Section 4: Skills
In Call of Duty, skills
work exactly the same as in all d20 games. Characters spend skill
points to acquire ranks in skills, spending twice as many points for skills
that are not class skills. They then add ability modifiers, armor
modifiers, and a variety of other modifiers on to their rank, and this
gives them their basic bonus to rolls on a d20 when attempting that skill.
However, while the system for skills has not changed from 3rd edition Dungeons
& Dragons, the list of skills is quite different. The following
is the complete list of skills for the game Call of Duty. For simplicity,
Background Skills have been bolded. See the Character Creation
section for more info on Background Skills.
| Skill |
Ability
|
Description
|
| Balance* |
DEX |
Ability of maintaining
ones footing. |
| Bluff* |
CHA |
The ability to lie
and convincingly deceive people. |
| Climb* |
STR |
Brute strength
skill at climbing various surfaces with or without aids. |
| Charm* |
CHA |
Ability to convince
people by appealing to them physically. |
| Computer Use** |
INT |
Basic modern skill of operating personal computers
and the internet. |
| Craft(specific)** |
INT |
Variety of skills
that allow you to build or make things. |
| Diplomacy* |
CHA |
Skill at negotiation
and etiquette. |
| Disguise* |
CHA |
Ability to make yourself
appear innocuous or like someone else. |
| Electronics** |
INT |
Science of wiring
and electrical manipulation. |
| First Aid* |
INT |
Basic ability to care
for the injuries fo others. |
| Gather Information* |
CHA |
Skill of gathering
information from people in a region. |
| Interrogation* |
CHA |
Ability to force information
out of other people. |
| Intimidation* |
CHA |
Basic ability to scare
people into doing what you want. |
| Jump* |
STR |
Basic ability to
jump far and accurately. |
| Knowledge(specific)** |
INT |
A variety of fields
of knowledge. |
| Language(specific) |
INT |
Any of a number
of languages. |
| Listen* |
WIS |
Basic ability to hear
sounds, both loud and quiet. |
| Mechanics** |
INT |
Ability to adjust,
make, and fix mechanical devices. |
| Move Silently* |
DEX |
Ability to move quietly
so as not to attract attention. |
| Open Locks |
DEX |
Ability to pick mechanical
locks, and force them open. |
| Perform(specific)* |
CHA |
Skill at attracting
and holding attention, and at entertaining people. |
| Pilot** |
DEX |
Ability to drive
and control a variety of vehicles. |
| Prestidgitation** |
DEX |
Sleight of hand and
other basic tricks, as well as picking pockets. |
| Profession(specific) |
INT |
A variety of careers
and jobs. |
| Ride** |
DEX |
Ancient skill of riding
and controlling horses. |
| Search* |
INT |
Basic ability to search
an area and to find hidden objects. |
| Sense Motive* |
WIS |
Ability to detect
other people's intentions. |
| Spot* |
WIS |
Basic ability to perceive
visual things which are out of place. |
| Survival** |
WIS |
Essential skill of surviving in a variety of terrains. |
| Swim* |
STR |
Basic ability to
move through water. |
| Tumble* |
DEX |
Ability to roll with and avoid damage from falls. |
| Use Device |
INT |
Basic skill of using any type of mechanical device. |
Hopefully, most of
the skills above are relatively self-explanatory in their usage.
Skills marked with a single asterix may be attempted untrained normally.
Those marked with two asterixes may be attempted untrained, but people
doing so suffer a -5 situation modifier to the check for being untrained.
For those skills which have companion skills or feats in the Player's Handbook
(such as Tracking and Move Silently), use the same modifiers and charts
from that book. Survival is basically the modern-day equivalent of
Wilderness Lore ("lore" is so sixth century), and uses that skill's charts
and rules from the PHB. The same goes for Prestidgitation and Pick
Pocket (after all, Pick Pocket lets you do alot more than just pick pockets).
Prestidgitation also serves the same purpose as Escape Artist. A
few other adjustments for some skills must be included, though. Use
these rules changes below, exchanging the sections in the PHB with the
modified sections below.
Bluff (CHA)
Check: As in
the PHB, except you may not Feint in Combat.
Special: Having
5 or more ranks in Bluff grants a +2 synergy bonus to Charm, Intimidate,
Interrogate, or Diplomacy checks. It also grants a +2 synergy bonus
to Disguise if the person disguised knows they are being watched and try
and act as if they are not themselves.
Charm (CHA)
This skill is used
to coaxe sensitive secrets out of a lonely navan officer, or to seduce
a weapon contractor's lonely secretary.
Check: Charm
is used specifically with the intention of getting something you want out
of another person, whether sensitive government information, or a night's
company. For this reason, it is always an opposed check versus the
opponent's Sense Motive skill. Charming requires interaction, and
therefore the charmer must be known to their target. Generally, charming
takes at least 5 minutes, and this is the base unit of time for this activity.
A variety of modifiers can adjust this skill check.
| Example Circumstances |
Sense Motive
Modifier |
| Charmer is attractive member of the opposite sex (Cha
14+) |
-5 |
| Charmer is a stunning member of the opposite sex (Cha
17+) |
-10 |
| Target is inebriated |
-10 |
| Charmer has strange request (i.e., "just let me borrow
your car") |
+5 |
| Charmer has ridiculous request (i.e., "just let me have
your car") |
+10 |
Retry: Retries
do not work when Charming someone else, as they have already determined
your true motive. That is why so many "charmers" spend so much time
working on their mark (i.e., they take 10 or 20).
Special: Having
5 or more ranks in Charm grants a +2 synergy bonus to Bluff and Diplomacy
checks. It also grants a +2 synergy bonus to Disguise if the person
disguised engages in conversation with someone whom might recognize their
disguise.
Computer Use
(INT)
A must have in the
modern era, this skill allows characters to use common computers and programs.
Check: Computer
checks usually take about ten minutes, and this is the basic unit of time
used. The DC of a Use Computer check depends on the situation.
Retries: Characters
may try to use a computer as many times as they like, although it takes
much longer.
Craft (INT)
This means you are
trained in the manufacturing of some kind of object, and includes skills
like carpentry, computer programming, contruction, criminal profile, explosives,
firearms, forgery, jewelry, locksmithing, manufacturing, painting, sculpting,
trapmaking, woodcarving, weaving, etc.
Diplomacy
(CHA)
Special: Having
5 or more ranks in Bluff, Charm, or Sense Motive grants a +2 synergy bonus
to Diplomacy checks. These bonuses stack.
Disguise (CHA)
As well as all the functions in the PHB, Disguise is
also used to hide devices on one's person, or in a room, such as surveillance
devices and weapons.
Electronics
(INT)
This skill is used
for installing electrical devices or for fixing electrical appliances.
Check: The
DC for electronics checks depends upon the task being attempted.
The base time is 1 minute, and this is used in terms of taking 10 or 20.
| DC |
Task Being Attempted |
| 10 |
Installing an audio bug in a room |
| 15 |
Bypassing a security alarm's power source |
| 20 |
Fixing an airplane's electrical system. |
| 25 |
Recreating an airplane's electrical system. |
Retries: Retries
are allowed with Electronics, but they take more time.
Interrogation
(CHA)
This skill is used
whether grilling a suspect or torturing a terrorist leader.
Check: Interrogation
checks are opposed checks versus the interrogatee's Will save. An
interrogation takes at least 10 minutes, and this is the base time, for
use in taking 10 and 20. A variety of modifiers can adjust this check.
| Example Circumstances |
Will Save Modifier |
| Victim has been drugged |
-10 |
| Victim has been given 1/4 hit points worth of real or
subdual damage |
-5 |
| Victim has been given 1/2 hit points worth of real or
subdual damage |
-10 |
| Victim has been given 3/4 hit points worth of real or
subdual damage |
-15 |
| Victim has been betrayed by allies |
-5 |
Retries: Retries
are allowed, but only if the modifiers have saved, such as by drugging
an opponent or lowering their hit points.
Special: Having
5 or more ranks in Intimidate or Bluff grants a +2 synergy bonus to Interrogate
checks. These bonuses stack.
Intimidate
(CHA)
Special: Having
5 or more ranks in Intimidate grants a +2 synergy bonus to Interrogate
checks. Having 5 or more ranks in Bluff grants a +2 synergy bonus
to Intimidate checks.
Knowledge
(INT)
Knowledge is a variety
of skills, covering a broad variety of fields of knowledge, such as local
knowledge, global militaries, the intelligence communities, terrorist groups,
crime groups, engineering, history, narcotics, law, medicine, and a variety
of other skills.
Special: For
every 5 ranks in one Knowledge skill, the character gains +2 synergy bonuses
to checks relating in any way to that knowledge field. For instance,
if someone has a Knowledge(security systems) skill of rank 11, they gain
a +4 bonus to Electronics checks to disable such systems.
Language
(CHA)
Language is the skill
used any time two people attempt to communicate with eachother. It
includes not only spoken languages, but regional slangs, special codes
(such as morse), and hand signals.
Check: Language
checks are modified not only by the character's language modifier, but
by the person whom the character is communicating with's language modifier,
in the same language. Also, if they share more than one language,
and are aware of this, they may add the modifiers for all shared languages
to the check. However, sometimes characters will wish to limit which
languages they speak in, such as only speaking Spanish, or only using hand
signals. In this case, they may only add the modifiers for the languages
they are using. At rank 5, a character is considered fluent, and
two fluent characters no longer need to make Language checks. The
DC of a Language check varies by how much is trying to be communicated.
| DC |
Message Being Communicated |
| 10 |
One word, basic commands |
| 15 |
Short orders |
| 20 |
Receiving directions |
| 25 |
Asking questions, responding to questions |
| 30 |
Specific words or letters, such as a code phrase |
Retries: No retries are allowed with the Language
skill, as, if the two could communicate, they would be able to do so the
first time.
Listen (WIS)
Check: In addition
to the DCs and modifiers in the PHB, add the following.
| DC |
Sound |
| 0 |
A gunshot |
| 15 |
A silenced gunshot |
| +2 |
Subsonic ammunition |
| -1 |
Per extra shot fired past first in burst |
Mechanic
(INT)
The mechanic skill
allows characters to fix and repair mechanical devices.
Check: The
base time for a Mechanic check is 10 minutes, and this is used in terms
of taking 10 and 20. The difficulty of a Mechanic check depends upon
the task.
| DC |
Task |
| 10 |
Replacing a car part. |
| 20 |
Repairing a car engine. |
| 30 |
Building replacement car parts. |
Retry: Retries
are allowed, though if fashinoning a custom car part, 1/2 the materials
are wasted.
Perform (CHA)
Check: As in
PHB, but instead of cp, sp and gold pieces per day, replace these with
$10, $50, and $500.
Pilot (DEX)
The Pilot skill is
used anytime a character needs to use and control a vehicle.
Check: The
difficulty check for piloting different vehicles is, for the most part,
left up to the GM. Look out for seperate rules supplements about
piloting different types of vehicles. The following DCs and tasks
are for automobiles
Profession
(INT)
Profession is the
skill that governs a variety of modern-day occupations, such as banker,
secretary, cook, manager, bus driver, farmer, mailman, pharmacist, etc.
It provides the character with all of the minor skills they need to perfrom
their jobs.
Use Device (INT)
A very common skill, this reflects a character's basic
ability to work with and use basic mechanical devices, from coffee makers
to geiger counters.
Check: Use Device checks usually take about 1
round, and this is the basic unit of time used. The DC of a Use Device
check is too variable to even reflect, and is left up to the GM.
Very simple, every day devices might not even need a check, while devices
which are complicated, such as a radar array, might have as high a DC as
30, to untrained users.
Retries: Retries are allowed.
The rules above are just basic summaries and guides to
using the skills presented. If you have any questions or suggestions
please e-mail us. |