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Skills
Topic Started: Jun 17 2011, 09:25 PM (91 Views)
Lord Rogue
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Game Master
[ *  *  * ]
Skills represent your character's technical skills with weapons or in doing things. Skills influence Weapon, Repair or Charisma rolls.


Weapon Skills - Weapon skills are fairly straightforward. You may take them when leveling up, learn them from teachers or use Insta-courses when you find them. Weapon skills also improve over time, simply by using them.

* - Melee - Melee skill represents your character's ability at hand to hand combat, both unarmed or with a melee weapon such as a bat or a knife.


* - Sidearms - Pistols represents your character's ability to effectively use pistols like the Glock 17 and Jericho .45, and machine pistols like the Micro-Uzi and Steyr TMP.

* - Sub-Machinegun - The SMG skill applies to light weight automatic sub-machineguns such as the Uzi and MP5.


* - Rifle - Rifle (as opposed to Assault Rifle) is a skill applied to long-range semi-automatic rifles, like the M1A Hunting rifle and the Barret M82 sniper rifle. Shotguns fall into the same category although they're not used for long range.


* - Assault Rifle - Assault Rifle (as opposed to simple Rifle) is a skill attached to fully-automatic military assault rifles like the M4 Carbine and the IWI Tavor.


* - Machinegun - Machinegun skill will determine your ability to effectively use heavier machineguns such as the FN MAG and the IMI Negev SAW.


* - Heavy Weapons - Determines your ability to use heavier unguided or simple-guided shoulder-launched weapons such as the RPG-7 and LAW missile.


* - Grenades - Surprise and terror, this skill will determine your skill at lobbing small round things that go boom.



Repair Skills - Repair skills represent your character's ability to make things work. You know, all that technology left lying around... and nothing but the technical know-how is standing between you and using it.


* - Mechanical - Mechanical skill represents your ability to figure out the intricacies of simple machines such as an auto engine, a generator and other such stuff.


* - Scientific - Your scientific skill represents your aptitude for natural sciences and how comfortable you feel around mathematical formulas, genetic structures or physical conundrums. It will be counted when trying to figure out more complex machinery like reactors or trying to fix up or use scientific equipment.


* - Computers - Your computer savvy determines your ability to fix up computers, decode or program things and so on.


* - Medicine - this is your ability to repair the human body and other such complex biological machines. Medicine rolls allows you to combat diseases and fix up the party or people around.


* - Lockpick - Your ability to pick locks may come in handy when there is not window to break.




Charisma Skills - charisma skills represent the character's ability to get people to do things her way. It's a brave new world out there and people may not be so keen on helping strangers, or they'll try and swindle you with prices... or god knows what.


* - Charm - A character's charm represents her ability to smooth-talk her way into camps, into getting better rewards for doing quests and so on.


* - Barter - Bartering allows your character to get better deals when buying or selling supplies. Guard your Shnekels well.


* - Face reading - Face reading increases a character's chance to detect people's moods, allowing her a better chance to ferret lies out or notice opportunities.


* - Intimidate - If you cock a gun and make a demand, what are the chances that the person in front of you would cave in rather than shoot back? If you are more intimidating, they're bigger.
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The only real difference between God and the Game Master is that God is supposed to be benign while the Game Master probably harbors some nefarious intents


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