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TSg Character skills [Exported view]
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2006-08-24 12:21:59
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There are several different skills your character can have. They have been categorized into:
– [
#Natural skills] that anyone knows
– [
#General skills] that anyone can learn
– [
#Species-specific skills] that a person can learn depending on species
– [
#Occupation skills] that a person can learn depending on occupation
– [
#Examples of skills]
Skill format:
Skill name – Skill description and effect.
# skillpoint(s) / active/passive / # action(s) / # concentation / automatic/lear
nable/practiceable/teachable
stat(s) / opposing stat(s)/skill(s)
– # skillpoint(s) shows the amount of skillpoints that the character has to spend on the skill to learn it, unless the skill is taught.
– active/passive denotes whether a skill needs some sort of notification (active) or if it's "on" all the time (passive).
– # action(s) shows the (minimum) amount of actions that the skill takes to perform. Sometimes more actions might be needed or wanted to achieve the goal, depending on the skill and situation.
– # concentration is the amount of concentration points the skill takes away.
– An automatic skill is one that everyone knows. A learnable skill is a skill that the character can learn naturally without committing much time to that. If the skill is practiced by the character or taught by someone who already knows the skill, there is no skillpoint cost (or it's lowered). A practiceable skill is a skill that needs to be practiced before it can be learned. Additional practicing or another character teaching the skill can lower the skillpoint cost. A teachable skill is a skill that can only be learned if the character studies the theory of the skill and practices it. If another character is teaching the skill, the skillpoint cost can be lowered.
– stat(s) shows the stats that are used to determine how well the character can do them.
– opposing stat(s)/skill(s) shows the stats or skills that the target of the skill user could use to counter the skill (if the skill is one that can be directed at other characters).
– The TEL stat can only be used by telepaths and if it can only be used in some cases or is optional, it is put in brackets.
For example, a character can learn Nature survival by being taught by another character or by studying it from a book.
The skills typed in all capitals are ones that don't need to be stated.
To see what the stats do, check TSr Statistics. The innate species-specific skills are listed on the respective TSi Species pages.
A character gets one skillpoint every level.
Natural skills
For all of these skills: 0 skillpoints / active / 1 action (at least, more if needed etc.) / 0 concentration / automatic unless stated otherwise. Some skills depend slightly on species.
ATTACK (basic combat action) – Character attacks unarmed, with a melee weapon or with a ranged weapon.
ACC, STR / DODGE, BLOCK
BLOCK (basic combat action) – Character can fend off incoming damage. Character can also ENDURE, which means that the character makes no roll.
CON / ATTACK
Climb – Character can climb in difficult terrain. Character's weight affects this skill.
ACC, STR
Conceal – Character can hide things in places.
INT, ACC / Observe, Search
Concentration – Character tries to not be disturbed while performing something that takes several actions (like multiplying Aim). (passive)
TEL, CON / ATTACK
Diplomacy – Character can try to talk emself out of situations by using logic, appealing, drawing sympathy, lying and so on. Non-telepaths have a -15 penalty when lying to telepaths.
TEL, INT, CHA / Diplomacy (TEL, INT)
Dive – Character knows how to dive (reach approximately 5 meters, varies according to situation). Silencers can't dive, aiaeoans do it without any kind of skill checks and can go anywhere. Requires Swim.
SPD, STR
DODGE (basic combat action) – Character can dodge an incoming attack etc.
SPD / ATTACK, SPD
Go unnoticed – Character can be unnoticed (hide, move silently, move without being seen etc.). Character's height affects this skill sometimes.
TEL, ACC, SPD / Observe, Search
Grapple – Character can cling on to something or restrain another character. Character's weight and height sometimes affect this skill.
STR / Tumble, Grapple
Handle rope – Character can use a rope: tie knots, lasso, etc.
ACC / Tumble
Jump – Character can jump over obstacles. Character's weight affects this skill.
SPD, STR
Knowledge – Character knows things.
TEL, INT / (TEL)
Observe – Character can see/hear/smell/sense out-of-place things and in obscure situations.
TEL, INT / Go unnoticed, Conceal
Search – Character can actively search for something.
(TEL), INT / Go unnoticed, Conceal
Swim – Character knows how to swim. Silencers can't swim by default but can learn it (however, they can't sink and float without any trouble). Also people who for other reasons weren't taught to swim need to learn it as a skill. Aiaeoans swim without any kind of skill checks.
For silencers and those who weren't taught how to swim: 1 skillpoint / active / 1 or more actions / 0 concentration / learnable
SPD, STR
Tumble – Character can perform practical acrobatic feats to dodge, slip past obstacles and so on. Character's weight and height affect this skill.
ACC, SPD / Grapple
Two-handed fighting – Character can weild a weapon in the off hand.
attack stats / DODGE, BLOCK
Unarmed fighting (basic ATTACK action) – Character can deal nonlethal damage using eir body (and lethal if target is immobilized).
ACC, SPD, STR / DODGE, BLOCK
Use melee weapon (basic ATTACK action) – Character can use a melee weapon (touch).
ACC, SPD, STR / DODGE, BLOCK
Use slow ranged weapon (basic ATTACK action) – Character can use a slow ranged weapon (thrown, shot).
ACC / DODGE, BLOCK
Use fast ranged weapon (basic ATTACK action) – Character can use a fast ranged weapon (shot).
ACC / two-stage DODGE and ENDURE
There are also other general skills such as drawing, singing, sewing and so on that depend more on the situation and person rather than a stat.
General skills
Aim – Character takes time to aim to hit better and/or increase damage. The stages must be learned in order and the effects stack.
Aim 1 – +2 to hit
Aim 2 – +2 to damage
Aim 3 – +1 to hit, +1 to damage
Aim 4 – +2 to hit, +2 to damage
1 skillpoint / active / 1 action (can be done several times to multiply effects) / 0 concentration / learnable, practiceable, teachable
attack stats
Handle weapon/tool type – Characters can't handle all weapons or tools without any kind of knowledge or training with them. The different weapon/tool types are: large melee weapons or tools, simple ranged weapons, launchers, slug throwers, large slug throwers, blade guns, large blade guns, energy weapons or tools, large energy weapons or tools, generators, large generators and special weapons or tools.
1 skillpoint / passive / 0 actions / 0 concentration / learnable
INT
Nature survival – Character knows how to survive in the nature: hunt, find shelter, track, figure out animal behavior patterns etc.
1 skillpoint / active / 1 action / 0 concentration / teachable
INT
Species-specific skills
Skills that some species know innately while others don't: 0 skillpoints / active / 1 action (at least, more if needed etc.) / 0 concentration / automatic
Tentacle-slap – Can be used by creatures with tentacles on creatures with no tentacles to induce paralysis (lasts D4 turns) by shock. Works only D4 times; after that the target won't be intimidated anymore. Requires the character with tentacles to slap the target in the face.
ACC / INT
Occupation skills
Dodgeblock – Character knows how to both dodge and block at the same time. If the character needs to block when using this skill, the character can't counter-attack. Dodge comes always first.
3 skillpoints / active / 1 action / 0 concentration / teachable
SPD, CON / ATTACK
Handle scanner
Weapon smashing 1 – When succeeding in blocking (with a weapon or some other physical item), the character has an ACC % chance to break the attacker's weapon. Only works for melee weapons.
1 skillpoint / passive / 1 action / 0 concentration / learnable
BLOCK / ATTACK
Weapon smashing 2 – When attacking, the character can target another character's weapon instead. If the attack hits, there's a rolls' difference times three chance to break the attacked weapon.
2 skillpoints / active / 1 action / 0 concentration / learnable
ATTACK / DODGE, BLOCK
Examples and other details
When using Diplomacy to lie and detect lies, the Lie roll needs to be greater than the Detect lies roll for the lie to go through. If the Detect lies roll is greater than the Lie roll, lie is not believed. If the roll difference is three or smaller, the one that is being lied to doesn't know whether it's true or not. In the case that it can't be known what is true, the roll's result is how the character feels about it.
If the speaker is not lying but someone tries to detect lying anyway, the one with a higher INT score will be the defender so that the truth has an advantage:
Char A has an INT score of 4 while Char B has an INT score of 3. If A speaks but doesn't lie and B tries to Detect Lies anyway, the rolls are:
Char B, Lie: 3 + D20 (16) = 19
Char A, Detect lies: 4 + D20 (5) = 9
Now Char B will think that what Char A said is a lie.
If Char B speaks and Char A tries to Detect lies even if Char B didn't lie, the rolls are again (because Char A's INT is higher):
Char B, Lie: 3 + D20 (10) = 13
Char A, Detect lies: 4 + D20 (10) = 14
Now Char A would believe that Char B is honest, but the difference in rolls is less than 4, so ey can't tell.
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