Editing
Liberi Gothica: Skills
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Athletic Skills=== ------------------------ ====Climb==== ACTIVE The ability to climb slopes, pipes, and ledges. Ladders are too simple to roll a climb check for. A Climb check takes 1 action. On a success, you climb a distance equal to half your speed. If you fail a Climb check, you fall. You may take a -4 penalty to the Climb check to attempt an accelerated climb. On a success, you climb equal to your speed, instead of half your speed. If you take Life damage while climbing, you need to make another Climb check or you fall. You have a -4 penalty to Attack and Defense while climbing. Creatures with a Climb speed always succeed on climb checks relating to movement, and have no Attack or Defense penalty. Use the following difficulty modifiers for the roll: :Very rough surface, plenty of hand holds [typical stone cliff]: +4 :Rough surface, difficult/few hand holds [log cabin; typical dirt cliff]: +0 :Smooth surface, very few hand holds [brick wall]: -4 :Completely smooth surface, no hand holds [glass]: -10 :Using a rope: +4 :Using a knotted rope: +6 :Have a slope/wall at your back: +4 :At a corner: +2 :Surface is wet: -2 :Surface is greasy/slippery: -4 :Surface has a defined ledge [for moving horizontally]: +4 Ranks in Endure are added to Climb checks made to prevent falling after being injured. ====Grapple==== A/R The ability to hold and pin others. Grapple checks are opposed by the target's grapple check. If the attacker wins, the target and the grappler are held down, and unable to move until they break free of the grapple. You are considered in control of the grapple if you were the one who started it. While in a grapple, you have a few options for your actions: If you are in control of the grapple you can attack the other with a weapon two sizes smaller than themselves, attack with an unarmed strike, or disarm them. However, these rolls are made as a Grapple roll against the opponent's Defense, instead of an Attack/Disarm roll. This takes 1 action. If you are in control of the grapple, you can throw the target. They are moved into any square adjacent to you, and take 1d6 damage. The grapple is ended. If they fail a Reflexes check opposed by your Grapple check, they end up prone. This takes 2 actions. If you are in control of the grapple, you can attempt to carry the target. If you succeed on an opposed grapple check, you and the target move 5 feet in any direction you choose. This takes 1 action. If you are in control of the grapple, you can choose to end it at any time. This takes 1 action. If you are not in control of the grapple, you can attempt to gain control. This is an opposed grapple check, and the winner is now in control of the grapple. This takes 2 actions. If you are not in control of the grapple, you can attempt to break free of the grapple. This is done with an opposed Grapple check - if you win, you are freed from it, and if you lose, the grapple is maintained, unless the opponent wants to free them from the grapple. In that case, the grapple simply ends. This takes 2 actions. If you are not in the grapple, you can use a Grapple check to pull one person out of the grapple. If you succeed, you are now in control of a new grapple between yourself and the person you pulled out. If you fail, nothing changes. This takes 1 action. While in a grapple, you have a -4 penalty to Defense, and can not use active defenses. If multiple people are in a grapple, whenever opposed rolls are called for, everyone gets a Grapple roll. The winner of this opposed roll decides exactly what happens. Twice your Size modifier is added to your Grapple rolls. Ranks in Reflexes are added to Grapple checks to break free from the grapple. Ranks in Strength are added to Grapple checks to carry or throw. ====Jump==== ACTIVE Your ability to leap incredible distances. For a long jump: Divide the roll by 3 for how far [in feet] you jump. Divide the roll by 4 for how high [in feet] you jump. For a high jump: Divide the roll by 4 for how far [in feet] you jump. Divide the roll by 3 for how high [in feet] you jump. A running start gives you a +4 bonus to the check. If you have a running start, your ranks in Run are added to the Jump check. For every size larger than 0 you are, double the height and distance jumped. For every size smaller than 0 you are, halve the height and distance jumped. ====Reflexes==== REACTIVE Reflexes is your ability to dodge harmful effects. This is not used to dodge attacks - that, and more, is represented by Defense. Reflexes is used to avoid other things, like explosions, falling debris, and other effects that can't simply be parried. Ranks in Reflexes add to your Grapple checks to break free from the grapple. Your Size modifier is subtracted from your Reflex rolls. ====Ride==== ACTIVE Your ability to ride and control a creature without falling off. You can only ride something if it as at least one size larger than you. Trained riding animals give you a +4 bonus to ride them. Regular, docile animals have no bonus or penalty. Wild animals give you a -4 penalty. Ride is never an opposed roll. ====Run==== ACTIVE Running lets you move faster in a combat turn. If you spend 2 actions of the same round moving, you may make a Run check to move farther. If you succeed, you move an additional 5 feet, and roll again. Each time you succeed, you get a cumulative -1 penalty to the Run roll. If you fail, your movement ends. For example, Lynn is trying to flee a combat that turned poorly as quickly as possible. She takes her double move for 40 feet, and decides to Run. Her run skill has a modifier of 7. So, she rolls 2d6 and gets a 6, for 13. 5 more feet. Now she has a -1 penalty, so she needs to roll 6 or higher to succeed. She gets a 9, for 15. 5 more feet moved. Now she needs to roll 7 or higher. She gets a 3, for a total of 8, so her movement ends. She moved a total of 50 feet that round. Ranks in Run add to your Jump checks when you get a running start. Twice your Size modifier is added to your Run rolls. ====Stealth==== ACTIVE Stealth allows you to move without being seen or heard. Stealth is always an opposed check, opposed by the viewer's Notice skill. Difficulty modifiers: :Not moving: +2 :Dim lighting: +2 :No lighting: +4 :Moving at half speed: +0 :Moving at full speed: -4 :Running: -8 Ranks in Swim add to your Stealth checks while underwater. Your Size modifier is subtracted from all Stealth rolls. ====Swim==== ACTIVE Your ability to move through the water. A Swim check takes 1 action. On a success, you swim a distance equal to half your speed. If you fail a swim check, you flounder, and make no progress. If you flounder again while you are already floundering, you begin to drown. If you beat your swim check by 5 or more, you instead move equal to your speed, instead of half your speed. You can spend an action to dive under the surface. After [5 x Toughness] rounds underwater, you need to make an Endure check each round you need to stay underwater. You take a cumulative -1 penalty to this check for each round you succeed. If you fail an Endure check, you need to surface by the end of the round or you begin to drown. While drowning, you take a -4 penalty to Swim checks. Each round, you make an Endure check, with a cumulative -1 penalty for each round you are drowning. If you fail, you take 1 Toughness damage. If you take Life damage while swimming, you need to make another swim check or you flounder. You have a -4 penalty to Attack and Defense while swimming. Creatures with a Swim speed always succeed on swim checks relating to movement, and have no Attack or Defense penalty. Use the following modifiers on your Swim checks: Calm Water: +4 Running Water: +0 Swiftly running water: -2 Rapids: -6 Ranks in Swim add to your Stealth checks while underwater. Ranks in Swim add to your Endure checks to avoid drowning. ------------------------
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information