Chapter 4: Skills
Abilities enable a character to do anything imaginable. Skills just allow him to do those things better. A skill is something that a character does well, which improves with training or experience, and relates to an ability. The amount of training or experience is measured in skill points, but when a player or GM refers to a character's "skill," he's referring to the total bonus involved with that skill. In general, the total bonus is skill points plus the relevant ability modifier plus specialization (see Perks chapter), which is applied to a d20 roll when making contests (see Conflict chapter).
As mentioned above, a character is free to do anything imaginable, even if he doesn't have a skill for the specific activity. If there is a skill that is related to the activity, the GM will ask you to use that skill. If multiple skills relate to the activity, use the skill with the highest bonus. If no skills relate to the activity, then you'll make your contest without a skill bonus, and have only the modifier of the most relevant ability.
Specific Knowledge[sblock]
In some cases, there is a skill related to what you want to do, but you're not allowed to use that skill. This is because the activity is so specialized that your character has no hope of succeeding without having at least one skill point in that skill. For example, Uugrek's companion Fezbi has been thoroughly bitten by a plague rat. Fezbi is bleeding profusely, and probably infected with a disgusting elf disease. Uugrek wants to use the profession-healer skill to help Fezbi, but he doesn't have any training, so no matter how hard he tries, he can't remove Fezbi's physical damage. Note that applying the specialize perk to a skill counts as having specific knowledge.
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Skill Points[sblock]
Skill points are permanent bonuses that a character acquires as he becomes better at a skill. A character can have no more skill points in a skill than he has levels. If a character has zero skill points in a skill, he can still use that skill unless it requires specific knowledge.
Characters gain a skill point when they level-up, and they can gain a second skill point by exchanging the level-up perk for one. The GM has the option of awarding a skill point if the character does something in-game to earn one.
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Learning Skills[sblock]
A character is welcome to put skill points in any skill he wants, provided it meets the following conditions:
1) It meets the definition of a skill.
2) The skill is not broader in scope than any of the common skills. If it is, it should be segmented down and presented as multiple skills.
3) The GM approves the selection.
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Common Skills[sblock]
The following is a list of the most common skills in Modos. Each skill has a name, relevant ability, and description, which includes the actions required to use the skill when in conflict, and common opposing skills. Skills requiring specific knowledge are followed by - SK. Note that there are three primary defensive skills: parry, concentration, and willpower.
Cast Spell - SK - MP
Most special abilities (magic, hi-tech, psionics, superpowers, etc.) use this skill. A different cast spell skill must be learned for each spell that a character wants to know. Using this skill while wearing no armor and no shield grants a +2 bonus to the contest. Using the cast spell skill causes 1d8 + (spell level) metaphysical damage, and can require combined actions, discussed further in the Magic chapter. Opposing cast spell depends on the effect of the spell.
Concentration - M
Allows a character to focus his mind, whether on performing a task, thinking, or ignoring the outside world. Concentration has three special uses:
- Defense against mental attacks. An incoming mental attack must exceed a defender's concentration contest to damage him. This requires one action.
- Defense against ongoing mental effects. A successful concentration contest diminishes a spell's casting actions by one. This is important in overcoming enemy spells, and takes one action.
- Healing metaphysical damage. A successful concentration contest, normally against easy difficulty, allows a character to heal 2 MP points per hour instead of the normal 1 point. If conditions become more strenuous, another contest should be rolled. Concentrating this way requires all of a character's attention, or three actions per round.
Deceive - MP
This skill allows you to seem like you’re doing something you’re not. Telling a lie, feinting in combat, creating a disguise, and creating forgeries are examples of using this skill. Feinting in combat takes one action, and provides a +4 bonus to your next single fight-melee or fight-unarmed contest against one opponent. Opposed by detect or deceive.
Detect - M
Characters use this skill to gain information with their senses. Spotting a hidden enemy, hearing a conversation through orchestra music, uncovering secret glyphs, and tasting a hint of poison in a goblet are uses of this skill. Detect requires an action when trying to find something that isn't obvious. Opposed by sneak or deceive.
Fight-Melee - P
Relates specifically to using direct-contact weapons in battle to attack a foe. Knives, clubs, longspears, and spiked chains are examples. Requires one action, and is opposed by parry or fight-melee.
Fight-Missile - P
To damage foes at range in combat. Using missiles in combat gives the attacker the advantage of distance from his enemy, and being able to use gravity (or splashes or explosions) to attack indirectly. However, a missile fighter is limited in attacks to the number of missiles he carries. This skill includes usage of darts, bows, slings, thrown spears, and even holy hand grenades. Attacking with a missile weapon uses one action, but reloading costs more (see Conflict chapter). Opposed by parry.
Fight-Unarmed - P
Using only what the gods gave you to damage your foe. Unarmed fighters cannot be disarmed and must be able to touch their foes to cause damage. Wrestling, boxing, kung-fu, and the dim-mak are included in fight-unarmed. Requires one action, and is opposed by parry or fight-unarmed.
Handle Animal - MP
Animal handling is getting an unintelligent creature to do what the character wants. This includes using a tiger as a mount, teaching a giant spider tricks, and preparing a show horse for performance. Whenever you direct an animal to do something in conflict, it costs you one action.
Knowledge-Nature - M
You are learned in the ways, creatures, and geography of the wild. Hunting, foraging, camping, and land navigation are likely uses of this skill. Recalling nature knowledge in conflict requires one action. Other uses of this skill generally require two or more actions.
Knowledge-Scholarship - M
You have spent time studying books. This includes most academic pursuits, from theories on war, to royal lineage, to the paths of stars. Use this skill to produce information that is most likely found in an old book, or to write a book. Recalling information in conflict costs at least one action (rule zero).
Larceny - P
The business of thievery. If it is designed for safety or protection, larceny is how a character overcomes it. Use this skill to pick locks (using lockpicks), rig a trap door, lift an item from an unwary owner, or fence a stolen item. Stealing an item requires an action, the victim must be in offensive posture (if in conflict), and your contest must exceed your opponent's counter-contest, if any. The GM is free to reduce the actions required for larceny as the character's contest gets higher. Opposed by detect, larceny or movement.
Movement - P
Use this skill to get around. When things get difficult, characters test their success in jumping, swimming, flying, climbing, tumbling, and balancing with this. This skill can be used to compare the speed of two characters. In conflict, this skill has two important uses:
- Change posture. One action is required to move from offensive to defensive posture, and vice versa.
- Fleeing conflict. A character in defensive posture can leave the battle with one action. A contest is required if an opponent has a means of preventing flight, like a spell, net, tractor-beam, or when the fleeing character is cornered. See the Conflict chapter for more information.
Opposed by movement, fight-unarmed, or if wielding appropriate gear, fight-melee or fight-missile.
Parry - P
Used to avoid taking damage from any physical attack, whether by dodging, deflecting, or using endurance. Failure to parry an attack results in a minimum of 1 physical damage. Parrying uses one action.
Persuade - MP
Alters NPC attitudes. Persuade covers both using soothing words or swear words. See the Conflict chapter for more details. This skill requires at least one action, and is opposed by willpower or persuade.
Profession-Scientist - SK - M
Grants a character the ability to make things requiring special alchemy, chemistry, or electronics knowledge, like love potions, nitro-glycerine, or counter-decker programs. In general, scientist products are smaller and more complex than craftsman products. General scientist rule: scientist products require a laboratory, cost one quarter of their market price in raw materials, and take one hour per unit of market price to make. The difficulty to make an item is twice the level (see Characters chapter) of the character that would typically make the item. For example, a standard receiver-transmitter would typically be made by a professional (level 2) electrician, so the difficulty is 4.
Profession-Healer - SK - M
Allows a character to provide hospital/pyschiatric care, cure diseases, treat wounds, and make healing substances. Using this skill without difficulty requires shelter, warmth, and healing supplies. The following table gives the difficulty modifier of a given healer task:
Easy 0 | Challenge 4 | Difficult 8 | Unlikely 12 | Impossible 16 | Divine 20 |
Month | Week | Day | Hour | Minute | Action |
1d8 Dmg | Disease | Subs | Most
Dead | Curse | X |
Table 4-1: Healing Difficulty
The table entries are:
-1d8 Dmg: roll 1d8 to heal your choice of physical or mental damage.
-Disease: some diseases can't be cured by normal healing.
-Subs: prepare a healing substance. These heal 1d8 physical or mental damage in one action, without requiring the healer to be present.
-Most Dead: mostly dead characters can be brought back to life with this skill.
-Curse: curses have a magical or metaphysical nature, but healers can remove them with exceptional effort.
To determine the difficulty of a healing task, add the difficulty of the task to the difficulty of the time period. For example, to heal a disease (challenging 4) in one hour (unlikely 12), the difficulty is +16. To heal 1d8 physical damage in one minute, the difficulty is also +16. When making a healing contest, the GM should roll for the player, and reveal the success of the contest after the attempted time period.
Profession-Artist - SK - M
Artists are musicians, painters, sculptors, actors, or dancers. Besides creating inspirational artwork, an artist can use this skill to cast spells using the perk spell implement. Instead of making a metaphysical contest for the spell, artists can make a profession-artist contest.
Profession-Craftsman - SK - M
Craftsmen repair things and create tools, machines, weapons, armor, and other goods. In general, craftsman products are larger and simpler than scientist products (but the two can work together). General crafting rule: crafting a product requires a workshop, costs one half of the market price in raw materials, and takes one hour per unit of market price to make. The difficulty to make an item is twice the level (see Characters chapter) of the character that would typically make the item. For example, a masterpiece waraxe would typically be made by a master (level 5) weaponsmith, so the difficulty is 10.
Sneak - P
Allows a character to find a good hiding spot, tread silently, or conceal his scent from dogs. Use it to avoid opponent awareness (see Conflict chatper). This skill does not create sneaky conditions: standing in the middle of a ballroom provides almost no chance to hide. But the skill reflects the character’s ability to use what conditions he has. Sneaking requires at least two actions: the cost of the activity/skill, and one sneak action to determine how sneaky the activity is. This skill should be rolled by the GM, because the only indicator of how well the character sneaks is whether or not someone notices him. Opposed by detect.
Willpower - MP
Used to defend against
metaphysical attacks and
damage. A successful contest means that the character takes no damage. Failure means that he takes at least one metaphysical damage. Using willpower in this way requires one action. Willpower cannot be used to prevent spellcasting damage. It can also be used to resist intimidation or fear, or to test one’s spirit in supernatural realms.[/sblock]