Mutation work

Mutation work. Organizing notes.
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Jaysyn904
2022-03-05 21:55:40 -05:00
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Computer Use (AI)
Ability: Intelligence.
Requires Training: Yes.
The skill of working with artificial intelligence (AI) is half computer operation and half psychology. Self-aware systems, ranging from security programs to synthetic life forms, operate under recognizable patterns but also possess creativity, resourcefulness and even impulsiveness. Computer Use (artificial intelligence) works exactly like using the Diplomacy skill except it only applies to self-aware machines. In addition, characters using this skill may attempt to reprogram an AI, effectively changing its personality to suit the programmer. The following table presents example DCs and changes that may be made:
DC Reprogramming
20 Give an AI a new, compatible allegiance.
25 Remove an allegiance from an AI.
30 Give an AI an allegiance that is not compatible with its previous programming.
35 Add or delete a core programming command, such as “Destroy all mutants.”
40 Fundamentally change an AIs programming, including adding and removing skills.

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Computer Use (Basic)
Ability: Intelligence.
Requires Training: Yes.
This skill encompasses the use of computer systems designed to store information and those designed to run external systems (such as weapons or remote robots). Data is recorded on various media, either internal or external, and is accessible only usingspecific kinds of hardware. With this skill, a character can find data that has been hidden, encoded, deleted or even physically destroyed, given enough time and skill.
The following table lists DCs for retrieving data from a computer system:
DC Example Data
10 Data is kept on a non-secure computer.
20 Data is kept on a system with minimum security.
25 Data is kept on a system with average security.
35 Data is kept on a system with exceptional security.
40 Data is kept on a system with maximum security.
+5 The computer system has been damaged.
+5 The data was erased using conventional methods.
+10 The data is encrypted and the character failed a Decipher Script skill check.
+10 The data was erased using advanced methods, such as an EMP blast.
In addition to modifying and retrieving data from a system, the character may attempt to take control of the system and its remote components. The DC for entering the system is based on the security level of the system, as described above. Once in the system, the character must make a second Computer Use (data and operation systems) check to modify commands sent to remote components.
DC Example Command
5 Begin or cease normal operations
10 Delay the start or end of normal operations by a small amount of time (10% of the time of the normal operations), with a minimum of 10 minutes.
15 Stop operations in mid-cycle.
20 Override security or safety protocols.
30 Self-destruct.

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Computer Use (Biotech)
Ability: Intelligence.
Requires Training: Yes.
Due to the extreme complexity of manipulating the genome (human or otherwise), specific computer systems must be used for dealing with biotech. This skill allows a character to operate such systems. Note that this skill does not impart any training in biotechnology; the skill Knowledge (Life Sciences) must be purchased for that purpose.

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Craft (Electrical)
Ability: Intelligence.
Requires Training: Yes.
Craft (electronic) includes the intricate wiring required for building robots; computer-guided vehicles and weapons; and other fusions of mechanical and electrical systems. If an object is mechanical as well as electronic, the DC for producing it is increased by +5. However, the character gains a +2 synergy bonus on the skill roll if he possesses at least 5 ranks in Craft (Mechanical).

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Craft (Mechanical)
Ability: Intelligence.
Requires Training: Yes.
This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.
The character using this skill can combine raw components to form various trap kits. There is a 10% chance on any failed skill roll that the components are lost, even though a trap was not crafted.
Check: The DC is determined by the type of trap being created. The more powerful the trap, the more difficult it is to build and the more components it requires.
Special: A character without a mechanical tool kit takes a 4 penalty on Craft (Mechanical) checks.

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Craft (Metalsmith)
Ability: Intelligence.
Requires Training: Yes.
This skill includes such trades as blacksmithing and metallurgy. Among less-advanced communities, Craft (metalworking) is often the highest form of technology; the tools produced using this skill, ranging from armor and shields to plows and heavy chain, mean the difference between life and death.
The character knows how to create most types of armor, shields and helmets from different materials.
How to craft
The character first needs to create the components required for the item he wants to create from base materials (wood, leather, metal, etc). This can be done by selecting the craft armor option in the material item's radial menu.
Each item is constructed from two different components (a larger and a smaller one), that need to be assembled in order to finish crafting process.
To assemble the two components, use the craft armor option in the smaller component's radial menu and target the larger component with it. On a successful Craft Armor skill check, the new item will be created in the character's inventory. Note that it is not possible to create magic items with your crafting skills. For further information about crafting, please refer to the manual.
NOTE: This skill supplants and functions as Craft (Armor)

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Craft (Nanotech)
Ability: Intelligence.
Requires Training: Yes.
Nanotech is arguably the most complex technology. This skill allows characters to manipulate nanotechnology and even create it.

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Craft (Pharmaceuticals)
Ability: Intelligence.
Requires Training: Yes.
Craft (Pharmaceuticals) allows a character to produce all manner of medicinal & biotech drugs. Given the proper materials, time and equipment, a character with this skill can create mutagens, mutation inhibitors, genetically engineered pathogens and even entirely new forms of life.
NOTE: This skill supplants & functions as Craft (Alchemy)

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Craft (Structural)
Ability: Intelligence.
Requires Training: No.
This skill allows a character to to craft various items as well as build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, painting, drywall, laying cement, and building cabinets.

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Decipher Script
Ability: Intelligence.
Requires Training: Yes.
Check: A character can decipher writing in an ancient language or in code, or interpret the meaning of an incomplete text. The base DC is 20 for the simplest messages, 25 for standard codes, and 30 or higher for intricate or complex codes or exotic messages. Helpful texts or computer programs can provide a bonus (usually a +2 circumstance bonus) on the check, provided they are applicable to the script in question.
If the check succeeds, the character understands the general content of a piece of writing, reading about one page of text or its equivalent in 1 minute. If the check fails, the GM makes a Wisdom check (DC 10) for the character to see if he or she avoids drawing a false conclusion about the text. (Success means that the character does not draw a false conclusion; failure means that the character does.)

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Demolitions
Ability: Intellgence.
Requires Training: Yes.
Demolition checks are made when setting, disarming or placing explosives for maximu desired effect.
Check: Setting a simple explosive to blow up at a certain spot doesnt require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a check, as does disarming an explosive device.
Set Detonator: Most explosives require a detonator to go off. Connecting a detonator to an explosive requires a Demolitions check (DC 10). Failure means that the explosive fails to go off as planned. Failure by 10 or more means the explosive goes off as the detonator is being installed.
A character can make an explosive difficult to disarm. To do so, the character chooses the disarm DC before making his or her check to set the detonator (it must be higher than 10). The characters DC to set the detonator is equal to the disarm DC.
Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary, unattended inanimate object) can maximize the damage dealt by exploiting vulnerabilities in the structures construction.
Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. The DC is usually 10, unless the person who set the detonator chose a higher disarm DC. If the character fails the check, he or she does not disarm the explosive. If the character fails by more than 5, the explosive goes off.
A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks.
A character without a demolitions kit takes a 4 penalty on Demolitions checks.
Making an explosive requires the Craft (chemical) skill.
Time: Setting a detonator is usually a full-round action. Placing an explosive device takes 1 minute or more, depending on the scope of the job.
NOTE: This skill supplants & fuctions as Disable Trap

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Diplomacy
Ability: Charisma.
Requires Training: No.
A successful Persuade check prompts NPCs to reveal additional information or provide increased rewards.
Check: A character can change others attitudes with a successful check (see the table below. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party.
NOTE: This skill supplants & functions as Persuade.

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Disguise
Ability: Charisma.
Requires Training: No.
Use this skill to change your appearance. The effor requires at least a few props and some make up. A disguise can include an apparent change of height or weight of no more than one-tenth the original unless specially crafted prosthetics or costumes are utilized.
Check: A characters Disguise check result determines how good the disguise is. It is opposed by others Spot check results.
The effectiveness of the characters disguise depends in part on how much the character is attempting to change his or her appearance.

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Ability: Dexterity.
Requires Training: No.
Check: Make a check to escape from restraints or to squeeze through a tight space.
Restraint DC
Ropes Opponent's Dex check +20
Net 20
Handcuffs 35
Tight space 30
Grappler Opponents grapple check
For ropes, a characters Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since its easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check.
For a tight space, a check is only called for if the characters head fits but his or her shoulders dont. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character cant fit through a space that his or her head doesnt fit through.
A character can make an Escape Artist check opposed by his or her opponents grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Doing so is an attack action, so if the character escapes the grapple he or she can move in the same round.
Try again?: A character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks as long as he or she is not being actively opposed.
Special: A character can take 10 on an Escape Artist check. A character can take 20 if he or she is not being actively opposed (a character can take 20 if he or she is tied up, even though its an opposed check, because the opponent isnt actively opposing the character).
A character with the Nimble feat gets a +2 bonus on all Escape Artist checks.
Time: Making a check to escape from being bound by ropes, handcuffs, or other restraints (except a grappler) requires 1 minute. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on the distance that must be crossed.

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Knowledge (Advanced Technology)
Ability: Intelligence.
Requires Training: Yes.
Check: A character makes a Knowledge check to see if the character knows something.
The DC for answering a question within the characters field of study is 10 for easy questions, 15 for basic questions, and 20 to 30 for tough questions.
The technological leaps that came out of the Final Wars, before the implosion of civilization, are considered advanced technology. Robotics, artificial intelligence, energy weaponry, antigravity, force fields and even teleportation all appeared during this era. Note that neither nanotechnology nor biotechnology are covered by Knowledge (Advanced Technology); nanotechnology has its own skill, while biotechnology falls under Knowledge (Life Sciences).
NOTE: This skill supplants & functions as the Lore skill for most unidentified items.

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Knowledge (Business)
Ability: Intelligence.
Requires Training: No.
The art of the deal remains largely the same, even if commodities and currencies have changed a great deal. Knowledge (business) covers business theory, historical business models and, where appropriate, business law. The higher the character's skill the better the price received when selling or purchasing goods.
Check: The character makes an opposed roll against the merchant's skill. If the merchant wins, the characters pay more for the goods in the store. If the character wins, they pay less. The first time the player interacts with a merchant dictates the prices in that store until their skill improves.
NOTE: This skill supplants & function as the Appraise skill.

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Knowledge (Nanotech)
Ability: Intelligence.
Requires Training: Yes.
Far and away the most advanced form of technology the world has ever seen, nanotechnology is in a class of its own compared to the other “era-based” Knowledge (Technology) skills. Because nanotechnology is a marriage of everything from biology and computer science to robotics and quantum mechanics, 5 or more ranks in Knowledge (Nanotech) gives the character a +2 synergy bonus on the following skills: Craft (Nanotech), Knowledge (Life Sciences) and Knowledge (Physical Sciences).

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_notes/skills/Perform.txt Normal file
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Perform
Ability: Charisma.
Requires Training: Yes.
The character is accomplished in some type of artistic expression and knows how to put on a performance. The character can impress audiences with his or her talent and skill. The quality of the characters performance depends on his or her check result.
Result Performance
10 Amateur performance. Audience may appreciate your performance, but isnt impressed.
15 Routine performance. Audience enjoys your performance, but it isnt exceptional.
20 Great performance. Audience highly impressed.
25 Memorable performance. Audience enthusiastic.
30 Masterful performance. Audience awed.
Try Again?: Not for the same performance and audience.
Special: A character can take 10 when making a Perform check, but cant take 20.
A character without an appropriate instrument automatically fails any check he or she attempts. At the GMs discretion, impromptu instruments may be employed, but the performer must take a 4 penalty on the check because his or her equipment, although usable, is inappropriate for the skill.
Time: A Perform check usually requires at least several minutes to an hour or more.

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Research
Ability: Intelligence.
Requires Training: Yes.
Check: Researching a topic takes time, skill, and some luck.
Research in the Gamma Age is much different and more difficult than in the modern age. The primary difference exists in the medium: Modern research assumes the presence of an internet, as well as carefully catalogued libraries and other archives. It is rare for a Gamma World character to have access to either, though some archivists communities possess intranet computer systems and vast amounts of carefully collated hard data. Outside of these rare instances, characters using the Research skill find themselves rooting through incomplete and often heavily damaged community and personal libraries.

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Sleight of Hand
Ability: Dexterity.
Requires Training: Yes.
Sleight of hand allows a character to perform feats of presidigitation & remove items from another's posession.
Check: There are two parts to successfully picking a pocket. First, the item must be acquired, and then the targeted creature must not notice the theft. Stealing the item is a simple skill test against the target's DC. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties. The targeted creature then makes an opposed Spot check against the character's Pick Pocket check. Hostile creatures have a +10 bonus to their Spot checks in this test. If the targeted creature succeeds at this opposed check, then the target has detected the theft attempt. An NPC who detects the attempt will turn hostile, and a PC will be informed that the character has attempted to use Pick Pocket on him. If the character is successful at both checks, then he steals the item without being detected.
NOTE: This skill supplants & fucntions as Pick Pocket.

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Survival
Ability: Wisdom.
Requires Training: No.
Check: A character can keep his or herself and others safe and fed in the wild and allows the proper placement of traps to do so.
DC Situation
10 Identify bio- and nano-engineered plants and animals.
15 Identify areas, food and water contaminated by chemical pollution.
20 Identify areas, food and water contaminated by radioactive pollution.
25 Identify areas, food and water contaminated by bio- or nanotech pollution.
25 Find uncontaminated food and water in a chemically contaminated area.
30 Dec1ontaminate food and water from a chemically contaminated area.
30 Find uncontaminated food and water in a radioactively contaminated area.
35 Decontaminate food and water in a radioactively contaminated area.
35 Find uncontaminated food and water in a bio- or nanotech contaminated area.
40 Decontaminate food and water in a bio- or nanotech contaminated area.
Special: 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set.
Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap.
Use: Use a trap kit from your inventory. An icon visible to you and your party will appear on the ground to represent the trap.
NOTE: This skill supplants & functions as Set Trap.

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Treat Injury
Ability: Wisdom.
Requires Training: No.
With this skill a character can use medical supplies to treat wounds, poisons, disease & radiation.
Check: To heal poisons and diseases, the healer must make a successful check against their DC. If he is successful, the target is healed and is cured a number of HP equal to the skill roll, plus all modifiers. If the target suffers from no poisons or diseases, it is still cured of damage.
Use: Use medical supplies on a wounded creature.
NOTE: This skill supplants & functions as the Heal skill.