Skills I

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SKILLS I

Skill Descriptions

Skills are presented in alphabetical order, in the following
format. Entries that do not apply to a particular skill are omitted in that
skill’s description.

Skill Description Format

Skill Name (Key Ability) Trained Only; Armor Penalty

The skill name line and the line beneath it include the
following information:

**Key Ability:** The abbreviation for the ability whose
modifier applies to the skill check. Exceptions: Speak Language and Read/Write
Language have “None” given as their key ability because the use of these skills
never requires a check.

**Trained Only:** If “Trained Only” appears on the line
beneath the skill name, a character must have at least 1 rank in the skill to
use it. If “Trained Only” is omitted, the skill can be used untrained. If any
particular notes apply to trained or untrained use, they are covered in the
Special section (see below).

**Armor Penalty:** If “Armor Penalty” appears on the line
beneath the skill name, apply the armor penalty for the armor the character is
wearing to checks involving this skill.

**Check:** What a character can do with a successful
skill check, and the check’s DC.

**Try Again?:** Any conditions that apply to repeated
attempts to use the skill for a particular purpose. If this entry is omitted,
the skill check can be tried again without any inherent penalty other than
taking additional time.

**Special:** Any particular notes that apply, such as
whether a character can take 10 or take 20 when using the skill.

**Untrained:** Any details about using a skill untrained.
If this entry doesn’t appear, it means the skill works the same even when used
untrained, or that an untrained character can’t make checks with this skill
(true for skills that are designated “Trained Only”).

**Time:** How much time it takes to make a check with
this skill.

# Balance (Dex) Armor Penalty

**Check:** The character can walk on a precarious
surface. A successful check lets the character move at half his or her speed
along the surface as a move action. A failure indicates that the character
spends his or her move action keeping his or her balance and does not move. A
failure by 5 or more indicates that the character falls. The difficulty varies
with the conditions of the surface.

  7–12 in. wide
  2–6 in. wide
  Less than 2 in. wide
 angled; add +10 if it is both slippery and angled.

**Being**
Attacked While Balancing: **While balancing, the character is**
flat-footed (the character loses his or her Dexterity bonus to Defense, if the
character has one), unless the character has 5 or more ranks in Balance. If the
character takes damage, he or she must make a Balance check again to remain
standing.

Accelerated
Movement: The character can try to cross a precarious surface
more quickly than normal. The character can move his or her full speed, but the
character takes a –5 penalty on his or her Balance check. (Moving twice the character’s
speed in a round requires two checks, one for each move action.)

The character can attempt to charge across a precarious
surface. Charging requires one Balance check at a –5 penalty for each multiple
of the character’s speed (or fraction thereof) that the character charges.

Special: A character can take 10 when making a Balance
check, but can’t take 20.

A character with the Focused feat gets a +2 bonus on all
Balance checks.

**Time:** Balancing while moving one-half the character’s
speed is a move action.

Accelerated movement, allowing the character to balance
while moving his or her full speed, is also a move action.

# Bluff (Cha)

**Check:** A Bluff check is opposed by the target’s Sense
Motive check when trying to con or mislead. Favorable and unfavorable
circumstances weigh heavily on the outcome of a bluff. Two circumstances can
work against the character: The bluff is hard to believe, or the action that
the bluff requires the target to take goes against the target’s self-interest,
nature, personality, or orders.

If it’s important, the GM can distinguish between a bluff
that fails because the target doesn’t believe it and one that fails because it
asks too much of the target. For instance, if the target gets a +10 bonus
because the bluff demands something risky of the target, and the target’s Sense
Motive check succeeds by 10 or less, then the target didn’t so much see through
the bluff as prove reluctant to go along with it. If the target’s Sense Motive
check succeeds by 11 or more, he has seen through the bluff, and would have
succeeded in doing so even if it had not placed any demand on him (that is,
even without the +10 bonus).

A successful Bluff check indicates that the target reacts as
the character wishes, at least for a short time (usually 1 round or less), or
the target believes something that the character wants him or her to believe.

A bluff requires interaction between the character and the
target. Targets unaware of the character can’t be bluffed.

  The target wants to believe the character.
  The bluff is believable and doesn’t affect the target much
 one way or the other.
  The bluff is a little hard to believe or puts the target
 at some kind of risk.
  The bluff is hard to believe or entails a large risk for
 the target.
  The bluff is way out there; it’s almost too incredible to
 consider.

A bluff is not the same thing as a lie. A bluff is a quick
prevarication intended to distract, confuse, or mislead, generally only for the
short term. A bluff is not intended to withstand long-term or careful scrutiny,
but rather to momentarily deter an action or decision. Bluffs involve attitude
and body language. Bluffs often include lies, but they usually aren’t very
sophisticated and aren’t intended to deceive the target for more than a few
moments.

A lie, on the other hand, is a simple misrepresentation of
the facts. Body language and attitude aren’t a big part of communication. The
lie may be very sophisticated and well thought-out, and is intended to deceive
a character at least until he or she discovers evidence to the contrary. A
character should not make a Bluff check every time he or she utters a lie.

**Feinting**
in Combat: **A character can also use Bluff to mislead an**
opponent in combat so that the opponent can’t dodge the character’s attack
effectively. If the character succeeds, the next attack the character makes
against the target ignores his or her Dexterity bonus to Defense (if the
opponent has one), thus lowering his or her Defense score. Using Bluff in this
way against a creature of animal intelligence (Int 1 or 2) requires a –8
penalty on the check. Against a nonintelligent creature, feinting is
impossible.

Creating
a Diversion to Hide: A character can use Bluff to help him or her
hide. A successful Bluff check gives the character the momentary diversion
needed to attempt a Hide check while people are aware of the character. (See
the Hide skill)

Sending
a Secret Message: A character can use Bluff to send and
understand secret messages while appearing to be speaking about other
things.  The DC for a basic message is
10. Complex messages or messages trying to communicate new information have DCs
of 15 or 20. Both the sender and the receiver must make the check for the
secret message to be successfully relayed and understood.

Anyone listening in on a secret message can attempt a Sense
Motive check (DC equal to the sender’s Bluff check result). If successful, the
eavesdropper realizes that a secret message is contained in the communication.
If the eavesdropper beats the DC by 5 or more, he or she understands the secret
message.

Whether trying to send or intercept a message, a failure by
5 or more points means that one side or the other misinterprets the message in
some fashion.

**Try Again?:** Generally, a failed Bluff check makes the
target too suspicious for the character to try another bluff in the same
circumstances. For feinting in combat, the character may try again freely.

**Special:** A character can take 10 when making a bluff
(except for feinting in combat), but can’t take 20.

A character with the Deceptive feat gets a +2 bonus on all
Bluff checks.

**Time:** A bluff takes at least 1 round (and is at least
a full-round action) but can take much longer if the character tries something
elaborate. Using Bluff as a feint in combat is an attack action.

# Climb (Str) Armor Penalty

**Check:** With each successful Climb check, the
character can advance up, down, or across a slope or a wall or other steep
incline (or even a ceiling with handholds).

A slope is considered to be any incline of less than 60
degrees; a wall is any incline of 60 degrees or steeper.

A failed Climb check indicates that the character makes no
progress, and a check that fails by 5 or more means that the character falls
from whatever height he or she had already attained (unless the character is
secured with some kind of harness or other equipment).

The DC of the check depends on the conditions of the climb.
If the climb is less than 10 feet, reduce the DC by 5.

Since the character can’t move to avoid an attack, he or she
is flat-footed while climbing (the character loses any Dexterity bonus to
Defense).

Any time the character takes damage while climbing, make a
Climb check against the DC of the slope or wall. Failure means the character
falls from his or her current height and sustains the appropriate falling
damage.

Accelerated
Climbing: A character can try to climb more quickly than normal.
The character can move his or her full speed, but the character takes a –5
penalty on his or her Climb check. (Moving twice the character’s speed in a
round requires two checks, one for each move action.)

Making
Handholds and Footholds: A character can make handholds and
footholds by pounding pitons into a wall. Doing so takes 1 minute per piton,
and one piton is needed per 3 feet. As with any surface with handholds and
footholds, a wall with pitons in it has a DC of 15. In similar fashion, a
climber with an ice axe or other proper implement can cut handholds or
footholds in an ice wall.

Catching
Yourself When Falling: It’s practically impossible for a
character to catch him or herself on a wall while falling. Make a Climb check
(DC equal to wall’s DC + 20) to do so. A slope is relatively easier to catch on
(DC equal to slope’s DC + 10).

**Special:** Someone using a rope can haul a character
upward (or lower the character) by means of sheer strength. Use two times a
character’s maximum load to determine how much weight he or she can lift.

A character can take 10 while climbing, but can’t take 20.

A character without climbing gear takes a –4 penalty on
Climb checks. At the GM’s discretion, certain kinds of climbing attempts might
require only a rope or some other implement, or even just one’s hands and feet,
rather than a full set of climbing gear to avoid the penalty.

A character with the Athletic feat gets a +2 bonus on all
Climb checks.

**Time:** Climbing at one-half your speed is a full-round
action. Moving half that far (one-fourth the character’s speed) is a move
action.

Accelerated climbing, allowing the character to climb at his
or her full speed, is a full-round action. A character can move half that far
(one-half his or her speed) as a move action.

# Computer Use (Int)

**Check:** Most normal computer operations don’t require
a Computer Use check (though a character might have to make a Research check;
see the Research skill description). However, searching an unfamiliar network
for a particular file, writing computer programs, altering existing programs to
perform differently (better or worse), and breaking through computer security
are all relatively difficult and require skill checks.

## Find File:

This skill can be used for finding files or data on an
unfamiliar system. The DC for the check and the time required are determined by
the size of the site on which the character is searching.

Finding public information on the Internet does not fall
under this category; usually, such a task requires a Research check. This
application of the Computer Use skill only pertains to finding files on private
systems with which the character is not familiar.

  Personal computer
  Small office network
  Large office network
  Massive corporate network

## Defeat Computer Security:

This application of Computer Use can’t be used untrained.
The DC is determined by the quality of the security program installed to defend
the system. If the check is failed by 5 or more, the security system
immediately alerts its administrator that there has been an unauthorized entry.
An alerted administrator may attempt to identify the character or cut off the character’s
access to the system.

Sometimes, when accessing a difficult site, the character
has to defeat security at more than one stage of the operation. If the
character beats the DC by 10 or more when attempting to defeat computer
security, the character automatically succeeds at all subsequent security
checks at that site until the end of the character’s session (see Computer
Hacking below).

  Minimum
  Average
  Exceptional
  Maximum

## Computer Hacking

Breaking into a secure computer or network is often called
hacking.

When a character hacks, he or she attempts to invade a site.
A site is a virtual location containing files, data, or applications. A site
can be as small as a single computer, or as large as a corporate network
connecting computers and data archives all over the world—the important thing
is that access to the site connects the user to everything within it. Some
sites can be accessed via the Internet; others are not connected to any outside
network and can only be tapped into by a user who physically accesses a
computer connected to the site.

Every site is overseen by a system administrator—the person
in charge of the site, and who maintains its security. Often, the system
administrator is the only person with access to all of a site’s functions and
data. A site can have more than one system administrator; large sites have a
system administrator on duty at all times. A character is the system
administrator of his or her personal computer.

When a character hacks into a site, the visit is called a
session. Once a character stops accessing the site, the session is over. The
character can go back to the site in the future; when he or she does, it’s a
new session.

Several steps are required to hack into a site:

## Covering Tracks:

This step is optional. By making a Computer Use check (DC
20), a character can alter his or her identifying information. This imposes a
–5 penalty on any attempt made to identify the character if his or her activity
is detected.

Access
the Site**:** There are two ways to do this: physically or
over the Internet.

Physical
Access**:** A character gains physical access to the computer,
or a computer connected to the site.  If
the site being hacked is not connected to the Internet, this is probably the
only way a character can access it. A variety of skill checks may be required,
depending on the method used to gain access.

Internet
Access**:** Reaching a site over the net requires two Computer
Use checks. The first check (DC 10) is needed to find the site on the net. The
second is a check to defeat computer security (see the Computer Use skill
description). Once a character has succeeded in both checks, the character has
accessed the site.

Locate
What You’re Looking For**:** To find the data (or application,
or remote device) the character wants, make a Computer Use check. See Find File
under the skill description.

Defeat
File Security**:** Many networks have additional file
security.  If that’s the case, the
character needs to make another check to defeat computer security.

Do
Your Stuff**:** Finally, the character can actually do what he
or she came to do. If the character just wants to look at records, no
additional check is needed. (A character can also download data, although that
often takes several rounds—or even several minutes, for especially large
amounts of information—to complete.) Altering or deleting records sometimes
requires yet another check to defeat computer security. Other operations can be
carried out according to the Computer Use skill description.

## Defend Security:

If the character is the system administrator for a site
(which may be as simple as being the owner of a laptop), he or she can defend
the site against intruders. If the site alerts the character to an intruder,
the character can attempt to cut off the intruder’s access (end the intruder’s
session), or even to identify the intruder.

To cut off access, make an opposed Computer Use check
against the intruder. If the character succeeds, the intruder’s session is
ended. The intruder might be able to defeat the character’s security and access
his or her site again, but the intruder will have to start the hacking process
all over. Attempting to cut off access takes a full round.

One surefire way to prevent further access is to simply shut
the site down. With a single computer, that’s often no big deal—but on a large
site with many computers (or computers controlling functions that can’t be
interrupted), it may be time-consuming or even impossible.

To identify the intruder, make an opposed Computer Use check
against the intruder. If the character succeeds, the character learns the site
from which the intruder is operating (if it’s a single computer, the character
learns the name of the computer’s owner). Identifying the intruder requires 1
minute and is a separate check from cutting off access. This check can only be
made if the intruder is accessing the character’s site for the entire length of
the check—if the intruder’s session ends before the character finishes the
check, the character automatically fails.

## Degrade Programming:

A character can destroy or alter applications on a computer
to make use of that computer harder or impossible. The DC for the attempt
depends on what the character tries to do. Crashing a computer simply shuts it
down. Its user can restart it without making a skill check (however, restarting
takes 1 minute). Destroying programming makes the computer unusable until the
programming is repaired. Damaging programming imposes a –4 penalty on all
Computer Use checks made with the computer (sometimes this is preferable to
destroying the programming, since the user might not know that anything is
wrong, and won’t simply decide to use a different computer).

A character can degrade the programming of multiple
computers at a single site; doing so adds +2 to the DC for each additional
computer.

  Crash computer
  Destroy programming
  Damage programming

Fixing the degraded programming requires 1 hour and a
Computer Use check against a DC equal to the DC for degrading it + 5.

## Write Program:

A character can create a program to help with a specific
task. Doing so grants the character a +2 circumstance bonus to the task.

A specific task, in this case, is one type of operation with
one target.

The DC to write a program is 20; the time required is 1
hour.

## Operate Remote Device:

Many devices are computer-operated via remote links. If the
character has access to the computer that controls such systems, the character
can either shut them off or change their operating parameters. The DC depends
on the nature of the operation. If the character fails the check by 5 or more,
the system immediately alerts its administrator that there has been an
unauthorized use of the equipment. An alerted administrator may attempt to
identify the character or cut off his or her access to the system.

**Special:** A character can take 10 when using the
Computer Use skill. A character can take 20 in some cases, but not in those
that involve a penalty for failure. (A character cannot take 20 to defeat
computer security or defend security.)

A character with the Gearhead feat gets a +2 bonus on all
Computer Use checks.

**Time:** Computer Use requires at least a full-round
action. The GM may determine that some tasks require several rounds, a few
minutes, or longer, as described above.

# Concentration (Con)

**Check:** A character makes a Concentration check
whenever he or she may potentially be distracted while engaged in some action
that requires his or her full attention (such as making a Disable Device or
Treat Injury check). Situations such as taking damage, working in a bouncing
vehicle, or dealing with severe weather can require a character to make a
Concentration check.

If the Concentration check succeeds, the character may
continue with the action. If the Concentration check fails, the action
automatically fails (with the appropriate ramifications, if any), and the
action is wasted.

A successful Concentration check still doesn’t allow a
character to take 10 when in a stressful situation; he or she must roll the
check as normal.

The check DC depends on the nature of the distraction.

**Try Again?:** Yes, though a success doesn’t cancel the
effects of a previous failure, such as the disruption of an action that was
being concentrated on.

**Special:** A character can use Concentration to avoid
attacks of opportunity when attempting a skill check that normally provokes
attacks of opportunity. The DC to do so is 15.

If the Concentration check succeeds, the character may
attempt the action normally without incurring any attacks of opportunity. If
the Concentration check fails, the related check automatically fails just as if
the character’s concentration had been disrupted by a distraction. The
character does not provoke attacks of opportunity, however.

This use of Concentration applies only to skill checks. It
does not apply to other actions that normally provoke attacks of opportunity,
such as movement or making unarmed attacks.

A character with the Focused feat gets a +2 bonus on all
Concentration checks.

The concentration skill has further uses for characters
using magic or psionics.

**Time:** Making a Concentration check doesn’t require an
action; it is either a reaction (when attempted in response to a distraction)
or part of another action (when at­tempted actively).

# Craft (Int)

This skill encompasses several categories, each of them
treated as a separate skill: Craft (chemical), Craft (electronic), Craft
(mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts),
and Craft (writing).

Craft skills are specifically focused on creating objects.
To use a Craft skill effectively, a character must have a kit or some other set
of basic tools. The purchase DC of this equipment varies according to the
particular Craft skill.

To use Craft, first decide what the character is trying to
make and consult the category descriptions below. Make a Wealth check against
the given purchase DC for the object to see if the character succeeds in
acquiring the raw materials. If the character succeeds at that check, make the
Craft check against the given DC for the object in question. If the character
fails the check, he or she does not make the object, and the raw materials are
wasted (unless otherwise noted).

Generally, a character can take 10 when using a Craft skill
to construct an object, but can’t take 20 (since doing so represents multiple
attempts, and the character uses up the raw materials after the first attempt).
The exception is Craft (writing); a character can take 20 because the character
does not use up any raw materials (and thus no Wealth check is required to use
the skill).

# Craft (chemical) (Int) Trained Only

This skill allows a character to mix chemicals to create
acids, bases, explosives, and poisonous substances.

## Acids and Bases:

Acids are corrosives substances. Bases neutralize acids but
do not deal damage. A base of a certain type counteracts an acid of the same
type or a less potent type.

## Explosives:

Building an explosive from scratch is dangerous. If the
Craft (chemical) check fails, the raw materials are wasted. If the check fails
by 5 or more, the explosive compound detonates as it is being made, dealing
half of its intended damage to the builder and anyone else in the burst radius.

If the check succeeds, the final product is a solid
material, about the size of a brick. An explosive compound does not include a
fuse or detonator. Connecting a fuse or detonator requires a Demolitions check.

Scratch built explosives deal concussion damage.

## Poisonous Substances:

Solid poisons are usually ingested. Liquid poisons are most
effective when injected directly into the bloodstream. Gaseous poisons must be
inhaled to be effective. The table below summarizes the characteristics of
various poisons.

**Save**
DC: **The Difficulty Class of the Fortitude save to**
negate the effects of the poison.

**Initial**
Damage: **The damage a character takes immediately upon failing**
his or her Fortitude save.

**Secondary**
Damage: **The damage a character takes after 1 minute of**
exposure to the poison if the character fails a second saving throw. Ability
score damage is temporary, unless marked with an asterisk, in which case the
damage is permanent ability drain. Unconsciousness lasts for 1d3 hours, and
paralysis lasts 2d6 minutes.

**Purchase**
DC: **The DC for the Wealth check necessary to obtain the raw**
materials to craft the poison, or to purchase one bottle of solid or liquid
poison or one high-pressure cylinder of gaseous poison. A bottle holds four
doses, while a cylinder holds enough gas to fill a 10-foot-radius area.

**Restriction:**
The restriction rating for the poison, if any, and the appropriate black market
purchase DC modifier. Remember to apply this modifier to the purchase DC when
making a Wealth check to acquire the poison on the black market.

**Craft**
DC: **The DC of the Craft check to create a quantity of the**
poison.

**Time:**
The amount of time required for the Craft check.

If the Craft check succeeds, the final product is a
synthesized solid or liquid poison stored in a bottle (containing 4 doses) or a
gas stored in a pressurized cylinder. When released, the gas is sufficient to
fill a 10-foot-radius area and takes 1 round to fill the area.

**Special:** A character without a chemical kit takes a –4
penalty on Craft (chemical) checks.

A character with the Builder feat gets a +2 bonus on all
Craft (chemical) checks.

# **Craft (electronic) (Int) Trained Only**

This skill allows a character to build electronic equipment
from scratch, such as audio and video equipment, timers and listening devices,
or radios and communication devices.

When building an electronic device from scratch, the
character describes the kind of device he or she wants to construct; then the
Gamemaster decides whether the device is simple, moderate, complex, or advanced
com­pared to current technology.

  Simple (timer or detonator)
  Moderate (radio direction finder, electronic lock)
  Complex (cell phone)
  Advanced (computer)

**Special:** A character without an electrical tool kit
takes a –4 penalty on Craft (electronic) checks.

A character with the Builder feat gets a +2 bonus on all
Craft (electronic) checks.

# Craft (mechanical) (Int) Trained Only

This skill allows a character to build mechanical devices
from scratch, including engines and engine parts, weapons, armor, and other
gadgets. When building a mechanical device from scratch, the character
describes the kind of device he or she wants to construct; then the Gamemaster
decides if the device is simple, moderate, complex, or advanced compared to
current technology.

  Simple (tripwire trap)
  Moderate (engine component, light armor)
  Complex (automobile engine, 9mm autoloader handgun)
  Advanced (jet engine)

**Special:** A character without a mechanical tool kit
takes a –4 penalty on Craft (mechanical) checks.

A character with the Builder feat gets a +2 bonus on all
Craft (mechanical) checks.

# Craft (pharmaceutical) (Int) Trained Only

This skill allows a character to compound medicinal drugs to
aid in recovery from treatable illnesses. A medicinal drug gives a +2
circumstance bonus on Fortitude saves made to resist the effects of a disease.

The Craft (pharmaceutical) check is based on the severity of
the disease to be countered as measured by the DC of the Fortitude save needed
to resist it.

  14 or lower
  15–18
  19–22
  23 or higher

**Special:** A character without a pharmacist kit takes a
–4 penalty on Craft (pharmaceutical) checks.

A character with the Medical Expert feat gets a +2 bonus on
all Craft (pharmaceutical) checks.

Craft (structural) (Int)

This skill allows a character to build wooden, concrete, or
metal structures from scratch, including bookcases, desks, walls, houses, and
so forth, and includes such handyman skills as plumbing, house painting,
drywall, laying cement, and building cabinets.

  Simple (bookcase, false wall)
  Moderate (catapult, shed, house deck)
  Complex (bunker, domed ceiling)
  Advanced (house)

When building a structure from scratch, the character
describes the kind of structure he or she wants to construct; then the
Gamemaster decides if the structure is simple, moderate, complex, or advanced
in scope and difficulty.

**Special:** A character without a mechanical tool kit
takes a –4 penalty on Craft (structural) checks.

A character with the Builder feat gets a +2 bonus on all
Craft (structural) checks.

# Craft (visual art) (Int)

This skill allows a character to create paintings or
drawings, take photographs, use a video camera, or in some other way create a
work of visual art.

When attempting to create a work of visual art, the
character simply makes a Craft (visual art) check, the result of which
determines the quality of the work.

Unless the effort is particularly elaborate or the character
must acquire an expensive piece of equipment, the basic components have a
purchase DC of 5.

  9 or lower
  10–19
  20–24
  25–30
  31 or higher

Creating a work of visual art requires at least a full-round
action, but usually takes an hour, a day, or more, depending on the scope of
the project.

**Special:** A character with the Creative feat gets a +2
bonus on all Craft (visual art) checks.

# Craft (writing) (Int)

This skill allows a character to create short stories,
novels, scripts and screenplays, newspaper articles and columns, and similar
works of writing.

When creating a work of writing, the player simply makes a
Craft (writing) check, the result of which determines the quality of the work.

No Wealth check is necessary to use this Craft skill.

  9 or lower
  10–19
  20–24
  25–30
  31 or higher

Creating a work of writing requires at least 1 hour, but
usually takes a day, a week, or more, depending on the scope of the project.

**Special:** A character with the Creative feat gets a +2
bonus on all Craft (writing) checks.

Decipher Script (Int) Trained Only

**Check:** A character can decipher writing in an ancient
language or in code, or interpret the meaning of an incomplete text. The base
DC is 20 for the simplest messages, 25 for standard codes, and 30 or higher for
intricate or complex codes or exotic messages. Helpful texts or computer
programs can provide a bonus (usually a +2 circumstance bonus) on the check,
provided they are applicable to the script in question.

If the check succeeds, the character understands the general
content of a piece of writing, reading about one page of text or its equivalent
in 1 minute. If the check fails, the GM makes a Wisdom check (DC 10) for the
character to see if he or she avoids drawing a false conclusion about the text.
(Success means that the character does not draw a false conclusion; failure
means that the character does.)

The GM secretly makes both the skill check and the Wisdom
check so the character can’t tell whether the conclusion drawn is accurate or
not.

**Try Again?:** No, unless conditions change or new
information is uncovered.

**Special:** A character can take 10 when making a
Decipher Script check, but can’t take 20.

A character with the Studious feat gets a +2 bonus on all
Decipher Script checks.

**Time:** Decipher Script takes 1 minute or more,
depending on the complexity of the code.

# Demolitions (Int) Trained Only

**Check:** Setting a simple explosive to blow up at a
certain spot doesn’t require a check, but connecting and setting a detonator
does. Also, placing an explosive for maximum effect against a structure calls
for a check, as does disarming an explosive device.

**Set**
Detonator: **Most explosives require a detonator to go**
off. Connecting a detonator to an explosive requires a Demolitions check (DC
10). Failure means that the explosive fails to go off as planned. Failure by 10
or more means the explosive goes off as the detonator is being installed.

A character can make an explosive difficult to disarm. To do
so, the character chooses the disarm DC before making his or her check to set
the detonator (it must be higher than 10). The character’s DC to set the
detonator is equal to the disarm DC.

**Place**
Explosive Device: **Carefully placing an explosive against a**
fixed structure (a stationary, unattended inanimate object) can maximize the
damage dealt by exploiting vulnerabilities in the structure’s construction.

The GM makes the check (so that the character doesn’t know
exactly how well he or she has done). On a result of 15 or higher, the
explosive deals double damage to the structure against which it is placed. On a
result of 25 or higher, it deals triple damage to the structure. In all cases,
it deals normal damage to all other targets within its burst radius.

**Disarm**
Explosive Device: **Disarming an explosive that has been**
set to go off requires a Demolitions check. The DC is usually 10, unless the
person who set the detonator chose a higher disarm DC. If the character fails
the check, he or she does not disarm the explosive. If the character fails by
more than 5, the explosive goes off.

**Special:** A character can take 10 when using the
Demolitions skill, but can’t take 20.

A character with the Cautious feat and at least 1 rank in
this skill gets a +2 bonus on all Demolitions checks.

A character without a demolitions kit takes a –4 penalty on
Demolitions checks.

Making an explosive requires the Craft (chemical) skill. See
that skill description for details.

**Time:** Setting a detonator is usually a full-round
action. Placing an explosive device takes 1 minute or more, depending on the
scope of the job.

# Diplomacy (Cha)

**Check:** A character can change others’ attitudes with
a successful check (see the table below. In negotiations, participants roll
opposed Diplomacy checks to see who gains the advantage. Opposed checks also
resolve cases where two advocates or diplomats plead opposing cases before a
third party.

Diplomacy can be used to influence a GM character’s
attitude. The GM chooses the character’s initial attitude based on
circumstances. Most of the time, the people the heroes meet are indifferent
toward them, but a specific situation may call for a different initial
attitude. The DCs given in the accompanying table show what it takes to change
someone’s attitude with the use of the Diplomacy skill. The character doesn’t
declare a specific outcome he or she is trying for; instead, make the check and
compare the result to the table on the next page.

**Try Again?:** Generally, trying again doesn’t work. Even
if the initial check succeeds, the other character can only be persuaded so
far. If the initial check fails, the other character has probably become more
firmly committed to his or her position, and trying again is futile.

**Special:** A character can take 10 when making a
Diplomacy check, but can’t take 20.

A character with the Trustworthy feat gets a +2 bonus on all
Diplomacy checks.

**Time:** Diplomacy is at least a full-round action. The
GM may determine that some negotiations require a longer period of time.

  Hostile
  Unfriendly
  Indifferent
  Friendly
  Helpful

## Bribery and Diplomacy

Offering money or another form of favor can, in the right
situation, improve a character’s chances with a Diplomacy skill check. Bribery
allows a character to circumvent various official obstacles when a person in a
position of trust or authority is willing to accept such an offering.

An illegal act, bribery requires two willing
participants—one to offer a bribe and the other to accept it.  When a character requires a bribe to render
services, then a hero’s Diplomacy check automatically fails if a bribe isn’t
attached to it. If a bribe isn’t requires, a hero can add a bribe to get a
bonus on his or her skill check. This can backfire, as some characters will be
insulted by a bribe offer (their attitude changes one step for the worse) and
others will report the hero to the proper authorities.

To bribe a character, make a Wealth check. Typical DCs are
shown on below, but the GM may modify the DC as he or she sees fit. If the hero
succeeds in the check, he or she gains a +2 bonus on the Diplomacy check. For
every point by which the hero beats the DC, increase the bonus by +1 (to a
total maximum bonus of +10).

  Bouncer
  Bureaucrat
  Informant
  Police officer

# Disable Device (Int) Trained Only

**Check:** The GM makes the Disable Device check so that
the character doesn’t necessarily know whether he or she has succeeded.

**Open**
Lock: **A character can pick conventional locks, finesse**
combination locks, and bypass electronic locks. The character must have a lockpick
set (for a mechanical lock) or an electrical tool kit (for an electronic lock).
The DC depends on the quality of the lock.

  Cheap (briefcase lock)
  Average (home deadbolt)
  High quality (business deadbolt)
  High security (branch bank vault)
  Ultra-high security (bank headquarters vault)

Disable
Security Device:A character can disable a security
device, such as an electric fence, motion sensor, or security camera. The
character must be able to reach the actual device. If the device is monitored,
the fact that the character attempted to disable it will probably be noticed.

When disabling a monitored device, the character can prevent
his or her tampering from being noticed. Doing so requires 10 minutes and an
electrical tool kit, and increases the DC of the check by +10.

  Cheap (home door alarm)
  Average (store security camera)
  High quality (art museum motion detector)
  High security (bank vault alarm)
  Ultrahigh security (motion detector at Area 51)

Traps
and Sabotage**:** Disabling (or rigging or jamming) a simple
mechanical device has a DC of 10. More intricate and complex devices have
higher DCs. The GM rolls the check. If the check succeeds, the character
disables the device. If the check fails by 4 or less, the character has failed
but can try again. If the character fails by 5 or more, something goes wrong.
If it’s a trap, the character springs it. If it’s some sort of sabotage, the
character thinks the device is disabled, but it still works normally.

A character can rig simple devices to work normally for a
while and then fail some time later (usually after 1d4 rounds or minutes of
use).

**Try Again?:** Yes, though the character must be aware
that he or she has failed in order to try again.

**Special:** A character can take 10 when making a
Disable Device check. A character can take 20 to open a lock or to disable a
security device, unless the character is trying to prevent his or her tampering
from being noticed.

Possessing the proper tools gives a character the best
chance of succeeding on a Disable Device check. Opening a lock requires a
lockpick set (for a mechanical lock) or an electrical tool kit (for an
electronic lock). Opening a locked car calls for a car opening kit. Disabling a
security device requires either a mechanical tool kit or an electronic toll
kit, depending on the nature of the device. If the character does not have the
appropriate tools, he or she takes a –4 penalty on your check.

A lock release gun can open a mechanical lock of cheap or
average quality without a Disable Device check.

A character with the Cautious feat and at least 1 rank in
this skill gets a +2 bonus on all Disable Device checks.

**Time:** Disabling a simple mechanical device is a
full-round action. Intricate or complex devices require 2d4 rounds.

# Disguise (Cha)

**Check:** A character’s Disguise check result determines
how good the disguise is. It is opposed by others’ Spot check results. Make one
Disguise check even if several people make Spot checks. The GM makes the
character’s Disguise check secretly so that the character is not sure how well
his or her disguise holds up to scrutiny.

If the character doesn’t draw any attention to him or
herself, however, others don’t get to make Spot checks. If the character comes
to the attention of people who are suspicious, the suspicious person gets to
make a Spot check. (The GM can assume that such observers take 10 on their Spot
checks.)

The effectiveness of the character’s disguise depends in
part on how much the character is attempting to change his or her appearance.

  Minor details only
  Appropriate uniform or costume
  Disguised as different sex
  Disguised as different age category
  1
 Per step of difference between the character’s age category and the disguised
 age category (child, young adult, adult, middle age, old, or venerable).

If the character is impersonating a particular individual,
those who know what that person looks like automatically get to make Spot
checks. Furthermore, they get a bonus on their Spot checks.

  Recognizes on sight
  Friend or associate
  Close friend
  Intimate

Usually, an individual makes a Spot check to detect a
disguise immediately upon meeting the character and each hour thereafter. If
the character casually meets many different people, each for a short time, the
GM checks once per day or hour, using an average Spot modifier for the group
(assuming they take 10).

**Try Again?:** No, though the character can assume the
same disguise again at a later time. If others saw through the previous
disguise, they are automatically treated as suspicious if the character assumes
the same disguise again.

**Special:** A character can take 10 or take 20 when
establishing a disguise.

A character without a disguise kit takes a –4 penalty on
Disguise checks.

A character with the Deceptive feat gets a +2 bonus on all
Disguise checks.

A character can help someone else create a disguise for him
or her, treating it as an aid another attempt.

**Time:** A Disguise check requires 1d4 x10 minutes of
preparation. The GM makes Spot checks for those who encounter the character
immediately upon meeting the character and again each hour or day thereafter,
depending on circumstances.

# Drive (Dex)

**Check:** Routine tasks, such as ordinary driving, don’t
require a skill check. Make a check only when some unusual circumstance exists
(such as inclement weather or an icy surface), or when the character is driving
during a dramatic situation (the character is being chased or attacked, for
example, or is trying to reach a destination in a limited amount of time). When
driving, the character can attempt simple maneuvers or stunts. See Driving a
Vehicle for more details.

**Try Again?:** Most driving checks have consequences for
failure that make trying again impossible.

**Special:** A character can take 10 when driving, but
can’t take 20.

A character with the Vehicle Expert feat gets a +2 bonus on
all Drive checks.

There is no penalty for operating a general-purpose motor
vehicle. Other types of motor vehicles (heavy wheeled, powerboat, sailboat,
ship, and tracked) require the corresponding Surface Vehicle Operation feat, or
the character takes a –4 penalty on Drive checks.

**Time:** A Drive check is a move action.

Escape Artist (Dex) Armor Penalty

**Check:** Make a check to escape from restraints or to
squeeze through a tight space.

  Ropes
  Net
  Handcuffs
  Tight space
  Grappler

For ropes, a character’s Escape Artist check is opposed by
the Dexterity check result of the opponent who tied the bonds. Since it’s
easier to tie someone up than to escape from being tied up, the opponent gets a
+20 bonus on his or her Dexterity check.

For a tight space, a check is only called for if the
character’s head fits but his or her shoulders don’t. If the space is long,
such as in an airshaft, the GM may call for multiple checks. A character can’t
fit through a space that his or her head doesn’t fit through.

A character can make an Escape Artist check opposed by his
or her opponent’s grapple check to get out of a grapple or out of a pinned
condition (so that the character is just being grappled). Doing so is an attack
action, so if the character escapes the grapple he or she can move in the same
round.

**Try Again?:** A character can make another check after
a failed check if the character is squeezing through a tight space, making
multiple checks. If the situation permits, the character can make additional
checks as long as he or she is not being actively opposed.

**Special:** A character can take 10 on an Escape Artist
check. A character can take 20 if he or she is not being actively opposed (a
character can take 20 if he or she is tied up, even though it’s an opposed
check, because the opponent isn’t actively opposing the character).

A character with the Nimble feat gets a +2 bonus on all
Escape Artist checks.

**Time:** Making a check to escape from being bound by
ropes, handcuffs, or other restraints (except a grappler) requires 1 minute.
Escaping a net is a full-round action. Squeezing through a tight space takes at
least 1 minute, maybe longer, depending on the distance that must be crossed.

# Forgery (Int)

**Check:** Forgery requires ma­terials appropriate to the
document being forged, and some time. To forge a document the character needs
to have seen a similar document before.
The complexity of the document, the character’s degree of familiarity
with it, and whether the character needs to reproduce the signature or
handwriting of a specific individual, provide modifiers to the Forgery check,
as shown below.

Some documents require security or authorization codes,
whether authentic ones or additional forgeries. The GM makes the character’s
check secretly so the character is not sure how good his or her forgery is.

The Forgery skill is also used to detect someone else’s
forgery. The result of the original Forgery check that created the document is
opposed by a Forgery check by the person who examines the document to check its
authenticity. If the examiner’s check result is equal to or higher than the
original Forgery check, the document is determined to be fraudulent. The
examiner gains bonuses or penalties on his or her check as given in the table
below.

  Type of document unknown to examiner
  Type of document somewhat known to examiner
  Type of document well known to examiner
  Document is put through additional tests **1**
  Examiner only casually reviews the document **1**
  1 Cumulative with any of the first three conditions on the table. Apply
 this modifier along with one of the other three whenever appropriate.

A document that contradicts procedure, orders, or previous
knowledge, or one that requires the examiner to relinquish a possession or a
piece of information, can increase the examiner’s suspicion (and thus create
favorable circumstances for the examiner’s opposed Forgery check).

**Try Again?:** No, since the forger isn’t sure of the
quality of the original forgery.

**Special:** To forge documents and detect for­geries,
one must be able to read and write the ­language in question. (The skill is
language-­dependent.)

A character can take 10 when making a Forgery check, but
can’t take 20.

A character with the Meticulous feat gets a +2 bonus on all
Forgery checks.

A character without a forgery kit takes a –4 penalty on
Forgery checks.

**Time:** Forging a short, simple document takes about 1
minute. Longer or more complex documents take 1d4 minutes per page or longer.

# Gamble (Wis)

**Check:** To join or start a game, a character must
first pay a stake. The character sets the purchase DC of the stake if he or she
starts the game, or the GM sets it if the character joins a game. Stakes run
from penny-ante (purchase DC 4) to astronomical (purchase DC 24). A character
cannot take 20 when purchasing a stake.

If the stake is within the character’s means (it is equal to
or less than his or her Wealth bonus), the character stands no chance of
winning any significant amount. The character might come out ahead, but the
amount is not enough to affect his or her Wealth bonus. Since paying the stake
didn’t cost any points of Wealth bonus, the character doesn’t lose anything
either.

If the stake is higher than the character’s Wealth bonus
(before applying any reductions from purchasing the stake), the character gets
a +1 bonus on his or her Gamble check for every point the purchase DC is above
the character’s Wealth bonus.

The character’s Gamble check is opposed by the Gamble checks
of all other participants in the game. (If playing at a casino, assume the
house has a Gamble skill modifier equal to the stake purchase DC. Regardless of
the stake purchase DC, the house does not get a bonus on its Gamble check for
the purchase DC.) If there are many characters participating, the GM can opt to
make a single roll for all of them, using the highest Gamble skill modifier
among them and adding a +2 bonus to the check.

If the character beats all other participants, he or she
wins and gains an increase to his or her Wealth bonus. The amount of the
increase depends on the difference between the character’s check result and the
next highest result among the other participants.

  1–9
  10–19
  20–29
  30­–39
  40 or more

**Try Again?:** No, unless the character wants to put up
another stake.

**Special:** A character can’t take 10 or take 20 when
making a Gamble check.

A character with the Confident feat gets a +2 bonus on all
Gamble checks.

**Time:** A Gamble check requires 1 hour.