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Anime d20 — System Reference Document v1.0

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Chapter 7: Skills

Step 7: Select Skills

The following outlines the rules for using Skills in Anime d20. See the PHB for the rules for acquiring Skill Ranks.

Skill Points and Skill Ranks

Characters have a number of Skill Points based on their class Levels, as outlined in the class descriptions. Depending on a character’s class, some Skills are “class Skills” and some Skills are “cross-class Skills.” For non-combat Skills, cross-class Skills require 2 Skill Points per Rank while class Skills require 1 Skill Point per Rank. For combat Skills, the cost is tripled to 6 and 3 Skill Points, respectively.

If the GM desires, the maximum number of Ranks a character can have in a class Skill is equal to that character’s Rank +3 (a common limit in many d20 System games). The maximum Rank a character can have in a cross-class Skill is half that number (round down). Optionally, the GM can add the Skill’s relevant Ability Score modifier to this maximum Skill Rank for the character. Of course, the Game Master can also ignore these limitations (and possibly develop his or her own Skill Rank maximums).

Using Skills

When a character uses a Skill, the character makes a Skill check to see how well the character performs the action. The higher the result on the character’s Skill check, the more successful the attempt. Based on the circumstances, the character’s result must match or exceed a particular number (called a DC, or Difficulty Class) to use the Skill successfully. The harder the task, the higher the number the character needs to roll.

Skill Description Format

Relevant Ability

This is the Ability modifier that most often applies to the Skill check. If two (or more) Abilities are listed, it indicates that different Abilities may be relevant, depending on the situation. The GM should select the one most appropriate to the circumstances. For example, the Pilot Skill has the Relevant Ability: Intelligence or Dexterity. When a character attempts to pilot a large cruise ship, the GM should require a Skill check using the Intelligence modifier — the character’s knowledge of the boat’s controls are more important when driving such a massive ship. When the character hops into a small ski boat, however, his or her Dexterity is more important and thus the GM should require a Skill check using the Dexterity modifier instead of the Intelligence Modifier.
Specialisations (Optional Rule)

A selection of Specialisations is provided. When a character gains a new Skill, he or she may select one Specialisation for free. Any time the character makes a Skill check (a character attempting to balance on a thin ledge using Acrobatics: Balance, for example), the character gains a +1 bonus to his or her Skill check. With GM permission, players may select a Specialisation that is not listed if it fits with their character concept. Also, GMs may allow characters to gain two additional Specialisations for a particular Skill by paying the normal cost associated with gaining a Rank in that Skill.

Description

The Skill name line is followed by a general description of what using the Skill represents.

Combat Feats and Anime d20

To provide more player options and better reflect common elements in anime shows, Anime d20 replaces several combat Feats with combat Skills. The three weapon proficiency Feats (Exotic, Martial, and Simple) have been eliminated, indicating that all characters are proficient with all weapons, and thus do not suffer the -4 attack penalty. Additionally, the Weapon Focus Feat (which gives a +1 with a specific weapon) has been removed in favour of combat Skills that can provide much greater attack bonuses. As a result, Anime d20 characters who specialise in combat prowess by assigning many combat Skills can become much more deadly in battle than standard d20 characters.

If you prefer to use combat Feats from the standard d20 System instead, simply remove the combat Skills option from Anime d20 and make the appropriate Feats available to characters once again.

Table 7-1: Class and Cross Class Skills
 

      Dynamic   Giant   Gun   Hot   Magical   Martial   Mecha      Pet Monster      Sentai         Tech
   Adventurer   Sorcerer   Robot   Bunny   Rod   Girl   Artist   Pilot   Ninja   Trainer   Samurai   Member   Shapechanger   Student   Genius
Balance   •   x   x   •   x   •   •   x   •   x   x   •   •   x   x
Bluff   •   x   x   •   •   x   x   x   •   x   x   x   •   x   x
Climb   •   x   x   •   x   x   •   x   •   x   x   x   x   x   x
Computer Use   •   x   •   x   x   x   x   •   x   x   x   x   x   •   •
Concentration   •   •   x   x   x   x   x   x   x   x   x   x   x   x   x
Controlled Breathing   •   x   x   x   x   x   •   x   •   x   •   x   •   x   x
Craft   •   x   x   x   x   x   •   x   x   x   •   x   x   •   x
Decipher Script   •   x   x   x   x   x   x   x   x   x   x   x   x   •   •
Demolitions   •   x   x   •   x   x   x   •   x   x   x   x   x   x   •
Diplomacy   •   •   x   x   x   x   x   x   x   x   •   •   x   •   x
Disable Device   •   x   x   x   •   x   x   x   x   •   x   x   x   x   •
Disguise   •   x   x   x   x   x   x   x   •   x   x   x   •   x   x
Drive   •   x   •   x   •   x   x   •   x   x   x   x   x   x   •
Escape Artist   •   x   x   x   x   x   •   x   •   x   x   x   •   x   x
Forgery   •   x   x   x   x   x   x   x   •   x   x   x   x   x   x
Gamble   •   x   x   •   •   x   x   x   x   •   x   x   x   •   x
Gather Information   •   x   x   •   x   x   x   x   •   x   •   x   •   x   x
Handle Animal   •   x   x   x   x   x   x   x   x   •   x   x   x   x   x
Hide   •   x   x   x   x   x   x   x   •   x   x   x   •   x   x
Intimidate   •   x   x   •   x   x   x   x   •   x   •   x   x   x   x
Investigate   •   x   x   •   •   x   x   x   x   x   x   x   x   x   x
Jump   •   x   x   •   x   •   •   x   •   x   x   •   •   x   x
Knowledge (Arcane)   •   •   x   x   x   •   x   x   x   x   x   x   x   x   x
Knowledge (Architecture)   •   x   x   x   x   x   x   x   •   x   x   x   x   •   x
Knowledge (Area)   •   x   x   x   •   x   x   x   •   x   x   x   x   •   x
Knowledge (Biological Sciences)   •   x   x   x   x   x   x   x   x   •   x   x   x   •   x
Knowledge (Business)   •   x   x   x   x   x   x   x   x   x   x   x   x   •   x
Knowledge (Cultural Arts)   •   x   x   x   x   •   •   x   x   x   •   x   •   •   x
Knowledge (Domestic Arts)   •   x   x   x   x   x   x   x   x   x   •   x   x   •   x
Knowledge (Electronics)   •   x   •   x   x   x   x   •   x   x   x   x   x   x   •
Knowledge (Foreign Culture)   •   •   x   x   x   x   x   x   x   x   •   x   •   •   x
Knowledge (Law)   •   x   x   x   x   x   x   •   x   x   x   x   x   •   x
Knowledge (Mechanics)   •   x   •   x   •   x   x   •   x   x   x   x   x   x   •
Knowledge (Military Sciences)   •   x   •   x   x   x   x   •   x   x   x   x   x   x   x
Knowledge (Nature)   •   x   x   x   x   x   x   x   x   •   x   x   x   •   x
Knowledge (Occult)   •   •   x   x   x   •   •   x   •   x   x   •   x   x   x
Knowledge (Physical Sciences)   •   x   x   x   x   x   x   x   x   x   x   x   x   •   •
Knowledge (Police Sciences)   •   x   •   •   •   x   x   •   x   x   x   x   x   x   x
Knowledge (Religion)   •   •   x   x   x   x   x   x   x   x   •   x   x   •   x
Knowledge (Social Sciences)   •   x   x   x   x   x   x   x   x   x   •   x   x   •   x
Knowledge (Streetwise)   •   •   x   x   x   x   x   x   •   x   •   x   x   x   x
Listen   •   x   x   •   x   x   •   x   •   x   •   x   x   x   x
Medical   •   x   x   x   x   x   •   x   x   •   x   x   x   x   x
Move Silently   •   x   x   x   x   x   •   x   •   x   x   x   •   x   x
Navigate   •   x   x   x   •   x   x   •   x   x   x   x   x   x   x
Open Lock   •   x   x   x   x   x   x   x   •   x   x   x   x   x   x
Perform   •   x   x   x   x   •   •   x   x   x   •   •   x   •   x
Pick Pocket   •   x   x   x   x   x   •   x   •   x   x   x   x   x   x
Pilot   •   x   x   x   •   x   x   •   x   x   x   x   x   x   x
Poisons   •   x   x   x   x   x   x   x   •   x   x   x   x   x   x
Power Usage   •   x   x   x   x   •   x   x   x   x   x   •   x   x   x
Powerlifting   •   x   •   •   x   x   x   x   x   x   x   x   •   x   x
Profession   •   •   x   x   x   •   x   x   x   x   x   x   x   •   •
Read Lips   •   x   x   •   •   x   x   x   •   x   x   x   x   x   x
Repair   •   x   •   x   •   x   x   •   x   x   x   x   x   x   •
Research   •   •   x   x   x   x   x   x   x   x   x   x   x   •   •
Ride   •   x   x   x   •   x   x   x   x   x   •   x   x   x   x
Search   •   x   x   x   x   x   •   x   •   x   •   x   x   x   x
Seduction   •   x   x   •   •   x   x   x   x   x   x   x   •   x   x
Sense Motive   •   x   x   •   •   x   •   x   •   x   •   x   •   x   x
Sleight of Hand   •   •   x   x   x   x   x   x   •   x   x   x   •   x   x
Speak Languages   •   •   •   •   •   •   •   •   •   •   •   •   •   •   •
Sports   •   x   x   •   x   •   x   x   x   x   x   x   x   •   x
Spot   •   •   x   •   •   •   •   •   •   x   •   •   •   x   x
Survival   •   x   x   x   x   x   x   x   •   x   •   x   x   x   x
Swim   •   x   x   x   x   •   x   x   x   x   x   x   x   •   x
Tumble   •   x   x   x   x   •   •   x   •   x   x   •   x   x   x
Use Rope   •   x   x   x   x   x   x   x   •   x   x   x   x   x   x
Wilderness Lore   •   x   x   x   x   x   x   x   •   x   x   x   x   x   x
Wilderness Tracking   •   x   x   x   x   x   x   x   •   x   •   x   x   x   x
Archery   x   x   x   •   x   •   x   x   •   x    •   x   x   x   x
Gun Combat   x   x   x   •   •   x   x   x   x   x   x   x   x   x   x
Heavy Weapons   x   x   •   x   x   x   x   •   x   x   x   x   x   x   x
Melee Attack   x   x   •   x   •   x   •   x   •   x   •   •   x   x   x
Melee Defence   x   x   x   x   x   x   •   x   x   x   •   •   x   x   x
Ranged Defence   x   x   x   •   x   •   x   •   x   x   x   x   x   x   x
Special Ranged Attack   x   •   •   x   x   •   •   •   x   x   x   x   x   x   x
Thrown Weapons   x   x   x   x   x   •   x   x   •   x   x   x   x   x   x
Unarmed Attack   x   x   •   x   •   x   •   x   •   x   x   x   x   x   x
Unarmed Defence   x   x   •   x   •   x   •   x   •   x   x   x   x   x   x

General Skills

Balance
Relevant Ability: Dexterity
Specialisations: Shaking Surface, Slippery Surface, Tightrope
The ability to maintain balance under adverse conditions.

Bluff
Relevant Ability: Charisma
Specialisations: Acting, Fast-talk, Misdirection, Misleading Body Language
The ability to make the untrue seem plausible.

Climb
Relevant Ability: Strength
Specialisations: Natural Surfaces, Poles, Ropes, Vegetation, Walls
The ability to scale vertical surfaces with or without the use of specialised climbing equipment.

Computer Use
Relevant Ability: Intelligence
Specialisations: Artificial Intelligence, Databases, Intrusion/Security, Networks, Programming
Practical knowledge of computer use. Computer engineering (hardware) is covered by Knowledge: Electronics.

Concentration
Relevant Ability: Constitution
Specialisations: Clearing One’s Mind, Magic Focus, Single Minded
The ability to ignore distractions and interference when focusing on a task.

Controlled Breathing
Relevant Ability: Constitution
Specialisations: Cyclic Breathing, Holding Breath, Slow Heart Rate
The ability to control respiratory functions in order to maximise breathing efficiency or to perform tricks such as “playing dead.”

Craft
Relevant Ability: Intelligence
Specialisations: Carpentry, Leatherworking, Metalworking, Plumbing, Tailoring, Woodworking
This Skill represents a character’s ability to work with a variety of materials to repair or produce useful or aesthetically pleasing objects not electronic or mechanical in nature.

Decipher Script
Relevant Ability: Intelligence
Specialisations: Ancient Languages, Code Cracking, Hieroglyphics, Runes
The ability to decipher texts either foreign to the character or encoded.

Demolitions
Relevant Ability: Intelligence
Specialisations: Artificial Structures, Bomb Disposal, Natural Structures, Safe Cracking, Underwater
The ability to set explosive charges without getting hurt in the process or inflicting undesired collateral damage. It is also used for deactivating explosives set by someone else.

Diplomacy
Relevant Ability: Charisma
Specialisations: Etiquette, Social Grace, Heraldry, Negotiation
The knowledge concerning the proper way to interact during social situations, and negotiations, including rules of conduct and persuasion.

Disable Device
Relevant Ability: Intelligence
Specialisations: Jamming, By Passing, Traps
The ability to circumvent traps, jam mechanical devices, by pass securities.

Disguise
Relevant Ability: Charisma
Specialisations: Costume, Dialects, Impersonation, Make-up, Prosthetics
The ability to change one’s personal appearance and/or demeanour in an attempt to deceive others.

Drive
Relevant Ability: Dexterity or Intelligence
Specialisations: Big Rig (large tractor/trailer trucks), Car, Motorcycle, Small Truck (vans, pick-ups, hi-cubes)
The ability to operate a powered ground vehicle. Skill checks are only necessary in difficult situations such as performing vehicular stunts, avoiding hazards, etc.

Escape Artist
Relevant Ability: Dexterity
Specialisations: Grappling, Restraints, Tight Spaces
The ability to escape restraints and grips of opponents, or squeeze through tight spaces.

Forgery
Relevant Ability: Intelligence
Specialisations: Detection, Electronic Documents, Handwriting, Paper Documents
The ability to counterfeit documents and papers or to identify forgeries. This Skill can be used in conjunction with the Computer Use Skill.

Gamble
Relevant Ability: Wisdom
Specialisations: Card Games, Computer Games, Dice Games, Strategy, Role Playing
The ability to play various games (including betting strategies) well.

Gather Information
Relevant Ability: Charisma
Specialisations: Contacts, Gossip, Rumour-mongering
The ability to find out information about an area, from the day-to-day events to specific pieces of information.

Handle Animal
Relevant Ability: Charisma
Specialisations: Any single animal such as dogs, dolphins, horses, etc.
The ability to teach and train animals with an intellect above that of instinctive insects. An animal usually has an Intelligence of 1-3.

Hide
Relevant Ability: Dexterity
Specialisations: Concealment, Skulking, Tailing
The ability to hide from detection.

Intimidation
Relevant Ability: Charisma
Specialisations: Business, Interrogation, Political, Psychological, Street,
The ability to convincingly project a “tough guy” image through verbal and body language. A successful check means someone witnessing your performance is convinced you mean any threats you make. How they react after that will depend on how tough they are themselves in relation to the kind of threat you present — they may respond with respect, fear, hatred, or amusement.

Investigate
Relevant Ability: Intelligence
Specialisations: Government, Police, Underworld
The ability to track a piece of information or person through red tape and electronic media.

Jump
Relevant Ability: Strength
Specialisations: Long, High, Pole Vault
The ability to jump well and consistently. A character can normally jump about 6 feet forward or 3 feel up/back (double range with a running start). This Skill increases the character’s maximum horizontal distance by +1 foot for every two Skill ranks. This modifier is doubled for running starts and halved for vertical or backwards jumps.

Knowledge: Arcane
Relevant Ability: Intelligence
Specialisations: Arcane Symbols, Magic, Rituals, Spells
Knowledge of magic, its history, and basics of how it works.

Knowledge: Architecture
Relevant Ability: Intelligence
Specialisations: Aquatic, Bridges, Fortifications, Small Buildings, Skyscrapers
Knowledge of construction methods, architectural drafting, etc. A successful use of this Skill can also find weak points in constructions or help in locating old structural plans.

Knowledge: Area
Relevant Stat: Intelligence
Specialisations: One specific area (city, village, forest, sea, etc.)
This Skill reflects knowledge of the geography and people of a single area. The smaller the area, the more detailed and extensive the character’s knowledge. This Skill may be assigned multiple times to indicate knowledge of several areas.

Knowledge: Biological Sciences
Relevant Ability: Intelligence
Specialisations: Bacteria/Viruses, Botany, Ecology, Genetics, Physiology, Zoology
This field covers scientific knowledge of how living things function.

Knowledge: Business
Relevant Ability: Intelligence
Specialisations: Accounting, Banking, Executive, Fraud, Government, Marketing, Small Business
The ability to organise, run, and understand part or all of an organisation (such as a business, government, or association).

Knowledge: Cultural Arts
Relevant Ability: Intelligence
Specialisations: Archaeology, Art Appraisal, History, Literature, Urban Legends
Knowledge of aspects of human culture (or another species’ culture).

Knowledge: Domestic Arts
Relevant Ability: Intelligence
Specialisations: Cleaning, Cooking, Decorating, Home Budgeting
The ability to efficiently organise and run a domestic household.

Knowledge: Electronics
Relevant Ability: Intelligence
Specialisations: Communications, Computers, Consumer Electronics, Robotics, Security, Sensors
The ability to maintain, repair, build, modify (and at high Ranks, design) electronic equipment.

Knowledge: Foreign Culture
Relevant Ability: Intelligence
Specialisations: One Specific Culture
Reflects knowledge of the history, religion, ethics, and lifestyle of one or more foreign countries or cultures. Each Rank in this Skill provides familiarity with a distinct culture (a Specialisation). Thus, multiple Specialisations may be listed for Foreign Culture depending on the Skill Rank.

Knowledge: Law
Relevant Ability: Intelligence
Specialisations: Civil, Criminal, Customs, Family, International, Political
Knowledge of legal procedure and practice. GMs may assume that anyone with Rank 6 or more has a license to practice law. All Specialisations, except International, are specific to one country or region only (for example, “Japanese Criminal Law”).

Knowledge: Mechanics
Relevant Ability: Intelligence
Specialisations: Aeronautical, Armourer, Automotive, Gunsmith, Locksmith, Micro, Traps
The ability to maintain, repair, or build mechanical and electro-mechanical devices. This also includes knowledge of tool use, welding, etc. Armourer applies to heavy vehicle-mounted weapons while Gunsmith covers personal weaponry. Use Artisan for archaic weapons.

Knowledge: Military Sciences
Relevant Ability: Intelligence
Specialisations: Hardware Recognition, Intelligence Analysis, Logistics, Strategy, Tactics, Teamwork
The character has military-style tactical, staff, or leadership training. In addition, SWAT (or other tactical police units) often includes individuals who pick up similar Skills (and often recruit ex-military personnel).

Knowledge: Nature
Relevant Ability: Intelligence
Specialisations: Animals, Cycles, Plants, Seasons, Weather
Knowledge of the interactions of the natural world.

Knowledge: Occult
Relevant Ability: Intelligence
Specialisations: Astrology, Channelling, Numerology, Rituals, Spirits, Tarot, Voodoo, Witchcraft
Knowledge of the arcane and mystical arts, and their applications in both historical and modern society.

Knowledge: Physical Sciences
Relevant Ability: Intelligence
Specialisations: Astronomy, Biochemistry, Chemistry, Engineering, Mathematics, Physics
Scientific training in the way the universe works, including the necessary background knowledge.

Knowledge: Police Sciences
Relevant Ability: Intelligence
Specialisations: Ballistics, Criminology, Forensics
This is the science behind detective work. Ballistics is the study of the wounds inflicted by projectiles; criminology focuses on studies of criminal behaviour and strategies; forensics covers evidence gathering (including hair-and-fibre, fingerprint and DNA-based identification techniques).

Knowledge: Religion
Relevant Ability: Intelligence
Specialisations: One Specific Religion (Buddhism, Christianity, Muslim, Satanism, etc.)
The knowledge of how current and historical religions and mythology worked.

Knowledge: Social Sciences
Relevant Ability: Intelligence
Specialisations: Anthropology, Geography, Politics, Psychology, Social Work, Sociology, Theology
Understanding of the way people function in society as well as societal behavioural patterns.

Knowledge: Streetwise
Relevant Ability: Intelligence
Specialisations: Gang Activity, Influential Individuals, Territorial Divisions (all by region)
The knowledge of street activity within a particular region or city. This is a vital survival Skill for a person on the streets.
Listen
Relevant Ability: Wisdom
Specialisations: Background Noise, Eavesdropping, Rural, Urban
The ability to listen attentively or to perceive unusual or out of place noises.

Medical
Relevant Ability: Wisdom
Specialisations: Acupuncture, Dentistry, Diagnosis, Emergency Response, Homeopathy, Pathology, Pharmacy, Surgery, Veterinary
Knowledge of how to heal the body. GMs may assume that anyone with Rank 6 or more has a license to practice medicine. A typical general practitioner would Specialise in Diagnosis, while most police officers or paramedics Specialise in Emergency Response.

Move Silently
Relevant Ability: Dexterity
Specialisations: Soft Step, Rural, Urban
The ability to move without being detected audibly.

Navigate
Relevant Ability: Intelligence
Specialisations: Air, Highway, Sea, Space, Urban, Wilderness
The ability to read maps or use specialised navigation equipment. The Navigate Skill will help a character find the fastest/safest route to a destination.

Open Lock
Relevant Ability: Dexterity
Specialisations: Combination, Electronic, Padlocks, Puzzle Lock
The ability to open locking devices.

Perform
Relevant Ability: Charisma
Specialisations: Comedy, Dance, Drama, Music, Public Speaking, Singing, Fast Talking
The ability to perform well before an audience, and to evoke an emotional response through the art form.

Pick Pocket
Relevant Ability: Dexterity
Specialisations: Palm, Legerdemain, Lift Object
The ability to make a small object disappear without notice.

Pilot
Relevant Ability: Dexterity or Intelligence
Specialisations: Heavy Airplane (usually multi-engine), Helicopter, Hovercraft, Jet Fighter, Large Ships, Light Airplane (usually single-engine), Lighter than Air Craft, Small Boats, Spacecraft, Submarines
The ability to operate air, water or space vehicles. Skill checks are normally only necessary when performing an unusual manoeuvre, avoiding a hazard, piloting an unfamiliar aircraft, etc.

Poisons
Relevant Ability: Intelligence
Specialisations: Alien, Natural, Synthetic
The ability to recognise, concoct, apply, and neutralise a variety of poisons and toxins.

Power Usage
Relevant Ability: Based on Power’s Relevant Ability
Specialisations: One specific Power only
Unlike other Skills, Power Usage only offers a bonus to any check for the use of one specific Power. To receive a bonus on multiple Powers, this Skill must be assigned multiple times, once for each Power. The Skill is useful to a character who may not have a high ability (such as Intelligence) that is associated with one of his or her Powers (such as Mind Control or Telepathy). When the character must make a check for the specific Power, the Power Usage Skill adds a bonus as though the check is actually a Skill check.

Powerlifting
Relevant Ability: Strength
Specialisations: Bulky Objects, Free Weights, Humans, Moving Objects, Small Objects (Hand-Held)
The ability to perform feats of strength with minimal chance for injury. This includes lifting or pushing heavy objects, stopping objects in motion, and supporting large masses.

Profession
Relevant Ability: Wisdom
Specialisations: One Specific Profession (Bookkeeper, Cook, Driver, Farmer, Miner, Sailor, Writer, etc.)
The character is trained in a specific form of livelihood.

Read Lips
Relevant Ability: Intelligence
Specialisations: Crowded Places, Distance, Sub Vocalisation
This allows a character to understood what is being said by reading lips.

Repair
Relevant Ability: Intelligence
Specialisations: Mechanics, Computerised, Electronics
The ability to carry out permanent or temporary repairs to equipment.

Research
Relevant Ability: Intelligence
Specialisations: Legal, Historical, Scientific
This Skill allows a character to locate difficult to find pieces of data by searching journals, the web, and other media.

Ride
Relevant Ability: Dexterity
Specialisations: One Specific Species (Camel, Horse, Tiger, etc.).
This is the knowledge of how to care for a riding beast, how to saddle, mount, and dismount the animal, how to get it to perform difficult or dangerous manoeuvres safely and without balking, and how to best pace it for long distance rides.

Search
Relevant Ability: Intelligence
Specialisations: Compartments, Detail Work, Irregularities
This Skill allows the character to find hidden or concealed objects.

Seduction
Relevant Ability: Charisma
Specialisations: Alien, Female, Male
A character with this Skill is adept at exploiting their sex appeal. A successful Skill check will convince another person that the character is genuinely interested in them. Whether or not the subject actually responds will depend on his or her own romantic inclinations and sexual preference.

Sense Motive
Relevant Ability: Wisdom
Specialisations: Body Language, Mannerisms, Speech
This represents the knowledge of determining when a person is not being honest or forth coming.

Sleight of Hand
Relevant Ability: Dexterity
Specialisations: Card Sharking, Fine Manipulation, Stage Magic
A character with this Skill has superior manual dexterity, greater than that suggested by his or her Dexterity score. This includes the ability to perform “magic” tricks, palm small objects, cheat at cards, plant an item on someone, etc.

Speak Languages
Relevant Ability: Intelligence
Specialisations: Any One Language, Braille, Code Language, Sign Language
This Skill reflects an aptitude for languages and their historical usage. Additionally, a character will be able to speak and write one foreign Language for each Rank in this Skill. Thus, multiple Specialisations will be listed for Languages — the first is the character’s native language(s), while the others are foreign languages.

Sports
Relevant Ability: Strength, Dexterity, or Constitution
Specialisations: Baseball, Basketball, Cricket, Football, Hockey, Volleyball, etc.
The ability to play well in a team or individual sporting event with specialised rules.

Spot
Relevant Ability: Wisdom
Specialisations: Ambush, Movement, Tailing
This the ability to locate people or creature trying to hide their presence.

Survival
Relevant Ability: Wisdom
Specialisations: Aquatic, Artic, Desert, Wilderness, Urban
The ability to survive in harsh environments.

Swim
Relevant Ability: Strength
Specialisations: Competition, Deep-Sea Diving, Free Diving, Scuba, Snorkelling
The character is skilled at swimming or diving. The GM may assume that any character in a modern setting (or perhaps any setting) can swim even without this Skill.

Tumble
Relevant Ability: Dexterity
Specialisations: Dive, Flip, Roll, Somersault
The character is skilled at acrobatic tumbling and flips.

Use Rope
Relevant Ability: Dexterity
Specialisations: Knots, Handling Loads, Securing
This Skill allows a character to adeptly use rope for any number of purposes.

Wilderness Lore
Relevant Ability: Wisdom
Specialisations: Guide, Hunting, Identification, Natural Hazards
The character is familiar with local wilderness areas. The character can find subsistence for him or herself and others and avoid natural dangers.

Wilderness Tracking
Relevant Ability: Intelligence or Wisdom
Specialisations: Aquatic, Arctic, Desert, Forest, Jungle, Mountain, Plains
The ability to successfully trail or track someone or something while outdoors in a rural or wilderness setting.

Combat Skills

Archery
Relevant Ability: None (Offensive Combat Skill)
Specialisations: Bow, Crossbow
The ability to accurately shoot with a bow or crossbow.

Gun Combat
Relevant Ability: None (Offensive Combat Skill)
Specialisations: Auto-fire, Pistol, Rifle
The ability to accurately shoot with a hand-held firearm and to keep it properly maintained. Auto-fire applies to firing bursts of fully automatic fire from any gun, whether it is a small submachine gun, a big assault rifle, or a heavy machine gun. Pistol applies to firing single shots from a handgun. Rifle covers firing single shots from guns with a shoulder stock including rifles and shotguns.

Heavy Weapons
Relevant Ability: None (Offensive Combat Skill)
Specialisations: Artillery (indirect fire weapons such as Howitzers), Gunnery (heavy machine guns, tank guns and other vehicle-mounted direct-fire weapons), Launchers (rocket and missile launchers)
The ability to accurately fire vehicle-, shoulder-, or tripod-mounted weapons such as a tank cannon or heavy machine gun, and to perform routine maintenance.

Melee Attack
Relevant Ability: None (Offensive Combat Skill)
Specialisations: Axe, Baton/Club, Knife, Improvised Weapons (chairs, lamps, ladders, etc.), Polearms (spears, naginata, etc.), Shield, Sword, Whips/Chains
The ability to attack effectively with a hand-to-hand melee weapon.

Melee Defence
Relevant Ability: None (Defensive Combat Skill)
Specialisations: Axe, Baton/Club, Knife, Improvised Weapons, Polearms (spears, naginata, etc.), Shield, Sword, Whips/Chains
The ability to defend well with a hand-to-hand melee weapon.

Ranged Defence
Relevant Ability: None (Defensive Combat Skill)
Specialisations: Personal, Air Vehicle, Ground Vehicle, Water Vehicle, Space Vehicle
The ability to avoid ranged attacks, but this does not enable a character to actually dodge bullets. Rather, it is a combination of situational awareness and tactical movement as well as knowing when to keep moving (to present a more difficult target) and when to drop for cover.

Special Ranged Attack
Relevant Ability: None (Offensive Combat Skill)
Specialisations: One specific Special Attack
This Skill is used for weapons created using the Special Attack Attribute that emanate from the character’s body, rather than a device or weapon. For example, eye beams, fireballs fired from the hand, or sonic blast shot from the mouth would qualify for this Skill use, but a laser gun (Gun Combat Skill) or a deadly boomerang (Thrown Weapon Skill) would not.

Thrown Weapons
Relevant Ability: None (Offensive Combat Skill)
Specialisations: Blades, Cards, Grenades, Rocks, Shields
The ability to accurately throw weapons or objects at a target.

Unarmed Attack
Relevant Ability: None (Offensive Combat Skill)
Specialisations: Strikes, Holds, Throws, Grappling
The ability to attack without weapons.

Unarmed Defence
Relevant Ability: None (Defensive Combat Skill)
Specialisations: Strikes, Holds, Throws, Grappling
The ability to block armed or unarmed melee attacks without using a weapon.

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