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 Dynamic RP: Skills & Feats

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Lunarwolf
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PostSubject: Dynamic RP: Skills & Feats   Fri Aug 13, 2010 3:58 pm




"Uh, had a slight weapons malfunction but, uh... everything's perfectly all right now. We're fine. We're all fine here now. Thank you. How are you?"
- Han Solo

SKILLS

Skills are trained abilities that your character knows, having been taught them and trained them as they've progressed through their life. Though some are very specific and one could not attempt them without specific training, most skills can actually be used untrained, though having Ranks in the Skill make for a considerable bonus. There are 28 skills in total and most link directly with an Ability.

SKILL MASTERY: Although all skills can be learned by anyone, some people progress to higher levels than others. In D-RP, there are three levels to skills, also known as 'Mastery'. If someone has learned a Skill then it belongs to one of these groups, and the player can improve it with Experience.

MINOR: A skill known at Minor Mastery is a passing knowledge in the Skill, little more than a hobby or a flair for that skill with little training. A character who has a Skill at Minor Mastery level gains 3 Ranks in that Skill.

AVERAGE: The most common skill set, a character who has a Skill at Average Mastery level is well trained in the use of the Skill and is considered proficient with it. Someone with Pilot as an Average Skill could call themselves a Pilot, for example. A character who has a Skill at Average Mastery level gains 6 Ranks in that skill.

MAJOR: If a character has a Skill at Major Mastery level they are considered a professional in that area and can make a tidy living from employing such a skill. Though not true masters in their chosen filed they are pretty close, and might well be known for their skill in this area. A character with Pilot as a Major Skill might be known to be an Ace Pilot, for example. A character who has a Skill at Major Mastery level gains 9 Ranks in that skill.

SKILL RANKS:
Each Skill Mastery level has either 3, 6 or 9 Ranks connected to it. A 'Rank' is a number of points added as a bonus to the Golden Rule d20 roll. The Higher this is, the more likely a player is to reach the Target Number (TN) and therefore succeed.

Example: A Character with "Medicine" at Average Mastery would gain +6 Ranks. So if they were to make a Medicine check against say, a TN of 15, they would roll d20+6 (+ or - and other modifiers) If they had it as a Minor Skill they would roll d20+3, and if they had it as a Major Skill they would roll d20+9.

SKILLS & ABILITIES:
Most Skills are tied into one of the 6 Abilities (AGI, AWA, DEX, INT, PER + PHY) and as such they get a + or - to the Golden Rule d20 roll depending upon their Ability score. The d20 roll is modified by an amount equal to the Ability the Skill is tied to.

Example: Using the above Medicine example, say the same character had an AWA score of 1. Looking at the Medicine Skill (in the list to follow) we see that Medicine is connected with AWA. Because the character has an AWA of 1, we would add +1 to the roll. Lets assume for a moment that the character in the above example has Medicine as an Average Skill. We now know that they'll get +6 from it being and Average Skill and +1 from their AWA score.
The total roll will be d20+7


OTHER MODIFIERS:

Skills can also have modifiers added to or subtracted from them by other sources. For example, some Species get modifiers to certain skills and your choice of class can also effect your skills. Similary, conditional modifiers put in place by the Storyteller can modify your dice rolls from scene to scene.


THE SKILL LIST

An ability in (Parenthesis) is the Ability connected to that skill
A Skill with U next to it can be used untrained, even if you don't have the Skill.


Acrobatics (AGI) U
Acrobatics determines your ability to balance, escape bonds, and tumble. This skill can be used untrained.

Armor (-)
Armor is a passive skill which determines your ability to use body armor and energy shields. If you have Armor as a minor skill, you gain proficiency in the use of light armor and light energy shields. If you have Armor as an average skill, you gain also proficiency in the use of medium armor and medium energy shields. If you have Armor as a major skill, you gain also proficiency in the use of heavy armor and heavy energy shields. You never make Armor checks.

Athletics (PHY) U
Athletics determines your ability to climb, jump, run, and swim. This skill can be used untrained.

Computers (INT)
Computers determines your expertise with computer terminals, astronavigation, and advanced electronic equipment. This skill cannot be used untrained.

Concentration (PHY) U
Concentration determines your ability to stay focused and continue an activity even when distracted (TN 15, free action). You can also concentrate to use another skill on 'autopilot', taking 10 on the skill (TN 20, full-round action). This skill can be used untrained.

Demolitions (DEX)
Demolitions determines your ability to craft, disable and use grenades, mines and explosive
devices. This skill cannot be used untrained. Rolling a natural 20 is considered an automatic success and maximizes the weapon damage roll. Rolling a natural 1 is considered an automatic failure.

Fortitude (PHY) U
Fortitude determines your ability to endure physical hardships and to accomplish feats of strengths. This skill can be used untrained. Rolling a natural 20 is considered an automatic success. Rolling a natural 1 is considered an automatic failure.

Galactic lore (INT)
Galactic lore determines your knowledge about history, geography, bureaucracy, economy,
and politics of the galaxy, planets and star systems. This skill cannot be used untrained.

Guile (PER) U
Guile determines your ability to bluff, deceive, disguise, lie, seduce and feint in combat. Guile checks are opposed by Insight checks. This skill can be used untrained.

Heavy weapons (AWA)
Heavy weapons determines your ability to use heavy ranged weapons, such as missile and grenade launchers or spacecraft turrets. Heavy weapons checks are opposed by Armor or Reflexes checks. Using heavy ranged weapons in close combat (corridor, room) is difficult and dangerous. This skill cannot be used untrained. Rolling a natural 20 is considered an automatic success and maximizes the weapon damage roll. Rolling a natural 1 is considered an automatic failure.

Insight (AWA) U
Insight determines your ability to sense true intentions. Insight checks are opposed by Guile. This skill can be used untrained.

Lightsabers (-)
Lightsabers determines your ability to wield lightsabers in combat. Lightsaber checks are opposed by either Lightsabers, Melee or Reflexes. If you have lightsabers as a minor skill you only know Form I. If you have lightsabers as an average skill you know Form I and
twee other forms of your choice. If you have lightsabers as a major skill you know Form I and four other forms of your choice. See the chapter on Lightsaber Forms for more information. Rolling a natural 20 is considered an automatic success and maximizes
the weapon damage roll. Rolling a natural 1 is considered an automatic failure.

Mechanics (INT)
Mechanics determines your ability to craft, disable, repair, and rewire mechanical devices and basic electronic equipment. This skill cannot be used untrained.

Medicine (AWA)
Medicine determines your ability to heal and inflict wounds, radiation and poison damage. This skill cannot be used untrained. As a Minor skill, 2d4 HP can be healed. As Average that increases to 4d4 HP and a Major Skill use of 3d10 HP.

Melee (PHY) U
Melee determines your ability to wield melee weapons in combat. Melee checks are opposed by either Lightsabers, Melee or Reflexes. This skill can be used untrained. Rolling a natural 20 is considered an automatic success and maximizes the weapon damage roll. Rolling a natural 1 is considered an automatic failure.

Perception (AWA) U
Perception determines your ability to notice things, using your senses. This skill can be used untrained.

Persuasion (PER) U
Persuasion determines your ability to convince, charm, and intimidate others. Persuasion checks are opposed by Willpower. This skill can be used untrained.

Pilot (DEX)
Pilot determines your ability to drive vehicles and steer aircraft. This skill cannot be used untrained.

Pistols (DEX) U
Pistols determines your ability to use pistols and other types of onehanded small arms. Pistols checks are opposed by Armor or Reflexes checks. Using pistols in long ranged combat is less precise and imposes a -5 penalty to the attack roll. This skill can be used untrained. Rolling a natural 20 is considered an automatic success and maximizes the weapon damage roll. Rolling a natural 1 is considered an automatic failure.

Reflexes (AGI) U
Reflexes determines your ability to dodge and evade melee, ranged and area attacks; to grab onto something; or to act quickly. This skill can be used untrained. Rolling a natural 20 is considered an automatic success. Rolling a natural 1 is considered an automatic failure.

Research (INT)
Research determines your ability to find information in an archive or library, search for clues, or investigate a crime scene.

Rifles (DEX) U
Rifles determines your ability to use rifles and other types of two-handed small arms. Rifles checks are opposed by Armor or Reflexes checks. This skill can be used untrained. Rolling a natural 20 is considered an automatic success and maximizes the weapon damage roll. Rolling a natural 1 is considered an automatic failure.

Science (INT)
Science represents your scientific knowledge. This skill cannot be used untrained.

Stealth (AGI) U
Stealth determines your ability to hide and move silently. Stealth checks are opposed by Perception. This skill can be used untrained.

Thievery (DEX)
Thievery determines your ability to pick locks, pickpocket and legerdemain. Thievery checks are opposed by Perception checks. This skill cannot be used untrained.

Unarmed (AGI) U
Unarmed determines your ability to grapple, wrestle, and use martial arts techniques. Unarmed checks are opposed by either Unarmed or Reflexes checks. This skill can be used untrained. Rolling a natural 20 is considered an automatic success and maximizes the weapon damage rol. Rolling a natural 1 is considered an automatic failure.

Use the Force (PER)
Use the Force determines your ability to sense and use the Force. This skill cannot be used untrained. A character with Use the Force as a minor skill is force sensitive but cannot use Force powers or techniques. A character with Use the Force as an average skill can use Force powers, but no force techniques. A character with Use the Force as a major skill can use Force powers and techniques. Rolling a natural 20 is considered an automatic success. Rolling a natural 1 is considered an automatic failure.

Willpower (PER) U
Willpower determines your ability to resist mental manipulation. This skill can be used untrained. Rolling a natural 20 is considered an automatic success. Rolling a natural 1 is considered an automatic failure.


Last edited by Lunarwolf on Sat Sep 04, 2010 10:25 pm; edited 6 times in total
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PostSubject: Re: Dynamic RP: Skills & Feats   Mon Aug 16, 2010 4:09 pm

FEATS

Feats are different to skills in several specific ways. Firstly, feats are things you are born with and cannot be trained or improved upon. Secondly, they are usually more specific than skills, in so far as they cover one area of knowledge. Thirdy, there is only one 'level' of feats, they do not have a Mastery Level as skills do. Lastly, most Feats come with prerequisites which you must meet to take the Feat.

THE FEAT LIST

Acute Senses

Prerequisite: Awareness 1, Perception as a major skill
You may choose to reroll any Perception check, but the result of the second roll must be accepted even if it's worse.

Adrenaline rush
Prerequisite: Physique 2
At the beginning of an encounter you gain a rush of adrenaline, granting you 10 extra hit points, which, however, disappear within 2d4 rounds.

Attract follower
Prerequisite: Personality 2
You have a loyal follower or minion. This character has 25 hit points, no ability penalties or bonuses, one feat, 3 skills with 8 ranks and 9 skills with 4 ranks.

Barter
Prerequisite: Personality 1, Persuasion as a major skill
You may reroll any Persuasion check made to haggle or conduct a business transaction. You must, however, accept the result of the second roll.

Bolster allies
Prerequisite: Personality 2
As a full-round action you can rally your allies, fortifying their resolve. Every ally in your sight regains 10 lost hit points. You can only bolster your allies once per combat encounter.

Cleave
Prerequisite: Physique 2
If your melee or lightsaber attack drops a target, you can make an immediate attack against an adjacent enemy.

Danger Sense
Prerequisite: Perception as a major skill, Use the Force as a minor skill
You gain a bonus equal to your Awareness on your Reflexes checks.

Delegate

Prerequisite: Intelligence 1, Personality 1
You can give up your standard action for this round to give one ally within your line of sight an extra standard action on his next turn, to do with as he pleases.

Dual Weapon Wielding
Prerequisite: Agility 2
You wield two melee or ranged weapons at once. If you fail a melee or ranged check, once per round you may reroll the die, taking the second result, even if it's worse. Attacking when dual wielding is always a full-round action.

Elusive Dogfighter
Prerequisite: Pilot as a major skill
You gain a +5 on Pilot checks when engaged in a dogfight, or trying to shake off pursuers.

Elusive target
Prerequisite: Agility 1
When fighting an opponent in melee, other opponents attempting to target you with ranged attacks take a -5 penalty to their roll.

Erudition
Prerequisite: Intelligence 1, Galactic lore and/or Science as major skills
You may always take 10 with a +3 bonus on Galactic lore and/or Science checks with regard to encyclopaedic knowledge.

Experienced tracker
Prerequisite: Research as a major skill
You may always take 10 with a +3 bonus on Research checks to find and track an enemy.

Evasion
Prerequisite: Agility 1, Reflexes as a major skill
When you make a successful Reflexes check to avoid damage, you suffer no damage instead of half damage.

Fast recovery
Prerequisite: Physique 2
You have excellent stamina. During an encounter, you regain 1 lost hit point per round.

Fearless
Prerequisite: Willpower as a major skill
You are immune to all fear effects.

Force Training
Prerequisite: Use the Force as a major skill
You gain one extra Force Power or Force technique known. This feat can be taken multiple times.

Harm's Way
Prerequisite: Agility 1
Once per round, you may spend a swift action to shield a single adjacent ally from attacks, taking the damage and suffering the ill effects in your ally's stead.

Ignite Fervor

Prerequisite: Personality 2
As a swift action, you can ignite fervor in all allies in your line of sight, granting them +1d6 on all damage rolls for one round. You can ignite fervor only once during a combat encounter.

Indomitable
Perequisite: Physique 2
When wounded but not unconscious, you may ignore the -5 penalty on your d20 checks.

Infravision
Thanks to a genetic mutation you have infravision, enabling you to see clearly in darkness.

Inspire Awe

Prerequisite: Personality 3
Your fame or infamy is such that any opponent who fails a Willpower check against TN 15 + your Personality score loses his first round in combat.

Lightsaber Training
Prerequisite: Lightsabers as a minor skill
You gain one extra Lightsaber Form known. This feat can be taken multiple times.

Lucky stop

A successful hit against you is mitigated by an item you are wearing. Once per game session you can negate the damage from a single attack.

Martial Artist Training

Prerequisite: Unarmed as a minor skill
The damage when fighting unarmed (1d4) increases to 1d6. In addition, you can use the Unarmed skill instead of Reflexes to evade melee and lightsaber attacks.

* Martial Artist Focus
Prerequisite: Unarmed as an average skill, Martial Artist Training
The damage when fighting unarmed increases to 1d8.

** Martial Artist Specialization
Prerequisite: Unarmed as a major skill, Martial Artist Focus
The damage when fighting unarmed increases to 1d10. You can use the Unarmed skill instead of Reflexes to evade ranged attacks.

*** Martial Artist Mastery
Prerequisite: Martial Artist Specialization
The damage when fighting unarmed increases to 1d12.

Mighty swing
Prerequisite: Physique 2
When attacking with a two-handed melee weapon or lightsaber, you gain +1 die extra damage, but suffer a -5 penalty on your defenses (reflexes, block, deflect) until your next turn.

Notorious
Prerequisite: Personality 2
You have a criminal background and may reroll any Persuasion check to intimidate or influence the attitude of criminal characters.

Power Blast

Prerequisite: Rifles as a major skill
When attacking with a rifle you can use up two charges instead of one, doing +1 die extra damage. However, if you roll a natural one on the attack the rifle overheats, rendering it useless.

Quick Draw

Drawing a weapon is a swift action. With the quick draw feat this becomes a free action.

Shield ally
Prerequisite: Melee and/or Lightsabers as major skills
Whenever you are adjacent to an ally, you may, as an immediate action, block and deflect melee and ranged attacks which target that ally.

Skill Training

You gain a new minor skill of your choice. This feat can be taken multiple times, its effects apply each time for a different skill.

Skill Focus
You upgrade a minor skill of your choice to an average skill, gaining 3 more ranks in the skill. This feat can be taken multiple times, its effects apply each time for a different skill.

Skill Specialization
You upgrade an average skill to a major skill, gaining 3 more ranks in the skill. This feat can be taken multiple times, its effects apply each time for a different skill.

Skill Mastery
You gain a +3 bonus to one major skill. This feat can only be taken once.

Sneak attack
Prerequisite: Dexterity 2
Whenever you make a successful attack against an opponent who is unaware of your presence, you do +1d6 extra damage.

Strong in the Force
Prerequisite: Use the Force as a major skill
You gain one extra Force Point. This feat can be taken multiple times.

Surgical expertise

Prerequisite: Medicine as a major skill.
You may always take 10 with a +3 bonus on Medicine checks.

Toughness
You gain 5 extra hit points. This feat can be taken multiple times.

Wealthy
In addition to your Starting Credits, your character starts off with 50,000 credits of wealth. You can take this feat multiple times, each time gaining an extra 50,000 credits.

Whirlwind attack

Prerequisite: Agility 2
When attacking with a melee weapon or a lightsaber, you can attack all adjacent opponents with one attack roll. You take a -5 penalty to all your defenses (blocking, deflecting, reflexes) until your next turn, however.
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