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.

A quick summary
Skills are actions Characters can do in game that require confirmation. Skills have Ranks, the ranks determine the bonus die that a Player rolls besides the normal d20. To gain more ranks a player spends skill points which are earned at every level. Before skills can have ranks in them the Character needs to train the skill which requires spending 1 skill point. Being Trained means that the Character can use the skill and apply the ability modifier associated with the skill to total die roll. Some skills are natural which means that they do not need to be trained in order to be used. However they still cannot apply there associated ability modifier until trained. Unnatural skills however require the skill to be trained first. Your class provides you with skills that the class has a familiarity with. All class skills are automatically considered Trained and only cost 1 skill point to rank up while non class skills require 2 skill points and are not trained by default. Some skills are considered "Rank Dependent" which means that there skill rank predetermines the level of reward for a successful roll. Success is determined by beating the DC or Difficulty Class. This is usually a number between 5 and 40 and is known by the GM.
Skills can have multiple uses. And they take time to use. Sometimes you can retry a skill but the rules are on a per skill biases. A player can choose to take 10 or take 20 which means that they take roughly 10 or 20 minutes to preform the skill respectively and do not have to roll the dice but either get the average of there roll or the maximum possible roll. Players can also choose to aid one another for a bonus to the person that is preforming the task.

The Rank dependent skills are special and have a few extra rules and require more attention. The Language skill is the most unique. The things different about Language are discussed on its Skill page here. But first please review the base rules.

All About Skills

Skills are common abilities or groups of abilities considered to be actions that the Character can before in game. These actions are usually out of combat situations that can effect the story or direction of the game and the success of the Characters. A Character cannot simply say that they do something important and/or difficult without some chance of failure. Sometimes skills can also be used inside of Combat. All skills are also associated with an ability score. 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.

A d20 plus the skills rank die are rolled to determine the output of any skill action. Players add bonuses to the d20 roll in the form of d20 + Skill Rank Die + Associated Ability Modifier + Misc Mods. Ranks in a skill shows that a Character has trained to get better at that skill. More on Skill Die Level below in section Skill Ranks.

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 which improve the skill die. 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 customization, 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/her professional training and constant practice. There are several advantages too class skills. First all class skills are considered to also be trained automatically. Secondly in order to add ranks to a class skill the Player only needs to spend 2 skill points. All non-class skills require three 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

A Natural skill implies that the average person in the Future Path universe knows how to perform this particular action. While Unnatural implies 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. Once a skill is Trained when rolling for that skill the Player can add the Character's Ability Modifier too it. Any miscellaneous modifiers do not apply until the Skill is Trained. 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. All Rank Dependent means is that the best possible outcome is predetermined by the rank of the skill and/or that the Rank has another static effect on the Character. 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 3 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 3 in that language and therefore has a better chance (because the player can roll +1d8 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

Rank Dependent skill usually have extra rules or have exceptions to the rules here. The one with the most change is Language as it is effected by the Campaign and the extra rules can actually change depending on the type of game the GM wishes to run.

Skill Ranks

Skills have Ranks. The skill ranks are 1 thru 10. Each rank has a corresponding die. As a Character levels up they gain more skill points. These points can be spent to level up a skill to the next rank and thus a better skill die. It costs 2 skill points to move a Class Skill up a rank and 3 skill points to move a Non-Class Skill up a rank. The maximum rank a skill can be is 1/2 the Character level round up. You cannot gain ranks in a skill that has not yet be trained.

Below is the skill ranks and there associated die.

  1. 1d4
  2. 1d6
  3. 1d8
  4. 1d10
  5. 1d12
  6. 1d12 + 1d4
  7. 1d12 + 1d6
  8. 1d12 + 1d8
  9. 1d12 + 1d10
  10. 2d12

Using Skills

Using a skill is as simple as rolling a d20 the Skill Rank Die if there is one and then adding the Skill Modifier Total which should be the Ability Modifier associated with the skill and any additional miscellaneous modifiers.

1d20 + Skill Rank Die + Ability Modifier + Miscellaneous Modifiers


However there are several side notes too consider.

  1. Is this skill usable in combat?
  2. How long does it take to use this Skill?
  3. 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.

Below is a list of all the skills under there associated Ability.

Strength:
Dexterity:
Constitution:
  • None
Intelligence:
Wisdom:
Charisma

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.


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. However two die that are both there highest roll is considered an automatic success. And two dice that are rolled both with 1s is an automatic failure. However this means that the Skill check has to involve more then just the d20 in order for an automatic success or failure too occur.

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 average for all the dice. For d20 that means the result would be a 10. If your skill rank is 5 then your skill die would be d12. So it would be 10 + 6 + Ability Mods + Misc Mods.
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, at least 20 minutes, and 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, instead of rolling 1d20 + Skill Rank Die for the skill check, just calculate your result as if you had rolled maximum for all your die.
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.
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.

GM Related Skill Information

Below are rules and information that will likely be import for a GM too know but not necessary for a player to understand to be able to play a Level one character. A Player may find it useful to read on however it is not necessary.

Difficulty Class

Most 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 total of 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 (Perception)
Easy (5) Climb a knotted rope (Athletics: Climb)
Average (10) Hear an approaching security guard (Perception)
Tough (15) Disarm an explosive (Demolitions)
Challenging (20) Swim against a strong current (Athletics: Swim)
Formidable (25) Break into a secure computer system (Computer Use)
Heroic (30) Leap across a 30-foot chasm (Athletics: 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 an alien forests on an overcast night after 12 days of rainfall (Survival)

A level 1 character should have no way of succeeding against a DC of 30 or higher. And find DC of 25 nearly impossible too them. While a level 20 character may find a DC of 40 the way the use too for DC 25 at level 1. With the right modifiers and possible advantage a level 20 character should be able to have a 50/50 change of succeeding a DC 40 task if it is in a Skill that they have fully ranked up.

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 Stealth Perception
Con someone Bluff Sense Motive
Hide from someone Stealth Perception
Win a car race Pilot Pilot
Pretend to be someone else Disguise Perception
Steal a key chain Sleight of Hand Perception
Create a fake ID Language Perception

Advantage and Disadvantage Conditions

Advantages can represent favorable conditions while disadvantages represent 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.

Option 1) The GM can alter the odds by simply adjusting the DC. This is best by changing it by either +/- 5. As the GM it is important to understand the success rate of the dice. The easiest way to do that is to take maximum possible dice roll before modifiers and divide it by halve. For a d20 that would be 10. If its a d20 + d10 that would be 15 and so on. If the DC is that number say DC of 15 then the player before modifiers has a ~55% chance of success. A Character who rolls d20 + d10 would have roughly a 50/50 chance at a DC15 with a slight lean toward success. However a DC20 the player would have about 30% chance of success. If you make the DC10 then the number is about 80% chance of success.

The real numbers are a tad different but that is close enough. Keep this in mind when you are attempting to provide a challenge to the players.


Option 2) The GM can simply keep the DC whatever it was before and give the Player an advantage or disadvantage following the Advantage rules. Note that the maximum number of dice that can be added to a d20 roll is 3. So the total amount of dice for conflict resolution can never be more then 4. A d20 + up to 3 additional die. Advantage allows a Player to add there Affinity die to the roll to help boost the total and gain an statistically higher chance of success. The same happens for disadvantage except the opposite. The Affinity die is added to the roll but its roll is subtracted from the total.

Disadvantage dice have to be rolled after the normal roll.

Here is a little trick for figuring out which option too take when dealing with favorable or unfavorable condition if you cannot deiced. Although in the end it is up tot the GM.

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.

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 will provoke an Attack of Opportunity against a character when he or she lets his or her guard down. To learn more please visit the Combat page.

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 person you’ve seen before
Charisma
Getting yourself noticed in a crowd

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