SkillsBasics

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Below is the rules for the use of skills in the game. Skills can seam daunting at first. However realize that not all skills or skill rules will apply too your character. It is unlikely that you will ever use all the skills available for even a fully leveled up character. If you want to review the skills themselves a list of all skills can be found in the Skills section.

All About Skills

Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. All skills are associated with an ability score. A d20 is rolled to determine the output of any skill action. Players add bonuses to the d20 roll in the form of d20 + Skill Ranks + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. For example the Skill Athletics represents a set of different actions like "Swimming", "Jumping", "Climbing" and so on. They all fall under the Ability of Strength.

Skill checks are usually against some Difficulty Class or DC. Usually this number is predetermined by the GM using rules in the Skills section. However skills sometimes may also be against other skills. Such as someones Stealth check may be used as the DC for someone's Perception check.

At each level including level one, a character gets skill points that can be spent to buy ranks in a skill. The character's Base Class and Intelligence modifier determines the number of points per level a character gets. The minimum is 1 even if the Intelligence modifier is a negative. The Player can choose not to spend a skill point until the next level. Meaning any unspent skill points roll over to the next level. The maximum rank a skill can have is the level of the Character.

All skills have certain attributes.

  1. Class/Non-Class
  2. Natural/Unnatural
  3. Trained/Untrained
  4. Rank Dependent

The different attributes will be explained in more detail below:

Class Skills

In addition to other customizations, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained even if you do not have a rank in it. Secondly in order to add ranks to a class skill the Player only needs to spend one skill point. All non-class skills require two skill points to gain a single rank.

Modifying Character Sheet: To record what skills are class skills on your character sheet there is a check box on the far left of the skill in question. There are actually two little check boxes. The first box to the left of the skill name is for recording if the skill has been Trained by spending a point in it. (More on Trained/Untrained in the following section). However the next box over is where you can record that the skill is indeed a class skill.


Natural/Unnatural

Skills can either be Natural implying that the average person in the Future Path universe knows how to perform this particular action or unnatural implying that it requires training before use. For example the Skill Perception is a Natural skill. Being able to perceive the environment around yourself using some form of sense. Like smell, site, sound or others. This should come Natural to people. However there are also Unnatural skills. Such as crafting. Crafting is not something that a person is just born knowing how to do. And even if the knowledge was implanted genetically that knowledge came from somewhere first.

The difference is that Natural skills do not require that the be Trained first. (More on Training in the section below) Unnatural skills cannot be used at all unless the Character trains in that skill first. Even though Natural skills can be used without being Trained that do not get a bonus from there associated Ability Mod until they are trained.


Character Sheet: On the Character sheet skills that are Unnatural are identified with a '*' next too there name. You can also see by looking at the Skills page.

Trained/Untrained

Unnatural skills require training before use. Training a skill requires a single skill point. Natural skills do not require training too use but without training a Character cannot apply his/her associated ability modifier. All class skills are automatically considered trained.

Modifying Character Sheet: To denote that a skill is Trained there is a small check box to the left of the skill in question. To the right of the the class skill check box. You can use that check box to record that you have Trained the skill. However to show what a skill type is you do not need to edit the character sheet. Skill types are a predetermined part of the game rules. The character sheet denotes trained skills from natural skills with a '*' next to the skill name.

Rank Dependent Skills

The third and finial type of skill is "Rank Dependent". All "Rank Dependent" skills are considered to also be Unnatural. See the above section "Natural/Unnatural" for more on that. All Rank Dependent skills means is that the best possible outcome is predetermined by the rank of the skill. This does not effect the Difficulty of the task. The target "DC" is still the same. The best way to explain is with the Language skill which is considered Rank Dependent. If you have a skill rank of 5 in "Common Human" it means that you are fluent in it. You may not completely sound native but you will likely fool most. Another player only has a skill rank of 1 in "Common Human". That Player is just learning to speak/write and understand that language. If you are simply handed a paper or holo message in Human language that happens to be garbled. You must roll a Skill check to see if you can understand the message. The DC is the same 15 for both players. Not only does the first player with a rank of 5 in that language has a better chance (because the player can add the +5 to his skill check) but his best possible outcome is that he can completely understand the message. However the best possible outcome for the player with only 1 rank is only a word here or there. The DC is the same for both. But the outcome if they succeed is different.

This means that ranks in some skills will matter more. It may become more important. A full list of skills that are Rank Dependent is below:

  1. Craft
  2. Perform
  3. Language
  4. Tech

Using Skills

Using a skill is as simple as rolling a d20 and adding the Skill Mod Total.

1d20 + Skill Modifier Total

(Skill Modifier = Skill Ranks + Ability Modifier + Miscellaneous Modifiers)

However there are several side notes too consider.

  1. Is this skill usable in combat?
  2. If I use this skill in combat does this provoke an Attack of Opportunity
  3. How long does it take to use this Skill?
  4. If I fail what is the consequences? Can I try again?

The above questions are all answered on a per skill biases on the Skills page. Luckily Characters at level 1 usually only have a few skills so learning how to use a skill isn't difficult if you are a Player. However if you are the GM you should review all the skills in the Skills page before game play. You may also want to record what skills each player has.

Skill Ranks
A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. Some skills can be used even if the character has no ranks in the skill; doing this is known as making an untrained skill check. Remember that this can be only done with "natural" skills. And a character can only add ability modifiers to a skill if it is 'Trained'.
Ability Modifier
The ability modifier used in the skill check is the modifier of the skill’s key ability (the ability associated with the skill’s use). The key ability of a skill is noted in its description. Here is also a list of skills by their ability:
Strength:
Dexterity:
Constitution:
  • None
Intelligence:
Wisdom:
Charisma
Miscellaneous Modifiers
Miscellaneous modifiers include bonuses provided by feats, class features and species. Miscellaneous may also include disadvantages such as the ones associated with the non-proficient use of armor, among others.

Skill Checks

When your character uses a skill, he isn't guaranteed success. In order to determine success, whenever you attempt to use a skill, you must make a skill check. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success when making a skill check, and a natural roll of 1 is not an automatic failure.

Each skill rank grants a +1 bonus on checks made using that skill. When you make a skill check, you roll 1d20 and then add your ranks and the appropriate ability score modifier to the result of this check. If your ability score provides a penalty instead of a bonus it takes effect no matter if the skill is Trained or not. Skills can be further modified by a wide variety of sources, by your species, by a class ability, by equipment, by technological effects or items, and so on.

If the result of your skill check is equal to or greater than the Difficulty Class (or DC) of the task you are attempting to accomplish, you succeed. If it is less than the DC, you fail. Some tasks have varying levels of success and failure depending on how much your check is above or below the required DC. Some skill checks are opposed by the target's skill check. When making an opposed skill check, the attempt is successful if your check result exceeds the result of the target.

Trying Again

If a character fails on a skill check, he or she can sometimes try again. Check the skill description to find out if, and under what circumstances, a character can try again. Many skills, however, have natural consequences for failing that must be accounted for. Some skills can’t be tried again once a check has failed for a particular task. If the use of a skill carries no penalty for failure, a character can take 20 and assume that he or she keeps trying until he or she eventually succeeds.

A skill check usually takes 1 to 2 minutes of in game time. So why not just keep rolling till you succeed? Well firstly it does take up time. Think of the game play like a movie. There are scenes and the characters in those scenes often do not have time to spend wasting about. The GM should consider the time the Player is spending attempting the skill checks. Also sometimes the GM may setup ambushes or other actions. The GM can set a time limit which is usually just 2 minutes. That gives the players enough time to preform the check before the next scene occurs.

Taking 10 and Taking 20

A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions, increasing the odds of success. A character cannot take 10 or 20 if they do not have the time in game. The Player must also be aware of the time within the game. Taking 10 or 20 means actually taking 10 or 20 minutes to preform the action associated with the skill. They must be willing to spend that amount of time doing just that and nothing else. (Except for talking too other Characters)

Taking 10
When your character is not in immediate danger or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help.
Taking 20
When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you a d20 roll enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).
Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).
Ability Checks
The normal take 10 and take 20 rules apply for ability checks.

Aiding Another

In some situations, characters can cooperate to accomplish a given task. One character is designated as the leader in the effort, while the others try to aid the character in his or her efforts. A character aids another by making a skill check (DC 10). This is a standard action if done in combat, and the character can’t take 10 or 20 on this check. If the check succeeds, the character’s ally gains a Moderate +2 circumstance bonus to apply to his or her skill check to complete the task. The attempt to aid can only occur if the helping character can also preform the same skill. Unless they have a feat or class talent that says otherwise.

In some cases, a character’s help won’t be beneficial, or only a lim­ited number of characters can help at the same time. The GM limits the number of other characters can aid as he or she sees fit for the conditions. A general rule of thumb is 1 additional Character can help. The GM may find that some tasks can be large enough that it would be reasonable for more Characters to help.

Aiding and dividing up a task are two different things. Dividing up a task means that all Characters preform a section of the work and all have to succeed in order for a successful outcome. Crafting large items such as structures is an example of when tasks can be divided up.

Another scenario is cooperative work. This is when all characters can preform the same task and roll each on there own however not all have to be successful for a positive outcome. An example of this would be searching a room for clues. Each Player rolls a Perception skill check for there respected Characters but only one has to be successful at spotting the clue.

Difficulty Class

Some checks are made against a Difficulty Class (DC). The DC is a number set by the GM (using the skill rules as a guideline) that a character must attain to succeed. Difficulty Class is the opposing number that is compared to the finial number after the modifiers are added too the roll. This DC is used not only for skills but for other rolls as well such as Saving throws.

Table: Difficulty Class Examples:
Difficulty (DC) Example (Skill Used)
Very easy (0) Notice something large in plain sight (Spot)
Easy (5) Climb a knotted rope (Climb)
Average (10) Hear an approaching security guard (Listen)
Tough (15) Disarm an explosive (Demolitions)
Challenging (20) Swim against a strong current (Swim)
Formidable (25) Break into a secure computer system (Computer Use)
Heroic (30) Leap across a 30-foot chasm (Jump)
Superheroic (35) Convince the guards that even though you’re not wearing an ID badge and aren’t on their list, they should let you into the building (Bluff)
Nearly impossible (40) Track a trained commando through the forests of Brazil on a moonless night after 12 days of rainfall (Survival)

Opposed Checks

Some skill checks are opposed checks. They are made against a randomized number, usually another character’s skill check result. For ties on opposed checks, the character with the higher key ability score wins. If those scores are the same, roll again.

Table: Example Opposed Checks::
Task Skill Opposing Skill
Sneak up on someone Move Silently Listen
Con someone Bluff Sense Motive
Hide from someone Hide Spot
Win a car race Drive Drive
Pretend to be someone else Disguise Spot
Steal a key chain Sleight of Hand Spot
Create a fake ID Forgery Forgery

Favorable and Unfavorable Conditions

Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. This comes in the form of the Advantage and Disadvantage system. The GM can alter the odds of success in four ways to take into account exceptional circumstances:

  1. Give the skill user a Moderate +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character, or working under conditions that are significantly better than normal.
  2. Give the skill user a Moderate –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or possessing misleading information.
  3. Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience when making a Perform check or searching for information on an extremely well documented topic with a Computer Use check.
  4. Increase the DC by 2 to represent circumstances that make the task harder, such as making a Perform check in front of a hostile audience or searching for information on a very poorly documented topic with a Computer Use check.

Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. Conditions that modify how well the character must perform the skill to succeed change the DC. A bonus on a character’s skill modifier or a reduction in the DC of the check have the same result—they create a better chance for success. But they represent different circumstances, and sometimes that difference is important. Changing the Character's Ability/Skill is considered an Advantage/Disadvantage and the rules for applying these changes take effect. However adjusting DC can be done secretly at the discretion of the GM and does not have to follow the Advantage/Disadvantage rules.

Time and Skill Checks

Using a skill might take a round, several rounds, or even longer. It might take no time at all. Types of actions define how long activities take to perform within the framework of a combat round (3 seconds) and how movement is treated with respect to the activity. See the skill description for specifies on how long a skill takes to use.

In general, using a skill that requires concentration while in close combat is dangerous. Nearby op­ponents can make Attacks of Opportunity against a character when he or she lets his or her guard down.

Tools

Some skill applications require the use of tools. If tools are needed, the specific items required are mentioned in the skill description. If the character doesn’t have the appropriate tools, he or she can still attempt to use the skill, but the character takes a Major –4 disadvantage on his or her check.

A character may be able to put together some impromptu tools to make the check. If the GM allows it, reduce the penalty to Moderate –2 (instead of –4) for using impromptu tools. It usually takes some time (several minutes to an hour or more) to collect or create a set of impromptu tools, and it may require a skill check as well.

Skill Synergy

Sometimes, the GM may decide that having one skill provides a bonus when a character uses another skill in certain situations. The character must have at least 5 ranks in the related skill to gain this synergy bonus, and the GM must agree that the two skills can complement each other in the given situation. In such cases, the character receives a Moderate +2 synergy bonus on the skill check. Any additional bonuses must follow the Advantage/Disadvantage rules.

Ability Checks

Sometimes a character tries to do something to which no specific skill applies. In these cases, the character makes an ability check: Roll 1d20 and apply the appropriate ability modifier. The GM assigns a DC, or sets up an opposed check when two characters are engaged in a contest using one ability against another. In some cases, a test of one’s ability doesn’t involve luck. When two characters arm wrestle, for example, the stronger character simply wins. In the case of identical scores, make opposed Strength checks.

Example Ability Checks:

Strength
Forcing open a jammed or locked door
Dexterity
Tying a rope
Constitution
Holding one’s breath
Intelligence
Navigating a maze
Wisdom
Recognize a stranger you’ve seen before
Charisma
Getting yourself noticed in a crowd

There is also Ability Saves which are explained in the Combat section.

Modifier Types and Stacking

A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Bonuses with specific descriptors, such as “equipment bonus,” generally don’t stack (combine for cumulative effect) with others of the same type. In those cases, only the best bonus of that type applies. The only specific bonuses that stack are dodge bonuses, synergy bonuses, and sometimes circumstance bonuses. Circumstance bonuses stack only if they’re provided by differing circumstances; if two circumstance bonuses caused by similar circumstances apply, they don’t stack. Specific bonuses that don’t stack include competence, cover, equipment, morale, natural armor, and size. If the game setting includes magic or other supernatural effects, there can also be deflection, enhancement, enlargement, haste, inherent, insight, luck, profane, resistance, and sacred bonus descriptors. None of these bonuses stack.

Any bonus without a descriptor (such as simply a “+1 bonus”) stacks with other bonuses.

All penalties stack, regardless of their descriptors.