07-19-2005, 05:27 PM
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#18
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Skills
Quote:
Originally Posted by Kromm
Rooms are so big that you need separate skills for different things (on top of basic Perception for things sitting out in the open): - Architecture for hidden features of the room itself.
- Carpentry to notice something odd with the woodwork.
- Criminology to find macroscopic evidence left behind by a criminal.
- Electrician to spot something strange about the lights or wiring.
- Forensics to discover traces of blood, explosives, fibers, etc.
- Masonry to identify unusual stonework.
- Observation to "case the joint."
- Tracking to pick up on footprints on the floor.
- Traps for traps and secret doors.
These do overlap some, of course. The GM could allow a single Detective! roll for all of it, I suppose, but as that skill implies, this would be cinematic. Real detectives ask forensic scientists, firemen, the locksmith, etc. to take a look for a good reason. A detective might have Criminology and Observation, and maybe Tracking (if he works outdoors a lot) or Forensics (if he works in a lab some of the time). He would have Search, but for patting down suspects, not for poking in cupboards. They're not really closely related.
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Your forgot Housekeeping or Artist (Interior Dectorating) for Spointing an out of place item
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