Reality Glitch
2014-10-28, 10:06 AM
Movement Skills
New skill type: movement skills. Each corresponds to the movement mode of the same name, w/ the exceptions of Jump, which has no associated movement mode and Run, which corresponds to base land movement. The following skills are movement skills:
Burrow*
Climb
Fly*¶
Jump
Run*
Swim
*New skill presented in this Thread.
¶Skill appears in the Pathfinder RPG, but is changed in this rendition. Otherwise it works the same.
Burrow (Str; Movement Skill)
You use this skill when digging in the ground for any reason. The D.C. for Burrow checks are three times the material's hardness, and successful checks remove a 5ft. diameter hole or add 5ft. to the length of the tunnel in any direction or to the depth or size of a hole. Tool quality can modify the D.C. by anywhere from -10 to +10, while Not having the proper tolls adds +20 to the D.C. A burrow speed count as proper tools providing a +8 bonus. a creature with a burrow spee can also take 10 on the check, even if rushed, but must still make burrow checks for D.C.'s greater than 0. Burrowing w/o a burrow speed takes a number of hours per 5ft. equal to the hardness of the material you're burrowing through. Each 10 you beat the D.C. by doubles the amount of material moved or halves the time takes to burrow 5ft.
Fly (Dex; Armor Check Penalty; Gravity Check Modifier; Movement Skill)
This skill is used when doing tricky maneuvers in-flight or for faking it when you have neither a fly speed nor the ability to glide (such as while skydiving). The maneuverability class of the creature modifies the skill as follows:
Maneuverability
Modifier
Perfect
+8
Good
+4
Average
±0
Poor
-4
Clumsy
-8
None
±0*
*You can't you the Fly skill to fly, but can still preform mid-air tricks. The Fly skill now replaces the Freefall skill from the Dragon Star setting.
The D.M. may add other modifiers for exceptionally tricky stunts. This skill can also be used to glide. Finding thermal updrafts, prolonging a glide, and catching oneself after a fall are all examples of situations where the Fly skill is pertinent.
Run (Con; Armor Check Penalty; Movement Skill)
This skill is for making break-neck on-foot speeds. The D.M. sets the D.C. based on how difficult he or she thinks the terrain is to run across. Success, and you add the difference to how far you run that round in feet. Failure, and the difference is subtracted. Each round during a chase the pursued and pursuer make opposed checks every round, the pursuer closes in, shortening the distance if he wins, the pursued Increases the distance if she wins, and make a hide check if the normal conditions for doing so (other than movement penalties) are present.
Special: Unlike other movement skills with an associated movement mode, Run checks may be used with any movement mode. This may lead to instances where the pursued the run check can move along a vertical access while the pursuer cannot, in which case vertical distance is ignored unless it or the mode of movement itself is sufficient to alter the outcome of the chase.
New skill type: movement skills. Each corresponds to the movement mode of the same name, w/ the exceptions of Jump, which has no associated movement mode and Run, which corresponds to base land movement. The following skills are movement skills:
Burrow*
Climb
Fly*¶
Jump
Run*
Swim
*New skill presented in this Thread.
¶Skill appears in the Pathfinder RPG, but is changed in this rendition. Otherwise it works the same.
Burrow (Str; Movement Skill)
You use this skill when digging in the ground for any reason. The D.C. for Burrow checks are three times the material's hardness, and successful checks remove a 5ft. diameter hole or add 5ft. to the length of the tunnel in any direction or to the depth or size of a hole. Tool quality can modify the D.C. by anywhere from -10 to +10, while Not having the proper tolls adds +20 to the D.C. A burrow speed count as proper tools providing a +8 bonus. a creature with a burrow spee can also take 10 on the check, even if rushed, but must still make burrow checks for D.C.'s greater than 0. Burrowing w/o a burrow speed takes a number of hours per 5ft. equal to the hardness of the material you're burrowing through. Each 10 you beat the D.C. by doubles the amount of material moved or halves the time takes to burrow 5ft.
Fly (Dex; Armor Check Penalty; Gravity Check Modifier; Movement Skill)
This skill is used when doing tricky maneuvers in-flight or for faking it when you have neither a fly speed nor the ability to glide (such as while skydiving). The maneuverability class of the creature modifies the skill as follows:
Maneuverability
Modifier
Perfect
+8
Good
+4
Average
±0
Poor
-4
Clumsy
-8
None
±0*
*You can't you the Fly skill to fly, but can still preform mid-air tricks. The Fly skill now replaces the Freefall skill from the Dragon Star setting.
The D.M. may add other modifiers for exceptionally tricky stunts. This skill can also be used to glide. Finding thermal updrafts, prolonging a glide, and catching oneself after a fall are all examples of situations where the Fly skill is pertinent.
Run (Con; Armor Check Penalty; Movement Skill)
This skill is for making break-neck on-foot speeds. The D.M. sets the D.C. based on how difficult he or she thinks the terrain is to run across. Success, and you add the difference to how far you run that round in feet. Failure, and the difference is subtracted. Each round during a chase the pursued and pursuer make opposed checks every round, the pursuer closes in, shortening the distance if he wins, the pursued Increases the distance if she wins, and make a hide check if the normal conditions for doing so (other than movement penalties) are present.
Special: Unlike other movement skills with an associated movement mode, Run checks may be used with any movement mode. This may lead to instances where the pursued the run check can move along a vertical access while the pursuer cannot, in which case vertical distance is ignored unless it or the mode of movement itself is sufficient to alter the outcome of the chase.