05-28-2017, 01:57 PM | #61 | ||
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
Quote:
Quote:
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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05-28-2017, 04:43 PM | #62 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: New Technique of the Week: an ongoing thread
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There might be room for additional penalties based on group size here too. |
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05-29-2017, 01:57 AM | #63 | |
Join Date: Sep 2008
Location: near London, UK
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Re: New Technique of the Week: an ongoing thread
Quote:
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05-29-2017, 04:59 AM | #64 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
Quote:
Guiding (Climbing). Average, default Climbing cannot exceed Climbing+4. This is the ability to assist someone else's Climbing. It allows you to roll the technique as a complementary skill to their Climbing. In addition, if your Guiding is 15+ (a default qualifies) then the person you're guiding can re-roll any critical failures of their Climbing, and only actually critically fail if their second roll is a critical failure, as for Piloting. Since this requires talking, it can't be done stealthily, and you need a shared language.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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05-29-2017, 11:39 AM | #65 | |
Join Date: Sep 2008
Location: near London, UK
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Re: New Technique of the Week: an ongoing thread
Quote:
Well… perhaps just "this requires communication"? Because it could be done with telepathy, or throat-mics, or neural interface, each of which would have its own set of detectability problems.
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05-29-2017, 11:42 AM | #66 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
My New Techniques effort is about non-combat techniques. Thanks for making me realise that I hadn't explained that in this thread: that has now been fixed in the root message.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
05-29-2017, 11:45 AM | #67 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
Quote:
"This requires you to be able to see and communicate with the person you're guiding, without perceptible lag time."
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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06-03-2017, 03:57 AM | #68 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
Guiding (Climbing, Flying, Hiking, Riding, Skating, Skiing or Swimming). Average, default prerequisite, cannot exceed Prerequisite+4.
This is a group of separate techniques for assisting others with physical activities, which use common rules. They are not Teaching, although a skilled guide will often have Teaching skill as well. All of them allow you to roll your Guiding (skill) technique, and have it function as a complementary skill to the guidee's use of the same skill. In addition, if your Guiding is 15+ (a default qualifies) then the person you're guiding can re-roll any critical failures of their skill, and only actually critically fail if their second roll is a critical failure, as for Piloting. To do this, you need to be able to see and communicate with the person you're guiding, without perceptible time-lag.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
06-03-2017, 04:12 AM | #69 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
<Elixir> (Herb Lore). Hard, default Herb Lore -1 or worse, cannot exceed Herb Lore.
The technique rules for Alchemy skill are entirely applicable to Herb Lore. With dozens of elixirs available to make, putting two points into a hard technique for either skill may not seem worthwhile, but it's actually a good model for self-training. Buy two techniques, costing a total of four points, then trade them in for a level of Herb Lore. Repeat as often as you like; you might have a favoured elixir that you include in every cycle, or you might just make anything whose ingredients are in season.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
06-16-2017, 04:38 PM | #70 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: New Technique of the Week: an ongoing thread
Autopsy (Surgery). Hard, default Surgery, cannot exceed Surgery+4. This allows you to buy up skill in the dissection part of an autopsy, which is fairly standardised.
Finding evidence or clues during an autopsy usually requires rolls against Diagnosis, Forensics, or Physiology, but Biology (Entomology or Microbiology) is sometimes needed. Toxicology is Biology (Biochemistry) or Chemistry (Analytical). The Autopsy technique is a complementary skill to all of these rolls. It's Hard because you only get one try at dismantling a corpse; a "second autopsy" involves another pathologist making new Diagnosis (etc.) rolls, at -1 if the corpse has been frozen or -2 if it has been embalmed (which also gives -3 or worse to further toxicology tests). Opinions?
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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new technique of the week |
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