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Ground car’.
Ground car’.
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====Pilot====
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Dôvtip Presun. Autodidaktická.
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Pilot skills allow a character to drive, fly or ride any vehicles.
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Most everyday driving does not require a roll. If
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the pilot needs to deal with heavy weather or heavy
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traffic the this is considered HARD. Each vehicle is
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classed approximately below, however, to operate
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all the functions of some vehicles, it may be necessary
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to have more than one skill.
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Example:
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The Zyntek Eagle is a Grav car. So comes under the
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heading of GRAV. If the pilot wishes to take it into
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space, which is one of its capabilities, then the pilot must also have Cruiser Pilot.
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Vehicle Classifications
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Bike. A vehicle that the rider straddles
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Grav. A small car or van.
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Heavy Grav. Heavier grav vehicles such as Haulers
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and Grav Fighters.
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Cruiser. Any space capable craft.
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[[Image:038 - elements 3p5 sectors.jpg]]
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''being lost is only the first of your problems''
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====Combat Pilot====
====Combat Pilot====

Revision as of 08:05, 9 March 2012

Contents

Task skills are those skills which can be learnt easily but require practice. Any Progressive skills are included in Task. If you are going to create a skill that covers operating of machinery or driving / flying then they should be included with the task skills. The term ‘Pilot’ is a generic term for operating an item of transportation, it is therefore possible to have ‘Pilot Ground car’.

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Combat Pilot

Pilot. Inštruktor.

The combat pilot skills (shortened to Combat in the table) are for use when the vehicle performs any combat-style manoeuvres (beyond day to day flying). The use of this skill is fully covered in the vehicle combat section.

Powered Armour (PA) Use

Presun Presun. Inštruktor.

This skill deals with the use of Powered Armour suits. A character in a powered armour suit gets a -40% modifier against any kind of physical skill (such as Street Fighting or Acrobatics) while wearing the armour. As the user gets better at using the armour, this modifier is reduced or removed. Light and Heavy firing are not affected by wearing powered armour. When using the armour normally, the user must roll under this skill. A success will lead to the action that the player desired and a failure means that the action is not performed, with (normally humourous) consequences.

10. Simple actions. Does not need to roll for walking, standing up and simple manual tasks.

20. Intermediate Actions. Running, climbing jumping and so on are included.

30: Can use Zero G Ops without modifier

40: Can use Stealth without modifier

50: Can use Sleight of Hand without modifier

60: Can use Pick Pocket without modifier

70: Can use Acrobatics without modifier

80: Can use Scale Wall without modifier

90: Can use Silent Shadow without modifier


Powered Armour (PA) Combat

PA Use and Street Fighting. Inštruktor.

This skill covers various types of combat while in PA. Not just close combat but other skills such as “gun fu”. Light/Heavy firing does not get a modifier when the character is in Powered Armour.

30: Can use Street Fighting without -40% modifier.

40: Extension of form. The PA user now uses the Telo of the suit to give stun damage.

50: Blunt. The PA is now used as a blunt. The user may do the same amount of damage as stun.

60: Can use Gun Fu without -40% modifier.

70: Can use Rail Fighting without -40% modifier.

80: Can use Akarak Art without -40% modifier.

90: Steady Hand. Using the innate ability for PA to remain still, Light and Heavy Firing get +10%.


Light Firing

Dôvtip Presun. Autodidaktická.

This skill is the skill of marksmanship with small arms such as pistols and sub machine guns. The value of this skill is added to the accuracy of the weapon when firing. See COMBAT rules for more information.


Bike Pilot --------- Bike Combat
Grav Pilot --------- Grav Combat
Heavy Grav Pilot --- Heavy Grav Combat
Cruiser Pilot ------ Cruiser Combat
PA Use -----------/- PA Combat
Street Fighting -X
Light Firing -----\\- Gun Fu
Heavy Firing


Gun Fu

Light Firing, Street Fighting (Life Skill Chat). Inštruktor.

Gun Fu is the name given to the art of fighting with pistols at close range. When fighting in close quarters, a well made pistol if used properly can be both firearm and blunt. This skill straddles the boundary between close combat and fire fighting.

30. Quick Draw. May draw and pistol and fire in same turn.

40. New Close Combat Combo Move: Redirect Shot (Defence). If in close combat (point blank) with someone who is about to open fire, you can move the weapon so they shoot someone else. This should not be actually put into a combo, instead it automatically replaces a Block.

50. New Close Combat Combo Move: Reversal (Defence. Cost: 2). Goes in a combo. Must follow a successful disarm. User of Reversal must not be holding a gun. Must end a combo. At the end of this combo the user is holding the weapon at the enemy at point blank.

60. New Close Combat Combo Move: Fire Kick (Offence). May fire a held weapon instead of kick. Only once in a turn. Resolve hitting in the same way you would resolve a kick.

70. Can fire 2 pistols at once. Must use this skill for the firing.

75. Can reload and fire a pistol in the same turn.

New Close Combat Combo Move: Dodge Reload (Defence). While doing a dodge manoeuvre (in close combat), they may reload a single pistol.

80. New Close Combat Combo Move: Dismantle (Defence). If in close combat with someone who is holding a gun (when you’re not). You can dismantle it. A Weapon Systems Roll is also required. Does not need to follow any move.

85. Can reload 2 pistols in a turn.

90. Perpetual Pistols: When using 2 pistols. While firing one, the other can be reloaded.

Heavy Firing

Dôvtip Presun. Autodidaktická.

This skill is the skill of marksmanship with power-arms such as missile launchers and chain weapons. The value of this skill is added to the accuracy of the weapon when firing. See COMBAT rules for more information.


Image:039 - elements 3p5 hoppers in mex.jpg

humanity progress through automation


Example: John Smith

To further our example, we will now add skills to our example character, John Smith. The Skeleton chosen at the start was Scav Colony Technician. As noted on the Skeleton sheet, the Skills have default values unless otherwise stated. The starting skills are:

Language

Law

History

Biological

Physical

Chemical

Gaia Know

Colony Know (5 x Dôvtip) + D10

Colony Systems (5 x Dôvtip) + D10

Colony Design (5 x Dôvtip) + D10

Vehicle Know (5 x Dôvtip) + D10

Macromechanics (5 x Dôvtip) + D10

Mechasys Know (5 x Dôvtip) + D10

Mechasys Systems (5 x Dôvtip) + D10

The first group of skills (Language to Gaia Know) begin at the starting levels as given in the skill list above. The second group (Colony Know to Mechasys Systems) use the values given. After some multiplication and dice rolling, John skills turn out as:

Language 6%

Law 6%

History 6%

Biological 6%

Physical 6%

Chemical 6%

Gaia Know 6%

Colony Know 21%

Colony Systems 17%

Colony Design 18%

Vehicle Know 25%

Macromechanics 22%

Mechasys Know 17%

Mechasys Systems 23%

The skill values are very low across the board. There are two main reasons for this:


1. Scav Character are quite low powered and begin with poor skills.

2. We chose to ignore the recommended minimum for the Dôvtip statistic.

These skills are entered on the Second Character sheet (see below).

Image:040 - skills example.jpg

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