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	<updated>2026-05-15T07:38:35Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Combat:Injuries&amp;diff=50927</id>
		<title>Ogre:CharacterCodex:Combat:Injuries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Combat:Injuries&amp;diff=50927"/>
		<updated>2007-05-14T03:27:27Z</updated>

		<summary type="html">&lt;p&gt;Olace: Add stabilize ability damage by Treat Injury or Psychoanalysis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
This section describe all the rules to be use to resolve combat in the game.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat|Combat Statistics]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Sequence|Combat Sequence]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Exhaustion|Combat Exhaustion]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Modifiers|Combat Modifiers]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Maneuver|Combat Maneuver]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Injuries|Injuries and Death]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Injuries and Death==&lt;br /&gt;
&lt;br /&gt;
===Injuries===&lt;br /&gt;
When fighting, most wound only reduce your hit points, but with total success and some feats, wound can be more serious and hinder seriously your character. Injuries last until a successful Treat Injury/Repair check is done or your wounds are completely healed (full hit points). Most injuries affect only living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas that can be injured.&lt;br /&gt;
&lt;br /&gt;
====Bleeding====&lt;br /&gt;
When you are bleeding, each action longer than short initiative or fast action make you lose some hit points. When you are doing light activity or stay put, you can manage to put pressure on your wound so it will not bleed any further.&lt;br /&gt;
&lt;br /&gt;
Robots are affected by bleeding wound like any other living being. Instead of bleeding, they leak oil, cooling liquids or nanobots stream and suffer the same effect as living being&lt;br /&gt;
&lt;br /&gt;
Bleeding wounds are not cumulative. You suffer only from the worse bleeding effect and ignore other bleeding wounds.&lt;br /&gt;
&lt;br /&gt;
====Crippling====&lt;br /&gt;
When you are crippled, you suffer from an injury to one of your legs or other appendage used to move yourself. This result in a speed penalty to your movement, a penalty in your maneuverability or both.&lt;br /&gt;
&lt;br /&gt;
Only creature with discernible appendages that are used to move can be crippled. Oozes and incorporeal creatures are immune to crippling wound.&lt;br /&gt;
&lt;br /&gt;
Crippling wounds are not cumulative. You suffer only from the worse crippling effect and ignore other crippling wounds.&lt;br /&gt;
&lt;br /&gt;
====Pain====&lt;br /&gt;
When a wound is really painful, you have difficulty concentrating on what you are doing resulting in a pain penalty for every action you make.&lt;br /&gt;
&lt;br /&gt;
Pain penalties are not cumulative. You suffer only from the worse pain effect ignore other painful wound.&lt;br /&gt;
&lt;br /&gt;
====Stun====&lt;br /&gt;
A wound that stunned you was either a hit to the head or a hit that  gives you a quick burst of pain. When stunned, you are disoriented and unable to take any action for a short period of time. If you were performing some action when receiving the stun, you automatically break your action with all consequences related to that.&lt;br /&gt;
&lt;br /&gt;
Stunning duration are not cumulative, they overlap. Stun severities are not cumulative except in the case of non-lethal damage done to your Constitution.&lt;br /&gt;
&lt;br /&gt;
When stunned, your action are limited by the severity of the stun as fellow.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Stun Severity&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Daze&lt;br /&gt;
|No Action&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|No Defense&lt;br /&gt;
|-&lt;br /&gt;
|Knock Down&lt;br /&gt;
|Prone, No Reaction&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious&lt;br /&gt;
|Knocked out and helpless&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ability Damage===&lt;br /&gt;
Certain creatures, poisons and diseases cause temporary ability damage reducing your number of rank in an ability. Constitution damage is the most frequent one since it is reduced in combat when you have no more hit points. &lt;br /&gt;
&lt;br /&gt;
When reduce to 0 ranks or lower, you suffer from disabilities. You suffer from the ability damage  primary disability as soon as you reach 0 rank or lower. While suffering from the primary disability  you need to make an Ability check DC 10 + your negative Ability score to avoid the secondary effect. If you failed your check, you now suffer from the secondary disability which make you enable to act in any way. If you succeed, you do not suffer from the disability, but need to check again each time you take an action or at every Long action (whichever is lower). On a total success, you stabilize and do not need to do further check to avoid secondary disability until you are hurt again, but you still suffer from the primary disability.&lt;br /&gt;
&lt;br /&gt;
While you can be stabilize naturally with a total success, one of your ally can make you stable by doing a Treat Injury check DC 15 for physical ability or a Psychoanalysis check DC 15 for mental ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dying from ability damage:&#039;&#039; If for any reason, you lost in ranks is double your Ability rank, your dead. Your body is still mostly intact and organs could be remove for a transplantation.&lt;br /&gt;
For physical ability damage, Robots still have their memory chips intact and can be put in another body, but for mental ability damage Robots have their memory chips corrupted beyond repair and cannot be transferred into another body resulting in permanent dead for the robots.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are disabled and you do not have the strength to stand-up and fall prone unable to make any move action at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You are now considered helpless and cannot make any physical action except talking.&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are slowed. Every action done take 1 more initiative category to accomplish. All move action suffer from a speed penalty that double each square moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You are now paralyzed and cannot make any physical action including talking. &lt;br /&gt;
&lt;br /&gt;
====Constitution====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are disabled and suffer from 1 point of bleeding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You body cannot survive your wounds, you are dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyed: Triple your constitution rank in damage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you lose three times your Constitution, your body is completely destroyed and cannot be restored. For robots, this mean that even their memory chips have been destroyed and they cannot be put in a new body.&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are confused and not in control of your action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You fall into coma. You are helpless and not aware of your surrounding.&lt;br /&gt;
&lt;br /&gt;
====Wisdom====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You become crazy. You act strangely and cannot used any skills that ask for Intelligence, Wisdom or Charisma. You are still aware of who are your friends and your foes and defend yourself while in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You fall into coma. You are helpless and not aware of your surrounding.&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are shaken as soon as you are in presence of someone that you do not know very well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You are recluse yourself inside your head and cannot interact with the outside world. If attacked, you will try to flee. You will only strike back if you are cornered and not able to flee.&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
After taking damage, you can recover hit points through natural healing or through medical healing. In any case, you can’t regain hit points past your full normal hit point total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Healing:&#039;&#039;&#039; With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per Health Rank. Any significant interruption during your rest prevents you from healing that night.&lt;br /&gt;
&lt;br /&gt;
If you undergo complete bed rest for an entire day and night, you recover twice your Health Rank in hit points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Healing:&#039;&#039;&#039; Various herbs, medication, heal check can restore hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Limits:&#039;&#039;&#039; You can never recover more hit points than you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Ability Damage:&#039;&#039;&#039; Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Combat:Injuries&amp;diff=50925</id>
		<title>Ogre:CharacterCodex:Combat:Injuries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Combat:Injuries&amp;diff=50925"/>
		<updated>2007-05-14T02:36:39Z</updated>

		<summary type="html">&lt;p&gt;Olace: Ability damage rule changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
This section describe all the rules to be use to resolve combat in the game.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat|Combat Statistics]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Sequence|Combat Sequence]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Exhaustion|Combat Exhaustion]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Modifiers|Combat Modifiers]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Maneuver|Combat Maneuver]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Injuries|Injuries and Death]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Injuries and Death==&lt;br /&gt;
&lt;br /&gt;
===Injuries===&lt;br /&gt;
When fighting, most wound only reduce your hit points, but with total success and some feats, wound can be more serious and hinder seriously your character. Injuries last until a successful Treat Injury/Repair check is done or your wounds are completely healed (full hit points). Most injuries affect only living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas that can be injured.&lt;br /&gt;
&lt;br /&gt;
====Bleeding====&lt;br /&gt;
When you are bleeding, each action longer than short initiative or fast action make you lose some hit points. When you are doing light activity or stay put, you can manage to put pressure on your wound so it will not bleed any further.&lt;br /&gt;
&lt;br /&gt;
Robots are affected by bleeding wound like any other living being. Instead of bleeding, they leak oil, cooling liquids or nanobots stream and suffer the same effect as living being&lt;br /&gt;
&lt;br /&gt;
Bleeding wounds are not cumulative. You suffer only from the worse bleeding effect and ignore other bleeding wounds.&lt;br /&gt;
&lt;br /&gt;
====Crippling====&lt;br /&gt;
When you are crippled, you suffer from an injury to one of your legs or other appendage used to move yourself. This result in a speed penalty to your movement, a penalty in your maneuverability or both.&lt;br /&gt;
&lt;br /&gt;
Only creature with discernible appendages that are used to move can be crippled. Oozes and incorporeal creatures are immune to crippling wound.&lt;br /&gt;
&lt;br /&gt;
Crippling wounds are not cumulative. You suffer only from the worse crippling effect and ignore other crippling wounds.&lt;br /&gt;
&lt;br /&gt;
====Pain====&lt;br /&gt;
When a wound is really painful, you have difficulty concentrating on what you are doing resulting in a pain penalty for every action you make.&lt;br /&gt;
&lt;br /&gt;
Pain penalties are not cumulative. You suffer only from the worse pain effect ignore other painful wound.&lt;br /&gt;
&lt;br /&gt;
====Stun====&lt;br /&gt;
A wound that stunned you was either a hit to the head or a hit that  gives you a quick burst of pain. When stunned, you are disoriented and unable to take any action for a short period of time. If you were performing some action when receiving the stun, you automatically break your action with all consequences related to that.&lt;br /&gt;
&lt;br /&gt;
Stunning duration are not cumulative, they overlap. Stun severities are not cumulative except in the case of non-lethal damage done to your Constitution.&lt;br /&gt;
&lt;br /&gt;
When stunned, your action are limited by the severity of the stun as fellow.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Stun Severity&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Daze&lt;br /&gt;
|No Action&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|No Defense&lt;br /&gt;
|-&lt;br /&gt;
|Knock Down&lt;br /&gt;
|Prone, No Reaction&lt;br /&gt;
|-&lt;br /&gt;
|Unconscious&lt;br /&gt;
|Knocked out and helpless&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ability Damage===&lt;br /&gt;
Certain creatures, poisons and diseases cause temporary ability damage reducing your number of rank in an ability. Constitution damage is the most frequent one since it is reduced in combat when you have no more hit points. &lt;br /&gt;
&lt;br /&gt;
When reduce to 0 ranks or lower, you suffer from disabilities. You suffer from the ability damage  primary disability as soon as you reach 0 rank or lower. While suffering from the primary disability  you need to make an Ability check DC 10 + your negative Ability score to avoid the secondary effect. If you failed your check, you now suffer from the secondary disability which make you enable to act in any way. If you succeed, you do not suffer from the disability, but need to check again each time you take an action or at every Long action (whichever is lower). On a total success, you stabilize and do not need to do further check to avoid secondary disability until you are hurt again, but you still suffer from the primary disability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dying from ability damage:&#039;&#039; If for any reason, you lost in ranks is double your Ability rank, your dead. Your body is still mostly intact and organs could be remove for a transplantation.&lt;br /&gt;
For physical ability damage, Robots still have their memory chips intact and can be put in another body, but for mental ability damage Robots have their memory chips corrupted beyond repair and cannot be transferred into another body resulting in permanent dead for the robots.&lt;br /&gt;
&lt;br /&gt;
====Strength====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are disabled and you do not have the strength to stand-up and fall prone unable to make any move action at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You are now considered helpless and cannot make any physical action except talking.&lt;br /&gt;
&lt;br /&gt;
====Dexterity====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are slowed. Every action done take 1 more initiative category to accomplish. All move action suffer from a speed penalty that double each square moved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You are now paralyzed and cannot make any physical action including talking. &lt;br /&gt;
&lt;br /&gt;
====Constitution====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are disabled and suffer from 1 point of bleeding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You body cannot survive your wounds, you are dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyed: Triple your constitution rank in damage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you lose three times your Constitution, your body is completely destroyed and cannot be restored. For robots, this mean that even their memory chips have been destroyed and they cannot be put in a new body.&lt;br /&gt;
&lt;br /&gt;
====Intelligence====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are confused and not in control of your action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You fall into coma. You are helpless and not aware of your surrounding.&lt;br /&gt;
&lt;br /&gt;
====Wisdom====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You become crazy. You act strangely and cannot used any skills that ask for Intelligence, Wisdom or Charisma. You are still aware of who are your friends and your foes and defend yourself while in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You fall into coma. You are helpless and not aware of your surrounding.&lt;br /&gt;
&lt;br /&gt;
====Charisma====&lt;br /&gt;
&#039;&#039;Primary disability:&#039;&#039; You are shaken as soon as you are in presence of someone that you do not know very well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secondary disability:&#039;&#039; You are recluse yourself inside your head and cannot interact with the outside world. If attacked, you will try to flee. You will only strike back if you are cornered and not able to flee.&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
After taking damage, you can recover hit points through natural healing or through medical healing. In any case, you can’t regain hit points past your full normal hit point total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Healing:&#039;&#039;&#039; With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per Health Rank. Any significant interruption during your rest prevents you from healing that night.&lt;br /&gt;
&lt;br /&gt;
If you undergo complete bed rest for an entire day and night, you recover twice your Health Rank in hit points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Healing:&#039;&#039;&#039; Various herbs, medication, heal check can restore hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Limits:&#039;&#039;&#039; You can never recover more hit points than you lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing Ability Damage:&#039;&#039;&#039; Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Combat&amp;diff=50919</id>
		<title>Ogre:CharacterCodex:Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Combat&amp;diff=50919"/>
		<updated>2007-05-13T22:18:38Z</updated>

		<summary type="html">&lt;p&gt;Olace: Change rule when reaching 0 hp or below&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
This section describe all the rules to be use to resolve combat in the game.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat|Combat Statistics]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Sequence|Combat Sequence]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Exhaustion|Combat Exhaustion]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Modifiers|Combat Modifiers]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Maneuver|Combat Maneuver]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Injuries|Injuries and Death]]&lt;br /&gt;
&lt;br /&gt;
==Combat Statistics==&lt;br /&gt;
This section summarizes the statistics that determine success in combat, and then details how to use them.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
===Attack Roll===&lt;br /&gt;
An attack roll represents your attempt to strike your opponent on your segment in a combat. When you make an attack roll, you roll a d20 and add your Combat or Martial Art skill bonus appropriate to the attack you attempt. If your result equals or beats the target’s appropriate Resistance for your attack, you hit and deal damage.&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Damage reduces a target’s current hit points first and then Constitution skill if there is no more hit points left. Most opponents will surrender when they are below 1 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Minimum Damage:&#039;&#039; If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Strength Bonus:&#039;&#039; When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Off-Hand Weapon:&#039;&#039; When you deal damage with a weapon in your off hand, you add only 1/2 your Strength bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wielding a Weapon Two-Handed:&#039;&#039; When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ability Damage:&#039;&#039; Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score).&lt;br /&gt;
&lt;br /&gt;
===Damage Threshold===&lt;br /&gt;
If you ever sustain a SINGLE attack that deals more than your Fortitude resistance in damage, you suffer severe trauma from the blow even if you still have hit points left. You lose Constitution points equal to the hit damage - your  Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
===Nonlethal Damage===&lt;br /&gt;
Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, it only damage your hit points, but never your Constitution ability.&lt;br /&gt;
&lt;br /&gt;
Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.&lt;br /&gt;
&lt;br /&gt;
Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.&lt;br /&gt;
&lt;br /&gt;
===Damage Reduction===&lt;br /&gt;
Your Damage reduction represents how well you can withstand a blow without being injured. You remove from damage you receive your damage reduction. Your Damage reduction is equal to your armor bonus + size base DR.&lt;br /&gt;
&lt;br /&gt;
===Hit Points===&lt;br /&gt;
Your hit points are your ability to withstand blows without being seriously injured. Your hit points total is your (Health ranks + 2) * Racial health value. Every time you received damage, you subtract them from your current hit points. When your hit points total reaches 0, you lose Constitution points instead when injured. While at 0 hit points or below, you are disabled.&lt;br /&gt;
&lt;br /&gt;
While disabled, you might lose consciousness because of the extreme pain you suffer. Each time you take an action or at every Long action (whichever is lower), you need to make a Constitution check DC 10 + your negative hit points score to stay conscious. If you failed your check, your unconscious. If you succeed, you manage to stay conscious. On a total success, you stabilize and do not need to do further check to stay conscious until you&#039;re hurt again, but you are still disabled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Temporary Hit Points:&#039;&#039; When you gain temporary hit points, note your current hit point total. When the temporary hit points go away your hit points drop to your current hit point total. If your hit points are below your current hit point total at that time, all the temporary hit points have already been lost and your hit point total does not drop further. When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Increases in Constitution or Health and Current Hit Points:&#039;&#039; An increase in your Constitution or Health skills, even a temporary one, can give you hit points (an effective hit point increase), but these are not temporary hit points. They can be restored and they are not lost first as temporary hit points are.&lt;br /&gt;
&lt;br /&gt;
===Reaction Time===&lt;br /&gt;
Your Reaction Time determine the first segment in which you can act in a combat, so the lower the value, the better it is. Bonuses reduces the Reaction Time and penalties increase the Reaction Time.&lt;br /&gt;
&lt;br /&gt;
The Reaction Time of a character is 10 - Dexterity Bonus if he is aware of his opponent.&lt;br /&gt;
&lt;br /&gt;
The Surprised Reaction Time of a character is 20 - Dexterity Bonus if he is not aware of his opponent.&lt;br /&gt;
&lt;br /&gt;
===Target===&lt;br /&gt;
A target is an opponent on which you have declare an attack that is not resolved yet. Attacks of opportunity are more easy to make on a target than on another opponent in a threaten square. (See Attack of Opportunity below)&lt;br /&gt;
&lt;br /&gt;
Changing target: If for some reason you need to change target while attacking during a fight, you can do it, but incur a -4 penalty to your action. It also take at least one segment to change a target, this mean that you cannot change target on the segment you resolve your attack.&lt;br /&gt;
&lt;br /&gt;
===Threatened Squares===&lt;br /&gt;
You threaten all squares into which you can make a melee attack, even when you are not doing any action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. (See Attack of Opportunity below) If you’re unarmed, you don’t normally threaten any squares and thus can’t make actions of opportunity.&lt;br /&gt;
&lt;br /&gt;
Reach: If you have more reach than normal with a melee weapon for any reason(long weapon, size) you threaten all opponent within the reach of your attack. When in a threaten squares an opponent is automatically part of the melee even if not taking combat action.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Race&amp;diff=41661</id>
		<title>Ogre:CharacterCodex:Character Creation:Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Race&amp;diff=41661"/>
		<updated>2007-01-20T03:10:16Z</updated>

		<summary type="html">&lt;p&gt;Olace: Remove Racial Perception bonus for good perception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Choose your Race==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
In this step you will be able to choose your race between the different races offer in your Campaign Setting. Your race represents your physical and mental ability given by your genetics. In this book, only the typical races found in a most Campaign Setting are present, consult the Race Codex for a more complete list of races. A character must have a race and only one race.&lt;br /&gt;
&lt;br /&gt;
===Human (0 XP)===&lt;br /&gt;
Humans are generally the most spreading race. They do not, as a race, specialized in any activities making them very diverse and adapting to most situations. Human can be very kind or very cruel, you are never sure with a human.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fantasy races===&lt;br /&gt;
====Dwarf (7 XP)====&lt;br /&gt;
Dwarves are small but sturdy. They are very hairy and their pride is in their long beard that every single dwarf have. They are connected to the earth and generally live underground or in fabulous fortress serving as an access to the outside world. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown.&lt;br /&gt;
&lt;br /&gt;
Dwarves are generally short temper and very aggressive, but once it has accept you as a friend, they can be very kind and tolerant. Most Dwarf like fighting and will prove to be very brave on a battlefield.&lt;br /&gt;
&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus to Stability resistance.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Hybrid - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|3&#039;7&amp;quot; - 4&#039;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|100 lbs. - 220 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elf (10 XP)====&lt;br /&gt;
Elves live in forest in harmony with nature. They have pointy ear, are very graceful and delicate in their action. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. Elves cannot grow a beard.&lt;br /&gt;
&lt;br /&gt;
Since elves are immortal, they tend to be very patient and are always thinking about long term project. Everything that they do must be perfect. They love art and beautiful things and have all the time to make masterpiece in every art domains.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Poor&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
4 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Good&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|80 lbs. - 160 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Immortal&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|600&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Halfling (4 XP)====&lt;br /&gt;
Halfling is a small race that lives in holes dig into hills. While they are not quite strong, they are very agile. Halfling have big hands and feet. They almost never wear boots showing with pride their big hairy feet. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes.&lt;br /&gt;
&lt;br /&gt;
Unlike members of most races, they prefer actual comfort to shows of wealth. Most Halfling tend to be very quiet and always in a good mood. They are very positive and like to play and particularly enjoy making party where everybody has fun.&lt;br /&gt;
&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus to Listen and Taste skill.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
4 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Poor&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|2&#039;6&amp;quot; - 3&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|25 lbs. - 40 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Future Races - Robots===&lt;br /&gt;
With artificial intelligence, evolving robots with their own personality have been created. Three kinds of robot are mostly met in society. Domestic robots are the more versatile and were created to make the choir to keep a household working. Industrial robot are more sturdy, but are more specialized in specifics task making them less versatile. War robots are there to keep people safe, they do not have advanced artificial intelligence like other robots, but they are the more solid kind of robots. Robots are only available in campaign setting that take place in the space age or later. Custom robots rules are available in the Race Codex.&lt;br /&gt;
&lt;br /&gt;
Robots evolve in the same ways as other organic character. Their artificial intelligence is self-learning so they can acquire skills like any other being. All robots also contain nano-robots inside them that repair them during rejuvenation cycles and improve their body physical capabilities.&lt;br /&gt;
&lt;br /&gt;
Rejuvenation Cycle: A robots runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the bioreplica is essentially asleep. If it fails to rejuvenate, it suffers a cumulative fatigue penalty like organic being until it fully recharges itself. In the space age, robots need to be plugged in a wall outlet or use an electric generator. In the energy age, robots have their own generator and do not need to be plugged. They still need to go in sleep mode for the generator to charge their battery correctly.&lt;br /&gt;
&lt;br /&gt;
Immunities: Robots are immune to mind-influencing effects, poison, sleep, paralysis and disease. Although robots are immune to poison and disease, they are affected by similar condition by absorbing destructive nanobots or being exposed to computer viruses.&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
Repairable: Robots can be repaired using the Robotics or Repair skill. A successful Robotic check heals 1d10 points of damage to a robot and a successful Robotic or Repair check heals 1d4 Constitution points. Each check represents 1 hour of work. You can also use your Robotics skills to remove destructive nanobots and Software skills to eliminate computer viruses.&lt;br /&gt;
&lt;br /&gt;
Robot Resurrection: A robot&#039;s core programming and experiences are contained within its central processor even if the robots body is completely destroyed beyond repair, the central processor can be intact and installed in a new body. The new body must be new or at least being reset to manufacture default configuration (Robotics checks 20 and Software checks 20). The new body has no capabilities and the central processor must learn to its new body the skill gained in their last body. This mean that the character starts from 0 skill rank and must buy again their rank in his previous skill except the cost is much lesser. Instead of paying three times the rank for aptitude, you only pay three CP per rank until you reach the rank of your previous body where the cost resume to normal mode. It&#039;s the same thing for your skill rank that cost one point per rank.&lt;br /&gt;
&lt;br /&gt;
====Robot, Domestic (3 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Damage resistance (Pi/Bl/Sl/Ba)&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|5&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|500 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Robot, Industrial (5 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+4 Damage resistance (Pi/Bl/Sl/Ba)&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Hybrid - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|6&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|800 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Robot, War (12 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+6 Damage resistance (Pi/Bl/Sl/Ba)&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Hybrid - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|1200 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Future Races - Genes===&lt;br /&gt;
Gene is short for genetic engineered human. The mutations are often not apparent and consist of making the human more resistant to disease. Some Genes are created with an enhanced body making them excellent in many sports and physical ability. Genes are available only in campaign setting that take place in the cyber-genetic era or later. Custom mutant&#039;s rules are available in the Race Codex.&lt;br /&gt;
&lt;br /&gt;
====Gene, Light (5 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+1 Racial Bonus on Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Good&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gene, Medium (10 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+1 Racial Bonus on Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Good&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gene, Heavy (15 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus on Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Good&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Race&amp;diff=41660</id>
		<title>Ogre:CharacterCodex:Character Creation:Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Race&amp;diff=41660"/>
		<updated>2007-01-20T02:49:45Z</updated>

		<summary type="html">&lt;p&gt;Olace: Change for new perception Type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Choose your Race==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
In this step you will be able to choose your race between the different races offer in your Campaign Setting. Your race represents your physical and mental ability given by your genetics. In this book, only the typical races found in a most Campaign Setting are present, consult the Race Codex for a more complete list of races. A character must have a race and only one race.&lt;br /&gt;
&lt;br /&gt;
===Human (0 XP)===&lt;br /&gt;
Humans are generally the most spreading race. They do not, as a race, specialized in any activities making them very diverse and adapting to most situations. Human can be very kind or very cruel, you are never sure with a human.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fantasy races===&lt;br /&gt;
====Dwarf (7 XP)====&lt;br /&gt;
Dwarves are small but sturdy. They are very hairy and their pride is in their long beard that every single dwarf have. They are connected to the earth and generally live underground or in fabulous fortress serving as an access to the outside world. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown.&lt;br /&gt;
&lt;br /&gt;
Dwarves are generally short temper and very aggressive, but once it has accept you as a friend, they can be very kind and tolerant. Most Dwarf like fighting and will prove to be very brave on a battlefield.&lt;br /&gt;
&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus to Stability resistance.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Hybrid - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|3&#039;7&amp;quot; - 4&#039;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|100 lbs. - 220 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elf (10 XP)====&lt;br /&gt;
Elves live in forest in harmony with nature. They have pointy ear, are very graceful and delicate in their action. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. Elves cannot grow a beard.&lt;br /&gt;
&lt;br /&gt;
Since elves are immortal, they tend to be very patient and are always thinking about long term project. Everything that they do must be perfect. They love art and beautiful things and have all the time to make masterpiece in every art domains.&lt;br /&gt;
&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus to the Perception Aptitude.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Poor&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
4 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Good&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|80 lbs. - 160 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Immortal&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|600&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Halfling (4 XP)====&lt;br /&gt;
Halfling is a small race that lives in holes dig into hills. While they are not quite strong, they are very agile. Halfling have big hands and feet. They almost never wear boots showing with pride their big hairy feet. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes.&lt;br /&gt;
&lt;br /&gt;
Unlike members of most races, they prefer actual comfort to shows of wealth. Most Halfling tend to be very quiet and always in a good mood. They are very positive and like to play and particularly enjoy making party where everybody has fun.&lt;br /&gt;
&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus to Listen and Taste skill.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
4 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Poor&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|2&#039;6&amp;quot; - 3&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|25 lbs. - 40 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Future Races - Robots===&lt;br /&gt;
With artificial intelligence, evolving robots with their own personality have been created. Three kinds of robot are mostly met in society. Domestic robots are the more versatile and were created to make the choir to keep a household working. Industrial robot are more sturdy, but are more specialized in specifics task making them less versatile. War robots are there to keep people safe, they do not have advanced artificial intelligence like other robots, but they are the more solid kind of robots. Robots are only available in campaign setting that take place in the space age or later. Custom robots rules are available in the Race Codex.&lt;br /&gt;
&lt;br /&gt;
Robots evolve in the same ways as other organic character. Their artificial intelligence is self-learning so they can acquire skills like any other being. All robots also contain nano-robots inside them that repair them during rejuvenation cycles and improve their body physical capabilities.&lt;br /&gt;
&lt;br /&gt;
Rejuvenation Cycle: A robots runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the bioreplica is essentially asleep. If it fails to rejuvenate, it suffers a cumulative fatigue penalty like organic being until it fully recharges itself. In the space age, robots need to be plugged in a wall outlet or use an electric generator. In the energy age, robots have their own generator and do not need to be plugged. They still need to go in sleep mode for the generator to charge their battery correctly.&lt;br /&gt;
&lt;br /&gt;
Immunities: Robots are immune to mind-influencing effects, poison, sleep, paralysis and disease. Although robots are immune to poison and disease, they are affected by similar condition by absorbing destructive nanobots or being exposed to computer viruses.&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
Repairable: Robots can be repaired using the Robotics or Repair skill. A successful Robotic check heals 1d10 points of damage to a robot and a successful Robotic or Repair check heals 1d4 Constitution points. Each check represents 1 hour of work. You can also use your Robotics skills to remove destructive nanobots and Software skills to eliminate computer viruses.&lt;br /&gt;
&lt;br /&gt;
Robot Resurrection: A robot&#039;s core programming and experiences are contained within its central processor even if the robots body is completely destroyed beyond repair, the central processor can be intact and installed in a new body. The new body must be new or at least being reset to manufacture default configuration (Robotics checks 20 and Software checks 20). The new body has no capabilities and the central processor must learn to its new body the skill gained in their last body. This mean that the character starts from 0 skill rank and must buy again their rank in his previous skill except the cost is much lesser. Instead of paying three times the rank for aptitude, you only pay three CP per rank until you reach the rank of your previous body where the cost resume to normal mode. It&#039;s the same thing for your skill rank that cost one point per rank.&lt;br /&gt;
&lt;br /&gt;
====Robot, Domestic (3 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Damage resistance (Pi/Bl/Sl/Ba)&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|5&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|500 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Robot, Industrial (5 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+4 Damage resistance (Pi/Bl/Sl/Ba)&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Hybrid - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|6&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|800 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Robot, War (12 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+6 Damage resistance (Pi/Bl/Sl/Ba)&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Hybrid - Average&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|1200 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Future Races - Genes===&lt;br /&gt;
Gene is short for genetic engineered human. The mutations are often not apparent and consist of making the human more resistant to disease. Some Genes are created with an enhanced body making them excellent in many sports and physical ability. Genes are available only in campaign setting that take place in the cyber-genetic era or later. Custom mutant&#039;s rules are available in the Race Codex.&lt;br /&gt;
&lt;br /&gt;
====Gene, Light (5 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+1 Racial Bonus on Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
+1 Racial bonus to the Perception Aptitude.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Good&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gene, Medium (10 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+1 Racial Bonus on Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
+2 Racial bonus to the Perception Aptitude.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Good&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gene, Heavy (15 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus on Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
+2 Racial bonus to the Perception Aptitude.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Perception=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Listen&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Spot&lt;br /&gt;
|Day - Good&lt;br /&gt;
|-&lt;br /&gt;
!Smell/Taste&lt;br /&gt;
|Low&lt;br /&gt;
|-&lt;br /&gt;
!Touch&lt;br /&gt;
|Low&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Perception&amp;diff=41659</id>
		<title>Ogre:CharacterCodex:Skills:Perception</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Perception&amp;diff=41659"/>
		<updated>2007-01-20T02:41:07Z</updated>

		<summary type="html">&lt;p&gt;Olace: Add perception level; Merge Smell/Taste; Add vision type;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Perception=&lt;br /&gt;
Perception skills describe your ability to be aware of your surrounding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception Level&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your perception level is determined by your race and describe how well developed is a particular sense. This has an effect on how far your perception can sense things and how well it performs under bad condition.&lt;br /&gt;
&lt;br /&gt;
Perception levels are from worse to best : Low, Poor, Average, Good, Excellent. Check the following table to know your perception range increment and you perception skill modifier.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!&amp;amp;nbsp;&lt;br /&gt;
!Excellent&lt;br /&gt;
!Good&lt;br /&gt;
!Average&lt;br /&gt;
!Poor&lt;br /&gt;
!Low&lt;br /&gt;
|-&lt;br /&gt;
!Range Increment&lt;br /&gt;
|8 sq.&lt;br /&gt;
|6 sq.&lt;br /&gt;
|4 sq.&lt;br /&gt;
|2 sq.&lt;br /&gt;
|1 sq.&lt;br /&gt;
|-&lt;br /&gt;
!Modifier&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
|0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Perception&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can use your perception as a normal skill when you are actively searching for something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resistance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can also use your perception as a Resistance when an opponent tries to do something without you noticing what is going on. Your perception resistance is your appropriate perception skill ranks + 10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Listen==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Quick&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Your Listen check reflects how quiet the noise is that you might hear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The following table shows some example of Listen DC needed to hear a certain noise.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Listen DC&lt;br /&gt;
!Sound&lt;br /&gt;
|-&lt;br /&gt;
| -10&lt;br /&gt;
|A battle.&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|People talking up.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|A person in medium armor walking trying not to make any noise.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|An unarmored person walking trying not to make any noise&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|People whispering.&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|A cat stalking.&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|An owl gliding in for a kill.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some conditions can make hearing a noise more difficult. Some examples are on the following table.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
! Listen DC Modifier&lt;br /&gt;
! Condition&lt;br /&gt;
|-&lt;br /&gt;
| +5 penalty&lt;br /&gt;
| Through a door&lt;br /&gt;
|-&lt;br /&gt;
| +15 penalty&lt;br /&gt;
| Through a stone wall&lt;br /&gt;
|-&lt;br /&gt;
| +5 penalty&lt;br /&gt;
| Listener distracted by other sound&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A sleeping character may make Listen checks at a -8 penalty. A successful check awakens the sleeper.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can try to hear something that you failed to hear previously with no penalty assuming the sound is still present.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Extended Hearing====&lt;br /&gt;
: Your Listen range increment is increased by 1 square.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Listen range increment is increased by 2 square.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Listen range increment is increased by 4 square.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Listen range increment is increased by 8 square.&lt;br /&gt;
&lt;br /&gt;
==Spot==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Quick&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; The Spot skill allow you to discern things with your eyes. This skill also allows you to read lips.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Read Lips: To understand what someone is saying by reading lips, you must be within 30 feet of the speaker, be able to see him or her speak, and understand the speaker&#039;s language. (This use of the skill is language-dependent.) The base DC is 15, but it increases for complex speech or an inarticulate speaker. You must maintain a line of sight to the lips being read. If your Spot check succeeds, you can understand the general content of a minute&#039;s worth of speaking, but you usually still miss certain details.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Condition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each race have a particular vision type that is suit for certain light condition. Check the following tables to know how much things are concealed when you are under bad light condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Day vision&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!&amp;amp;nbsp;&lt;br /&gt;
!Excellent&lt;br /&gt;
!Good&lt;br /&gt;
!Average&lt;br /&gt;
!Poor&lt;br /&gt;
!Low&lt;br /&gt;
|-&lt;br /&gt;
!Pure Light&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Bright Light&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!High Light&lt;br /&gt;
|None&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|None&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Dim Light&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|One-half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Total Darkness&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night vision&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!&amp;amp;nbsp;&lt;br /&gt;
!Excellent&lt;br /&gt;
!Good&lt;br /&gt;
!Average&lt;br /&gt;
!Poor&lt;br /&gt;
!Low&lt;br /&gt;
|-&lt;br /&gt;
!Pure Light&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Bright Light&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!High Light&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|None&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Dim Light&lt;br /&gt;
|None&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Total Darkness&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hybrid vision&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!&amp;amp;nbsp;&lt;br /&gt;
!Perfect&lt;br /&gt;
!Good&lt;br /&gt;
!Average&lt;br /&gt;
!Poor&lt;br /&gt;
!Low&lt;br /&gt;
|-&lt;br /&gt;
!Pure Light&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Bright Light&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!High Light&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|None&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Dim Light&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Total Darkness&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark vision&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!&amp;amp;nbsp;&lt;br /&gt;
!Perfect&lt;br /&gt;
!Good&lt;br /&gt;
!Average&lt;br /&gt;
!Poor&lt;br /&gt;
!Low&lt;br /&gt;
|-&lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Bright Light&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!High Light&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Dim Light&lt;br /&gt;
|None&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|One-Half&lt;br /&gt;
|-&lt;br /&gt;
!Total Darkness&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure :&#039;&#039;&#039; When reading lips a total failure means that you did not read the lips correctly and you get an incorrect message.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; To read lips, you must concentrate for a full minute before making a Spot check, and you can&#039;t perform any other action (other than moving at up to half speed) during this minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; You can try to spot something that you failed to see previously at no penalty. You can attempt to read lips once per minute.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Extended Sight====&lt;br /&gt;
: Your Spot range increment is increased by 1 square.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Spot range increment is increased by 2 square.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Spot range increment is increased by 4 square.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Spot range increment is increased by 8 square.&lt;br /&gt;
&lt;br /&gt;
====Low Sight====&lt;br /&gt;
: In melee, you rely on your other senses than sight, making you less vulnerable against concealment cause by visibility (darkness, fog, foliage, invisibility). Treat opponent with concealment as they had on less level of concealment.&lt;br /&gt;
&lt;br /&gt;
==Smell/Taste==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Quick&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Survival (Tracking)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill reflects your ability to smell things, detect odor and discern particular taste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes. You can try to smell something that you failed to smell previously with no penalty.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Extended Smell====&lt;br /&gt;
: Your Smell range increment is increased by 1 square.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Smell range increment is increased by 2 square.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Smell range increment is increased by 4 square.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Smell range increment is increased by 8 square.&lt;br /&gt;
&lt;br /&gt;
==Touch==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Quick&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Search&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill reflect your ability to recognize things you touch or touches you. For example, this skill can be used to feel the direction of the wind in a cavern to know where there is an exit or feel a small tremor in the ground allowing you to feel a creature burrowing under your feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes. You can try to recognize things you touch something that you failed to recognize things you touch previously with no penalty.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Skill&amp;diff=41375</id>
		<title>Ogre:CharacterCodex:Character Creation:Skill</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Skill&amp;diff=41375"/>
		<updated>2007-01-14T23:34:18Z</updated>

		<summary type="html">&lt;p&gt;Olace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can buy base ranks for your attributes, aptitudes and skills.&lt;br /&gt;
&lt;br /&gt;
===Attribute Cost===&lt;br /&gt;
Attribute are raised individually and cost 3 times the rank you wan to buy.&lt;br /&gt;
&lt;br /&gt;
===Aptitude Cost===&lt;br /&gt;
Aptitudes cost 3 times the rank you wan to buy.&lt;br /&gt;
&lt;br /&gt;
===Skill Cost===&lt;br /&gt;
Skills cost 1 time the rank you wan to buy.&lt;br /&gt;
&lt;br /&gt;
===Quick charts===&lt;br /&gt;
====Attributes or Aptitudes====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Base ranks&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-&lt;br /&gt;
!Cost&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|9&lt;br /&gt;
|12&lt;br /&gt;
|15&lt;br /&gt;
|18&lt;br /&gt;
|21&lt;br /&gt;
|24&lt;br /&gt;
|27&lt;br /&gt;
|30&lt;br /&gt;
|33&lt;br /&gt;
|36&lt;br /&gt;
|39&lt;br /&gt;
|42&lt;br /&gt;
|45&lt;br /&gt;
|48&lt;br /&gt;
|51&lt;br /&gt;
|54&lt;br /&gt;
|57&lt;br /&gt;
|60&lt;br /&gt;
|-&lt;br /&gt;
!Total&lt;br /&gt;
|3&lt;br /&gt;
|9&lt;br /&gt;
|18&lt;br /&gt;
|30&lt;br /&gt;
|45&lt;br /&gt;
|63&lt;br /&gt;
|84&lt;br /&gt;
|108&lt;br /&gt;
|135&lt;br /&gt;
|165&lt;br /&gt;
|198&lt;br /&gt;
|234&lt;br /&gt;
|273&lt;br /&gt;
|315&lt;br /&gt;
|360&lt;br /&gt;
|408&lt;br /&gt;
|459&lt;br /&gt;
|513&lt;br /&gt;
|570&lt;br /&gt;
|630&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Base ranks&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
!6&lt;br /&gt;
!7&lt;br /&gt;
!8&lt;br /&gt;
!9&lt;br /&gt;
!10&lt;br /&gt;
!11&lt;br /&gt;
!12&lt;br /&gt;
!13&lt;br /&gt;
!14&lt;br /&gt;
!15&lt;br /&gt;
!16&lt;br /&gt;
!17&lt;br /&gt;
!18&lt;br /&gt;
!19&lt;br /&gt;
!20&lt;br /&gt;
|-&lt;br /&gt;
!Cost&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|14&lt;br /&gt;
|15&lt;br /&gt;
|16&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
!Total&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|21&lt;br /&gt;
|28&lt;br /&gt;
|36&lt;br /&gt;
|45&lt;br /&gt;
|55&lt;br /&gt;
|66&lt;br /&gt;
|78&lt;br /&gt;
|91&lt;br /&gt;
|105&lt;br /&gt;
|120&lt;br /&gt;
|136&lt;br /&gt;
|153&lt;br /&gt;
|171&lt;br /&gt;
|190&lt;br /&gt;
|210&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Background&amp;diff=40786</id>
		<title>Ogre:CharacterCodex:Character Creation:Background</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Background&amp;diff=40786"/>
		<updated>2007-01-07T04:56:25Z</updated>

		<summary type="html">&lt;p&gt;Olace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Background options==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While you have decided most of your character background on step 2, your character concept is oriented toward the game story and settings. Your background in this step is oriented toward game mechanics. You can choose special talents and flaws that have an effect on game mechanics and that are explained by your character concept.&lt;br /&gt;
&lt;br /&gt;
More talents and flaws are described in the Background codex.&lt;br /&gt;
&lt;br /&gt;
===Talent===&lt;br /&gt;
====Hearing, Excellent====&lt;br /&gt;
Description: You have excellent hearing making it easy to hear sound far away.&lt;br /&gt;
&lt;br /&gt;
Effect: Range increment for Listen skill is increased.&lt;br /&gt;
&lt;br /&gt;
Origin: People are born with Excellent hearing.&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Range Increment&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|25&#039; or 5 sq.&lt;br /&gt;
|2 xp&lt;br /&gt;
|-&lt;br /&gt;
|30&#039; or 6 sq.&lt;br /&gt;
|4 xp&lt;br /&gt;
|-&lt;br /&gt;
|40&#039; or 8 sq.&lt;br /&gt;
|8 xp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Rich====&lt;br /&gt;
Description: You start with more money than normal.&lt;br /&gt;
&lt;br /&gt;
Effect: You received a bonus to your starting wealth level.&lt;br /&gt;
&lt;br /&gt;
Origin: The may have receive a heritage from your parent, come from rich parent or simply have invest more time working than other in your youth.&lt;br /&gt;
&lt;br /&gt;
Cost: 1 xp per Wealth Level higher than your starting level.&lt;br /&gt;
&lt;br /&gt;
====Sight, Excellent====&lt;br /&gt;
Description: You have excellent sight making it easy to see things far away.&lt;br /&gt;
&lt;br /&gt;
Effect: Range increment for Spot skill is increased.&lt;br /&gt;
&lt;br /&gt;
Origin: People are born with Excellent sight.&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Range Increment&lt;br /&gt;
|Cost&lt;br /&gt;
|-&lt;br /&gt;
|25&#039; or 5 sq.&lt;br /&gt;
|2 xp&lt;br /&gt;
|-&lt;br /&gt;
|30&#039; or 6 sq.&lt;br /&gt;
|4 xp&lt;br /&gt;
|-&lt;br /&gt;
|40&#039; or 8 sq.&lt;br /&gt;
|8 xp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Talented====&lt;br /&gt;
Description: You are particularly good with an attribute, aptitude or skill.&lt;br /&gt;
&lt;br /&gt;
Effect: Choose one particular attribute, aptitude or skill. You received a racial bonus to this ability.&lt;br /&gt;
&lt;br /&gt;
Origin: The bonus you have may come from innate ability, gifted by the stars at birth or simply by receiving special training during your youth.&lt;br /&gt;
&lt;br /&gt;
Cost:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Effect&lt;br /&gt;
!XP Cost&lt;br /&gt;
|-&lt;br /&gt;
| +1 bonus to any aptitude or attribute&lt;br /&gt;
| 5 xp&lt;br /&gt;
|-&lt;br /&gt;
| +2 bonus to any aptitude or attribute&lt;br /&gt;
| 10 xp&lt;br /&gt;
|-&lt;br /&gt;
| +1 bonus to any skill&lt;br /&gt;
| 2 xp&lt;br /&gt;
|-&lt;br /&gt;
| +2 bonus to any skill&lt;br /&gt;
| 5 xp&lt;br /&gt;
|-&lt;br /&gt;
| +4 bonus to any skill&lt;br /&gt;
| 10 xp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Flaws===&lt;br /&gt;
====Crippled====&lt;br /&gt;
Description: You have some defect with your legs or any other appendage used to move.&lt;br /&gt;
&lt;br /&gt;
Effect: You have a speed penalty for all your movement.&lt;br /&gt;
&lt;br /&gt;
Origin: Depending on the severity of this flaw, you can use your legs but with difficulty or cannot move them at all. You can also choose at the worst severity that you do not have legs at all. The cause of your speed penalty might be from a disease or an accident you had.&lt;br /&gt;
&lt;br /&gt;
XP Bonus:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Speed Penalty&lt;br /&gt;
!XP Bonus&lt;br /&gt;
|-&lt;br /&gt;
| x2 square&lt;br /&gt;
| 5 xp&lt;br /&gt;
|-&lt;br /&gt;
| x4 square&lt;br /&gt;
| 10 xp&lt;br /&gt;
|-&lt;br /&gt;
| Cannot move&lt;br /&gt;
| 15 xp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Hearing defect, Deaf====&lt;br /&gt;
Description: You cannot hear anything at all.&lt;br /&gt;
&lt;br /&gt;
Effect: You are under a constant deaf effect: you automatically fails Listen checks, and has a -4 penalty to all skill that ask for voice.&lt;br /&gt;
&lt;br /&gt;
Origin: Deafness may come from birth or may be cause by a disease or an accident.&lt;br /&gt;
&lt;br /&gt;
XP Bonus: 10 xp&lt;br /&gt;
&lt;br /&gt;
====Hearing defect, poor hearing====&lt;br /&gt;
Description: You have poor hearing making it difficult to see listen to anything.&lt;br /&gt;
&lt;br /&gt;
Effect: Range increment for Listen skill is decreased.&lt;br /&gt;
&lt;br /&gt;
Origin: Poor hearing is generally cause by a defect at birth but some people lose hearing acuity after an accident.&lt;br /&gt;
&lt;br /&gt;
XP Bonus:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Range Increment&lt;br /&gt;
!XP Bonus&lt;br /&gt;
|-&lt;br /&gt;
|15&#039; or 3 sq.&lt;br /&gt;
|2 xp&lt;br /&gt;
|-&lt;br /&gt;
|10&#039; or 2 sq.&lt;br /&gt;
|4 xp&lt;br /&gt;
|-&lt;br /&gt;
|5&#039; or 1 sq.&lt;br /&gt;
|8 xp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Mute====&lt;br /&gt;
Description: You cannot speak.&lt;br /&gt;
&lt;br /&gt;
Effect: You cannot use any skill that needs voice: Performance – Voice, Language – Innuendo for spoken message. You also suffer a -4 penalty to skill where voice is important, but not essential: Influence, Investigation – Gather information and Interrogation, Merchant - Trading.&lt;br /&gt;
&lt;br /&gt;
Origin: You can be mute since you are born, had an accident or a trauma so great that you refuse to speak thereafter.&lt;br /&gt;
&lt;br /&gt;
XP Bonus: 5 xp&lt;br /&gt;
&lt;br /&gt;
====Phobia====&lt;br /&gt;
Description: You have an irrational fear for something that is pretty common and generally harmless.&lt;br /&gt;
&lt;br /&gt;
Effect: As soon has you are in presence of the thing that causes your phobia, you suffer from a fear effect.&lt;br /&gt;
&lt;br /&gt;
Origin: Most phobias come from a trauma or really bad experience someone had during their childhood.&lt;br /&gt;
&lt;br /&gt;
XP Bonus:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Fear Effect&lt;br /&gt;
!XP Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Shaken&lt;br /&gt;
|2 xp&lt;br /&gt;
|-&lt;br /&gt;
|Scared&lt;br /&gt;
|4 xp&lt;br /&gt;
|-&lt;br /&gt;
|Frightened&lt;br /&gt;
|8 xp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Poor====&lt;br /&gt;
Description: You start with less money than normal.&lt;br /&gt;
&lt;br /&gt;
Effect: You received a penalty to your starting Wealth level.&lt;br /&gt;
&lt;br /&gt;
Origin: You come from a poor family, are jobless or just suffer bad luck losing all your money in a fire or it has been stolen.&lt;br /&gt;
&lt;br /&gt;
XP Bonus: 1 xp per Wealth level below your starting level.&lt;br /&gt;
&lt;br /&gt;
====Sight defect, Blind====&lt;br /&gt;
Description: You cannot see at all.&lt;br /&gt;
&lt;br /&gt;
Effect: You are under a constant blind effect: everything has a total concealment from you.&lt;br /&gt;
&lt;br /&gt;
Origin: Blindness may come from birth or may be cause by a disease or an accident.&lt;br /&gt;
&lt;br /&gt;
XP Bonus: 10 xp&lt;br /&gt;
&lt;br /&gt;
====Sight defect, Hyperopia====&lt;br /&gt;
Description: You have poor eyesight making it difficult to see things near you.&lt;br /&gt;
&lt;br /&gt;
Effect: Everything around you has the benefits of some degree of concealment.&lt;br /&gt;
&lt;br /&gt;
Origin: Hyperopia is generally cause by a defect at birth but some people lose eyesight after an accident.&lt;br /&gt;
&lt;br /&gt;
XP Bonus:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Concealment Effect&lt;br /&gt;
!XP Bonus&lt;br /&gt;
|-&lt;br /&gt;
|One-tenth&lt;br /&gt;
|1 xp&lt;br /&gt;
|-&lt;br /&gt;
|One-quarter&lt;br /&gt;
|2 xp&lt;br /&gt;
|-&lt;br /&gt;
|One-half&lt;br /&gt;
|4 xp&lt;br /&gt;
|-&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|8 xp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sight defect, Myopia====&lt;br /&gt;
Description: You have poor eyesight making it difficult to see things far away.&lt;br /&gt;
&lt;br /&gt;
Effect: Range increment for Spot skill is decreased.&lt;br /&gt;
&lt;br /&gt;
Origin: Myopia is generally cause by a defect at birth but some people lose eyesight after an accident.&lt;br /&gt;
&lt;br /&gt;
XP Bonus:&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Range Increment&lt;br /&gt;
!XP Bonus&lt;br /&gt;
|-&lt;br /&gt;
|15&#039; or 3 sq.&lt;br /&gt;
|2 xp&lt;br /&gt;
|-&lt;br /&gt;
|10&#039; or 2 sq.&lt;br /&gt;
|4 xp&lt;br /&gt;
|-&lt;br /&gt;
|5&#039; or 1 sq.&lt;br /&gt;
|8 xp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mutation===&lt;br /&gt;
Mutations are only available to races that have been genetically manipulated before they were born like Genes. Most talent option might be explained by genetic manipulation. Mutation chosen at character creation does not count toward your mutagenic resistance.&lt;br /&gt;
&lt;br /&gt;
Costs for mutations are always as follow&lt;br /&gt;
&lt;br /&gt;
Light: 2 xp&lt;br /&gt;
&lt;br /&gt;
Medium: 4 xp&lt;br /&gt;
&lt;br /&gt;
Heavy: 8 xp&lt;br /&gt;
&lt;br /&gt;
====Natural Weapon====&lt;br /&gt;
Light: Claws, Bites, Horn 1d4&lt;br /&gt;
&lt;br /&gt;
Medium: Claws, Bites, Horn, Tail, tentacles 1d6&lt;br /&gt;
&lt;br /&gt;
Heavy: Tail, Tentacles, 1d8 + Reach&lt;br /&gt;
&lt;br /&gt;
====Sight, Improved====&lt;br /&gt;
Light: 1 less concealment level&lt;br /&gt;
&lt;br /&gt;
Medium: 2 less concealment level&lt;br /&gt;
&lt;br /&gt;
Heavy: 3 less concealment level&lt;br /&gt;
&lt;br /&gt;
====Movement, Extra====&lt;br /&gt;
Light: Poor Maneuverability&lt;br /&gt;
&lt;br /&gt;
Medium: Average Maneuverability&lt;br /&gt;
&lt;br /&gt;
Heavy: Good Maneuverability&lt;br /&gt;
&lt;br /&gt;
====Movement, Improved====&lt;br /&gt;
Light: 1 more maneuverability level&lt;br /&gt;
&lt;br /&gt;
Medium: 2 more maneuverability level&lt;br /&gt;
&lt;br /&gt;
Heavy: 3 more maneuverability level&lt;br /&gt;
&lt;br /&gt;
====Natural Armor====&lt;br /&gt;
Light: You gain 1 Damage Resistance&lt;br /&gt;
&lt;br /&gt;
Medium: You gain 2 Damage Resistance&lt;br /&gt;
&lt;br /&gt;
Heavy: You gain 4 Damage Resistance&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Profession&amp;diff=40785</id>
		<title>Ogre:CharacterCodex:Character Creation:Profession</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Profession&amp;diff=40785"/>
		<updated>2007-01-07T04:34:23Z</updated>

		<summary type="html">&lt;p&gt;Olace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Profession==&lt;br /&gt;
Your profession represents a set of skills you have learn by working or studying before you became an adventurer. Your character may have done more than one profession before adventuring, but you probably are much older than others because of your longer work experience. You do not need to choose a profession if you did not get any training or specific job before adventuring. Profession depends on your campaign setting, this section contains general profession, for a more complete list of profession, consult your specific Campaign Setting Codex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a list of all aptitude learn during your work. If you use the skill system, you can trade 1 rank of an aptitude for 2 ranks of a specific skill under that aptitude. But even if you received 2 ranks in an aptitude, you can only trade for 2 ranks in 2 different skills, you cannot have 4 ranks in a skill by trading ranks this way.&lt;br /&gt;
&lt;br /&gt;
All profession gives you either 1 rank in profession aptitude or 2 ranks in a particular profession skill.&lt;br /&gt;
&lt;br /&gt;
===Academician (10 xp)===&lt;br /&gt;
Academicians spend long time studying in university and continue to seek knowledge as their job after their study. Academicians are very curious, cultivated and intellectual.&lt;br /&gt;
&lt;br /&gt;
Profession: Professor, researcher, journalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Information: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore, Mystic: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore, World: 1 rank&lt;br /&gt;
&lt;br /&gt;
Tongues: 1 rank&lt;br /&gt;
&lt;br /&gt;
===Artist (8xp)===&lt;br /&gt;
Artists are people trying to lives by their art. Few are very successful and live richly, but most live modestly by performing once in a while their art and have a second job.&lt;br /&gt;
&lt;br /&gt;
Profession: Painter, Photograph, Sculptor, Singer, Musician, Poet, Writer, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Craft, Art: 1 rank&lt;br /&gt;
&lt;br /&gt;
Influence: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore: 1 rank&lt;br /&gt;
&lt;br /&gt;
Performance: 1rank&lt;br /&gt;
&lt;br /&gt;
===Detective (8xp)===&lt;br /&gt;
Detectives are investigators that seek the truth ant try to solve crimes. During their work, detective may often meet danger and most are train to at least defend themselves against attacker.&lt;br /&gt;
&lt;br /&gt;
Profession: Policeman, Private detective, Journalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat: 1 rank&lt;br /&gt;
&lt;br /&gt;
Information: 1 rank&lt;br /&gt;
&lt;br /&gt;
Investigation: 1 rank&lt;br /&gt;
&lt;br /&gt;
Influence or Manipulation: 1 rank&lt;br /&gt;
&lt;br /&gt;
===Merchant (10xp)===&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Influence or Manipulation: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore: 1 rank&lt;br /&gt;
&lt;br /&gt;
Merchant: 2 ranks&lt;br /&gt;
&lt;br /&gt;
===Diplomat (10xp)===&lt;br /&gt;
Diplomats serve as emissaries from countries, company or group tat seek allies in other group or try to solve problems between them.&lt;br /&gt;
&lt;br /&gt;
Profession: Herald, Representative, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Influence or Manipulation: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore, World: 1 rank&lt;br /&gt;
&lt;br /&gt;
Merchant: 1 rank&lt;br /&gt;
&lt;br /&gt;
Tongues: 1 rank&lt;br /&gt;
&lt;br /&gt;
===Fighter (10xp)===&lt;br /&gt;
Fighters are people train in the art of war and battle. Their jobs are multiple, but they always contain a certain amount of danger and fight.&lt;br /&gt;
&lt;br /&gt;
Profession: Soldier, Guard, Policemen, Bodyguard, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat: 1 rank&lt;br /&gt;
&lt;br /&gt;
Combat, Attack: 1 rank&lt;br /&gt;
&lt;br /&gt;
Combat, Defensive maneuver: 1 rank&lt;br /&gt;
&lt;br /&gt;
Combat, Offensive maneuver: 1 rank&lt;br /&gt;
&lt;br /&gt;
Protection: 1 rank&lt;br /&gt;
&lt;br /&gt;
===Martial Artist (10xp)===&lt;br /&gt;
Martial artists spend their lives studying the art of unarmed combat.&lt;br /&gt;
&lt;br /&gt;
Profession: Martial Art Teacher, Actor, Soldier, Guard, Bodyguard, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acrobatic: 1 rank&lt;br /&gt;
&lt;br /&gt;
Combat: 1 rank&lt;br /&gt;
&lt;br /&gt;
Combat, Martial art: 1 rank&lt;br /&gt;
&lt;br /&gt;
Combat, Defensive maneuver: 1 rank&lt;br /&gt;
&lt;br /&gt;
Combat, Offensive maneuver: 1 rank&lt;br /&gt;
&lt;br /&gt;
===Medic (8xp)===&lt;br /&gt;
Medic job is to save people&#039;s lives and be sure they stay in good health.&lt;br /&gt;
&lt;br /&gt;
Profession: Doctor, Nurse, Pharmacist, Dentist, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medical: 2 ranks&lt;br /&gt;
&lt;br /&gt;
Nature or Craft, Chemical: 1 rank&lt;br /&gt;
&lt;br /&gt;
===Pilot (10 xp)===&lt;br /&gt;
Pilots love to drive vehicles and take care of their vehicles.&lt;br /&gt;
&lt;br /&gt;
Profession: Boat Captain, Racer, Driver, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vehicles: 2 ranks&lt;br /&gt;
&lt;br /&gt;
Craft: 1 rank&lt;br /&gt;
&lt;br /&gt;
Craft, Engineering: 1 rank&lt;br /&gt;
&lt;br /&gt;
===Scout (8xp)===&lt;br /&gt;
A scout job is to do reconnaissance and see what is ahead to be sure the path is clear of danger.&lt;br /&gt;
&lt;br /&gt;
Profession: Explorer, Guide, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nature: 1 rank&lt;br /&gt;
&lt;br /&gt;
Stalking: 1 rank&lt;br /&gt;
&lt;br /&gt;
Perception - Spot: 1 rank&lt;br /&gt;
&lt;br /&gt;
Perception - Listen: 1 rank&lt;br /&gt;
&lt;br /&gt;
===Thief (8xp)===&lt;br /&gt;
Thieves lives of crime by taking the riches of other.&lt;br /&gt;
&lt;br /&gt;
Profession: Pickpocket, Burglar, Bandit, Spy, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Device: 1 rank&lt;br /&gt;
&lt;br /&gt;
Merchant: 1 rank&lt;br /&gt;
&lt;br /&gt;
Subterfuge: 1 rank&lt;br /&gt;
&lt;br /&gt;
Stalk: 1 rank&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Culture&amp;diff=40784</id>
		<title>Ogre:CharacterCodex:Character Creation:Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Culture&amp;diff=40784"/>
		<updated>2007-01-07T04:18:00Z</updated>

		<summary type="html">&lt;p&gt;Olace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Your culture represents a set of skills you have learned by living in a certain geographical or political region. Some cultures are specific to certain races, but with GM approval, your character may have been raised in a society different from his race. A character may have only one culture. Culture depends on your campaign setting, this section contains general culture, for a more complete list of culture, consult your specific Campaign Setting Character Codex.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture entry description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cost: This is the number of XP you need to spend when starting a character with this culture.&lt;br /&gt;
&lt;br /&gt;
Aptitudes: List of aptitude developed by your culture and the number of bonus rank you receive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Culture&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wherever you came from, everybody learns at least two things from the place they live: a little bit about your society and at least one language.&lt;br /&gt;
&lt;br /&gt;
====Aptitude====&lt;br /&gt;
Lore: 1 rank&lt;br /&gt;
&lt;br /&gt;
Tongue – Racial or Common: 1 rank&lt;br /&gt;
&lt;br /&gt;
===General Culture===&lt;br /&gt;
&lt;br /&gt;
====Coastal (9 xp)====&lt;br /&gt;
You were raised on a coastal city and spend most of your youth on boats and swimming in water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Craft, Engineering: 1 rank&lt;br /&gt;
&lt;br /&gt;
Merchant: 1 rank&lt;br /&gt;
&lt;br /&gt;
Movement - Swim: 1 rank&lt;br /&gt;
&lt;br /&gt;
Perception - Spot: 1 rank&lt;br /&gt;
&lt;br /&gt;
Vehicles (Sail): 1 rank&lt;br /&gt;
&lt;br /&gt;
====Isolated (3 xp)====&lt;br /&gt;
You were raised in a specific culture, but never really bother to be a part of your community. You did mot learn any specific aptitude related to your people.&lt;br /&gt;
&lt;br /&gt;
====Nomad (9 xp)====&lt;br /&gt;
You were raised in the steps with the nomad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal: 1 rank&lt;br /&gt;
&lt;br /&gt;
Nature: 2 ranks&lt;br /&gt;
&lt;br /&gt;
Perception - Spot: 1 rank&lt;br /&gt;
&lt;br /&gt;
====Urban (9 xp)====&lt;br /&gt;
You were raised in one of the human city with all its intrigues and it intellectual dynamism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Influence or Manipulation: 1 rank&amp;lt;br&amp;gt;Lore: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore, World: 1 rank&lt;br /&gt;
&lt;br /&gt;
Merchant: 1 rank&lt;br /&gt;
&lt;br /&gt;
Vehicles (Pilot): 1 rank&lt;br /&gt;
&lt;br /&gt;
====Rural (6 xp)====&lt;br /&gt;
You were raised in a small rural town living out of agriculture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal: 1 rank&lt;br /&gt;
&lt;br /&gt;
Nature: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore, World: 1 rank&lt;br /&gt;
&lt;br /&gt;
Vehicles (Pilot): 1 rank&lt;br /&gt;
&lt;br /&gt;
===Racial Culture===&lt;br /&gt;
All racial culture has a tongue rank allowing them to read and write their native language or the common tongue for their geographical location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tongue – Racial or Common: 1 rank&lt;br /&gt;
&lt;br /&gt;
====Dwarf, Hill or Mountain (6 xp)====&lt;br /&gt;
Both Hill dwarves and Mountain dwarves live in fortress built into hills or mountains. While their location allows them to create complex cavern, they mostly live on the surface and trade their art with the surface dweller.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Craft: 1 rank&lt;br /&gt;
&lt;br /&gt;
Craft, War: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore: 1 rank&lt;br /&gt;
&lt;br /&gt;
Merchant: 1 rank&lt;br /&gt;
&lt;br /&gt;
====Dwarf, Deep (6 xp)====&lt;br /&gt;
Deep dwarves live in mine and cavern top extract precious metal and gems. They rarely go to the surface, preferring to trade with mountain dwarves than with surface dweller.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Craft: 1 rank&lt;br /&gt;
&lt;br /&gt;
Craft, Luxury: 1 rank&lt;br /&gt;
&lt;br /&gt;
Craft, War: 1 rank&lt;br /&gt;
&lt;br /&gt;
Lore: 1 rank&lt;br /&gt;
&lt;br /&gt;
====Elf, High (12 xp)====&lt;br /&gt;
High elves live deep into forest far away from outsider. They live in beautiful city constructed by the most talented elven architect. Everything in the city is in harmony with its surrounding. High elves spend most of their time studying the world, tend to the forest and consecrate their lives to arts in which they excel. High elves generally tend to thinks they are the most evolved race of their time and might seem arrogant to outsider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lore, Social: 1 rank&lt;br /&gt;
&lt;br /&gt;
Nature: 1 rank&lt;br /&gt;
&lt;br /&gt;
Perform: 2 ranks&lt;br /&gt;
&lt;br /&gt;
Stalking: 1 rank&lt;br /&gt;
&lt;br /&gt;
====Elf, Sylvan (9 xp)====&lt;br /&gt;
The majority of elves live as sylvan elves. They construct tree houses in which they live. When they are not hunting and doing agriculture, sylvan elves spend most of their free time practicing arts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acrobatic: 1 rank&lt;br /&gt;
&lt;br /&gt;
Animal: 1 rank&lt;br /&gt;
&lt;br /&gt;
Nature: 1 rank&lt;br /&gt;
&lt;br /&gt;
Perform: 1 rank&lt;br /&gt;
&lt;br /&gt;
Stalking: 1 rank&lt;br /&gt;
&lt;br /&gt;
====Elf, Wood (12 xp)====&lt;br /&gt;
Wood elves live in natural condition into forest. They sleep in cavern or in trees and rarely build permanent structure. They live of hunting and foraging in all respect of the nature. While they may seem primitive, wood elves are as evolve as any other elves. They have simply chosen a way of living very near that of animal and grounded into nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Acrobatic: 1 rank&lt;br /&gt;
&lt;br /&gt;
Animal: 1 rank&lt;br /&gt;
&lt;br /&gt;
Nature: 2 ranks&lt;br /&gt;
&lt;br /&gt;
Stalking: 1 rank&lt;br /&gt;
&lt;br /&gt;
====Halfling, Villager (6 xp)====&lt;br /&gt;
Halfling villager lives in holes dig into hills. Most of their daytime is spend on agriculture for their subsistence and during the evening, Halflings gather together to play games or party by singing and dancing all evening.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aptitudes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Animal: 1 rank&lt;br /&gt;
&lt;br /&gt;
Game: 1 rank&lt;br /&gt;
&lt;br /&gt;
Nature: 1 rank&lt;br /&gt;
&lt;br /&gt;
Perform: 1 rank&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Race&amp;diff=40783</id>
		<title>Ogre:CharacterCodex:Character Creation:Race</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Race&amp;diff=40783"/>
		<updated>2007-01-07T03:24:31Z</updated>

		<summary type="html">&lt;p&gt;Olace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Choose your Race==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
In this step you will be able to choose your race between the different races offer in your Campaign Setting. Your race represents your physical and mental ability given by your genetics. In this book, only the typical races found in a most Campaign Setting are present, consult the Race Codex for a more complete list of races. A character must have a race and only one race.&lt;br /&gt;
&lt;br /&gt;
===Human (0 XP)===&lt;br /&gt;
Humans are generally the most spreading race. They do not, as a race, specialized in any activities making them very diverse and adapting to most situations. Human can be very kind or very cruel, you are never sure with a human.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|One-quarter&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fantasy races===&lt;br /&gt;
====Dwarf (7 XP)====&lt;br /&gt;
Dwarves are small but sturdy. They are very hairy and their pride is in their long beard that every single dwarf have. They are connected to the earth and generally live underground or in fabulous fortress serving as an access to the outside world. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown.&lt;br /&gt;
&lt;br /&gt;
Dwarves are generally short temper and very aggressive, but once it has accept you as a friend, they can be very kind and tolerant. Most Dwarf like fighting and will prove to be very brave on a battlefield.&lt;br /&gt;
&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus to Stability resistance.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|One-quarter&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|3&#039;7&amp;quot; - 4&#039;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|100 lbs. - 220 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elf (10 XP)====&lt;br /&gt;
Elves live in forest in harmony with nature. They have pointy ear, are very graceful and delicate in their action. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. Elves cannot grow a beard.&lt;br /&gt;
&lt;br /&gt;
Since elves are immortal, they tend to be very patient and are always thinking about long term project. Everything that they do must be perfect. They love art and beautiful things and have all the time to make masterpiece in every art domains.&lt;br /&gt;
&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus to the Perception Aptitude.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Poor&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
4 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|80 lbs. - 160 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Immortal&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|120&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|600&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Halfling (4 XP)====&lt;br /&gt;
Halfling is a small race that lives in holes dig into hills. While they are not quite strong, they are very agile. Halfling have big hands and feet. They almost never wear boots showing with pride their big hairy feet. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes.&lt;br /&gt;
&lt;br /&gt;
Unlike members of most races, they prefer actual comfort to shows of wealth. Most Halfling tend to be very quiet and always in a good mood. They are very positive and like to play and particularly enjoy making party where everybody has fun.&lt;br /&gt;
&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus to Listen and Taste skill.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
4 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|One-quarter&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Small&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|2&#039;6&amp;quot; - 3&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|25 lbs. - 40 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Future Races - Robots===&lt;br /&gt;
With artificial intelligence, evolving robots with their own personality have been created. Three kinds of robot are mostly met in society. Domestic robots are the more versatile and were created to make the choir to keep a household working. Industrial robot are more sturdy, but are more specialized in specifics task making them less versatile. War robots are there to keep people safe, they do not have advanced artificial intelligence like other robots, but they are the more solid kind of robots. Robots are only available in campaign setting that take place in the space age or later. Custom robots rules are available in the Race Codex.&lt;br /&gt;
&lt;br /&gt;
Robots evolve in the same ways as other organic character. Their artificial intelligence is self-learning so they can acquire skills like any other being. All robots also contain nano-robots inside them that repair them during rejuvenation cycles and improve their body physical capabilities.&lt;br /&gt;
&lt;br /&gt;
Rejuvenation Cycle: A robots runs on energy cells that need to rejuvenate regularly. During a 24-hour period, it must shut down for 8 hours to replenish its energy supply. During its rejuvenation cycle, the bioreplica is essentially asleep. If it fails to rejuvenate, it suffers a cumulative fatigue penalty like organic being until it fully recharges itself. In the space age, robots need to be plugged in a wall outlet or use an electric generator. In the energy age, robots have their own generator and do not need to be plugged. They still need to go in sleep mode for the generator to charge their battery correctly.&lt;br /&gt;
&lt;br /&gt;
Immunities: Robots are immune to mind-influencing effects, poison, sleep, paralysis and disease. Although robots are immune to poison and disease, they are affected by similar condition by absorbing destructive nanobots or being exposed to computer viruses.&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
Repairable: Robots can be repaired using the Robotics or Repair skill. A successful Robotic check heals 1d10 points of damage to a robot and a successful Robotic or Repair check heals 1d4 Constitution points. Each check represents 1 hour of work. You can also use your Robotics skills to remove destructive nanobots and Software skills to eliminate computer viruses.&lt;br /&gt;
&lt;br /&gt;
Robot Resurrection: A robot&#039;s core programming and experiences are contained within its central processor even if the robots body is completely destroyed beyond repair, the central processor can be intact and installed in a new body. The new body must be new or at least being reset to manufacture default configuration (Robotics checks 20 and Software checks 20). The new body has no capabilities and the central processor must learn to its new body the skill gained in their last body. This mean that the character starts from 0 skill rank and must buy again their rank in his previous skill except the cost is much lesser. Instead of paying three times the rank for aptitude, you only pay three CP per rank until you reach the rank of your previous body where the cost resume to normal mode. It&#039;s the same thing for your skill rank that cost one point per rank.&lt;br /&gt;
&lt;br /&gt;
====Robot, Domestic (3 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Damage resistance (Pi/Bl/Sl/Ba)&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|One-tenth&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|5&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|500 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Robot, Industrial (5 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+4 Damage resistance (Pi/Bl/Sl/Ba)&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|One-tenth&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|6&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|800 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Robot, War (12 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+6 Damage resistance (Pi/Bl/Sl/Ba)&lt;br /&gt;
&lt;br /&gt;
Electric vulnerability: Electrical damage attack directly the Constitution of a robot.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|One-tenth&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|1200 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Future Races - Genes===&lt;br /&gt;
Gene is short for genetic engineered human. The mutations are often not apparent and consist of making the human more resistant to disease. Some Genes are created with an enhanced body making them excellent in many sports and physical ability. Genes are available only in campaign setting that take place in the cyber-genetic era or later. Custom mutant&#039;s rules are available in the Race Codex.&lt;br /&gt;
&lt;br /&gt;
====Gene, Light (5 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+1 Racial Bonus on Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
+1 Racial bonus to the Perception Aptitude.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gene, Medium (10 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+1 Racial Bonus on Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
+2 Racial bonus to the Perception Aptitude.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Gene, Heavy (15 XP)====&lt;br /&gt;
=====Racial Bonus=====&lt;br /&gt;
+2 Racial bonus on Fortitude resistance.&lt;br /&gt;
&lt;br /&gt;
+2 Racial bonus to the Perception Aptitude.&lt;br /&gt;
&lt;br /&gt;
=====Ability Bonus=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Strength&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Dexterity&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Constitution&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Movement=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Walk&lt;br /&gt;
|Good&lt;br /&gt;
|-&lt;br /&gt;
!Climb&lt;br /&gt;
|Clumsy&lt;br /&gt;
|-&lt;br /&gt;
!Swim&lt;br /&gt;
|Average&lt;br /&gt;
|-&lt;br /&gt;
!Burrow&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Fly&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Health Value=====&lt;br /&gt;
5 Hit Points per Health rank&lt;br /&gt;
&lt;br /&gt;
=====Vision=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Pure Light&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
!Strong Light&lt;br /&gt;
|One-half&lt;br /&gt;
|-&lt;br /&gt;
!Day Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Moon Light&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Low Light&lt;br /&gt;
|Three-quarters&lt;br /&gt;
|-&lt;br /&gt;
!Darkness&lt;br /&gt;
|Nine-tenths&lt;br /&gt;
|-&lt;br /&gt;
!Pure Darkness&lt;br /&gt;
|Total&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Size=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Medium&lt;br /&gt;
|-&lt;br /&gt;
!Height&lt;br /&gt;
|4&#039;5&amp;quot; - 6&#039;6&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Weight&lt;br /&gt;
|85 lbs. - 280 lbs.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Age=====&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
!Category&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Adulthood&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lifespan&lt;br /&gt;
|150&lt;br /&gt;
|-&lt;br /&gt;
!Unit&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Movement&amp;diff=40782</id>
		<title>Ogre:CharacterCodex:Movement</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Movement&amp;diff=40782"/>
		<updated>2007-01-07T03:18:58Z</updated>

		<summary type="html">&lt;p&gt;Olace: Movement rule simplification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Movement=&lt;br /&gt;
There is two important thing to know when you are moving. At which speed you move and how well you move.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
There are two important things to know when you are moving. At which speed you move and how well you move.&lt;br /&gt;
&lt;br /&gt;
===Maneuverability===&lt;br /&gt;
Maneuverability is how well you can move and is determined by your race.&lt;br /&gt;
&lt;br /&gt;
====Maneuverability entry description====&lt;br /&gt;
Turn: This is the angle at which you can make a turn. Before making a turn and between each turn, you must have traveled your minimum distance.&lt;br /&gt;
&lt;br /&gt;
Minimum Distance: This is the minimum distance you must make when moving. Effect of not being able to make this minimum distance is the same as a total failure for the movement skill. This is also the minimum distance you must make before taking a turn, making a charge or jumping.&lt;br /&gt;
&lt;br /&gt;
Defense/Stability: This is a modifier to defense and stability when you are moving because you need to let your guard down to move appropriately.&lt;br /&gt;
&lt;br /&gt;
Maneuver: Whatever or not you can use some skills while moving. Skills affected by movements are: Acrobatics, Combat, Offensive Maneuver - Move Attack, Nature - Track, Stalking – Stalk, and combat maneuver Charge.&lt;br /&gt;
&lt;br /&gt;
Fatigue: You must make your first fatigue check after the amount of time specified in the Initial Fatigue entry. After the first fatigue check, you must check again after the fatigue rate period.&lt;br /&gt;
&lt;br /&gt;
A Fatigue check is a Constitution check DC 10 + 2 per time period over the initial fatigue check. If you succeed, you are not tired, but if you failed, you take one severity of fatigue.&lt;br /&gt;
&lt;br /&gt;
Not affected by speed: The following two properties do not change even if your maneuverability change while you are going faster or slower (See below).&lt;br /&gt;
&lt;br /&gt;
Modifier: This is a racial bonus to your movement skill because of your great maneuverability when moving.&lt;br /&gt;
&lt;br /&gt;
Take 10: Whatever or not you can Take 10 in any situation while moving.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Perfect&lt;br /&gt;
!Good&lt;br /&gt;
!Average&lt;br /&gt;
!Poor&lt;br /&gt;
!Clumsy&lt;br /&gt;
|-&lt;br /&gt;
|Turn&lt;br /&gt;
|Any&lt;br /&gt;
|90&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt;&lt;br /&gt;
|45&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt;&lt;br /&gt;
|45&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt;&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|Minimum Distance&lt;br /&gt;
|None&lt;br /&gt;
|One-tenth&lt;br /&gt;
|One-quarter&lt;br /&gt;
|Half&lt;br /&gt;
|Three-quarter&lt;br /&gt;
|-&lt;br /&gt;
| Defense/Stability&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
| -4, No Defense&lt;br /&gt;
|-&lt;br /&gt;
|Maneuver&lt;br /&gt;
| +1&lt;br /&gt;
| 0&lt;br /&gt;
| -2&lt;br /&gt;
| -4&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
|Fatigue, Initial&lt;br /&gt;
|24 hours&lt;br /&gt;
|8 hours&lt;br /&gt;
|1 hour&lt;br /&gt;
|10 minutes&lt;br /&gt;
|1 minute&lt;br /&gt;
|-&lt;br /&gt;
|Fatigue Rate&lt;br /&gt;
|8 hours&lt;br /&gt;
|1 hours&lt;br /&gt;
|10 minutes&lt;br /&gt;
|1 minute&lt;br /&gt;
|Every Action&lt;br /&gt;
|-&lt;br /&gt;
!colspan = &amp;quot;6&amp;quot;| Not affected by speed&lt;br /&gt;
|-&lt;br /&gt;
|Modifier&lt;br /&gt;
| +16&lt;br /&gt;
| +8&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|Take 10&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Movement speed===&lt;br /&gt;
Your base speed is your movement speed increment * your ranks in your movement skill * size speed multiplier as shown on the table below.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Size&lt;br /&gt;
!Speed Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Fine&lt;br /&gt;
|x0.10&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive&lt;br /&gt;
|x0.25&lt;br /&gt;
|-&lt;br /&gt;
|Tiny&lt;br /&gt;
|x0.375&lt;br /&gt;
|-&lt;br /&gt;
|Small&lt;br /&gt;
|x0.50&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|x0.75&lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|x1&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
|x1.25&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan&lt;br /&gt;
|x1.5&lt;br /&gt;
|-&lt;br /&gt;
|Colossal&lt;br /&gt;
|x1.75&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Example====&lt;br /&gt;
A Medium creature with a Good maneuverability walk skill base speed is 8 x 1 x 0.75 = 6 squares.&lt;br /&gt;
&lt;br /&gt;
A Medium creature with a Poor maneuverability bonus to walk skill base speed is 2 x 2 x 0.75 = 3 squares.&lt;br /&gt;
&lt;br /&gt;
A Medium creature with four legs and a Good maneuverability to walk skill base speed is 8 x 1 x 0.75 x2 = 12 squares.&lt;br /&gt;
&lt;br /&gt;
===Changing Speed===&lt;br /&gt;
You can try to go faster than your normal speed if you want to, but have a penalty to your move action as describe in the following table. If you move more slowly, it is easier to move.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Speed level&lt;br /&gt;
!Speed Multiplier&lt;br /&gt;
!Move Modifier&lt;br /&gt;
!Maneuverability modifier&lt;br /&gt;
!Charge Bonus&lt;br /&gt;
|-&lt;br /&gt;
|Step by step&lt;br /&gt;
| x1/8&lt;br /&gt;
| +8&lt;br /&gt;
| +3&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Slow Pace&lt;br /&gt;
| x1/4&lt;br /&gt;
| +4&lt;br /&gt;
| +2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stroll&lt;br /&gt;
| x1/2&lt;br /&gt;
| +2&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Walk&lt;br /&gt;
| x1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|Hustle&lt;br /&gt;
| x2&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|Run&lt;br /&gt;
| x3&lt;br /&gt;
| -4&lt;br /&gt;
| -2&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|Dash&lt;br /&gt;
| x4&lt;br /&gt;
| -8&lt;br /&gt;
| -3&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
|Sprint&lt;br /&gt;
| x5&lt;br /&gt;
| -16&lt;br /&gt;
| -4&lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
|Sprint+&lt;br /&gt;
| +1 multiplier&lt;br /&gt;
| x2 previous penalty&lt;br /&gt;
| -1 per multiplier&lt;br /&gt;
| x2 previous bonus&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Speed Multiplier: The number of times you can use your base speed in a standard movement. At hustle speed, a medium creature with a base speed of 6 squares can move 12 squares in a standard action. At a stroll speed, a medium creature with a base speed of 6 squares can move 3 squares.&lt;br /&gt;
&lt;br /&gt;
Move Penalty: Your move speed can give more chance to trip when moving at high speed resulting in a penalty that apply to all Movement skill check made at this speed while moving more slowly make you better at moving.&lt;br /&gt;
&lt;br /&gt;
Maneuverability modifier: The faster you go, the less in control you are. This penalty in the number of maneuverability level you lose while going at this speed.&lt;br /&gt;
&lt;br /&gt;
Charge Bonus: When charging, the faster you go, the stronger your blow will be. But because of your maneuver penalty, it might be impossible to charge correctly at high speed because of your lack of control on your movement.&lt;br /&gt;
&lt;br /&gt;
==Movement Penalty==&lt;br /&gt;
There is three types of penalty that can be apply to movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed Penalty:&#039;&#039;&#039; Represented by a square multiplier, this penalty slow you down by making you count a square many time in movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Penalty:&#039;&#039;&#039; Maneuver penalty is a penalty to your skill check made too move, but do not hinder in any way your moving speed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Penalty:&#039;&#039;&#039; Penalty to movement skill reduce both your speed and your skill check.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
You want to move very fast to flee from a fight and you have a good maneuverability run skill with a total ranks of 16. Your base speed is 16(Ranks) * 3&#039;(Medium Size) = 48 feet or 9 square (round down).&lt;br /&gt;
&lt;br /&gt;
On your first move action, you can increase your speed by three speed level (your acceleration limit) so you can dash at x4 the speed doing 36 square in one standard move action. Going this fast is dangerous because you can trip on something, you have to do a move check with a penalty of -8. The terrain is flat so it&#039;s only a DC 10 and you can take ten because of your good maneuverability meaning that you can&#039;t trip with a result of 18 (Take 10 + 16 ranks – 8 move penalty &amp;gt; DC 10).&lt;br /&gt;
&lt;br /&gt;
At this speed you are considered as clumsy (-3 maneuverability penalty). This mean that you can go only in straight line, have a -4 penalty on Defense and Stability and you do not get Dexterity Modifier to your defense. You still have an acceleration limit of 3 even if you are now considered clumsy.&lt;br /&gt;
&lt;br /&gt;
You opponents are following you and because they move faster than you, they might be able to reach you soon so you decided to move again at a faster speed.&lt;br /&gt;
&lt;br /&gt;
You decide to sprint at x5 speed for a total of 45 square. You do not want to risk to go faster than x5 speed because there is a lot of chance that you will fall while running. At x5, you are safe with a DC 10 (Take 10 +  16 ranks – 16 move penalty = DC 10). At sprint speed, you need to make a Constitution check every move action you do, so you need one DC 12 after the first action. Your opponent have decided to stop chasing you, so you want to stop running. Because your acceleration limit is 3, you can only reduce your speed at Hustle speed. This mean that you cannot just stop running and must make another move action as your next action moving 18 squares (x2 speed). On your next action, you have stop and can do any other action that you want.&lt;br /&gt;
&lt;br /&gt;
==Measuring Distance==&lt;br /&gt;
&#039;&#039;&#039;Diagonals:&#039;&#039;&#039; When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.&lt;br /&gt;
&lt;br /&gt;
You can’t move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent.&lt;br /&gt;
&lt;br /&gt;
You can also move diagonally past other impassable obstacles, such as pits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Closest Creature:&#039;&#039;&#039; When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.&lt;br /&gt;
&lt;br /&gt;
==Moving through a Square==&lt;br /&gt;
&#039;&#039;&#039;Friend:&#039;&#039;&#039; You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opponent:&#039;&#039;&#039; You can’t move through a square occupied by an opponent, unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. (Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ending Your Movement:&#039;&#039;&#039; You can’t end your movement in the same square as another creature unless it is helpless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Small Creature:&#039;&#039;&#039; A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Square Occupied by Creature Three Sizes Larger or Smaller:&#039;&#039;&#039; Any creature can move through a square occupied by a creature three size categories larger than it is.&lt;br /&gt;
A big creature can move through a square occupied by a creature three size categories smaller than it is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designated Exceptions:&#039;&#039;&#039; Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the Tumble skill or similar special abilities.&lt;br /&gt;
&lt;br /&gt;
==Terrain and Obstacles==&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039; Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t run or charge across difficult terrain.&lt;br /&gt;
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.&lt;br /&gt;
Flying and incorporeal creatures are not hampered by difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Obstacles:&#039;&#039;&#039; Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a skill check to cross.&lt;br /&gt;
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle.&lt;br /&gt;
Flying and incorporeal creatures can avoid most obstacles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Squeezing:&#039;&#039;&#039; In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on attack rolls and a –4 penalty to Defense.&lt;br /&gt;
When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.&lt;br /&gt;
&lt;br /&gt;
A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.&lt;br /&gt;
To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to Defense, and you lose any Dexterity bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
==Special Movement Rules==&lt;br /&gt;
These rules cover special movement situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accidentally Ending Movement in an Illegal Space:&#039;&#039;&#039; Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Double Movement Cost:&#039;&#039;&#039; When your movement is hampered in some way, your movement usually costs double. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do).&lt;br /&gt;
&lt;br /&gt;
If movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule that two doubling are equivalent to a tripling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minimum Movement:&#039;&#039;&#039; Despite penalties to movement, you can take a long action to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) Such movement provokes attacks of opportunity as normal.&lt;br /&gt;
&lt;br /&gt;
==Movement, Local and overland==&lt;br /&gt;
There are three movement scales, as follows.&lt;br /&gt;
* Tactical, for combat, measured in squares per movement.&lt;br /&gt;
* Local, for exploring an area, measured in feet per minute.&lt;br /&gt;
* Overland, for getting from place to place, measured in miles per hour or miles per day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Movement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the scale used in combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Local Movement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters exploring an area use local movement, measured in feet per minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overland Movement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.&lt;br /&gt;
&lt;br /&gt;
The following table show you the distance travel for different scales at different speed. Note that you can travel at a faster speed level to go farther, but the faster you move, the faster you get tired and this may slow you down eventually. It his almost impossible to travel a whole day when hustling without exhausting you to death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!5 feet&lt;br /&gt;
!15 feet&lt;br /&gt;
!20 feet&lt;br /&gt;
!30 feet&lt;br /&gt;
!40 feet&lt;br /&gt;
!Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Standard Action (Tactical)&lt;br /&gt;
|1 sq.&lt;br /&gt;
|3 sq.&lt;br /&gt;
|4 sq.&lt;br /&gt;
|6 sq.&lt;br /&gt;
|8 sq.&lt;br /&gt;
|0.2 sq.&lt;br /&gt;
|-&lt;br /&gt;
|One Minute (Local)&lt;br /&gt;
|50 ft.&lt;br /&gt;
|150 ft.&lt;br /&gt;
|200 ft.&lt;br /&gt;
|300 ft.&lt;br /&gt;
|400 ft.&lt;br /&gt;
|10 ft.&lt;br /&gt;
|-&lt;br /&gt;
|One Hour (Overland)&lt;br /&gt;
|½ miles&lt;br /&gt;
|1-1/2 miles&lt;br /&gt;
|2 miles&lt;br /&gt;
|3 miles&lt;br /&gt;
|4 miles&lt;br /&gt;
|0.1 miles&lt;br /&gt;
|-&lt;br /&gt;
|One Day (Overland)&lt;br /&gt;
|4 miles&lt;br /&gt;
|12 miles&lt;br /&gt;
|16 miles&lt;br /&gt;
|24 miles&lt;br /&gt;
|32 miles&lt;br /&gt;
|0.8 miles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
The terrain through which a character travels affects how much distance he or she can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Terrain &lt;br /&gt;
!Highway&lt;br /&gt;
!Road or Trail&lt;br /&gt;
!Trackless&lt;br /&gt;
|-&lt;br /&gt;
|Desert, sandy&lt;br /&gt;
|x1&lt;br /&gt;
|x1/2&lt;br /&gt;
|x1/2&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|x1&lt;br /&gt;
|x1&lt;br /&gt;
|x1/2&lt;br /&gt;
|-&lt;br /&gt;
|Hills&lt;br /&gt;
|x1&lt;br /&gt;
|x3/4&lt;br /&gt;
|x1/2&lt;br /&gt;
|-&lt;br /&gt;
|Jungle&lt;br /&gt;
|x1&lt;br /&gt;
|x3/4&lt;br /&gt;
|x1/4&lt;br /&gt;
|-&lt;br /&gt;
|Moor&lt;br /&gt;
|x1&lt;br /&gt;
|x1&lt;br /&gt;
|x3/4&lt;br /&gt;
|-&lt;br /&gt;
|Mountains&lt;br /&gt;
|x3/4&lt;br /&gt;
|x3/4&lt;br /&gt;
|x1/2&lt;br /&gt;
|-&lt;br /&gt;
|Plains&lt;br /&gt;
|x1&lt;br /&gt;
|x1&lt;br /&gt;
|x3/4&lt;br /&gt;
|-&lt;br /&gt;
|Swamp&lt;br /&gt;
|x1&lt;br /&gt;
|x3/4&lt;br /&gt;
|x1/2&lt;br /&gt;
|-&lt;br /&gt;
|Tundra, frozen&lt;br /&gt;
|x1&lt;br /&gt;
|x3/4&lt;br /&gt;
|x3/4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mounted Movement===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Mount (carrying load)&lt;br /&gt;
!Per Hour&lt;br /&gt;
!Per Day&lt;br /&gt;
|-&lt;br /&gt;
|Light horse or light warhorse&lt;br /&gt;
|6 miles&lt;br /&gt;
|48 miles&lt;br /&gt;
|-&lt;br /&gt;
|Light horse (151–450 lb.)&lt;br /&gt;
|4 miles&lt;br /&gt;
|32 miles&lt;br /&gt;
|-&lt;br /&gt;
|Light warhorse (231–690 lb.)&lt;br /&gt;
|4 miles&lt;br /&gt;
|32 miles&lt;br /&gt;
|-&lt;br /&gt;
|Heavy horse or heavy warhorse&lt;br /&gt;
|5 miles&lt;br /&gt;
|40 miles&lt;br /&gt;
|-&lt;br /&gt;
|Heavy horse (201–600 lb.)&lt;br /&gt;
|3-1/2 miles&lt;br /&gt;
|28 miles&lt;br /&gt;
|-&lt;br /&gt;
|Heavy warhorse (301–900 lb.)&lt;br /&gt;
|3-1/2 miles&lt;br /&gt;
|28 miles&lt;br /&gt;
|-&lt;br /&gt;
|Pony or war pony&lt;br /&gt;
|4 miles&lt;br /&gt;
|32 miles&lt;br /&gt;
|-&lt;br /&gt;
|Pony (76–225 lb.)&lt;br /&gt;
|3 miles&lt;br /&gt;
|24 miles&lt;br /&gt;
|-&lt;br /&gt;
|War pony (101–300 lb.)&lt;br /&gt;
|3 miles&lt;br /&gt;
|24 miles&lt;br /&gt;
|-&lt;br /&gt;
|Donkey or mule&lt;br /&gt;
|3 miles&lt;br /&gt;
|24 miles&lt;br /&gt;
|-&lt;br /&gt;
|Donkey (51–150 lb.)&lt;br /&gt;
|2 miles&lt;br /&gt;
|16 miles&lt;br /&gt;
|-&lt;br /&gt;
|Mule (231–690 lb.)&lt;br /&gt;
|2 miles&lt;br /&gt;
|16 miles&lt;br /&gt;
|-&lt;br /&gt;
|Dog, riding&lt;br /&gt;
|4 miles&lt;br /&gt;
|32 miles&lt;br /&gt;
|-&lt;br /&gt;
|Dog, riding (101–300 lb.)&lt;br /&gt;
|3 miles&lt;br /&gt;
|24 miles&lt;br /&gt;
|-&lt;br /&gt;
|Cart or wagon&lt;br /&gt;
|2 miles&lt;br /&gt;
|16 miles&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Combat&amp;diff=40771</id>
		<title>Ogre:CharacterCodex:Skills:Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Combat&amp;diff=40771"/>
		<updated>2007-01-06T19:06:00Z</updated>

		<summary type="html">&lt;p&gt;Olace: Remove defense from Combat Awareness&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
This is your aptitude to act well in combat by avoiding stress, knowing your enemies, avoiding deadly blows and adapting to many combat situation.&lt;br /&gt;
&lt;br /&gt;
==Combat Awareness==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A combat is not something to take lightly. If you are not aware of all your opponents, you may panic and have difficulty defending yourself. This skill allow you to stay calm in combat and evaluate your opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Staying calm&lt;br /&gt;
&lt;br /&gt;
The DC of this skill depends on the challenge rating of the encounter. A failure means you are under a fear effect for the encounter. Any bonuses against fear are added to this skill roll.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Challenge rating &lt;br /&gt;
!DC &lt;br /&gt;
!Fear level (penalty)&lt;br /&gt;
|-&lt;br /&gt;
|Effortless &lt;br /&gt;
|5 &lt;br /&gt;
|Shaken (-1)&lt;br /&gt;
|-&lt;br /&gt;
|Easy &lt;br /&gt;
|5 &lt;br /&gt;
|Shaken (-1)&lt;br /&gt;
|-&lt;br /&gt;
|Moderate &lt;br /&gt;
|10 &lt;br /&gt;
|Scared (-2)&lt;br /&gt;
|-&lt;br /&gt;
|Challenging &lt;br /&gt;
|15 &lt;br /&gt;
|Frightened (-4)&lt;br /&gt;
|-&lt;br /&gt;
|Very Difficult &lt;br /&gt;
|20 &lt;br /&gt;
|Panic (-8)&lt;br /&gt;
|-&lt;br /&gt;
|Overpowering &lt;br /&gt;
|25 &lt;br /&gt;
|Horrified (-16)&lt;br /&gt;
|-&lt;br /&gt;
|Impossible &lt;br /&gt;
|30 &lt;br /&gt;
|Terrorized (-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are not directly involved in a melee and depending on your role in the fight, you may receive bonus to your Combat Awareness check. If there is a new situation in the fight that makes you lose some bonus, you must make a new check with the new modifier. You do not need to make a new check if the new situation actually improves your bonus.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Situation &lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Out of melee, offensive &lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Out of melee, defensive&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Out of melee, not fighting&lt;br /&gt;
| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offensive: You are not directly in the melee, but you can attack opponent from distance with range weapon.&lt;br /&gt;
&lt;br /&gt;
Defensive: You do not attack opponent. You may be giving directive to help other fighter.&lt;br /&gt;
&lt;br /&gt;
Not fighting: You are near the fight, but do not actually participate in the combat in any way. You may be lock-picking a door while your ally protect you from a horde of Goblins.&lt;br /&gt;
&lt;br /&gt;
Evaluating opponent&lt;br /&gt;
&lt;br /&gt;
You can also try to determine the difficulty of an encounter with a successful check DC 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; Staying calm: You received a +1 morale bonus for the encounter per total success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; Staying calm: You suffer from one more fear category per 5 rank of total failure.&lt;br /&gt;
Evaluating opponent: You under evaluate your opponent by 1 challenge category per 5 ranks of total failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Staying calm: When entering combat, this skill is an Instantaneous reaction. If you try to regain focus on the fight, this is a Standard action.&lt;br /&gt;
Evaluating opponent: This is not an action&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Staying calm: Yes, as a Standard action you can try to refocus on the fight in order to remove your fear penalty.&lt;br /&gt;
Evaluating opponent: Not in the same encounter.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Avoid line of fire====&lt;br /&gt;
: When fighting you are used to kept out of the way of friendly archer or gunner. For a single ally, you provide one less cover category to a single  opponent targeted by a range attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You provide two less cover category to a single ally.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Benefits from this feat apply to all ally targeting one opponent.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Benefits from this feat apply to all opponent that you threaten.&lt;br /&gt;
&lt;br /&gt;
====Butterfly Flank====&lt;br /&gt;
: Your skill with your weapon distracts and intimidates your opponent, catching them off balance and unaware. Instead of flanking an opponent only when directly opposed to an opponent, your opponent is flanked if an ally is on the opposite side or any adjacent square to the opposite square. Even if three allies can possibly flanked the opponent, only one ally that you must choose will receive the flank bonus. You always have the flank bonus.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; As long as you and an ally threaten the same opponent, but are not adjacent to one another, your opponent is considered flanked to you and a single ally that you choose.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; As long as you and an ally threaten the same opponent, your opponent is considered flanked to you and a single ally that you choose.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; All your allies threatening the same opponent as you can flank that opponent.&lt;br /&gt;
&lt;br /&gt;
====Calm Head====&lt;br /&gt;
: Even if you fail your combat awareness checks to avoid being scared in a fight. You suffer penalty from 1 less fear category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You suffer penalty from 2 less fear category.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You suffer penalty from 3 less fear category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You suffer penalty 4 one less fear category.&lt;br /&gt;
&lt;br /&gt;
====Combat Reflexes====&lt;br /&gt;
: With this feat, you may also make attacks of opportunity while flat-footed.&lt;br /&gt;
&lt;br /&gt;
====Down and Dirty==== &lt;br /&gt;
: You are the master of the cheap shot against fallen foes. You may take an attack of opportunity against an opponent who falls or is dropped in your threatened area. This does not apply to opponents whom you have just tripped or knocked down.&lt;br /&gt;
&lt;br /&gt;
====Elusive Target====&lt;br /&gt;
: You use your opponents as a shield against snipers. When an opponent provide you cover from a range attack by another opponent, you increase the cover provided by that opponent by 1 category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Cover is increased by 2 categories.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Cover is increased by 3 categories.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Cover is increased by 4 categories.&lt;br /&gt;
&lt;br /&gt;
====Flanking, Improved====&lt;br /&gt;
: When flanking an opponent, you received an additional +1 bonus to your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When flanking an opponent, you received an additional +2 bonus to your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; When flanking an opponent, you received an additional +4 bonus to your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; When flanking an opponent, you received an additional +8 bonus to your attack roll.&lt;br /&gt;
&lt;br /&gt;
====High Spirit====&lt;br /&gt;
: For each total success, you gain a +2 morale bonus for your encounter.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; For each total success, you gain a +3 morale bonus for your encounter.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; For each total success, you gain a +4 morale bonus for your encounter.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; For each total success, you gain a +5 morale bonus for your encounter.&lt;br /&gt;
&lt;br /&gt;
====Opportunist====&lt;br /&gt;
: When making an attack of opportunity, your attack is considered one initiative category quicker reducing your penalty to your current attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your attack of opportunity is considered two initiative categories quicker.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attack of opportunity is considered three initiative categories quicker.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your attack of opportunity is considered four initiative categories quicker.&lt;br /&gt;
&lt;br /&gt;
====Prone Attack====&lt;br /&gt;
: You can make an attack from the prone position and suffer no penalty to your attack roll. &lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If your attack roll is successful, you may regain your feet as an immediate reaction.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Constitution&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Not an action&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Health is your ability to avoid being seriously wounded, ignore pain and surviving through combat. Each rank of health gives you a certain amount of hit point depending on your race. When you are hit, damage is taken to your hit point instead of your constitution. When your hit points reach 0, the remaining hits affect your constitution. Your rank of Health is the number of hit points you regain after a good night of sleep.&lt;br /&gt;
Note: The health skill is either part of the Combat aptitude or the Martial Art aptitude, but not both. You choose in which category it is on character creation.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Fast Healer====&lt;br /&gt;
: You recover hit points 2 times faster than you normally would.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your healing rate is 3 times faster.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your healing rate is 4 times faster.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your healing rate is 5 times faster.&lt;br /&gt;
&lt;br /&gt;
====Pain resistant====&lt;br /&gt;
: You can ignore a -1 penalty because of pain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can ignore a -2 penalty because of pain.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can ignore a -3 penalty because of pain.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can ignore a -4 penalty because of pain.&lt;br /&gt;
&lt;br /&gt;
====Slow bleeder====&lt;br /&gt;
: Your take 1 less hit points when bleeding.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your take 2 less hit points when bleeding.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your take 3 less hit points when bleeding.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your take 4 less hit points when bleeding.&lt;br /&gt;
&lt;br /&gt;
====Thick Skull====&lt;br /&gt;
: Your stun duration is reduced by 1 initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive 1 less stun severity from blows.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your stun duration is reduced by 2 initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive 2 less stun severity from blows.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CombatDefensive&amp;diff=40770</id>
		<title>Ogre:CharacterCodex:Skills:CombatDefensive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CombatDefensive&amp;diff=40770"/>
		<updated>2007-01-06T19:03:50Z</updated>

		<summary type="html">&lt;p&gt;Olace: Add Combat Anticipation skill (resist offensive maneuver)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat, Defensive maneuver=&lt;br /&gt;
This is your ability to avoid being hit in combat or suffer less from your wounds.&lt;br /&gt;
&lt;br /&gt;
==Avoid Bleeding==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous reaction&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You are used to act while trying to make sudden action that make your bleeding wound hurt you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; You can reduce the bleeding effect by one point with a successful Avoid Bleeding DC 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You can reduce the effect of a bleeding wound by one more point for each total success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You increase the effect of a bleeding wound by one more point for each 5 rank of total failure.&lt;br /&gt;
&lt;br /&gt;
==Combat Anticipation==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Short Reaction&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your ability to avoid being trick in combat by an offensive maneuver. You must be aware of the attack when using this skill. Each rank in Combat Anticipation skill increases your Resistance by 1 when you react to an offensive maneuver.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Passive Anticipation====&lt;br /&gt;
: You receive a +1 bonus to your Resistance against offensive maneuver even while not using your Combat Awareness skill as a reaction.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 insight bonus to your Resistance.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +4 insight bonus to your Resistance.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +8 insight bonus to your Resistance.&lt;br /&gt;
&lt;br /&gt;
==Dodge== &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Short Reaction&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|Precise Maneuver&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your ability to avoid being hit in combat. You must be aware of the attack when using this skill. Each rank in the dodge skill increases your Defense by 1 when you react to an attack.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Damage Reduction====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Uncanny Dodge&lt;br /&gt;
: When dodging, you receive 1 point of damage resistance because you can roll with the blows and avoid certain damage.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive 2 point of damage.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive 3 point of damage.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive 4 point of damage.&lt;br /&gt;
&lt;br /&gt;
====Diverting Defense====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Uncanny Dodge&lt;br /&gt;
: To use this feat, you must be flanked. If the attack of the flanking attackers that you dodge misses, its attack may hit the other opponent that is flanking you. The flanking opponent uses the same attack roll that it uses to hit you.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The foe on the other side of the flanking attacker is considered flat-footed for the purpose of this attack.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can add your dodge rank to the flanking attacker attack roll for the purpose of hitting the foe on your other side.&lt;br /&gt;
&lt;br /&gt;
====Mobility====&lt;br /&gt;
: You get a +4 dodge bonus to Defense against attacks of opportunity caused when you move out of or within a threatened area.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your bonus increased to +8.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You do not received attack of opportunity for leaving an opponent you were fighting, though it might provoke attacks of opportunity from other creatures, if appropriate.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You are not subject to any attack of opportunity from movement.&lt;br /&gt;
&lt;br /&gt;
====Passive Dodge====&lt;br /&gt;
: You receive a +2 dodge bonus to your Defense while not using your dodging skill. This bonus does not apply of if you use your dodge skill.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +4 dodge bonus to your Defense while not using your dodging skill. This bonus does not apply of if you use your dodge skill.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +8 dodge bonus to your Defense while not using your dodging skill. This bonus does not apply of if you use your dodge skill.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You always received your dodge bonus even when not actively dodging.&lt;br /&gt;
&lt;br /&gt;
====Uncanny Dodge====&lt;br /&gt;
: You retain your Dexterity bonus to Defense (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to Defense if immobilized.&lt;br /&gt;
&lt;br /&gt;
==Endure Pain== &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Constitution&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous reaction&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You are used to act even while you are in pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; You can reduce the penalty of a pain effect by one point with a successful Endure Pain DC 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You can reduce the penalty of a pain effect by 1 more point for each total success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You increase the penalty cause by the pain effect by 1 more point for each 5 rank of total failure.&lt;br /&gt;
&lt;br /&gt;
==Stunned Maneuver==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Constitution&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous reaction&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You are used to act even while you are stun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; You can reduce the duration of a stun effect by one initiative category with a successful Stunned Maneuver DC 10.&lt;br /&gt;
With a DC 15, you can reduce the severity of a stun effect by one severity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You can reduce the duration of a stun effect by one more initiative category for each total success or reduced by one severity the stun effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You are stun for one more initiative category per 5 rank of total failure.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CombatMartialArt&amp;diff=40769</id>
		<title>Ogre:CharacterCodex:Skills:CombatMartialArt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CombatMartialArt&amp;diff=40769"/>
		<updated>2007-01-06T18:28:53Z</updated>

		<summary type="html">&lt;p&gt;Olace: Remove Feats described in general Combat, Attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat, Martial Art=&lt;br /&gt;
This is your aptitude when fighting an opponent with your bare hand as a weapon. This represents your ability to hit someone and to receive hit from your opponent.&lt;br /&gt;
&lt;br /&gt;
==Strike==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Strength&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|Maneuver&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represent your ability to attack with your bare hands or feet used as a weapon. When using this skill, you are always considered armed (that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed).&lt;br /&gt;
&lt;br /&gt;
Damage done by this skill depends on your size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|+Martial Art Strike Damage&lt;br /&gt;
!Size &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|Fine &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny &lt;br /&gt;
|1d2&lt;br /&gt;
|-&lt;br /&gt;
|Small &lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|Medium &lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|Large &lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|Huge &lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan &lt;br /&gt;
|2d6&lt;br /&gt;
|-&lt;br /&gt;
|Colossal &lt;br /&gt;
|3d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You provoke an action of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cleave, Sundering====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Improved Sunder, Cleave&lt;br /&gt;
: When you destroyed a foe&#039;s weapon or shield with a successful sunder attempt, you gain an additional sundering attack against any foe at your reach as an opportunity action. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon as the attack that destroyed the previous item and suffers normal penalty for changing targets..&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer any penalty for changing target while making a cleave attack.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can take a 5-foot step before making the cleave attack but suffer a -4 penalty while doing so.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not suffer any penalty for taking a 5-foot step before making your cleave attack.&lt;br /&gt;
&lt;br /&gt;
====Deflect Arrow====&lt;br /&gt;
: You must have at least one hand free (holding nothing) to use this feat. As a standard reaction, when you would normally be hit with a ranged weapon, you may deflect it so you take no damage from it. To deflect the missile, you must beat its attacker roll with your Martial Art Strike skill. You must be aware of the attack and not be flat-footed.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can kept for later use or may immediately be thrown back at the original attacker as an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
====Flying Kick====&lt;br /&gt;
: Designate an opponent who is within the maximum distance you can reach with a successful Jump check. If your Jump check is successful, you can make a normal charge attack against that opponent as part of the same action.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If your charge attack is successful, you inflict x2 normal damage.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; If your charge attack is successful, you inflict x3 normal damage.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; If your charge attack is successful, you inflict x4 normal damage.&lt;br /&gt;
&lt;br /&gt;
====Paralyze====&lt;br /&gt;
: On a total success, you can replace one dice of damage to paralyze an arm or leg of a humanoid opponent. If a leg is paralyzed, the opponent suffers the same effect as a Crippling Strike. If an arm is paralyzed, the opponent cannot use his arm to attack, defend and drop anything in your hand. The paralyzing effect last for a Standard Action.&lt;br /&gt;
&lt;br /&gt;
====Shockwave====&lt;br /&gt;
: Your attack is so powerful that you can affect an enemy from distance. Your attack suffers a -4 penalty but become a range attack with 5 foot range increment. Your damage is reduced by one size category for every range increment.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The range increment is increased to 10 feet.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The range increment is increased to 20 feet.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The range increment is increased to 40 feet.&lt;br /&gt;
&lt;br /&gt;
====Sunder, Improved====&lt;br /&gt;
: You can now make a Sunder attack with your bare fist.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When you strike at an object held or carried by an opponent, you do not provoke an attack of opportunity.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +2 bonus to damage against items.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +4 bonus to damage against items.&lt;br /&gt;
&lt;br /&gt;
====Weakening Touch====&lt;br /&gt;
: On a total success, you can replace one dice of damage weaken a humanoid opponent. The opponent has a -2 penalty to their Strength ability for a Long action. Weakening touches are not cumulative, duration overlap.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The opponent has a -2 penalty to their Strength ability for a Very Long action.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The opponent has a -4 penalty to their Strength ability for a Very Long action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The opponent has a -4 penalty to their Strength ability for a Slow action.&lt;br /&gt;
&lt;br /&gt;
==Sweep==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|Maneuver&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your ability to efficiently grapple your enemy to immobilize or harm him. When using this skill, use the same rules as the melee grapple maneuver except that you do not provoke attack of opportunity from your opponents and you inflict greater damage that can be lethal if you want.&lt;br /&gt;
&lt;br /&gt;
Damage done by this skill depends on your size.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|+Martial Art Sweep Damage&lt;br /&gt;
!Size &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|Fine &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny &lt;br /&gt;
|1d2&lt;br /&gt;
|-&lt;br /&gt;
|Small &lt;br /&gt;
|1d3&lt;br /&gt;
|-&lt;br /&gt;
|Medium &lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|Large &lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|Huge &lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan &lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|Colossal &lt;br /&gt;
|2d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you are grappling the opponent and must beat his Stability to do other attack while grappling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You provoke an attack of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Defensive Grapple====&lt;br /&gt;
: When grappling, you keep your normal Defense and you are not considered as No Defense.&lt;br /&gt;
&lt;br /&gt;
====Earth&#039;s Embrace====&lt;br /&gt;
: While pinning an opponent, you deal x2 damage for your automatic damage action. &lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You deal x3 damage.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You deal x4 damage.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You deal x5 damage.&lt;br /&gt;
&lt;br /&gt;
====Hold and Attack====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Defensive Grapple&lt;br /&gt;
: While holding an opponent, you can attack with your off-hand other opponents in front of you. Those square are now considered threaten by you.&lt;br /&gt;
: Your opponent can make an attack of opportunity to escape your hold for each attack you do in this way&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You threaten opponent in front of you and on your side.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You threaten opponent as if you were not grappling at all.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your opponent can&#039;t take an attack of opportunity to escape your grapple when attacking another opponent.&lt;br /&gt;
&lt;br /&gt;
====Human Shield====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Defensive Grapple&lt;br /&gt;
: You can use the opponent you grapple as a shield to protect you giving you a one-quarter cover bonus to defense. Before each attack you use the opponent as a shield, your opponent can make an attack of opportunity to escape your grapple. If the opponent escape your grapple, your received no cover.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; One-half cover is provided by the opponent.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Three-quarters cover is provided by the opponent.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Nine-tenths cover is provided by the opponent.&lt;br /&gt;
&lt;br /&gt;
====Human Weapon====&lt;br /&gt;
: You can use the opponent you are grappling as a weapon. You make a Martial Art Sweep attack to hit another opponent as a normal attack. On a success, both opponents take damage depending of the size of the other opponent plus any damage from armors by using the rules for unarmed fighting.[This rule do not exist yet!] Before you attack, your opponent can make an attack of opportunity with a +4 bonus to break your grapple. If the grapple is broken, your attack fails.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
!Size &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|Fine &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Tiny &lt;br /&gt;
|1d2&lt;br /&gt;
|-&lt;br /&gt;
|Small &lt;br /&gt;
|1d4&lt;br /&gt;
|-&lt;br /&gt;
|Medium &lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|Large &lt;br /&gt;
|1d8&lt;br /&gt;
|-&lt;br /&gt;
|Huge &lt;br /&gt;
|1d10&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan &lt;br /&gt;
|2d6&lt;br /&gt;
|-&lt;br /&gt;
|Colossal &lt;br /&gt;
|3d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your opponent do not have bonus to break from your grapple.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You deal damage as if your opponent was one size category larger.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You deal damage as if your opponent was two size categories larger.&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
: If you beat your opponent Stability resistance, you can move while grappling an opponent but each square count as 4 squares. You drag your opponent that way and he have no choice to follow.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Each square count as 3 squares.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Each square count as 2 squares.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can move normally while grappling.&lt;br /&gt;
&lt;br /&gt;
====Strong Embrace====&lt;br /&gt;
: You can add the ranks of your Sweep skill to your Stability for the purpose of holding your grapple.&lt;br /&gt;
&lt;br /&gt;
====Throw====&lt;br /&gt;
: You throw horizontally your opponent at a distance of 5 feet per Strength bonus. You can throw vertically your opponent at half the horizontal distance. : This automatically breaks the grapple.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The distance is now 10 feet per strength bonus.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The distance is now 20 feet per strength bonus.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The distance is now 40 feet per strength bonus.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CombatAttack&amp;diff=40768</id>
		<title>Ogre:CharacterCodex:Skills:CombatAttack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CombatAttack&amp;diff=40768"/>
		<updated>2007-01-06T18:19:40Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move feats available for all attacks skill into a general section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat, Attack=&lt;br /&gt;
This is your aptitude when fighting an opponent. This represents your ability to hit someone and to receive hit from your opponent.&lt;br /&gt;
&lt;br /&gt;
==Feats available for Attack and Martial Art skills==&lt;br /&gt;
Some feats can be done with most types of attack. While they have the same effect, those feats must be learn separately for each skill you want to use the feat with. &lt;br /&gt;
&lt;br /&gt;
====Bleed, Improved====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; All&lt;br /&gt;
: When causing a bleeding wound, the wound bleed for 1 additional hit points.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The wound bleed for 2 additional hit points.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The wound bleed for 4 additional hit points.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The wound bleed for 8 additional hit points.&lt;br /&gt;
&lt;br /&gt;
====Charge, Improved====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; Melee, Strike, Sweep and Thrown weapon.&lt;br /&gt;
: You gain the ability to charge in situations where others cannot. You may charge when having a speed penalty from difficult terrain or wounds. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer the -2 penalty to defense while charging.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your bonus to attack roll is increased to +4 when charging.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your bonus to attack roll is increased to +8 when charging.&lt;br /&gt;
&lt;br /&gt;
====Charge, Power Attack====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; Melee, Strike, Sweep and Thrown weapon.&lt;br /&gt;
: When you attack an opponent with a charge and a Power Attack, each penalty you take for enhancing your damage is double or triple for a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
====Cleave====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; Melee, Strike.&lt;br /&gt;
: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 Constitution or killing it), you get an opportunity melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon as the attack that dropped the previous creature and suffers normal penalty for changing targets.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer any penalty for changing target while making a cleave attack.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can take a 5-foot step before making the cleave attack but suffer a -4 penalty while doing so.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not suffer any penalty for taking a 5-foot step before making your cleave attack.&lt;br /&gt;
&lt;br /&gt;
====Cripple, Improved====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; All&lt;br /&gt;
: When crippling a foe, it suffers from 1 more square penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The foe suffers from 2 more square penalty.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The foe suffers from 4 more square penalty.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The foe suffers from 8 more square penalty.&lt;br /&gt;
&lt;br /&gt;
====Daze, Improved====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; All&lt;br /&gt;
: When you daze a foe, it is dazed for 1 more Short Action.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The foe is dazed for 2 more Short Actions.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The foe is dazed for 4 more Short Actions.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The foe is dazed for 8 more Short Actions.&lt;br /&gt;
&lt;br /&gt;
====Disrupting Attack====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; All&lt;br /&gt;
: You are exceptionally good at distracting creatures. Any creature that needs to make a Concentration check as a result of your attack does so with a -1 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Penalty to Concentration check is increased to -2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Penalty to Concentration check is increased to -4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Penalty to Concentration check is increased to -8.&lt;br /&gt;
&lt;br /&gt;
====Hold the line====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; Melee, Strike, Sweep&lt;br /&gt;
: You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You deal x2 damage with your opportunity attack and x3 damage for a weapon that can be set to receive a charge.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You deal x3 damage with your opportunity attack and x4 damage for a weapon that can be set to receive a charge.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You deal x4 damage with your opportunity attack and x5 damage for a weapon that can be set to receive a charge.&lt;br /&gt;
&lt;br /&gt;
====Increase wounds====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; All&lt;br /&gt;
: Choose one weapon for which you are already proficient. You gain a +2 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon proficiency.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Choose one weapon for which you are already a specialist. You gain a +4 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Choose one weapon for which you are already an expert. You gain a +8 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Choose one weapon for which you are already a master. You gain a +16 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
&lt;br /&gt;
====Pain, Improved====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; All&lt;br /&gt;
: When causing pain to a foe, it suffers from an additional -1 pain penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The foe suffers from an additional -2 pain penalty.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The foe suffers from an additional -4 pain penalty.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The foe suffers from an additional -8 pain penalty.&lt;br /&gt;
&lt;br /&gt;
====Parrying, Improved====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; All&lt;br /&gt;
: When using a parrying maneuver, you receive an additional +1 dodge bonus.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When using a parrying maneuver, you receive an additional +2 dodge bonus.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; When using a parrying maneuver, you receive an additional +4 dodge bonus.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; When using a parrying maneuver, you receive an additional +8 dodge bonus.&lt;br /&gt;
&lt;br /&gt;
====Reckless Offense====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; All&lt;br /&gt;
: You can shift your focus from defense to offense. You can take a penalty of –2 to your Defense and add a +1 bonus on your Melee attack roll. You cannot have a bonus higher than your Melee skills ranks.&lt;br /&gt;
&lt;br /&gt;
====Swarmfighting====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; All&lt;br /&gt;
: When you have an ally with the swarmfighting feat that threatens the same opponent, you gain a +1 bonus to hit for each ally with this feat that attacks the opponent.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You gain +1 swarmfighting bonus from ally even if they do not have the swarmfighting feat.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your bonus is increased to +2 per ally with the swarmfighting feat.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your bonus is increased to +2 per ally with or without the swarmfighting feat.&lt;br /&gt;
&lt;br /&gt;
====Whirlwind Attack====&lt;br /&gt;
: &#039;&#039;&#039;Applies to:&#039;&#039;&#039; Melee, Strike.&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Cleave&lt;br /&gt;
: Your attack becomes a long action, but now you can make one melee attack with against each opponent within reach. Doing so incurs a cumulative penalty for each target change. For example, your second attack suffer a -4 penalty and your third attack suffer a -8 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your penalty is not cumulative. Your second attacks and all others attack after suffers from a -4 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You do not suffer penalty for changing target while making a whirlwind attack.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your whirlwind attack is a standard action.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Strength&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|Combat&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Axes, Blades, Brawl, Maces, Polearms, Grapple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your ability to attack a creature with a weapon or with your bare hand.&lt;br /&gt;
&lt;br /&gt;
Brawl: Attacking unarmed provokes an attack of opportunity from your opponent if he is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes nor does it provoke an attack of opportunity from an unarmed foe.&lt;br /&gt;
An unarmed character can&#039;t take attacks of opportunity unless it has the Improved Unarmed Strike feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You provoke an action of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can fight until you die.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Awesome Blow====&lt;br /&gt;
: When using a power attack on a creature at least two size smaller than yours, you can try to make simultaneously a Bull Rush Move Attack on your target.  &lt;br /&gt;
: Both attacks suffer from the Power attack penalty and both attacks suffer an additional -4 penalty. Your attack take one more initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer an additional -4 penalty to both your attacks.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attack Awesome Blow do not take one more initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can make an Awesome Blow against an opponent one size smaller than yours.&lt;br /&gt;
&lt;br /&gt;
====Cleave, Sundering====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Improved Sunder, Cleave&lt;br /&gt;
: When you destroyed a foe&#039;s weapon or shield with a successful sunder attempt, you gain an additional sundering attack against any foe at your reach as an opportunity action. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon as the attack that destroyed the previous item and suffers normal penalty for changing targets..&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer any penalty for changing target while making a cleave attack.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can take a 5-foot step before making the cleave attack but suffer a -4 penalty while doing so.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not suffer any penalty for taking a 5-foot step before making your cleave attack.&lt;br /&gt;
&lt;br /&gt;
====Improvised melee weapon====&lt;br /&gt;
: When using an improvised weapon, the weapon deals damage as if it was one size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 2 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 3 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 4 size category bigger.&lt;br /&gt;
&lt;br /&gt;
====Quick Draw====&lt;br /&gt;
: You can draw a weapon as an immediate action instead of as a short action. You can draw a hidden weapon (see the Sleight of Hand skill) as a short action.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If you draw a light weapon and make a melee attack with it in the same action (melee attack at one initiative slower), you can surprise your opponent and catch him flat-footed if you can beat its Wit with a Melee check. This feat works only once per combat. You cannot use this attack when you draw a hidden weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can draw a hidden weapon (see the Sleight of Hand skill) as an immediate action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can catch your opponent flat-footed even when drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
====Rank Fighting====&lt;br /&gt;
: You are trained to strike past friends using reach weapons. You can reduce by 1 category the cover provided by a friend in-between you and your opponent when striking with a reach weapon.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can reduce by 2 cover categories the cover provided by a friend. &lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can reduce by 3 cover categories the cover provided by a friend. &lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can reduce by 3 cover categories the cover provided by a friend. &lt;br /&gt;
&lt;br /&gt;
====Subdual====&lt;br /&gt;
: You are skilled in making nonlethal attacks. When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.&lt;br /&gt;
&lt;br /&gt;
====Sunder, Improved====&lt;br /&gt;
: When you strike at an object held or carried by an opponent, you do not provoke an attack of opportunity.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 bonus to damage against items.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +4 bonus to damage against items.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +8 bonus to damage against items.&lt;br /&gt;
&lt;br /&gt;
====Unarmed Strike====&lt;br /&gt;
: You are considered to be armed even when unarmed. That is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed with either Brawl or Grapple.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your unarmed strikes can deal lethal or nonlethal damage, at your option.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You are considered one size larger when dealing damage with unarmed attack.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You are considered two sizes larger when dealing damage with unarmed attack.&lt;br /&gt;
&lt;br /&gt;
====Weapon Finesse====&lt;br /&gt;
: With a light weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can use your Dexterity modifier with one-handed weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can use your Dexterity modifier with two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard; See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|Combat&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Thrown Weapon, Bow, Crossbow, Guns, Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your ability to aim with a thrown or a missile weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range increment:&#039;&#039;&#039; With a ranged weapon, you can shoot or throw at any target without penalty when in the first range increment. For each additional range increment you have a cumulative -2 range penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting or Throwing into a Melee:&#039;&#039;&#039; If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.) If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character. &lt;br /&gt;
&lt;br /&gt;
When shooting into a melee, often your ally provided cover to your opponent. A medium ally provide half-cover to an opponent if you ally is in your line of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You might have hit one of your allies. Take your nearest ally from your opponent. If your ally a Defense resistance of less than 10 + rank of Total Failure, you hit him and resolved damage normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Making a range combat roll is a standard action. This do not include drawing/loading your weapon which is generally a short action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can fight until you die.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Combat Shooting====&lt;br /&gt;
: You can use ranged attack while in melee without incurring attacks of opportunity from a specific opponent.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not incurs attack of opportunity from 2 specific opponents when using range attack in melee.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You do not incurs attack of opportunity from 4 specific opponents when using range attack in melee.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not incurs attack of opportunity when using range attack in melee.&lt;br /&gt;
&lt;br /&gt;
====Concealment, Improved====&lt;br /&gt;
: When providing concealment to an ally, your ally received 1 better concealment category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your ally received 2 better concealment categories.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your ally received 3 better concealment categories.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your ally received 4 better concealment categories.&lt;br /&gt;
&lt;br /&gt;
====Far Shot====&lt;br /&gt;
: Requisite: Point Blank Shot&lt;br /&gt;
: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When you use a projectile weapon, such as a bow, its range increment increases by x2. When you use a thrown weapon, its range increment increases by x3.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; When you use a projectile weapon, such as a bow, its range increment increases by x3. When you use a thrown weapon, its range increment increases by x4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; When you use a projectile weapon, such as a bow, its range increment increases by x4. When you use a thrown weapon, its range increment increases by x5.&lt;br /&gt;
&lt;br /&gt;
====Improvised thrown weapon====&lt;br /&gt;
: When using an improvised weapon, the weapon deals damage as if it was one size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 2 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 3 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 4 size category bigger.&lt;br /&gt;
&lt;br /&gt;
====Multi Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: As a long action, you may fire two missiles at a single opponent with a -4 penalty if your weapon allows multi shot. Both missiles use the same attack roll to determine success and deal damage normally.&lt;br /&gt;
: Damage reduction and other resistances apply separately against each missile fired.&lt;br /&gt;
: The range increment is much shorter when using this feat: it is 1/4 of your normal range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You have a -2 penalty for both attack. Your range increment for this feat is 1/2 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You have a -1 penalty for both attacks. Your range increment for this feat is 3/4 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You have no penalty for both attack and your range increment is the same as your normal range increment.&lt;br /&gt;
&lt;br /&gt;
====Point Blank Shot====&lt;br /&gt;
: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 1/4 of your range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Range for Point Blank Shot is 1/2 of your range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Range for Point Blank Shot is 3/4 of your range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Range for Point Blank Shot is the same as your range increment.&lt;br /&gt;
&lt;br /&gt;
====Precise Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your shot are so precise that you can reduce by 1 category the cover or concealment of a target.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your shot are so precise that you can reduce by 2 category the cover or concealment of a target.&lt;br /&gt;
&lt;br /&gt;
====Quick Draw====&lt;br /&gt;
: You can draw a thrown weapon as an immediate action instead of as a short action. You can draw a hidden weapon (see the Sleight of Hand skill) as a short action.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If you draw a light thrown weapon and make an attack with it in the same action (range attack at one initiative slower), you can surprise your opponent and catch him flat-footed if you can beat its Wit with a Melee check. This feat works only once per combat. You cannot use this attack when you draw a hidden weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can draw a hidden weapon (see the Sleight of Hand skill) as an immediate action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can catch your opponent flat-footed even when drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
====Ranged Sunder====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Precise Shot&lt;br /&gt;
: When attacking objects, you deal full damage.&lt;br /&gt;
: The range increment is much shorter when using a sunder maneuver: it is 1/4 of your normal range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your range increment for this maneuver is 1/2 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your range increment for this maneuver is 3/4 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your range increment is the same as your normal range increment for this maneuver.&lt;br /&gt;
&lt;br /&gt;
====Rapid Reload====&lt;br /&gt;
: Reloading your weapon take you 1 less initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Reloading your weapon take you 2 less initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Reloading your weapon take you 3 less initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Reloading your weapon take you 4 less initiative category.&lt;br /&gt;
&lt;br /&gt;
====Rapid Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: As a long action, you can make two attacks on different target with a ranged weapon. Both your attack suffer a -8 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your attacks suffer a -4 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attacks suffer a -2 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your attacks suffer a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
====Spread Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: If your weapon allows spread shot as a long action, you may spread fire in an area to hit multiple opponents. All attacks use the same attack roll with a -4 penalty to determine success and deal damage normally to each target hit by the weapon.&lt;br /&gt;
: The range increment is much shorter when using this feat: it is 1/4 of your normal range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You have a -2 penalty for your attack. Your range increment for this feat is 1/2 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You have a -1 penalty for your attack. Your range increment for this feat is 3/4 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You have no penalty for your attack and your range increment is the same as your normal range increment.&lt;br /&gt;
&lt;br /&gt;
====Threaten====&lt;br /&gt;
: When you have a thrown weapon in hand or a loaded missile weapon, you threaten all enemies in a cone in front of you. The size of the cone is the first range increment or 30&#039; whichever is smaller.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The size of the cone is the second range increment or 60&#039; whichever is smaller.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The size of the cone is the third range increment or 120&#039; whichever is smaller.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The size of the cone is the fourth range increment or 250&#039; whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Throw Anything====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot, Precise Shot&lt;br /&gt;
: You can throw a light melee weapon as if it were a ranged weapon. The range increment of weapons used with this feat is 10 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can throw a one-handed melee weapon. &lt;br /&gt;
: The range increment of weapons used with this feat is 15 feet.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can throw a two-handed melee weapon.&lt;br /&gt;
: The range increment of weapons used with this feat is 20 feet.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The range increment of weapons used with this feat is 25 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactical==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This is your ability to used tactical weapon such as siege weapon, or computerized heavy canon or missile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You provoke an action of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can fight until you die.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40721</id>
		<title>Ogre:CharacterCodex:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40721"/>
		<updated>2007-01-06T07:02:39Z</updated>

		<summary type="html">&lt;p&gt;Olace: Split Combat into Combat and Combat, Attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
==Skill entry description==&lt;br /&gt;
===Ability===&lt;br /&gt;
Each skill is linked to an ability from which it received a modifier.&lt;br /&gt;
===Initiative===&lt;br /&gt;
An action initiative category essentially tells you how long the action takes to perform in combat. There are nine initiative categories: Instantaneous, Immediate, Quick, Short, Standard, Long, Very Long, Slow and Very Slow (See Combat section). If the action is done outside of combat, the Initiative will be the time it takes to complete the action in normal time. If the time to complete an action is variable, this entry will contain “See below” and more details will be given in the description text.&lt;br /&gt;
===Armor Penalty===&lt;br /&gt;
Some skills can receive a penalty when you are encumbered by armor. There are 4 types of armor penalties:&lt;br /&gt;
None: This skill is unaffected by wearing an armor.&lt;br /&gt;
Combat: This skill received a penalty for wearing an armor from someone that is not competent with armor. The more you are skilled at wearing armor, the less your skill will be hinder by tour armor.&lt;br /&gt;
Maneuver: Penalties from armor can be reduced by someone skilled at wearing armor, but not as much as with a Combat armor penalty.&lt;br /&gt;
Precise Maneuver: It is not important how you are skilled for wearing armor, the skill ask for such precision that armor will always hinder you.&lt;br /&gt;
===Untrained===&lt;br /&gt;
This entry describe if you can use this skill without having train in it. This mean if untrained entry is “Yes” you can use this skill even if you have 0 base ranks in it. A value of “No”, you can only use this skill if you have at least 1 base ranks in it. If this entry contains “See below”, this means that you can use this skill untrained, but in a limited way. More details will be given in the description text.&lt;br /&gt;
===Concentration===&lt;br /&gt;
If the skill asks for concentration in order to be completed. When a skill ask for concentration and you are distracted, you need to make a Concentration check to complete your action. (See Concentration Skill)&lt;br /&gt;
===Description===&lt;br /&gt;
General text describing what you can do with this skill.&lt;br /&gt;
===Check===&lt;br /&gt;
This entry contains information on resolving the outcome of using this skill. It will explain how to set the DC of the skill and which modifier may affect the skill.&lt;br /&gt;
===Total Success===&lt;br /&gt;
Explain the effect of having a Total Success while using this skill.&lt;br /&gt;
===Total Failure===&lt;br /&gt;
Explain the effect of having a Total Failure while using this skill.&lt;br /&gt;
===Try Again===&lt;br /&gt;
When you failed with the skill, it will explain if you can try again the same action later.&lt;br /&gt;
&lt;br /&gt;
==Skill Tree==&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Ability|Attributes - Ability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Strength|Strength]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Dexterity|Dexterity]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Constitution|Constitution]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Intelligence|Intelligence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Wisdom|Wisdom]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Charisma|Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Resistance|Attributes - Resistance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Stability|Stability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Defense|Defense]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Fortitude|Fortitude]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Wits|Wits]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Judgment|Judgment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Will|Will]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Perception|Attributes - Perception]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Listen|Listen]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Spot|Spot]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Scent|Scent]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Taste|Taste]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Touch|Touch]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Movement|Attributes - Movement]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Burrow|Burrow]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Climb|Climb]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Fly|Fly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Swim|Swim]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Walk|Walk]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Acrobatic|Acrobatic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Jump|Jump]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Tumble|Tumble]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Animal|Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Handle Animal|Handle Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Ride|Ride]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Wild Empathy|Wild Empathy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Awareness|Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Intuition|Intuition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Spatial|Spatial]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Combat|Combat]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Combat Awareness|Combat Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Health|Health]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatAttack|Combat, Attack]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatAttack#Melee|Melee]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatAttack#Range|Range]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatAttack#Tactical|Tactical]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatDefensive|Combat, Defensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Avoid Bleeding|Avoid Bleeding]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Dodge|Dodge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Endure Pain|Endure Pain]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Stunned Maneuver|Stunned Maneuver]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatMartialArt|Combat, Martial Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Strike|Strike]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Sweep|Sweep]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatOffensive|Combat, Offensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Disarm|Disarm]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Feint|Feint]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Move Attack|Move Attack]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatTwoWeapons|Combat, Two-Weapons]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Strike|Strike, Second Fist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Melee|Melee, Second Weapon]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Range|Range, Second Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Craft|Craft]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#General|General]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Repair|Repair]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftArt|Craft, Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Handicraft|Handicraft]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Visual|Visual]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Writing|Writing]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftChemical|Craft, Chemical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftChemical#Chemical|Chemical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftChemical#Pharmaceutics|Pharmaceutics]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftElectronics|Craft, Electronics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Cybernetic|Cybernetic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Electronic|Electronic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Mecharmor|Mecharmor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Robotic|Robotic]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftDevice|Craft, Engineering]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Mechanical|Mechanical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Structural|Structural]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Trapmaking|Trapmaking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Use Rope|Use Rope]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftLuxury|Craft, Luxury]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftLuxury#Gem Cutting|Gem Cutting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftWar|Craft, War]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Armorer|Armorer]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Gunsmithing|Gunsmithing]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Missile|Missile]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Weapon Smiting|Weapon Smiting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Deadly|Deadly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Demolition|Demolition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Sneak Attack|Sneak Attack]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Use Poison|Use Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Device|Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Disable Device|Disable Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Open Lock|Open Lock]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Game|Game]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Card|Card]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Dice|Dice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Luck|Luck]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Strategy|Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Influence|Influence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Compliment|Compliment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Diplomacy|Diplomacy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Inspire|Inspire]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Information|Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Information#Gather Information|Gather Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Information#Research|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Investigation|Investigation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Interrogation|Interrogation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Search|Search]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Sense Motive|Sense Motive]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Language|Language]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Decipher Script|Decipher Script]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Innuendo|Innuendo]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Lore|Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#General|General]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Local|Local]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Politics|Politics]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreMystic|Lore, Mystic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Necromancy|Necromancy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Planes|Planes]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Religion|Religion]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreSocial|Lore, World]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Geography|Geography]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#History|History]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Social|Social]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Manipulation|Manipulation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Bluff|Bluff]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Intimidate|Intimidate]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Taunt|Taunt]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Medical|Medical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Genetics|Genetics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Medicine|Medicine]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Psychoanalysis|Psychoanalysis]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Treat Injury|Treat Injury]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Merchant|Merchant]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Appraise|Appraise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Scrounging|Scrounging]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Trading|Trading]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Herb Lore|Herb Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Survival|Survival]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Track|Track]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Performance|Performance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Music|Music]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Voice|Voice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Act|Act]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Dance|Dance]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Profession|Profession]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Protection|Protection]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Armor|Armor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Shield|Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Control|Self-Control]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Control#Rage|Rage]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Discipline|Self-Discipline]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Concentration|Concentration]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Ki|Ki]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Meditation|Meditation]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Sport|Sport]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Stalking|Stalking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Hide|Hide]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Move Silently|Move Silently]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Subterfuge|Subterfuge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Disguise|Disguise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Escape Artist|Escape Artist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Forgery|Forgery]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Sleight of Hand|Sleight of Hand]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Tongues|Tongues]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Speak|Speak]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Write|Write]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Vehicles|Vehicles]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Drive|Drive]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Pilot|Pilot]]&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Combat&amp;diff=40720</id>
		<title>Ogre:CharacterCodex:Skills:Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Combat&amp;diff=40720"/>
		<updated>2007-01-06T07:01:16Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move attack skill to Combat, Attack Aptitude; Move some combat feats to Combat Awareness skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
This is your aptitude to act well in combat by avoiding stress, knowing your enemies, avoiding deadly blows and adapting to many combat situation.&lt;br /&gt;
&lt;br /&gt;
==Combat Awareness==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A combat is not something to take lightly. If you are not aware of all your opponents, you may panic and have difficulty defending yourself. This skill have 3 uses: stay calm in combat, evaluate your opponent and defend against offensive combat maneuver from an opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Staying calm&lt;br /&gt;
&lt;br /&gt;
The DC of this skill depends on the challenge rating of the encounter. A failure means you are under a fear effect for the encounter. Any bonuses against fear are added to this skill roll.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Challenge rating &lt;br /&gt;
!DC &lt;br /&gt;
!Fear level (penalty)&lt;br /&gt;
|-&lt;br /&gt;
|Effortless &lt;br /&gt;
|5 &lt;br /&gt;
|Shaken (-1)&lt;br /&gt;
|-&lt;br /&gt;
|Easy &lt;br /&gt;
|5 &lt;br /&gt;
|Shaken (-1)&lt;br /&gt;
|-&lt;br /&gt;
|Moderate &lt;br /&gt;
|10 &lt;br /&gt;
|Scared (-2)&lt;br /&gt;
|-&lt;br /&gt;
|Challenging &lt;br /&gt;
|15 &lt;br /&gt;
|Frightened (-4)&lt;br /&gt;
|-&lt;br /&gt;
|Very Difficult &lt;br /&gt;
|20 &lt;br /&gt;
|Panic (-8)&lt;br /&gt;
|-&lt;br /&gt;
|Overpowering &lt;br /&gt;
|25 &lt;br /&gt;
|Horrified (-16)&lt;br /&gt;
|-&lt;br /&gt;
|Impossible &lt;br /&gt;
|30 &lt;br /&gt;
|Terrorized (-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are not directly involved in a melee and depending on your role in the fight, you may receive bonus to your Combat Awareness check. If there is a new situation in the fight that makes you lose some bonus, you must make a new check with the new modifier. You do not need to make a new check if the new situation actually improves your bonus.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Situation &lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Out of melee, offensive &lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Out of melee, defensive&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Out of melee, not fighting&lt;br /&gt;
| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offensive: You are not directly in the melee, but you can attack opponent from distance with range weapon.&lt;br /&gt;
&lt;br /&gt;
Defensive: You do not attack opponent. You may be giving directive to help other fighter.&lt;br /&gt;
&lt;br /&gt;
Not fighting: You are near the fight, but do not actually participate in the combat in any way. You may be lock-picking a door while your ally protect you from a horde of Goblins.&lt;br /&gt;
&lt;br /&gt;
Evaluating opponent&lt;br /&gt;
&lt;br /&gt;
You can also try to determine the difficulty of an encounter with a successful check DC 15.&lt;br /&gt;
&lt;br /&gt;
Defending&lt;br /&gt;
&lt;br /&gt;
You can use combat awareness as a reaction to avoid being caught by a combat maneuver. You must be aware of your opponent when Combat Awareness is used in this way. Each Rank in your Combat Awareness skill increase your Resistance by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; Staying calm: You received a +1 morale bonus for the encounter per total success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; Staying calm: You suffer from one more fear category per 5 rank of total failure.&lt;br /&gt;
Evaluating opponent: You under evaluate your opponent by 1 challenge category per 5 ranks of total failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Staying calm: When entering combat, this skill is an Instantaneous reaction. If you try to regain focus on the fight, this is a Standard action.&lt;br /&gt;
Evaluating opponent: This is not an action&lt;br /&gt;
Defending: Defending is a Short Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Staying calm: Yes, as a Standard action you can try to refocus on the fight in order to remove your fear penalty.&lt;br /&gt;
Evaluating opponent: Not in the same encounter.&lt;br /&gt;
Defending: Not for the same attack.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Avoid line of fire====&lt;br /&gt;
: When fighting you are used to kept out of the way of friendly archer or gunner. For a single ally, you provide one less cover category to a single  opponent targeted by a range attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You provide two less cover category to a single ally.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Benefits from this feat apply to all ally targeting one opponent.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Benefits from this feat apply to all opponent that you threaten.&lt;br /&gt;
&lt;br /&gt;
====Butterfly Flank====&lt;br /&gt;
: Your skill with your weapon distracts and intimidates your opponent, catching them off balance and unaware. Instead of flanking an opponent only when directly opposed to an opponent, your opponent is flanked if an ally is on the opposite side or any adjacent square to the opposite square. Even if three allies can possibly flanked the opponent, only one ally that you must choose will receive the flank bonus. You always have the flank bonus.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; As long as you and an ally threaten the same opponent, but are not adjacent to one another, your opponent is considered flanked to you and a single ally that you choose.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; As long as you and an ally threaten the same opponent, your opponent is considered flanked to you and a single ally that you choose.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; All your allies threatening the same opponent as you can flank that opponent.&lt;br /&gt;
&lt;br /&gt;
====Calm Head====&lt;br /&gt;
: Even if you fail your combat awareness checks to avoid being scared in a fight. You suffer penalty from 1 less fear category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You suffer penalty from 2 less fear category.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You suffer penalty from 3 less fear category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You suffer penalty 4 one less fear category.&lt;br /&gt;
&lt;br /&gt;
====Combat Reflexes====&lt;br /&gt;
: With this feat, you may also make attacks of opportunity while flat-footed.&lt;br /&gt;
&lt;br /&gt;
====Down and Dirty==== &lt;br /&gt;
: You are the master of the cheap shot against fallen foes. You may take an attack of opportunity against an opponent who falls or is dropped in your threatened area. This does not apply to opponents whom you have just tripped or knocked down.&lt;br /&gt;
&lt;br /&gt;
====Elusive Target====&lt;br /&gt;
: You use your opponents as a shield against snipers. When an opponent provide you cover from a range attack by another opponent, you increase the cover provided by that opponent by 1 category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Cover is increased by 2 categories.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Cover is increased by 3 categories.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Cover is increased by 4 categories.&lt;br /&gt;
&lt;br /&gt;
====Flanking, Improved====&lt;br /&gt;
: When flanking an opponent, you received an additional +1 bonus to your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When flanking an opponent, you received an additional +2 bonus to your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; When flanking an opponent, you received an additional +4 bonus to your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; When flanking an opponent, you received an additional +8 bonus to your attack roll.&lt;br /&gt;
&lt;br /&gt;
====High Spirit====&lt;br /&gt;
: For each total success, you gain a +2 morale bonus for your encounter.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; For each total success, you gain a +3 morale bonus for your encounter.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; For each total success, you gain a +4 morale bonus for your encounter.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; For each total success, you gain a +5 morale bonus for your encounter.&lt;br /&gt;
&lt;br /&gt;
====Opportunist====&lt;br /&gt;
: When making an attack of opportunity, your attack is considered one initiative category quicker reducing your penalty to your current attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your attack of opportunity is considered two initiative categories quicker.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attack of opportunity is considered three initiative categories quicker.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your attack of opportunity is considered four initiative categories quicker.&lt;br /&gt;
&lt;br /&gt;
====Passive Defense====&lt;br /&gt;
: You receive a +1 bonus to your Resistance against offensive maneuver even while not using your Combat Awareness skill as a reaction.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 insight bonus to your Resistance.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +4 insight bonus to your Resistance.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +8 insight bonus to your Resistance.&lt;br /&gt;
&lt;br /&gt;
====Prone Attack====&lt;br /&gt;
: You can make an attack from the prone position and suffer no penalty to your attack roll. &lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If your attack roll is successful, you may regain your feet as an immediate reaction.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Constitution&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Not an action&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Health is your ability to avoid being seriously wounded, ignore pain and surviving through combat. Each rank of health gives you a certain amount of hit point depending on your race. When you are hit, damage is taken to your hit point instead of your constitution. When your hit points reach 0, the remaining hits affect your constitution. Your rank of Health is the number of hit points you regain after a good night of sleep.&lt;br /&gt;
Note: The health skill is either part of the Combat aptitude or the Martial Art aptitude, but not both. You choose in which category it is on character creation.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Fast Healer====&lt;br /&gt;
: You recover hit points 2 times faster than you normally would.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your healing rate is 3 times faster.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your healing rate is 4 times faster.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your healing rate is 5 times faster.&lt;br /&gt;
&lt;br /&gt;
====Pain resistant====&lt;br /&gt;
: You can ignore a -1 penalty because of pain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can ignore a -2 penalty because of pain.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can ignore a -3 penalty because of pain.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can ignore a -4 penalty because of pain.&lt;br /&gt;
&lt;br /&gt;
====Slow bleeder====&lt;br /&gt;
: Your take 1 less hit points when bleeding.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your take 2 less hit points when bleeding.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your take 3 less hit points when bleeding.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your take 4 less hit points when bleeding.&lt;br /&gt;
&lt;br /&gt;
====Thick Skull====&lt;br /&gt;
: Your stun duration is reduced by 1 initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive 1 less stun severity from blows.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your stun duration is reduced by 2 initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive 2 less stun severity from blows.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CombatAttack&amp;diff=40719</id>
		<title>Ogre:CharacterCodex:Skills:CombatAttack</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CombatAttack&amp;diff=40719"/>
		<updated>2007-01-06T07:00:03Z</updated>

		<summary type="html">&lt;p&gt;Olace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat, Attack=&lt;br /&gt;
This is your aptitude when fighting an opponent. This represents your ability to hit someone and to receive hit from your opponent.&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Strength&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|Combat&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Axes, Blades, Brawl, Maces, Polearms, Grapple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your ability to attack a creature with a weapon or with your bare hand.&lt;br /&gt;
&lt;br /&gt;
Brawl: Attacking unarmed provokes an attack of opportunity from your opponent if he is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes nor does it provoke an attack of opportunity from an unarmed foe.&lt;br /&gt;
An unarmed character can&#039;t take attacks of opportunity unless it has the Improved Unarmed Strike feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You provoke an action of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can fight until you die.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Awesome Blow====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Power Attack&lt;br /&gt;
: When using a power attack on a creature at least two size smaller than yours, you can try to make simultaneously a Bull Rush Move Attack on your target.  &lt;br /&gt;
: Both attacks suffer from the Power attack penalty and both attacks suffer an additional -4 penalty. Your attack take one more initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer an additional -4 penalty to both your attacks.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attack Awesome Blow do not take one more initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can make an Awesome Blow against an opponent one size smaller than yours.&lt;br /&gt;
&lt;br /&gt;
====Bleeding Wound====&lt;br /&gt;
: On a total success, you can replace one dice of damage to make your opponent bleed by 1 point of damage. &lt;br /&gt;
: Bleeding is not cumulative. An opponent suffers only the worse bleeding effect and totally ignores other bleeding effects. Bleeding effects are cumulative only if they are done in the same strike, i.e. : with two total success, you could chose to replace both dice of damage to inflict a wound bleeding at a rate of 2 points of damage.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Bleeding cause 2 points of damage per replaced dice.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Bleeding cause 4 points of damage per replaced dice.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Bleeding cause 8 points of damage per replaced dice.&lt;br /&gt;
&lt;br /&gt;
====Charge, Improved====&lt;br /&gt;
: You gain the ability to charge in situations where others cannot. You may charge when having a speed penalty from difficult terrain or wounds. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer the -2 penalty to defense while charging.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your bonus to attack roll is increased to +4 when charging.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your bonus to attack roll is increased to +8 when charging.&lt;br /&gt;
&lt;br /&gt;
====Charge, Power Attack====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Power Attack&lt;br /&gt;
: When you attack an opponent with a charge and a Power Attack, each penalty you take for enhancing your damage is double or triple for a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
====Cleave====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Power Attack&lt;br /&gt;
: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 Constitution or killing it), you get an opportunity melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon as the attack that dropped the previous creature and suffers normal penalty for changing targets.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer any penalty for changing target while making a cleave attack.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can take a 5-foot step before making the cleave attack but suffer a -4 penalty while doing so.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not suffer any penalty for taking a 5-foot step before making your cleave attack.&lt;br /&gt;
&lt;br /&gt;
====Cleave, Sundering====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Improved Sunder, Cleave&lt;br /&gt;
: When you destroyed a foe&#039;s weapon or shield with a successful sunder attempt, you gain an additional sundering attack against any foe at your reach as an opportunity action. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon as the attack that destroyed the previous item and suffers normal penalty for changing targets..&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer any penalty for changing target while making a cleave attack.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can take a 5-foot step before making the cleave attack but suffer a -4 penalty while doing so.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not suffer any penalty for taking a 5-foot step before making your cleave attack.&lt;br /&gt;
&lt;br /&gt;
====Crippling strike====&lt;br /&gt;
: On a total success, you can replace one dice of damage to make your opponent cripple. The crippling wound make each movement square count as double.&lt;br /&gt;
: Crippling effects are not cumulative. An opponent suffers only the worse crippling effect and totally ignores other crippling effects. Crippling effects are cumulative only if they are done in the same strike, i.e.: with two total successes, you could choose to replace both dice of damage to cripple your opponent for a x3 multiplier.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The crippling wound makes each movement square count as triple.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The crippling wound makes the opponent lose 1 level of maneuverability and each movement square count as triple.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The crippling wound makes the opponent lose 2 level of maneuverability each movement square count as triple.&lt;br /&gt;
&lt;br /&gt;
====Disrupting Attack====&lt;br /&gt;
: You are exceptionally good at distracting creatures. Any creature that needs to make a Concentration check as a result of your attack does so with a -1 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Penalty to Concentration check is increased to -2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Penalty to Concentration check is increased to -4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Penalty to Concentration check is increased to -8.&lt;br /&gt;
&lt;br /&gt;
====Hold the line====&lt;br /&gt;
: Requisite: Combat Reflexes&lt;br /&gt;
: You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You deal x2 damage with your opportunity attack and x3 damage for a weapon that can be set to receive a charge.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You deal x3 damage with your opportunity attack and x4 damage for a weapon that can be set to receive a charge.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You deal x4 damage with your opportunity attack and x5 damage for a weapon that can be set to receive a charge.&lt;br /&gt;
&lt;br /&gt;
====Improvised melee weapon====&lt;br /&gt;
: When using an improvised weapon, the weapon deals damage as if it was one size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 2 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 3 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 4 size category bigger.&lt;br /&gt;
&lt;br /&gt;
====Increase wounds====&lt;br /&gt;
: Choose one weapon for which you are already proficient. You gain a +2 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon proficiency.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Choose one weapon for which you are already a specialist. You gain a +4 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Choose one weapon for which you are already an expert. You gain a +8 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Choose one weapon for which you are already a master. You gain a +16 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
&lt;br /&gt;
====Painful wounds====&lt;br /&gt;
: On a total success, you can replace one dice of damage to give pain to your opponent so that it received a -1 pain penalty for every action he takes.&lt;br /&gt;
: Pain penalties are not cumulative. An opponent suffers only the worse pain effect and totally ignores other pain effects. Pain penalties are cumulative only if they are done in the same strike, i.e. : with two a total success, you could chose to replace both dice of damage to inflict a -2 pain penalty.&lt;br /&gt;
: You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. &lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Pain penalty is now -2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Pain penalty is now -4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Pain penalty is now -8.&lt;br /&gt;
&lt;br /&gt;
====Parrying, Improved====&lt;br /&gt;
: When using a parrying maneuver, you receive an additional +1 dodge bonus.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When using a parrying maneuver, you receive an additional +2 dodge bonus.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; When using a parrying maneuver, you receive an additional +4 dodge bonus.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; When using a parrying maneuver, you receive an additional +8 dodge bonus.&lt;br /&gt;
&lt;br /&gt;
====Quick Draw====&lt;br /&gt;
: You can draw a weapon as an immediate action instead of as a short action. You can draw a hidden weapon (see the Sleight of Hand skill) as a short action.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If you draw a light weapon and make a melee attack with it in the same action (melee attack at one initiative slower), you can surprise your opponent and catch him flat-footed if you can beat its Wit with a Melee check. This feat works only once per combat. You cannot use this attack when you draw a hidden weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can draw a hidden weapon (see the Sleight of Hand skill) as an immediate action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can catch your opponent flat-footed even when drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
====Rank Fighting====&lt;br /&gt;
: You are trained to strike past friends using reach weapons. You can reduce by 1 category the cover provided by a friend in-between you and your opponent when striking with a reach weapon.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can reduce by 2 cover categories the cover provided by a friend. &lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can reduce by 3 cover categories the cover provided by a friend. &lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can reduce by 3 cover categories the cover provided by a friend. &lt;br /&gt;
&lt;br /&gt;
====Reckless Offense====&lt;br /&gt;
: You can shift your focus from defense to offense. You can take a penalty of –2 to your Defense and add a +1 bonus on your Melee attack roll. You cannot have a bonus higher than your Melee skills ranks.&lt;br /&gt;
&lt;br /&gt;
====Stunning Attack====&lt;br /&gt;
: On a total success, you can replace one dice of damage to daze your opponent for a Short action instead of rolling damage.&lt;br /&gt;
: Stunning duration are not cumulative, they overlap. Stunning durations are cumulative only if they are done in the same strike, i.e.: with two total successes, you could choose to replace both dice of damage to stun your opponent for a Standard action. With three you could extend the duration to a Long Action.&lt;br /&gt;
: You can stun only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When replacing a damage dice, instead of increasing the duration of the stunning attack, you can increase it&#039;s severity by one.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You daze the enemy for a Standard action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You stun the enemy instead of dazing him.&lt;br /&gt;
&lt;br /&gt;
====Subdual====&lt;br /&gt;
: You are skilled in making nonlethal attacks. When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.&lt;br /&gt;
&lt;br /&gt;
====Sunder, Improved====&lt;br /&gt;
: When you strike at an object held or carried by an opponent, you do not provoke an attack of opportunity.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 bonus to damage against items.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +4 bonus to damage against items.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +8 bonus to damage against items.&lt;br /&gt;
&lt;br /&gt;
====Swarmfighting====&lt;br /&gt;
: When you have an ally with the swarmfighting feat that threatens the same opponent, you gain a +1 bonus to hit for each ally with this feat that attacks the opponent.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You gain +1 swarmfighting bonus from ally even if they do not have the swarmfighting feat.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your bonus is increased to +2 per ally with the swarmfighting feat.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your bonus is increased to +2 per ally with or without the swarmfighting feat.&lt;br /&gt;
&lt;br /&gt;
====Unarmed Strike====&lt;br /&gt;
: You are considered to be armed even when unarmed. That is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed with either Brawl or Grapple.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your unarmed strikes can deal lethal or nonlethal damage, at your option.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You are considered one size larger when dealing damage with unarmed attack.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You are considered two sizes larger when dealing damage with unarmed attack.&lt;br /&gt;
&lt;br /&gt;
====Weapon Finesse====&lt;br /&gt;
: With a light weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can use your Dexterity modifier with one-handed weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can use your Dexterity modifier with two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
====Whirlwind Attack====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Cleave&lt;br /&gt;
: Your attack becomes a long action, but now you can make one melee attack with against each opponent within reach. Doing so incurs a cumulative penalty for each target change. For example, your second attack suffer a -4 penalty and your third attack suffer a -8 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your penalty is not cumulative. Your second attacks and all others attack after suffers from a -4 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You do not suffer penalty for changing target while making a whirlwind attack.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your whirlwind attack is a standard action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard; See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|Combat&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Thrown Weapon, Bow, Crossbow, Guns, Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your ability to aim with a thrown or a missile weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range increment:&#039;&#039;&#039; With a ranged weapon, you can shoot or throw at any target without penalty when in the first range increment. For each additional range increment you have a cumulative -2 range penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting or Throwing into a Melee:&#039;&#039;&#039; If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.) If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character. &lt;br /&gt;
&lt;br /&gt;
When shooting into a melee, often your ally provided cover to your opponent. A medium ally provide half-cover to an opponent if you ally is in your line of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You might have hit one of your allies. Take your nearest ally from your opponent. If your ally a Defense resistance of less than 10 + rank of Total Failure, you hit him and resolved damage normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Making a range combat roll is a standard action. This do not include drawing/loading your weapon which is generally a short action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can fight until you die.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Bleeding Wound====&lt;br /&gt;
: On a total success, you can replace one dice of damage to make your opponent bleed by 1 point of damage. Each time your opponent take a standard action or longer or use a fast action, it receive bleeding damage. &lt;br /&gt;
: Bleeding is not cumulative. An opponent suffers only the worse bleeding effect and totally ignores other bleeding effects. Bleeding effects are cumulative only if they are done in the same strike, i.e. : with two total success, you could chose to replace both dice of damage to inflict a wound bleeding at a rate of 2 points of damage.&lt;br /&gt;
: You can bleed only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Bleeding cause 2 points of damage per replaced dice.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Bleeding cause 4 points of damage per replaced dice.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Bleeding cause 8 points of damage per replaced dice.&lt;br /&gt;
&lt;br /&gt;
====Charge, Improved====&lt;br /&gt;
: You gain the ability to charge in situations where others cannot. You may charge when having a speed penalty from difficult terrain or wounds. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.&lt;br /&gt;
: Charge maneuver can only be used with thrown weapon.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer the -2 penalty to defense while charging.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your bonus to attack roll is increased to +4 when charging.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your bonus to attack roll is increased to +8 when charging.&lt;br /&gt;
&lt;br /&gt;
====Combat Shooting====&lt;br /&gt;
: You can use ranged attack while in melee without incurring attacks of opportunity from a specific opponent.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not incurs attack of opportunity from 2 specific opponents when using range attack in melee.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You do not incurs attack of opportunity from 4 specific opponents when using range attack in melee.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not incurs attack of opportunity when using range attack in melee.&lt;br /&gt;
&lt;br /&gt;
====Concealment, Improved====&lt;br /&gt;
: When providing concealment to an ally, your ally received 1 better concealment category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your ally received 2 better concealment categories.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your ally received 3 better concealment categories.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your ally received 4 better concealment categories.&lt;br /&gt;
&lt;br /&gt;
====Crippling strike====&lt;br /&gt;
: On a total success, you can replace one dice of damage to make your opponent cripple. The crippling wound make each movement square count as double.&lt;br /&gt;
: Crippling effects are not cumulative. An opponent suffers only the worse crippling effect and totally ignores other crippling effects. Crippling effects are cumulative only if they are done in the same strike, i.e.: with two total successes, you could choose to replace both dice of damage to cripple your opponent for a -6 penalty to movement.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The crippling wound makes each movement square count as triple.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The crippling wound makes the opponent lose 1 level of maneuverability and each movement square count as triple.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The crippling wound makes the opponent lose 2 level of maneuverability and each movement square count as triple.&lt;br /&gt;
&lt;br /&gt;
====Disrupting Attack====&lt;br /&gt;
: You are exceptionally good at distracting creatures. Any creature that needs to make a Concentration check as a result of your attack does so with a -1 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Penalty to Concentration check is increased to -2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Penalty to Concentration check is increased to -4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Penalty to Concentration check is increased to -8.&lt;br /&gt;
&lt;br /&gt;
====Far Shot====&lt;br /&gt;
: Requisite: Point Blank Shot&lt;br /&gt;
: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When you use a projectile weapon, such as a bow, its range increment increases by x2. When you use a thrown weapon, its range increment increases by x3.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; When you use a projectile weapon, such as a bow, its range increment increases by x3. When you use a thrown weapon, its range increment increases by x4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; When you use a projectile weapon, such as a bow, its range increment increases by x4. When you use a thrown weapon, its range increment increases by x5.&lt;br /&gt;
&lt;br /&gt;
====Improvised thrown weapon====&lt;br /&gt;
: When using an improvised weapon, the weapon deals damage as if it was one size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 2 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 3 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 4 size category bigger.&lt;br /&gt;
&lt;br /&gt;
====Increase Wound====&lt;br /&gt;
: Choose one weapon for which you are already proficient. You gain a +2 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon proficiency.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Choose one weapon for which you are already a specialist. You gain a +4 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Choose one weapon for which you are already an expert. You gain a +8 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Choose one weapon for which you are already a master. You gain a +16 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
&lt;br /&gt;
====Multi Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: As a long action, you may fire two missiles at a single opponent with a -4 penalty if your weapon allows multi shot. Both missiles use the same attack roll to determine success and deal damage normally.&lt;br /&gt;
: Damage reduction and other resistances apply separately against each missile fired.&lt;br /&gt;
: The range increment is much shorter when using this feat: it is 1/4 of your normal range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You have a -2 penalty for both attack. Your range increment for this feat is 1/2 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You have a -1 penalty for both attacks. Your range increment for this feat is 3/4 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You have no penalty for both attack and your range increment is the same as your normal range increment.&lt;br /&gt;
&lt;br /&gt;
====Painful wounds====&lt;br /&gt;
: On a total success, you can replace one dice of damage to give pain to your opponent so that it received a -1 pain penalty for every action he takes.&lt;br /&gt;
: Pain penalties are not cumulative. An opponent suffers only the worse pain effect and totally ignores other pain effects. Pain penalties are cumulative only if they are done in the same strike, i.e.: with two a total success, you could chose to replace both dice of damage to inflict a -2 pain penalty.&lt;br /&gt;
: You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. &lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Pain penalty is now -2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Pain penalty is now -4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Pain penalty is now -8.&lt;br /&gt;
&lt;br /&gt;
====Point Blank Shot====&lt;br /&gt;
: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 1/4 of your range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Range for Point Blank Shot is 1/2 of your range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Range for Point Blank Shot is 3/4 of your range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Range for Point Blank Shot is the same as your range increment.&lt;br /&gt;
&lt;br /&gt;
====Precise Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your shot are so precise that you can reduce by 1 category the cover or concealment of a target.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your shot are so precise that you can reduce by 2 category the cover or concealment of a target.&lt;br /&gt;
&lt;br /&gt;
====Quick Draw====&lt;br /&gt;
: You can draw a thrown weapon as an immediate action instead of as a short action. You can draw a hidden weapon (see the Sleight of Hand skill) as a short action.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If you draw a light thrown weapon and make an attack with it in the same action (range attack at one initiative slower), you can surprise your opponent and catch him flat-footed if you can beat its Wit with a Melee check. This feat works only once per combat. You cannot use this attack when you draw a hidden weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can draw a hidden weapon (see the Sleight of Hand skill) as an immediate action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can catch your opponent flat-footed even when drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
====Ranged Sunder====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Precise Shot&lt;br /&gt;
: When attacking objects, you deal full damage.&lt;br /&gt;
: The range increment is much shorter when using a sunder maneuver: it is 1/4 of your normal range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your range increment for this maneuver is 1/2 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your range increment for this maneuver is 3/4 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your range increment is the same as your normal range increment for this maneuver.&lt;br /&gt;
&lt;br /&gt;
====Rapid Reload====&lt;br /&gt;
: Reloading your weapon take you 1 less initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Reloading your weapon take you 2 less initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Reloading your weapon take you 3 less initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Reloading your weapon take you 4 less initiative category.&lt;br /&gt;
&lt;br /&gt;
====Rapid Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: As a long action, you can make two attacks on different target with a ranged weapon. Both your attack suffer a -8 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your attacks suffer a -4 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attacks suffer a -2 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your attacks suffer a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
====Spread Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: If your weapon allows spread shot as a long action, you may spread fire in an area to hit multiple opponents. All attacks use the same attack roll with a -4 penalty to determine success and deal damage normally to each target hit by the weapon.&lt;br /&gt;
: The range increment is much shorter when using this feat: it is 1/4 of your normal range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You have a -2 penalty for your attack. Your range increment for this feat is 1/2 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You have a -1 penalty for your attack. Your range increment for this feat is 3/4 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You have no penalty for your attack and your range increment is the same as your normal range increment.&lt;br /&gt;
&lt;br /&gt;
====Stunning Attack====&lt;br /&gt;
: On a total success, you can replace one dice of damage to daze your opponent for a Short action instead of rolling damage.&lt;br /&gt;
: Stunning duration are not cumulative, they overlap. Stunning durations are cumulative only if they are done in the same strike, i.e.: with two total successes, you could chose to replace both dice of damage to stun your opponent for a Standard action. With three you could extend the duration to a Long Action.&lt;br /&gt;
: You can stun only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When replacing a damage dice, instead of increasing the duration of the stunning attack, you can increase it&#039;s severity by one.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You daze the enemy for a Standard action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You stun the enemy instead of dazing him.&lt;br /&gt;
&lt;br /&gt;
====Threaten====&lt;br /&gt;
: When you have a thrown weapon in hand or a loaded missile weapon, you threaten all enemies in a cone in front of you. The size of the cone is the first range increment or 30&#039; whichever is smaller.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The size of the cone is the second range increment or 60&#039; whichever is smaller.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The size of the cone is the third range increment or 120&#039; whichever is smaller.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The size of the cone is the fourth range increment or 250&#039; whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Throw Anything====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot, Precise Shot&lt;br /&gt;
: You can throw a light melee weapon as if it were a ranged weapon. The range increment of weapons used with this feat is 10 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can throw a one-handed melee weapon. &lt;br /&gt;
: The range increment of weapons used with this feat is 15 feet.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can throw a two-handed melee weapon.&lt;br /&gt;
: The range increment of weapons used with this feat is 20 feet.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The range increment of weapons used with this feat is 25 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactical==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This is your ability to used tactical weapon such as siege weapon, or computerized heavy canon or missile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You provoke an action of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can fight until you die.&lt;br /&gt;
&lt;br /&gt;
  Add most melee and range feats&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Combat:Maneuver&amp;diff=40718</id>
		<title>Ogre:CharacterCodex:Combat:Maneuver</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Combat:Maneuver&amp;diff=40718"/>
		<updated>2007-01-06T05:54:42Z</updated>

		<summary type="html">&lt;p&gt;Olace: Transform Power Attack and Combat Precision Feat to normal maneuver; Make Wound Feats available to everybody into wound maneuver&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
This section describe all the rules to be use to resolve combat in the game.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat|Combat Statistics]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Sequence|Combat Sequence]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Exhaustion|Combat Exhaustion]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Modifiers|Combat Modifiers]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Maneuver|Combat Maneuver]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat:Injuries|Injuries and Death]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maneuver==&lt;br /&gt;
When fighting you can do more than simply hurt your opponent with your combat skills. While some maneuver ask you to develop a different skill, you can make some interesting things with your basic fighting skills.&lt;br /&gt;
&lt;br /&gt;
===Melee Maneuver===&lt;br /&gt;
&lt;br /&gt;
====Charge====&lt;br /&gt;
Charging is a Long action that allows a character to move more than his or her speed and attack during the action. However, there are tight restrictions on how and when a character can charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement during a Charge:&#039;&#039;&#039; The character must move before his or her attack, not after. The character must move at least 10 feet or its Minimum distance before charging, whichever is higher. All movement must be in a straight line, with no backing up allowed. The character must stop as soon as he or she is within striking range of his or her target (the character can’t run past the target and attack from another direction). You cannot charge if your movement is hampered in any way, so you cannot charge if there is any speed penalty from terrain or wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacking after a Charge:&#039;&#039;&#039; After moving, the character may make a single melee attack. The character gets a bonus to damage if the attack succeed depending on its speed. Note that moving at high speed reduce your maneuverability and can incurs a penalty both to attack roll and Defense. See Movement Section for more details.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Speed&lt;br /&gt;
!Damage bonus&lt;br /&gt;
|-&lt;br /&gt;
| Hustle&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Run&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Dash&lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
| Sprint&lt;br /&gt;
| +16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grapple====&lt;br /&gt;
Grappling means wrestling and struggling hand-to-hand. Grappling is an unarmed attack.&lt;br /&gt;
You can’t grapple any creature more than two size categories larger than the character. However, such a creature can attempt to grapple you.&lt;br /&gt;
&lt;br /&gt;
There are three stages to grappling: grabbing, holding, and pinning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grabbing&#039;&#039;&#039;&lt;br /&gt;
Normally, a grab is just the first step to starting a grapple and allow you to make contact with your opponent. You damage your opponent as an unarmed attack and you automatically hold your opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holding&#039;&#039;&#039;&lt;br /&gt;
Once you grab your opponent, you both are now holding each other. While holding an opponent, your actions are more limited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinning&#039;&#039;&#039;&lt;br /&gt;
Getting the opponent in a pin is often the goal of a grapple. A pinned opponent is held immobile and cannot act.&lt;br /&gt;
&lt;br /&gt;
=====Starting a Grapple=====&lt;br /&gt;
To start a grapple, you first needs to grab and hold your opponent. Attempting to start a grapple is the equivalent of making a melee attack. Follow these steps.&lt;br /&gt;
#Attack of Opportunity: You provokes an attack of opportunity from the opponent you are trying to grapple as with normal unarmed attack. Each point of damage received from the attack of opportunity is a penalty to your grab attempt.&lt;br /&gt;
#Grab: You make a melee attack to grab the opponent against his Defense. If you succeed, you damage your opponent and proceed to step 3. &lt;br /&gt;
#Hold: As a quick reaction, your opponent can try to break free from your grapple. The opponent must beat your Stability to break free with a Melee, Strike, Sweep or Escape Artist check. If your opponent check failed, he his hold and may lost his current action if they are restricted by the hold. If successful, the opponent break the hold, continue his current action and you are not grappling anymore.&lt;br /&gt;
#Maintain the Grapple: To maintain the grapple, you must move into the target’s square as an instantaneous reaction. Moving, as normal, provokes attacks of opportunity from threatening enemies, but not from the grappled opponent. &lt;br /&gt;
If you can’t move into the opponent’s square, you can’t maintain the grapple and must immediately let go of the target. To grapple again, the character must begin at step 1.&lt;br /&gt;
&lt;br /&gt;
=====Grappling Consequences=====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Threatened Squares:&#039;&#039;&#039; You and your opponent doesn’t threaten any squares while grappling. This mean that you can only attack the opponent you are grappling or is grappling you.&lt;br /&gt;
Stability: Instead of using your Defense against an opponent you are holding, you use your Stability to avoid being controlled by the opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Defense:&#039;&#039;&#039; You and your opponent are considered as No Defense from opponent not participating in the grapple,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Movement:&#039;&#039;&#039; You and your opponent cannot make move action while grappling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Action:&#039;&#039;&#039; While your are grappling, your actions and the actions of your opponent are limited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are Holding an opponent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack with natural Weapon:&#039;&#039;&#039; You can make an unarmed attack against the opponent using it&#039;s Stability as the DC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pin:&#039;&#039;&#039; You can make a trip attack against your opponent. If successful, your opponent is prone and pin. A pinned opponent suffer a -4 penalty to Defense and Stability and cannot make any action other than trying to escape from the pin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Draw a Light Weapon:&#039;&#039;&#039; You can draw a light weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack with a Light Weapon:&#039;&#039;&#039; You can attack with a light weapon while grappling but because you need at least one arm to hold &lt;br /&gt;
the opponent, you can only attack with your primary weapon and suffer a -4 penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape from Grapple:&#039;&#039;&#039; You can try to escape the grapple by beating your opponent Stability with a Melee, Strike, Sweep or Escape Artist check. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make Move Attack:&#039;&#039;&#039; You can make any move attack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you are Pinning an opponent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automatically Damage the Opponent:&#039;&#039;&#039; You can deal normal grappling damage automatically as a normal unarmed melee attack.&lt;br /&gt;
If you are pinned by an opponent&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape from Pin:&#039;&#039;&#039; You can try to escape the pin by beating your opponent Stability with a Melee, Strike, Sweep or Escape Artist check. Escaping the pin does not mean that you have escape the grapple, you are still holding your opponent. You are still prone after escaping a pin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
When you attack in melee, you can take a penalty on your attack roll and add the same number as a dodge bonus to your Defense. This mean that you use your weapon to parry incoming attack during your action. This number may not exceed your Melee rank. The Defense bonus is in effect between your attack declaration and your attack resolution.&lt;br /&gt;
&lt;br /&gt;
You cannot parry an armed strike when making unarmed attack except if you have the Improved Parrying feat.&lt;br /&gt;
&lt;br /&gt;
====Power Attack====&lt;br /&gt;
When making an attack, you may choose to subtract a number from your attack rolls that does not exceed your Melee skill rank and add the same number to your melee damage rolls. The penalty on attacks and bonus on damage apply only for this attack. &lt;br /&gt;
&lt;br /&gt;
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can&#039;t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
You can sacrifice power for accuracy. When making an attack, you may choose to subtract a number from your damage rolls that does not exceed your Melee skill rank and add the same number to your Melee attack roll.&lt;br /&gt;
&lt;br /&gt;
====Sunder====&lt;br /&gt;
You can use a melee attack with a slashing or bludgeoning weapon to strike an object in order to break it.&lt;br /&gt;
&lt;br /&gt;
If you’re attempting to sunder an object that your opponent is holding, follow the steps outlined here.&lt;br /&gt;
&lt;br /&gt;
First, you provoke an attack of opportunity from the target whose object you are trying to sunder.&lt;br /&gt;
You must beat the defender Defense if you want to hit something held by an opponent. If you are using a slashing weapon, you suffer a -4 penalty to your check and a -8 penalty for piercing damage. You also have modifier depending of the size of the item you want to hit. If your skill is successful, you roll damage normally for the object.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Size&lt;br /&gt;
!Sunder Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Fine&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
| Diminutive&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
| Tiny&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| Small&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| Medium&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Large&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| Huge&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Gigantic&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Colossal&lt;br /&gt;
| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See equipment section for an explanation of damage done to equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Range Maneuver===&lt;br /&gt;
&lt;br /&gt;
====Providing Concealment====&lt;br /&gt;
If your weapon have multishot or spread capacity, you can grant concealment to one of your ally by shooting at opponents and force them to defend instead of attacking efficiently. Concealment is provided during all the range attack resolution. Note that if the opponent have a total failure while attacking the ally your are defending, you make the opportunity attack against your opponent, not you ally.&lt;br /&gt;
&lt;br /&gt;
=====Multishot Concealment=====&lt;br /&gt;
Concealment provided from multishot is considered a one-quarter concealment. You can only provide concealment against one chosen opponent this way.&lt;br /&gt;
&lt;br /&gt;
=====Spread Concealment=====&lt;br /&gt;
Concealment provided from spread attack is considered a one-half concealment. You provide concealment against all opponent that would normally be the target of your spread attack.&lt;br /&gt;
&lt;br /&gt;
====Charge====&lt;br /&gt;
As melee charge maneuver except that can only be used with thrown weapon.&lt;br /&gt;
&lt;br /&gt;
====Power Attack====&lt;br /&gt;
As melee power attack maneuver except that can only be used with thrown weapon.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
As melee precision maneuver.&lt;br /&gt;
&lt;br /&gt;
====Sunder====&lt;br /&gt;
As melee sunder maneuver except that you deal only half damage to object. You range increment is also reduces to ¼ for this maneuver.&lt;br /&gt;
&lt;br /&gt;
===Strike Maneuver===&lt;br /&gt;
&lt;br /&gt;
====Charge====&lt;br /&gt;
As melee charge maneuver.&lt;br /&gt;
&lt;br /&gt;
====Grapple====&lt;br /&gt;
As melee grapple maneuver.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
As melee parrying maneuver except that you cannot parry armed attack.&lt;br /&gt;
&lt;br /&gt;
====Power Attack====&lt;br /&gt;
As melee power attack maneuver.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
As melee precision maneuver.&lt;br /&gt;
&lt;br /&gt;
===Sweep maneuver===&lt;br /&gt;
&lt;br /&gt;
====Grapple====&lt;br /&gt;
As melee grapple maneuver.&lt;br /&gt;
&lt;br /&gt;
====Parrying====&lt;br /&gt;
As melee parrying maneuver except that you cannot parry armed attack.&lt;br /&gt;
&lt;br /&gt;
====Power Attack====&lt;br /&gt;
As melee power attack maneuver.&lt;br /&gt;
&lt;br /&gt;
====Precision====&lt;br /&gt;
As melee precision maneuver.&lt;br /&gt;
&lt;br /&gt;
===Offensive Maneuver===&lt;br /&gt;
&lt;br /&gt;
====Bull Rush====&lt;br /&gt;
When you make a bull rush, you attempt to push an opponent straight back instead of damaging him.&lt;br /&gt;
&lt;br /&gt;
First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. For any attack of opportunity made by anyone other than the defender against you during a bull rush, you have the benefit of a half-cover from your opponent. If the defender’s attack of opportunity deals any damage, your bull rush attempt suffer a penalty equal to the damage you have received.&lt;br /&gt;
&lt;br /&gt;
Second, you make a Move Attack against the Stability of the opponent. If you succeed, you push him back 5 feet. If you wish, you can move with the defender. If you fail, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space.&lt;br /&gt;
&lt;br /&gt;
====Disarm====&lt;br /&gt;
Disarming an opponent is a two step attack. You must first pin the opponent weapon, then disarm your opponent.&lt;br /&gt;
&lt;br /&gt;
Pinning consist at locking your opponent weapon with your own resulting in both opponent being unable to use their weapon. When pinning, your only attack possible with your weapon is a disarm check against the pinning opponent Wits to break free from the pin. &lt;br /&gt;
&lt;br /&gt;
Once you have pin you opponent, you may disarm him by knocking the opponent&#039;s weapon out of his hands and to the ground within 5 feet. If you succeed disarming your opponent while unarmed, you end up with the weapon in your hand. &lt;br /&gt;
&lt;br /&gt;
When attempting to pin your opponent, you cause an attack of opportunity from your opponent, but not while disarming an opponent. If the defender&#039;s attack of opportunity deals any damage, your disarm attempt suffer a penalty equal to the damage you have received.&lt;br /&gt;
&lt;br /&gt;
You can use a disarm attack to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. This otherwise functions identically to a disarm attempt, as noted above.&lt;br /&gt;
&lt;br /&gt;
====Feint====&lt;br /&gt;
You can mislead an opponent in melee combat so that it can&#039;t dodge your next attack or offensive combat maneuver effectively. &lt;br /&gt;
Make a Feint check against the Wit resistance of your target. If your check is successful, your target suffer a No Defense and a No Reaction status for your attack.&lt;br /&gt;
&lt;br /&gt;
Feinting against a non-humanoid is difficult because it&#039;s harder to read a strange creature&#039;s body language; you take a -4 penalty on your Bluff check. Against a creature of animal Intelligence (1 or 2) it&#039;s even harder; you take a -8 penalty. Against a non-intelligent creature, it&#039;s impossible.&lt;br /&gt;
&lt;br /&gt;
====Overrun====&lt;br /&gt;
With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move. Doing so provoke an attack of opportunity from the target you are trying to overrun. If the defender’s attack of opportunity deals any damage, your overrun attempt suffer a penalty equal to the damage you have received.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opponent Avoids:&#039;&#039;&#039; The defender has the option to simply avoid you. If he avoids you, he doesn’t suffer any ill effect and you may keep moving (You can always move through a square occupied by someone who lets you by.) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opponent Blocks:&#039;&#039;&#039; If your opponent blocks you, make a Move attack against the defender’s Stability. If you succeed, you knock the defender prone and you can continue your movement as normal. If you fail, you have to move 5 feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mounted Overrun (Trample):&#039;&#039;&#039; If you attempt an overrun while mounted and you knock your opponent prone with the overrun, your mount may make one attack of opportunity attack against your opponent.&lt;br /&gt;
&lt;br /&gt;
====Switch====&lt;br /&gt;
A switch attack is done by grabbing your opponent and push him around so you end up in his space and your opponent end up in yours. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. For any attack of opportunity made by anyone other than the defender against you during a switch, you have the benefit of a half-cover from your opponent. If the defender’s attack of opportunity deals any damage, your switch attempt suffer a penalty equal to the damage you have received. If you succeed a Move attack against your opponent Stability, you have switch place. If you failed, you stay in the exact same spot as you were before.&lt;br /&gt;
&lt;br /&gt;
====Trip====&lt;br /&gt;
You can trip your opponent so it end prone by making a Move attack against the target Stability resistance. Doing so provoke an attack of opportunity from the target you are trying to trip. If the defender’s attack of opportunity deals any damage, your trip attempt suffer a penalty equal to the damage you have received.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tripping a Mounted Opponent:&#039;&#039;&#039; You may make a trip attack against a mounted opponent. If you succeed, you pull the rider from his mount.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tripping with a Weapon:&#039;&#039;&#039; Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and you don’t provoke an attack of opportunity.&lt;br /&gt;
&lt;br /&gt;
==Wound Maneuver==&lt;br /&gt;
On a Total Success when attacking an opponent, you land a solid blow that allow you to do more advanced damage. Your options are described in the following wound maneuver.&lt;br /&gt;
&lt;br /&gt;
===Bleed===&lt;br /&gt;
Your opponent bleed by 1 point of damage per Total Success. When you are bleeding, each action longer than a short initiative and fast action make you lose some hit points. When you are doing light activity or stay put, you can manage to put pressure on your wound so it will not bleed any further.&lt;br /&gt;
&lt;br /&gt;
Bleeding is not cumulative. An opponent suffers only the worse bleeding effect and totally ignores other bleeding effects. Bleeding effects are cumulative only if they are done in the same strike, i.e. : with two total success, you could chose to inflict a wound bleeding at a rate of 2 points of damage.&lt;br /&gt;
&lt;br /&gt;
You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.&lt;br /&gt;
&lt;br /&gt;
===Crippled===&lt;br /&gt;
Your opponent suffers from an injury to one of its leg or other appendage used to move. When crippled, each movement square count as double.&lt;br /&gt;
&lt;br /&gt;
Crippling effects are not cumulative. An opponent suffers only the worse crippling effect and totally ignores other crippling effects. Crippling effects are cumulative only if they are done in the same strike, i.e.: with two total successes, you could cripple your opponent for a x3 multiplier to movement square.&lt;br /&gt;
&lt;br /&gt;
Only creature with discernible appendages that are used to move can be crippled. Oozes and incorporeal creatures are immune to crippling wound.&lt;br /&gt;
&lt;br /&gt;
===Daze===&lt;br /&gt;
Your blow disoriented your opponent and it is dazed for a Short action. When dazed, you are disoriented and unable to take any action for a short period of time. If you were performing some action when receiving the stun, you automatically break your action with all consequences related to that.&lt;br /&gt;
&lt;br /&gt;
Dazing blows duration are not cumulative, they overlap. Dazing blows durations are cumulative only if they are done in the same strike, i.e.: with two total successes you could stun your opponent for a Standard action. With three you could extend the duration to a Long Action. &lt;br /&gt;
&lt;br /&gt;
You can only daze living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. &lt;br /&gt;
&lt;br /&gt;
===Deep===&lt;br /&gt;
Your wound was deep causing more damage to your opponent. You can roll again damage for your strike and add it to damage already done from your initial success.&lt;br /&gt;
&lt;br /&gt;
===Pain===&lt;br /&gt;
Your opponent is in terrible pain and received a -1 pain penalty for every action he takes. &lt;br /&gt;
&lt;br /&gt;
Pain penalties are not cumulative. An opponent suffers only the worse pain effect and totally ignores other pain effects. Pain penalties are cumulative only if they are done in the same strike, i.e. : with two a total success, you could inflict a -2 pain penalty. &lt;br /&gt;
&lt;br /&gt;
You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.&lt;br /&gt;
&lt;br /&gt;
===Sunder===&lt;br /&gt;
Your blow damage the armor, shield or weapon of your opponent as much as it hurt your opponent.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:LoreSocial&amp;diff=40669</id>
		<title>Ogre:CharacterCodex:Skills:LoreSocial</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:LoreSocial&amp;diff=40669"/>
		<updated>2007-01-05T05:19:09Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Local from Lore, Social; Move Politics from Lore, Social; Change name from Lore, Social to Lore, World&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Lore, World=&lt;br /&gt;
As lore except specific knowledge about geography and cultures, their custom and their history.&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Country&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your knowledge relative to lands, terrain, climate, people&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You are wrong with the information you remember.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untrained:&#039;&#039;&#039; Yes; but you are limited to general knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; No. The check represents what you know, and thinking about a topic a second time doesn&#039;t let you know something that you never learned in the first place.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Combat [Terrain]====&lt;br /&gt;
: Choose a specific terrain. You know the specific ways creatures from this terrain fight giving you an advantage in a fight against them. You also know how to use the terrain specific feature to get advantage in a fight. You receive a +1 insight bonus to attack rolls against creatures form that specific terrain or when you fight in that terrain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 insight bonus to attack rolls.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +4 insight bonus to attack rolls.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +8 insight bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
====Defense [Terrain]====&lt;br /&gt;
: Choose a specific terrain. You know the specific ways creatures from this terrain fight giving you an advantage when defending against them. You also know how to use the terrain specific feature to protect you in a fight. You receive a +1 insight bonus to Defense against creatures form that specific terrain or when you fight in that terrain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 insight bonus to Defense.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +3 insight bonus to Defense.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +4 insight bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
====Find Weakness [Terrain]====&lt;br /&gt;
: Choose a specific terrain. You know the specific weakness of creatures from this terrain. You also know how to use the terrain specific feature to get advantage in a fight. You receive a +2 insight bonus to damage rolls against creatures form that specific terrain or when you fight in that terrain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +4 insight bonus to damage rolls.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +8 insight bonus to damage rolls.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +16 insight bonus to damage rolls.&lt;br /&gt;
&lt;br /&gt;
====Influence [Terrain]====&lt;br /&gt;
: Choose a specific terrain. You know the specific ways creatures think giving you an advantage when trying to influence them. You receive a +2 insight bonus to all Influence skills and Sense motive skill made against creatures from that specific terrain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +4 insight bonus to all Influence skills and Sense motive skill.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +8 insight bonus to all Influence skills and Sense motive skill.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +16 insight bonus to all Influence skills and Sense motive skill.&lt;br /&gt;
&lt;br /&gt;
====Protection [Terrain]====&lt;br /&gt;
: Choose a specific terrain. You know the specific power of creatures from this terrain giving you an advantage when protecting against their attack. You also know how to avoid terrain hazard when you are on the specific terrain. You receive a +2 insight bonus to resistance against creatures extraordinary (Ex), spell-like (Sp), or supernatural (Su) attack from that specific terrain and against hazard specific to the terrain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +4 insight bonus to resistance.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +8 insight bonus to resistance.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +16 insight bonus to resistance.&lt;br /&gt;
&lt;br /&gt;
====Terrain mastery - Aquatic====&lt;br /&gt;
: When you are underwater, you gain a +4 competence bonus on Swim checks.&lt;br /&gt;
&lt;br /&gt;
====Terrain mastery - Desert====&lt;br /&gt;
: When you are in a desert, you resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead.&lt;br /&gt;
&lt;br /&gt;
====Terrain mastery - Forest====&lt;br /&gt;
: When you are in a forest, you have a +4 competence bonus on Hide checks.&lt;br /&gt;
&lt;br /&gt;
====Terrain mastery - Hills====&lt;br /&gt;
: When you are in a hill, you gain a +4 competence bonus on Listen checks.&lt;br /&gt;
&lt;br /&gt;
====Terrain mastery - Marsh====&lt;br /&gt;
: When you are in a marsh, you have a +4 competence bonus on Move Silently checks.&lt;br /&gt;
&lt;br /&gt;
====Terrain mastery - Mountains====&lt;br /&gt;
: When you are in a mountain, you gain a +4 competence bonus on Climb checks.&lt;br /&gt;
&lt;br /&gt;
====Terrain mastery - Plains====&lt;br /&gt;
: When you are in a plain, you have a +4 competence bonus on Spot checks.&lt;br /&gt;
&lt;br /&gt;
====Terrain mastery – Underground====&lt;br /&gt;
: When you are underground, the concealment level for low light and darkness is reduced by one category.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Double: Eras and Countries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents knowledge relative to royalty, wars, colonies, migrations, founding of cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You are wrong with the information you remember.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untrained:&#039;&#039;&#039; Yes; but you are limited to general knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; No. The check represents what you know, and thinking about a topic a second time doesn&#039;t let you know something that you never learned in the first place.&lt;br /&gt;
&lt;br /&gt;
==Social Lore==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Races or Cultures&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Knowledge relative to races, their behavior, abilities and society in which they live.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You are wrong with the information you remember.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untrained:&#039;&#039;&#039; Yes; but you are limited to general knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; No. The check represents what you know, and thinking about a topic a second time doesn&#039;t let you know something that you never learned in the first place.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Combat [Race/Culture]====&lt;br /&gt;
: Choose a specific race or culture. You know the specific ways this race or culture fight giving you an advantage in a fight against them. You receive a +1 insight bonus to attack rolls against this race or culture.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 insight bonus to attack rolls.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +4 insight bonus to attack rolls.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +8 insight bonus to attack rolls.&lt;br /&gt;
&lt;br /&gt;
====Defense [Race/Culture]====&lt;br /&gt;
: Choose a specific race or culture. You know the specific ways this race or culture fight giving you an advantage when defending against them. You receive a +1 insight bonus to Defense against this race or culture.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 insight bonus to Defense.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +3 insight bonus to Defense.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +4 insight bonus to Defense.&lt;br /&gt;
&lt;br /&gt;
====Find Weakness [Race/Culture]====&lt;br /&gt;
: Choose a specific race or culture. You know the specific weakness of this race or culture. You receive a +2 insight bonus to damage rolls against this race or culture.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +4 insight bonus to damage rolls.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +8 insight bonus to damage rolls.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +16 insight bonus to damage rolls.&lt;br /&gt;
&lt;br /&gt;
====Influence [Race/Culture]====&lt;br /&gt;
: Choose a specific race or culture. You know the specific ways this race or culture think giving you an advantage when trying to influence them. You receive a +2 insight bonus to all Influence skills and Sense motive skill made against this race or culture.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +4 insight bonus to all Influence skills and Sense motive skill.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +8 insight bonus to all Influence skills and Sense motive skill.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +16 insight bonus to all Influence skills and Sense motive skill.&lt;br /&gt;
&lt;br /&gt;
====Protection [Race/Culture]====&lt;br /&gt;
: Choose a specific race or culture. You know the specific power of this race or culture giving you an advantage when protecting against their extraordinary (Ex), spell-like (Sp), or supernatural (Su) attack. You receive a +2 insight bonus to resistance against this race or culture.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +4 insight bonus to resistance.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +8 insight bonus to resistance.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +16 insight bonus to resistance.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Lore&amp;diff=40668</id>
		<title>Ogre:CharacterCodex:Skills:Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Lore&amp;diff=40668"/>
		<updated>2007-01-05T05:16:21Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Dungeoneering to Survival; Move Architecture and Engineering to Craft, Engineering; Move Local from Lore, Social; Move Politics from Lore, Social; Add General Lore skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
Lore represents a study of some body of lore, possibly an academic or even scientific discipline. Every Lore skill works the same way, they only apply to a different field of study.&lt;br /&gt;
&lt;br /&gt;
Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).&lt;br /&gt;
&lt;br /&gt;
For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Other Lore skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Your general knowledge allows you to know a lot of things on many different topics but with very limited specific information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; You are limited to knowing information that ask for a DC of 10 or less in any other lore skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You are wrong with the information you remember.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; No. The check represents what you know, and thinking about a topic a second time doesn&#039;t let you know something that you never learned in the first place.&lt;br /&gt;
&lt;br /&gt;
==Local==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Gather Information, Scrounging&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Cities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You know your way around in a city. You know the good and the bad places to hang out. You know who the important people in the city are and where they can generally be found. You also know specific laws, customs and traditions of the people of the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You are wrong with the information you remember.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untrained:&#039;&#039;&#039; Yes; but you are limited to general knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; No. The check represents what you know, and thinking about a topic a second time doesn&#039;t let you know something that you never learned in the first place.&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Diplomacy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Each country&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Knowledge about the major groups in society and their relationships with other groups. This include knowledge relative to lineages, heraldry, family trees, mottoes, personalities, factions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You are wrong with the information you remember.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untrained:&#039;&#039;&#039; Yes; but you are limited to general knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; No. The check represents what you know, and thinking about a topic a second time doesn&#039;t let you know something that you never learned in the first place.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40631</id>
		<title>Ogre:CharacterCodex:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40631"/>
		<updated>2007-01-05T01:34:12Z</updated>

		<summary type="html">&lt;p&gt;Olace: Reorgs Nature Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
==Skill entry description==&lt;br /&gt;
===Ability===&lt;br /&gt;
Each skill is linked to an ability from which it received a modifier.&lt;br /&gt;
===Initiative===&lt;br /&gt;
An action initiative category essentially tells you how long the action takes to perform in combat. There are nine initiative categories: Instantaneous, Immediate, Quick, Short, Standard, Long, Very Long, Slow and Very Slow (See Combat section). If the action is done outside of combat, the Initiative will be the time it takes to complete the action in normal time. If the time to complete an action is variable, this entry will contain “See below” and more details will be given in the description text.&lt;br /&gt;
===Armor Penalty===&lt;br /&gt;
Some skills can receive a penalty when you are encumbered by armor. There are 4 types of armor penalties:&lt;br /&gt;
None: This skill is unaffected by wearing an armor.&lt;br /&gt;
Combat: This skill received a penalty for wearing an armor from someone that is not competent with armor. The more you are skilled at wearing armor, the less your skill will be hinder by tour armor.&lt;br /&gt;
Maneuver: Penalties from armor can be reduced by someone skilled at wearing armor, but not as much as with a Combat armor penalty.&lt;br /&gt;
Precise Maneuver: It is not important how you are skilled for wearing armor, the skill ask for such precision that armor will always hinder you.&lt;br /&gt;
===Untrained===&lt;br /&gt;
This entry describe if you can use this skill without having train in it. This mean if untrained entry is “Yes” you can use this skill even if you have 0 base ranks in it. A value of “No”, you can only use this skill if you have at least 1 base ranks in it. If this entry contains “See below”, this means that you can use this skill untrained, but in a limited way. More details will be given in the description text.&lt;br /&gt;
===Concentration===&lt;br /&gt;
If the skill asks for concentration in order to be completed. When a skill ask for concentration and you are distracted, you need to make a Concentration check to complete your action. (See Concentration Skill)&lt;br /&gt;
===Description===&lt;br /&gt;
General text describing what you can do with this skill.&lt;br /&gt;
===Check===&lt;br /&gt;
This entry contains information on resolving the outcome of using this skill. It will explain how to set the DC of the skill and which modifier may affect the skill.&lt;br /&gt;
===Total Success===&lt;br /&gt;
Explain the effect of having a Total Success while using this skill.&lt;br /&gt;
===Total Failure===&lt;br /&gt;
Explain the effect of having a Total Failure while using this skill.&lt;br /&gt;
===Try Again===&lt;br /&gt;
When you failed with the skill, it will explain if you can try again the same action later.&lt;br /&gt;
&lt;br /&gt;
==Skill Tree==&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Ability|Attributes - Ability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Strength|Strength]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Dexterity|Dexterity]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Constitution|Constitution]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Intelligence|Intelligence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Wisdom|Wisdom]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Charisma|Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Resistance|Attributes - Resistance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Stability|Stability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Defense|Defense]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Fortitude|Fortitude]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Wits|Wits]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Judgment|Judgment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Will|Will]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Perception|Attributes - Perception]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Listen|Listen]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Spot|Spot]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Scent|Scent]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Taste|Taste]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Touch|Touch]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Movement|Attributes - Movement]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Burrow|Burrow]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Climb|Climb]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Fly|Fly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Swim|Swim]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Walk|Walk]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Acrobatic|Acrobatic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Jump|Jump]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Tumble|Tumble]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Animal|Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Handle Animal|Handle Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Ride|Ride]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Wild Empathy|Wild Empathy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Awareness|Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Intuition|Intuition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Spatial|Spatial]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Combat|Combat]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Combat Awareness|Combat Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Health|Health]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Melee|Melee]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Range|Range]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Tactical|Tactical]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatDefensive|Combat, Defensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Avoid Bleeding|Avoid Bleeding]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Dodge|Dodge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Endure Pain|Endure Pain]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Stunned Maneuver|Stunned Maneuver]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatMartialArt|Combat, Martial Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Strike|Strike]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Sweep|Sweep]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatOffensive|Combat, Offensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Disarm|Disarm]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Feint|Feint]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Move Attack|Move Attack]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatTwoWeapons|Combat, Two-Weapons]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Strike|Strike, Second Fist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Melee|Melee, Second Weapon]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Range|Range, Second Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Craft|Craft]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#General|General]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Repair|Repair]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftArt|Craft, Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Handicraft|Handicraft]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Visual|Visual]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Writing|Writing]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftChemical|Craft, Chemical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftChemical#Chemical|Chemical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftChemical#Pharmaceutics|Pharmaceutics]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftElectronics|Craft, Electronics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Cybernetic|Cybernetic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Electronic|Electronic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Mecharmor|Mecharmor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Robotic|Robotic]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftDevice|Craft, Engineering]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Mechanical|Mechanical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Structural|Structural]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Trapmaking|Trapmaking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Use Rope|Use Rope]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftLuxury|Craft, Luxury]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftLuxury#Gem Cutting|Gem Cutting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftWar|Craft, War]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Armorer|Armorer]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Gunsmithing|Gunsmithing]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Missile|Missile]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Weapon Smiting|Weapon Smiting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Deadly|Deadly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Demolition|Demolition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Sneak Attack|Sneak Attack]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Use Poison|Use Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Device|Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Disable Device|Disable Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Open Lock|Open Lock]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Game|Game]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Card|Card]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Dice|Dice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Luck|Luck]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Strategy|Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Influence|Influence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Compliment|Compliment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Diplomacy|Diplomacy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Inspire|Inspire]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Information|Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Information#Gather Information|Gather Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Information#Research|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Investigation|Investigation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Interrogation|Interrogation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Search|Search]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Sense Motive|Sense Motive]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Language|Language]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Decipher Script|Decipher Script]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Innuendo|Innuendo]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Lore|Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#General|General]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Local|Local]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Politics|Politics]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreMystic|Lore, Mystic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Necromancy|Necromancy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Planes|Planes]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Religion|Religion]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreSocial|Lore, World]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Geography|Geography]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#History|History]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Social|Social]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Manipulation|Manipulation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Bluff|Bluff]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Intimidate|Intimidate]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Taunt|Taunt]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Medical|Medical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Genetics|Genetics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Medicine|Medicine]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Psychoanalysis|Psychoanalysis]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Treat Injury|Treat Injury]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Merchant|Merchant]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Appraise|Appraise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Scrounging|Scrounging]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Trading|Trading]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Herb Lore|Herb Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Survival|Survival]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Track|Track]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Performance|Performance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Music|Music]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Voice|Voice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Act|Act]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Dance|Dance]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Profession|Profession]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Protection|Protection]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Armor|Armor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Shield|Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Control|Self-Control]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Control#Rage|Rage]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Discipline|Self-Discipline]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Concentration|Concentration]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Ki|Ki]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Meditation|Meditation]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Sport|Sport]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Stalking|Stalking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Hide|Hide]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Move Silently|Move Silently]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Subterfuge|Subterfuge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Disguise|Disguise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Escape Artist|Escape Artist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Forgery|Forgery]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Sleight of Hand|Sleight of Hand]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Tongues|Tongues]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Speak|Speak]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Write|Write]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Vehicles|Vehicles]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Drive|Drive]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Pilot|Pilot]]&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Nature&amp;diff=40308</id>
		<title>Ogre:CharacterCodex:Skills:Nature</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Nature&amp;diff=40308"/>
		<updated>2006-12-30T23:35:10Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move feat from Dungoenneering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Nature=&lt;br /&gt;
Your ability with flora and environment in general.&lt;br /&gt;
&lt;br /&gt;
==Herb Lore==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Instantaneous&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Herb Type&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You know to properly find and prepare herb that have benefic effect for individuals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Each plant have a find DC and a prepare DC. See equipment section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You can make an extra dose for each rank of total success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; The plant you prepare turn out to be a poison. The poison effect is lost of 1 ability points (roll random), the poison strength is you rank of total failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Finding plant and preparing plant take different time depending of the plant. See equipment section.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Lasting Effect====&lt;br /&gt;
: The duration of the plant effect is multiply by 1.5.&lt;br /&gt;
: Specialist: The duration of the plant effect is multiply by 2.&lt;br /&gt;
: Expert: The duration of the plant effect is multiply by 3.&lt;br /&gt;
: Master: The duration of the plant effect is multiply by 4.&lt;br /&gt;
&lt;br /&gt;
====Strong Effect====&lt;br /&gt;
: The strength of the plant you have prepared is multiply by 1.5.&lt;br /&gt;
: Specialist: The strength of the plant you have prepared is multiply by 2.&lt;br /&gt;
: Expert: The strength of the plant you have prepared is multiply by 3.&lt;br /&gt;
: Master: The strength of the plant you have prepared is multiply by 4.&lt;br /&gt;
&lt;br /&gt;
==Survival==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Nature&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Aquatic, Artic, Desert, Forest, Hill, Marsh, Mountain, Plain, Underground, Urban&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represent your knowledge relative to animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin, keeping yourself and others safe and fed in the wild.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The table below gives the DCs for various tasks that require Survival checks.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Survival DC &lt;br /&gt;
!Task&lt;br /&gt;
|-&lt;br /&gt;
|10 &lt;br /&gt;
|Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|Gain a +2 bonus on all Fortitude resistance against severe weather while moving up to one-half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|Keep from getting lost or avoid natural hazards, such as quicksand.&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You add one person you may help per rank of total success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; If you provide food, it is poisoned. If you find shelter, you worsen the saving throws. If you want to find direction, you get lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Varies. A single Survival check may represent activity over the course of hours or a full day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; For getting along in the wild or for gaining the Fortitude bonus noted in the table above, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Hide Track====&lt;br /&gt;
: You can move at your normal speed and hide your tracks making you harder to follow. Some trying to Track you suffer a +5 penalty to its Track DC to follow you.&lt;br /&gt;
: Specialist: The penalty is increased to +10.&lt;br /&gt;
: Expert: The penalty is increased to +15.&lt;br /&gt;
: Master: The penalty is increased to +20.&lt;br /&gt;
&lt;br /&gt;
====Time Sense====&lt;br /&gt;
: You can automatically determine what time of the day it is.&lt;br /&gt;
&lt;br /&gt;
====Trackless Step====&lt;br /&gt;
: You leaves less trail in natural surroundings and give -4 penalty to Track checks made to track you or Search check to see your trace. Your allies still left trail behind making it effective only when you walk alone, but it still can be usefull as the tracker might no know how many you are exactly.&lt;br /&gt;
: Specialist: The penalty is increased to -8.&lt;br /&gt;
: Expert: The penalty is increased to -16.&lt;br /&gt;
: Master: The penalty is increased to -32.&lt;br /&gt;
&lt;br /&gt;
====Trap Sense====&lt;br /&gt;
: A character gains a +2 bonus on Resistance to avoid traps.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your bonus is increased to +4.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your bonus is increased to +8.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your bonus is increased to +16.&lt;br /&gt;
&lt;br /&gt;
====True North====&lt;br /&gt;
: You can automatically determine where true north lies in relation to yourself.&lt;br /&gt;
&lt;br /&gt;
====Woodland Stride====&lt;br /&gt;
: You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed.&lt;br /&gt;
: Specialist: You take no damage or suffering any other impairment when you move through any sort of undergrowth.&lt;br /&gt;
&lt;br /&gt;
==Track==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Aquatic, Artic, Desert, Forest, Hill, Marsh, Mountain, Plain, Underground, Urban&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can find tracks left by other creatures in the environnement and can follow them wherever they go.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; To find tracks or to follow them for 1 mile requires a successful Track check. You must make another Track check every time the tracks become difficult to follow.&lt;br /&gt;
&lt;br /&gt;
You move at half your normal speed (or at your normal speed with a -4 penalty on the check, or at up to twice your normal speed with a -16 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Surface &lt;br /&gt;
!DC &lt;br /&gt;
!Surface &lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|Very soft ground &lt;br /&gt;
|5 &lt;br /&gt;
|Firm ground &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Soft ground &lt;br /&gt;
|10 &lt;br /&gt;
|Hard ground &lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.&lt;br /&gt;
&lt;br /&gt;
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.&lt;br /&gt;
&lt;br /&gt;
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.&lt;br /&gt;
&lt;br /&gt;
Hard Ground: Any surface that doesn&#039;t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).&lt;br /&gt;
&lt;br /&gt;
Several modifiers may apply to the Track check, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Condition Survival &lt;br /&gt;
!DC Modifier&lt;br /&gt;
|-&lt;br /&gt;
| Every three creatures in the group being tracked &lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | Size of creature or creatures being tracked: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Fine&lt;br /&gt;
| +8&lt;br /&gt;
|-&lt;br /&gt;
|Diminutive&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|Tiny&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
|Small&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
|Large &lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|Huge&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
|Gargantuan&lt;br /&gt;
| -4&lt;br /&gt;
|-&lt;br /&gt;
|Colossal&lt;br /&gt;
| -8&lt;br /&gt;
|-&lt;br /&gt;
|Every 24 hours since the trail was made&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|Every hour of rain since the trail was made&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|Fresh snow cover since the trail was made&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | Poor Visibility &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Overcast or moonless night&lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
|Moonlight&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
|Fog or precipitation&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
|Tracked party hides trail (and moves at half speed)&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
|Tracked party leaves trail&lt;br /&gt;
| -5&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
: &amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; For a group of mixed sizes, apply only the modifier for the largest size category.&lt;br /&gt;
: &amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Apply only the largest modifier from this category.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retry:&#039;&#039;&#039; If you fail a Track check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftWar&amp;diff=40307</id>
		<title>Ogre:CharacterCodex:Skills:CraftWar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftWar&amp;diff=40307"/>
		<updated>2006-12-30T23:29:10Z</updated>

		<summary type="html">&lt;p&gt;Olace: Add gun smithing; rename Bowmaking to missile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Craft, War=&lt;br /&gt;
As Craft aptitude except for warfare items like weapons and armors. See [[Ogre:CharacterCodex:Skills:Craft|Craft Aptitudes]] for more details.&lt;br /&gt;
&lt;br /&gt;
==Armorer==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Light Armor, Medium Armor, Heavy Armor, Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can create armor and shield of any sort.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; See Equipment section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Maneuver, Improved====&lt;br /&gt;
: Choose a type of armor or shield. This type of armor or shield combat penalty is lowered by one.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; This type of armor or shield maneuver penalty is lowered by one.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; This type of armor or shield precise maneuver penalty is lowered by one.&lt;br /&gt;
&lt;br /&gt;
====Protection, Increased====&lt;br /&gt;
: Choose a type of armor or shield. This type of armor now offer one more point of damage resistance or if a shield is chosen, the shield gives one more cover level to Defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gun Smithing==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Ammunition, Canon, Grenade, Launcher, Pistol, Rifle, Shotgun, Tactical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can create any sort of gun and their amunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; See Equipment section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Damage, Increased====&lt;br /&gt;
: Choose a specific type of gun. Ammunitions shot from this type of gun now deal an extra point of damage.&lt;br /&gt;
&lt;br /&gt;
====Precision, Increased====&lt;br /&gt;
: Choose a specific type of gun. This type of gun now gives a +1 bonus to your attack roll.&lt;br /&gt;
&lt;br /&gt;
====Range, Increase====&lt;br /&gt;
: The range increment for gun is increased by 10 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The range increment for the gun is increased by 20 feet.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The range increment for the gun is increased by 40 feet.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The range increment for the gun is increased by 80 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Missile==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Catapult, Bow, Crossbow, Projectile, Sling&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can create any sort of missile weapons and their amunition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; See Equipment section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Damage, Increased====&lt;br /&gt;
: Choose a specific type of bow. Arrows shot from this type of bow now deal an extra point of damage.&lt;br /&gt;
&lt;br /&gt;
====Precision, Increased====&lt;br /&gt;
: Choose a specific type of bow. This type of bow now gives a +1 bonus to your attack roll.&lt;br /&gt;
&lt;br /&gt;
====Range, Increase====&lt;br /&gt;
: The range increment for the bow is increased by 10 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The range increment for the bow is increased by 20 feet.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The range increment for the bow is increased by 40 feet.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The range increment for the bow is increased by 80 feet.&lt;br /&gt;
&lt;br /&gt;
==Weapon Smiting==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Blade, Axe, Mace, Polearm, Siege Weapon, Thrown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can create melee and thrown weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; See Equipment Section&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Damage, Increased====&lt;br /&gt;
: Choose a specific type of weapon. This type of weapon now deals an extra point of damage.&lt;br /&gt;
&lt;br /&gt;
====Precision, Increased====&lt;br /&gt;
: Choose a specific type of weapon. This type of weapon now gives a +1 bonus to your attack roll.&lt;br /&gt;
&lt;br /&gt;
====Range, Increase====&lt;br /&gt;
: The range increment for a thrown weapon is increased by 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The range increment for the bow is increased by 10 feet.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The range increment for the bow is increased by 20 feet.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The range increment for the bow is increased by 40 feet.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftArt&amp;diff=40306</id>
		<title>Ogre:CharacterCodex:Skills:CraftArt</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftArt&amp;diff=40306"/>
		<updated>2006-12-30T23:16:14Z</updated>

		<summary type="html">&lt;p&gt;Olace: Add Handicraft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Craft, Art=&lt;br /&gt;
As [[Ogre:CharacterCodex:Skills:Craft|Craft]] aptitude except for artistic creation like sculpture, writings or paintings.&lt;br /&gt;
&lt;br /&gt;
==Handicraft==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Sculpture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can create simple, but beautiful pieces of art. This includes anythig create by hand that have some value like sculpture, high fashion clothes, beautiful household items, candles, etc.&lt;br /&gt;
Unless the effort is particularly elaborate or you must acquire an expensive piece of equipment, the basic components have a purchase level of 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Skill Check Result &lt;br /&gt;
!Effort Achieved&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower &lt;br /&gt;
|Untalented amateur&lt;br /&gt;
|-&lt;br /&gt;
|10–19 &lt;br /&gt;
|Talented amateur&lt;br /&gt;
|-&lt;br /&gt;
|20–24 &lt;br /&gt;
|Professional&lt;br /&gt;
|-&lt;br /&gt;
|25–30 &lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|31 or higher &lt;br /&gt;
|Master&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Creating a work of handicraft usually takes an hour, a day, or more, depending on the scope of the project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Visual==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Painting, Drawing, Photography, Video&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can create paintings or drawings, take photographs, use a video camera, or in some other way create a work of visual art.&lt;br /&gt;
When attempting to create a work of visual art, you simply makes a Visual art check, the result of which determines the quality of the work.&lt;br /&gt;
Unless the effort is particularly elaborate or you must acquire an expensive piece of equipment, the basic components have a purchase level of 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Skill Check Result &lt;br /&gt;
!Effort Achieved&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower &lt;br /&gt;
|Untalented amateur&lt;br /&gt;
|-&lt;br /&gt;
|10–19 &lt;br /&gt;
|Talented amateur&lt;br /&gt;
|-&lt;br /&gt;
|20–24 &lt;br /&gt;
|Professional&lt;br /&gt;
|-&lt;br /&gt;
|25–30 &lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|31 or higher &lt;br /&gt;
|Master&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Creating a work of visual art requires at least a Long action, but usually takes an hour, a day, or more, depending on the scope of the project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Writing==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Short Stories, Novels, ScreenPlay, Jounalistic, Technical&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill allows a character to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing.&lt;br /&gt;
When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work.&lt;br /&gt;
There is no purchase level to use this Craft skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Skill Check Result &lt;br /&gt;
!Effort Achieved&lt;br /&gt;
|-&lt;br /&gt;
|9 or lower &lt;br /&gt;
|Untalented amateur&lt;br /&gt;
|-&lt;br /&gt;
|10–19 &lt;br /&gt;
|Talented amateur&lt;br /&gt;
|-&lt;br /&gt;
|20–24 &lt;br /&gt;
|Professional&lt;br /&gt;
|-&lt;br /&gt;
|25–30 &lt;br /&gt;
|Expert&lt;br /&gt;
|-&lt;br /&gt;
|31 or higher &lt;br /&gt;
|Master&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftChemical&amp;diff=40305</id>
		<title>Ogre:CharacterCodex:Skills:CraftChemical</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftChemical&amp;diff=40305"/>
		<updated>2006-12-30T23:09:06Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Chemical from Craft; Move Pharmaceutics from Medical&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Craft, Chemical=&lt;br /&gt;
As [[Ogre:CharacterCodex:Skills:Craft|Craft Aptitudes]] except for creating chemical compound.&lt;br /&gt;
&lt;br /&gt;
==Chemical==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Pharmaceutics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Acid/Base, Explosive, Poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill allows you to mix chemicals to create acids, bases, explosives, and poisonous substances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; See Equipment Section&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; An accident happen in your lab causing you the same damage as the Acid or Explosive your were trying to create. For poisonous substance, the poison attacks your Fortitude with a bonus equal to your rotf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
====Dangerous Poison====&lt;br /&gt;
: The poison you have prepared received a +1 bonus to its attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The poison you have prepared received a +2 bonus to its attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The poison you have prepared received a +4 bonus to its attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The poison you have prepared received a +8 bonus to its attack roll.&lt;br /&gt;
&lt;br /&gt;
====Safe Poison====&lt;br /&gt;
: The DC to handle the poison you have prepared is reduced by 1.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The DC to handle the poison you have prepared is reduced by 2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The DC to handle the poison you have prepared is reduced by 4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The DC to handle the poison you have prepared is reduced by 8.&lt;br /&gt;
&lt;br /&gt;
====Strong Poison====&lt;br /&gt;
: The poison you have prepared have a +1 bonus to ability damage.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The poison you have prepared have a +2 bonus to ability damage.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The poison you have prepared have a +4 bonus to ability damage.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The poison you have prepared have a +8 bonus to ability damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutics==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a circumstance bonus to Fortitude to resist attack from a specific disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The Craft (pharmaceutical) check is based on the bonus the drugs provide.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Bonus &lt;br /&gt;
!Purchase level&lt;br /&gt;
!Craft DC &lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
| +1 &lt;br /&gt;
|5 &lt;br /&gt;
|10 &lt;br /&gt;
|1 hr.&lt;br /&gt;
|-&lt;br /&gt;
| +2 &lt;br /&gt;
|10 &lt;br /&gt;
|15 &lt;br /&gt;
|3 hr.&lt;br /&gt;
|-&lt;br /&gt;
| +4 &lt;br /&gt;
|15 &lt;br /&gt;
|20 &lt;br /&gt;
|6 hr.&lt;br /&gt;
|-&lt;br /&gt;
| +8 &lt;br /&gt;
|20 &lt;br /&gt;
|30 &lt;br /&gt;
|12 hr.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; The drugs double the bonus provided.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the drug you want to create.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Medical&amp;diff=40304</id>
		<title>Ogre:CharacterCodex:Skills:Medical</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Medical&amp;diff=40304"/>
		<updated>2006-12-30T23:07:16Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Pharmaceutics to Craft, Chemical&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Medical=&lt;br /&gt;
You aptitude at keeping people in good health and cure them when necessary.&lt;br /&gt;
&lt;br /&gt;
==Genetics==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill allows you to create mutation on unborn creature so they will develop specific capabilities when born.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; See Upcoming Mutation section someday.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time spend on this skill depends on the mutation you want to create.&lt;br /&gt;
&lt;br /&gt;
==Medicine==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Poison, Disease&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; To treat an ailment, poison or disease, means to tend a single character that is going to take more damage from the ailment (or suffer some other effect). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; You must beat the ailment Cure DC to treat it. Note: you must have a healing kit in order to use the medicine skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; The next attack from the poison or the disease will have a bonus equal to your total failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Treating poison is a standard action. Treating a disease takes 10 minutes of work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but each time you try to treat an ailment that resist your first attempt, your next try suffer a cumulative -4 penalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Psychoanalysis==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Psychoanalysis allows you to treat mental disease or problem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; &lt;br /&gt;
Long-Term Care: Providing long-term care means treating a traumatized person for a day or more. If your Psychoanalysis check is successful, the patient recovers Mental ability ranks at twice the normal rate: 2 skill ranks for a full 8 hours of rest in a day, or 4 skill ranks for each full day of complete rest.&lt;br /&gt;
&lt;br /&gt;
You can tend as many as six patients at a time. Giving long-term care counts as light activity for the Psychoanalyst. You cannot give long-term care to yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Providing long-term care requires 8 hours of light activity.&lt;br /&gt;
&lt;br /&gt;
==Treat Injury==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; First Aid, Long-Term Care, Crippling, Pain, Bleeding&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC and effect depend on the task you attempt.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Task &lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|First aid &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Long-term care &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Treat crippling &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Treat pain &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Treat bleeding &lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
First Aid: You usually use first aid to save a dying character. If a character has negative Constitution and is not stable, you can make him or her stable. A stable character regains no Constitution rank but stops losing them.&lt;br /&gt;
&lt;br /&gt;
Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or Physical ability score points (lost to ability damage) at twice the normal rate: 2 hit points per rank of health for a full 8 hours of rest in a day, or 4 hit points per rank of Health for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.&lt;br /&gt;
&lt;br /&gt;
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.&lt;br /&gt;
&lt;br /&gt;
Treat Crippling: A creature with a crippling wound has its movement reduced. A successful Heal check reduce the by 1 multiplier your speed penalty or reduce by 1 your maneuver penalty.&lt;br /&gt;
&lt;br /&gt;
Treat pain: A creature may receive pain penalty from a wound. A successful Heal check reduces the pain penalty by 1.&lt;br /&gt;
&lt;br /&gt;
Treat bleeding: A creature may receive a wound that makes him lose hit points every time he acts. A successful Heal check reduces the bleeding by one point.&lt;br /&gt;
&lt;br /&gt;
A healer&#039;s kit gives you a +2 circumstance bonus on Heal checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You double the effect of the healing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You hurt your patient, he lose one hit points per rank of total failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Providing first aid, treating a wound is a standard action. Providing long-term care requires 8 hours of light activity.&lt;br /&gt;
Untrained: Yes; see below&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Varies. Generally speaking, you can&#039;t try a Heal check again without proof of the original check&#039;s failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Long-Term Care====&lt;br /&gt;
: When providing Long-Term care, the hit points or ability score points regains 3 times faster.&lt;br /&gt;
: Specialist: When providing Long-Term care, the hit points or ability score points regains 4 times faster.&lt;br /&gt;
: Expert: When providing Long-Term care, the hit points or ability score points regains 5 times faster.&lt;br /&gt;
: Master: When providing Long-Term care, the hit points or ability score points regains 6 times faster.&lt;br /&gt;
&lt;br /&gt;
====Recover====&lt;br /&gt;
: When a creature is stable, you can make a second First Aid check to make the creature disabled instead of unconscious.&lt;br /&gt;
&lt;br /&gt;
====Treat Bleeding, Improved====&lt;br /&gt;
: Bleeding is reduced by 2 points.&lt;br /&gt;
: Specialist: Bleeding is reduced by 3 points.&lt;br /&gt;
: Expert: Bleeding is reduced by 4 points.&lt;br /&gt;
: Master: Bleeding is reduced by 5 points.&lt;br /&gt;
&lt;br /&gt;
====Treat Pain, Improved====&lt;br /&gt;
: Pain penalty is reduces by -2.&lt;br /&gt;
: Specialist: Pain penalty is reduces by -3.&lt;br /&gt;
: Expert: Pain penalty is reduces by -4.&lt;br /&gt;
: Master: Pain penalty is reduces by -5.&lt;br /&gt;
&lt;br /&gt;
====Treat crippled, Improved====&lt;br /&gt;
: You reduce the speed penalty by 2 multipliers or reduce by 2 your maneuver penalty.&lt;br /&gt;
: Specialist: You reduce the speed penalty by 3 multipliers or reduce by 3 your maneuver penalty.&lt;br /&gt;
: Expert: You reduce the speed penalty by 4 multipliers or reduce by 4 your maneuver penalty.&lt;br /&gt;
: Master: You reduce the speed penalty by 5 multipliers or reduce by 5 your maneuver penalty.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Craft&amp;diff=40303</id>
		<title>Ogre:CharacterCodex:Skills:Craft</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Craft&amp;diff=40303"/>
		<updated>2006-12-30T23:04:33Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Structural to Craft, Engineering; Move Chemical to Craft, Chemical; Add General&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Craft=&lt;br /&gt;
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill. Every Craft skill works the same way, they only apply to a different field of construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; You can practice your trade and make a decent living, earning your rank as Wealth Level per week of dedicated work. You know how to use the tools of your trade, how to perform the craft&#039;s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn 0 wealth level per week.)&lt;br /&gt;
&lt;br /&gt;
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. When crafting an item, you must also buy materials from which you will create an item. The Craft DC and the basic item cost depend on the item to create (See individual Craft skill or the equipment section for information on crafting a specific item).&lt;br /&gt;
&lt;br /&gt;
As a general guideline, see table below for check DC needs to craft items.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Item &lt;br /&gt;
!Craft DC &lt;br /&gt;
|-&lt;br /&gt;
|Very simple item (wooden spoon) &lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Typical item (iron pot) &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|High-quality item (bell) &lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|Complex or superior item (lock) &lt;br /&gt;
|20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All crafts require artisan&#039;s tools to give the best chance of success. If improvised tools are used, the check is made with a -2 circumstance penalty. On the other hand, masterwork artisan&#039;s tools provide a +2 circumstance bonus on the check.&lt;br /&gt;
&lt;br /&gt;
Repairing Items: The check DC to repair an item is 5 less than crafting the object and the purchase level of the Repair is also 5 less than the craft cost. With a repair action you can either restore 1d6 Core points or 1d10 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time need to craft an item is given in the equipment section. This can range from 1 hour to many days. Unless otherwise noted, repairing an object take 10 times less times than crafting it. An object that takes 1 hour to craft is repaired in 6 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; No, you need to start over if your Craft check fail.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; The item you craft is exceptional and have some enhancement to it. The GM may choose a specific feat benefits to apply to the item. When repairing an item, you restore an additional 1d6 Core points or another 1d10 hit points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You hurt yourself while crafting an item taking 1 point of damage per rank of total failure. When repairing an item, you break the object which loses 1d4 Core points.&lt;br /&gt;
&lt;br /&gt;
Each feat that enhanced an object increased it’s the base price by half a purchase level.&lt;br /&gt;
&lt;br /&gt;
==Feats available for all craft skill==&lt;br /&gt;
&lt;br /&gt;
===Economic Craft===&lt;br /&gt;
: The craft purchase level of an item is reduced by half a level.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The purchase level is reduced by 1.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The purchase level is reduced by 1 and a half.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The purchase level is reduced by 2.&lt;br /&gt;
===Economic Repair===&lt;br /&gt;
: The repair purchase level of an item is reduced by half a level.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The purchase level is reduced by 1.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The purchase level is reduced by 1 and a half.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The purchase level is reduced by 2.&lt;br /&gt;
===Hardness===&lt;br /&gt;
: When crafting an item, the item has a +1 quality bonus to its hardness.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The item has a +2 quality bonus to its hardness.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The item has a +3 quality bonus to its hardness.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The item has a +4 quality bonus to its hardness.&lt;br /&gt;
===Light Item===&lt;br /&gt;
: When crafting an item, the item is only 90% of its normal weight.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The item is only 80% of its normal weight.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The item is only 70% of its normal weight.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The item is only 50% of its normal weight.&lt;br /&gt;
===Repair, Improved===&lt;br /&gt;
: When repairing an item, your repair restore +1 core points or +2 hit points.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your repair restore +2 core points or +4 hit points.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your repair restore +4 core points or +8 hit points.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your repair restore +8 core points or +16 hit points.&lt;br /&gt;
===Resistant===&lt;br /&gt;
: When crafting an item, the item has a +2 quality bonus to its hit points.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The item has a +4 quality bonus to its hit points.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The item has a +8 quality bonus to its hit points.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The item has a +16 quality bonus to its hit points.&lt;br /&gt;
===Strong Core===&lt;br /&gt;
: When crafting an item, the item has a +1 quality bonus to its core ranks.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The item has a +2 quality bonus to its core ranks.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The item has a +4 quality bonus to its core ranks.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The item has a +8 quality bonus to its core ranks.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Each item type&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; General craft is a broad skill that encompass every small object you can craft that are not covered by other craft skill. This includes, but is not limited to, normal household items, clothes, tools and even cooking complex meals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; See Equipment Section&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but each time, you must pay for the material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
==Repair==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Craft skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Repair is large scope skill that allows a character to repair everything that can be created with a craft skill without having that skill. While very versatile, this skill is not advanced like a craft skill. With a repair skill, you can only repair the Core of an object, making it functional again but the object is still very fragile. A repair check restores 1d4 Core points to an object.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The check DC to repair an item is the same as crafting the object and the purchase level of the Repair is 3 less than the craft cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but each time, you must pay for the repair material.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You repair the item for another 1d4 Core points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You break the object which loses 1d4 Core points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Repairing an object take 10 times less times than crafting it. An object that takes 1 hour to craft is repaired in 6 minutes.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Repair, Easier====&lt;br /&gt;
: When repairing an item, your repair DC is 1 less than the craft DC.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your repair DC is 2 less than the craft DC.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your repair DC is 3 less than the craft DC.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your repair DC is 4 less than the craft DC.&lt;br /&gt;
&lt;br /&gt;
====Repair, Improved====&lt;br /&gt;
: When repairing an item, your repair restore +1 core points.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your repair restore +2 core points.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your repair restore +4 core points.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your repair restore +8 core points.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftDevice&amp;diff=40302</id>
		<title>Ogre:CharacterCodex:Skills:CraftDevice</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftDevice&amp;diff=40302"/>
		<updated>2006-12-30T22:55:35Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Structural from Craft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Craft, Device=&lt;br /&gt;
As [[Ogre:CharacterCodex:Skills:Craft|Craft Aptitudes]] except for mechanical device creation.&lt;br /&gt;
&lt;br /&gt;
==Mechanical==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, you describe the kind of device you want to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|+ Type of Scratch-Built Mechanical Device (Examples)&lt;br /&gt;
!|Complexity&lt;br /&gt;
!|Purchase level&lt;br /&gt;
!|Craft DC&lt;br /&gt;
!|Time&lt;br /&gt;
|-&lt;br /&gt;
|Simple (tripwire trap) &lt;br /&gt;
|5 &lt;br /&gt;
|15 &lt;br /&gt;
|1 hr&lt;br /&gt;
|-&lt;br /&gt;
|Moderate (engine component, light armor) &lt;br /&gt;
|12 &lt;br /&gt;
|20 &lt;br /&gt;
|12 hr.&lt;br /&gt;
|-&lt;br /&gt;
|Complex (automobile engine, 9mm autoloader handgun) &lt;br /&gt;
|16 &lt;br /&gt;
|25 &lt;br /&gt;
|24 hr.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced (jet engine) &lt;br /&gt;
|20 &lt;br /&gt;
|30 &lt;br /&gt;
|60 hr.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Structural==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This allows you to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall, laying cement, and building cabinets.&lt;br /&gt;
&lt;br /&gt;
When building a structure from scratch, you describe the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Type of Scratch-Built Structure (Examples)&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Structure&lt;br /&gt;
!Purchase level &lt;br /&gt;
!Craft DC &lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|Simple (bookcase, false wall) &lt;br /&gt;
|5 &lt;br /&gt;
|15 &lt;br /&gt;
|12 hr.&lt;br /&gt;
|-&lt;br /&gt;
|Moderate (catapult, shed, house deck) &lt;br /&gt;
|10 &lt;br /&gt;
|20 &lt;br /&gt;
|24 hr.&lt;br /&gt;
|-&lt;br /&gt;
|Complex (bunker, domed ceiling) &lt;br /&gt;
|15 &lt;br /&gt;
|25 &lt;br /&gt;
|60 hr.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced (house) &lt;br /&gt;
|20 &lt;br /&gt;
|30 &lt;br /&gt;
|600 hr.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trapmaking==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
  To be defined : construction system like poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; See Equipment Section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
==Use Rope==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Climb, Escape Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You know how to properly use a rope and knot it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Use Rope DC &lt;br /&gt;
!Task&lt;br /&gt;
|-&lt;br /&gt;
|10 &lt;br /&gt;
|Tie a firm knot&lt;br /&gt;
|-&lt;br /&gt;
|10&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &lt;br /&gt;
|Secure a grappling hook&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|Tie a special knot, such as one that slips, slides slowly, or loosens with a tug&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|Tie a rope around yourself one-handed&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|Splice two ropes together&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Add 2 to the DC for every 10 feet the hook is thrown; see below.&lt;br /&gt;
&lt;br /&gt;
Secure a Grappling Hook: Securing a grappling hook requires a Use Rope check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet). Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight. This check is made secretly, so that you don&#039;t know whether the rope will hold your weight.&lt;br /&gt;
&lt;br /&gt;
Bind a Character: When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check.&lt;br /&gt;
&lt;br /&gt;
You get a +10 bonus on this check because it is easier to bind someone than to escape from bonds. You don&#039;t even make your Use Rope check until someone tries to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You totally mess the ropes by making ties hard to undo. You need a Rope Use check DC 10 + rank of Total failure to fix the rope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Varies. Throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, tying a special knot, or tying a rope around yourself one-handed is a long action that provokes an attack of opportunity. Splicing two ropes together takes 5 minutes. Binding a character takes 1 minute.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40301</id>
		<title>Ogre:CharacterCodex:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40301"/>
		<updated>2006-12-30T22:53:01Z</updated>

		<summary type="html">&lt;p&gt;Olace: Reorgs of Carfts and Lores&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
==Skill entry description==&lt;br /&gt;
===Ability===&lt;br /&gt;
Each skill is linked to an ability from which it received a modifier.&lt;br /&gt;
===Initiative===&lt;br /&gt;
An action initiative category essentially tells you how long the action takes to perform in combat. There are nine initiative categories: Instantaneous, Immediate, Quick, Short, Standard, Long, Very Long, Slow and Very Slow (See Combat section). If the action is done outside of combat, the Initiative will be the time it takes to complete the action in normal time. If the time to complete an action is variable, this entry will contain “See below” and more details will be given in the description text.&lt;br /&gt;
===Armor Penalty===&lt;br /&gt;
Some skills can receive a penalty when you are encumbered by armor. There are 4 types of armor penalties:&lt;br /&gt;
None: This skill is unaffected by wearing an armor.&lt;br /&gt;
Combat: This skill received a penalty for wearing an armor from someone that is not competent with armor. The more you are skilled at wearing armor, the less your skill will be hinder by tour armor.&lt;br /&gt;
Maneuver: Penalties from armor can be reduced by someone skilled at wearing armor, but not as much as with a Combat armor penalty.&lt;br /&gt;
Precise Maneuver: It is not important how you are skilled for wearing armor, the skill ask for such precision that armor will always hinder you.&lt;br /&gt;
===Untrained===&lt;br /&gt;
This entry describe if you can use this skill without having train in it. This mean if untrained entry is “Yes” you can use this skill even if you have 0 base ranks in it. A value of “No”, you can only use this skill if you have at least 1 base ranks in it. If this entry contains “See below”, this means that you can use this skill untrained, but in a limited way. More details will be given in the description text.&lt;br /&gt;
===Concentration===&lt;br /&gt;
If the skill asks for concentration in order to be completed. When a skill ask for concentration and you are distracted, you need to make a Concentration check to complete your action. (See Concentration Skill)&lt;br /&gt;
===Description===&lt;br /&gt;
General text describing what you can do with this skill.&lt;br /&gt;
===Check===&lt;br /&gt;
This entry contains information on resolving the outcome of using this skill. It will explain how to set the DC of the skill and which modifier may affect the skill.&lt;br /&gt;
===Total Success===&lt;br /&gt;
Explain the effect of having a Total Success while using this skill.&lt;br /&gt;
===Total Failure===&lt;br /&gt;
Explain the effect of having a Total Failure while using this skill.&lt;br /&gt;
===Try Again===&lt;br /&gt;
When you failed with the skill, it will explain if you can try again the same action later.&lt;br /&gt;
&lt;br /&gt;
==Skill Tree==&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Ability|Attributes - Ability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Strength|Strength]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Dexterity|Dexterity]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Constitution|Constitution]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Intelligence|Intelligence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Wisdom|Wisdom]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Charisma|Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Resistance|Attributes - Resistance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Stability|Stability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Defense|Defense]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Fortitude|Fortitude]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Wits|Wits]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Judgment|Judgment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Will|Will]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Perception|Attributes - Perception]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Listen|Listen]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Spot|Spot]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Scent|Scent]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Taste|Taste]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Touch|Touch]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Movement|Attributes - Movement]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Burrow|Burrow]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Climb|Climb]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Fly|Fly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Swim|Swim]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Walk|Walk]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Acrobatic|Acrobatic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Jump|Jump]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Tumble|Tumble]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Animal|Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Handle Animal|Handle Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Ride|Ride]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Wild Empathy|Wild Empathy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Awareness|Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Intuition|Intuition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Spatial|Spatial]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Combat|Combat]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Combat Awareness|Combat Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Health|Health]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Melee|Melee]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Range|Range]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Tactical|Tactical]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatDefensive|Combat, Defensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Avoid Bleeding|Avoid Bleeding]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Dodge|Dodge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Endure Pain|Endure Pain]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Stunned Maneuver|Stunned Maneuver]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatMartialArt|Combat, Martial Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Strike|Strike]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Sweep|Sweep]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatOffensive|Combat, Offensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Disarm|Disarm]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Feint|Feint]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Move Attack|Move Attack]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatTwoWeapons|Combat, Two-Weapons]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Strike|Strike, Second Fist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Melee|Melee, Second Weapon]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Range|Range, Second Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Craft|Craft]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#General|General]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Repair|Repair]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftArt|Craft, Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Handicraft|Handicraft]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Visual|Visual]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Writing|Writing]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftChemical|Craft, Chemical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftChemical#Chemical|Chemical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftChemical#Pharmaceutics|Pharmaceutics]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftElectronics|Craft, Electronics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Cybernetic|Cybernetic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Electronic|Electronic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Mecharmor|Mecharmor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Robotic|Robotic]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftDevice|Craft, Engineering]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Mechanical|Mechanical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Structural|Structural]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Trapmaking|Trapmaking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Use Rope|Use Rope]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftLuxury|Craft, Luxury]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftLuxury#Gem Cutting|Gem Cutting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftWar|Craft, War]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Armorer|Armorer]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Gunsmithing|Gunsmithing]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Missile|Missile]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Weapon Smiting|Weapon Smiting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Deadly|Deadly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Demolition|Demolition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Sneak Attack|Sneak Attack]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Use Poison|Use Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Device|Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Disable Device|Disable Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Open Lock|Open Lock]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Game|Game]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Card|Card]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Dice|Dice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Luck|Luck]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Strategy|Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Influence|Influence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Compliment|Compliment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Diplomacy|Diplomacy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Inspire|Inspire]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Information|Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Information#Gather Information|Gather Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Information#Research|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Investigation|Investigation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Interrogation|Interrogation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Search|Search]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Sense Motive|Sense Motive]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Language|Language]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Decipher Script|Decipher Script]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Innuendo|Innuendo]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Lore|Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#General|General]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Local|Local]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Politics|Politics]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreMystic|Lore, Mystic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Necromancy|Necromancy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Planes|Planes]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Religion|Religion]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreSocial|Lore, World]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Geography|Geography]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#History|History]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Social|Social]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Manipulation|Manipulation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Bluff|Bluff]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Intimidate|Intimidate]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Taunt|Taunt]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Medical|Medical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Genetics|Genetics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Medicine|Medicine]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Psychoanalysis|Psychoanalysis]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Treat Injury|Treat Injury]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Merchant|Merchant]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Appraise|Appraise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Scrounging|Scrounging]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Trading|Trading]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Herb Lore|Herb Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Survival|Survival]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Performance|Performance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Music|Music]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Voice|Voice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Act|Act]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Dance|Dance]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Profession|Profession]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Protection|Protection]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Armor|Armor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Shield|Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Control|Self-Control]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Control#Rage|Rage]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Discipline|Self-Discipline]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Concentration|Concentration]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Ki|Ki]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Meditation|Meditation]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Sport|Sport]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Stalking|Stalking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Hide|Hide]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Move Silently|Move Silently]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Subterfuge|Subterfuge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Disguise|Disguise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Escape Artist|Escape Artist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Forgery|Forgery]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Sleight of Hand|Sleight of Hand]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Tongues|Tongues]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Speak|Speak]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Write|Write]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Vehicles|Vehicles]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Drive|Drive]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Pilot|Pilot]]&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40191</id>
		<title>Ogre:CharacterCodex:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40191"/>
		<updated>2006-12-30T03:34:20Z</updated>

		<summary type="html">&lt;p&gt;Olace: Split Information from Investigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
==Skill entry description==&lt;br /&gt;
===Ability===&lt;br /&gt;
Each skill is linked to an ability from which it received a modifier.&lt;br /&gt;
===Initiative===&lt;br /&gt;
An action initiative category essentially tells you how long the action takes to perform in combat. There are nine initiative categories: Instantaneous, Immediate, Quick, Short, Standard, Long, Very Long, Slow and Very Slow (See Combat section). If the action is done outside of combat, the Initiative will be the time it takes to complete the action in normal time. If the time to complete an action is variable, this entry will contain “See below” and more details will be given in the description text.&lt;br /&gt;
===Armor Penalty===&lt;br /&gt;
Some skills can receive a penalty when you are encumbered by armor. There are 4 types of armor penalties:&lt;br /&gt;
None: This skill is unaffected by wearing an armor.&lt;br /&gt;
Combat: This skill received a penalty for wearing an armor from someone that is not competent with armor. The more you are skilled at wearing armor, the less your skill will be hinder by tour armor.&lt;br /&gt;
Maneuver: Penalties from armor can be reduced by someone skilled at wearing armor, but not as much as with a Combat armor penalty.&lt;br /&gt;
Precise Maneuver: It is not important how you are skilled for wearing armor, the skill ask for such precision that armor will always hinder you.&lt;br /&gt;
===Untrained===&lt;br /&gt;
This entry describe if you can use this skill without having train in it. This mean if untrained entry is “Yes” you can use this skill even if you have 0 base ranks in it. A value of “No”, you can only use this skill if you have at least 1 base ranks in it. If this entry contains “See below”, this means that you can use this skill untrained, but in a limited way. More details will be given in the description text.&lt;br /&gt;
===Concentration===&lt;br /&gt;
If the skill asks for concentration in order to be completed. When a skill ask for concentration and you are distracted, you need to make a Concentration check to complete your action. (See Concentration Skill)&lt;br /&gt;
===Description===&lt;br /&gt;
General text describing what you can do with this skill.&lt;br /&gt;
===Check===&lt;br /&gt;
This entry contains information on resolving the outcome of using this skill. It will explain how to set the DC of the skill and which modifier may affect the skill.&lt;br /&gt;
===Total Success===&lt;br /&gt;
Explain the effect of having a Total Success while using this skill.&lt;br /&gt;
===Total Failure===&lt;br /&gt;
Explain the effect of having a Total Failure while using this skill.&lt;br /&gt;
===Try Again===&lt;br /&gt;
When you failed with the skill, it will explain if you can try again the same action later.&lt;br /&gt;
&lt;br /&gt;
==Skill Tree==&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Ability|Attributes - Ability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Strength|Strength]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Dexterity|Dexterity]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Constitution|Constitution]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Intelligence|Intelligence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Wisdom|Wisdom]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Charisma|Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Resistance|Attributes - Resistance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Stability|Stability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Defense|Defense]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Fortitude|Fortitude]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Wits|Wits]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Judgment|Judgment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Will|Will]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Perception|Attributes - Perception]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Listen|Listen]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Spot|Spot]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Scent|Scent]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Taste|Taste]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Touch|Touch]]&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Movement|Attributes - Movement]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Burrow|Burrow]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Climb|Climb]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Fly|Fly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Swim|Swim]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Walk|Walk]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Acrobatic|Acrobatic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Jump|Jump]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Tumble|Tumble]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Animal|Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Handle Animal|Handle Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Ride|Ride]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Wild Empathy|Wild Empathy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Awareness|Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Intuition|Intuition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Spatial|Spatial]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Combat|Combat]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Combat Awareness|Combat Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Health|Health]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Melee|Melee]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Range|Range]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Tactical|Tactical]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatDefensive|Combat, Defensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Avoid Bleeding|Avoid Bleeding]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Dodge|Dodge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Endure Pain|Endure Pain]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Stunned Maneuver|Stunned Maneuver]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatMartialArt|Combat, Martial Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Strike|Strike]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Sweep|Sweep]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatOffensive|Combat, Offensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Disarm|Disarm]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Feint|Feint]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Move Attack|Move Attack]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatTwoWeapons|Combat, Two-Weapons]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Strike|Strike, Second Fist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Melee|Melee, Second Weapon]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Range|Range, Second Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Craft|Craft]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Chemical|Chemical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Repair|Repair]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Structural|Structural]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftArt|Craft, Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Visual Art|Visual Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Writing|Writing]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftDevice|Craft, Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Mechanical|Mechanical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Trapmaking|Trapmaking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Use Rope|Use Rope]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftElectronics|Craft, Electronics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Cybernetic|Cybernetic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Electronic|Electronic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Mecharmor|Mecharmor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Robotic|Robotic]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftLuxury|Craft, Luxury]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftLuxury#Gem Cutting|Gem Cutting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftWar|Craft, War]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Armorer|Armorer]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Bowmaking|Bowmaking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Weapon Smiting|Weapon Smiting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Deadly|Deadly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Demolition|Demolition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Sneak Attack|Sneak Attack]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Use Poison|Use Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Device|Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Disable Device|Disable Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Open Lock|Open Lock]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Game|Game]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Card|Card]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Dice|Dice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Luck|Luck]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Strategy|Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Influence|Influence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Compliment|Compliment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Diplomacy|Diplomacy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Inspire|Inspire]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Information|Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Information#Gather Information|Gather Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Information#Research|Research]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Investigation|Investigation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Interrogation|Interrogation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Search|Search]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Sense Motive|Sense Motive]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Language|Language]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Decipher Script|Decipher Script]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Innuendo|Innuendo]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Lore|Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Architecture and Engineering|Architecture and Engineering]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Dungeoneering|Dungeoneering]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreMystic|Lore, Mystic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Necromancy|Necromancy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Planes|Planes]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Religion|Religion]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreSocial|Lore, Social]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Geography|Geography]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#History|History]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Local|Local]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Politics|Politics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Social Lore|Social Lore]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Manipulation|Manipulation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Bluff|Bluff]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Intimidate|Intimidate]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Taunt|Taunt]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Medical|Medical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Genetics|Genetics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Medicine|Medicine]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Pharmaceutics|Pharmaceutics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Psychoanalysis|Psychoanalysis]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Treat Injury|Treat Injury]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Merchant|Merchant]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Appraise|Appraise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Scrounging|Scrounging]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Trading|Trading]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Herb Lore|Herb Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Survival|Survival]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Performance|Performance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Music|Music]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Voice|Voice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Act|Act]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Dance|Dance]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Profession|Profession]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Protection|Protection]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Armor|Armor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Shield|Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Control|Self-Control]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Control#Rage|Rage]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Discipline|Self-Discipline]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Concentration|Concentration]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Ki|Ki]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Meditation|Meditation]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Sport|Sport]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Stalking|Stalking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Hide|Hide]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Move Silently|Move Silently]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Subterfuge|Subterfuge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Disguise|Disguise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Escape Artist|Escape Artist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Forgery|Forgery]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Sleight of Hand|Sleight of Hand]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Tongues|Tongues]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Speak|Speak]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Write|Write]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Vehicles|Vehicles]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Drive|Drive]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Pilot|Pilot]]&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Investigation&amp;diff=40190</id>
		<title>Ogre:CharacterCodex:Skills:Investigation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Investigation&amp;diff=40190"/>
		<updated>2006-12-30T03:32:34Z</updated>

		<summary type="html">&lt;p&gt;Olace: Split Information from Investigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Investigation=&lt;br /&gt;
This is your ability to search for hints and to seek the truth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Interrogation==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Charisma&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can force an NPC to give you information that he wants to keep secret. It takes time to make someone talk, and you may need to negotiate some advantages for your opponent against the information.&lt;br /&gt;
Check: You must beat an opponent Will resistance. A failure means that the opponent won&#039;t talk or will lie if he has an attitude of unfriendly or worse. You can make a Sense Motive check to detect if your opponent is lying. If you succeed, the opponent will answer truthfully to one question Interrogation rank.&lt;br /&gt;
&lt;br /&gt;
Your Interrogation check is modified by your opponent attitude ranks toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You double the number of question you can ask.&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; The opponent loose one attitude ranks toward you.&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; A full interrogation takes time, but you can make a quick interrogation to get one important pieces of information. A quick interrogation is quicker, but you can only ask one question to your opponent.&lt;br /&gt;
&lt;br /&gt;
The time depends on the attitude of your opponent.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Attitude &lt;br /&gt;
!Full &lt;br /&gt;
!Quick&lt;br /&gt;
|-&lt;br /&gt;
|Hostile &lt;br /&gt;
|8 hours &lt;br /&gt;
|8 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Unfriendly &lt;br /&gt;
|4 hours &lt;br /&gt;
|4 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Indifferent &lt;br /&gt;
|2 hours &lt;br /&gt;
|2 minutes&lt;br /&gt;
|-&lt;br /&gt;
|Friendly &lt;br /&gt;
|1 hour &lt;br /&gt;
|1 minute&lt;br /&gt;
|-&lt;br /&gt;
|Helpful &lt;br /&gt;
|30 minutes &lt;br /&gt;
|30 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but it takes time for each check. Each time you take a retry, your opponent loose one attitude ranks towards you. For a quick interrogation, there is no retry possible unless you are doing a full interrogation to get the information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Search==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You have keen perception that allows you to notice specific things that other people might miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; You generally must be within 10 feet of the object or surface to be searched. You need one check for a 5-foot-by-5-foot area. The table below gives DCs for typical tasks involving the Search skill.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Task Search &lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|Ransack a chest full of junk to find a certain item &lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Notice a typical secret door or a simple trap &lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Find a difficult trap &lt;br /&gt;
|21 or higher&lt;br /&gt;
|-&lt;br /&gt;
|Notice a well-hidden secret door &lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Find a footprint &lt;br /&gt;
|Varies&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;A successful Search check can find a footprint or similar sign of a creature&#039;s passage, but it won&#039;t let you find or follow a trail. See the Survival Track feat for the appropriate DC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You find something that you found interesting but have absolutely nothing to do with what you are searching for. This only make you lose some time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sense Motive==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Diplomacy&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill is your ability to discover the motives behind a person action. This allows you to discover when someone is avoiding the truth, lying or when someone is up to something.&lt;br /&gt;
&lt;br /&gt;
This skill also allows assessing someone’s trustworthiness, sense manipulation and discovering secret message.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; To discover someone motives or assess his trustworthiness, you must beat the opponent Wits.&lt;br /&gt;
&lt;br /&gt;
Sense Manipulation: You can tell that someone&#039;s behavior is being influenced by another person. This person is maybe acting some way because someone his menacing him or someone he loved or he may be under some mental influence. The usual DC is 25, but if the target does something really out of character, the DC is only 15.&lt;br /&gt;
&lt;br /&gt;
Discern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Innuendo skill. In this case, your Sense Motive check is opposed by the Innuendo check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. &lt;br /&gt;
On a success, you know that something hidden is being communicated, but you can&#039;t learn anything specific about its content. If you have a total success, you intercept and understand the message. On a total failure, you think you have intercepted a message whatever there was on or not and information in the message are misleading.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; No.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Information&amp;diff=40189</id>
		<title>Ogre:CharacterCodex:Skills:Information</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Information&amp;diff=40189"/>
		<updated>2006-12-30T03:31:37Z</updated>

		<summary type="html">&lt;p&gt;Olace: Split Information from Investigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Information=&lt;br /&gt;
This is your ability to seek out information from different sources.&lt;br /&gt;
&lt;br /&gt;
==Gather Information==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Charisma&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; An evening&#039;s time, a few money for buying drinks and making friends (Purchase level 4), and a DC 10 Gather Information check get you a general idea of a city&#039;s major news items, assuming there are no obvious reasons why the information would be withheld. The higher your check result, the better the information.&lt;br /&gt;
&lt;br /&gt;
If you want to find out about a specific rumor, or a specific item, or obtain a map, or do something else along those lines, the DC for the check is 15 to 25, or even higher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You get another useful piece of information for each rank of Total Success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; The information you gather is false. The higher the rank of Total failure, the farther from the truth the false information is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Time to gather information depends on the DC.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Gather Information DC &lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|10 &lt;br /&gt;
|1 hour&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|2 hours&lt;br /&gt;
|-&lt;br /&gt;
|20 &lt;br /&gt;
|4 hours&lt;br /&gt;
|-&lt;br /&gt;
|25+ &lt;br /&gt;
|8 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but it takes time for each check. Furthermore, you may draw attention to yourself if you repeatedly pursue a certain type of information.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Archives, Libraries, Computer files, Database, Internet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You know how to search information efficiently in archives, libraries, database or the Internet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the character is conducting his or her research.&lt;br /&gt;
Information ranges from general to protected. Given enough time and a successful skill check, the character gets a general idea about a given topic. This assumes that no obvious reasons exist why such information would be unavailable, and that the character has a way to acquire restricted or protected information.&lt;br /&gt;
The higher the check result, the better and more complete the information. If the character wants to discover a specific fact, date, map, or similar bit of information, add +5 to +15 to the DC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Time to research a topic depends on the DC.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Gather Information DC &lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|10 &lt;br /&gt;
|1 hour&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|2 hours&lt;br /&gt;
|-&lt;br /&gt;
|20 &lt;br /&gt;
|4 hours&lt;br /&gt;
|-&lt;br /&gt;
|25+ &lt;br /&gt;
|8 hours&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40188</id>
		<title>Ogre:CharacterCodex:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=40188"/>
		<updated>2006-12-30T03:22:09Z</updated>

		<summary type="html">&lt;p&gt;Olace: Split &amp;quot;Bad&amp;quot; Influence into Manipulation aptitude&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
==Skill entry description==&lt;br /&gt;
===Ability===&lt;br /&gt;
Each skill is linked to an ability from which it received a modifier.&lt;br /&gt;
===Initiative===&lt;br /&gt;
An action initiative category essentially tells you how long the action takes to perform in combat. There are nine initiative categories: Instantaneous, Immediate, Quick, Short, Standard, Long, Very Long, Slow and Very Slow (See Combat section). If the action is done outside of combat, the Initiative will be the time it takes to complete the action in normal time. If the time to complete an action is variable, this entry will contain “See below” and more details will be given in the description text.&lt;br /&gt;
===Armor Penalty===&lt;br /&gt;
Some skills can receive a penalty when you are encumbered by armor. There are 4 types of armor penalties:&lt;br /&gt;
None: This skill is unaffected by wearing an armor.&lt;br /&gt;
Combat: This skill received a penalty for wearing an armor from someone that is not competent with armor. The more you are skilled at wearing armor, the less your skill will be hinder by tour armor.&lt;br /&gt;
Maneuver: Penalties from armor can be reduced by someone skilled at wearing armor, but not as much as with a Combat armor penalty.&lt;br /&gt;
Precise Maneuver: It is not important how you are skilled for wearing armor, the skill ask for such precision that armor will always hinder you.&lt;br /&gt;
===Untrained===&lt;br /&gt;
This entry describe if you can use this skill without having train in it. This mean if untrained entry is “Yes” you can use this skill even if you have 0 base ranks in it. A value of “No”, you can only use this skill if you have at least 1 base ranks in it. If this entry contains “See below”, this means that you can use this skill untrained, but in a limited way. More details will be given in the description text.&lt;br /&gt;
===Concentration===&lt;br /&gt;
If the skill asks for concentration in order to be completed. When a skill ask for concentration and you are distracted, you need to make a Concentration check to complete your action. (See Concentration Skill)&lt;br /&gt;
===Description===&lt;br /&gt;
General text describing what you can do with this skill.&lt;br /&gt;
===Check===&lt;br /&gt;
This entry contains information on resolving the outcome of using this skill. It will explain how to set the DC of the skill and which modifier may affect the skill.&lt;br /&gt;
===Total Success===&lt;br /&gt;
Explain the effect of having a Total Success while using this skill.&lt;br /&gt;
===Total Failure===&lt;br /&gt;
Explain the effect of having a Total Failure while using this skill.&lt;br /&gt;
===Try Again===&lt;br /&gt;
When you failed with the skill, it will explain if you can try again the same action later.&lt;br /&gt;
&lt;br /&gt;
==Skill Tree==&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Ability|Attributes - Ability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Strength|Strength]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Dexterity|Dexterity]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Constitution|Constitution]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Intelligence|Intelligence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Wisdom|Wisdom]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Charisma|Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Resistance|Attributes - Resistance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Stability|Stability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Defense|Defense]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Fortitude|Fortitude]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Wits|Wits]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Judgment|Judgment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Will|Will]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Perception|Attributes - Perception]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Listen|Listen]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Spot|Spot]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Scent|Scent]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Taste|Taste]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Touch|Touch]]&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Movement|Attributes - Movement]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Burrow|Burrow]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Climb|Climb]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Fly|Fly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Swim|Swim]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Walk|Walk]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Acrobatic|Acrobatic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Jump|Jump]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Tumble|Tumble]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Animal|Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Handle Animal|Handle Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Ride|Ride]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Wild Empathy|Wild Empathy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Awareness|Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Intuition|Intuition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Spatial|Spatial]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Combat|Combat]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Combat Awareness|Combat Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Health|Health]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Melee|Melee]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Range|Range]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Tactical|Tactical]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatDefensive|Combat, Defensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Avoid Bleeding|Avoid Bleeding]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Dodge|Dodge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Endure Pain|Endure Pain]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Stunned Maneuver|Stunned Maneuver]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatMartialArt|Combat, Martial Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Strike|Strike]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Sweep|Sweep]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatOffensive|Combat, Offensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Disarm|Disarm]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Feint|Feint]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Move Attack|Move Attack]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatTwoWeapons|Combat, Two-Weapons]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Strike|Strike, Second Fist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Melee|Melee, Second Weapon]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Range|Range, Second Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Craft|Craft]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Chemical|Chemical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Repair|Repair]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Structural|Structural]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftArt|Craft, Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Visual Art|Visual Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Writing|Writing]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftDevice|Craft, Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Mechanical|Mechanical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Trapmaking|Trapmaking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Use Rope|Use Rope]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftElectronics|Craft, Electronics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Cybernetic|Cybernetic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Electronic|Electronic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Mecharmor|Mecharmor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Robotic|Robotic]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftLuxury|Craft, Luxury]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftLuxury#Gem Cutting|Gem Cutting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftWar|Craft, War]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Armorer|Armorer]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Bowmaking|Bowmaking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Weapon Smiting|Weapon Smiting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Deadly|Deadly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Demolition|Demolition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Sneak Attack|Sneak Attack]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Use Poison|Use Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Device|Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Disable Device|Disable Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Open Lock|Open Lock]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Game|Game]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Card|Card]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Dice|Dice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Luck|Luck]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Strategy|Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Influence|Influence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Compliment|Compliment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Diplomacy|Diplomacy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Inspire|Inspire]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Investigation|Investigation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Gather Information|Gather Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Interrogation|Interrogation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Research|Research]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Search|Search]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Sense Motive|Sense Motive]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Language|Language]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Decipher Script|Decipher Script]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Innuendo|Innuendo]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Lore|Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Architecture and Engineering|Architecture and Engineering]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Dungeoneering|Dungeoneering]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreMystic|Lore, Mystic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Necromancy|Necromancy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Planes|Planes]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Religion|Religion]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreSocial|Lore, Social]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Geography|Geography]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#History|History]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Local|Local]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Politics|Politics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Social Lore|Social Lore]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Manipulation|Manipulation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Bluff|Bluff]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Intimidate|Intimidate]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Manipulation#Taunt|Taunt]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Medical|Medical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Genetics|Genetics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Medicine|Medicine]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Pharmaceutics|Pharmaceutics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Psychoanalysis|Psychoanalysis]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Treat Injury|Treat Injury]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Merchant|Merchant]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Appraise|Appraise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Scrounging|Scrounging]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Trading|Trading]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Herb Lore|Herb Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Survival|Survival]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Performance|Performance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Music|Music]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Voice|Voice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Act|Act]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Dance|Dance]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Profession|Profession]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Protection|Protection]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Armor|Armor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Shield|Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Control|Self-Control]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Control#Rage|Rage]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Discipline|Self-Discipline]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Concentration|Concentration]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Ki|Ki]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Meditation|Meditation]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Sport|Sport]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Stalking|Stalking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Hide|Hide]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Move Silently|Move Silently]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Subterfuge|Subterfuge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Disguise|Disguise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Escape Artist|Escape Artist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Forgery|Forgery]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Sleight of Hand|Sleight of Hand]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Tongues|Tongues]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Speak|Speak]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Write|Write]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Vehicles|Vehicles]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Drive|Drive]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Pilot|Pilot]]&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Influence&amp;diff=40187</id>
		<title>Ogre:CharacterCodex:Skills:Influence</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Influence&amp;diff=40187"/>
		<updated>2006-12-30T03:17:00Z</updated>

		<summary type="html">&lt;p&gt;Olace: Split &amp;quot;Bad&amp;quot; Influence into Manipulation aptitude&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Influence=&lt;br /&gt;
Every NPC have a specific attitude toward you. You can try to influence them, so they have a better reaction to your request. Attitude have different ranks, a positive ranks means that the NPC like you, a negative ranks means the NPC do not like you. Depending on your ranks, the NPC will act differently.&lt;br /&gt;
&lt;br /&gt;
NPC attitudes are from the worst to the best: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nemesis (-9 ranks or worst)&#039;&#039;&#039;&lt;br /&gt;
: The NPC hate you so much that it will do everything possible to make you suffer or even kill you. Its hate for you is so profound that the NPC is ready to sacrifice everything he has in order to hinder you. He plan long time in advance his action against you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostile (-6 to -8)&#039;&#039;&#039;&lt;br /&gt;
: The NPC hates you and will try to hurt at every opportunity, but he will not seek you to harm you. He might want you dead, but only when interfering in his affair.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unfriendly (-3 to -5)&#039;&#039;&#039;&lt;br /&gt;
: The NPC Wishes you ill, but may not take direct action against you that can put him in danger. It will refuse to help you, insult you and even start gossip about you, but will attack you only if they are sure of victory and will seldom kill you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Indifferent (-2 to +2)&#039;&#039;&#039;&lt;br /&gt;
: The NPC doesn&#039;t much care about you. It will make socially expected interaction. This is generally the attitude of people that do not know you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Friendly (+3 to +5)&#039;&#039;&#039;&lt;br /&gt;
: The NPC wishes you well. It will help you if it does not hinder him in any way and will never put his life in danger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helpful (+6 to +9)&#039;&#039;&#039;&lt;br /&gt;
: The NPC will take risks to help you in any way possible when asked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ally (+9 and better)&#039;&#039;&#039;&lt;br /&gt;
: The NPC like you so much that it constantly seek your well being even when not asked anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing NPC attitude&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To increase or decrease an NPC attitude toward you, you can try an Influence check. You must beat your opponent appropriate resistance with the following modifier depending on the NPC current attitude ranks.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Attitude&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Indifferent&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Friendly or Unfriendly&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Helpful or Hostile&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Ally or Nemesis&lt;br /&gt;
|30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Convincing an NPC to do something for you&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You must beat an NPC resistance to convince him to do something. You applied two different types of modifier to your check or the NPC resistance depending on the skill used.&lt;br /&gt;
&lt;br /&gt;
Rank modifiers: The NPC current influence rank is a modifier for your skill.&lt;br /&gt;
Influence modifiers: These modifiers depend on what you ask to the NPC, how much time it will take and the risk involve in the action.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Task&lt;br /&gt;
!Complexity&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Very Easy&lt;br /&gt;
|No skill check&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Easy&lt;br /&gt;
|Skill check DC 10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Average&lt;br /&gt;
|Skill check DC 15&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Complex&lt;br /&gt;
|Skill check DC 20&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Very complex&lt;br /&gt;
|Skill check over DC 20&lt;br /&gt;
|16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Time to Complete&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Less than a minute&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Less than 10 minute&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Less than 1 hour&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Less than 1 day&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Less than 1 week&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Less than 1 month&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Less than 1 year&lt;br /&gt;
|32&lt;br /&gt;
|-&lt;br /&gt;
|More than a year&lt;br /&gt;
|64&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Risk&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Not dangerous&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Low risk&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Medium risk&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Dangerous (Physical Harm)&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Deadly (NPC may die)&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Suicidal (NPC will surely die)&lt;br /&gt;
|32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Rewards&lt;br /&gt;
You can also give a reward to the NPC if it’s complete the task to be done. Add the purchase level of the reward as a bonus to your check.&lt;br /&gt;
&lt;br /&gt;
==Compliment==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Compliment is your ability to pleased people that will want to help you. Pleasing to someone means complimenting the person, making jokes or any other actions that make you more sympathetic.&lt;br /&gt;
&lt;br /&gt;
When dealing with people of the other sex, you can try to seduce them, doing so is often easier, but more risky.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; A Compliment check must beat your opponent Judgment in order to be effective.&lt;br /&gt;
&lt;br /&gt;
Most people don’t mind receiving compliments, so influence modifiers are modifiers to the NPC Judgment resistance. But complimenting someone that does not like you is hard, ranks modifiers are applied to your checks making compliments made to people that do not like you more risky.&lt;br /&gt;
&lt;br /&gt;
When trying to seduce someone of the opposite sex, both influence and ranks modifiers are modifiers to your Compliment checks, but you receive a +4 bonus to your attempt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You have made an awkward compliment or a bad joke that hurt the NPC feelings and he loose one attitude rank towards you.&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; A Compliment check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate. &lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but for each failure, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Diplomacy is your skill to properly reason with an NPC to influence its reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Diplomacy checks must beats the NPC Wits resistance to influence him.&lt;br /&gt;
With diplomacy, you take extra care not to hurt other people’s feelings. Both influence and ranks modifiers are modifiers to the NPC Wits resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You have made an awkward comment that is not well received by the NPC and he loose one attitude rank towards you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; A Diplomacy check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but for each failure, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.&lt;br /&gt;
&lt;br /&gt;
==Inspire==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Charisma&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Inspire is your ability to make people confident in themselves or in yourselves. They will help you out of loyalty or because their help will make them better person.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Inspire checks must beats the NPC Will resistance to influence him.&lt;br /&gt;
Both influence and ranks modifiers are modifiers to the NPC Will resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; The NPC do not fell up to the task you ask for, he feel really bad he loose one attitude rank towards you because you ask too much out of him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; An Inspire check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but for each failure, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Inspire Courage====&lt;br /&gt;
: You can also use your Inspire skill to increase someone moral. As a Long action, you can give a speech that will give a +1 moral bonus against fear to a maximum of one person per rank of Inspire.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Targets now received a +2 moral bonus against fear.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Targets now received a +4 moral bonus against fear.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Targets now received a +8 moral bonus against fear.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Manipulation&amp;diff=40186</id>
		<title>Ogre:CharacterCodex:Skills:Manipulation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Manipulation&amp;diff=40186"/>
		<updated>2006-12-30T03:15:51Z</updated>

		<summary type="html">&lt;p&gt;Olace: Split &amp;quot;Bad&amp;quot; Influence into Manipulation aptitude&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Manipulation=&lt;br /&gt;
&lt;br /&gt;
Like Influence, Manipulation is used to make NPC act in a certain way at your request. But manipulation used deception or threat to make NPC act accordingly to your wishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bluff==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Diplomacy, Disguise, Intimidate, Interrogate, Sleight of Hand&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Bluff is your ability to lie to people so they can act according to your wishes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; A Bluff check must beat your opponent Wits in order to be effective.&lt;br /&gt;
&lt;br /&gt;
Nobody like to be lied to, so all modifiers, both rank and influence modifier, are penalties to your check making the NPC more prone to like you less by having more chances to have a total failure. A failure does not mean that the NPC have notice that you are lying, only that your lie does not have an effect on him. A total failure means that the NPC have discovered that you are lying to him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; Your opponent see through your lies and loose one attitude rank towards you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; A Bluff check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but each failure makes the NPC more suspicious about your intention, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Diversion [Skill]====&lt;br /&gt;
: You can use the Bluff skill to create a diversion and help you use another skill without being notice. A successful Bluff check gives you the momentary diversion, a quick action, to attempt a skill check while people are aware of you without noticing you. This feat does not allow you to make an attack on a NPC, but this may allow you to prepare an attack.&lt;br /&gt;
: This feat is useful to Hide with people around or use Innuendo to send secret message.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The diversion allows you to make a short action.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The diversion allows you to make a standard action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The diversion allows you to make a long action.&lt;br /&gt;
&lt;br /&gt;
==Intimidate== &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Charisma&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This is your ability to make people do things out of fear from you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Nobody like being intimidated, both influence and rank modifiers are applied to your Intimidate checks. But intimidation works best against your enemies than your ally. The ranks modifier is reverse for this skill. A positive attitude is a penalty to your checks while a negative attitude is a bonus to your checks.&lt;br /&gt;
&lt;br /&gt;
You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a -4 penalty on your Intimidate check for every size category that you are smaller than your target.&lt;br /&gt;
&lt;br /&gt;
A character immune to fear can&#039;t be intimidated, nor can non-intelligent creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; The NPC hate being intimidate and he loose one attitude rank towards you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; An Intimidate check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but for each failure, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Demoralize====&lt;br /&gt;
: You can also use Intimidate to weaken an opponent&#039;s resolve in combat. To do so, make an Intimidate check against the target&#039;s Judgment resistance against fear. If you win, the target becomes shaken as long as you threaten him. A shaken character takes a -1 fear penalty on any action.&lt;br /&gt;
: Using this feat is a standard action.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Target becomes scared taking a -2 fear penalty to any actions.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Target becomes frightened taking a -4 fear penalty to any actions.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Target becomes panicked taking a -8 fear penalty to any actions.&lt;br /&gt;
&lt;br /&gt;
==Taunt==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Taunting is your ability to mock other to people so act out of recklessness to prove you are wrong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; A Taunting check must beat your opponent Judgment in order to be effective.&lt;br /&gt;
&lt;br /&gt;
Nobody likes to be taunted. Both rank and influence modifier, are penalties to your check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; Your opponent is upset by your taunting and he loose one attitude rank towards you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; A Bluff check made as part of general interaction always takes at least a long action, but it can take much longer if you try something elaborate. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, but each failure makes the NPC more suspicious about your intention, you have a cumulative -4 penalty to your next Influence check for the same matters with the same person. On a total failure, the NPC is too angry at you to be influence by you again on this matter.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:License&amp;diff=39845</id>
		<title>Ogre:License</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:License&amp;diff=39845"/>
		<updated>2006-12-27T19:18:34Z</updated>

		<summary type="html">&lt;p&gt;Olace: Add text so Discussion pages are not subject to OGL&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
All the rules for the Ogre system are Open Game content. The system does not contains any Product Identity.&lt;br /&gt;
&lt;br /&gt;
For the purpose of this wiki, only the article pages are considered as part of the Ogre rules. Discussion pages do not fall under the Open Game License, so feel free to refer to other games when discussing rules and you retain full copyright of example and ideas you use while on discussion pages.&lt;br /&gt;
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=License=&lt;br /&gt;
This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. &lt;br /&gt;
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The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. &lt;br /&gt;
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More information on the Open Game License can be found at www.wizards.com/d20.&lt;br /&gt;
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The terms of the Open Gaming License Version 1.0a are as follows: &lt;br /&gt;
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&#039;&#039;&#039;OPEN GAME LICENSE Version 1.0a&#039;&#039;&#039; &lt;br /&gt;
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (&amp;quot;Wizards&amp;quot;). All Rights Reserved. &lt;br /&gt;
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&#039;&#039;&#039;15. COPYRIGHT NOTICE&#039;&#039;&#039; &lt;br /&gt;
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. &lt;br /&gt;
&lt;br /&gt;
Ogre RPG, Copyright 2005, Author: Eric Desbiens&lt;br /&gt;
&lt;br /&gt;
Based on: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;System Reference Document&#039;&#039;, Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Modern System Reference Document&#039;&#039;, Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hypertext d20 SRD&#039;&#039;, Copyright 2004, Jans W Carton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Netbook of Feats&#039;&#039;, Copyright 2000 Fantasy Netbook Community Council - Authors: Agustín Martín, Alan Sullivan, Alan Z. Eisinger, Albert Nakano, Anne Trent, B. Marcus Lindberg, Bill Browne, Bradley H. Bemis Jr., Brendan Quinn, Brian A. Smith, Carl Cramér, Chris Meravi, Curtis Bennett, Damon J Calhoun, Daniel Langdon, David Spitzley, Dominique Crouzet, Don McKinney, Eric D. Harry, Ian Cheesman, Jason D. Kemp, Jason Spangler, Jerry M. Chaney II, John O. Lamping, Jonathan D. Woolley, Jose Lira, Joshua Turton, Marcus Lindberg, Mark Koh, Matthew Lee Shelton, Michael J. Kletch, Paul W. King, Peter K. Campbell, Pier Giorgio Pacifici, Rafael Arrais, Rebecca Glenn, Rick Coen, Robert Michael Ogilvie, Scott Metzger, Scott Resnick, Sean Kelly, Sigfried Trent, Steven J. Damon, Sébastien Adhikari, Terje Kristian Backman, Timothy S. Brannan, Troy Lenze, Tyson Neumann, William Batok, William Setzer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
BUTTERFLY FLANK: based on BUTTERFLY FLANK, Copyright 2002, OGC Source AEGF&lt;br /&gt;
&lt;br /&gt;
CAREFUL PLANNER: based on CAREFUL PLANNER, Copyright 2002, OGC Source AEGF&lt;br /&gt;
&lt;br /&gt;
COMBAT PRECISION: based on COMBAT PRECISION, Copyright 2006, Sigfried Trent&lt;br /&gt;
&lt;br /&gt;
DISRUPTING ATTACK: based on DISRUPTING ATTACK, Copyright 2005, Sigfried Trent&lt;br /&gt;
&lt;br /&gt;
DOWN AND DIRTY: based on DOWN AND DIRTY STYLE STYLE, Copyright 2002, Rick Coen&lt;br /&gt;
&lt;br /&gt;
FOUL SNEAKING: based on FOUL SNEAKING, Copyright 2001, Carl Cramér&lt;br /&gt;
&lt;br /&gt;
IMPROVED POLE VAULTING: based on POLE VAULTING Copyright 2005, Sigfried Trent&lt;br /&gt;
&lt;br /&gt;
SNEAK OPPORTUNIST: based on COMBAT OPPORTUNIST, Copyright 2000, Michael J. Kletch&lt;br /&gt;
&lt;br /&gt;
STRIKE DOWN: based on KICK &#039;EM WHILE THEY&#039;RE DOWN Copyright 2003, Rick Coen, Carl Cramér, Revised by the Netbook of Feats Review Board (Updated to 3.5 by NBOF)&lt;br /&gt;
&lt;br /&gt;
SUBDUAL: based on IMPROVED SUBDUAL Copyright 2001, Rebecca Glenn, Scott Metzger (Updated to 3.5 by NBOF)&lt;br /&gt;
&lt;br /&gt;
WILD RIDER: based on WILD RIDER Copyright 2001, Carl Cramér&lt;br /&gt;
&lt;br /&gt;
END OF LICENSE&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Language&amp;diff=39843</id>
		<title>Ogre:CharacterCodex:Skills:Language</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Language&amp;diff=39843"/>
		<updated>2006-12-27T19:00:32Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Speak, Write to Tongues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
This is your ability to play with language so it have a different meaning.&lt;br /&gt;
==Decipher Script==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent).&lt;br /&gt;
&lt;br /&gt;
The Decipher Script skill is also used to decode secret message or discover hidden message made with an Innuendo skill.&lt;br /&gt;
&lt;br /&gt;
The Decipher Script check is made secretly, so that you can&#039;t tell whether the conclusion you draw is true or false.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You can make an exact translation of the text.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You are wrong with the information you decipher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Time to decipher script depends on the DC.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Decipher Script DC &lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|Below 20 &lt;br /&gt;
|1 minute per page&lt;br /&gt;
|-&lt;br /&gt;
|20 &lt;br /&gt;
|10 minutes per page&lt;br /&gt;
|-&lt;br /&gt;
|25 &lt;br /&gt;
|1 hour per page&lt;br /&gt;
|-&lt;br /&gt;
|30+ &lt;br /&gt;
|1 day per page&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; No.&lt;br /&gt;
&lt;br /&gt;
==Innuendo==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Wisdom&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You know how to get a message to someone else without anybody else noticing the true meaning of your message. You may be talking about bakery goods when you are telling a friend to be ready to fight. Send a love letter to a woman that contains hidden instruction on your plan to save her from her evil father. You can also make simple moves to tell your partner that you have a certain cards in your hands when playing a game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC is 15 for simple messages, or 20 for complex messages, especially those that rely on getting across new information. Your chance of success also depends on the person you send the message. You can add your targets intelligence bonus to your checks.&lt;br /&gt;
&lt;br /&gt;
Anyone listening to the exchange can make a Sense Motive check opposed by the Innuendo check you made to transmit in order to intercept your message and understand it(see Sense Motive). For written message, someone with Decipher Script can make a check opposed by the Innuendo check you made to understand the true meaning of the message.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; The message means the opposite of what you mean.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; For spoken message, using Innuendo skill does not slow you down when talking. Writing a message take about 1 hour per page to write.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; You do not know if the other person has understood the message, so you cannot retry. If the other person is able to tell or show you that he did not received the message correctly, you can try again.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Tongues&amp;diff=39841</id>
		<title>Ogre:CharacterCodex:Skills:Tongues</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Tongues&amp;diff=39841"/>
		<updated>2006-12-27T19:00:13Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Speak, Write from Language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Language=&lt;br /&gt;
This is your ability to understand, speak, read and write languages.&lt;br /&gt;
&lt;br /&gt;
==Speak==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Not an action&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This determines the number of language that you know. Each rank is a language that you can speak.&lt;br /&gt;
&lt;br /&gt;
==Write==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Not an action&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This determines the number of language that you know. Each rank is a language that you can read and write.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Reading: 1 minute per page&lt;br /&gt;
Writing: 10 minutes per page&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Device&amp;diff=39838</id>
		<title>Ogre:CharacterCodex:Skills:Device</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Device&amp;diff=39838"/>
		<updated>2006-12-27T18:52:49Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move use rope to Craft, Device&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Device=&lt;br /&gt;
This is your ability with simple mechanical device like traps or lock.&lt;br /&gt;
&lt;br /&gt;
==Disable Device==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Search (Trap Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The Disable Device check is made secretly, so that you don&#039;t necessarily know whether you&#039;ve succeeded.&lt;br /&gt;
&lt;br /&gt;
The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs.&lt;br /&gt;
&lt;br /&gt;
If the check succeeds, you disable the device. If it fails you do not know if the trap has been disabled or not.&lt;br /&gt;
&lt;br /&gt;
You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after a few minutes of use).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Device &lt;br /&gt;
!Action &lt;br /&gt;
!Disable Device DC&lt;br /&gt;
!Example&lt;br /&gt;
|-&lt;br /&gt;
|Simple &lt;br /&gt;
|Long &lt;br /&gt;
|10 &lt;br /&gt;
|Jam a lock&lt;br /&gt;
|-&lt;br /&gt;
|Tricky &lt;br /&gt;
|Very Long &lt;br /&gt;
|15 &lt;br /&gt;
|Sabotage a wagon wheel&lt;br /&gt;
|-&lt;br /&gt;
|Difficult &lt;br /&gt;
|Slow &lt;br /&gt;
|20 &lt;br /&gt;
|Disarm a trap, reset a trap&lt;br /&gt;
|-&lt;br /&gt;
|Wicked &lt;br /&gt;
|Slow &lt;br /&gt;
|25 &lt;br /&gt;
|Disarm a complex trap, cleverly sabotage a clockwork device&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OTHER WAYS TO BEAT A TRAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to ruin many traps without making a Disable Device check.&lt;br /&gt;
&lt;br /&gt;
Ranged Attack Traps: Once a trap&#039;s location is known, the obvious way to ruin it is to smash the mechanism-assuming the mechanism can be accessed. Failing that, it&#039;s possible to plug up the holes from which the projectiles emerge. Doing this prevents the trap from firing unless its ammunition does enough damage to break through the plugs.&lt;br /&gt;
&lt;br /&gt;
Melee Attack Traps: These devices can be thwarted by smashing the mechanism or blocking the weapons, as noted above. Alternatively, if a character studies the trap as it triggers, he might be able to time his dodges just right to avoid damage. A character who is doing nothing but studying a trap when it first goes off gains a +4 dodge bonus against its attacks if it is triggered again within the next minute.&lt;br /&gt;
&lt;br /&gt;
Pits: Disabling a pit trap generally ruins only the trapdoor, making it an uncovered pit. Filling in the pit or building a makeshift bridge across it is an application of manual labor, not the Disable Device skill. Characters could neutralize any spikes at the bottom of a pit by attacking them-they break just as daggers do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You can study the device, figure out how it works, and bypass it (along with your companions) without disarming it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; The device is activated and you have a penalty to your save against the device equal to your rank of total failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes long action. An intricate or complex device is a very long action or a slow action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, though you must be aware that you have failed in order to try again. Also, for each failure, you have a cumulative -4 penalty to your next Disable Device check for the same device.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Open Lock==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Long&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes; see below&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You know how locks work and can open them without using the original key. Attempting an Open Lock check without a set of thieves tools imposes a -2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves&#039; tools, you gain a +2 circumstance bonus on the check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC for opening a lock varies from 20 to 40, depending on the quality of the lock, as given on the table below.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Lock &lt;br /&gt;
!DC &lt;br /&gt;
!Lock &lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|Very simple lock &lt;br /&gt;
|20 &lt;br /&gt;
|Good lock &lt;br /&gt;
|30&lt;br /&gt;
|-&lt;br /&gt;
|Average lock &lt;br /&gt;
|25 &lt;br /&gt;
|Amazing lock &lt;br /&gt;
|40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; You can study the lock, figure out how it works, and lock it again without any check after opening it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You break the tools you were using to pick the lock.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftDevice&amp;diff=39837</id>
		<title>Ogre:CharacterCodex:Skills:CraftDevice</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:CraftDevice&amp;diff=39837"/>
		<updated>2006-12-27T18:52:30Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Use rope from Device&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Craft, Device=&lt;br /&gt;
As [[Ogre:CharacterCodex:Skills:Craft|Craft Aptitudes]] except for mechanical device creation.&lt;br /&gt;
&lt;br /&gt;
==Mechanical==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You can build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, you describe the kind of device you want to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|+ Type of Scratch-Built Mechanical Device (Examples)&lt;br /&gt;
!|Complexity&lt;br /&gt;
!|Purchase level&lt;br /&gt;
!|Craft DC&lt;br /&gt;
!|Time&lt;br /&gt;
|-&lt;br /&gt;
|Simple (tripwire trap) &lt;br /&gt;
|5 &lt;br /&gt;
|15 &lt;br /&gt;
|1 hr&lt;br /&gt;
|-&lt;br /&gt;
|Moderate (engine component, light armor) &lt;br /&gt;
|12 &lt;br /&gt;
|20 &lt;br /&gt;
|12 hr.&lt;br /&gt;
|-&lt;br /&gt;
|Complex (automobile engine, 9mm autoloader handgun) &lt;br /&gt;
|16 &lt;br /&gt;
|25 &lt;br /&gt;
|24 hr.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced (jet engine) &lt;br /&gt;
|20 &lt;br /&gt;
|30 &lt;br /&gt;
|60 hr.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trapmaking==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
  To be defined : construction system like poison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; See Equipment Section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; The time you spend on this skill depends of the object you want to create.&lt;br /&gt;
&lt;br /&gt;
==Use Rope==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synergy:&#039;&#039;&#039; Climb, Escape Artist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; You know how to properly use a rope and knot it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Use Rope DC &lt;br /&gt;
!Task&lt;br /&gt;
|-&lt;br /&gt;
|10 &lt;br /&gt;
|Tie a firm knot&lt;br /&gt;
|-&lt;br /&gt;
|10&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &lt;br /&gt;
|Secure a grappling hook&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|Tie a special knot, such as one that slips, slides slowly, or loosens with a tug&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|Tie a rope around yourself one-handed&lt;br /&gt;
|-&lt;br /&gt;
|15 &lt;br /&gt;
|Splice two ropes together&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Add 2 to the DC for every 10 feet the hook is thrown; see below.&lt;br /&gt;
&lt;br /&gt;
Secure a Grappling Hook: Securing a grappling hook requires a Use Rope check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet). Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight. This check is made secretly, so that you don&#039;t know whether the rope will hold your weight.&lt;br /&gt;
&lt;br /&gt;
Bind a Character: When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check.&lt;br /&gt;
&lt;br /&gt;
You get a +10 bonus on this check because it is easier to bind someone than to escape from bonds. You don&#039;t even make your Use Rope check until someone tries to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You totally mess the ropes by making ties hard to undo. You need a Rope Use check DC 10 + rank of Total failure to fix the rope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Varies. Throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, tying a special knot, or tying a rope around yourself one-handed is a long action that provokes an attack of opportunity. Splicing two ropes together takes 5 minutes. Binding a character takes 1 minute.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=39835</id>
		<title>Ogre:CharacterCodex:Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills&amp;diff=39835"/>
		<updated>2006-12-27T18:48:28Z</updated>

		<summary type="html">&lt;p&gt;Olace: Move Use rope to Craft, Device instead of Device, split Language into Language and Tongues&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
==Skill entry description==&lt;br /&gt;
===Ability===&lt;br /&gt;
Each skill is linked to an ability from which it received a modifier.&lt;br /&gt;
===Initiative===&lt;br /&gt;
An action initiative category essentially tells you how long the action takes to perform in combat. There are nine initiative categories: Instantaneous, Immediate, Quick, Short, Standard, Long, Very Long, Slow and Very Slow (See Combat section). If the action is done outside of combat, the Initiative will be the time it takes to complete the action in normal time. If the time to complete an action is variable, this entry will contain “See below” and more details will be given in the description text.&lt;br /&gt;
===Armor Penalty===&lt;br /&gt;
Some skills can receive a penalty when you are encumbered by armor. There are 4 types of armor penalties:&lt;br /&gt;
None: This skill is unaffected by wearing an armor.&lt;br /&gt;
Combat: This skill received a penalty for wearing an armor from someone that is not competent with armor. The more you are skilled at wearing armor, the less your skill will be hinder by tour armor.&lt;br /&gt;
Maneuver: Penalties from armor can be reduced by someone skilled at wearing armor, but not as much as with a Combat armor penalty.&lt;br /&gt;
Precise Maneuver: It is not important how you are skilled for wearing armor, the skill ask for such precision that armor will always hinder you.&lt;br /&gt;
===Untrained===&lt;br /&gt;
This entry describe if you can use this skill without having train in it. This mean if untrained entry is “Yes” you can use this skill even if you have 0 base ranks in it. A value of “No”, you can only use this skill if you have at least 1 base ranks in it. If this entry contains “See below”, this means that you can use this skill untrained, but in a limited way. More details will be given in the description text.&lt;br /&gt;
===Concentration===&lt;br /&gt;
If the skill asks for concentration in order to be completed. When a skill ask for concentration and you are distracted, you need to make a Concentration check to complete your action. (See Concentration Skill)&lt;br /&gt;
===Description===&lt;br /&gt;
General text describing what you can do with this skill.&lt;br /&gt;
===Check===&lt;br /&gt;
This entry contains information on resolving the outcome of using this skill. It will explain how to set the DC of the skill and which modifier may affect the skill.&lt;br /&gt;
===Total Success===&lt;br /&gt;
Explain the effect of having a Total Success while using this skill.&lt;br /&gt;
===Total Failure===&lt;br /&gt;
Explain the effect of having a Total Failure while using this skill.&lt;br /&gt;
===Try Again===&lt;br /&gt;
When you failed with the skill, it will explain if you can try again the same action later.&lt;br /&gt;
&lt;br /&gt;
==Skill Tree==&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Ability|Attributes - Ability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Strength|Strength]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Dexterity|Dexterity]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Constitution|Constitution]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Intelligence|Intelligence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Wisdom|Wisdom]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Ability#Charisma|Charisma]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Resistance|Attributes - Resistance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Stability|Stability]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Defense|Defense]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Fortitude|Fortitude]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Wits|Wits]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Judgment|Judgment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Resistance#Will|Will]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Perception|Attributes - Perception]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Listen|Listen]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Spot|Spot]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Scent|Scent]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Taste|Taste]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Perception#Touch|Touch]]&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Movement|Attributes - Movement]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Burrow|Burrow]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Climb|Climb]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Fly|Fly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Swim|Swim]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Movement#Walk|Walk]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Acrobatic|Acrobatic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Jump|Jump]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Acrobatic#Tumble|Tumble]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Animal|Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Handle Animal|Handle Animal]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Ride|Ride]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Animal#Wild Empathy|Wild Empathy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Awareness|Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Intuition|Intuition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Awareness#Spatial|Spatial]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Combat|Combat]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Combat Awareness|Combat Awareness]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Health|Health]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Melee|Melee]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Range|Range]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Combat#Tactical|Tactical]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatDefensive|Combat, Defensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Avoid Bleeding|Avoid Bleeding]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Dodge|Dodge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Endure Pain|Endure Pain]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatDefensive#Stunned Maneuver|Stunned Maneuver]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatMartialArt|Combat, Martial Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Strike|Strike]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatMartialArt#Sweep|Sweep]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatOffensive|Combat, Offensive Maneuver]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Disarm|Disarm]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Feint|Feint]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatOffensive#Move Attack|Move Attack]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CombatTwoWeapons|Combat, Two-Weapons]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Strike|Strike, Second Fist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Melee|Melee, Second Weapon]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CombatTwoWeapons#Range|Range, Second Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Craft|Craft]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Chemical|Chemical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Repair|Repair]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Craft#Structural|Structural]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftArt|Craft, Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Visual Art|Visual Art]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftArt#Writing|Writing]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftDevice|Craft, Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Mechanical|Mechanical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Trapmaking|Trapmaking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftDevice#Use Rope|Use Rope]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftElectronics|Craft, Electronics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Cybernetic|Cybernetic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Electronic|Electronic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Mecharmor|Mecharmor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftElectronics#Robotic|Robotic]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftLuxury|Craft, Luxury]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftLuxury#Gem Cutting|Gem Cutting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:CraftWar|Craft, War]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Armorer|Armorer]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Bowmaking|Bowmaking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:CraftWar#Weapon Smiting|Weapon Smiting]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Deadly|Deadly]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Demolition|Demolition]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Sneak Attack|Sneak Attack]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Deadly#Use Poison|Use Poison]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Device|Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Disable Device|Disable Device]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Device#Open Lock|Open Lock]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Game|Game]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Card|Card]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Dice|Dice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Luck|Luck]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Game#Strategy|Strategy]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Influence|Influence]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Bluff|Bluff]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Compliment|Compliment]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Diplomacy|Diplomacy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Inspire|Inspire]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Intimidate|Intimidate]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Influence#Taunt|Taunt]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Investigation|Investigation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Gather Information|Gather Information]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Interrogation|Interrogation]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Research|Research]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Search|Search]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Investigation#Sense Motive|Sense Motive]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Language|Language]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Decipher Script|Decipher Script]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Language#Innuendo|Innuendo]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Lore|Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Architecture and Engineering|Architecture and Engineering]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Lore#Dungeoneering|Dungeoneering]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreMystic|Lore, Mystic]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Necromancy|Necromancy]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Planes|Planes]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreMystic#Religion|Religion]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:LoreSocial|Lore, Social]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Geography|Geography]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#History|History]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Local|Local]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Politics|Politics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:LoreSocial#Social Lore|Social Lore]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Medical|Medical]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Genetics|Genetics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Medicine|Medicine]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Pharmaceutics|Pharmaceutics]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Psychoanalysis|Psychoanalysis]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Medical#Treat Injury|Treat Injury]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Merchant|Merchant]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Appraise|Appraise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Scrounging|Scrounging]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Merchant#Trading|Trading]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Herb Lore|Herb Lore]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Nature|Nature]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Nature#Survival|Survival]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Performance|Performance]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Music|Music]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Voice|Voice]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Act|Act]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Performance#Dance|Dance]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Profession|Profession]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Protection|Protection]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Armor|Armor]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Protection#Shield|Shield]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Control|Self-Control]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Control#Rage|Rage]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Self-Discipline|Self-Discipline]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Concentration|Concentration]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Ki|Ki]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Self-Discipline#Meditation|Meditation]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Sport|Sport]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Stalking|Stalking]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Hide|Hide]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Stalking#Move Silently|Move Silently]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Subterfuge|Subterfuge]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Disguise|Disguise]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Escape Artist|Escape Artist]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Forgery|Forgery]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Subterfuge#Sleight of Hand|Sleight of Hand]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Tongues|Tongues]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Speak|Speak]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Tongues#Write|Write]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre:CharacterCodex:Skills:Vehicles|Vehicles]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Drive|Drive]]&lt;br /&gt;
: [[Ogre:CharacterCodex:Skills:Vehicles#Pilot|Pilot]]&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Setting&amp;diff=38355</id>
		<title>Ogre:CharacterCodex:Character Creation:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Setting&amp;diff=38355"/>
		<updated>2006-12-10T17:15:47Z</updated>

		<summary type="html">&lt;p&gt;Olace: Add starting XP for each game style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Choose your Campaign Setting==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Before starting a game, you need to know in what type of campaign your character will evolve. The two most important aspect to know is what style will be used and in which era the will action take place.&lt;br /&gt;
&lt;br /&gt;
===Style===&lt;br /&gt;
This is the style of your character. Styles determine how fast you will learn feats and your maximum expertise with feats and how many hit points you will have. Some style suggestion below.&lt;br /&gt;
&lt;br /&gt;
====Realistic====&lt;br /&gt;
You are an ordinary guy in a world very like our own. Combat are very dangerous and can become deadly rapidly. You can become very skill in a domain, but won&#039;t have flashy move to show your superiority. You earn 1 feat per 5 ranks in a skill. You cannot even become a specialist in a feat. You received one less hit points per rank than normal. Players should start with 30 XP.&lt;br /&gt;
&lt;br /&gt;
This is the kind of hero you can meet in the real world like policeman or military member.&lt;br /&gt;
&lt;br /&gt;
====Pulp====&lt;br /&gt;
You live in a world very like our own, but you are not an ordinary guy. You are the best at what you do. You often have a small edge over other that keep you alive more longer than other people. You earn 1 feat per 4 ranks in a skill. You can become an specialist in a feat. You received one less hit points per rank. Players should start with 40 XP.&lt;br /&gt;
&lt;br /&gt;
This is the type of hero you found in most realistic action movie.&lt;br /&gt;
&lt;br /&gt;
====Heroic====&lt;br /&gt;
You have a great destiny in front of you. You are clearly a hero and better than most other people. This do not guarantee success in your adventure, but you have a lot of resources at your disposition to succeed. You earn 1 feat per 3 ranks in a skill. You can become an expert in a feat. You received normal hit points. Players should start with 50 XP.&lt;br /&gt;
&lt;br /&gt;
This is the type of hero you found in most American action movie. This is the recommended style for a game.&lt;br /&gt;
&lt;br /&gt;
====Epic====&lt;br /&gt;
You are greater than nature. You can do stuff that are not humanly possible with a little practice. You earn 1 feat per 2 ranks in a skill. You can become a master in a feat. Players should start with 75 XP.&lt;br /&gt;
&lt;br /&gt;
You received normal hit points. This is the type of hero you found in most Asian action movie.&lt;br /&gt;
&lt;br /&gt;
====Legendary====&lt;br /&gt;
You are certainly one of the best hero in the known world. Almost nothing can stop you and you always seem to have the good trick at the good moment. You earn 1 feat per ranks in a skill. You can become a master in a feat. You received 1 more hit points per rank. Players should start with 100 XP.&lt;br /&gt;
&lt;br /&gt;
This is the type of hero found in old Greek or roman poem depict as half-god or super-heroes found in comics books.&lt;br /&gt;
&lt;br /&gt;
====Custom Style====&lt;br /&gt;
Those styles are only example that can be adapted to a campaign setting. You can also mix styles for PC and NPC. You may have realistic character that need to survive an impossible fight against alien that have an Heroic style or your character may be Epic and fight armies of Realistic opponent with one or two nemesis villain that are also of Epic style.&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
You need to know in what era your adventure will take place, this will give you an idea of what equipment and what skill are available for this specific era.&lt;br /&gt;
&lt;br /&gt;
====Stone Age====&lt;br /&gt;
The major achievements of a Stone Age society are the use of fire, the domestication of animals, and the invention of agriculture. An individual living in a Stone Age society is primitive, but he isn’t necessarily gullible, stupid, or easily frightened by advanced technology. Common weapons in such a civilization include the club, the dagger, the spear, and the bow. Armor made from hide or leather is possible, as are wicker shields. Communication beyond the local tribe or settlement doesn’t exist. Travel is accomplished by foot or by simple rafts or canoes. Simple pottery, stoneworking, and woodworking are possible.&lt;br /&gt;
&lt;br /&gt;
====Bronze/Iron Age====&lt;br /&gt;
Early human civilizations began to work metal toward the end of the Stone Age. The malleability of copper led to its becoming the first metal to be “tamed.” Adding tin to copper created a much stronger alloy: bronze. This advance allowed for the crafting of tools and weapons of great durability. In turn, those improved tools made possible the working of iron, which soon replaced bronze as the metal of choice for tools and weapons.&lt;br /&gt;
&lt;br /&gt;
In a Bronze/Iron Age society, advances in pottery, construction, and agriculture allow for the concentration of populations into larger and larger groups, with a corresponding upswing in the accumulation and sharing of knowledge. The rise of nations, city states, and empires begins in the Bronze Age. Organized efforts to improve communications allow regional societies to exist. Galleys and small sailing vessels are capable of relatively long voyages, and some cultures may build extensive road or canal networks to link distant places. Improvements in agricultural efficiency permit the rise of artisans, craftsmen, professional soldiers, and other occupations that are not directly concerned with gathering food.&lt;br /&gt;
&lt;br /&gt;
The sword replaces the club and the dagger as the preferred weapon of infantry. Chariots briefly dominate warfare before cavalry (aided by the introduction of the stirrup) render chariots obsolete. The first true military forces or tactical systems appear. Armor can now be made from sewn plates or scales, metal links, or even forged breastplates, and a variety of metal melee weapons dominate the battlefield.&lt;br /&gt;
&lt;br /&gt;
====Middle Ages====&lt;br /&gt;
Maturing civilizations experience a period of turmoil and adjustment in this era. Developments continue in architecture, commerce, metallurgy, and mathematics. Wider dissemination of information becomes possible thanks to more advanced printing techniques. Sea communications dominate in the later part of this stage of development, and sturdy seafaring barracks and galleons open the door to the next era.&lt;br /&gt;
&lt;br /&gt;
As populations increase and knowledge of agriculture evolves, an increasing percentage of the population relocates into growing cities and towns. Toward the end of this  era, the feudal system, in which a small class of nobles ruled a large population of agricultural workers, begins to collapse. Specialized crafts develop, universities appear, and the middle class is born. The first corporations emerge in the form of trade guilds. The evolution of strong systems of trade and finance tends to distribute a society’s wealth more evenly among its members, diluting the power of the nobility.&lt;br /&gt;
&lt;br /&gt;
Tools of warfare undergo a significant revolution. Sophisticated chain and plate armors protect warriors from harm, and elaborate fortifications become something of an art form. Toward the end of the Middle Ages, the introduction of simple gunpowder weapons signals the imminent end of knights, heavy armor, and organized armies of swordsmen.&lt;br /&gt;
&lt;br /&gt;
====Age of Reason====&lt;br /&gt;
The Age of Reason is an era in human history when the development of ideas and systems of thought takes precedence over technological invention. The scientific method improves humankind’s understanding of the world. Experimentation becomes the means by which the physical properties of nature are systematically examined. The study of the various scientific disciplines—chemistry, electromagnetic, medicine, biology, and astronomy—flourishes. Instruments such as microscopes and telescopes enable scientists to greatly extend the range of their observations and discoveries. The new reliance on science generates waves on all levels of society. Superstition falls away, and exploration of the world reaches its apex. Society begins to experiment with new forms of organization, such as democracy. Corporations and economic alliances continue to evolve. Economically, this era is a transition from the cottage industries of the Middle Ages to industrialization.&lt;br /&gt;
&lt;br /&gt;
The cannon becomes the dominant factor in naval warfare, while massed musket fire and horse-pulled field pieces rule the battlefield. Even the reliable bow vanishes, replaced by the flintlock. Light melee weapons remain common.&lt;br /&gt;
&lt;br /&gt;
====Industrial Age====&lt;br /&gt;
In the fourth era, the theoretical knowledge of the previous era matures into widespread practical application. The harnessing of hydraulic, steam, and electric power creates an explosion of commerce and industry. Developments such as the telegraph, the telephone, and the radio make true global communication possible. Breakthroughs in manufacturing techniques allow the construction of heavy ironclad vessels, rail transportation, and architecture of previously unimaginable size. Pioneers venture high into the atmosphere and descend into the sea’s depths.&lt;br /&gt;
&lt;br /&gt;
Urbanization is complete as individuals gather in smaller environments where they can more easily exchange goods and information. Corporations expand in power, many establishing themselves throughout the explored world. Governments are based on political and economic factors.&lt;br /&gt;
&lt;br /&gt;
The means of war change swiftly through the period. Aircraft and submersibles join the list of military assets. Reliable and accurate rifles, pistols, and machine guns become common. Mechanized war machines herald the first great change in the art of battle since the end of the knight.&lt;br /&gt;
&lt;br /&gt;
====Information Age====&lt;br /&gt;
The Industrial Age relied on chemical power, but in the Information Age, computer technology and electronics rule supreme. Satellite information systems and the Internet connect the globe digitally. This era also sees the introduction of fission power and weapons reducing the importance of fossil fuels. The automobile replaces the locomotive as the common form of travel. The first steps toward space travel involve massive chemical rockets, unmanned probes and satellites, and short-term manned missions.&lt;br /&gt;
&lt;br /&gt;
The technology of the era allows greater citizen participation in government. The emergence of international alliances begins to dissolve borders between nations. Corporations gather power and begin to threaten government authority. Technology has a greater effect on individual lifestyles than on society as a whole. Most weapons at this time are refined versions of Industrial Age equipment. Rifles, machine guns, and heavy howitzers are still used by the world’s soldiers. Computerized targeting systems and guided weapons make warfare much more precise and efficient. Strategic weapons, tested but never used, exhibit the specie&#039;s power to exterminate itself in minutes.&lt;br /&gt;
&lt;br /&gt;
Humanity experienced its Information Age as anxious years full of minor crises. The tension gradually alleviates through the age, and as the era ends new superpowers form.&lt;br /&gt;
&lt;br /&gt;
====CyberGenetic Age====&lt;br /&gt;
Computers are omni-present in every aspect of this era. Almost every piece of equipment have some sort of chips in it. &lt;br /&gt;
Human-like robots start to make there appearance on the market, but they are more toys than actually useful because of there limited artificial intelligence. Some robots are useful, but they are highly specialized in one or two task like cooking and cleaning. It his very easy to recognize a robot from a human.&lt;br /&gt;
&lt;br /&gt;
Cyborgs start to appear in this era, at first as replacement part for amputee, but soon people will try to enhance their body with a lot of computer and robotic parts. Cyborgs technologies will quickly be part of most military member making them dangerous killing machines on the battle field. The biggest problems with cyborg in this era is the amount of energy needed for cybernetics part is so great that they need to be recharge often and cyborgs need to train battery pack in case of emergency. Cybernetics part are also big and hard to hide. Most cyborg cybernetics parts can clearly be seen.&lt;br /&gt;
Genetics also have made a lot of progress. Cloning is widely used, mostly for spare parts or for people who cannot have children. Genetics mutations in new born are also introduce to make them better and more resistant to disease. Some try to mix different DNA to create new species, but most experiment failed or create monsters.&lt;br /&gt;
&lt;br /&gt;
The development of fusion power provides an efficient, non expendable energy source that almost obliterates the need for chemical fuel sources. Advanced space exploration and colonization become possible. &lt;br /&gt;
In this era, there is a struggle between mega corporation and nations for the control of the citizen. There is a lot of corruption and often citizen have the impression that it is not their government anymore that lead the country, but mega corporations. Armed with the means to eradicate the entire species, the world powers keep conflicts to the level of skirmishing and posturing, and integration of the Information Age’s improvements proceed peacefully.&lt;br /&gt;
&lt;br /&gt;
Chemical-powered explosives and firearms remain the weapons of choice; fusion technology can’t be effectively miniaturized for personal combat. Nevertheless, advanced chemistry and superconducting technology change the materials and capabilities of many weapons. True spaceships become possible, propelled by powerful fusion drives, but still require a reaction mass to traverse space.&lt;br /&gt;
The age sees the tenuous settlement of other planets and asteroids within the same star system.&lt;br /&gt;
&lt;br /&gt;
====Space Age====&lt;br /&gt;
In this Era, the invention of two key technologies herald humanity’s climb to the stars. The gravity induction reactor systematically replaces fusion power as an even more efficient source of energy that can be miniaturized with great ease. With the use of the mass reactor, world powers explore, divide, and colonize the entirety of the local star system. For the most part, life on the home planet is unchanged.&lt;br /&gt;
&lt;br /&gt;
The second advance of the era brings perhaps the greatest upheaval in the history of human civilization. The introduction and integration of gravity induction technology leads to the creation of the induction engine, which allows starship to bridge the gap between the stars. Political and economic reorganization occurs as the species spreads far from home. Contact with other species in the universe are starting to be seen but most of the times the two species will not understand each others making their relation accidental.&lt;br /&gt;
&lt;br /&gt;
Projectile firearms are in their last days, as crude energy weapons become available. Powered armor is available to warriors of this age. Personal (melee) weapons enjoy a resurgence, due in large part to a shift in military tactics—armed conflict between individuals seldom occurs on an army scale, but more frequently involves engagements of small units in conditions when ranged weapons are not necessarily effective.&lt;br /&gt;
Computer technology links every society, settlement, and outpost of a star system in a single information net, creating an unparalleled and expedient exchange of knowledge and data for business, entertainment, and research.&lt;br /&gt;
&lt;br /&gt;
Robots are now used in every day life and the development in artificial intelligence make them as intelligent as human, and even better. Some people fear robots and conflict arise between them. Robots wants to be recognize as normal citizen like human being are. Some robots exterior are so well refined, that it his often hard to distinguish a robot from a human.&lt;br /&gt;
&lt;br /&gt;
Cyborgs have also evolve a lot. Because of the new sources of energy, cyborgs do not need to recharge their cybernetics part very often and miniaturization allow them to have a wide range of feature from their electronic parts. Most cyborgs does not look like half robot anymore because synthetic skins or genetically manipulated skins can cover easily cybernetic parts.&lt;br /&gt;
&lt;br /&gt;
Geneticians have completely master DNA and can create any kind of creature they want. They concentrate on creating hybrid human able to survive in deep space and on new planets discovered for colonization.&lt;br /&gt;
&lt;br /&gt;
====Energy Age====&lt;br /&gt;
The continuing miniaturization of induction engine technology allows an almost limitless energy supply. Miniaturized sensors, shields, and engines allow mass production of small, practical star fighters. At the other end of the spectrum, advanced construction techniques allow humans to build enormous, self-sustaining cities in space. Alien technologies have been studied and incorporate in our own technologies. Communication with alien species are very common and government starts to englobe more than one species. Powerful personal force screens and energy weapons dominate the battlefield, as projectile weapons finally disappear after ruling the battlefield for a thousand years. &lt;br /&gt;
&lt;br /&gt;
====Custom Age====&lt;br /&gt;
Thoses ages are the one found in the real world and the evolution it will probably take in the future. You can create any age you want for your campaign. You can even mix technologies level like running a middle age campaign where aliens discover earth and make available items from the space age. This could give a strange world where people fight with electrical steel sword and shoot jet propelled arrows.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation&amp;diff=38347</id>
		<title>Ogre:CharacterCodex:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation&amp;diff=38347"/>
		<updated>2006-12-10T05:32:19Z</updated>

		<summary type="html">&lt;p&gt;Olace: Correct Link for Background&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
There are eight steps to create your character. In each step, you will be able to spend Experience Points (XP) to buy the different attributes and skills for your character. The number of XP you have to create your character depends on the gamemaster and the type of campaign in which your character will evolve. For young adventurer that have almost no experience, 50 XP is a good number to have for character creation.&lt;br /&gt;
&lt;br /&gt;
===Step One : Choose your Campaign Setting===&lt;br /&gt;
Before creating your character, you must decide in which campaign settings you will evolve. Decide with your Gamemaster and the other players what genre, style, era and rules you want to use.&lt;br /&gt;
&lt;br /&gt;
===Step Two: Choose your Concept===&lt;br /&gt;
Think about your character concept and history. Where does it come from ? what its goal in life ? How did he know the other player&#039;s character ? What is the role of your character in the group ?&lt;br /&gt;
&lt;br /&gt;
===Step Three: Choose your Race===&lt;br /&gt;
In this step you will be able to choose your race between the differents races offer in your Campaing Setting. Your race represent your physical and mental ability given by your genetics. In this book, only the typical races found in a most Campaign Setting are present, consult the Race Codex for a more complete list of races. A character must have a race and only one race.&lt;br /&gt;
&lt;br /&gt;
Cost for races vary between 0 and 10 XP.&lt;br /&gt;
&lt;br /&gt;
===Step Four: Choose your  Culture===&lt;br /&gt;
Your culture represent a set of skills you have learn by living in a certain geographical or political region. Some culture are specific to certain races, but with GM approval, your character may have been risen in a society different from his race. A character may have only one culture. Culture depends on your campaing setting, this section contains general culture, for a more complete list of culture, consult your specific Campaign Setting Codex. A character must have a culture. With GM permission an older character may choose more than one culture if he spend enough time in a foreign culture. &lt;br /&gt;
&lt;br /&gt;
Cost for cultures vary between 2 and 10 XP.&lt;br /&gt;
&lt;br /&gt;
===Step Five: Choose your Profession===&lt;br /&gt;
Your profession represent a set of skills you have learn by working or studying before you became an adventurer. Your character may have done more than one profession before adventuring, but you probably are much older than others because of your longer work experience. You do not need to choose a profession if you did not get any training or specific job before adventuring. Profession depends on your campaing setting, this section contains general profession, for a more complete list of profession, consult your specific Campaign Setting Codex.&lt;br /&gt;
&lt;br /&gt;
Cost for profession vary between 0 and 8 XP.&lt;br /&gt;
&lt;br /&gt;
This step is optional.&lt;br /&gt;
&lt;br /&gt;
===Step Six: Choose your Background===&lt;br /&gt;
While you have decided most of your character background on step 2, your character concept is oriented toward the game story and settings. Your background in this step is oriented toward game mechanics. You can choose special talents and flaws that have an effect on game mechanics and that are explain by your character concept.&lt;br /&gt;
&lt;br /&gt;
This step is optional.&lt;br /&gt;
&lt;br /&gt;
===Step Seven: Choose your Skills===&lt;br /&gt;
Yours skills describe what your character can do and how well he can do it. Choose all the skills that you want your character to be able to do. The more rank you buy on a skill, the better you will be with that skill. Cost for aptitudes and skills vary with the number of ranks you currently have in a skill. &lt;br /&gt;
&lt;br /&gt;
It his recommanded that you keep a few XP for controlling your character fate during play.&lt;br /&gt;
&lt;br /&gt;
===Step Eight: Choose your Equipment===&lt;br /&gt;
You received a certain amount of money when starting your character. With it, you can buy your basic equipement. If you want more money when starting your character, you can buy more wealth with some XP.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Setting&amp;diff=38346</id>
		<title>Ogre:CharacterCodex:Character Creation:Setting</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation:Setting&amp;diff=38346"/>
		<updated>2006-12-10T05:09:15Z</updated>

		<summary type="html">&lt;p&gt;Olace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Background|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Choose your Campaign Setting==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Before starting a game, you need to know in what type of campaign your character will evolve. The two most important aspect to know is what style will be used and in which era the will action take place.&lt;br /&gt;
&lt;br /&gt;
===Style===&lt;br /&gt;
This is the style of your character. Styles determine how fast you will learn feats and your maximum expertise with feats and how many hit points you will have. Some style suggestion below.&lt;br /&gt;
&lt;br /&gt;
====Realistic====&lt;br /&gt;
You are an ordinary guy in a world very like our own. Combat are very dangerous and can become deadly rapidly. You can become very skill in a domain, but won&#039;t have flashy move to show your superiority. You earn 1 feat per 5 ranks in a skill. You cannot even become a specialist in a feat. You received one less hit points per rank than normal. This is the kind of hero you can meet in the real world like policeman or military member.&lt;br /&gt;
&lt;br /&gt;
====Pulp====&lt;br /&gt;
You live in a world very like our own, but you are not an ordinary guy. You are the best at what you do. You often have a small edge over other that keep you alive more longer than other people. You earn 1 feat per 4 ranks in a skill. You can become an specialist in a feat. You received one less hit points per rank. This is the type of hero you found in most realistic action movie.&lt;br /&gt;
&lt;br /&gt;
====Heroic====&lt;br /&gt;
You have a great destiny in front of you. You are clearly a hero and better than most other people. This do not guarantee success in your adventure, but you have a lot of resources at your disposition to succeed. You earn 1 feat per 3 ranks in a skill. You can become an expert in a feat. You received normal hit points. This is the type of hero you found in most American action movie. This is the recommended style for a game.&lt;br /&gt;
&lt;br /&gt;
====Epic====&lt;br /&gt;
You are greater than nature. You can do stuff that are not humanly possible with a little practice. You earn 1 feat per 2 ranks in a skill. You can become a master in a feat. You received normal hit points. This is the type of hero you found in most Asian action movie.&lt;br /&gt;
&lt;br /&gt;
====Legendary====&lt;br /&gt;
You are certainly one of the best hero in the known world. Almost nothing can stop you and you always seem to have the good trick at the good moment. You earn 1 feat per ranks in a skill. You can become a master in a feat. You received 1 more hit points per rank. This is the type of hero found in old Greek or roman poem depict as half-god or super-heroes found in comics books.&lt;br /&gt;
&lt;br /&gt;
====Custom Style====&lt;br /&gt;
Those styles are only example that can be adapted to a campaign setting. You can also mix styles for PC and NPC. You may have realistic character that need to survive an impossible fight against alien that have an Heroic style or your character may be Epic and fight armies of Realistic opponent with one or two nemesis villain that are also of Epic style.&lt;br /&gt;
&lt;br /&gt;
===Era===&lt;br /&gt;
You need to know in what era your adventure will take place, this will give you an idea of what equipment and what skill are available for this specific era.&lt;br /&gt;
&lt;br /&gt;
====Stone Age====&lt;br /&gt;
The major achievements of a Stone Age society are the use of fire, the domestication of animals, and the invention of agriculture. An individual living in a Stone Age society is primitive, but he isn’t necessarily gullible, stupid, or easily frightened by advanced technology. Common weapons in such a civilization include the club, the dagger, the spear, and the bow. Armor made from hide or leather is possible, as are wicker shields. Communication beyond the local tribe or settlement doesn’t exist. Travel is accomplished by foot or by simple rafts or canoes. Simple pottery, stoneworking, and woodworking are possible.&lt;br /&gt;
&lt;br /&gt;
====Bronze/Iron Age====&lt;br /&gt;
Early human civilizations began to work metal toward the end of the Stone Age. The malleability of copper led to its becoming the first metal to be “tamed.” Adding tin to copper created a much stronger alloy: bronze. This advance allowed for the crafting of tools and weapons of great durability. In turn, those improved tools made possible the working of iron, which soon replaced bronze as the metal of choice for tools and weapons.&lt;br /&gt;
In a Bronze/Iron Age society, advances in pottery, construction, and agriculture allow for the concentration of populations into larger and larger groups, with a corresponding upswing in the accumulation and sharing of knowledge. The rise of nations, city states, and empires begins in the Bronze Age. Organized efforts to improve communications allow regional societies to exist. Galleys and small sailing vessels are capable of relatively long voyages, and some cultures may build extensive road or canal networks to link distant places. Improvements in agricultural efficiency permit the rise of artisans, craftsmen, professional soldiers, and other occupations that are not directly concerned with gathering food.&lt;br /&gt;
The sword replaces the club and the dagger as the preferred weapon of infantry. Chariots briefly dominate warfare before cavalry (aided by the introduction of the stirrup) render chariots obsolete. The first true military forces or tactical systems appear. Armor can now be made from sewn plates or scales, metal links, or even forged breastplates, and a variety of metal melee weapons dominate the battlefield.&lt;br /&gt;
&lt;br /&gt;
====Middle Ages====&lt;br /&gt;
Maturing civilizations experience a period of turmoil and adjustment in this era. Developments continue in architecture, commerce, metallurgy, and mathematics. Wider dissemination of information becomes possible thanks to more advanced printing techniques. Sea communications dominate in the later part of this stage of development, and sturdy seafaring barracks and galleons open the door to the next era.&lt;br /&gt;
As populations increase and knowledge of agriculture evolves, an increasing percentage of the population relocates into growing cities and towns. Toward the end of this  era, the feudal system, in which a small class of nobles ruled a large population of agricultural workers, begins to collapse. Specialized crafts develop, universities appear, and the middle class is born. The first corporations emerge in the form of trade guilds. The evolution of strong systems of trade and finance tends to distribute a society’s wealth more evenly among its members, diluting the power of the nobility.&lt;br /&gt;
Tools of warfare undergo a significant revolution. Sophisticated chain and plate armors protect warriors from harm, and elaborate fortifications become something of an art form. Toward the end of the Middle Ages, the introduction of simple gunpowder weapons signals the imminent end of knights, heavy armor, and organized armies of swordsmen.&lt;br /&gt;
&lt;br /&gt;
====Age of Reason====&lt;br /&gt;
The Age of Reason is an era in human history when the development of ideas and systems of thought takes precedence over technological invention. The scientific method improves humankind’s understanding of the world. Experimentation becomes the means by which the physical properties of nature are systematically examined. The study of the various scientific disciplines—chemistry, electromagnetic, medicine, biology, and astronomy—flourishes. Instruments such as microscopes and telescopes enable scientists to greatly extend the range of their observations and discoveries. The new reliance on science generates waves on all levels of society. Superstition falls away, and exploration of the world reaches its apex. Society begins to experiment with new forms of organization, such as democracy. Corporations and economic alliances continue to evolve. Economically, this era is a transition from the cottage industries of the Middle Ages to industrialization.&lt;br /&gt;
The cannon becomes the dominant factor in naval warfare, while massed musket fire and horse-pulled field pieces rule the battlefield. Even the reliable bow vanishes, replaced by the flintlock. Light melee weapons remain common.&lt;br /&gt;
&lt;br /&gt;
====Industrial Age====&lt;br /&gt;
In the fourth era, the theoretical knowledge of the previous era matures into widespread practical application. The harnessing of hydraulic, steam, and electric power creates an explosion of commerce and industry. Developments such as the telegraph, the telephone, and the radio make true global communication possible. Breakthroughs in manufacturing techniques allow the construction of heavy ironclad vessels, rail transportation, and architecture of previously unimaginable size. Pioneers venture high into the atmosphere and descend into the sea’s depths.&lt;br /&gt;
Urbanization is complete as individuals gather in smaller environments where they can more easily exchange goods and information. Corporations expand in power, many establishing themselves throughout the explored world. Governments are based on political and economic factors.&lt;br /&gt;
The means of war change swiftly through the period. Aircraft and submersibles join the list of military assets. Reliable and accurate rifles, pistols, and machine guns become common. Mechanized war machines herald the first great change in the art of battle since the end of the knight.&lt;br /&gt;
&lt;br /&gt;
====Information Age====&lt;br /&gt;
The Industrial Age relied on chemical power, but in the Information Age, computer technology and electronics rule supreme. Satellite information systems and the Internet connect the globe digitally. This era also sees the introduction of fission power and weapons reducing the importance of fossil fuels. The automobile replaces the locomotive as the common form of travel. The first steps toward space travel involve massive chemical rockets, unmanned probes and satellites, and short-term manned missions.&lt;br /&gt;
The technology of the era allows greater citizen participation in government. The emergence of international alliances begins to dissolve borders between nations. Corporations gather power and begin to threaten government authority. Technology has a greater effect on individual lifestyles than on society as a whole. Most weapons at this time are refined versions of Industrial Age equipment. Rifles, machine guns, and heavy howitzers are still used by the world’s soldiers. Computerized targeting systems and guided weapons make warfare much more precise and efficient. Strategic weapons, tested but never used, exhibit the specie&#039;s power to exterminate itself in minutes.&lt;br /&gt;
Humanity experienced its Information Age as anxious years full of minor crises. The tension gradually alleviates through the age, and as the era ends new superpowers form.&lt;br /&gt;
&lt;br /&gt;
====CyberGenetic Age====&lt;br /&gt;
Computers are omni-present in every aspect of this era. Almost every piece of equipment have some sort of chips in it. &lt;br /&gt;
Human-like robots start to make there appearance on the market, but they are more toys than actually useful because of there limited artificial intelligence. Some robots are useful, but they are highly specialized in one or two task like cooking and cleaning. It his very easy to recognize a robot from a human.&lt;br /&gt;
Cyborgs start to appear in this era, at first as replacement part for amputee, but soon people will try to enhance their body with a lot of computer and robotic parts. Cyborgs technologies will quickly be part of most military member making them dangerous killing machines on the battle field. The biggest problems with cyborg in this era is the amount of energy needed for cybernetics part is so great that they need to be recharge often and cyborgs need to train battery pack in case of emergency. Cybernetics part are also big and hard to hide. Most cyborg cybernetics parts can clearly be seen.&lt;br /&gt;
Genetics also have made a lot of progress. Cloning is widely used, mostly for spare parts or for people who cannot have children. Genetics mutations in new born are also introduce to make them better and more resistant to disease. Some try to mix different DNA to create new species, but most experiment failed or create monsters.&lt;br /&gt;
The development of fusion power provides an efficient, non expendable energy source that almost obliterates the need for chemical fuel sources. Advanced space exploration and colonization become possible. &lt;br /&gt;
In this era, there is a struggle between mega corporation and nations for the control of the citizen. There is a lot of corruption and often citizen have the impression that it is not their government anymore that lead the country, but mega corporations. Armed with the means to eradicate the entire species, the world powers keep conflicts to the level of skirmishing and posturing, and integration of the Information Age’s improvements proceed peacefully.&lt;br /&gt;
Chemical-powered explosives and firearms remain the weapons of choice; fusion technology can’t be effectively miniaturized for personal combat. Nevertheless, advanced chemistry and superconducting technology change the materials and capabilities of many weapons. True spaceships become possible, propelled by powerful fusion drives, but still require a reaction mass to traverse space.&lt;br /&gt;
The age sees the tenuous settlement of other planets and asteroids within the same star system.&lt;br /&gt;
&lt;br /&gt;
====Space Age====&lt;br /&gt;
In this Era, the invention of two key technologies herald humanity’s climb to the stars. The gravity induction reactor systematically replaces fusion power as an even more efficient source of energy that can be miniaturized with great ease. With the use of the mass reactor, world powers explore, divide, and colonize the entirety of the local star system. For the most part, life on the home planet is unchanged.&lt;br /&gt;
The second advance of the era brings perhaps the greatest upheaval in the history of human civilization. The introduction and integration of gravity induction technology leads to the creation of the induction engine, which allows starship to bridge the gap between the stars. Political and economic reorganization occurs as the species spreads far from home. Contact with other species in the universe are starting to be seen but most of the times the two species will not understand each others making their relation accidental.&lt;br /&gt;
Projectile firearms are in their last days, as crude energy weapons become available. Powered armor is available to warriors of this age. Personal (melee) weapons enjoy a resurgence, due in large part to a shift in military tactics—armed conflict between individuals seldom occurs on an army scale, but more frequently involves engagements of small units in conditions when ranged weapons are not necessarily effective.&lt;br /&gt;
Computer technology links every society, settlement, and outpost of a star system in a single information net, creating an unparalleled and expedient exchange of knowledge and data for business, entertainment, and research.&lt;br /&gt;
Robots are now used in every day life and the development in artificial intelligence make them as intelligent as human, and even better. Some people fear robots and conflict arise between them. Robots wants to be recognize as normal citizen like human being are. Some robots exterior are so well refined, that it his often hard to distinguish a robot from a human.&lt;br /&gt;
Cyborgs have also evolve a lot. Because of the new sources of energy, cyborgs do not need to recharge their cybernetics part very often and miniaturization allow them to have a wide range of feature from their electronic parts. Most cyborgs does not look like half robot anymore because synthetic skins or genetically manipulated skins can cover easily cybernetic parts.&lt;br /&gt;
Geneticians have completely master DNA and can create any kind of creature they want. They concentrate on creating hybrid human able to survive in deep space and on new planets discovered for colonization.&lt;br /&gt;
&lt;br /&gt;
====Energy Age====&lt;br /&gt;
The continuing miniaturization of induction engine technology allows an almost limitless energy supply.  &lt;br /&gt;
Miniaturized sensors, shields, and engines allow mass production of small, practical star fighters. At the other end of the spectrum, advanced construction techniques allow humans to build enormous, self-sustaining cities in space. Alien technologies have been studied and incorporate in our own technologies. Communication with alien species are very common and government starts to englobe more than one species.&lt;br /&gt;
Powerful personal force screens and energy weapons dominate the battlefield, as projectile weapons finally disappear after ruling the battlefield for a thousand years. &lt;br /&gt;
&lt;br /&gt;
====Custom Age====&lt;br /&gt;
Thoses ages are the one found in the real world and the evolution it will probably take in the future. You can create any age you want for your campaign. You can even mix technologies level like running a middle age campaign where aliens discover earth and make available items from the space age. This could give a strange world where people fight with electrical steal sword and shoot jet propelled arrows.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation&amp;diff=38345</id>
		<title>Ogre:CharacterCodex:Character Creation</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Character_Creation&amp;diff=38345"/>
		<updated>2006-12-10T04:38:25Z</updated>

		<summary type="html">&lt;p&gt;Olace: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
This section describe all the steps to create your character.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Campaign Setting]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Concept|Choose your Concept]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Race|Choose your Race]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Culture|Choose your Culture]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Profession|Choose your Profession]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Setting|Choose your Character Background]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Skill|Choose your Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation:Equipment|Choose your Equipment]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
There are eight steps to create your character. In each step, you will be able to spend Experience Points (XP) to buy the different attributes and skills for your character. The number of XP you have to create your character depends on the gamemaster and the type of campaign in which your character will evolve. For young adventurer that have almost no experience, 50 XP is a good number to have for character creation.&lt;br /&gt;
&lt;br /&gt;
===Step One : Choose your Campaign Setting===&lt;br /&gt;
Before creating your character, you must decide in which campaign settings you will evolve. Decide with your Gamemaster and the other players what genre, style, era and rules you want to use.&lt;br /&gt;
&lt;br /&gt;
===Step Two: Choose your Concept===&lt;br /&gt;
Think about your character concept and history. Where does it come from ? what its goal in life ? How did he know the other player&#039;s character ? What is the role of your character in the group ?&lt;br /&gt;
&lt;br /&gt;
===Step Three: Choose your Race===&lt;br /&gt;
In this step you will be able to choose your race between the differents races offer in your Campaing Setting. Your race represent your physical and mental ability given by your genetics. In this book, only the typical races found in a most Campaign Setting are present, consult the Race Codex for a more complete list of races. A character must have a race and only one race.&lt;br /&gt;
&lt;br /&gt;
Cost for races vary between 0 and 10 XP.&lt;br /&gt;
&lt;br /&gt;
===Step Four: Choose your  Culture===&lt;br /&gt;
Your culture represent a set of skills you have learn by living in a certain geographical or political region. Some culture are specific to certain races, but with GM approval, your character may have been risen in a society different from his race. A character may have only one culture. Culture depends on your campaing setting, this section contains general culture, for a more complete list of culture, consult your specific Campaign Setting Codex. A character must have a culture. With GM permission an older character may choose more than one culture if he spend enough time in a foreign culture. &lt;br /&gt;
&lt;br /&gt;
Cost for cultures vary between 2 and 10 XP.&lt;br /&gt;
&lt;br /&gt;
===Step Five: Choose your Profession===&lt;br /&gt;
Your profession represent a set of skills you have learn by working or studying before you became an adventurer. Your character may have done more than one profession before adventuring, but you probably are much older than others because of your longer work experience. You do not need to choose a profession if you did not get any training or specific job before adventuring. Profession depends on your campaing setting, this section contains general profession, for a more complete list of profession, consult your specific Campaign Setting Codex.&lt;br /&gt;
&lt;br /&gt;
Cost for profession vary between 0 and 8 XP.&lt;br /&gt;
&lt;br /&gt;
This step is optional.&lt;br /&gt;
&lt;br /&gt;
===Step Six: Choose your Background===&lt;br /&gt;
While you have decided most of your character background on step 2, your character concept is oriented toward the game story and settings. Your background in this step is oriented toward game mechanics. You can choose special talents and flaws that have an effect on game mechanics and that are explain by your character concept.&lt;br /&gt;
&lt;br /&gt;
This step is optional.&lt;br /&gt;
&lt;br /&gt;
===Step Seven: Choose your Skills===&lt;br /&gt;
Yours skills describe what your character can do and how well he can do it. Choose all the skills that you want your character to be able to do. The more rank you buy on a skill, the better you will be with that skill. Cost for aptitudes and skills vary with the number of ranks you currently have in a skill. &lt;br /&gt;
&lt;br /&gt;
It his recommanded that you keep a few XP for controlling your character fate during play.&lt;br /&gt;
&lt;br /&gt;
===Step Eight: Choose your Equipment===&lt;br /&gt;
You received a certain amount of money when starting your character. With it, you can buy your basic equipement. If you want more money when starting your character, you can buy more wealth with some XP.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:Main_Page&amp;diff=38344</id>
		<title>Ogre:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:Main_Page&amp;diff=38344"/>
		<updated>2006-12-10T03:07:08Z</updated>

		<summary type="html">&lt;p&gt;Olace: Add Character Creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game System]]&lt;br /&gt;
[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
Ogre is a system that do not use classes or general levels and is loosely based on the OGC system. The rules are complex allowing players to create a wide variety of characters, but complex does not necessarily means complicated.&lt;br /&gt;
&lt;br /&gt;
=Ogre: Open, Generic Roleplaying Environment=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open:&#039;&#039;&#039; You can freely use the rules and modify them as you like as long that you respect the license. Note: this rule system do not used the Creative Commons license, but the [[Ogre:License|Open Gaming License]] since it is based on rule derived from a system using this license.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open also means that this will hopefully develop as a collaborative work. If you want to contribute to the system, read the [[Ogre:Contribution|Contribution Guidelines]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generic:&#039;&#039;&#039; The system try to be as generic as possible so it can be use in most campaign settings whatever it&#039;s fantasy, modern or futuristic. It&#039;s also try to encompass most game style like realistic character or playing epic heroes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roleplaying:&#039;&#039;&#039; Obviously, this is a roleplaying game system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Environment:&#039;&#039;&#039; Sound better than &amp;quot;system&amp;quot; for the acronym.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Codex=&lt;br /&gt;
&lt;br /&gt;
The rules are separated in many books that focus on a particular aspect of the game. The main rulebook you need to start playing is the character codex. For now, it is the only book with content.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Character Codex==&lt;br /&gt;
The main codex contains core rules to play the game. It have sufficient material to start playing with this book only, but a richer environment is available with other books.&lt;br /&gt;
&lt;br /&gt;
#[[Ogre:CharacterCodex:Introduction|Introduction]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Attributes|Character&#039;s attributes]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Movement|Movement]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Combat|Combat]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Equipment|Equipment]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Skills|Skills]]&lt;br /&gt;
#[[Ogre:CharacterCodex:Character Creation|Character Creation]]&lt;br /&gt;
&lt;br /&gt;
==Background Codex==&lt;br /&gt;
Will describe a talents and flaws system.&lt;br /&gt;
&lt;br /&gt;
==Races Codex==&lt;br /&gt;
This book contains all races that a player can choose as a character.&lt;br /&gt;
&lt;br /&gt;
==Equipment Codex==&lt;br /&gt;
List of equipments a character can used during the games.&lt;br /&gt;
&lt;br /&gt;
==Magic Codex==&lt;br /&gt;
Three magics system will be describe : dynamic magic, static magic and powers.&lt;br /&gt;
&lt;br /&gt;
==Campaign Codex==&lt;br /&gt;
Rules and guideline to create campaign settings that use Ogre.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Introduction&amp;diff=38337</id>
		<title>Ogre:CharacterCodex:Introduction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Introduction&amp;diff=38337"/>
		<updated>2006-12-10T00:36:26Z</updated>

		<summary type="html">&lt;p&gt;Olace: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Game System]]&lt;br /&gt;
[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
==The Core Mechanic==&lt;br /&gt;
Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). Every action that you do is represented by a skill. A skill value represents how good you are at doing a particular thing. The higher the value, the better you are with that skill. Checking the result of an action is called a skill check. &lt;br /&gt;
To determine if your character succeeds at a task you do this: &lt;br /&gt;
* Roll a d20. &lt;br /&gt;
* Add any relevant modifiers from the appropriate skill. &lt;br /&gt;
* Compare the result to a target number called a Difficulty Class (DC). &lt;br /&gt;
If the result equals or exceeds the DC, your character succeeds. If the result is lower than the DC, you fail. &lt;br /&gt;
Difficulty Class (DC) is generally set by the Gamemaster based on the complexity of the task to be done. DC should follow the following guidelines: &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Complexity&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
| Very easy&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Easy&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Average&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| Tough&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| Challenging&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| Formidable &lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| Heroic&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| Nearly impossible&lt;br /&gt;
| 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===1s and 20s dice roll===&lt;br /&gt;
On a skill check, rolling a 1 or a 20 on the dice, without any modifier is an open-ended roll. If you roll 20, you have particularly well done your job and have more chance of success. You can roll another d20 and add the result to the first d20 to calculate your check result. If you roll another 20, you can add a third dice to your roll. There is no limit to the number of dice you can add this way. If you roll 1, you have not done a very good job and have more chance of failure. You can roll another d20 and subtract the result to the first d20 to calculate your check result. If you roll a 20 on your second dice, you throw a third dice and subtract it from your check. There is no limit to the number of dice you can subtract this way. &lt;br /&gt;
===Automatic Success===&lt;br /&gt;
If your skill modifier is equal or higher than the DC to beat, you can choose to use an automatic success instead of rolling dice for the check. &lt;br /&gt;
===Automatic Failure===&lt;br /&gt;
If by rolling a 20 would result in a failure, the GM may decide that the action is impossible to do and that you automatically fail your skill check. &lt;br /&gt;
===Total Success===&lt;br /&gt;
If you beat the DC for an action twice, this is a total success. This mean that you have done your action extraordinarily well and some positive events may happen. When fighting an opponent, you may hurt him more than expected. The result of a total success is described for most skills. Your rank of total success is the number of time you beat the DC for a task. &lt;br /&gt;
===Total Failure===&lt;br /&gt;
If your skill check, after all modifier applied, is below 0, you have failed miserably your action and something wrong happen. You may have broken your tools to open a lock or open your defense in a combat. The result of a total failure is described for most skills. Your rank of total failure is the negative result of your skill check. &lt;br /&gt;
===Checks without Rolls===&lt;br /&gt;
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor. &lt;br /&gt;
&lt;br /&gt;
Taking 10 : When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help. &lt;br /&gt;
&lt;br /&gt;
Taking 10+ : With some feats or by spending XP (See Controlling your fate), you can take a 10+. You roll a 1d20 for the skill check as usual, but consider any roll under 10 as a 10. This assures you to always have a minimum of 10 on your dice roll for a skill check. &lt;br /&gt;
&lt;br /&gt;
Taking 20 : When you have plenty of time (generally 2 minutes for a skill that can normally be checked in one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20. Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common take 20 skills include Escape Artist, Open Lock, and Search &lt;br /&gt;
===Dice===&lt;br /&gt;
Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result. d%: Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100. &lt;br /&gt;
&lt;br /&gt;
Rounding Fractions&lt;br /&gt;
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. Exception: Certain rolls, such as damage, have a minimum of 1. &lt;br /&gt;
===Multiplying===&lt;br /&gt;
Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3). When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice). &lt;br /&gt;
 &lt;br /&gt;
==Skill Mechanics==&lt;br /&gt;
Since every action is resolved using a skill, this is the core of the game mechanics. There are two types of skills, but they mostly work the same way. Character attributes are the essential skills that all character has. Normal skills are developed as a character grows and is different from one character to another.&lt;br /&gt;
&lt;br /&gt;
All skills have a value that is used as a modifier to your skill checks. The higher the value, the better are your chance of success. A skill value is calculated as follow: base ranks + ability modifier + racial modifier + armor modifier + item modifier + miscellaneous modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Base rank&#039;&#039;&#039;&lt;br /&gt;
This represents your character knowledge and experience with the skill. Those ranks are bought with experience points (See Character Evolution).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability modifier&#039;&#039;&#039;&lt;br /&gt;
All skills are linked to an ability. Abilities represent the raw capacity of your body and your mind. The outcome of an action is always influence by one of the six primary abilities. (See [[Ogre:CharacterCodex:Attributes#Ability|Character Attributes]])&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial Modifier&#039;&#039;&#039;&lt;br /&gt;
Racial modifiers have an impact on character attributes, but some races may gives modifier to normal skill. (See Races)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Modifier&#039;&#039;&#039;&lt;br /&gt;
Wearing protection is often necessary to survive an adventure. Unfortunately, most armor is encumbering a can gives penalties to your skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item modifier&#039;&#039;&#039;&lt;br /&gt;
Having the right tool for the right task help you succeed with your skill, but on the other side, bad tools might give you penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miscellaneous modifier&#039;&#039;&#039;&lt;br /&gt;
There are a lot of other things that can influence a skill like disabilities or special talents.&lt;br /&gt;
===Skill systems===&lt;br /&gt;
Depending on the level of complexity you want for your games, the skill system will be different. We will start with the most general and simpler skill system and will add more complex, but specific element. The first level of complexity is using aptitudes only&lt;br /&gt;
====Aptitude only system====&lt;br /&gt;
Aptitudes describe a broad range of general capabilities of your character that cover many possible actions. When using an aptitude, the ability modifier that you use is different depending on the action you are doing. Choose the ability that best match the action you are doing. While you do not use skills, they can be used as a guideline for choosing the appropriate ability modifier. They can also be used to know what are the possible actions made with a particular aptitude.&lt;br /&gt;
For example, in a fight, you are using your Combat aptitude to attack an enemy. You have 3 ranks in your Combat aptitude, a +2 Strength modifier and a +1 Dexterity modifier. If you are striking with a melee weapon, you add your Strength modifier to your aptitude. You have a +5 bonus to your roll (3 Combat + 2 Strength). But if you are firing an arrow, you use your Dexterity modifier. You have a +4 bonus to your roll (3 Combat + 1 Dexterity).&lt;br /&gt;
====Aptitudes and Skills====&lt;br /&gt;
With this system, aptitudes still represent your general capabilities in a domain, but you never check for aptitudes. Instead, each aptitude is separated in different skills that represent specific action your character can do. When resolving an action, you use your skills to make the checks. Your skill check is done as usual, but you add the related aptitude value to your skill.&lt;br /&gt;
For example, you have 3 ranks in your Combat aptitude. You also have 3 ranks in your Melee skill and 2 ranks in your Range skill. When fighting with a melee weapon, you have a +6 bonus to your roll (3 Combat + 3 Melee) and while fighting with range weapon, you have a +5 bonus to your roll (3 Combat + 2 Range).&lt;br /&gt;
====Feats system====&lt;br /&gt;
Even if two people are as skilled in an activity, they may have learned different things or different ways to do the same thing. A feat describes a particular technique you have developed through a skill. Feats can be developed and become better with time.&lt;br /&gt;
Feats are gain when you have a certain number of base ranks in a skill. Aptitude ranks never allow you to access a feat, only skill ranks.&lt;br /&gt;
====Proficiency system====&lt;br /&gt;
Proficiencies are specialization in a very specific domain of a skill. You do not make proficiency check, they only serve as a bonus for your skills when your proficiency is used. Each skill has a list of proficiency that you must learn to be able to use efficiently your skill under certain condition. You receive a number of Proficiency Points (PP) equal to your skill base ranks. You have a modifier to your check depending of your degree of proficiency you have.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proficiency Level&lt;br /&gt;
! Modifier&lt;br /&gt;
! PP Cost&lt;br /&gt;
! PP Total Cost&lt;br /&gt;
|-&lt;br /&gt;
| Not proficient&lt;br /&gt;
| -4&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Proficient&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Specialist&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Expert&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
| Master&lt;br /&gt;
| +4&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Which system to choose====&lt;br /&gt;
The system you want to use depends of many factors and personal preferences. Using aptitudes only make it for generally fast pace action resolution and allow more time to role-play your character. If you use the full system, this make a game flow a lot slower, but allows more strategy when resolving action, particularly combat. Choose the system that most players and the Gamemaster will feel comfortable with.&lt;br /&gt;
&lt;br /&gt;
===Modifiers===&lt;br /&gt;
&lt;br /&gt;
====Favorable and Unfavorable Conditions====&lt;br /&gt;
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill. A modifier can affect your skill roll or the DC of the task to be done. Modifiers are always describe in four parts, for example, a +2 insight bonus to Spot check. &lt;br /&gt;
&lt;br /&gt;
* The first part (+2) is the value you add or subtract from a skill check or a DC.&lt;br /&gt;
* The second part (insight) is the type of modifier that you receive. As a general rules, modifier of the same type do not stack, you take only the best bonus or the worse penalty.&lt;br /&gt;
* The third part (bonus) explains if the modifier is advantageous for the player or not. A bonus is always advantageous for a character while a penalty always hinders the character. &lt;br /&gt;
:&#039;&#039;For example a +2 circumstance penalty to Climb DC makes the DC of a check higher and more difficult to do.&#039;&#039;&lt;br /&gt;
* The last part (Spot check) gives the skill that the modifier affect and if it is applied to the skill check or to the skill DC.&lt;br /&gt;
&lt;br /&gt;
====Skill Modifier vs. DC modifier====&lt;br /&gt;
Both modifiers influence your chance of success when using a skill, but there is one important difference between a modifier to a check and to a DC. The DC modifier only affects your chance of success, while a skill modifier also changes your chance of doing a Total Failure. For example, with a -4 penalty to a check, you have more chance of having a check that fall below 0 while a +4 penalty to DC do not increase the probability of having a check below 0. While DC penalty make an action harder to make, a skill modifier also make the action more risky. When giving modifiers, the Gamemaster should always think if the action is only more difficult (DC modifier) or if it is also more dangerous (Skill modifier).&lt;br /&gt;
&lt;br /&gt;
====Modifier Types====&lt;br /&gt;
Here is a list of the different modifier your character can have.&lt;br /&gt;
=====Ability Modifier=====&lt;br /&gt;
The bonus or penalty associated with a particular ability score. Ability modifiers apply to die rolls for character actions involving the corresponding abilities. &lt;br /&gt;
=====Circumstance Modifier=====&lt;br /&gt;
A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. &lt;br /&gt;
=====Deflection Bonus=====&lt;br /&gt;
A deflection bonus affects Defense Resistance and is granted by an effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to Defense except other deflection bonuses.&lt;br /&gt;
=====Dodge Bonus=====&lt;br /&gt;
A dodge bonus improves Defense Resistance resulting from physical skill at avoiding blows and other ill effects. Any situation or effect (except wearing armor) that negates a character&#039;s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to Defense, even other dodge bonuses.&lt;br /&gt;
=====Enhancement Bonus=====&lt;br /&gt;
An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. &lt;br /&gt;
=====Insight Bonus=====&lt;br /&gt;
An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. &lt;br /&gt;
=====Luck Modifier=====&lt;br /&gt;
A luck modifier represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. &lt;br /&gt;
=====Morale Modifier=====&lt;br /&gt;
A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. &lt;br /&gt;
=====Pain Penalty=====&lt;br /&gt;
Some wounds are so painful that you cannot act without causing yourself more pains resulting in a penalty to all actions. Pain penalty from different wounds does not stack, but pain penalty provided by a single attack does stack.&lt;br /&gt;
=====Profane Modifier=====&lt;br /&gt;
A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. &lt;br /&gt;
=====Racial Modifier=====&lt;br /&gt;
Races have different capabilities resulting in modifiers from most attributes. &lt;br /&gt;
=====Sacred Modifier=====&lt;br /&gt;
A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. &lt;br /&gt;
=====Size Modifier=====&lt;br /&gt;
A size bonus or penalty is derived from a creature&#039;s size category.&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Combat&amp;diff=38316</id>
		<title>Ogre:CharacterCodex:Skills:Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ogre:CharacterCodex:Skills:Combat&amp;diff=38316"/>
		<updated>2006-12-09T03:48:16Z</updated>

		<summary type="html">&lt;p&gt;Olace: Add Feats : Melee - Rank Fighting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ogre]]&lt;br /&gt;
&lt;br /&gt;
=Combat=&lt;br /&gt;
This is your aptitude when fighting an opponent. This represents your ability to hit someone and to receive hit from your opponent.&lt;br /&gt;
&lt;br /&gt;
==Combat Awareness==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A combat is not something to take lightly. If you are not aware of all your opponents, you may panic and have difficulty defending yourself. This skill have 3 uses: stay calm in combat, evaluate your opponent and defend against offensive combat maneuver from an opponent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; Staying calm&lt;br /&gt;
&lt;br /&gt;
The DC of this skill depends on the challenge rating of the encounter. A failure means you are under a fear effect for the encounter. Any bonuses against fear are added to this skill roll.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Challenge rating &lt;br /&gt;
!DC &lt;br /&gt;
!Fear level (penalty)&lt;br /&gt;
|-&lt;br /&gt;
|Effortless &lt;br /&gt;
|5 &lt;br /&gt;
|Shaken (-1)&lt;br /&gt;
|-&lt;br /&gt;
|Easy &lt;br /&gt;
|5 &lt;br /&gt;
|Shaken (-1)&lt;br /&gt;
|-&lt;br /&gt;
|Moderate &lt;br /&gt;
|10 &lt;br /&gt;
|Scared (-2)&lt;br /&gt;
|-&lt;br /&gt;
|Challenging &lt;br /&gt;
|15 &lt;br /&gt;
|Frightened (-4)&lt;br /&gt;
|-&lt;br /&gt;
|Very Difficult &lt;br /&gt;
|20 &lt;br /&gt;
|Panic (-8)&lt;br /&gt;
|-&lt;br /&gt;
|Overpowering &lt;br /&gt;
|25 &lt;br /&gt;
|Horrified (-16)&lt;br /&gt;
|-&lt;br /&gt;
|Impossible &lt;br /&gt;
|30 &lt;br /&gt;
|Terrorized (-32)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are not directly involved in a melee and depending on your role in the fight, you may receive bonus to your Combat Awareness check. If there is a new situation in the fight that makes you lose some bonus, you must make a new check with the new modifier. You do not need to make a new check if the new situation actually improves your bonus.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Situation &lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Out of melee, offensive &lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| Out of melee, defensive&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Out of melee, not fighting&lt;br /&gt;
| +8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Offensive: You are not directly in the melee, but you can attack opponent from distance with range weapon.&lt;br /&gt;
&lt;br /&gt;
Defensive: You do not attack opponent. You may be giving directive to help other fighter.&lt;br /&gt;
&lt;br /&gt;
Not fighting: You are near the fight, but do not actually participate in the combat in any way. You may be lock-picking a door while your ally protect you from a horde of Goblins.&lt;br /&gt;
&lt;br /&gt;
Evaluating opponent&lt;br /&gt;
&lt;br /&gt;
You can also try to determine the difficulty of an encounter with a successful check DC 15.&lt;br /&gt;
&lt;br /&gt;
Defending&lt;br /&gt;
&lt;br /&gt;
You can use combat awareness as a reaction to avoid being caught by a combat maneuver. You must be aware of your opponent when Combat Awareness is used in this way. Each Rank in your Combat Awareness skill increase your Resistance by one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; Staying calm: You received a +1 morale bonus for the encounter per total success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; Staying calm: You suffer from one more fear category per 5 rank of total failure.&lt;br /&gt;
Evaluating opponent: You under evaluate your opponent by 1 challenge category per 5 ranks of total failure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Staying calm: When entering combat, this skill is an Instantaneous reaction. If you try to regain focus on the fight, this is a Standard action.&lt;br /&gt;
Evaluating opponent: This is not an action&lt;br /&gt;
Defending: Defending is a Short Reaction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Staying calm: Yes, as a Standard action you can try to refocus on the fight in order to remove your fear penalty.&lt;br /&gt;
Evaluating opponent: Not in the same encounter.&lt;br /&gt;
Defending: Not for the same attack.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Calm Head====&lt;br /&gt;
: Even if you fail your combat awareness checks to avoid being scared in a fight. You suffer penalty from 1 less fear category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You suffer penalty from 2 less fear category.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You suffer penalty from 3 less fear category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You suffer penalty 4 one less fear category.&lt;br /&gt;
====High Spirit====&lt;br /&gt;
: For each total success, you gain a +2 morale bonus for your encounter.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; For each total success, you gain a +3 morale bonus for your encounter.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; For each total success, you gain a +4 morale bonus for your encounter.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; For each total success, you gain a +5 morale bonus for your encounter.&lt;br /&gt;
====Passive Defense====&lt;br /&gt;
: You receive a +1 bonus to your Resistance against offensive maneuver even while not using your Combat Awareness skill as a reaction.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 insight bonus to your Resistance.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +4 insight bonus to your Resistance.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +8 insight bonus to your Resistance.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Constitution&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Not an action&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Health is your ability to avoid being seriously wounded, ignore pain and surviving through combat. Each rank of health gives you a certain amount of hit point depending on your race. When you are hit, damage is taken to your hit point instead of your constitution. When your hit points reach 0, the remaining hits affect your constitution. Your rank of Health is the number of hit points you regain after a good night of sleep.&lt;br /&gt;
Note: The health skill is either part of the Combat aptitude or the Martial Art aptitude, but not both. You choose in which category it is on character creation.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Fast Healer====&lt;br /&gt;
: You recover hit points 2 times faster than you normally would.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your healing rate is 3 times faster.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your healing rate is 4 times faster.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your healing rate is 5 times faster.&lt;br /&gt;
&lt;br /&gt;
====Pain resistant====&lt;br /&gt;
: You can ignore a -1 penalty because of pain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can ignore a -2 penalty because of pain.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can ignore a -3 penalty because of pain.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can ignore a -4 penalty because of pain.&lt;br /&gt;
&lt;br /&gt;
====Slow bleeder====&lt;br /&gt;
: Your take 1 less hit points when bleeding.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your take 2 less hit points when bleeding.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your take 3 less hit points when bleeding.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your take 4 less hit points when bleeding.&lt;br /&gt;
&lt;br /&gt;
====Thick Skull====&lt;br /&gt;
: Your stun duration is reduced by 1 initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive 1 less stun severity from blows.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your stun duration is reduced by 2 initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive 2 less stun severity from blows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Melee==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Strength&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|Combat&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Axes, Blades, Brawl, Maces, Polearms, Grapple&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your ability to attack a creature with a weapon or with your bare hand.&lt;br /&gt;
&lt;br /&gt;
Brawl: Attacking unarmed provokes an attack of opportunity from your opponent if he is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes nor does it provoke an attack of opportunity from an unarmed foe.&lt;br /&gt;
An unarmed character can&#039;t take attacks of opportunity unless it has the Improved Unarmed Strike feat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You provoke an action of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can fight until you die.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Avoid line of fire====&lt;br /&gt;
: When fighting you are used to kept out of the way of friendly archer or gunner. For a single ally, you provide one less cover category to a single  opponent targeted by a range attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You provide two less cover category to a single ally.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Benefits from this feat apply to all ally targetting one opponent.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Benefits from this feat apply to all opponent that you threaten.&lt;br /&gt;
&lt;br /&gt;
====Awesome Blow====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Power Attack&lt;br /&gt;
: When using a power attack on a creature at least two size smaller than yours, you can try to make simultaneously a Bull Rush Move Attack on your target.  &lt;br /&gt;
: Both attacks suffer from the Power attack penalty and both attacks suffer an additional -4 penalty. Your attack take one more initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer an additional -4 penalty to both your attacks.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attack Awesome Blow do not take one more initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can make an Awesome Blow against an opponent one size smaller than yours.&lt;br /&gt;
&lt;br /&gt;
====Bleeding Wound====&lt;br /&gt;
: On a total success, you can replace one dice of damage to make your opponent bleed by 1 point of damage. &lt;br /&gt;
: Bleeding is not cumulative. An opponent suffers only the worse bleeding effect and totally ignores other bleeding effects. Bleeding effects are cumulative only if they are done in the same strike, i.e. : with two total success, you could chose to replace both dice of damage to inflict a wound bleeding at a rate of 2 points of damage.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Bleeding cause 2 points of damage per replaced dice.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Bleeding cause 4 points of damage per replaced dice.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Bleeding cause 8 points of damage per replaced dice.&lt;br /&gt;
&lt;br /&gt;
====Butterfly Flank====&lt;br /&gt;
: Your skill with a blade distracts and intimidates your opponent, catching them off balance and unaware. Instead of flanking an opponent only when directly opposed to an opponent, your opponent is flanked if an ally is on the opposite side or any adjacent square to the opposite square. Even if three allies can possibly flanked the opponent, only one ally that you must choose will receive the flank bonus. You always have the flank bonus.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; As long as you and an ally threaten the same opponent, but are not adjacent to one another, your opponent is considered flanked to you and a single ally that you choose.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; As long as you and an ally threaten the same opponent, your opponent is considered flanked to you and a single ally that you choose.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; All your allies threatening the same opponent as you can flank that opponent.&lt;br /&gt;
&lt;br /&gt;
====Charge, Headless====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Power Attack&lt;br /&gt;
: When you charge and use a Power Attack, you can take a penalty to your Defense instead to your attack roll.&lt;br /&gt;
&lt;br /&gt;
====Charge, Improved====&lt;br /&gt;
: You gain the ability to charge in situations where others cannot. You may charge when having a speed penalty from difficult terrain or wounds. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer the -2 penalty to defense while charging.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your bonus to attack roll is increased to +4 when charging.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your bonus to attack roll is increased to +8 when charging.&lt;br /&gt;
&lt;br /&gt;
====Charge, Power Attack====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Power Attack&lt;br /&gt;
: When you attack an opponent with a charge and a Power Attack, each penalty you take for enhancing your damage is double or triple for a two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
====Cleave====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Power Attack&lt;br /&gt;
: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 Constitution or killing it), you get an opportunity melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon as the attack that dropped the previous creature and suffers normal penalty for changing targets.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer any penalty for changing target while making a cleave attack.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can take a 5-foot step before making the cleave attack but suffer a -4 penalty while doing so.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not suffer any penalty for taking a 5-foot step before making your cleave attack.&lt;br /&gt;
&lt;br /&gt;
====Cleave, Sundering====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Improved Sunder, Cleave&lt;br /&gt;
: When you destroyed a foe&#039;s weapon or shield with a successful sunder attempt, you gain an additional sundering attack against any foe at your reach as an opportunity action. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon as the attack that destroyed the previous item and suffers normal penalty for changing targets..&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer any penalty for changing target while making a cleave attack.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can take a 5-foot step before making the cleave attack but suffer a -4 penalty while doing so.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not suffer any penalty for taking a 5-foot step before making your cleave attack.&lt;br /&gt;
&lt;br /&gt;
====Combat Precision====&lt;br /&gt;
: You can sacrifice power for accuracy. When making an attack, you may choose to subtract a number from your damage rolls that does not exceed your Melee skill rank and add the same number to your Melee attack roll.&lt;br /&gt;
&lt;br /&gt;
====Combat Reflexes====&lt;br /&gt;
: With this feat, you may also make attacks of opportunity while flat-footed.&lt;br /&gt;
&lt;br /&gt;
====Crippling strike====&lt;br /&gt;
: On a total success, you can replace one dice of damage to make your opponent cripple. The crippling wound make each movement square count as double.&lt;br /&gt;
: Crippling effects are not cumulative. An opponent suffers only the worse crippling effect and totally ignores other crippling effects. Crippling effects are cumulative only if they are done in the same strike, i.e.: with two total successes, you could choose to replace both dice of damage to cripple your opponent for a x3 multiplier.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The crippling wound makes each movement square count as triple.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The crippling wound makes the opponent lose 1 level of maneuverability and each movement square count as triple.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The crippling wound makes the opponent lose 2 level of maneuverability each movement square count as triple.&lt;br /&gt;
&lt;br /&gt;
====Disrupting Attack====&lt;br /&gt;
: You are exceptionally good at distracting creatures. Any creature that needs to make a Concentration check as a result of your attack does so with a -1 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Penalty to Concentration check is increased to -2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Penalty to Concentration check is increased to -4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Penalty to Concentration check is increased to -8.&lt;br /&gt;
&lt;br /&gt;
====Down and Dirty==== &lt;br /&gt;
: You are the master of the cheap shot against fallen foes. You may take an attack of opportunity against an opponent who falls or is dropped in your threatened area. This does not apply to opponents whom you have just tripped or knocked down.&lt;br /&gt;
&lt;br /&gt;
====Elusive Target====&lt;br /&gt;
: You use your opponents as a shield against snipers. When an opponent provide you cover from a range attack by another opponent, you increase the cover provided by that opponent by 1 category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Cover is increased by 2 categories.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Cover is increased by 3 categories.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Cover is increased by 4 categories.&lt;br /&gt;
&lt;br /&gt;
====Flanking, Improved====&lt;br /&gt;
: When flanking an opponent, you received an additional +1 bonus to your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When flanking an opponent, you received an additional +2 bonus to your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; When flanking an opponent, you received an additional +4 bonus to your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; When flanking an opponent, you received an additional +8 bonus to your attack roll.&lt;br /&gt;
&lt;br /&gt;
====Hold the line====&lt;br /&gt;
: Requisite: Combat Reflexes&lt;br /&gt;
: You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You deal x2 damage with your opportunity attack and x3 damage for a weapon that can be set to receive a charge.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You deal x3 damage with your opportunity attack and x4 damage for a weapon that can be set to receive a charge.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You deal x4 damage with your opportunity attack and x5 damage for a weapon that can be set to receive a charge.&lt;br /&gt;
&lt;br /&gt;
====Improvised melee weapon====&lt;br /&gt;
: When using an improvised weapon, the weapon deals damage as if it was one size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 2 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 3 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 4 size category bigger.&lt;br /&gt;
&lt;br /&gt;
====Increase wounds====&lt;br /&gt;
: Choose one weapon for which you are already proficient. You gain a +2 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon proficiency.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Choose one weapon for which you are already a specialist. You gain a +4 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Choose one weapon for which you are already an expert. You gain a +8 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Choose one weapon for which you are already a master. You gain a +16 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
&lt;br /&gt;
====Opportunist====&lt;br /&gt;
: When making an attack of opportunity, your attack is considered one initiative category quicker reducing your penalty to your current attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your attack of opportunity is considered two initiative categories quicker.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attack of opportunity is considered three initiative categories quicker.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your attack of opportunity is considered four initiative categories quicker.&lt;br /&gt;
&lt;br /&gt;
====Painful wounds====&lt;br /&gt;
: On a total success, you can replace one dice of damage to give pain to your opponent so that it received a -1 pain penalty for every action he takes.&lt;br /&gt;
: Pain penalties are not cumulative. An opponent suffers only the worse pain effect and totally ignores other pain effects. Pain penalties are cumulative only if they are done in the same strike, i.e. : with two a total success, you could chose to replace both dice of damage to inflict a -2 pain penalty.&lt;br /&gt;
: You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. &lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Pain penalty is now -2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Pain penalty is now -4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Pain penalty is now -8.&lt;br /&gt;
&lt;br /&gt;
====Parrying, Improved====&lt;br /&gt;
: When using a parrying maneuver, you receive an additional +1 dodge bonus.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When using a parrying maneuver, you receive an additional +2 dodge bonus.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; When using a parrying maneuver, you receive an additional +4 dodge bonus.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; When using a parrying maneuver, you receive an additional +8 dodge bonus.&lt;br /&gt;
&lt;br /&gt;
====Power Attack====&lt;br /&gt;
: When making an attack, you may choose to subtract a number from your attack rolls that does not exceed your Melee skill rank and add the same number to your melee damage rolls. The penalty on attacks and bonus on damage apply only for this attack.&lt;br /&gt;
: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can&#039;t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)&lt;br /&gt;
&lt;br /&gt;
====Prone Attack====&lt;br /&gt;
: You can make an attack from the prone position and suffer no penalty to your attack roll. &lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If your attack roll is successful, you may regain your feet as an immediate reaction.&lt;br /&gt;
&lt;br /&gt;
====Quick Draw====&lt;br /&gt;
: You can draw a weapon as an immediate action instead of as a short action. You can draw a hidden weapon (see the Sleight of Hand skill) as a short action.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If you draw a light weapon and make a melee attack with it in the same action (melee attack at one initiative slower), you can surprise your opponent and catch him flat-footed if you can beat its Wit with a Melee check. This feat works only once per combat. You cannot use this attack when you draw a hidden weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can draw a hidden weapon (see the Sleight of Hand skill) as an immediate action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can catch your opponent flat-footed even when drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
====Rank Fighting====&lt;br /&gt;
: You are trained to strike past friends using reach weapons. You can reduce by 1 category the cover provided by a friend in-between you and your opponent when striking with a reach weapon.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can reduce by 2 cover categories the cover provided by a friend. &lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can reduce by 3 cover categories the cover provided by a friend. &lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can reduce by 3 cover categories the cover provided by a friend. &lt;br /&gt;
&lt;br /&gt;
====Reckless Offense====&lt;br /&gt;
: You can shift your focus from defense to offense. You can take a penalty of –2 to your Defense and add a +1 bonus on your Melee attack roll. You cannot have a bonus higher than your Melee skills ranks.&lt;br /&gt;
&lt;br /&gt;
====Stunning Attack====&lt;br /&gt;
: On a total success, you can replace one dice of damage to daze your opponent for a Short action instead of rolling damage.&lt;br /&gt;
: Stunning duration are not cumulative, they overlap. Stunning durations are cumulative only if they are done in the same strike, i.e.: with two total successes, you could choose to replace both dice of damage to stun your opponent for a Standard action. With three you could extend the duration to a Long Action.&lt;br /&gt;
: You can stun only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When replacing a damage dice, instead of increasing the duration of the stunning attack, you can increase it&#039;s severity by one.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You daze the enemy for a Standard action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You stun the enemy instead of dazing him.&lt;br /&gt;
&lt;br /&gt;
====Subdual====&lt;br /&gt;
: You are skilled in making nonlethal attacks. When using a weapon that does normal damage for a nonlethal attack, you are not subject to the normal -4 penalty to hit.&lt;br /&gt;
&lt;br /&gt;
====Sunder, Improved====&lt;br /&gt;
: When you strike at an object held or carried by an opponent, you do not provoke an attack of opportunity.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You receive a +2 bonus to damage against items.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You receive a +4 bonus to damage against items.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You receive a +8 bonus to damage against items.&lt;br /&gt;
&lt;br /&gt;
====Swarmfighting====&lt;br /&gt;
: When you have an ally with the swarmfighting feat that threatens the same opponent, you gain a +1 bonus to hit for each ally with this feat that attacks the opponent.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You gain +1 swarmfighting bonus from ally even if they do not have the swarmfighting feat.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your bonus is increased to +2 per ally with the swarmfighting feat.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your bonus is increased to +2 per ally with or without the swarmfighting feat.&lt;br /&gt;
&lt;br /&gt;
====Unarmed Strike====&lt;br /&gt;
: You are considered to be armed even when unarmed. That is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed with either Brawl or Grapple.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your unarmed strikes can deal lethal or nonlethal damage, at your option.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You are considered one size larger when dealing damage with unarmed attack.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You are considered two sizes larger when dealing damage with unarmed attack.&lt;br /&gt;
&lt;br /&gt;
====Weapon Finesse====&lt;br /&gt;
: With a light weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can use your Dexterity modifier with one-handed weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can use your Dexterity modifier with two-handed weapon.&lt;br /&gt;
&lt;br /&gt;
====Whirlwind Attack====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Cleave&lt;br /&gt;
: Your attack becomes a long action, but now you can make one melee attack with against each opponent within reach. Doing so incurs a cumulative penalty for each target change. For example, your second attack suffer a -4 penalty and your third attack suffer a -8 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your penalty is not cumulative. Your second attacks and all others attack after suffers from a -4 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You do not suffer penalty for changing target while making a whirlwind attack.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your whirlwind attack is a standard action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Dexterity&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard; See below&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|Combat&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Thrown Weapon, Bow, Crossbow, Guns, Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This skill represents your ability to aim with a thrown or a missile weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Range increment:&#039;&#039;&#039; With a ranged weapon, you can shoot or throw at any target without penalty when in the first range increment. For each additional range increment you have a cumulative -2 range penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting or Throwing into a Melee:&#039;&#039;&#039; If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.) If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character. &lt;br /&gt;
&lt;br /&gt;
When shooting into a melee, often your ally provided cover to your opponent. A medium ally provide half-cover to an opponent if you ally is in your line of fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You might have hit one of your allies. Take your nearest ally from your opponent. If your ally a Defense resistance of less than 10 + rank of Total Failure, you hit him and resolved damage normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Action:&#039;&#039;&#039; Making a range combat roll is a standard action. This do not include drawing/loading your weapon which is generally a short action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can fight until you die.&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
&lt;br /&gt;
====Bleeding Wound====&lt;br /&gt;
: On a total success, you can replace one dice of damage to make your opponent bleed by 1 point of damage. Each time your opponent take a standard action or longer or use a fast action, it receive bleeding damage. &lt;br /&gt;
: Bleeding is not cumulative. An opponent suffers only the worse bleeding effect and totally ignores other bleeding effects. Bleeding effects are cumulative only if they are done in the same strike, i.e. : with two total success, you could chose to replace both dice of damage to inflict a wound bleeding at a rate of 2 points of damage.&lt;br /&gt;
: You can bleed only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Bleeding cause 2 points of damage per replaced dice.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Bleeding cause 4 points of damage per replaced dice.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Bleeding cause 8 points of damage per replaced dice.&lt;br /&gt;
&lt;br /&gt;
====Charge, Improved====&lt;br /&gt;
: You gain the ability to charge in situations where others cannot. You may charge when having a speed penalty from difficult terrain or wounds. Depending on the circumstance, you may still need to make appropriate checks to successfully move over the terrain.&lt;br /&gt;
: Charge maneuver can only be used with thrown weapon.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not suffer the -2 penalty to defense while charging.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your bonus to attack roll is increased to +4 when charging.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your bonus to attack roll is increased to +8 when charging.&lt;br /&gt;
&lt;br /&gt;
====Combat Precision====&lt;br /&gt;
: You can sacrifice power for accuracy. When making an attack, you may choose to subtract a number from your damage rolls that does not exceed your Melee skill rank and add the same number to your Melee attack roll.&lt;br /&gt;
&lt;br /&gt;
====Combat Shooting====&lt;br /&gt;
: You can use ranged attack while in melee without incurring attacks of opportunity from a specific opponent.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You do not incurs attack of opportunity from 2 specific opponents when using range attack in melee.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You do not incurs attack of opportunity from 4 specific opponents when using range attack in melee.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You do not incurs attack of opportunity when using range attack in melee.&lt;br /&gt;
&lt;br /&gt;
====Concealment, Improved====&lt;br /&gt;
: When providing concealment to an ally, your ally received 1 better concealment category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your ally received 2 better concealment categories.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your ally received 3 better concealment categories.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your ally received 4 better concealment categories.&lt;br /&gt;
&lt;br /&gt;
====Crippling strike====&lt;br /&gt;
: On a total success, you can replace one dice of damage to make your opponent cripple. The crippling wound make each movement square count as double.&lt;br /&gt;
: Crippling effects are not cumulative. An opponent suffers only the worse crippling effect and totally ignores other crippling effects. Crippling effects are cumulative only if they are done in the same strike, i.e.: with two total successes, you could choose to replace both dice of damage to cripple your opponent for a -6 penalty to movement.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The crippling wound makes each movement square count as triple.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The crippling wound makes the opponent lose 1 level of maneuverability and each movement square count as triple.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The crippling wound makes the opponent lose 2 level of maneuverability and each movement square count as triple.&lt;br /&gt;
&lt;br /&gt;
====Disrupting Attack====&lt;br /&gt;
: You are exceptionally good at distracting creatures. Any creature that needs to make a Concentration check as a result of your attack does so with a -1 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Penalty to Concentration check is increased to -2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Penalty to Concentration check is increased to -4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Penalty to Concentration check is increased to -8.&lt;br /&gt;
&lt;br /&gt;
====Far Shot====&lt;br /&gt;
: Requisite: Point Blank Shot&lt;br /&gt;
: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When you use a projectile weapon, such as a bow, its range increment increases by x2. When you use a thrown weapon, its range increment increases by x3.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; When you use a projectile weapon, such as a bow, its range increment increases by x3. When you use a thrown weapon, its range increment increases by x4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; When you use a projectile weapon, such as a bow, its range increment increases by x4. When you use a thrown weapon, its range increment increases by x5.&lt;br /&gt;
&lt;br /&gt;
====Improvised thrown weapon====&lt;br /&gt;
: When using an improvised weapon, the weapon deals damage as if it was one size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 2 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 3 size category bigger.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The imporvised weapon deals damage as if it was 4 size category bigger.&lt;br /&gt;
&lt;br /&gt;
====Increase Wound====&lt;br /&gt;
: Choose one weapon for which you are already proficient. You gain a +2 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon proficiency.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Choose one weapon for which you are already a specialist. You gain a +4 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Choose one weapon for which you are already an expert. You gain a +8 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Choose one weapon for which you are already a master. You gain a +16 bonus on all damage rolls you make using the selected weapon.&lt;br /&gt;
&lt;br /&gt;
====Multi Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: As a long action, you may fire two missiles at a single opponent with a -4 penalty if your weapon allows multi shot. Both missiles use the same attack roll to determine success and deal damage normally.&lt;br /&gt;
: Damage reduction and other resistances apply separately against each missile fired.&lt;br /&gt;
: The range increment is much shorter when using this feat: it is 1/4 of your normal range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You have a -2 penalty for both attack. Your range increment for this feat is 1/2 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You have a -1 penalty for both attacks. Your range increment for this feat is 3/4 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You have no penalty for both attack and your range increment is the same as your normal range increment.&lt;br /&gt;
&lt;br /&gt;
====Opportunist====&lt;br /&gt;
: When making an attack of opportunity, your attack is considered one initiative category quicker reducing your penalty to your current attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your attack of opportunity is considered two initiative categories quicker.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attack of opportunity is considered three initiative categories quicker.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your attack of opportunity is considered four initiative categories quicker.&lt;br /&gt;
&lt;br /&gt;
====Painful wounds====&lt;br /&gt;
: On a total success, you can replace one dice of damage to give pain to your opponent so that it received a -1 pain penalty for every action he takes.&lt;br /&gt;
: Pain penalties are not cumulative. An opponent suffers only the worse pain effect and totally ignores other pain effects. Pain penalties are cumulative only if they are done in the same strike, i.e.: with two a total success, you could chose to replace both dice of damage to inflict a -2 pain penalty.&lt;br /&gt;
: You can only give pain to living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. &lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Pain penalty is now -2.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Pain penalty is now -4.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Pain penalty is now -8.&lt;br /&gt;
&lt;br /&gt;
====Point Blank Shot====&lt;br /&gt;
: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 1/4 of your range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Range for Point Blank Shot is 1/2 of your range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Range for Point Blank Shot is 3/4 of your range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Range for Point Blank Shot is the same as your range increment.&lt;br /&gt;
&lt;br /&gt;
====Precise Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your shot are so precise that you can reduce by 1 category the cover or concealment of a target.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your shot are so precise that you can reduce by 2 category the cover or concealment of a target.&lt;br /&gt;
&lt;br /&gt;
====Quick Draw====&lt;br /&gt;
: You can draw a thrown weapon as an immediate action instead of as a short action. You can draw a hidden weapon (see the Sleight of Hand skill) as a short action.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; If you draw a light thrown weapon and make an attack with it in the same action (range attack at one initiative slower), you can surprise your opponent and catch him flat-footed if you can beat its Wit with a Melee check. This feat works only once per combat. You cannot use this attack when you draw a hidden weapon.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can draw a hidden weapon (see the Sleight of Hand skill) as an immediate action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You can catch your opponent flat-footed even when drawing a hidden weapon.&lt;br /&gt;
&lt;br /&gt;
====Ranged Sunder====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Precise Shot&lt;br /&gt;
: When attacking objects, you deal full damage.&lt;br /&gt;
: The range increment is much shorter when using a sunder maneuver: it is 1/4 of your normal range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your range increment for this maneuver is 1/2 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your range increment for this maneuver is 3/4 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your range increment is the same as your normal range increment for this maneuver.&lt;br /&gt;
&lt;br /&gt;
====Rapid Reload====&lt;br /&gt;
: Reloading your weapon take you 1 less initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Reloading your weapon take you 2 less initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Reloading your weapon take you 3 less initiative category.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Reloading your weapon take you 4 less initiative category.&lt;br /&gt;
&lt;br /&gt;
====Rapid Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: As a long action, you can make two attacks on different target with a ranged weapon. Both your attack suffer a -8 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; Your attacks suffer a -4 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; Your attacks suffer a -2 penalty.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; Your attacks suffer a -1 penalty.&lt;br /&gt;
&lt;br /&gt;
====Spread Shot====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot&lt;br /&gt;
: If your weapon allows spread shot as a long action, you may spread fire in an area to hit multiple opponents. All attacks use the same attack roll with a -4 penalty to determine success and deal damage normally to each target hit by the weapon.&lt;br /&gt;
: The range increment is much shorter when using this feat: it is 1/4 of your normal range increment with a minimum of 5 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You have a -2 penalty for your attack. Your range increment for this feat is 1/2 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You have a -1 penalty for your attack. Your range increment for this feat is 3/4 of your normal range increment.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You have no penalty for your attack and your range increment is the same as your normal range increment.&lt;br /&gt;
&lt;br /&gt;
====Stunning Attack====&lt;br /&gt;
: On a total success, you can replace one dice of damage to daze your opponent for a Short action instead of rolling damage.&lt;br /&gt;
: Stunning duration are not cumulative, they overlap. Stunning durations are cumulative only if they are done in the same strike, i.e.: with two total successes, you could chose to replace both dice of damage to stun your opponent for a Standard action. With three you could extend the duration to a Long Action.&lt;br /&gt;
: You can stun only living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; When replacing a damage dice, instead of increasing the duration of the stunning attack, you can increase it&#039;s severity by one.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You daze the enemy for a Standard action.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; You stun the enemy instead of dazing him.&lt;br /&gt;
&lt;br /&gt;
====Threaten====&lt;br /&gt;
: When you have a thrown weapon in hand or a loaded missile weapon, you threaten all enemies in a cone in front of you. The size of the cone is the first range increment or 30&#039; whichever is smaller.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; The size of the cone is the second range increment or 60&#039; whichever is smaller.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; The size of the cone is the third range increment or 120&#039; whichever is smaller.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The size of the cone is the fourth range increment or 250&#039; whichever is smaller.&lt;br /&gt;
&lt;br /&gt;
====Throw Anything====&lt;br /&gt;
: &#039;&#039;&#039;Requisite:&#039;&#039;&#039; Point Blank Shot, Precise Shot&lt;br /&gt;
: You can throw a light melee weapon as if it were a ranged weapon. The range increment of weapons used with this feat is 10 feet.&lt;br /&gt;
: &#039;&#039;&#039;Specialist:&#039;&#039;&#039; You can throw a one-handed melee weapon. &lt;br /&gt;
: The range increment of weapons used with this feat is 15 feet.&lt;br /&gt;
: &#039;&#039;&#039;Expert:&#039;&#039;&#039; You can throw a two-handed melee weapon.&lt;br /&gt;
: The range increment of weapons used with this feat is 20 feet.&lt;br /&gt;
: &#039;&#039;&#039;Master:&#039;&#039;&#039; The range increment of weapons used with this feat is 25 feet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tactical==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;text-align: left&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
|Intelligence&lt;br /&gt;
|-&lt;br /&gt;
!Action&lt;br /&gt;
|Standard&lt;br /&gt;
|-&lt;br /&gt;
!Armor Penalty&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
!Untrained&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
!Concentration&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; This is your ability to used tactical weapon such as siege weapon, or computerized heavy canon or missile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check:&#039;&#039;&#039; The DC of your attack is the Defense of your opponent. If you beat your opponent Defense, you hit the opponent and cause him damage depending of your weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Success:&#039;&#039;&#039; For each rank of Total Success, you can add another dice of damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Failure:&#039;&#039;&#039; You provoke an action of opportunity from your opponent. Your opponent has a bonus equal to the rank of Total Failure for his action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Try Again:&#039;&#039;&#039; Yes, you can fight until you die.&lt;br /&gt;
&lt;br /&gt;
  Add most melee and range feats&lt;/div&gt;</summary>
		<author><name>Olace</name></author>
	</entry>
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