Initial Skill creation & conversion.

Mapping NWN skills to the most similar d20 Modern Skills & adding the rest.
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Jaysyn904 2021-07-04 20:20:50 -04:00
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commit 49db698fd3
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2DA V2.0
Label Name Description Icon Untrained KeyAbility ArmorCheckPenalty AllClassesCanUse Category MaxCR Constant HostileSkill
0 AnimalEmpathy 16777417 16777418 isk_aniemp 0 CHA 0 0 **** 1 SKILL_ANIMAL_EMPATHY 1
1 Concentration 16777419 16777420 isk_concen 1 CON 0 1 **** **** SKILL_CONCENTRATION 0
2 DisableTrap 16777421 16777422 isk_distrap 0 INT 0 1 **** **** SKILL_DISABLE_TRAP 0
3 Discipline 16777423 16777424 isk_discipline 1 STR 0 1 **** **** SKILL_DISCIPLINE 0
4 Heal 16777425 16777426 isk_heal 1 WIS 0 1 **** 1 SKILL_HEAL 0
5 Hide 16777427 16777428 isk_hide 1 DEX 1 1 **** **** SKILL_HIDE 0
6 Listen 16777429 16777430 isk_listen 1 WIS 0 1 **** **** SKILL_LISTEN 0
7 Lore 16777431 16777432 isk_lore 1 INT 0 1 **** **** SKILL_LORE 0
8 MoveSilently 16777433 16777434 isk_movsilent 1 DEX 1 1 **** **** SKILL_MOVE_SILENTLY 0
9 OpenLock 16777435 16777436 isk_olock 0 DEX 0 1 **** **** SKILL_OPEN_LOCK 0
10 Parry 16777437 16777438 isk_parry 0 DEX 1 0 **** 1 SKILL_PARRY 0
11 Perform 16777439 16777440 isk_perform 0 CHA 0 1 **** **** SKILL_PERFORM 0
12 Persuade 16777441 16777442 isk_persuade 1 CHA 0 1 **** **** SKILL_PERSUADE 0
13 PickPocket 16777443 16777444 isk_pocket 0 DEX 1 1 **** **** SKILL_PICK_POCKET 1
14 Search 16777445 16777446 isk_search 1 INT 0 1 **** **** SKILL_SEARCH 0
15 SetTrap 16777447 16777448 isk_settrap 0 WIS 1 1 **** **** SKILL_SET_TRAP 0
16 Spellcraft 16777449 16777450 isk_spellcraft 0 INT 0 1 **** **** SKILL_SPELLCRAFT 0
17 Spot 16777451 16777452 isk_spot 1 WIS 0 1 **** **** SKILL_SPOT 0
18 Taunt 16777453 16777454 isk_taunt 0 CHA 0 0 **** 1 SKILL_TAUNT 1
19 UseMagicDevice 16777455 16777456 isk_magicdev 0 CHA 0 1 **** **** SKILL_USE_MAGIC_DEVICE 0
20 Appraise 16777457 16777458 ife_X1App 1 INT 0 1 **** **** SKILL_APPRAISE 0
21 Tumble 16777459 16777460 ife_X1Tum 0 DEX 1 1 **** **** SKILL_TUMBLE 0
22 CraftTrap 16777461 16777462 ife_X1CrTrap 0 INT 0 1 **** **** SKILL_CRAFT_TRAP 0
23 Bluff 16777463 16777464 isk_X2bluff 1 CHA 0 1 **** **** SKILL_BLUFF 0
24 Intimidate 16777465 16777466 isk_X2Inti 1 CHA 0 1 **** **** SKILL_INTIMIDATE 0
25 CraftArmor 16777467 16777468 isk_X2CArm 0 INT 0 1 **** **** SKILL_CRAFT_ARMOR 0
26 CraftWeapon 16777469 16777470 isk_X2CWeap 0 INT 0 1 **** **** SKILL_CRAFT_WEAPON 0
27 Ride 16777471 16777472 isk_x3_ride 1 DEX 0 1 **** **** SKILL_RIDE 0
28 Jump 16777473 16777474 isk_jump 1 STR 1 1 **** **** SKILL_JUMP 0
29 Truespeak 16777475 16777476 isk_truespeak 0 INT 0 1 **** **** SKILL_TRUESPEAK 0
30 Sense_Motive 16777477 16777478 isk_sensemtv 1 WIS 0 1 **** **** SKILL_SENSE_MOTIVE 0
31 Martial_Lore 16777479 16777480 isk_martlore 0 INT 0 0 **** **** SKILL_MARTIAL_LORE 0
32 Balance 16777481 16777482 isk_balance 1 DEX 1 1 **** **** SKILL_BALANCE 0
33 IaijutsuFocus 16777483 16777484 isk_iaijutsu 0 CHA 0 0 **** **** SKILL_IAIJUTSU_FOCUS 0
34 CraftAlchemy 16777485 16777486 isk_alchemy 1 INT 0 1 **** **** SKILL_CRAFT_ALCHEMY 0
35 CraftPoison 16777487 16777488 isk_poison 1 INT 0 1 **** **** SKILL_CRAFT_POISON 0
36 Psicraft 16777489 16777490 isk_spellcraft 0 INT 0 0 **** **** SKILL_PSICRAFT 0
37 Climb 16777491 16777492 isk_climb 1 STR 1 1 **** **** SKILL_CLIMB 0
38 CraftGeneral 16777493 16777494 isk_X2CArm 1 INT 0 1 **** **** SKILL_CRAFT_GENERAL 0
39 CompUse_AI 16777495 16777496 isk_concen 0 INT 0 0 **** **** SKILL_COMP_AI 0
40 CompUse_Basic 16777497 16777498 isk_concen 0 INT 0 1 **** **** SKILL_COMP_BASIC 0
41 CompUse_Biotech 16777499 16777500 isk_concen 0 INT 0 0 **** **** SKILL_COMP_BIOTECH 0
42 Craft_Biotech 16777501 16777502 isk_concen 0 INT 0 0 **** **** SKILL_CRAFT_BIOTECH 0
43 Craft_Electronics 16777503 16777504 isk_concen 0 INT 0 1 **** **** SKILL_CRAFT_ELECTRONICS 0
44 Craft_Nanotech 16777505 16777506 isk_concen 0 INT 0 0 **** **** SKILL_CRAFT_NANOTECH 0
45 DecipherScript 16777507 16777508 isk_concen 0 INT 0 1 **** **** SKILL_DECIPHER_SCRIPT 0
46 Disguise 16777509 16777510 isk_concen 1 CHA 0 1 **** **** SKILL_DISGUISE 0
47 Escape_Artist 16777511 16777512 isk_concen 1 DEX 1 1 **** **** SKILL_ESCAPE_ARTIST 0
48 Forgery 16777513 16777514 isk_concen 1 INT 0 1 **** **** SKILL_FORGERY 0
49 Gamble 16777515 16777516 isk_concen 1 WIS 0 1 **** **** SKILL_GAMBLE 0
50 Gather_Information 16777517 16777518 isk_concen 1 CHA 0 1 **** **** SKILL_GATHER_INFO 0
51 Knowledge_Art 16777519 16777520 isk_concen 0 INT 0 1 **** **** SKILL_KNOWLEDGE_ART 0
52 Knowledge_Behavioral_Sci 16777521 16777522 isk_concen 0 INT 0 1 **** **** SKILL_KNOWLEDGE_BEHAVIOR 0
53 Knowledge_Gossip 16777523 16777524 isk_concen 1 INT 0 1 **** **** SKILL_KNOWLEDGE_GOSSIP 0
54 Knowledge_History 16777525 16777526 isk_concen 0 INT 0 1 **** **** SKILL_KNOWLEDGE_HISTORY 0
55 Knowledge_Life_Sci 16777527 16777528 isk_concen 0 INT 0 1 **** **** SKILL_KNOWLEDGE_LIFE_SCI 0
56 Knowledge_Nanotech 16777529 16777530 isk_concen 0 INT 0 0 **** **** SKILL_KNOWLEDGE_NANOTECH 0
57 Knowledge_Phys_Sci 16777531 16777532 isk_concen 0 INT 0 1 **** **** SKILL_KNOWLEDGE_PHYS_SCI 0
58 Knowledge_Politics 16777533 16777534 isk_concen 0 INT 0 1 **** **** SKILL_KNOWLEDGE_POLITICS 0
59 Knowledge_Streetwise 16777535 16777536 isk_concen 1 INT 0 1 **** **** SKILL_KNOWLEDGE_STREET 0
60 Knowledge_Tactics 16777537 16777538 isk_concen 0 INT 0 1 **** **** SKILL_KNOWLEDGE_TACTICS 0
61 Knowledge_Theology 16777539 16777540 isk_concen 0 INT 0 1 **** **** SKILL_KNOWLEDGE_THEOLOGY 0
62 Navigate 16777541 16777542 isk_concen 1 INT 0 1 **** **** SKILL_NAVIGATE 0
63 Repair 16777543 16777544 isk_repair 0 INT 0 1 **** **** SKILL_REPAIR 0
64 Swim 16777545 16777546 isk_concen 1 STR 1 1 **** **** SKILL_SWIM 0

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Ability: Intelligence.
Requires Training: Yes.
The skill of working with artificial intelligence (AI) is half computer operation and half psychology. Self-aware systems, ranging from security programs to synthetic life forms, operate under recognizable patterns but also possess creativity, resourcefulness and even impulsiveness. Computer Use (artificial intelligence) works exactly like using the Diplomacy skill except it only applies to self-aware machines. In addition, characters using this skill may attempt to reprogram an AI, effectively changing its personality to suit the programmer. The following table presents example DCs and changes that may be made:
DC Reprogramming
20 Give an AI a new, compatible allegiance.
25 Remove an allegiance from an AI.
30 Give an AI an allegiance that is not compatible with its previous programming.
35 Add or delete a core programming command, such as “Destroy all mutants.”
40 Fundamentally change an AIs programming, including adding and removing skills.

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Ability: Intelligence.
Requires Training: Yes.
This skill encompasses the use of computer systems designed to store information and those designed to run external systems (such as weapons or remote robots). Data is recorded on various media, either internal or external, and is accessible only usingspecific kinds of hardware. With this skill, a character can find data that has been hidden, encoded, deleted or even physically destroyed, given enough time and skill.
The following table lists DCs for retrieving data from a computer system:
DC Example Data
10 Data is kept on a non-secure computer.
20 Data is kept on a system with minimum security.
25 Data is kept on a system with average security.
35 Data is kept on a system with exceptional security.
40 Data is kept on a system with maximum security.
+5 The computer system has been damaged.
+5 The data was erased using conventional methods.
+10 The data is encrypted and the character failed a Decipher Script skill check.
+10 The data was erased using advanced methods, such as an EMP blast.
In addition to modifying and retrieving data from a system, the character may attempt to take control of the system and its remote components. The DC for entering the system is based on the security level of the system, as described above. Once in the system, the character must make a second Computer Use (data and operation systems) check to modify commands sent to remote components.
DC Example Command
5 Begin or cease normal operations
10 Delay the start or end of normal operations by a small amount of time (10% of the time of the normal operations), with a minimum of 10 minutes.
15 Stop operations in mid-cycle.
20 Override security or safety protocols.
30 Self-destruct.

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Ability: Intelligence.
Requires Training: Yes.
Due to the extreme complexity of manipulating the genome (human or otherwise), specific computer systems must be used for dealing with biotech. This skill allows a character to operate such systems. Note that this skill does not impart any training in biotechnology; the skill Knowledge (Life Sciences) must be purchased for that purpose.

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Ability: Intelligence.
Requires Training: Yes.
This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.
The character using this skill can combine raw components to form various trap kits. There is a 10% chance on any failed skill roll that the components are lost, even though a trap was not crafted.
Check: The DC is determined by the type of trap being created. The more powerful the trap, the more difficult it is to build and the more components it requires.
Special: A character without a mechanical tool kit takes a 4 penalty on Craft (Mechanical) checks.
Use: Selected.

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Ability: Intelligence.
Requires Training: Yes.
This skill includes such trades as blacksmithing and metallurgy. Among less-advanced communities, Craft (metalworking) is often the highest form of technology; the tools produced using this skill, ranging from armor and shields to plows and heavy chain, mean the difference between life and death.
The character knows how to create most types of armor, shields and helmets from different materials.
How to craft
The character first needs to create the components required for the item he wants to create from base materials (wood, leather, metal, etc). This can be done by selecting the craft armor option in the material item's radial menu.
Each item is constructed from two different components (a larger and a smaller one), that need to be assembled in order to finish crafting process.
To assemble the two components, use the craft armor option in the smaller component's radial menu and target the larger component with it. On a successful Craft Armor skill check, the new item will be created in the character's inventory. Note that it is not possible to create magic items with your crafting skills. For further information about crafting, please refer to the manual.

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Ability: Intelligence.
Requires Training: Yes.
Craft (Pharmaceuticals) allows a character to produce all manner of medicinal & biotech drugs. Given the proper materials, time and equipment, a character with this skill can create mutagens, mutation inhibitors, genetically engineered pathogens and even entirely new forms of life.

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Ability: Intelligence.
Requires Training: No.
This skill allows a character to to craft various items as well as build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, painting, drywall, laying cement, and building cabinets.

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Ability: Intellgence.
Requires Training: Yes.
Demolition checks are made when setting, disarming or placing explosives for maximu desired effect.
Check: Setting a simple explosive to blow up at a certain spot doesnt require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.
Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The characters DC to set the detonator is equal to the disarm DC.
Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structures construction.
Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.
A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks.
A character without a demolitions kit takes a 4 penalty on Demolitions checks.
Making an explosive requires the Craft (chemical) skill.
Time: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.

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Ability: Charisma.
Requires Training: No.
A successful Persuade check prompts NPCs to reveal additional information or provide increased rewards.
Check: A character can change others attitudes with a successful check (see the table below. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party.
Use: Used in conversation.

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Ability: Intelligence.
Requires Training: Yes.
Check: A character makes a Knowledge check to see if the character knows something.
The DC for answering a question within the characters field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions.
The technological leaps that came out of the Final Wars, before the implosion of civilization, are considered advanced technology. Robotics, artificial intelligence, energy weaponry, antigravity, force fields and even teleportation all appeared during this era. Note that neither nanotechnology nor biotechnology are covered by Knowledge (Advanced Technology); nanotechnology has its
own skill, while biotechnology falls under Knowledge (Life Sciences).

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Ability: Intelligence.
Requires Training: No.
The art of the deal remains largely the same, even if commodities and currencies have changed a great deal. Knowledge (business) covers business theory, historical business models and, where appropriate, business law. The higher the character's skill the better the price received when selling or purchasing goods.
Check: The character makes an opposed roll against the merchant's skill. If the merchant wins, the characters pay more for the goods in the store. If the character wins, they pay less. The first time the player interacts with a merchant dictates the prices in that store until their skill improves.
Use: Automatic in stores.

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Ability: Intelligence.
Requires Training: Yes.
Check: Researching a topic takes time, skill, and some luck.
Research in the Gamma Age is much different and more difficult than in the modern age. The primary difference exists in the medium: Modern research assumes the presence of an internet, as well as carefully catalogued libraries and other archives. It is rare for a Gamma World character to have access to either, though some archivists communities possess intranet computer systems and vast amounts of carefully collated hard data. Outside of these rare instances, characters using the Research skill find themselves rooting through incomplete and often heavily damaged community and personal libraries.

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TEXT/Sleight of Hand.txt Normal file

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Ability: Dexterity.
Requires Training: Yes.
Sleight of hand allows a character to perform feats of presidigitation & remove items from another's posession.
Check: There are two parts to successfully picking a pocket. First, the item must be acquired, and then the targeted creature must not notice the theft. Stealing the item is a simple skill test against the target's DC. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties. The targeted creature then makes an opposed Spot check against the character's Pick Pocket check. Hostile creatures have a +10 bonus to their Spot checks in this test. If the targeted creature succeeds at this opposed check, then the target has detected the theft attempt. An NPC who detects the attempt will turn hostile, and a PC will be informed that the character has attempted to use Pick Pocket on him. If the character is successful at both checks, then he steals the item without being detected.
Use: Select skill, then select valid target.

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TEXT/Survival.txt Normal file

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Ability: Wisdom.
Requires Training: No.
Check: A character can keep his or herself and others safe and fed in the wild and allows the proper placement of traps to do so.
DC Situation
10 Identify bio- and nano-engineered plants and animals.
15 Identify areas, food and water contaminated by chemical pollution.
20 Identify areas, food and water contaminated by radioactive pollution.
25 Identify areas, food and water contaminated by bio- or nanotech pollution.
25 Find uncontaminated food and water in a chemically contaminated area.
30 Dec1ontaminate food and water from a chemically contaminated area.
30 Find uncontaminated food and water in a radioactively contaminated area.
35 Decontaminate food and water in a radioactively contaminated area.
35 Find uncontaminated food and water in a bio- or nanotech contaminated area.
40 Decontaminate food and water in a bio- or nanotech contaminated area.
Special: 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set.
Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap.
Use: Use a trap kit from your inventory. An icon visible to you and your party will appear on the ground to represent the trap.

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TEXT/Treat Injury.txt Normal file

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Ability: Wisdom.
Requires Training: No.
With this skill a character can use medical supplies to treat wounds, poisons, disease & radiation.
Check: To heal poisons and diseases, the healer must make a successful check against their DC. If he is successful, the target is healed and is cured a number of HP equal to the skill roll, plus all modifiers. If the target suffers from no poisons or diseases, it is still cured of damage.
Use: Use medical supplies on a wounded creature.

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