>
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<tr><td>Montain</td><td>20</td><td>Troll</td><td>crystal cave</td></tr>
 
</table>
 
</table>
  
* Endure extreme climate conditions (requires appropriate equipment): 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 xxx).
 
  
* 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).
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Endure Extreme climate conditions (requires appropriate equipment): 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 xxx).
  
* Track (Trained Only): To find tracks or to follow them requires a full-round 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,
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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).
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Track (Trained Only): To find tracks or to follow them requires a full-round 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.
 
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:'''
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Surface:
  
:Soft Ground (DC 10): Any surface (fresh snow, thick ash, wet mud) that holds clear impressions of footprints.
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Soft Ground (DC 10): Any surface (fresh snow, thick ash, wet mud) that holds clear impressions of footprints.
  
:Firm Ground (DC 20): 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.
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Firm Ground (DC 20): 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 (DC 30): Any surface that doesn't hold footprints at all (bare rock, concrete, metal or wood deck plates).
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Hard Ground (DC 30): Any surface that doesn't hold footprints at all (bare rock, concrete, metal deck plates).
  
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<table width=40% border=1 cellpadding=0 cellspacing=2>
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</table>
 
</table>
  
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.
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Special: You can take 10 when making a Survival check. You can take
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20 if there is no danger or penalty for failure, but it takes twenty times as
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long as normal to do so.
  
 
====Use Magic (Int)====
 
====Use Magic (Int)====
While Earth and Pegasus Ponies possess subtle types of subconscious magic, Unicorns are unique in their ability to actively perform magic. Every Pony can try to learn the art of Magic but the mastery can only be achieved by Unicorns (and maybe some rare and alien species).
 
  
* Cast Magic Spell (Trained Only, Lesser Spell Knowlege): You make a Use Magic check to use a Magic Maneuver (see Maneuver, page xxx). This use of the skill requires no separate action, instead refer to the individual spell description to see which kind of action is required to cast that spell.
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Earth and Pegasus pony races possess subtler types of magic, but unicorns are unique in their ability to actively perform magic. Every Pony can try to learn the art of Magic but the mastery can only be achieved by unicorns (and maybe some rare and unknown species).
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Use Magic Maneuver (Trained Only, First Hoof Knowledge): You make a Use Magic check to use a Magic Maneuver (see Maneuver, page xxx). This use of the skill requires no action.
  
* Light Telekinesis (Unicorn Only): As a move action, you can use the Magic to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use Magic 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 perform normal tasks with the object without the +5 Difficulty from Non-Dexterous but you are need 1 Fatigue more than normal.  
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Light Telekinesis (Unicorn Only): As a move action, you can use the Magic to telekinetically lift and move a relatively light object within your line of sight. A successful DC 10 Use Magic 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 perform normal Tasks with the object without the +5 Difficulty from Non-Dexterous but you are need 1 Fatigue more than normal.  
  
Special: You can improve your Use Magic check by using material components or a focus as an equipment bonus. The benefit from using material components or a focus varies between +1 and +5 and depends on how expensive or rare it is. The horn of a Unicorn always counts as a +1 focus, or as a +2 focus for all Star magic spells.
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Special: You can reduce the Use Magic DC by using material components or a Focus as a equiptment bonus. The benefit from using material components or a focus varies between -1 and -5 and depends on how expensive or rare it is. The horn of a unicorn allways count as a -2 focus
Use Magic is a Class- Skill for ALL Unicorns.
 
  
You can take 10 on a Use Magic check in non-dramatic situations, but you can't take 20.
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You can take 10 on a Use Magic check, but you can't take 20.

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