Darkmatter
Skills for d20
In Darkmatter d20,
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 has. The new
list is detailed below.
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. |
Concentration* |
CON |
Ability to maintain concentration when injured or distracted. |
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. |
Escape Artist |
DEX |
Elite ability of escaping
from knots, handcuffs, etc. |
First Aid* |
INT |
Basic ability to care
for the injuries fo others. |
Gather Info* |
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. |
Listen* |
WIS |
Basic ability to hear
sounds, both loud and quiet. |
Mechanic* |
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(specific) |
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. |
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. |
Swim* |
STR |
Basic ability to move
through water. |
Tumble* |
DEX |
Ability to roll with and avoid damage from falls. |
Use Computer* |
INT |
Basic modern skill
of operating basic personal computers and the internet. |
Wilderness Survival |
WIS |
Essential skill of
surviving in a variety of terrains. |
Hopefully, most of
the skills above are relatively self-explanatory in their usage.
Skills marked with a single asterix may be attempted untrained..
For those skills which have companion skills or feats in the Player's Handbook
(such as Open Locks and Move Silently), use the same modifiers and charts
from that book. Wilderness 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). 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.
Craft (INT)
This means you are
trained in the manufacturing of some kind of object, and includes skills
like carpentry, computer programming, contruction, 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.
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.
Firearms (DEX)
In Darkmatter d20, characters do nto automatically advance
in combat ability, as this skill is not overly necessary in the modern
era. Firearms is treated as a skill, but follows the same rules of
combat in the Player's Handbook.
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.
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.
Melee Combat (STR)
In Darkmatter d20, characters do not automatically advance
in combat ability, as this skill is not overly necessary in the modern
era. This same skill is used whether using a melee weapon or attacking
unarmed. Melee Comabt is treated as a skill, but follows the same
rules of combat in the Player's Handbook.
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. It is
actually a variety of skills, used to pilot a variety of vehicles, such
as automobiles, airplanes, helicopters, jet fighters, motorboats, submarines,
hang-gliders, motorcycles, guided missiles, etc.
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 Computer
(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.
DC |
Situation |
5 |
Using a word processor |
15 |
Finding a file |
20 |
Developing a webpage |
30 |
Breaking through a fire wall |
Retries: Characters
may try to use a computer as many times as they like, although it takes
much longer.t
The rules above are just basic summaries and guides to
using the skills presented. If you have any questions, suggestions,
or essential skills we left out, please e-mail
us. |