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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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The DC for the Swim check depends on the situation:
 
The DC for the Swim check depends on the situation:
  
<table width=30% border=1 cellpadding=0 cellspacing=2>
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<table width=40% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Situation</b></td><td><b>DC</b></td></tr>
 
<tr bgcolor=#999999><td><b>Situation</b></td><td><b>DC</b></td></tr>
 
<tr><td>Calm water</td><td>15</td></tr>
 
<tr><td>Calm water</td><td>15</td></tr>
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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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