Hot Topic (More than 10 Replies) Skills, Knowledge Areas, Training and Inventing (Read 2775 times)
John
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Skills, Knowledge Areas, Training and Inventing
Feb 2nd, 2010 at 7:51pm
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  Here is my thread for my house rules on all things skill, knowledge areas, training and inventing point related.    I don't really have an order to this madness, so I will post as I think of them.
  

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Re: Skills, Knowledge Areas, Training and Inventing
Reply #1 - Feb 2nd, 2010 at 7:55pm
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First I would like to say that I use a rather simple skill system in my game.  If you have the skill you make a die roll on a d20, if you don't have that skill, its d100.  You and the GM come up with the attribute to roll against. 

So if you have a computer skill you roll  Intellegence.  So if your intellegence is 12 you do what you were trying to do with a computer on a roll of 1-12.  The GM is free to add modifiers.   The lower you roll the better.
In the above example if you rolled a 6 then you succeeded by 6.     The higher your success the better you did your task.

You can still succeed if you don't have that skill, but you had a much more difficult chance.

For example, if you don't have the computer skill, then you roll vs your Intellegence on a d100.   So  if your I is 12, then you have a 12%!


  

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Re: Skills, Knowledge Areas, Training and Inventing
Reply #2 - Feb 2nd, 2010 at 8:01pm
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Some skills that have been used in my game.

Computers:  I  Gives a basic understanding of computers.

Computer Programing: I must also have computer skills.  Gives a more indepth knowledge of computers and how to program them and make new programs.

Dodge: Gives a flat -2 to be hit when aware of an attack.

Martial Arts:  Gives a flat +2 to hit with unarmed HTH attacks.

Tumbling: Allows a person to "roll" with the damage when hit.  If you do not have this skill, you can not roll with a punch!

Weapon Specialist:  gives a flat +2 to hit with any one weapon picked.

Medical: I gives a basic understanding of medicine and how to treat minor injuries and illness.

Surgery: Here are the rules

Languages: I  gives an understanding of a new language.

Contacts:  C  Gives the character a person that they can go to for information.  Each contact would be good for one type of information.  For instance,  Batman has criminal contacts that he goes to when he needs information about Gotham's Underworld.   Same with Moon Knight.   Batman goes to other people, like Dr Faulkner in STAR labs for science information.   

Streetwise:  C  Gives the player relevant information about life in the streets and how the people interact in "less polite" surroundings.

Retainer: C  The player has a butler or private doctor that they can go to for help.   This is like Dr Strange with Wong, or Batman with Alfred.  Remember, this is not a power, this is just strong relationship that the player has created with the retainer due to a shared background, obligation, or family.

(Insert City Here): I  The character knows all about a particular city.   When they pick up this skill, they learn the heart beat of a city.  They learn the secret places,  the rhythms of a city.  Batman knows every knook and crany of Gotham.  He has spent an inventing point to learn the whole layout of his city perhaps better than anyone.  He knows the sewars, the alleys, the best places to hide, and all the best, and fastest, routes.

« Last Edit: Feb 3rd, 2010 at 12:24am by John »  

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Re: Skills, Knowledge Areas, Training and Inventing
Reply #3 - Feb 2nd, 2010 at 8:05pm
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Knowedge Areas are pretty much interchangable with skills in my game.   You can get them by training for them.  When you go up a level you just get what skill or knowledge area you were researching.  This is provided you have a means to learn it.    If no such knowledge is in existance, then you have to invent it.  The other way to get a new skill or a new knowledge area is to spend inventing points.   You spend a point, and you get one.  Easy as that, provided you have access to a teacher, or books, or something that  you can work from.   If you are stranded on an island with nothing but a palm tree, then you have to go through the inventing process to get that skill or knowledge area.

  

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Re: Skills, Knowledge Areas, Training and Inventing
Reply #4 - Feb 2nd, 2010 at 8:21pm
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To invent something in my game, one has to have the nessessary knowledge and skills to do so.   If all one has is accounting and sports, you are not going to build a time machine!

To build a light sabre, one would have to have the following knowledge areas and skills; physics, engineering, mathematics, electronics and anything else the GM may declare.  Then, and only then can one begin to invent a light sabre!   And that assumes you have well equipped place to work.  One can not make a light sabre if one is tuck on a dessert island.  And even if you have everything it will still be very costly.
  

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Re: Skills, Knowledge Areas, Training and Inventing
Reply #5 - Feb 2nd, 2010 at 9:04pm
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Can we get a breakdown on Knowledge areas required to build a Dark Sabre. I already know accounting is out of the picture, but hey inventions cost money too.
  
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Re: Skills, Knowledge Areas, Training and Inventing
Reply #6 - Feb 4th, 2010 at 9:59pm
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Mechanics: I  This skill gives a character the ability to fix something that is broken.   Id20 gives you the percentage of a machine that can be fixed in a 24 hour period.  Of course parts and cost may interfere with that.

Ex:  Your intellegence is 12.  You roll a four on a die 20.  12-4=8.  You can fix 80% of damage in a day provided you have all the materials and money needed.   This gives you the skill to repair mundane stuff.  Anything exotic may require more skills.
  

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Re: Skills, Knowledge Areas, Training and Inventing
Reply #7 - Feb 4th, 2010 at 10:01pm
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As seen above in the skills like Martial Arts or Dodge some skills just give you a flat +2 on a die 20 or a +20% on a die 100. 

A skill like Alertness would give you a bonus of a flat 20% added to your detection scores when actively using it.
  

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Re: Skills, Knowledge Areas, Training and Inventing
Reply #8 - Feb 4th, 2010 at 10:04pm
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Wit:  C  +2  Due to your innate ablity to be funny.

Seduction: C +2  When trying to seduce  someone.

Charm:  C +2 to your charisma due to your skill at conversation.
  

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Re: Skills, Knowledge Areas, Training and Inventing
Reply #9 - Aug 14th, 2016 at 12:32pm
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Bumping this to review or add to
  
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Re: Skills, Knowledge Areas, Training and Inventing
Reply #10 - Mar 4th, 2017 at 10:53pm
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Bumping again for some reference
  
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Re: Skills, Knowledge Areas, Training and Inventing
Reply #11 - Mar 5th, 2017 at 1:16am
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Where is the leadership and command skill rules?
  

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