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===[[Skill Descriptions]]=== Heroes can sneak into the well-guarded lairs of criminal masterminds, infiltrate alien computer systems, and create devices beyond the understanding of modern science. They can piece together clues to a villain’s latest plot, run along tightropes, and pilot vehicles through obstacle courses. They do so through the use of various skills, described in this chapter. * This section describes the skills available to Mutants & Masterminds characters, including their common uses and modifiers. Characters may be able to use skills for tasks other than those given here. The GM sets the DC and decides the results in those cases. The format for skill descriptions is given here. Items that do not apply are omitted from the skill’s description. NAME KEY ABILITY, INTERACTION, MANIPULATION, SPECIALTY, TRAINED ONLY, REQUIRES TOOLS The skill name line contains the following information: • Skill Name: What the skill is called. GMs may feel free to change the names of some skills to better suit the style of their game. • Key Ability: The ability modifier applied to the skill check. • Interaction: If “Interaction” is included next to the skill’s name, it is an interaction skill. • Manipulation: If “Manipulation” is included next to the skill’s name, it is a manipulation skill. • Specialty: If “Specialty” is included next to the skill’s name, you must choose a specialty for the skill. • Trained Only: If “Trained Only” is next to the skill’s name, you must have at least 1 rank in the skill in order to use it. If “Trained Only” is absent, untrained characters (those with 0 ranks in the skill) may use it. • Requires Tools: If “Requires Tools” is included next to the skill’s name, you need to have the proper tools to use the skill. Not having the proper tools results in a –4 penalty to the skill check. See Chapter 7 for more details on tools. The skill name line is followed by a brief description of the skill and four other categories: • Check: How to make a check for the skill, what the results are, and the basic Difficulty Class. • Try Again: Conditions on retrying a check with the skill. If this section is omitted, the skill can be retried an unlimited number of times. • Action: The type of action required to use the skill, how long it takes. As a general rule, if a skill takes a minute or longer to use, you can halve the time required by taking a –5 penalty on the check. • Special: Any extra information about the skill or its use.
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