Tuesday, December 10, 2013

New Skills

New Skills!



Acrobatics
This is just a note. Parkour has recently become popular in comics and action movies. Players wishing to play a character adept in this discipline should take Gymnastics and use the subskill to leap over things, make daring jumps and dives, etc. This could also be used for sports, swimming, skiing, and other athletic pursuits.



Animal Handling
This skill now has a new subskill: Exotic Animal Handling. The factor cost of the skill is increased to 5. 
Exotic Animal Handling* allows the character to use his Animal Training and/or Riding subskills on unusual animals (a common occurrence in comics) like pegasi, hippogriffs, aliens, dragons, etc. This subskill cannot be used by Unskilled characters.
       In addition, the Riding subskill has been expanded to including the driving of animal teams, such as those that draw wagons, chariots, and sleds.

Artist
This skill is no longer a skill. It is now an advantage similar to Scholar, with each art form being a separate Advantage. See the post New Advantages.







Charisma- To clarify: Only a character with the Charisma skill may use Interaction Maneuvers. This skill has 2 new subskills: Disguise and Savior Faire. The factor cost of the skill is increased to 7.
Disguise* gives a character the ability to become adept at portraying many different personae. While disguised, the character’s APs of skill serve as the OV/RV for any Perception Checks to infiltrate the disguise. If the character is imitating a specific individual, then the OV reduced by -2 CS. RAPs indicate the the degree to which the disguise has been seen through.
Savior Faire* can be substituted for a character’s OV when resisting Interaction maneuvers. It can also be used as the AV/EV of attempts to see through disguises. This subskill cannot be used by Unskilled characters.
  


Martial Artist
This skill has a new advantage to it. Martial artists are very tough. Once per day (15 APs), the character may substitute his APs of skill for the AV of a single Recovery Check.
 





Military Science
This skill has a new subskill: Survival. The factor cost of the skill is increased to 9. 
Survival gives a character the ability to locate shelter, food, and water in wilderness environs, as well as locating and identifying useful plants.  The difficulty is based on how desolate the environment is. In tundra or arctic places, finding water is Easy (just melt some ice), but all other rolls are Strenuous and take 12 APs of time to perform (4 hours). In a desert environment, finding anything is an Extreme challenge and take 12 APs of time to perform (4 hours). In jungles, swamps, and forests where vegetation is common, all rolls are Difficult and take 10 APs of time to perform (1 Hour).
 


Spy
Link: INT
Base Cost: 20          
Factor Cost: 6
Range: Self            
Type: Dice
This is the skill of espionage, surveillance, and intelligence. Spies, assassins, and hackers have this skill. Unskilled characters cannot use Cryptography, Electronic Countermeasures, or Hacking.
Spy has four subskills: Cryptography, Disguise, Electronic Countermeasures, and Hacking.
     Cryptography* enables a character to encrypt and decrypt data and communications. The AV/EV of encryption attempts equal the APs of subskill with the OV/RV equal to the APs of information the character desires to encrypt. The character can Go For Broke on this to make decrypting the code more difficult. The RAPs of the attempt equal the OV/RV of decryption attempts made by characters who do not have the code key. It takes at least 4 APs (1 minute) to encrypt information if using a program. If doing it by hand, it takes no less than a day (15 APs).
               To decrypt an encrypted message or data, requires a dice action with AV/EV equal to the APs of subskill against an OV/RV equal to the RAPs of the encryption attempt. Decryption is automatic if the character has the code key.  RAPs are APs of information decrypted. It takes at least 4 APs (1 minute) to decrypt information if using a program. If doing it by hand, it takes no less than a day (15 APs).

Electronic Countermeasures* allows a character to understand, operate, and detect the use of bugs, jammers, scramblers, decoders, surveillance equipment, etc. Concealing or using a device is a simple matter that requires no skill roll. When searching for such a device, the APs of subskill act as AV/EV. The OV/RV of the attempt is equal to the APs of subskill of the person who hid the device. 
*False Identification allows a character to create excellent false identities by faking official government records and documents. If the spy has access to the right equipment and has at least 10-12 APs of time to work, he can construct incredibly elaborate identities capable of fooling anyone, allowing him to move inside circles normally impossible.
       The APs of False Identification as act the AV/EV of attempts to create fake IDs. The OV/RV of commonly faked IDs like social security cards, driver’s licenses, military IDs, and passports is 4; the OV/RV of more involved documents like marriage licenses and birth certificates is 6; the OV/RV of documents likely to be heavily scrutinized like death certificates,  wills, tax returns, and deeds  is 8; and the OV/RV of complex records like military service records, work histories, and criminal records (or the removal of the same) is 10. The spy can also create a fake passkey to bypass security. This has an OV/RV of 10 and he must have a real passkey to examine while he creates the imitation. RAPS from any of these attempts act as the OV/RV of Detective (Counterfeit Recognition) or (Identification Systems) attempts.  
      It can also be used to fake photographic and digital images and film. Creating the fake image takes at least half a day (14 APs). The OV/RV of the attempt is based upon what media is being faked (see below). RAPs gained from the roll are the OV/RV of skill attempts to spot the fake using Detective (Counterfeit Recognition).
Media:                  OV/RV:
Digital Still                    2
Digital Recording           4
Digital Video                  6
Tape or vinyl                  6
Photograph                     8
      Video                             10
          
Hacking* enables a character to use one computer to affect another in a variety of ways while in communication with it. It also allows him to protect a computer being hacked by another.
         For a computer to be hacked, the hacker must first be operating the targeted computer or he must link his computer to the target. For a link to be established, it must be possible, either through the Internet, a power, or a physical connection. If such does not exist, hacking is impossible.
           Then, he must  break into the computer’s system. This is a dice action with AV/EV equal to the character’s APs of subskill and the computer’s INT/WILL as OV/RV. 
             Once the hacking has succeeded, the spy can do one of three things:
         Take control of a computer and dictate its actions. The AV/EV of this attempt is equal to the character’s APs of subskill and the OV/RV is the target computer’s INT/WILL. RAPs indicate the amount of time, in APs, the character can maintain control of the computer before its system security forces him to make another roll or leave. If another character is live on the computer, he can attempt to break another’s control of his own computer by making a dice action with AV/EV equal to his APs of subskill and OV/RV equal to the RAPs of dice action of the intruder.
           The spy can also choose to steal information from or implant false information into the computer’s memory, including false images and recordings (it does not allow him to create the false information, however- that is False Identification, described above)The AV/EV of this attempt is equal to the character’s APs of subskill and the OV/RV is the target computer’s Recall/WILL. RAPs indicate the APs of information stolen or falsified, as well as the OV/RV of Perception Checks to recognize that information has been stolen, altered, or planted.
               Finally, the spy can use his computer to attack another computer using viruses, overloads, and other such. This attack has an AV/EV of the spy’s APs of subskill and an OV/RV of the computer’s INT/MIND. RAPs are MIND damage done to the computer. A character who is live at a computer can substitute his APs of subskill for the computer’s OV.
            Against an AI, hacking is much more difficult, suffering a +2 CS to OV/RV.


 
Vehicles
This skill has two new subskills: Mecha and Exotic Vehicles. The factor cost of the skill is increased to 7.
       Mecha* includes power armor (such as the Iron Man or Rocket Red armor), mecha, walkers, and other such robot-style means of transportation. This subskill cannot be used by Unskilled characters.
     Exotic Vehicles* allows the character to operate unusual or unique vehicles such as transforming robots, combining vehicles, biomechanical vehicles, time machines, burrowing machines, signature craft, flying cycles, etc. Exotic Vehicles is not a singular subskill- having it without any of the other subskills is useless. The character must possess the normal skill required for the operation of the vehicle and the Exotic Vehicles skill in order to operate an exotic vehicle. For example, to operate the Batmobile, a character must possess Land Vehicles and Exotic Vehicles. Similarly, without Air or Water Vehicles, the character could not operate exotic air and water vehicles, even if he does have the Exotic Vehicles subskill.
Use of an exotic vehicle by a character for whom the vehicle was not designed requires an Action Check with AV/EV equal to the character’s APs of subskill. The OV/RV for this attempt is equal to the vehicle’s highest Attribute or Power as rated in APs. This subskill cannot be used by Unskilled characters.


Weaponry
This skill has one new subskill: Energy Weapons. The factor cost of the skill is increased to 7. 
Energy Weapons*: This subskill deals with the use of weapons that use energy instead of projectiles as their attack power. This includes any energy blasting weapon, from blasters and laser guns to phasers and disruptors to plasma cannons and sonic stunners. This subskill cannot be used by Unskilled characters. Energy melee weapons, like lightsabers, are Exotic Weapons.
      *Exotic Weapons (revision): Exotic Weapons is not a singular subskill- having it without any of the other subskills is useless. The character must possess the normal skill required for the use of the weapon and the Exotic Weapons skill in order to operate an exotic weapon. For example, to operate a freeze ray, a character must possess Energy Weapons and Exotic Weapons. Similarly, without Firearms or Melee Weapons, the character could not operate exotic firearms and melee weapons, even if he does have the Exotic Weapons subskill.
    OPTIONAL: Melee Weapons (revision): Melee weapons are frequently used to parry. When the user is armed with a melee weapon capable of parrying and is in combat against an enemy who is armed with a melee weapon or who is fighting unarmed, he may substitute his APs of Weaponry (Melee Weapons) for his OV. This costs the user an Automatic Action and must be declared at the beginning of the phase unless he is using a shield. If using a shield, the OV replacement still must be declared but is considered a free action.

OPTIONAL RULE: In DC Heroes, skills and attributes are related, but not connected. Thus, high attributes do not mean anything to a character’s skills. The GM can remedy this by allowing any skill bought at APs equal to or less than the link attribute’s APs to be bought at -1 FC. This does not change linking, which still only offers a -2 FC adjustment. If the skill has APs above the link attribute, then it is purchased normally.
          When increasing APs after character creation, buy APs less than or equal to the APs of link attribute at -1 FC, and APs greater than the APs of link attribute at normal FC.

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