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There a variety of things that will require die rolls that are not necessarily a skill or for combat. Below are a number of the special rules to govern various situations that everyone can or will need to deal with on occasion in order to accomplish several less common tasks.


Saving Throws


All saving throws are a d20 roll versus a target number. Attribute bonus can and will apply.

The exact effects of failure are as always up to the GM.

Types of Saving Throws:


Versus Psionics:

Base save is 12. This can be higher depending the specific psychic. (this is lower than it currently is. Why? because there is no reason for it actually be that much harder to save against than magic is. Psychics will now just get good to excellent bonuses to save against psionics and, like Magic users, their power strength will increase experience)


Versus Mind Control:

Varies case by case typically in a range of 8-16


Versus Possession:

Varies case by case typically in a range of 8-16


Versus Insanity:

Varies case by case typically in a range of 8-16


Versus Coma/Death:

Treatment by a on-professional with medical skills (ex. First Aid): 16 Treatment by an intern or nurse: 14 Treatment by a doctor without proper facilities: 12 Treatment by a doctor in a "clinic": 10 Treatment by a doctor at a hospital: 8 Treatment by a doctor at major medical facility: 6


Versus Magic:

Base save is 12. This can be higher depending the specific spell caster.


Versus Poison:

Determined by the poison involved typically in a range of 8-16


Versus Awe Factor:

Varies case by case typically in a range of 8-16


Versus Horror Factor:

Varies case by case typically in a range of 8-16


More saving throws......?????




Attribute checks


Attribute checks are where there is no skill to govern a specific task or for general type applications (Example doing a PERC check to see if you notice a drawer open on a desk when you enter a room)

Example - trying to crawl your way through a snug and twisting tunnel might need a Physical Prowess Check.

These would be a fairly simple d20 roll against a target number with any bonus from the attribute in question being added to the roll.

The target numbers are as follows:

Easy - 4 Moderate - 8 Hard - 12 Very Hard - 16 Improbable - 20 Near Impossible - 24 Impossible - 30

For example Dr Jones needs to navigate down a narrow winding tunnel. The GM determines they need to make a PP check against a 16 as the tunnel is quite snug. Dr Jones has a +2 bonus from a high PP score so rolls a d20+2 getting a 17 total and succeeding in getting through that stretch of the tunnel.

You will notice these are similar to some saving throws above. That is on purpose as this is in and of itself a saving throw of sorts by a different name.

Also, the target number can vary within each difficulty so moderate can be 5-8 while Near Impossible can be 21-24 (so on and so forth) depending on just where in the range the GM thinks the task should fall.




Untrained Skill Checks


Characters don't always have a skill they may need in order to do something. That said they may still attempt such a skill even though they do not know it. Now there are some skills that cannot be done this way but for those that can, the following rules will explain how to do so.


Determining your Default Untrained Skill Target Number:

This will be figured out during Character Creation just like your Hit Points, SDC, etc.

The Default Target Number for a character to succeed at an untrained skill is 100 - (MA x 2) = %

Example: Dr Jones has a MA 12 which is an untrained skill target of 76% ( 100 - (12 x2) = 100 - 24 = 76 )

Why MA is used will be explained in how to do an untrained skill attempt and check.


How to do an untrained skill attempt and check:


First you have to make an IQ check to see if you can figure what you need to actually do. This is effectively seeing if your character is intelligent enough to determine what needs to be done to complete the task at hand. Difficulty is set by the GM and any attribute bonuses can be applied to the roll.

Then you have to make an untrained skill check. The target for this is your default untrained skill target above or the base difficulty of the skill you are attempting. Which ever is higher. The character may add bonuses from any high attributes that may affect the skill being attempted. This represents if your character can apply the knowledge of what needs to be done into actually doing it. (Intelligence is understanding, acuity is the ability to use that understanding in practice)

Example: Dr Jones wakes up on a plane that has no pilot. They need to try and fly the plane.

First Dr Jones needs to make an IQ check to see if they can figure out how to keep the plane flying. The GM decides it is moderate difficulty to figure it out. Dr Jones get a 14 and succeeds.

As above Dr Jones has a default Untrained Skill target of 76%. The base skill target for Pilot Airplane is 50% so Dr Jones must roll a percentile against the 76% since that is the higher of the two. Dr jones can add his +6% from his IQ but still gets a total of 57 so the plane starts to lose altitude.




Miscellaneous "every person" abilities


These are things everyone can do or at least try to do. Like skills they are a percentile roll and attribute bonus can be applied to the roll. High roll succeeds.


Sense of Balance - Target Number: 50%

A high PP can add a bonus to this. Also a successful acrobatics skill check can add the margin of success to the roll as a bonus too.


Sense motive - 50%

A high PERC (perception attribute) can add a bonus to this. Certain skills, like ID Agent or investigation, may be used in place of PERC. Ask your GM


Charm - Target Number: 70%

A high PERS (personality attribute) may add a bonus to this. Certain skills, like seduction, may be used in place of PERS. Ask your GM


Impress - Target Number: 70%

A high PERS (personality attribute) may add a bonus to this. Certain skills, like ID Agent or investigation, may be used in place of PERS. Ask your GM.


Trust - Target Number: 60%

Characters of a "good" alignment will get a bonus to this. Principled alignments get a bonus of +15% while Scrupulous alignments get a bonus of +10%


Deceive - Target Number: 60%

Characters of a "selfish" alignment will get a bonus to this. Anarchist alignments get a bonus of +15%, Aberrant alignments get a bonus of +10%, and unprincipled alignments get a bonus of +5%

Note - Yes I now put Aberrant under selfish to balance good and evil out and to me it is more selfish than evil


Intimidate - Target Number: 60%

Characters of an "evil" alignment will get a bonus to this. Diabolic alignments get a bonus of +15% while Miscreant alignments get a bonus of +10%


(I am toying with replacing the standard "alignments" with the ones from Recon, very much modifying what these are, or replacing them with just three alignments: good, selfish, evil with guidelines for each and allowing these to affect all three of trust, deceive, and intimidate in some way)




Head to Head skill checks


Sometimes you need to do a skill check to counter another skill check. For example, a character uses concealment to hide something and another character uses Detect Concealment to try and find it. How do you do it? Not as hard as you think now that skill rolls are high rolls.

Using the example of concealment versus detection to demonstrate.....

The character would roll their concealment skill. Their margin of success, if successful, now becomes a penalty for the character to use detect concealment.

Character A uses concealment and succeeds by 23%

Character B uses detection but is now at a -23% penalty to succeed.

Character B still gets any bonuses they may have to their skill roll but at -23% to detect the concealment.

And this is how any two opposing skills should be handled. The character trying to do something rolls first. The Character countering it rolls second with a penalty based on the first characters margin of success if successful.

Another example situation of this would be an every person ability above like deceive versus sense motive. The character deceiving another rolls first. The margin of success, if successful, becomes a penalty to the character who now rolls a check to sense motive.

Final arbitrator as to what skills go head to head is, as always, in the hands of the GM




NOTE:

As with anything, all of the above can have penalties applied by the GM for whatever reason they deem necessary.

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