Updated notes.
Updated notes.
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Computer Use (AI)
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Ability: Intelligence.
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Requires Training: Yes.
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Computer Use (Basic)
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Ability: Intelligence.
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Requires Training: Yes.
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Computer Use (Biotech)
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Ability: Intelligence.
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Requires Training: Yes.
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Craft (Electrical)
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Ability: Intelligence.
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Requires Training: Yes.
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Craft (Mechanical)
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Ability: Intelligence.
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Requires Training: Yes.
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@ -8,5 +10,3 @@ The character using this skill can combine raw components to form various trap k
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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.
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Special: A character without a mechanical tool kit takes a –4 penalty on Craft (Mechanical) checks.
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Use: Selected.
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Craft (Metalsmith)
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Ability: Intelligence.
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Requires Training: Yes.
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@ -10,4 +12,6 @@ The character first needs to create the components required for the item he want
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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.
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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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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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NOTE: This skill supplants and functions as Craft (Armor)
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Craft (Nanotech)
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Ability: Intelligence.
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Requires Training: Yes.
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Craft (Pharmaceuticals)
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Ability: Intelligence.
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Requires Training: Yes.
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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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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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NOTE: This skill supplants & functions as Craft (Alchemy)
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Craft (Structural)
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Ability: Intelligence.
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Requires Training: No.
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Decipher Script
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Ability: Intelligence.
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Requires Training: Yes.
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Ability: Intellgence.
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Demolitions
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Ability: Intellgence.
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Requires Training: Yes.
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Demolition checks are made when setting, disarming or placing explosives for maximu desired effect.
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@ -20,4 +21,6 @@ A character without a demolitions kit takes a –4 penalty on Demolitions checks
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Making an explosive requires the Craft (chemical) skill.
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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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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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NOTE: This skill supplants & fuctions as Disable Trap
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Diplomacy
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Ability: Charisma.
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Requires Training: No.
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@ -5,4 +7,4 @@ A successful Persuade check prompts NPCs to reveal additional information or pro
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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.
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Use: Used in conversation.
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NOTE: This skill supplants & functions as Persuade.
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Disguise
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Ability: Charisma.
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Requires Training: No.
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@ -30,8 +30,7 @@ Hit Die: d10
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CLASS SKILLS
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The enforcer’s class skills are: Climb (Str), Craft (metalworking, structural) (Int), Drive (Dex), Handle Animal, Intimidate (Cha), Jump (Str), Knowledge (gossip, streetwise, tactics) (Int), Profession (Wis),
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Repair (Int), Speak Language (n/a), and Swim (Str).
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The enforcer’s class skills are: Climb (Str), Craft (metalworking, structural) (Int), Handle Animal, Intimidate (Cha), Jump (Str), Knowledge (gossip, streetwise, tactics) (Int), Repair (Int), Speak Language (n/a), and Swim (Str).
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Skill Points at 1st level: (3 + Int modifier) x 4
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Knowledge (Advanced Technology)
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Ability: Intelligence.
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Requires Training: Yes.
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@ -5,5 +7,6 @@ Check: A character makes a Knowledge check to see if the character knows somethi
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The DC for answering a question within the character’s field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions.
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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
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own skill, while biotechnology falls under Knowledge (Life Sciences).
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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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NOTE: This skill supplants & functions as the Lore skill for most unidentified items.
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Knowledge (Business)
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Ability: Intelligence.
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Requires Training: No.
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@ -5,4 +7,4 @@ The art of the deal remains largely the same, even if commodities and currencies
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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.
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Use: Automatic in stores.
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NOTE: This skill supplants & function as the Appraise skill.
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Knowledge (Nanotech)
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Ability: Intelligence.
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Requires Training: Yes.
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Research
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Ability: Intelligence.
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Requires Training: Yes.
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NWN <--> Gamma World d20 Skill Comparison
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AnimalEmpathy
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Concentration
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DisableTrap
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Discipline
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Heal
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Hide
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Listen
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Lore
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MoveSilently
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OpenLock
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Parry
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Perform
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Persuade
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PickPocket
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Search
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SetTrap
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Spellcraft
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Spot
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Taunt
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UseMagicDevice
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Appraise
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Tumble
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CraftTrap
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Bluff
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Intimidate
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CraftArmor
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CraftWeapon
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Ride
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Jump
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Truespeak
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Sense_Motive
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Martial_Lore
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Balance
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IaijutsuFocus
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CraftAlchemy
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CraftPoison
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Psicraft
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Climb
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CraftGeneral
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Sleight of Hand
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Ability: Dexterity.
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Requires Training: Yes.
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@ -5,4 +7,4 @@ Sleight of hand allows a character to perform feats of presidigitation & remove
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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.
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Use: Select skill, then select valid target.
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NOTE: This skill supplants & fucntions as Pick Pocket.
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Survival
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Ability: Wisdom.
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Requires Training: No.
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@ -20,4 +22,6 @@ Special: 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap
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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.
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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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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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NOTE: This skill supplants & functions as Set Trap.
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Treat Injury
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Ability: Wisdom.
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Requires Training: No.
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@ -6,3 +8,4 @@ With this skill a character can use medical supplies to treat wounds, poisons, d
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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.
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Use: Use medical supplies on a wounded creature.
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NOTE: This skill supplants & functions as the Heal skill.
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