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My House rules

PostDateIcon Wed, 11/08/2017 - 2:14pm | PostAuthorIcon Fenix

The following are my House rules for skill use.
In may rules every skill has access to focuses and maneuvers.
Tell me what you think.

Academic (LOGIC/2 +10% Level)
This skill represents the pursuit of knowledge gained through a weighty education.

Basic knowledge: Use this to perform general feats of knowledge.

Science Focus: When this skill is first selected, you MUST select 2 Science Focuses (see below). You are considered unskilled at areas outside your focus. For some focuses the GM may set prerequisites.

Maneuvers: Select 2 maneuvers per Academic level if this is your primary skill or 1 maneuver per academic level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6.

Science Focus:

Agronomy
Anatomy/physiology
Anthropology
Archaeology
Architecture
Art (You can perform 1 art form when focus is first selected and another each academic level thereafter)
Biology
Botany
Chemistry
Climatology
Criminology
Cryptography
First Aid (A successful skill check can restore 1D lost BP plus Academic level to a wounded operative. No operative may benefit from first aid attempts for the same set of injuries in the same day. Any subsequent attempts in the same day restore no BP. Requires medic pack or stocked medical facility.
Genetics
Geology
History
Hydrology
Language (Fluent in 1 extra language when focus is first selected and another each academic level thereafter).
Law
Literature
Materials Science
Mathematics
Medicine (Diagnose and treat virus, disease, injury, toxins, or other conditions. Successful treatment test cuts in half any penalty associated with any condition for 1D days, a critical success heals the malady immediately. If attempted without a medic pack or stocked medical facility, skill check is penalized -20)
Microbiology
Mineralogy
Music (You can play one instrument when focus is first selected and another each academic level thereafter)
Oceanography
Paleo-anthropology
Paleontology
Philosophy
Physics
Poetry
Politics
Politics
Psychology
Researcher: Spend time in a library or on a computer and ask the GM one yes/no question your operative couldn’t possibly know the answer to and he must answer honestly. Could provide clues to help succeed in a mission or to uncover important campaign related secrets. Research time required is determined by GM by topic.
Sociology
Structural Engineering
Surgery: A successful skill check in a properly equipped medical facility allows the medic to restore 2D lost body points plus medic level to a wounded operative. This takes 1D/2 hours. Surgery can also be used for other less obvious surgical procedures.
Terrorism
Theology
Truth Serum: Use the Academic score to administer the right amount of drugs and interrogate a subject to get truthful answers to questions. Results in a contest against the STR of the target. Requires access to certain drugs.
Volcanology
Veterinary: You can use the medical applications on animals.
Zoology

Maneuvers:
Connections: Your long years of study has left you with a variety of academic connections. Works the same way as the Investigator connection ability but only for Academic contact.
Extra Focus: you gain 1 extra Focus
Fast work: You perform certain a specific academic activity in 1/2 time (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.
International Medical License: You have access to medical records and hospital access off limits to the public.
Specialist: +5 per Academic level to a specific academic activity (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.

Athlete: (DEX + STR/4 + 10% Level)
This skill represents training and experience in using your body to perform various athletics feats.

General Athletics: Use this to perform normal feats of athletics like acrobatics, climbing, dodging, jumping, lifting, running, swimming, throw simple items.

Sports Focus: When this skill is first selected, you MUST select 2 Sport Focuses (see below). You are considered unskilled at areas outside your focus. For some focuses the GM may set prerequisites.

Maneuvers: Select 2 maneuvers per Athlete level if this is your primary skill or 1 maneuver per athlete level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6. For some maneuvers the GM may set prerequisites.

Sports Focuses:
Boating: Use the Athlete score to operate manual powered boats (canoes, kayaks, and rowboats).
Extreme Sports: You can use your Athlete score to perform 1 Specific extreme sport, use, maintenance, of its required equipment (Skiing, snowboarding, extreme biking, parachuting).
Fighting: Use the athlete score for chance to hit unarmed and with melee weapons. Damage is by weapon (unarmed 1D/2), plus STR bonus if appropriate. Characters who do not have this maneuver are considered untrained and use STR/2 to hit.
Launcher attack: Use the athlete score to attack with indirect weapons, grenade launchers, and rocket launcher. Damage is based on weapon type, plus DEX bonus.
Shooting: Use the athlete score to hit opponents with pistol and rifle (including mounted heavy weapons) sized firearms, unjam weapons, or reload in combat in one single action. Damage is based on weapon type, plus DEX bonus.
Throwing: Use the athlete score for chance to hit with throwing weapons. Damage is by weapon (unarmed 1D/2), plus STR bonus if appropriate.

Maneuvers: (Can also choose from the Martial arts and Soldier maneuvers).
Bodyguard: Take damage for an adjacent ally, requires a skill check, counts as an action.
Elegant attack: Use DEX instead of STR for determining damage when attacking unarmed, ranged or melee weapon.
Extra Sport Focus: Choose 1 extra sport. You can take this multiple times each time chose a new sport.
Fast work: You perform certain a specific athletic activity in 1/2 time (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.
Intimidating presence: Use the Criminal to intimidate.
Resist: Use athlete score to resist interrogation or torture.
Silent Take Down: You can disable an opponent that is unaware of you in complete silence.
Specialist: +5 per Athlete level to a specific athletic activity (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.
Stealth: Use the Athlete score for making stealth checks.
Strategy: You may pick 1 of the following before initiative, lasts until turn ends, requires skill check, but doesn’t count as an action:
Command: +1 INIT for all allies able to be communicated with.
Assault: find weakness (effect determined by GM based on situation).
Inspire: +5 to hit and damage to all adjacent allies.
Tactics: You may pick one of the following, lasts until turn ends, requires skill check, counts as an action:
Rallying Cry: +10 to hit and damage to you and chosen allies if they give up -20 to resistance checks.
Courageous Word: +20 to a specified LOG or WIL resistance check.
Tactical Strike: You or ally may make 2 attacks against a foe you outnumber 2:1 in melee. Choose which roll to keep. Foe knocked prone in addition to normal damage.

Charmer: (LOG/2 + 10% Level)
This represents the use of your charisma and your charming personality.

Persuasion: Used to persuade a person. Usually results in a contest against the WIL of the target.

Charming Focus: When this skill is first selected, you MUST select 2 Charming Focuses (see below). You are considered unskilled at areas outside your focus. For some focuses the GM may set prerequisites.

Maneuvers: Select 2 maneuvers per Charmer level if this is your primary skill or 1 maneuver per Charmer level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6.

Charming Focuses:
Appraise: Represents knowledge of the quality and authenticity of works of value. With a skill check, the approximate value of an item may be assessed, as well as the presence of a phony.
Building Plans: Use the Charmer score to attain specific building plans.
Bribe: Use the Charmer score to find out if someone is susceptible to bribery before you offer it to them.
Charm: Used the Charmer score to charm or seduce a person. Usually results in a contest against the WIL of the target.
Deception: Use the Charmer score to lie, and bluff.
Connections: The Charmer knows how to make contacts. Work identically to the detective ability.
Market Scrounging: Once per game session, the charmer can make a skill check when he or his team needs to obtain something. If successful, the merchant knows who has what is needed. This doesn’t give him the means to obtain it, only the knowledge of where he may go to get it.
Mediate: Use the Charmer score to mediate a conflict or perform diplomatic feats.
Haggling: During outfitting section of a mission, this operative can haggle for a better deal. This allows him to (with a skill check) lower the cost of any one item by an amount equal to his merchant skill level. The cost of the item may not be reduced lower than 1.
Lie Detector: Use the Charmer score to detect if a character is lying.
Recruit: Recruit allies from within Command to help with a mission. This reduces the cost of backup personnel (page 22) by an amount equal to charmer skill level (minimum cost 1).
Shadowing and Trailing: Use the Charmer score to follow or watch people in a manner that doesn’t call attention to the charmer. Shadowing someone is similar to stealth except no real hiding is taking place. This is the art of blending in, of knowing how to avoid being obvious.
Spin Doctor: Being a master of spin and reputation management, this allows the charmer to make a skill check to identify spin (lies designed to manipulate public opinion), create spin, or oppose it. This is an open-ended story-based aspect of the merchant skill.
Connections: You know how to make contacts in the criminal milieu. Works the same way as the connection ability of the Investigator skill but only for criminal contacts.

Maneuvers:
Extra Charming Focus: Choose 1 extra sport. You can take this multiple times each time chose a new sport.
Fast work: You perform certain a specific charming activity in 1/2 time (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.
Specialist: +5 per charmer level to a specific interpersonal activity (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.

Criminal: (DEX/2 + 10% Level)
This skill represents a lifestyle of a criminal.
Deception: Use the Criminal score to lie, and bluff.

Criminal Focus: When this skill is first selected, you MUST select 2 Criminal Focuses (see below). You are considered unskilled at areas outside your focus. For some focuses the GM may set prerequisites.

Maneuvers: Select 2 maneuvers per Criminal level if this is your primary skill or 1 maneuver per criminal level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6. For some maneuvers the GM may set prerequisites.

Criminal Focuses:
Bypass Security: Allows the criminal to identify, bypass, or disarm traps or security systems, pick locks, crack safes. May require infiltration or technician pack.
Bribe: Use the Charmer score to find out if someone is susceptible to bribery before you offer it to them.
Connections: You know how to make contacts in the criminal milieu. Works the same way as the connection ability of the detective skill but only for criminal contact.
Disguise: Use this to create a disguise and impersonate a person. May require a disguise or infiltration pack.
Hacking: Allows a criminal to hack past network security on a computer.
Intimidating presence: Use the Criminal to intimidate.
Sleight of Hand: Allows a criminal to pick pockets, palm objects, misdirect, perform stage magic, etc.
Forgery: Use this to create or recognize a forgery.
Law specialist: You know the specific laws of countries you visit.
Gambling: You can use your criminal skill to play gambling games (poker, black jack). A character can cheat but must make a deception check. If successful, you get a +10 for the actual gamble check.
Stealth: Ability to remain unseen and unheard. If the thief attacks from stealth add +5 per thief level to hit and damage. Yes, being hit by a high level thief from a position of stealth can be very deadly.

Maneuvers:
Extra Criminal Focus: Choose 1 extra sport. You can take this multiple times each time chose a new sport.
Fast work: You perform certain a specific criminal activity in 1/2 time (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.
Specialist: +5 per Criminal level to a specific criminal activity (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.


Investigator: (LOG/2 + 10% Level)

This skill represents training and experience looking for answers, spotting clues, interrogating prisoners, and making arrests. It is a common skill for secret agents, private investigators, and police detectives.

Detect Clues: Use the Investigator score to spot clues.

Investigative Focus: When this skill is first selected, you MUST select 2 Investigative Focuses (see below). You are considered unskilled at areas outside your focus. For some focuses the GM may set prerequisites.

Maneuvers: Select 2 maneuvers per Investigator level if this is your primary skill or 1 maneuver per Investigator level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6. For some maneuvers the GM may set prerequisites.

Investigative Focuses:
Connections: The Investigator knows how to make contacts. An accomplished detective is only as good as his information sources, and an operative may have a number of contacts equal to his detective level. The player and GM work out the details of the contacts. They may be informants, snitches, friends, family, or allies of any sort. They may exist in high or low places, and may or may not be able to offer assistance or information when sought. The detective can drop a contact to replace him/her with another if the story and GM permit. This is helpful when missions take place far enough away that certain informants become less useful to the Investigator.
CSI: Use the Investigator score to gather information from the available clues and analyze the scene to come up with an explanation what happened.
Hostage Negotiator: Use the Investigator score to negotiate a hostage situation.
Interrogation: Used to question captives through various techniques, to get truthful answers to questions asked. Usually results in a contest against the WIL of the target.
Law specialist: You know the specific laws of countries you visit.
Lie Detector: Use the Investigator score to detect if a character is lying.
Profiler: Use the Investigator score to analyze criminal activities of an individual so you can make a profile of him.
Shadowing and Trailing: Use the Investigator to follow or watch people in a manner that doesn’t call attention to the Investigator. Shadowing someone is similar to stealth except no real hiding is taking place. This is the art of blending in, of knowing how to avoid being obvious.

Maneuvers:
Extra Investigative Focus: Choose 1 extra sport. You can take this multiple times each time chose a new sport.
Fast work: You perform certain a specific investigatory activity in 1/2 time (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.
Specialist: +5 per Investigator level to a specific investigatory activity (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.

Pilot: (DEX/2 + 10% Level)
This skill represents training and experience with an assortment of vehicles.
Focuses cannot be attempted unskilled, though the land vehicles aspect is available to all operatives, skilled or otherwise.
Land Vehicles: Use the pilot score for stunts or to maintain control of cars, buses, motorcycles, etc.

Pilot Focus: When this skill is first selected, you MUST select 2 Pilot focuses. You are considered unskilled at areas outside your focus. For some focuses the GM may set prerequisites.

Maneuvers: Select 2 maneuvers per Pilot level if this is your primary skill or 1 maneuver per Pilot level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6. For some maneuvers the GM may set prerequisites.

Pilot Focus:
Air: Use Pilot score for stunts or to maintain control of helicopters, airplanes, jets, etc.
Drone Operator: Use Pilot score to operate drones.
Mechanic: Use Pilot score to repair, and perform maintenance of a type of vehicle you have a focus on.
Operator: Use Pilot score for to operate sensor equipment (radar, sonar) of a type of vehicle you have a focus on.
Sea: Use Pilot score for stunts or to maintain control of sailboats, speedboats, yachts, submersibles, etc.
Space: Use Pilot score for stunts or to maintain control of space vehicles. Also used for tight maneuvers, docking, etc.
Vehicle evasion: When attacked in a vehicle you have a focus on you can reduce the damage by turning at the last moment. Vehicles you pilot gain a DR1. This maneuver can be taken multiple times for higher DR.
Vehicle weapons: Use Pilot score for to attack with vehicle mounted weapons for vehicles you have a focus on. Damage is based on weapon type, plus DEX bonus.

Maneuvers:
Extra Pilot Focus: You gain 1 extra Pilot focus.
Fast work: You perform certain a specific piloting activity in 1/2 time (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.
Specialist: +5 per Pilot level to a specific piloting activity (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.

Scout: (LOG/2 + 10% Level)
This skill represents the experience of a hunter, explorer, or recon operative

Awareness: Use the scout score for awareness.

Scouting Focus: When this skill is first selected, you MUST select 2 Scouting focuses. Land vehicles aspect is available to all operatives, skilled or otherwise. For some focuses the GM may set prerequisites.

Maneuvers: Select 2 maneuvers per Scout level if this is your primary skill or 1 maneuver per Scout level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6. For some manuevers the GM may set prerequisites.

Scouting Focus:
Animal Handling: You can use your scout skill to befriend, calm, agitate, or train normal animals.
Camouflage: You can use your Scout score to sneak.
Herbalist: When in a natural environment and you have time, you can gather natural medicinal ingredients. These count as a very basic medic pack for game purposes.
Hunter: You can use your Scout score to attack using primitive weapons.
Natural Treats: You can identify, build and disarm natural traps/hazards. Requires a survivalist pack.
Navigation: This represents direction sense, ability to find locations on unknown maps, decipher complex directions, create maps, etc.
Poisonous Nature: You can use your scout score to recognize poisonous plants and animals, and can extract their venom. When in a natural environment you extract 1 dose of natural poison.
Survival: Use the Scout score to craft objects from nature, find or build shelter, build fires, scan or identify drinkable water and edible food. Requires a survivalist pack (page 23).
Survival Guide: When foraging for food and edible food, you find food for a number of extra persons equal to your ranks.
Tracking: You can use your scout skill to detect tracks, learn information from them, trailblazing through overgrown regions, ignore penalties associated with terrain, etc.

Maneuvers:
Extra Focus: You gain 1 extra Pilot focus.
Fast work: You perform a certain specific scouting activity in in 1/2 time (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.
Specialist: +5 per Scout level to a specific scouting activity (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.

Technician: (LOG/2 + 10% Level)
This skill represents experience with computers, electronics, robotics, programming, mechanics, and the practical application of physical sciences. Most uses of the technician skill require a technician pack (page 23).

Basic Techniques: You can use your Technician score to build simple items or perform basic repairs.

Technical Focus: When this skill is first selected, you MUST select 2 Technical focus. Land vehicles aspect is available to all operatives, skilled or otherwise. For some focuses the GM may set prerequisites.

Maneuvers: Select 2 maneuvers per Technician level if this is your primary skill or 1 maneuver per Technician level if this is your secondary skill. If neither primary nor secondary, select one maneuver at levels 2, 4, and 6. For some maneuvers the GM may set prerequisites.

Technical Focus:
Aero-mechanics: Use Technician score to build, bypass, disable, modify, and repair planes.
Auto-mechanics: Use Technician score to build, bypass, disable, modify, and repair ground vehicles.
Bug master: Use the technician score to find and place electronical surveillance. Opposed by the Investigator Detect clues or a Technician Bug master focus.
Bypass Security: Allows the Technician to identify, bypass, or disarm traps or security systems, pick locks, crack safes. May require infiltration or technician pack.
Computer Programs: Use the Technician score to write, repair, disable, hack computers and their programs.
Drone operator: Use the Technician score to operate drones.
Electronics: Use Technician score to build, bypass, disable, modify, and repair electronical devices.
Explosives: Use the Technician score to set or disarm explosives. Disarming requires a demolitions pack. Setting a charge requires a demolitions pack and plastic explosives (page 23).
Guides Weapons: Use the Technician score to attack computer-aided weapons systems on vehicles or installations. Damage is based on weapon type, plus LOG bonus.
Hydro-mechanics: Use Technician score to build, bypass, disable, modify, and repair boats and submarines.
Improvised Explosives: Use the Technician level to create improvised explosives. If able to acquire some needed components, it takes about 8 hours (minus Technician level) in a kitchen to create 1 charge per Technician level. Treat improvised charges just like plastic explosives.
MacGyver: You can create tools and gear from everyday mundane items.
Mechanics: Use Technician score to build, bypass, disable, modify, and repair Mechanical devices.
Operator: used to operate sensor equipment (radar, sonar)
Satellite Access: You have access to satellites.

Maneuvers:
Extra Focus: You gain 1 extra Technical focus.
Fast work: You perform a certain specific Technical activity in in 1/2 time (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.
Specialist: +5 per Technician level to a specific Technical activity (GM decision). You can chose this maneuver multiple times, each time chose a new specific activity.

‹ Help this dummy understand Extreme Sports ›
PostCommentsIcon Login or register  | PostCategoryIcon   | PostTagIcon Tags: Covert Ops
Submitted by Fenix on Thu, 11/09/2017 - 5:51pm.

Updated my first post (see above)

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Submitted by Fenix on Thu, 11/09/2017 - 5:53pm.

Updated first post

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