System:Skills
From DevilshireWiki
| Skill | Skill |
|---|---|
| Acrobatics | Art |
| Computers | Crime |
| Doctor | Driving |
| Getting Medieval | Gun Fu |
| Influence | Knowledge |
| Kung Fu | Language |
| Mr. Fix It | Notice |
| Occultism | Science |
| Sports | Wild Card |
Skills are learned and practiced abilities such as being about to bunt in a baseball game or knowing the complete entomology of the Boston cod. Skills are ranked with numbers from 1 to 10.
- Rank 0 indicates a very basic knowledge. If you have a 0 in drive that doesn't mean you failed your driver's test and if you touch a car it explodes.
- Rank 1 indicates that you've had some training and/or practice at whatever you're doing. You might only be beginner level, but you're better than the average Joe on the street.
- Rank 2 represents competency. An example might be someone who has completed advanced courses in CPR and first aid.
- Ranks 3 and 4 indicates a professional level of skill. This represents years of study, such as in the case of an advanced black belt or someone with a degree in a subject.
- Ranks 5 and higher indicate amazing ability. Nobel Laureates, multiple Superbowl winning quarterbacks, and extremely experienced martial arts masters would all have at least one skill at 5 or above. Seriously, if you have a 5 or higher this is a skill that you probably practice all day, every day, without interruption unless you're supernatural or enhanced in some way. It will eat up your life! But on the up side, you're really, really good at it.
Contents |
Acrobatics
Covers gymnastics, climbing, stealth, dodging attacks, and balancing acts. Acrobatics is rolled with Dexterity.
Art
Making creative works such as paintings, sculptures, and stories. Also covers performing arts such as singing and acting. When selecting this skill you must choose the specific art(s) you are specializing in. All other arts are rolled at a -2 penalty. Multiple specialties requires multiple purchases of the skill. Specialties include acting, trumpet, painting, drums, piano, sculpting, singing, guitar, flute, writing, dance, and just about anything else you can think of.
For example, if you had Art: Piano at 3, you would get a bonus of +3 to your roll to play a piano. If you then tried to play the drums, you would not get the +3 but would instead roll with a -2 as that is not something you specialized in.
Art can be rolled with Constitution, Dexterity, or Intelligence depending on the speciality.
Computers
No skill is needed to simply use a computer cause everyone knows how to use Google and check email. This skill covers hacking, programming, repairing hardware and software, and other complicated computer related tasks. A person does not need to have rank in computers to research something online, however having ranks in computers will certainly help find a result, especially if finding such a thing would require hacking. Computers is rolled with Intelligence.
Crime
This covers all criminal activities (picking locks, picking pockets, skulking around in the dark, knowing what's what in the criminal underworld,etc.) except hacking (covered by computers) and conning (covered by influence). Crime is rolled with Dexterity.
Doctor
Diagnosing, healing, and giving emergency aid. People with paramedic training should have a rank of 3. Actual Doctors are required to have at least a rank of 4. Doctor is rolled with Intelligence.
Driving
Anyone legally old enough is assumed to have a driver's license and be capable of day to day driving. This skill covers fancy maneuvers such as a hairpin turn, jumping over a moving train, or a bootlegger's reverse. It also covers tailing suspects and racing. Driving covers all wheeled vehicles but if your character is not familiar with a specific vehicle (motorcycle, 18 wheeler, etc.) there will be a penalty to the roll. Driving is rolled with Dexterity.
Getting Medieval
Getting Medieval covers melee weapons and archaic ranged weapons such as bows, blowguns, crossbows, and the like. Getting Medieval is rolled with Dexterity.
Gun Fu
This covers any black powder fire-arm as well as rarer but modern weapons such as squirt guns and flamethrowers. It can be used for shooting, identification of weapons, and basic upkeep. Gun Fu is rolled with Dexterity.
Influence
Influence covers all social skills. Use it to win a debate, seduce an NPC, bluff at poker, intimidate a bad guy, or inspire others. You can also use influence to notice if you're being bluffed, conned or to get an idea of a person's emotional state. Int/Influence is used to lie, scam, fool, logically convince, or fast talk others. Will/Influence is used to intimidate. Int or Will are used with Influence to seduce, depending on the method being employed. Attractiveness should also be applied to seduction rolls, whether positive or negative. Circumstances also apply bonuses or penalties (such as holding a gun to someone's head while trying to intimidate them).
Please note that Influence is mainly intended for use against NPCs. When interacting with PCs we encourage people to RP it out, not roll.
Knowledge
History, comic book trivia, pop culture, psychology, famous artists, politics and much more are all covered by knowledge. Anytime your character wants to know something and it isn't science or occult related, this is the skill to use. A knowledge of 2 indicates a character has graduated from high school, 3 college, 4 or above indicates advanced degrees. Every character should probably take at least 1 rank of knowledge cause you've come this far in life, you must've learned something! Knowledge is rolled with Intelligence.
Kung Fu
This is what you use to punch, kick, headbutt, and the like. Kung Fu is all about the hand to hand fighting. Despite the name, it actually covers all martial arts. Kung Fu is rolled with Dexterity.
Language
Language covers both human tongues and demon ones. Each rank of the skill gives one separate language your character is fluent in. Fluent, in this case, assumes the language can be read/written and spoken/understood unless the language doesn't have a verbal or written part (or if that part has been forgotten). With the help of a good library, you may attempt to translate a written text even if it is in a language she doesn't know. The following modifiers apply to the Intelligence/Languages roll: -2 if the language is related to one you know. -4 if the language is still in use today but fairly obscure (Aymara). -6 if the language is dead but well studied (Latin). -10 if the language is both dead and obscure (Elamite).
Mr. Fix-It
This skill's just like doctor, only it works for objects instead of animals and people. Use Mr. Fix-It to diagnose, repair or build anything from houses to cars. The exception is computers, which are covered under the skill of that name. Professional mechanics worth their salt have at least a rank of 3. Mr. Fix-It is rolled with Intelligence.
Notice
This works just like it sounds. Notice is about spotting things, either through active searching or passive awareness. It covers all senses, though a specific enhanced sense might give a bonus to certain rolls. Notice is rolled with Perception.
Occultism
Occultism is used when researching and performing rituals and casting spells. It is also used to identify demons, magical items, and the like. It covers knowledge about all that man was not meant to know. Occultism is rolled with Intelligence for identifications/occult knowledge or Willpower when used to cast a spell.
Science
This helps with both knowledge and experimentation in the hard sciences, including chemistry, physics, and biology. Science is essential for those Dr. Frankenstein types out there. When this skill is picked the player needs to select a specialty. That science is rolled at the skill's rank. All other sciences are rolled with a -2 modifier. Additional specialties require buying the skill again. Specialties include astronomy, biology, chemistry, geology, and physics. Science is rolled with Intelligence.
Sports
Sports covers running, swinging a bat, tossing a ball, etc.. While usually used when playing actual sports, the skill can substitute for throwing spheroid shaped objects at people, swinging a bat into a demon's head, or tackling a bad guy to the ground. Pro athletes want at least a 4 in this skill. When this skill is picked the player needs to select a specialty. That sport is rolled at the skill's rank. All other sports are rolled with a -2 modifier. Additional specialties require buying the skill again. Specialties include long distance running, baseball, football, and the like.
For example, if you had Sports: Football at 3, you would get a bonus of +3 to your roll to tackle someone. If you then tried to swing a bat, you would not get the +3 but would instead roll with a -2 as that is not related to the sport you specialized in.
Sports is rolled with Dexterity.
Wild Card
Don't see a skill you want covered here? Want to specialize in cryptozoology or be an expert lasso twirler? Then you develop a wild card skill for it. We'll already have a few to pick from but if you don't see what you want, contact staff and we'll make it for you.
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