Tag: Skill

Results

  • skill-athletics

    h2. *Athletics* ([[Vigor]]) Athletics is a catch-all for a number of physical endeavors, ranging from climbing to swimming to moving around effectively in a no- or low-gravity environment. Athletics should be used instead of Agility in foot chases, and …

  • skill-boating

    h2. *Boating* ([[Agility]]) Characters with this skill can handle most any boat or ship common to their setting and character background. They generally know how to handle common tasks associated with their vessels as well (tying knots, rigging sails, …

  • skill-driving

    h2. *Driving* ([[Agility]]) Driving allows your hero to control ground and hover vehicles common to his setting. Rules for handling vehicles on the table-top can be found on page 98. Driving is also frequently used with the Chase rules, described on …

  • skill-fighting

    h2. *Fighting* ([[Agility]]) Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. The TN to hit an opponent is his Parry (2 plus half his Fighting). See Chapter Three for the combat rules and …

  • skill-gambling

    h2. *Gambling* ([[Smarts]]) Gambling is useful from the saloons of the Old West to the barracks of most armies. Here’s a quick way to simulate about a half-hour of gambling without having to roll for every single toss of the dice or hand of cards. …

  • skill-hacking

    h2. *Hacking* ([[Smarts]]) The Hacking skill is used whenever a character wants to hack a computer network. Characters in Interface Zero no longer start with an automatic d4 in hacking. Additionally, characters who wish to use the Global DataNet (or …

  • skill-healing

    h2. *Healing* ([[Smarts]]) Healing is the art of stopping wounds and treating existing injuries. In general, every success and raise on a Healing roll eliminates a wound. The healer must subtract not only his own wounds from the roll as usual, but …

  • skill-intimidation

    h2. *Intimidation* ([[Spirit]]) Intimidation is the art of frightening an opponent with sheer force of will, veiled or overt threats, or sometimes just really big guns. This is an opposed roll between the hero’s Intimidation and his opponent’s Spirit. …

  • skill-investigation

    h2. *Investigation* ([[Smarts]]) A character skilled in Investigation knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information. To get information from people rather than books and computers, use …

  • skill-lockpicking

    h2. *Lockpicking* ([[Agility]]) Lockpicking is the ability to bypass mechanical and electronic locks. Lockpicking is also used to disarm the catches and triggers on traps, unless a more relevant skill seems appropriate for a particular trap. _* …

  • skill-notice

    h2. *Notice* ([[Smarts]]) Notice is a hero’s general alertness and ability to search for items or clues. This covers hearing rolls, detecting ambushes, spotting hidden weapons and even scrutinizing other characters to see if they’re lying, frightened, …

  • skill-persuasion

    h2. *Persuasion* ([[Spirit]]) Persuasion is the ability to convince others to do what you want them to do. Nonplayer characters start at one of five different attitudes: Hostile, Uncooperative, Neutral, Friendly, or Helpful. A successful Persuasion …

  • skill-piloting

    h2. *Piloting* ([[Agility]]) Piloting allows a character to fly airplanes, helicopters, jet packs, and any other flying devices common to his setting and background. _*Specializations:*_ Golemmech, Helicopter, Plane, Spacecraft, VTOL Return to …

  • skill-psionics

    h2. *Psionics* ([[Smarts]]) Psionicists have discovered how to tap into their own psychic powers. They can manipulate matter, create fire, or control their own bodies with but a thought. ►►Brainburn: When a psionic character rolls a 1 on his …

  • skill-repair

    h2. *Repair* ([[Smarts]]) Repair is the ability to fix gadgets, vehicles, weapons, and other machines. Characters suffer a –2 penalty to their rolls if they don’t have access to basic tools. A raise on a Repair roll halves the time required by the …

  • skill-riding

    h2. *Riding* ([[Agility]]) Riding allows a hero to mount, control, and ride any beast common to his setting. Players should note that mounted characters use the lowest of their [[skill-fighting|Fighting]] or Riding skills when fighting from horseback. …

  • skill-shooting

    h2. Shooting ([[Agility]]) Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher. The basic [[Target Number]] to hit is 4 as usual, though there are a number of important modifiers such as [[Range| …

  • skill-stealth

    h2. Stealth ([[Agility]]) Stealth is the ability to both hide and move quietly, as well as palm objects and pick pockets. In many Savage Worlds games, knowing exactly when your hero has been spotted and when he hasn’t can be critical. For a …

  • skill-streetwise

    h2. Streetwise ([[Smarts]]) Streetwise characters are able to gather information from the street, saloons, or other contacts through bribes, threats, or carousing. Finding written information in libraries and the like is covered by the [[skill- …

  • skill-survival

    h2. Survival ([[Smarts]]) Survival allows a character to find food, water, or shelter in hostile environments. A character may only make one roll per day. A successful roll finds sustenance for one person, a raise on the roll finds food and water for …

  • skill-taunt

    h2. Taunt ([[Smarts]]) Taunt is a Test of Wills attack against a person’s pride through ridicule, cruel jokes, or one-upmanship. This is an [[Opposed Rolls|opposed roll]] against the target’s [[Smarts]]. See [[Tests of Will]] on page 75 for the effects …

  • skill-throwing

    h2. Throwing ([[Agility]]) Throwing governs all sorts of thrown weapons, from hand grenades to knives, axes, and spears. Throwing works just like the [[skill-shooting|Shooting]] skill, and uses all the same modifiers, including those for [[Range]]. The …

  • skill-tracking

    h2. Tracking ([[Smarts]]) Tracking allows a character to follow the tracks of one or more individuals in any type of terrain. Each roll generally covers following the tracks for one mile, but the GM may adjust this dramatically for more specific or …

  • skill-cybermastery

    h2. Cybermastery (Spirit) Cybermonks have embraced cybernetics to push their bodies far beyond the range of human potential. They view cybernetic implantation as a deeply philosophical and almost religious experience. Cybermonks constantly push the …

  • hr-knowledge tactics

    All characters that have the Knowledge (Tactics) skill, may make skill check at the beginning of an encounter, after initiative cards have been dealt. A character may gain an additional card with a success, or two with a raise. These additional cards …

All Tags