HOUSE RULES
Skills use
Skills that effect another persons judgement can only be used once per person per day (regardless if they pass or fail). Example: If you fail to persuade/intimidate someone you cannot re-try until you are successful (unless a benny or trait allows a re-do). The target knows your tricks and cannot be duped. This goes for NPC vs PC’s also.
Also you cannot add to any success with another attempt to improve. Example: You succeed to persuade someone from uncooperative to neutral. You cannot roll again the same day for the same person to increase their mood from neutral to friendly. However they will remain at the same level towards you the next time you meet (unless something happens to upset them) so you may increase the mood then.
For the following skills.
- Intimidation
- Persuasion
Skill Specializations
When using any other variation he suffers a –2 penalty. Gaining an additional specialization counts as raising a skill below its linked Attribute. So a character can gain two new specializations with an Advance, or gain a specialization and increase a skill below its linked Attribute. Below are skills appropriate for this extra detail and some example specializations:
Shooting: Bow, Crossbow, Small Arms, Large caliber, Explosive
Fighting: Axe, Blunt Weapon, Exotic (such as nunchaku; each is separate), Long blade (over 18"), Short blade (up to 18"), Pole arm.
Survival: Arctic, Desert, Temperate, Jungle
Driving: Auto, Motorcycle, Big Rig, Hover, Tracked,
Boating: Powered, Sailed, Steam, Very Large Craft (cruise ship, tanker)
Piloting: Small Fixed Wing, Rotary, Space, Large Fixed Wing
New Skills
Music
Specializations: Singing, Piano (keyboard, keytar), Stings (Cello, Double Bass, Viola, Violin)
Guitar (all types), Brass (Cornet, French Horn, Trombone, Trumpet, Tuba), Song writing, Woodwind (Bassoon, Clarinet, Flute, Oboe, Recorder, Saxophone), Percussion (Cymbals, Drums, Tambourine, Triangle)
