Post by Flax on Aug 1, 2005 22:15:37 GMT -5
SKILLS
The following section provides new uses and rules for skills, expanding the existing the d20 Modern rules to better fit EXODIA. All of the skills and skill descriptions from D20 MODERN and the D20 FUTURE are also used.
SKILLS AND PROGRESS LEVEL
When a character seeks to use an item of a higher progress level than his PL familiarity, he suffers a circumstance penalty of -4 per progress level of difference between the two. This penalty comes into play most frequently for Computer Use, Craft, Demolitions, Disable Device, Drive, Pilot, and Repair skill checks, though the GM may determine that it applies to other skill checks as well. This penalty can be reduced or avoided by some talents, feats, and class abilities.
SKILLS AND ALIEN WORLDS
Characters trained in survival skills on one world may not find their experience so useful when stranded on another world. Each hero must designate a world as their home world. When not on his home world, the hero suffers a -4 circumstance penalty to Gather Information, Knowledge (Current Events, History, Popular Culture, Streetwise), Navigate, and Survival skill checks. This penalty may be modified or eliminated at the GM’s discretion, depending on the circumstances. Some worlds, such as desert planets, may have greater penalties to Navigate and Survival checks. This penalty can be reduced with the Explorer Training and World Familiarity feats.
NEW USES FOR OLD SKILLS
BALANCE [DEX]
Resist Zero-G Bull Rush: Under zero gravity conditions, the Balance skill may be used to resist the increased effect of a Bull Rush attempt. Normally, a successful Bull Rush attempt in zero gravity conditions results in the character being moved 10 feet, as opposed to 5 feet for every 5 points by which the attacker’s Strength check exceeds the defender’s. However, the defender may make a Balance check (opposed by the attacker’s own Balance skill or Dexterity check) in order to reduce the Bull Rush movement to 5 feet per 5 points of success on the Strength check, as per a normal Bull Rush in standard gravity. This check is made as a free action, in reaction to the attacker’s Bull Rush attempt.
CLIMB [STR]
Zero-G Movement: Any character under the effects of zero-gravity may use the Climb skill to move at his or her normal movement rate so long as he is within reach of a starship, space station, or some sort of object, such as an asteroid. (Moving in zerogravity conditions without solid objects to cling to requires the spacewalking application of the Tumble skill; see below.)
Note that in order to take advantage of this use of the Climb skill, the character must be in an environment that is completely enclosed (or at least enclosed enough to be considered an interior locale). The character then makes a Climb check as a free action before beginning his or her movement in the zero gravity environment. If the check succeeds, the character may move as though he or she were in standard gravity for the remainder of the round. The DC for this check is listed on the table below:
![](http://img.photobucket.com/albums/v638/The_Flax/Copyofclip_image002.jpg)
COMPUTER USE [INT]
False Sensor Reading: This use of the Computer Use skill allows the character to modify ship, vehicle or personal sensors in order to generate false sensor readings. This can be done in two ways: reprogramming the sensors that the character wishes to give false readings, or using sensors to broadcast a false sensor profile so that other sensors produce incorrect readings. Either method may be used as a full-round action. In order to alter a sensor system to produce false readings whenever it is used, the character need only make a normal Computer Use check (using any modifiers to the DC that would normally factor into a check on a standard computer system) to alter the sensor’s programming. Once the check is made, the character may determine whether or not the sensors provide exaggerated results (detecting small starfighters as massive capital ships, sensing high levels of radiation where the radiation levels are low, etc.), understated results (detecting clean air where there are toxic gases, detecting a small scout fighter where there is a heavy cruiser, etc.), or no results at all. Suspicious characters may recalibrate the sensors by making a Computer Use check of their own, with a DC equal to the Computer Use check of the original character who altered the sensors. The second method of creating a false sensor profile uses an existing sensor array to broadcast false readings so that any attempts to scan the starship, character, etc. made by other sensors produce inaccurate results. The character may then make a Computer Use check to alter the sensor profile in order to produce false readings; the base DC for this check is 15, modified by the following factors:
![](http://img.photobucket.com/albums/v638/The_Flax/Condition.jpg)
Lock Workstation: This application of the Computer Use skill allows a character to lock a particular computer or network into performing the same task without interruption. This is similar in many ways to the Crash Computer aspect of the skill but differs in a few fundamental ways. First, the computer
does not actually cease to function, and instead continues to perform a single task uninterrupted. Second, the character using this application of the skill may select a single task which the computer performs until deactivated. Third, anyone else attempting to use the computer that has been locked into a task will find themselves unable to access the computer at all, despite the fact that it continues to function. This use of the skill requires a full-round action and a Computer Use check (DC 25) to initiate. The character declares
what action he wants the computer to continually perform (sound an alarm, deactivate sensors, transmit vulgar text messages to nearby communications devices, etc.) and then the computer continues to perform that task until it is deactivated or until the character that locked the workstation commands it to cease. Note that whatever action the user tells the computer to repeatedly perform must be one that the character would normally be able to do (and Gamemasters are encouraged to have the character make this skill check before setting the computer to its task). Another character may break through this lock by making a Computer Use check equal to the final result of the Computer Use check that locked the workstation in the first place.
Power Up/Power Down System: When aboard a vehicle, starship, or space station, a character in control of the central computer may use the Computer Use skill to siphon power away from or send power to certain systems. With a simple Computer Use check (DC 20) the character may deactivate any one system (such as shields, life support, engines, weapons, etc.) as a move action. If successful, that system immediately ceases to function until it is powered up again. Powering up a system is also a Computer Use check (DC 20) that can be performed as a move action.
DEMOLITION [INT]
Shaped Charge: Whenever you place a mine or other fixed explosive charge, you may choose whether or not the explosion occurs as normal (spherical blast radius), explodes in a cone shape with a width equal to the explosive’s blast radius (DC 15), or in a straight line one square wide, with a length equal to the blast radius (DC 20). For example, a mine with a 20-foot blast radius can either explode in a 20-foot diameter sphere, a 20-foot wide cone, or in a 20-foot long line.
DISABLE DEVICE [INT]
Sabotage (Conditional): A more delicate art than simply disabling a piece of technology, this use of the Disable Device skill allows the character to sabotage a particular item such that it only ceases to function under certain circumstances. The character can dictate under which circumstances the device fails, and until those conditions are satisfied the device continues to function normally. The DC for using the sabotage option is equal to the normal Disable Device DC for that item +5. For example, disabling a starship’s landing gear would normally be a DC 15 Disable Device check; however, the character may increase that Disable Device DC to 20 (+5) in order to only have the landing gear fail after 5 uses, and not before. Failing this check is the same as failing a normal sabotage attempt, meaning that the character attempting to use the Disable Device skill thinks he has sabotaged the target when in actuality it continues to function normally.
FORGERY [INT]
False Manufacture: You can alter the serial numbers, part numbers, and manufacturer codes on pieces of machinery and electronic equipment to make it appear as though someone other than its true manufacturer produced that piece of technology. Doing so requires a Forgery check (DC 20 for simple items like knives and less functional items, growing higher as the complexity of the item increases) and takes one hour of work to complete. Additionally, a character with 5 or more ranks in Craft (electronic) or Craft (mechanical) (depending on which Craft skill would normally be used to construct the item) gains a +2 synergy bonus to this check. Items of totally unique manufacture impose a –5 penalty on the Forgery check, though they can still be made to look as though another manufacturer copied the design.
False Transmissions: With the nearly total move to electronic communications, the Forgery skill is used more for creating false transmissions than false documents. This process is similar to creating false documents in its use, but with one significant difference. Instead of opposing the Forgery roll with another Forgery check to determine whether or not the forged item is valid, the Forgery check is opposed with a Computer Use check to determine that all the right communications protocols have been observed. Otherwise, the Forgery is made using the exact same methods as described under the Forgery skill.
NAVIGATE [INT]
Space Travel: Though the Navigate skill has its own rules for traveling over long distances, the nature of space travel means that there are always better methods to be found for traveling between planets or between the stars. Normally, using the Navigate skill to plot a course simply involves determining the normal travel time and then calculating whether or not you make it in that set time. However, an alternate method for determining travel times is not only to punish the character for failing the check but also to reward a character for succeeding at the check. When a character makes a Navigate check to calculate space travel times, use the following additional rules. If the character fails the check (as determined by the travel time) then proceed as normal. If the character succeeds, determine the amount by which the Navigate check exceeded the skill DC; for every five points by which the check exceeds the DC, the travel time is reduced by 10% of the total travel time (rounded down). So, for example, on a trip that would normally last 6 days with a Navigate DC 25, a character rolling a 31 on the check reduced the trip to 5 days and 10 hours (taking off 14 hours for exceeding the check DC by 6).
PILOT [DEX]
Silent Running: The ship runs on minimal power and with almost no activity from the ship’s engines. This allows ships to appear as though they are merely pieces of space debris to sensor scans, fooling anyone hunting the ship using sensors. When a ship goes into silent running, almost all systems are powered down completely (see the Computer Use rolls above). This means the weapons, shields, and other non-essential systems will not function while under silent running conditions. Ships that are running silent may only have life support, sensors, and maneuvering thrusters active, or the silent running attempt fails. Once all ship systems have been powered down, the ship may only move short distances without being detected. The ship may move one square without being detected; attempting to move more than one square requires a Pilot check with a DC equal to 15, adding +5 to the DC for every square beyond the second that the Pilot attempts to move the ship through. While a ship is running silent, any attempts to scan the ship must first determine whether or not it is a ship or a piece of space debris. A scanning ship’s sensor operator must make a Computer Use check, opposed by the Pilot check of the pilot of the ship that is running silent. If the pilot succeeds, the scanning ship’s sensors simply pick up a piece of debris or an asteroid; if the sensor operator succeeds, the ship is detected and all normal actions using the sensor array may be made.
TUMBLE [DEX]
Spacewalking: Moving in a zero-gravity environment is very similar to simply having a fly speed, except that the character may only move in a straight line. However, characters who have spent extensive amounts of time in such environments quickly become adept at moving about without the assistance of gravity. Most astronauts throughout PL 5 and beyond master the art of spacewalking while working on spacecraft and satellites or exploring space stations without the benefits of artificial gravity. (Any character can move in zerogravity conditions by clinging to solid objects; see the Zero-G Movement application of the Climb skill, above.) Under normal Zero-G conditions, a character gains a fly speed but may only move in a straight line and may only change course by pushing off of a larger object, requiring a DC 15 Tumble check. If successful, the character may use any object of his size category (as opposed to a larger object) in order to change direction during his movement rate. So, Medium sized characters need only move into the same square as another Medium-sized object and make the appropriate Tumble check to change their trajectory. A failed check simply means that the character stops his movement at the point where he attempted to change his direction. A character moving in this fashion may attempt to bounce off another character or creature, even a hostile one, during a spacewalking action. A hostile character or creature can make an attack of opportunity as per normal. Friendly characters and creatures may simply allow themselves to be used as a pushing-off point without resisting.
TREAT INJURY [WIS]
This skill is also for using the cryogenic freezing process.
Check: Putting a person into or waking someone from cryogenic freezing is a dangerous process that can cause damage to the cells of the subject’s body if not done correctly. Most cryogenic sleep beds have the technology for installing and waking the occupant built in; normally, there is no additional equipment required. Entering Cryogenic Sleep: Putting a person into cryogenic sleep requires a Treat Injury check,
(DC 15). If this check fails by five or less, the occupant is successfully frozen but must make a Fortitude save (DC 20) or suffer 1d6 points of Constitution damage. If the check fails by more than five, the freezing process fails and the occupant must make a Fortitude check (DC 20) or take 2d6 points of Constitution damage. Constitution damage cause by improper freezing is not healed until the subject is removed from the cryogenic freezing device.
Exiting Cryogenic Sleep: When waking someone from cryogenic freezing, the operator of the cryogenic device must make a Treat Injury check (DC 15) to successfully awaken the occupant. If the operator fails the Treat Injury check, the occupant must make a Fortitude saving throw, DC 15 + the amount the Treat Injury check was failed by. If the Fortitude saving throw is successful, the occupant takes 1d6 points of Constitution damage. If the Fortitude saving throw fails, the occupant takes 3d6 points of Constitution damage.
Retry : For entering cryogenic sleep, yes, but each additional attempt may inflict Constitution damage. For exiting cryogenic sleep, no.
Time: 6 hours.
The following section provides new uses and rules for skills, expanding the existing the d20 Modern rules to better fit EXODIA. All of the skills and skill descriptions from D20 MODERN and the D20 FUTURE are also used.
SKILLS AND PROGRESS LEVEL
When a character seeks to use an item of a higher progress level than his PL familiarity, he suffers a circumstance penalty of -4 per progress level of difference between the two. This penalty comes into play most frequently for Computer Use, Craft, Demolitions, Disable Device, Drive, Pilot, and Repair skill checks, though the GM may determine that it applies to other skill checks as well. This penalty can be reduced or avoided by some talents, feats, and class abilities.
SKILLS AND ALIEN WORLDS
Characters trained in survival skills on one world may not find their experience so useful when stranded on another world. Each hero must designate a world as their home world. When not on his home world, the hero suffers a -4 circumstance penalty to Gather Information, Knowledge (Current Events, History, Popular Culture, Streetwise), Navigate, and Survival skill checks. This penalty may be modified or eliminated at the GM’s discretion, depending on the circumstances. Some worlds, such as desert planets, may have greater penalties to Navigate and Survival checks. This penalty can be reduced with the Explorer Training and World Familiarity feats.
NEW USES FOR OLD SKILLS
BALANCE [DEX]
Resist Zero-G Bull Rush: Under zero gravity conditions, the Balance skill may be used to resist the increased effect of a Bull Rush attempt. Normally, a successful Bull Rush attempt in zero gravity conditions results in the character being moved 10 feet, as opposed to 5 feet for every 5 points by which the attacker’s Strength check exceeds the defender’s. However, the defender may make a Balance check (opposed by the attacker’s own Balance skill or Dexterity check) in order to reduce the Bull Rush movement to 5 feet per 5 points of success on the Strength check, as per a normal Bull Rush in standard gravity. This check is made as a free action, in reaction to the attacker’s Bull Rush attempt.
CLIMB [STR]
Zero-G Movement: Any character under the effects of zero-gravity may use the Climb skill to move at his or her normal movement rate so long as he is within reach of a starship, space station, or some sort of object, such as an asteroid. (Moving in zerogravity conditions without solid objects to cling to requires the spacewalking application of the Tumble skill; see below.)
Note that in order to take advantage of this use of the Climb skill, the character must be in an environment that is completely enclosed (or at least enclosed enough to be considered an interior locale). The character then makes a Climb check as a free action before beginning his or her movement in the zero gravity environment. If the check succeeds, the character may move as though he or she were in standard gravity for the remainder of the round. The DC for this check is listed on the table below:
![](http://img.photobucket.com/albums/v638/The_Flax/Copyofclip_image002.jpg)
COMPUTER USE [INT]
False Sensor Reading: This use of the Computer Use skill allows the character to modify ship, vehicle or personal sensors in order to generate false sensor readings. This can be done in two ways: reprogramming the sensors that the character wishes to give false readings, or using sensors to broadcast a false sensor profile so that other sensors produce incorrect readings. Either method may be used as a full-round action. In order to alter a sensor system to produce false readings whenever it is used, the character need only make a normal Computer Use check (using any modifiers to the DC that would normally factor into a check on a standard computer system) to alter the sensor’s programming. Once the check is made, the character may determine whether or not the sensors provide exaggerated results (detecting small starfighters as massive capital ships, sensing high levels of radiation where the radiation levels are low, etc.), understated results (detecting clean air where there are toxic gases, detecting a small scout fighter where there is a heavy cruiser, etc.), or no results at all. Suspicious characters may recalibrate the sensors by making a Computer Use check of their own, with a DC equal to the Computer Use check of the original character who altered the sensors. The second method of creating a false sensor profile uses an existing sensor array to broadcast false readings so that any attempts to scan the starship, character, etc. made by other sensors produce inaccurate results. The character may then make a Computer Use check to alter the sensor profile in order to produce false readings; the base DC for this check is 15, modified by the following factors:
![](http://img.photobucket.com/albums/v638/The_Flax/Condition.jpg)
Lock Workstation: This application of the Computer Use skill allows a character to lock a particular computer or network into performing the same task without interruption. This is similar in many ways to the Crash Computer aspect of the skill but differs in a few fundamental ways. First, the computer
does not actually cease to function, and instead continues to perform a single task uninterrupted. Second, the character using this application of the skill may select a single task which the computer performs until deactivated. Third, anyone else attempting to use the computer that has been locked into a task will find themselves unable to access the computer at all, despite the fact that it continues to function. This use of the skill requires a full-round action and a Computer Use check (DC 25) to initiate. The character declares
what action he wants the computer to continually perform (sound an alarm, deactivate sensors, transmit vulgar text messages to nearby communications devices, etc.) and then the computer continues to perform that task until it is deactivated or until the character that locked the workstation commands it to cease. Note that whatever action the user tells the computer to repeatedly perform must be one that the character would normally be able to do (and Gamemasters are encouraged to have the character make this skill check before setting the computer to its task). Another character may break through this lock by making a Computer Use check equal to the final result of the Computer Use check that locked the workstation in the first place.
Power Up/Power Down System: When aboard a vehicle, starship, or space station, a character in control of the central computer may use the Computer Use skill to siphon power away from or send power to certain systems. With a simple Computer Use check (DC 20) the character may deactivate any one system (such as shields, life support, engines, weapons, etc.) as a move action. If successful, that system immediately ceases to function until it is powered up again. Powering up a system is also a Computer Use check (DC 20) that can be performed as a move action.
DEMOLITION [INT]
Shaped Charge: Whenever you place a mine or other fixed explosive charge, you may choose whether or not the explosion occurs as normal (spherical blast radius), explodes in a cone shape with a width equal to the explosive’s blast radius (DC 15), or in a straight line one square wide, with a length equal to the blast radius (DC 20). For example, a mine with a 20-foot blast radius can either explode in a 20-foot diameter sphere, a 20-foot wide cone, or in a 20-foot long line.
DISABLE DEVICE [INT]
Sabotage (Conditional): A more delicate art than simply disabling a piece of technology, this use of the Disable Device skill allows the character to sabotage a particular item such that it only ceases to function under certain circumstances. The character can dictate under which circumstances the device fails, and until those conditions are satisfied the device continues to function normally. The DC for using the sabotage option is equal to the normal Disable Device DC for that item +5. For example, disabling a starship’s landing gear would normally be a DC 15 Disable Device check; however, the character may increase that Disable Device DC to 20 (+5) in order to only have the landing gear fail after 5 uses, and not before. Failing this check is the same as failing a normal sabotage attempt, meaning that the character attempting to use the Disable Device skill thinks he has sabotaged the target when in actuality it continues to function normally.
FORGERY [INT]
False Manufacture: You can alter the serial numbers, part numbers, and manufacturer codes on pieces of machinery and electronic equipment to make it appear as though someone other than its true manufacturer produced that piece of technology. Doing so requires a Forgery check (DC 20 for simple items like knives and less functional items, growing higher as the complexity of the item increases) and takes one hour of work to complete. Additionally, a character with 5 or more ranks in Craft (electronic) or Craft (mechanical) (depending on which Craft skill would normally be used to construct the item) gains a +2 synergy bonus to this check. Items of totally unique manufacture impose a –5 penalty on the Forgery check, though they can still be made to look as though another manufacturer copied the design.
False Transmissions: With the nearly total move to electronic communications, the Forgery skill is used more for creating false transmissions than false documents. This process is similar to creating false documents in its use, but with one significant difference. Instead of opposing the Forgery roll with another Forgery check to determine whether or not the forged item is valid, the Forgery check is opposed with a Computer Use check to determine that all the right communications protocols have been observed. Otherwise, the Forgery is made using the exact same methods as described under the Forgery skill.
NAVIGATE [INT]
Space Travel: Though the Navigate skill has its own rules for traveling over long distances, the nature of space travel means that there are always better methods to be found for traveling between planets or between the stars. Normally, using the Navigate skill to plot a course simply involves determining the normal travel time and then calculating whether or not you make it in that set time. However, an alternate method for determining travel times is not only to punish the character for failing the check but also to reward a character for succeeding at the check. When a character makes a Navigate check to calculate space travel times, use the following additional rules. If the character fails the check (as determined by the travel time) then proceed as normal. If the character succeeds, determine the amount by which the Navigate check exceeded the skill DC; for every five points by which the check exceeds the DC, the travel time is reduced by 10% of the total travel time (rounded down). So, for example, on a trip that would normally last 6 days with a Navigate DC 25, a character rolling a 31 on the check reduced the trip to 5 days and 10 hours (taking off 14 hours for exceeding the check DC by 6).
PILOT [DEX]
Silent Running: The ship runs on minimal power and with almost no activity from the ship’s engines. This allows ships to appear as though they are merely pieces of space debris to sensor scans, fooling anyone hunting the ship using sensors. When a ship goes into silent running, almost all systems are powered down completely (see the Computer Use rolls above). This means the weapons, shields, and other non-essential systems will not function while under silent running conditions. Ships that are running silent may only have life support, sensors, and maneuvering thrusters active, or the silent running attempt fails. Once all ship systems have been powered down, the ship may only move short distances without being detected. The ship may move one square without being detected; attempting to move more than one square requires a Pilot check with a DC equal to 15, adding +5 to the DC for every square beyond the second that the Pilot attempts to move the ship through. While a ship is running silent, any attempts to scan the ship must first determine whether or not it is a ship or a piece of space debris. A scanning ship’s sensor operator must make a Computer Use check, opposed by the Pilot check of the pilot of the ship that is running silent. If the pilot succeeds, the scanning ship’s sensors simply pick up a piece of debris or an asteroid; if the sensor operator succeeds, the ship is detected and all normal actions using the sensor array may be made.
TUMBLE [DEX]
Spacewalking: Moving in a zero-gravity environment is very similar to simply having a fly speed, except that the character may only move in a straight line. However, characters who have spent extensive amounts of time in such environments quickly become adept at moving about without the assistance of gravity. Most astronauts throughout PL 5 and beyond master the art of spacewalking while working on spacecraft and satellites or exploring space stations without the benefits of artificial gravity. (Any character can move in zerogravity conditions by clinging to solid objects; see the Zero-G Movement application of the Climb skill, above.) Under normal Zero-G conditions, a character gains a fly speed but may only move in a straight line and may only change course by pushing off of a larger object, requiring a DC 15 Tumble check. If successful, the character may use any object of his size category (as opposed to a larger object) in order to change direction during his movement rate. So, Medium sized characters need only move into the same square as another Medium-sized object and make the appropriate Tumble check to change their trajectory. A failed check simply means that the character stops his movement at the point where he attempted to change his direction. A character moving in this fashion may attempt to bounce off another character or creature, even a hostile one, during a spacewalking action. A hostile character or creature can make an attack of opportunity as per normal. Friendly characters and creatures may simply allow themselves to be used as a pushing-off point without resisting.
TREAT INJURY [WIS]
This skill is also for using the cryogenic freezing process.
Check: Putting a person into or waking someone from cryogenic freezing is a dangerous process that can cause damage to the cells of the subject’s body if not done correctly. Most cryogenic sleep beds have the technology for installing and waking the occupant built in; normally, there is no additional equipment required. Entering Cryogenic Sleep: Putting a person into cryogenic sleep requires a Treat Injury check,
(DC 15). If this check fails by five or less, the occupant is successfully frozen but must make a Fortitude save (DC 20) or suffer 1d6 points of Constitution damage. If the check fails by more than five, the freezing process fails and the occupant must make a Fortitude check (DC 20) or take 2d6 points of Constitution damage. Constitution damage cause by improper freezing is not healed until the subject is removed from the cryogenic freezing device.
Exiting Cryogenic Sleep: When waking someone from cryogenic freezing, the operator of the cryogenic device must make a Treat Injury check (DC 15) to successfully awaken the occupant. If the operator fails the Treat Injury check, the occupant must make a Fortitude saving throw, DC 15 + the amount the Treat Injury check was failed by. If the Fortitude saving throw is successful, the occupant takes 1d6 points of Constitution damage. If the Fortitude saving throw fails, the occupant takes 3d6 points of Constitution damage.
Retry : For entering cryogenic sleep, yes, but each additional attempt may inflict Constitution damage. For exiting cryogenic sleep, no.
Time: 6 hours.