swade-fr-content-neoflip/module/compendiums/swade-core-rules.swade-skills.json
2021-03-14 16:54:58 +01:00

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{
"label": "SWADE Compétences",
"entries": [
{
"id": "#[CF_tempEntity]",
"name": "#[CF_tempEntity]",
"description": ""
},
{
"id": "Academics",
"name": "Academics",
"description": "<div class=\"swade-core\"><p>Academics reflects knowledge of the liberal arts, social sciences, literature, history, archaeology, and similar fields. If an explorer wants to remember when the Mayan calendar ended or cite a line from <cite>Macbeth</cite>, this is the skill to have.</p></div>"
},
{
"id": "Athletics",
"name": "Athletics",
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual&rsquo;s coordin&shy;ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</p>\n</div>"
},
{
"id": "Battle",
"name": "Battle",
"description": "<div class=\"swade-core\"><p>Battle is an individual&rsquo;s command of strategy and tactics. It can be used for general military knowledge and is critical when commanding troops in @Compendium[swade-core-rules.swade-rules.Mass Battles]{Mass Battles}.</p></div>"
},
{
"id": "Boating",
"name": "Boating",
"description": "<div class=\"swade-core\"><p>Characters with this skill can handle most any boat or ship common to their setting. They also know how to handle common tasks associated with their vessel such as tying knots, rigging sails, or following currents.</p></div>"
},
{
"id": "Common Knowledge",
"name": "Common Knowledge",
"description": "<div class=\"swade-core\"><p>Characters roll Common Knowledge to know people, places, and things of their world, including etiquette, geography, culture, popular technology, contacts, and customs.</p></div>"
},
{
"id": "Driving",
"name": "Driving",
"description": "<div class=\"swade-core\">\n<p>Driving allows a hero to control any powered ground vehicle common to his setting. This includes cars, motorcycles, tanks, and the like.</p>\n<p>(Bikes and other self-powered transports use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}, beast-drawn transports use @Compendium[swade-core-rules.swade-skills.Riding]{Riding}.)</p>\n<p>Characters in modern settings where vehicles are ubiquitous don&rsquo;t need Driving for ordinary travel. Driving rolls are typically only needed in dangerous or stressful conditions, such as @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases}.</p>\n</div>"
},
{
"id": "Electronics",
"name": "Electronics",
"description": "<div class=\"swade-core\">\n<p>Electronics allows a hero to use complex or specialized devices such as the control panels on industrial machines or the sensor systems found on spaceships in futuristic settings.</p>\n<p>Consumer or electronic devices common to the setting don&rsquo;t require Electronics&mdash; @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Common Knowledge} suffices if a roll is required at all. In the modern world, this applies to video recorders, cell phones, etc.</p>\n<p>Fixing any type of broken electronic device uses the @Compendium[swade-core-rules.swade-skills.Repair]{Repair} skill.</p>\n</div>"
},
{
"id": "Faith",
"name": "Faith",
"description": "<div class=\"swade-core\"><p>Faith is the arcane skill required for @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Arcane Background (Miracles)}.</p></div>"
},
{
"id": "Fighting",
"name": "Fighting",
"description": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it&rsquo;s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.</p>\n</div>"
},
{
"id": "Focus",
"name": "Focus",
"description": "<div class=\"swade-core\"><p>Focus is the arcane skill for @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Arcane Background (Gifted)}.</p></div>"
},
{
"id": "Gambling",
"name": "Gambling",
"description": "<div class=\"swade-core\"><p>Gambling is common in the saloons of the Old West, the back rooms of criminal organizations, the barracks of most armies, or the flight decks of scifi spaceships.</p>\n<p>To simulate an hour of gambling without having to roll for every single toss of the dice or hand of cards, have everyone agree on the stakes, such as $10, 10 gold coins, etc. Everyone in the game then makes a Gambling roll. The lowest total pays the highest total the difference times the stake. The next lowest pays the second highest the difference times the stake, and so on. If there&rsquo;s an odd man left in the middle, he breaks even.</p>\n<p class=\"embedded-example\"><strong>Example:</strong> Red rolls highest with a 10 and Gabe rolls lowest with a 4. The difference is 6, so Gabe pays Red 6 &times; the stake of $10, or $60.</p>\n<p><strong>Cheating: </strong>A character who cheats adds +2 to his roll. The GM may raise or lower this modifier depending on the particulars of the game or the method of cheating. If a cheater rolls a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure}, however, he&rsquo;s caught. The consequences depend on the circumstances and who noticed, but are usually unpleasant!</p></div>"
},
{
"id": "Hacking",
"name": "Hacking",
"description": "<div class=\"swade-core\">\n<p>Hacking is the skill used to create programs and &ldquo;hack&rdquo; into secured systems. Use of this skill always requires a computer or interface of some sort.</p>\n<p>Most tasks are a simple Hacking roll. The amount of time it takes is determined by the GM, from a single action to hours, days, or even months depending on the complexity of the project. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the attempt works as desired and a raise halves the time required. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} usually just means the hacker must try again, while a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} may mean the system locks the user out, issues an alarm, or enacts another countermeasure of some sort.</p>\n</div>"
},
{
"id": "Healing",
"name": "Healing",
"description": "<div class=\"swade-core\">\n<p>Healing has multiple uses, from treating @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} to diagnosing diseases and analyzing certain kinds of forensic evidence.</p>\n<p>See @Compendium[swade-core-rules.swade-rules.Healing]{Healing} for rules on mending and treating @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}, and @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} for treatment of disease or poison.</p>\n<p><strong>Forensics: </strong> Healing can also be used to analyze evidence that relates to anatomical trauma, including cause and time of death, angle of attack, and similar matters. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} provides basic information and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} increases the details uncovered.</p>\n</div>"
},
{
"id": "Intimidation",
"name": "Intimidation",
"description": "<div class=\"swade-core\">\n<p>Intimidation is the art of frightening an opponent so that he backs down, reveals information, or flees.</p>\n<p>Intimidation is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} resisted by the opponent&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}. Out of combat, a successful roll means the foe backs down for the most part, reveals some information, or slinks away when the opportunity presents itself.</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might mean he backs down for the remainder of the scene, spills all the beans, or runs away as fast as he can.</p>\n<p>In or out of combat, a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a &ldquo;macro&rdquo; skill to simulate several hours of working the streets. See&nbsp;@Compendium[swade-core-rules.swade-rules.Networking]{Networking}&nbsp;to see how to crack some heads for favors or information.</p>\n</div>"
},
{
"id": "Language",
"name": "Language",
"description": "<div class=\"swade-core\">\n<p>In some settings, such as those that focus on pulp action or &ldquo;planetary romance&rdquo; (where characters frequently travel among many strange civilizations), speaking various languages can simply be roleplayed with halting dialogue and campy accents that start out a little difficult and are quickly forgotten. The GM may ignore this skill altogether in these settings, or use the @Compendium[swade-core-rules.swade-rules.Multiple Languages]{Multiple Languages}&nbsp;&shy;option in the @Compendium[swade-core-rules.swade-rules.Setting Rules]{Setting Rules}.</p>\n<p>In more realistic settings, communication can be a major barrier that requires characters to put skill points into additional languages. In a 1980s World War Three game, for example, a group of United Nations paratroopers won&rsquo;t be able to speak with their foes unless they take Russian, Polish, or other languages common to the Warsaw Pact.</p>\n<p>If the Language skill is in use, it should be listed as Language (Spanish), Language (American Sign Language), etc. A character&rsquo;s die type also notes how fluent he is in it. (Characters start with a d8 in their own Language.)</p>\n<div class=\"swade-core\">\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Language Proficiency</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Skill</th>\n<th class=\"table-column-header\" scope=\"col\">Ability</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>d4</td>\n<td>The character can read, write and speak common words and phrases.</td>\n</tr>\n<tr>\n<td>d6</td>\n<td>The speaker can carry on a prolonged but occasionally halting conversation.</td>\n</tr>\n<tr>\n<td>d8</td>\n<td>The character can speak fluently.</td>\n</tr>\n<tr>\n<td>d10</td>\n<td>The hero can mimic other dialects within the language.</td>\n</tr>\n<tr>\n<td>d12</td>\n<td>The speaker can masterfully recite important literary or oral works.</td>\n</tr>\n</tbody>\n</table>\n</div>\n<p><strong>Limited: </strong>Use whichever skill is lowest when performing an action that requires knowledge of a foreign language. @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} (if verbal), @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Research]{Research}, @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt}, etc., are all limited by the character&rsquo;s Language skill.</p>\n<p>This limitation never applies to a character&rsquo;s native tongue.</p>\n</div>"
},
{
"id": "Notice",
"name": "Notice",
"description": "<div class=\"swade-core\">\n<p>Notice is a hero&rsquo;s general awareness and alertness. It&rsquo;s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information&mdash;the character hears movement in the forest, smells distant smoke, or senses someone isn&rsquo;t being completely truthful.</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more detail, such as the direction of a sound or odor or what topic a person is avoiding or lying about.</p>\n</div>"
},
{
"id": "Occult",
"name": "Occult",
"description": "<div class=\"swade-core\"><p>Occult reflects knowledge and experience with the paranormal most others don&rsquo;t even believe exists. It can be used to decipher strange pictograms, recall information about supernatural creatures, remember cures for monstrous maladies like lycanthropy or vampirism, or perform rituals.</p>\n<p>Finding information in a library, newspaper morgue, old tome, the internet, etc., uses the @Compendium[swade-core-rules.swade-skills.Research]{Research} skill. As noted there, however, if the investigator&rsquo;s Occult skill is higher she may use that instead.</p></div>"
},
{
"id": "Performance",
"name": "Performance",
"description": "<div class=\"swade-core\">\n<p>A good entertainer can lift the spirits, rally a crowd to action, or simply earn a few bucks from the locals. Specifics depend on the situation, setting, and how well the character is known in the area.</p>\n<p>Performance covers singing, acting, playing an instrument, or similar tasks that require an audience to appreciate.</p>\n<p><strong>Raising Funds:</strong> The amount of money a character can raise by performing is extremely subjective, but as a general rule a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} performance raises 20% of the setting's @Compendium[swade-core-rules.swade-rules.Characters]{Starting Funds} with a success and 30% with a raise. The GM can multiply this amount by the performer's @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} if she feels it's appropriate. These numbers work for typical performers who might be known in a small establishment or area. Larger performances can greatly boost the performer's fee, but also require more time, energy, and setup.</p>\n<p><strong>Deception: </strong>Performance can be used instead of @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} if the character is attempting to deceive, bluff, or disguise herself and the GM agrees it makes sense in the context of the situation.</p>\n</div>"
},
{
"id": "Persuasion",
"name": "Persuasion",
"description": "<div class=\"swade-core\">\n<p>Persuasion is the ability to convince others to do what you want through reason, cajoling, deception, rewards, or other friendly means. Persuasion isn&rsquo;t mind control. It can change someone&rsquo;s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it&rsquo;s an unopposed roll. If the target is resistant, it&rsquo;s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever&rsquo;s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target&rsquo;s attitude one level and a raise improves it two. Further increases aren&rsquo;t generally possible in the same encounter&mdash;it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won&rsquo;t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target&rsquo;s attitude two levels.</p>\n<p>Only one roll should generally be allowed per interaction unless new information is revealed, a substantial reward is offered, etc.</p>\n<p><strong>Networking: </strong>Characters can also use Persuasion as a &ldquo;macro skill,&rdquo; simulating a few hours or an evening&rsquo;s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</p>\n</div>"
},
{
"id": "Piloting",
"name": "Piloting",
"description": "<div class=\"swade-core\">\n<p>Piloting allows a character to maneuver airplanes, helicopters, jet packs, or spaceships. See the rules for @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chases and Vehicles}.</p>\n<p>A being with the innate ability to fly (he has wings, for example) uses @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} instead.</p>\n</div>"
},
{
"id": "Psionics",
"name": "Psionics",
"description": "<div class=\"swade-core\"><p>This is the skill &ldquo;psions&rdquo; or &ldquo;psis&rdquo; use to activate and control their psionic abilities. See the @Compendium[swade-core-rules.swade-edges.Arcane Background (Psionics)]{Arcane Background (Psionics)} edge.</p></div>"
},
{
"id": "Repair",
"name": "Repair",
"description": "<div class=\"swade-core\">\n<p>Repair is the ability to take apart and/or fix mechanical gadgets, vehicles, weapons, and simple electrical devices. It also covers the use of demolitions and explosives.</p>\n<p>How long a Repair roll takes is up to the GM and the complexity of the task. Fixing a @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Wound} on a compact car in a post-apocalyptic setting might take an hour. Fixing a Wound on the same car in the present day might take four hours if the character wants it painted, polished, etc. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the item is functional. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the Repair roll halves the time required.</p>\n<p><strong>Tools: </strong>Characters suffer a minor @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (&minus;1 to &minus;2) to their roll if they don&rsquo;t have access to basic tools, or a major penalty (&minus;3 to &minus;4) if the device requires specialized equipment.</p>\n<p><strong>Electronics:</strong> Repair can be used to repair electronic devices, but is limited by the hero&rsquo;s @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} skill. Use whichever skill is lowest.</p>\n</div>"
},
{
"id": "Research",
"name": "Research",
"description": "<div class=\"swade-core\">\n<p>A character skilled in Research knows how to make good use of libraries, newspaper morgues, the internet, or other written sources of information.</p>\n<p>The amount of time this takes is up to the GM and the situation. Finding something on the internet or a specific passage in a book might be possible in a @Compendium[swade-core-rules.swade-rules.Combat]{combat round}. Looking through books in a library, searching the internet for a complex topic, or digging up background information on an individual usually takes about an hour.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} finds basic information and a raise provides more detail. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the researcher doesn&rsquo;t find what she&rsquo;s looking for.</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} might mean the researcher finds plausible but incorrect information, triggers the notice of some opposed entity or faction, reads something &ldquo;Humanity Was Not Meant to Know&rdquo; and suffers a mental illness of some sort (a Minor @Compendium[swade-core-rules.swade-hindrances.Phobia]{Phobia}, @Compendium[swade-core-rules.swade-hindrances.Quirk]{Quirk}, etc.), or she might even accidentally destroy the source. The GM is encouraged to be creative when such a mishap occurs, perhaps forcing the party to approach the situation in a different way.</p>\n<p><strong>Related Skills: </strong>If a character has a skill that relates directly to the subject he&rsquo;s researching, he can use that instead of Research. An explorer with @Compendium[swade-core-rules.swade-skills.Occult]{Occult} d10 and Research d6, for example, rolls a d10 when investigating vampire lore at a forgotten library. If he later goes to search for the deed to a house where the vampires are rumored to lair, he rolls his normal Research instead.</p>\n<p><strong>Note: </strong>Research may only provide the clues, especially in a mystery-heavy game. Putting the clues together from the information gathered is up to the players.</p>\n</div>"
},
{
"id": "Riding",
"name": "Riding",
"description": "<div class=\"swade-core\"><p>Riding allows a hero to mount, control, and ride any beast or beast-drawn vehicle common to his setting. This includes horses, camels, dragons, wagons, chariots, and the like. See @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}.</p></div>"
},
{
"id": "Science",
"name": "Science",
"description": "<div class=\"swade-core\">\n<p>Those with this skill have studied various hard sciences such as biology, xenobiology, chemistry, geology, engineering, or any other &ldquo;hard&rdquo; science.</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} Science roll reveals basic information about a topic, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} grants more details.</p>\n</div>"
},
{
"id": "Shooting",
"name": "Shooting",
"description": "<div class=\"swade-core\">\n<p>Shooting covers all attempts to hit a target with a ranged weapon such as a bow, pistol, or rocket launcher (thrown weapons use @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics}). See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for details on ranged combat.</p>\n</div>"
},
{
"id": "Spellcasting",
"name": "Spellcasting",
"description": "<div class=\"swade-core\"><p>Mages, wizards, warlocks, and witches use Spellcasting to cast spells. See the @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Arcane Background (Magic)} Edge.</p></div>"
},
{
"id": "Stealth",
"name": "Stealth",
"description": "<div class=\"swade-core\">\n<p>Stealth is the ability to hide and move quietly. A simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} on a Stealth roll means the character avoids detection if enemies aren&rsquo;t particularly alert. If the character @Compendium[swade-core-rules.swade-rules.Trait Rolls]{fails} the roll, the enemy realizes something is amiss and begins actively searching for whatever roused them.</p>\n<p>Once foes are alerted and active, Stealth is opposed by @Compendium[swade-core-rules.swade-skills.Notice]{Notice} (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{group roll} if there are many foes.</p>\n<p>The GM should apply any circumstantial penalties to @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls for @Compendium[swade-core-rules.swade-rules.Illumination]{darkness}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, noise, distractions, and any difference in the target&rsquo;s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (&minus;4). Don&rsquo;t apply the same modifier to both rolls, however. If Stealth is at &minus;2 for the leaves, don&rsquo;t give Notice a +2 for them as well.</p>\n<p><strong>Sneak Attack: </strong> Sneaking up close enough to make a melee attack <em>always</em> requires an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} Stealth roll versus the target&rsquo;s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker&rsquo;s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</p>\n<p><strong>Movement:</strong> In combat, characters roll Stealth each turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action} at the end of their move or any action the GM thinks might draw attention.</p>\n<p>Out of combat, the distance moved depends entirely on the situation. The GM might want a roll every minute if the group is sneaking around the perimeter of a defensive position, or every few miles if they&rsquo;re trying to quietly walk the path through a dark forest without alerting the creatures that live there.</p>\n</div>"
},
{
"id": "Survival",
"name": "Survival",
"description": "<div class=\"swade-core\">\n<p>Survival allows a character to find food, water, or shelter in hostile environments. It can also be used to navigate wilderness environments, figure out which plants are good to eat and which aren&rsquo;t, and so on.</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{successful} Survival roll provides enough food and water for one person for one day; or five people with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}.</p>\n<p>More detailed information on @Compendium[swade-core-rules.swade-rules.Hunger]{Hunger} and @Compendium[swade-core-rules.swade-rules.Thirst]{Thirst} can be found under @Compendium[swade-core-rules.swade-rules.Hazards]{Hazards} section.</p>\n<p><strong>Tracking: </strong>Survival can also be used to detect and follow tracks. Each roll generally covers following the tracks for one mile, but the GM should adjust this as needed for specific circumstances.</p>\n<p>The Game Master should assign a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{bonus or penalty} based on the target, environment, and time. Tracking a large group that recently passed through a snow-covered area might grant a bonus of +4, while following a single person over rocks and streams after more than a day incurs a &minus;4 penalty.</p>\n</div>"
},
{
"id": "Taunt",
"name": "Taunt",
"description": "<div class=\"swade-core\">\n<p>Taunt attacks a person&rsquo;s pride through ridicule, cruel jests, or oneupmanship.</p>\n<p>Taunt is an opposed roll @Compendium[swade-core-rules.swade-rules.Trait Rolls]{resisted} by the opponent&rsquo;s Smarts. In combat, this is a @Compendium[swade-core-rules.swade-rules.Test]{Test}.</p>\n<p>Out of combat, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} means the defender backs down, slinks away, or starts a fight. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} might leave the victim cowed for the remainder of the scene, or make her storm out of the area fuming or even in tears, or attack her tormentor recklessly (perhaps with a @Compendium[swade-core-rules.swade-rules.Wild Attack]{Wild Attack} on the first round of combat).</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the target is immune to this character&rsquo;s Taunts for the remainder of the encounter.</p>\n</div>"
},
{
"id": "Thievery",
"name": "Thievery",
"description": "<div class=\"swade-core\">\n<p>Lockpicking, safecracking, picking pockets, sleight of hand, setting and disabling traps and similar acts of misdirection, sabotage, subterfuge, and manipulation are called Thievery.</p>\n<p>If used to pick a lock, crack a safe, disable a trap, or perform a simple unopposed action, @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success} opens or disables the device, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} does it in less time, without tripping alarms, or whatever else the GM feels is appropriate.</p>\n<p>Sleight of hand, hiding or planting an item, or picking a pocket require a simple @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}. If foes are actively watching the character, Thievery is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by @Compendium[swade-core-rules.swade-skills.Notice]{Notice}.</p>\n<p>The Game Master should assign @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalties} for particularly difficult circumstances. Picking a heavy padlock might have a &minus;4 penalty, while hiding a revolver in bulky winter clothing might grant a +1 bonus. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} typically means the character is spotted or it takes too much time (after which the character can try again). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} typically sets off the trap, alerts the victim, or jams the device so that it must be opened or interacted with in a different way.</p>\n<p><strong>Limited: </strong>Using Thievery on an electronic device, such as a keypad, is limited by the thief&rsquo;s @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} skill. Use the lowest of the two skills.</p>\n</div>"
},
{
"id": "Unskilled Attempt",
"name": "Unskilled Attempt",
"description": "<div class=\"swade-core\">\n<p>If a character doesn&rsquo;t have a skill for an action he&rsquo;s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</p>\n<p>The GM may decide certain tasks cannot be attempted unskilled, such as performing complex surgery or flying a commercial jet.</p>\n</div>"
},
{
"id": "Weird Science",
"name": "Weird Science",
"description": "<div class=\"swade-core\"><p>&ldquo;Mad&rdquo; scientists, inventors in worlds with magic (or technology far beyond our own), alchemists, or artificers can be found throughout many <cite>Savage Worlds</cite>.</p>\n<p>Though their techniques may vary, all use Weird Science as their arcane skill. See the @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Arcane Background (Weird Science)} Edge to learn more of their wondrous ways.</p>\n<p>&nbsp;</p></div>"
}
]
}