3.2: Finesse Skills

The Finesse Skills are as follows:
*Dodge (used to get out of the way of anything that can cause damage)
*Dexterous Maneuvers (used in situations that require agility to succeed)
*Hiding and Seeking (used when attempting to hide something or to seek something out)
====Dodge (DDG)====
This Skill is used when a character is required to dodge something (such as something thrown or shot in their direction). A character may specialize in dodging specific types of objects (such as bullets or dodgeballs). A character's Dodge Skill is compared to an enemy combatant's Attack Bonus prior to an attack and will modify the HD of the character, possibly improving their chances of escaping damage.
====Dexterous Maneuvers (DXM)====
This Skill is used in place of most traditional RPG Dexterity skills. It is used whenever a character has to be agile in order to succeed; some examples of these kinds of situations include riding a wild animal or walking a balance beam in between two tall buildings. Specializations in Dexterous Maneuvers include riding specific animals, trying to keep one's balance, disabling traps, picking locks, and so on. Picking a mechanical lock is handled using the Dexterous Maneuvers Skill; electronic locks, however, require a Cunning Check (which is an Intellect skill; see Chapter 3.4). The amount of time that passes in a Dexterous Maneuvers Check will vary greatly based upon the situation and may require multiple successful Checks (at the GM's discretion). Some actions, such as picking a simple catch-hook lock, may take as little as 1 round. Others, such as carefully defusing a bomb, may take upwards of an hour or more. When in doubt, a GM should use the result of a 3d5 roll to indicate the amount of time in rounds a Dexterous Maneuvers Skill Check will take. This Skill is typically subject to circumstantial DC adjustment; for example, attempting to pick a particularly complex lock is not circumstantially favorable.
====Hiding and Seeking (H&S)====
This Skill is used in place of traditional RPG skills such as Hiding, Seeking, Searching, etc. A player may specialize in hiding and/or seeking particular kinds of objects (for example, a law enforcement official might specialize in "Seeking Illicit Narcotics" while a drug pusher might specialize in "Hide Illicit Narcotics from Cops"). The amount of time needed for a Hiding and Seeking Skill Check varies; as a general rule, the longer it took to hide something, the longer it takes to find it again. This Skill is typically subject to circumstantial DC adjustments; having a great deal of time to search for or hide something works in a character's favor.
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Category:WCRPG