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==DIPLOMACY== CHA, INTERACTION You’re skilled in dealing with people, from etiquette and social graces to a way with words and public speaking. Use this skill to make a good impression, negotiate, and win people over. Check: You can change others’ attitudes with a successful Diplomacy check. In negotiations, all participants roll Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates plead opposing cases before a third party. Diplomacy can influence an NPC’s attitude. The GM chooses the character’s initial attitude based on circumstances. Most of the time, people are friendly or indifferent toward heroes, but a specific situation may call for a different initial attitude. The DCs given on the Interaction table show what it takes to change someone’s attitude with a use of Diplomacy. You don’t declare a specific outcome; instead, make the check and compare the result to the Interaction table to see what you’ve accomplished. A low roll may actually worsen the subject’s attitude! A fanatical NPC is willing to do anything the character wants. The fanatic state lasts for one day, plus a day per point of the character’s Charisma bonus. Fanatics can’t have their attitudes adjusted using interaction skills and have a +20 bonus to resist attempts to intimidate them. Try Again: Generally, trying again doesn’t work. Even if the initial check succeeds, the other character can only be persuaded so far. If the initial check fails, the other character has probably become more firmly committed to his position, and trying again is futile. At the GM’s discretion, you can try again when the situation changes in some way: you find a new approach to your argument, new evidence appears, and so forth. Action: Diplomacy is at least a full-round action. The GM may determine some negotiations require longer (perhaps much longer). ==DISABLE DEVICE== INT, MANIPULATION, TRAINED ONLY, REQUIRES TOOLS You can disarm or sabotage various devices, both mechanical and electronic. Check: The GM makes Disable Device checks secretly so you don’t necessarily know if you have succeeded. • Open Lock: You can pick conventional locks, finesse combination locks, and bypass electronic locks. You must have a lockpick set (for a mechanical lock) or an electronic tool kit (for an electronic lock). The DC depends on the quality of the lock. LOCK TYPE (EXAMPLE) DC Cheap (briefcase lock) 20 Average (home deadbolt) 25 High quality (business deadbolt) 30 High security (branch bank vault) 40 Ultra-high security (bank headquarters vault) 50 • Disable Security Device: You can disable a security device, such as an electric fence, motion sensor, or security camera. You must be able to reach the actual device. If the device is monitored, your attempt to disable it will probably be noticed. When disabling a monitored device, you can prevent your tampering from being noticed. Doing so requires 10 minutes and an electronics tool kit, and increases the DC by +10. DEVICE TYPE (EXAMPLE) DC Cheap (home door alarm) 20 Average (store security camera) 25 High quality (art museum motion detector) 30 High security (bank vault alarm) 35 Ultra-high security (motion detector at Area 51) 40 INTERACTION ATTITUDE MEANS POSSIBLE ACTIONS Hostile Will take risks to hurt or avoid you Attack, interfere, berate, flee Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult Indifferent Doesn’t much care Act as socially expected Friendly Wishes you well Chat, advise, offer limited help, advocate Helpful Will take risks to help you Protect, back up, heal, aid Fanatic Will do anything for you Fight to the death under overwhelming odds ATTITUDE INITIAL NEW ATTITUDE ATTITUDE HOSTILE UNFRIEN. INDIFF. FRIENDLY HELPFUL FANATIC Hostile 19 or less 20 25 35 45 150 Unfriendly 4 or less 5 15 25 35 120 Indifferent — 0 or less 1 15 25 90 Friendly — — 0 or less 1 15 60 Helpful — — — 0 or less 1 50 CHAPTER THREE: SKILLS MUTANTS & MASTERMINDSTM ROLEPLAYING GAME SKILLS 47 • Traps and Sabotage: Disabling a simple mechanical device is DC 10. More intricate and complex devices have higher DCs. You can use Disable Device to defuse explosives like the Craft (mechanical) skill. If the check succeeds, you disable the device. If the check fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If it’s a trap or explosive, you set it off. If it’s some sort of sabotage, you think the device is disabled, but it still works normally. When you sabotage simple devices, you can rig them to work normally for a while and then fail some time later, if you choose. • Disable Technology: At the GM’s discretion, you can disable any technological device (see Chapter 7) with a DC 30 skill check. You can also disable technological creatures, like androids or robots, with the same check, but the subject must be helpless for you to make the check. Try Again: Yes, though you must be aware you have failed in order to try again. Action: Disabling a simple device is a full-round action. Intricate or complex devices require multiple rounds. Reducing a multi-round task to one round increases the DC by +20. Special: You can take 10 when making a Disable Device check. You can take 20 to open a lock or disable a security device, unless you are trying to prevent your tampering from being noticed.
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