Difference between revisions of "Deficiency"

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You are not very confident on your feet, especially on unstable ground.<br /><br />
 
You are not very confident on your feet, especially on unstable ground.<br /><br />
 
<b>Impairment</b> : Acrophobia
 
<b>Impairment</b> : Acrophobia
* Incurs a will([[wisdom]]) check when near a tall ledge. Failure results in [[panic]].
+
* Incurs a will([[wisdom]]) check when near a tall ledge. Failure results in [[panicked|panic]].
 
===[[Sleight of Hand]]===
 
===[[Sleight of Hand]]===
 
===[[Stealth]]===
 
===[[Stealth]]===

Revision as of 22:54, 28 October 2017

Not everyone can be good at everything. In fact, everyone has that thing they're really bad at. When creating your character, the GM will ask you to distribute deficiency points to certain skills. Rolls associated with these skills will incur penalties ranging from minor to major. Deficiencies are split into three categories in order of severity: incompetent, deficient, and impaired. Impairments are the most extreme forms of deficiencies and carry with them special effects, usually in the form of phobias and birth defects.

Consult your GM before taking an impairment.

Available Skills

Listed below are the skills you may select for deficiency.

Athletics

This is why you don't skip gym class. Running, swimming, climbing, and lifting is hard for you.

Impairment : Asthma

  • Extensive aerobic activities incur a fortitude(endurance) check. Failure results in temporary paralysis.

Acrobatics

You are not very confident on your feet, especially on unstable ground.

Impairment : Acrophobia

  • Incurs a will(wisdom) check when near a tall ledge. Failure results in panic.

Sleight of Hand

Stealth

Investigation

Animal Handling

Insight

Medicine

Perception

Survival

Deception

Intimidation

Performance

Persuasion