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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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====Stealth (Dex)====
 
====Stealth (Dex)====
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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
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(such as a weapon) on your person. The concealed object must be at least
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one size smaller than you, and you get a modifier on your skill check based
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on the object's relative size: One size smaller, -5; two sizes smaller, +0; three
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sizes smaller, +5; four or more sizes smaller, + 10.
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Other characters may notice a concealed object with a successful Perception
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check (opposed by your Stealth check result), but only if you do not
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have total concealment. A character gains a +10 circumstance bonus on
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his Perception check if he physically touches you to search for concealed  
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items; this requires a full-round action that can only be performed if you're
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a willing, pinned, or helpless target.
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Drawing a concealed item is a move action.
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Create a Diversion to Hide: You can use the Deception skill (page 64)
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to help you be stealthy. A successful Deception gives you the momentary
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diversion you need to attempt a Stealth check even though people are aware
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of you. While the others turn their attention from you, you can make a Stealth
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check (as normal, and at no penalty) if you can reach a hiding place of some
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kind as a move action.
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Pick Pocket: With a successful Stealth check, you can pilfer a small,
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hand-sized object from a target within reach. Your Stealth check is opposed
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by the target's Perception check, and the target gains a +5 bonus. If you fail
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by 4 or less, you are unable to take the item, but the target does not notice
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the effort. If you fail by 5 or more, you are unable to take the item and the
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target catches you in the act.
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Sleight of Hand: You can palm hand-sized objects, perform minor feats
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of legerdemain, or attempt to perform a minor action without being noticed
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(such as flipping a switch, pulling out a thermal detonator, or drawing a
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pistol under the cover of a table). All such efforts are opposed by observer's
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Perception check. Any observer that beats your Stealth check notices the
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action you attempted, and knows how you did it.
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Snipe: After making a ranged attack from hiding, you can try to hide
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again. You must be at least 2 squares from the target, and you must already
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have successfully used Stealth to hide from the target. Make a new Stealth
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check (as normal, but with a -10 penalty) as a move action. If you succeed,
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you remain hidden; otherwise, your location is revealed.
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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
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fail by 5 or more, you go underwater and must hold your breath (see the
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Endurance skill, page 66) until you reach the surface by succeeding on a
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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>
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15
<tr><td>Stormy water</td><td>25</td></tr>
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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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* 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.
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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 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.
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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>
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<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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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.
 
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.
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.
 
You can take 10 on a Use Magic check in non-dramatic situations, but you can't take 20.

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