Post Wed Oct 07, 2020 7:49 pm

Skills

Mental:

-Art(Style/Technique) (Awareness)
as L5R 4e Artisan skill

-Commerce (Awareness)
as L5R 4e Commerce Skill

-Computers (Intelligence)
Sub Types: Professional skill
Emphases: (Coding, Cryptography, Electronic Warfare, Sensor Operations)

This skill represents the ability of the character to utilize electronic systems, either for daily use, more advanced knowledge, or even more specialized talents. Example uses include a sensor technician gathering data on an unknown object, a data entry specialist collating data, creating unique computer programs, or engaging in acts of electronic warfare, such as hacking or security. It is worth noting that computing in the Battletech setting is generally inferior to even early 21st century technology.
Mastery:
*Rank 5: The character gains a bonus of +1k0 when attempting to perform any computing action that they have an emphasis in.


-Craft(Field) (Intelligence)
as L5R 4e Craft skill – field may encompass a material or career, such as carving, blacksmith work, or more unique techniques such as operating automated fabrication systems.

-Demolitions (Intelligence)
Sub Types: Professional Skill
Emphases: (Controlled blasts, Defusal, Excavation, Improvised Explosives)

This skill represents knowledge of explosive devices. It may be used to determine which sort of explosives will be needed for a task, set those explosives, and also defuse active explosive devices without detonating them. This skill cannot be used unskilled for any roll except defusal.

A character may make a Demolitions/Intelligence check to determine the correct explosive to use for destroying an object at a TN equal to 15, or determine the yield of a particular explosive with a TN of 20. This skill may also be used to set explosives for detonation with a TN of 20, with the option to call raises for more precise detonation (less collateral damage), to speed the process by 1 minute per raise or to make it harder to defuse, with each raise adding 5 to the difficulty of any defusal attempts. The time required for these rolls will vary by explosive device, but usually will require 10 minutes if using makeshift or customized explosives.

A character may attempt to defuse an explosive by spending a minute of effort, and then making a demolitions/intelligence roll against a TN of 25+5 per successful raise for difficulty when the explosive was first set. Failure increases the TN of future attempts by 5, and if failed by 10 points or more, the explosives detonate prematurely.
Mastery:
*Rank 3: The character gains +1k0 on all rolls to identify explosive devices and their yield.
*Rank 5: The character gains a free raise when utilizing an explosive that they personally designed, either to set or defuse.
*Rank 7: The character gains the ability to utilize volatile materials to create explosives, including munitions, chemicals, and other unorthodox items with GM permission.


-Forgery (Varies)
as L5R 4e Forgery Skill
Emphases: Digital Signatures (Intelligence), Physical Signatures (Awareness)

-Knowledge (Intelligence)
as L5R 4e Lore skill, except with a wider range of possible topics.

-MedTech (Intelligence)
as L5R 4e Medicine Skill with following addition:
Emphases: Field Medic, Surgery, Pharmacy
Specialization: When taking medicine, after reaching rank 3, it is possible to choose one particular field of expertise and then gain one of the following bonuses:
*Field Medic: You may attempt a second medTech roll on a wounded character each day.
*Surgery: You may extend the duration of the medicine attempt to last four hours, adding +5k0 to wounds restored - you also gain the ability to benefit from surgical equipment.
*Pharmacy: You gain +3k0 to attempts to diagnose poison or identify drugs, and gain a free raise when attempting to provide treatment for diseases or poison.

-Navigation (Intelligence)
Emphases: Interstellar, Land, Ocean
as L5R 4e Sailing(Navigation) emphasis with following change.
A character cannot chart a position or route for Interstellar travel without appropriate navigational computers, such as those found on board most dropships and jumpships. Attempting a navigation roll in a field you don't possess an emphasis for increases the TN by +10.

-Science(Field)(Intelligence):

This skill represents a combination of knowledge and training, translating into both expertise in a field, and the ability to gain information about a particular subject. It can be used in place of a knowledge skill when dealing with information directly tied to the discipline, or utilized to pursue knowledge directly related to the goal of the discipline (for example: a geologist is attempting to determine if the ground rock is native to a planet – they may roll this science, rather than knowledge).

In addition, the character may test against their chosen field when relevant, so an engineer might be able to identify structural weaknesses, or an entomologist might determine which sort of insect is causing severe allergic reactions. This would be a test of Science/Trait determined by the GM, but should generally be considered difficult (25 TN) as a starting point, and will utilize either intelligence or perception, depending on the nature of the investigation.

-Strategy (Intelligence)
Emphases: Logistics

This skill represents the ability to make large picture campaigns function, handling combined arms, complex supply chains, varied environments, and the multitude of other variables. A character with this skill has the ability to handle large scale unit operations – properly providing direction and delegation to ensure the tasks involved in keeping a modern military force functioning are completed. This also represents the large scale maneuver and deployment of forces – the steps which take place before battle begins, while the tactics scale applies to battles ranging from individual squads up to full companies.
Mastery:
*Rank 5: When you win a contested Strategy roll, gain forewarning about one hidden maneuver, as you deduce the enemy plan from their deployment and logistical situation.


-Survival (Perception)
as L5R 4e Hunting Skill

-Tactics (Perception)
as L5R 4e Battle Skill

-Technician(Field) (Intelligence)
Fields: AeroTech, MechTech, Vehicle Mechanic, Voidcraft
Emphases: Maintenance, Repair, Salvage
This skill represents the mechanical knowledge and hands-on knowledge necessary to keep the many machines of the Inner Sphere functioning. This skill allows you to work on your primary field, and assist experts in other fields. When performing a task utilizing the standard rules for mechtechs, or as required by a GM in order to modify, maintain, or repair a piece of equipment, the character makes a Technician/Intelligence check against a TN of 20 + (5 x relevant modifiers.) When time permits, they may spend 2x, 3x, or 4x as much time as usual on a task, gaining either +1k1, +2k2, or +3k3 to the roll, respectively.
Mastery:
*Rank 5: When working in a sub-par environment, you may ignore 5 (1) points of increased difficulty to your Technician checks.


Physical:

-Athletics: (Strength)
as L5R 4e Athletics Skill

-Defense: (Reflexes)
as L5R 4e Defense Skill

-Driving (Reflexes)
as Piloting – but for ground vehicles and Piloting(Car) sounds silly.

-Investigation (Perception)
as L5R 4e Investigation skill

-Piloting(type) (Reflexes):
Emphases: Aerospace, Mech, Orbital, VTOL
This skill represents the ability to control and pilot the chosen type of vehicle. In normal use, it is considered trivial to operate one of these vehicles for anyone who has been trained in the task, but it can become necessary to test against this skill when performing difficult maneuvers or operating in hostile or unsuitable environments.
Mastery:
*Rank 3: Halves the preparation/startup time to activate and mount up chosen vehicle.
*Rank 5: Gain a free raise (+1) on piloting rolls to avoid losing control of the vehicle because of taking damage.
*Rank 7: You may choose to increase the difficulty to attack and to be hit by 5(+1) when moving.


-Sleight of Hand(Dexterity):
as L5R 4e Sleight of Hand skill

-Stealth (Dexterity)
as L5R 4e Stealth skill

-Zero-G Operations (Strength)
Emphases: (EV suit)
This skill represents the ability of the character to move around in a Zero-G environment. A character in zero-G normally cannot move unless anchored to a solid surface, and when they are anchored, they may move a number of feet equal to their fitness as a complex action, or may attempt to move at a speed of fitness x 5' per complex action with a Zero-G operations check against TN 15. Failure leaves the character drifting helpless until the GM determines they reach a new solid object.
Mastery:
*Rank 3: Characters no longer need to make a check to move Fitness x 5' as a complex action in Zero-G.
*Rank 5: Characters now move Fitness x 10' as a complex action in Zero-G.
*Rank 7: The character may make any straight line movement at a rate of Fitness x 20'/round, beginning the motion as a free action, and landing as a complex action.



Social:

-Acting: (Awareness)
as L5R 4e Acting skill

-Administration: (Intelligence)
Emphases: HQ, HR, Logistics, Transport

This skill represents the ability to paper-push, handling all the obnoxious details of a modern military outfit. It can be used to resolve Administrative tasks according to campaign rules (such as purchasing replacement parts, seeking new personnel, obtaining transportation for the unit). It is made against a TN of 20 + (5 * relevant modifiers) as required.
Mastery:
Rank 5: Gain a free raise on Administration checks for which you have the relevant emphasis.


-Animal Handling: (Awareness)
As L5R 4e Animal Handling skill

-Communications
as L5R 4e Sincerity skill – represents ability to clearly communicate as well as convince listeners of your honesty. Required when attempting to communicate in hostile situations, such as radio interference, severe time lag, or language barriers.

-Interrogation (Perception)
as L5R 4e Intimidation skill

-Negotiation (Awareness)
as L5R 4e Courtier skill but does not grant rank 3 and 7 mastery bonuses.

-Perform (Awareness/Dexterity)
as L5R 4e Perform skill, but with wider options for field

-Protocol (Willpower)
as L5R 4e Etiquette skill, but does not grant rank 3 and 7 mastery bonuses


Weapon:

-Antique Weapons(Bow): (Dexterity)
Emphases: (weapon)
as L5R 4e Kyujutsu skill

-Artillery: (Intelligence)
Emphases: none
This skill represents the ability to triangulate fire, and accurately plot artillery. If utilized with a spotter calling co-ordinates, the spotter may make an artillery check as a complex action and relay their results. If they would've hit, you gain a free raise on the actual shot, otherwise, you must call a raise to no-effect when making your attack.
Mastery:
*Rank 3: Ignore one rank of cover against artillery attacks
*Rank 5: Ignore one point of penalty to accuracy for a moving target in vehicular combat
*Rank 7: Ignore indirect fire accuracy penalties


-Gunnery: (Dexterity)
Emphases: none
This represents the ability to use vehicular weapons. When attacking using any vehicular weapon, this skill is used, representing the ability to properly aim, lead, and handle heavy weapon mounts.
Mastery:
*Rank 3: You gain a free raise (+1) when attempting a shot against an immobile target.
*Rank 5: Ignore one point of accuracy penalties incurred by movement.
*Rank 7: You may re-roll critical hits, but must take the second outcome.


-Martial Arts: (Strength)
as L5R jiujutsu skill

-Melee Weapons(Weapon): (Dexterity)
Emphases: (weapon)
This skill represents any of a variety of melee weapons which soldiers have used through generations of fighting – and the following weapon mastery applies to all melee weapons. When taking the skill, choose a single melee weapon to be adept in using.
Mastery:
*Rank 3: You may ready the chosen small or medium weapon as a free action, and gain +5 initiative when using a melee weapon.
*Rank 5: You gain +1k0 to damage rolls using the chosen weapon.
*Rank 7: Your damage rolls explode on both 9s and 10s when using the chosen weapon.


-Small Arms(Pistol/LIW/HIW): (Dexterity)
Emphases: (weapon)
This skill represents competence using small arms, ranging from pistols up to sniper rifles – with the following skill groups: Pistol, Light Infantry Weapon (SMGs, shotguns, light automatic rifles), and Heavy Infantry Weapon (Marksman rifles, LMGs).
Mastery:
*Rank 3: You may ready a small/medium firearm as a free action, and gain +1k0 to attacks made while stationary in cover.
*Rank 5: Extreme practice allows you to reload your chosen weapon type with 1 less simple action than normally required.
*Rank 7: When firing a weapon, gain one of the following bonuses based on weapon trait:

(Automatic): Recoil control allows you to continue a full-auto attack even if you only have 1 burst remaining – you will inflict half damage, rounded down, but the attack no longer automatically fails.
(Single Shot/Bolt Action): Increased stability grants one free raise for the precision strike maneuver while stationary in cover.


-Support Weapons: (Strength)
Emphases: (weapon)
This skill represents the ability to handle man-portable heavy weapons, ranging from shoulder mounted SRM launchers to heavy machine-guns. These weapons rely on the strength of the user to gain usable accuracy, and are meant to target large enemies, or provide suppression.
Mastery:
*Rank 3: You may reload support weapons as a simple action.
*Rank 5: You may add your Dexterity to attack rolls with support weapons as a static bonus.
*Rank 7: When using a support weapon, gain a bonus based on weapon trait:
(Anti-Mech): Always roll to inflict a critical hit if target is struck, and re-roll the first blank critical location roll during each attack.
(Automatic): You inflict an additional -1k0 penalty when performing the suppression combat maneuver which can exceed the normal maximum, and does not utilize any additional ammunition.
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